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  • Main Page

    On the northern coast of the continent-sized desert called Algama, the city of Blanos perches like an oasis. Filled with beauty and mystery, this city has become the focal point for the rise of great guilds of heroes who trek across the desert in search …

  • Game Rules

    The following house rules are being observed in the Golden Sands campaign. h4. Combat House Rules [[Combat House Rules]] h4. Magical Item Identification and Creation 1) Magical items cannot be identified by spending time holding them. You MUST …

  • Races of Äresta

    These are the playable races from the Havisa and Algama continents. * *[[Auruk]]* - green-skinned nomads who refuse to kill sentient beings. Many are enslaved because they will not fight back. * *[[Duhorov]]* - short, hard-headed artisans. Their …

  • Auruk

    The desert race known as the Wandering People call themselves the Auruk (O-rk). The auruk culture is very severe and allows little to no freedom from tradition and convention. The desert is a hard mother, and she raises hard children. To survive, the …

  • Duhorov

    The Duhorov are the natives of the mountains and the deep places under the earth. They come from cold lands, but most have adapted to life in a variety of climates as they have mingled with humankind. Duhorovan culture and customs survives even in human …

  • Human

    The humans came to Äresta some 3000 years ago to escape a cataclysmic event on another world. In the Exodus, humanity lost almost all record of that world and its ways. Since then, humanity has spread across the face of the northern continent, bounded …

  • Quista

    Originally native to the forests of Äresta, the Quista have come to be called halflings due to being half the stature of a human. The Quista seem to have very capricious desires. Some cling ardently to the nature-worshipping culture that their history …

  • Blanos

    h5. (BLAH-nos) h4. City-State Government: Oligarchy
    Pop.: human (60%), duhorov (15%), quista (15%), lunari (5%), auruk (5%)
    Blanos is ruled by a council of delegates from each nation or city-state that pays the sizable yearly fee to the …

  • Boran Dun

    h5. (b-RAN doon) h4. Nation Government: Monarchy
    Cities: Damudar (capital), Zakaduh
    Pop.: Dwarf (80%), Human (10%), Halfling (10%)
    Common Classes: Barbarian, Fighter
    Heritage Bonus: Competitive Spirit. When reduced to less than …

  • Borsetta

    h5. (bor-SET-a) h4. Nation Government: Monarchy
    Cities: Biegletta (capital)
    Pop.: Human (85%), Halfling (10%), Dwarf (5%)
    Common Classes: Fighter, Rogue
    Heritage Bonus: Riddler. Get a +2 bonus on any attempt to unravel a riddle …

  • Breddesa

    h5. (breh-DES-sa) h4. Nation Government: Republic
    Cities: Deglory (capital), Cegly
    Pop.: Human (70%), Halfling (25%), Dwarf (5%)
    Common Classes: Swashbuckler, Wizard
    Heritage Bonus: Money Smart. Gain a +2 competence bonus on …

  • Bria Itturs

    h5. (BREE-a IH-terse) h4. Nation Government: Theocracy
    Cities: Diernes (capital), Attires, Glasal
    Pop.: Human (90%), Dwarf (5%), Halfling (5%)
    Common Classes: Cleric, Rogue
    Heritage Bonus: Dirty Tricks. Gain a +2 competence …

  • Clausa

    h5. (CLAH-za) h4. Nation Government: Monarchy
    Cities: Piglarta (capital)
    Pop.: Human (80%), Dwarf (15%), Halfling (5%)
    Common Classes: Fighter, Warden
    Heritage Bonus: Discerning. Gain a +2 competence bonus to Appraise, …

  • Cly Gunaus

    h5. (CLAY GOON-us) h4. Nation Government: Theocracy
    Cities: Ce Mirtis (capital), Ce Caunas
    Pop.: Human (92%), Dwarf (4%), Halfling (4%)
    Common Classes: Barbarian, Druid
    Heritage Bonus: Thick Blood. Your chance to stabilize when …

  • The Deep Desert of Algama

    h5. AHL-GAH-muh or AHL-geh-MAH (Auruk) h4. Region Government: Nomadic tribes
    Cities: none
    Pop.: Auruk (100%)
    Common Classes: Rogue, Warden
    Heritage Bonus: Survivor. You require half as much food and water ration as normal. You …

  • The Dry Hills

    h4. Region Government: Nomadic tribes
    Cities: none
    Pop.: Auruk (99%), Other races (1%)
    Common Classes: Druid, Warden
    Heritage Bonus: Eagle’s Eyes. Penalties to Spot checks due to distance are halved.
    Along the coast of …

  • Glanacia

    h5. (glah-NAH-see-a) h4. Empire Government: Monarchy
    Cities: Tretton (capital), Dunnigan, Augsbro
    Pop.: Human (90%), Halfling (8%), Dwarf (2%)
    Common Classes: Barbarian, Fighter, Wizard
    Heritage Bonus: Imperial Education: Gain a …

  • Glilis

    h5. (GLEE-lihs) h4. Region Government: Various
    Cities: Baunal, Ersortus
    Pop.: Dwarf (50%), Human (25%), Halfling (25%)
    Common Classes: Fighter, Cleric, Sorcerer
    Heritage Bonus: Hearth Heat. You have cold resistance 1.

  • Gordony

    h5. (GOR-dun-ny) h4. Region Government: Independent Princedoms
    Cities: Frescia, Gatolon
    Pop.: Human (90%), Dwarf (5%), Halfling (5%)
    Common Classes: Bard, Swashbuckler
    Heritage Bonus: Exquisite Form. Gain a +1 bonus to attacks …

  • Grocia

    h5. (GROW-sia) h4. Nation Government: Oligarchy
    Cities: Thordora
    Pop.: Human (90%), Dwarf (10%)
    Common Classes: Cleric, Fighter, Paladin
    Heritage Bonus: Resilience. You have spell resistance 5. This ability is not optional and …

  • Mausland

    h5. (MOWZ-land) h4. Region Government: Allied Theocracies
    Cities: Clugrena, Tind Maus, Thordes
    Pop.: Human (80%), Dwarf (20%)
    Common Classes: Cleric, Warden
    Heritage Bonus: Beast Master. Gain a +2 competence bonus to Handle …

  • The Mendies

    h5. (MEN-deez) h4. Region Government: Various
    Cities: Go Zavarad, Dunazuk, Pelenthe
    Pop.: Human (50%), Dwarf (40%), Halfling (10%)
    Common Classes: Bard, Fighter, Swashbuckler
    Heritage Bonus: Scarred Visage. Gain +2 competence …

  • Mo Gorgod

    h5. (MO gor-GOHD) h4. Nation Government: Theocracy
    Cities: Go Zugorah (capital), Bomadur
    Pop.: Dwarf (100%)
    Common Classes: Cleric, Paladin
    Heritage Bonus: Implacable. Gain a +1 bonus on fortitude saves and a +2 competence bonus …

  • Morta

    h5. (MOR-tuh) h4. Nation Government: Monarchy
    Cities: Sharne (capital), Bunon
    Pop.: Human (85%), Halfling (10%), Dwarf (5%)
    Common Classes: Rogue, Swashbuckler
    Heritage Bonus: Suicidal Bravery. Once per day you may gain 1d10 …

  • The Raider Ports

    h4. Region Government: Independent Autocracies
    Cities: Yugg, Spera, Seahome
    Pop.: Human (95%), Halfling (4%), Auruk (1%)
    Common Classes: Fighter, Swashbuckler
    Heritage Bonus: Villain’s Armament. You have Weapon Proficiency with the …

  • The Sendonies

    h5. Sendonies (SEN-duh-neez) h4. Region Government: Various
    Cities: Iaidu, Makele, Rahar
    Pop.: Halfling (60%), Human (25%), Dwarf (15%)
    Common Classes: Sorcerer, Warden.
    Heritage Bonus: Lengthy Stride. You may move an extra 5ft …

  • Sollest

    h5. (suh-LEST) h4. City-State Government: Democracy
    Pop.: Human (75%), Halfling (15%), Dwarf (10%)
    Common Classes: Sorcerer, Wizard
    Heritage Bonus: Arcane Blood. Non-spellcasting classes may cast one 0-level sorcerer spell (choose …

  • Thondria

    h5. (THON-dree-a) h3. Empire Government: Monarchy
    Cities: Thondor (capital), Pelendor, Athandor
    Pop.: Human (100%)
    Common Classes: Fighter, Wizard
    Heritage Bonus: Military Precision. You count as having weapon proficiencies with …

  • Tuland

    h5. (TOO-land) h4. Nation Government: Monarchy
    Cities: Tulausa (capital)
    Pop.: Human (80%), Dwarf (20%)
    Common Classes: Cleric, Fighter
    Heritage Bonus: Craftsmanship. Gain a +2 competence bonus to any two Crafts skills of your …

  • The Tursies

    h5. (TUHR-seez) h4. Region Government: Allied city-states
    Cities: Pia Thunol, Mes Grol, Dutte
    Pop.: Human (95%), Dwarf (3%), Halfling (2%)
    Common Classes: Cleric, Paladin, Swashbuckler
    Heritage Bonus: Sea Legs. Gain a +2 bonus …

  • Ubau

    h5. (oo-BOW) h4. Nation Government: Theocracy
    Cities: Puca (capital)
    Pop.: Halfling (95%), Dwarf (3%), Human (2%)
    Common Classes: Druid, Warden
    Heritage Bonus: Forest Friend. Gain a +2 competence bonus to Handle Animal, Move …

  • Zugät

    h5. (zoo-GAHT) h4. City-State Government: Republic
    Pop.: Human (100%)
    Common Classes: Rogue, Wizard
    Heritage Bonus: Duplicitous. Gain a +2 bonus to Bluff, Forgery or Sense Motive (choose one).
    This city is high in the Eastern …

  • The Gods of Men

    Three thousand years ago, the race of men was saved from a great cataclysm. The world was dying, and the gods collected the faithful and led them through a doorway from that world to this one. Not everyone was saved, and to this day, many people offer …

  • The Duhorovan Trinity

    The Duhorovan people, known to mankind as dwarves, worship three brothers. Their fables all tell of the history of the brother-gods playing and fighting amongst themselves. The Duhorov believe that they were conjured from the darkest places in the …

  • Uma Tobo

    Uma Tobo is the only goddess of the Quista, the halfling people. Their name for her translates to “great old mother Tobo”. She is a nature goddess, and the Quista revere nature and its power above all else. Uma Tobo has a number of different facets …

  • Other Gods

    The gods represented here are of much lesser stature and are not represented by more than token handfuls of followers. h3. Fondos, the quaking god. Fondos is the god of the land of Äresta. He is the land and the forests and all the animals. He …

  • Virde

    h5. (VEER-day) h4. City-State Government: Oligarchy
    Pop.: Human 45%, Dwarf (25%), Halfling (25%), Auruk (5%)
    Common Classes: Any
    Dead in the center of the Melicine ocean, Virde is a stopping point for virtually every ship on its …