The Jade Shores

by GGerrik

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The Jade Shores

The Jade Shores

A Players Resource

Contents

Part 1

Introduction

The Jade Shores

The Old World is ending. Five hundred years ago the Old Gods left behind humanity. In their wake, the Fel, a corruption that turns in the land black and creatures into abominations has been consuming civilization. The powers they granted mortals to defend themselves, fade with their memory and their new goddess, The Guardian struggles to turn back the Fel on her own. Each dawn the Fel's corruption deepens, the land blackens and curls in its grasp, and the felbeasts it creates hunt the survivors.

The last walled city, Solace, stands alone against the coming doom. Behind it's towering walls are the last vestiges of civilization. The survivors from a hundred nations unified in the purpose of survival. The Church, reformed under their new goddess The Guardian speaks of hope and duty while collecting both coin and bodies to mount the defense. It's Inquisitors hunt for signs of the Fel, burning it before it's able to take root and spread within the walls of Solace. While it's Paladins train levies in use of pike and shot to repel the Felbeasts from their walls.

The streets are cramped by hundreds of thousands of refugees, permanent citizens of Solace whose homes have been consumed by the Fel. With the inner fields inadequate for the besieged populace, sickness and starvation has begun to take hold. The underbelly of the city has become as dangerous as the Fel, desperate people going to dark lengths to secure food. With the streets growing ever more dangerous the the Imperial Houses beseech the King for a culling.

It was then the King dispatched ships across the placid Ocean, searching for shores that hadn’t been corrupted by the Fel. At first they all returned reporting the same, the Fel had corrupted everything, turning the land into black ash, but one ship returned with a tree a shade of green as to be called Jade. Its captain excitedly told of a place whose shores were jade, the Fel nowhere to be found. And so salvation was to be had, but not by turning back the Fel, but by seeking out a new world.

Welcome to the Jade Shores

A new world ready to be explored and exploited. The journey is a frequently hazardous two months sail east from the old world over the placid Great Ocean to reach the Jade Shores. It is made by an assortment of races, organizations, and powers, attempting to escape the overcrowded and desolate old world for the vibrant jungles of the new one. But, even though they leave their homes they bring with them the darkness that plagues it.

The Jade Shores is a colonial adventure, with three primary factions for players to belong to and a series of subfactions within. There are The Jade Shores, the primitive races that have called the Jade Shores home for eons and have been met with an apocalyptic event brought to their shores on great white sails. The Colonies, a collection of loosely organized settlements that are bustling with adventurous people of all races from the old world seeking to make a better life for themselves or their families, but unaware of the troubles their coming has brought. The last faction is that of the Imperial Houses, the dominating powers of the old world who seek to exploit the resources of the Jade Shores to strengthen their failing positions at home.

Within this guide you will find the resources needed to create a character from one of the several races and classes tailored for this colonial adventure. The time period is late renaissance, gone are the mounted knights in fullplate, replaced by the pike and shot. The Old Gods have been replaced by a new centralized faith in The Guardian, the goddess who watches over the old world during a time of darkness and horrors. With the death of the old gods the powers of the divine fade and even the most basic spells often falter. In their wake Arcane spellcasters took the mantle of defenders of the people and used it to bolster their position of power and influence over nations. In the new world, the old gods never existed and arcane magic was never learned nor gifted. It is a place of spirits where the races have coexisted with nature in an attempt to survive its many perils.

Part 2

Factions

The Jade Shores

The Jade Shores are a collection of races and peoples who have lived along The Jade Shores throughout living memory. Outside of the Sun Empire, the people tend to be very tribal and made up of singular races without a common language. The unifying feature of The Jade Shores is that they are aloof to the ways and troubles of the Old World but are very in tune with the land they’ve spent their lives with. They can feel that it is now dying and are seeking a way to save it.

Sun Empire

The Sun Empire is the sole centralized power in the new world, formed by the alliance of Sun Elf kingdoms under Emperor Ahckin. Under Ahckin they’ve expanded the empire to include all of the Blackvale, easily conquering the independent tribes and annexing their people into the fold where they’re expected to send their first child to the emperor in order to serve him as servants or warriors. As such many first children feel the empire to avoid becoming the property of a tyrannical emperor. The Sun Empire worships the Sun as the embodiment of life and are the only New World faction with priests.

Members of the Sun Empire that are adventurers have run away from their homes and their duties. Vagabonds who have turned their back on the Empire and would be executed if caught by a Diviner or any of the warriors of the empire. As such it is someone who has fled the empire, typically due to a disagreement with a Diviner or in an attempt to avoid annexation that one finds the adventuring life from the faction of the Sun Empire. Personal Quests that these faction members have are attributed to them by either loved ones left behind in the empire or another faction.

Boons:

The Oracle Class is available Begin the game with a non-combat bonus feat. +2 to Knowledge, Nature, Local, and Survival skill checks

Banes:

-2 to saves against Arcane Spells The Colonies and The High Houses start off as unfriendly

The Inti

The Inti is a collection of Kobold and Lizardfolk tribes that share a system of beliefs which leads to both cooperation and war. These tribes worship the land as if it were a sentient source of power and fight to preserve it and the power for themselves. The Inti elders teach of the Great Spirits, embodying the elements that live at the epicenter of leylines feeding them their energy.

Members of the Inti that have taken up adventuring have done so to fufill a quest given to them by their Tribe's Shaman. If the quest is of true importance to the Tribe's primordial the Shaman may even bequeath some of his powers to the Inti before they depart the tribe to take up the quest. Occasionally these members have lost their tribes and adventure to find a new sense of belonging.

Boons:
  • Inti Druids select an elemental Domain as if they were a Cleric.
  • +2 to Knowledge, Nature, Local, and Survival skill checks.
  • Gain the benefit of the Bless spell when standing on a Leyline, additionally you’re able to track Leylines.
Banes:
  • -2 to saves against Arcane Spells
  • May not use firearms
Quetzal Skald

 

The Free Tribes

The Free Tribes are the remaining free people of The Jade Shores. They tend to be insular within their races and while clashing with opposing tribes over territory isn’t unheard of, it’s not common. The majority of these tribes are lead by elders but the beliefs and teachings of those elders differ as wildly as the many races do. From the pack like Ocelots to the Druid Circle of the Centaurs, the hidden valleys of the Forest Gnomes or the tree-top villages of Wood Elves, each tribe is tied to their land and worried about the changes they’re seeing with the arrival of the white sails to their shores.

Without the centralization needed for institutionalized learning, as the Free Tribes remain a primitive hunter-gatherer society where almost all learning is done verbally from elders, the classes available for Free Tribe members are reflective of the savage jungles and strong oral histories.

Agents of the Free Tribes

Players who choose to be from the Free Tribes have a similar freedom in determining motivation for their character. Since the tribes are so varied in their goals and beliefs it's possible to come up with wildly different personal quests that would lead to a life of adventuring.

Boons:
  • You gain Forester or Jungle Survivalist as a bonus feat
  • Start with a Helpful Attitude for members from your Tribe
  • +2 to Knowledge (Nature), Knowledge (Local), and Survival skill checks
Banes:
  • -2 to saves against Arcane Spells
  • -2 to Fortitude Saves against diseases not from creatures with the swarm subtype.
Bonus Trait:

Characters who choose the Free Tribes faction gain the below trait for free at creation

  • Jungle Walker: You gain a +2 trait bonus on Survival checks in jungle terrain.
The Jade Shores
Races Classes
Centaurs Vanara Barbarian Ranger
Forest Gnomes Wood Elves Bard Rogue
Kobolds Bloodrager Shaman
Lizardfolk Brawler Shifter
Ocelots Druid Skald
Quetzals Fighter Slayer
Sun Elves Hunter

The Colonies

The Colonies are a collection of settlements along The Jade Shores founded by Solace in the name of their King. Though various factions from the old world have found their way to the Colonies. Their people and goals are as varied as the powers that sent them across the ocean. For most the colonies represent a new life, free from the horrors of the old world and they’ll do anything to protect it.

While there are several small settlements along the Jade Shore, the only significant settlement is that of New Solace which was the first permanent settlement in the New World. As it was established by the King's charter it is overseen by the Magistrates and the Church has a heavy hand in daily life which is why the colonists who have travelled to the Jade Shores to escape the control of Solace have been venturing further afield into the depths of the jungles in an attempt to free themselves from the yoke of the crown. However these new colonies have been struggling, the grown refuses to grow crops from the old world and there isn't a bounty of grazing herbavors to hunt, even the great ocean is seemingly barren of fish. This is only the beginning of their problems however, as the very Jungle has become hostile as they venture further into it. Fauna and Flora of a breed unheard of in the Old World causing death and injury to wayward colonists, there's even rumor that the Jungle itself has guardians which seek out colonies that have begun cutting into it, trees come to life that have slaughtered an entire settlement then melted back into the jungle. The church refutes such claims and imprisons anyone caught spreading the lie, instead advising the colonies have been lost to attacks by hostile natives, and continue to push for the crown to allow them to send their orders of knights over to make the shores safe.

Yet still the colonists continue to land on the Jade Shores, get their paperwork in order in New Solace and then begin a trek towards one of the new settlements. Most of these are a simple people who have grown up in the burgeoning slums of Solace without more than five feet of space to call their own. Now they step into a land of wilderness unseen in their lifetimes, ready for them to stake their claim and build something like their ancestors before them had done in the Old World.

New Solace

The central power of The Colonies is New Solace, which serves as a bastion of hope for all races under the wardenship of Solace. Every few months new ships arrive bringing fresh colonizers from the old world, with new supplies and dreams. The colony is governed by a corrupt Magistrate under the authority of the King of Solace, with the ships returning from New Solace loaded with the resources of the jungle to pay the King’s taxes. It’s people work hard to build new lives, trying either to ingratiate themselves with the Magistrate or venture further into the Jade Shores to their grasp.

While the settlement is permanent with a fortified wall surrounding it, it is still growing to fit its expanding population as each new ship from the Old World brings new colonists to the Jade Shores.

Agents of New Solace

Player Characters who choose to be of the New Solace faction are choosing to play as a colonist, someone who traveled to the Jade Shores for the chance at a new life away from the horrors of the Old World. It is not that they are allied with New Solace, but that New Solace is their step off point into a new world. Their papers must be signed by the Magistrate of New Solace in order to proceed through the harbor and into the new world and it is from here the player's character's adventure begins.

A colonist has many reasons to go adventuring, the first being that their new life as a whole will be an adventure as the untamed wilderness of The Jade Shores is an uncharted and unexplored vastness that'll need to be dealt with by the new arrivals from the Old World before it can be colonized. For those who arrived but found themselves unable to produce a living by farming or becoming a tradesman hired by one of the Imperial House factions, adventuring can be a profession but also a way of making good on debts.

Boons
  • The Hunter, Ranger, and Slayer class are available
  • +1 skill rank at each level.
  • Start with a Pistol and Musket
  • Gain Weapon Focus Pistol or Musket as a bonus feat
Banes
  • The Jade Shores start off as unfriendly
  • Divine Spells have a spell failure chance.
Bonus Trait

Choose one of the below 3 bonus traits at creation

  • Colonial: +1 on Knowledge (Local) checks relating to settlements and politics and a +1 trait bonus on saving throws against disease
  • Stowaway: You gain a +1 trait bonus on Stealth checks and Survival checks to find food.
  • True Believer: You gain a +2 trait bonus on concentration checks made while casting divine spells.

The Tusken

The life of a Goblin, Hobgoblin, Half-Orc, or Orc is a miserable existence in Solace and as such many see The Jade Shores as more than an opportunity for a new life but also one where they’re in charge. The Tusken is a political faction of charismatic leaders and strongmen that have broken away from the Magistrate’s yoke and begun to self govern in their own little communities broken off from New Solace. They keep in contact with New Solace, having day laborers settled in as spies to recruit new members and spread the word of the freedom The Tusken offer.

The Tusken have a few different leaders each with their own way of forging a path forward for the less fortunate races of the Old World. Koraz "Lord" Murderhand is a soft spoken Hobgoblin who seeks to find a path where the Tusken can live a part from the crown peacefully. He is popular among laborers but seen as weak by some Tusken. His dealings with the Magistrates often draw their ire despite helping the Tusken greatly in the founding of their own settlements along the apas. Cappy Albatross is the wise cracking goblin that leads the Yellow Jackets, a (criminal) organization that Cappy founded shortly after arriving in the New World as a stowaway. Cappy hires colonists down on their luck to do, not strictly authorized, jobs around the settlements and fancies himself a guildmaster. Xothar Maldur is a hulking Orc that deserted the Holy Order of the Shield which he had been a captain in to flee to the New World to escape the Fel. He recruits capable bodied colonists with the goal of throwing off the yoke of the crown and creating a free city under
his command.

Each of these leaders has fostered positive
relations with the the native of the Jade Shore
seeking allies against the crown and the
armies of The Church. For the most part
their outreach has been successful, with
the Tusken settlements seeing friendly
traders from the Free Tribes
offering food      goods and
gold which          the Tusken are
able to turn         into supplies
and additional
weapons.

Agents of The Tusken

The Tusken Faction while not unified, has clear objectives defined by their leaders who utilize their agents to accomplish their varying objectives. The player should work with their GM to craft a faction quest that makes sense for whichever of the three leaders they choose to follow. Lord Murderhand tends to send followers on diplomatic missions, Cappy is typically roguish in his quests, while Xothar has his soldiers preparing for armed conflict.

Boons
  • The Barbarian, Bloodrager, and Skald class become available.
  • Start with friendly relations with The Tribes
  • Start with a Tusken contact that is available to use use for information and item procurement.
  • Start with a Pistol or Musket
Banes
  • The Magistrate start off as unfriendly
  • Divine Spells have a spell failure chance.
Bonus Trait

Choose one of the below 2 bonus traits at creation.

  • Stowaway: You gain a +1 trait bonus on Stealth checks and Survival checks to find food.
  • Child of the Streets: You gain a +1 trait bonus on Sleight of Hand checks, and Sleight of Hand is always a class skill for you.

The Magistrate

The King’s authority in the new world, The Magistrate is a governing body of wizards that oversees the daily operation and growth of The Colonies. Under their control is the colonial garrison that sees to the defense of the settlements and asserts the crown’s authority.

Magistrate Obadiah Whiteherst is the ranking member of the Magistrate in the New World. What was originally thought to be an exile turned into one of the most important offices in the Magistrate. Whiteherst's early success in founding New Solace and establishing a permanent settlement won him favor with the King. Whiteherst rules New Solace with a fist, imposing strict enforcement of the Crown's law wherever he can spare soldiers to enforce it. This has lead for a vast majority of the colonists to venture further into the jungle at their first opportunity. As life under Whiteherst has been called worse than life in the slums.

Agents of the Magistrate

The Magistrate's members are assigned tasks by their superiors. The player can choose to either be a member of the Magistrate that has been assigned to New Solace including it's rank of wizards and garrison of soldiers, or a member of the Magistrate from the Old World newly arrived on the shores on an important mission.

Boons
  • The Magus and Wizard class are available
  • Starts with a creed from the King granting authority and immunity.
  • Start with Friendly relations with The Magistrate
  • Begin the game with double the staring gold coins
Banes
  • The Jade Shores start off as hostile
  • Divine Spells have a spell failure chance.
Bonus Traits

Choose one of the below 2 bonus traits on creation

  • Classically Schooled: You gain a +1 trait bonus on Spellcraft checks, and Spellcraft is always a class skill.
  • Law Enforcer: You receive a +2 bonus on Sense Motive checks to gain a hunch from social situations, and begin play with a pair of masterwork manacles.
The Colonies
Races Classes
Human Half-Orc Alchemist Rogue
High Elf Goblin Bard Sorcerer
Half-Elf Hobgoblin Cavalier Summoner
Dwarf Minotaur Cleric Swashbuckler
Tinker Gnome Tiefling Fighter Warpriest
Halfling Gunslinger Witch
Orc Paladin

The Imperial Houses

The Old World is on the brink of collapse. Its last bastion against the apocalypse is Solace from which the Imperial Houses rule with an iron fist. Justifying their tyrannical rule with the salvation of civilization. While the crown is said to rule with absolute authority, the imperial houses continue to vy for power even while their world faces destruction. This is why when The Jade Shores were discovered, the Imperial Houses immediately began to dispatch agents to search out this new land for any resources that could be exploited to change the power dynamic at home.

The Church

The Church of the Guardian has been the seat of House Thrune for five centuries. Their Matriarch sitting as the High Priestess and passing it on from daughter to daughter, Meanwhile the cadet branches of the family lead the church’s military arms in defense of Solace and the Faith. Word of Felbeasts and the spread of the Old Religion has reached The Church and as such they’ve begun sending agents to the New World to investigate the threat.

Agents of the Church

Agents of The Church are under a hierarchy of superiors that ultimately ends at the High Priestess, Vivian Thrune. They belong to one of the many sects of the church, Paladin Orders and Clerical Chapters or one of the secret sects known only by whispers. Agents of the Church who have traveled to the Colonies have a directive. A priest sent to establish a church, an inquisitor sent to root out heritics, or a paladin sent to retrieve a lost relic.

Boons
  • The Inquisitor, Monk, and Vampire Hunter (Felbeast Hunter) class are available.
  • You gain Divine Communion or Divine Protection as a bonus feat
  • Has 1 Fate Point, that replenishes after a full rest.
  • +2 bonus on Knowledge Religion skill checks
Banes
  • -2 on Knowledge Nature checks
  • Divine spells have a chance of failing
Bonus Traits

Choose one of the below 3 bonus traits at creation.

  • Missionary: Choose one of the following skills: Bluff, Diplomacy, Intimidate, Knowledge (religion), Perform (any), or Sense Motive. You gain a +1 trait bonus on checks using that skill, and it is always considered a class skill for you.
  • Schooled Inquisitor: You gain a +2 trait bonus on all Knowledge (planes) and Knowledge (religion) checks made to identify the abilities and weaknesses of creatures.
  • Principled: You take a –2 penalty on Bluff checks and gain a +2 trait bonus on saving throws against charm, compulsion, and emotion effects.

The Herst Trading Company

The Masons Guild of House Herst is the only guild to receive a charter for establishing a trade company in the new world, doubtlessly due to heavy handed bribes that only the Hersts could afford, what with their monopoly on
repairing the citadel’s well from the onslaught of felbeasts threatening to destroy the last bastion of civilization.
With that charter the Hersts seek to find fortune along
The Jade Shores to secure their position in Solace as the most powerful house.

Agents of the H.T.C.

Agents in the employ of the H.T.C. are seeking to locate exploitable resources and stake claim for the company. Setting up any advanced staging grounds and surveying the local for long standing settlement. The H.T.C. has deep pockets and their bribes are an accepted practice, which leads to their agents often acting outside of the law. While these activities aren't typical endorsed by the local Magistrate, they're not ceased either.

Boons

  • Gain the ability “Greased Palms” - For 5 gold per a CR a humanoids attitude can be improved 1 step before making a diplomacy check.
  • The Magistrate begin with a Helpful attitude.
  • Begin the game with double the starting gold.

Banes

  • -2 on Knowledge Nature checks
  • Divine Spells have a spell failure chance.

The Royal College

The Royal College was founded by House Bromathan, is a collection of like minded individuals seeking to turn back the tides of the Fel and reclaim the old world. When word of The Jade Shores reached the college they immediately dispatched an expedition into this new land untainted by the Fel in an attempt to examine why it had escaped the corruption that haunted the Old World.

Agents of the Royal College

Agents of the Royal College have likely been tasked with a quest seeking to further the college's understanding of the new world. The great mystery of The Jade Shores is that they're free of the the Fel and it has the academics and powers at the Royal College abuzz with debate and research. There is also talk of an ancient power lingering untapped deep in the lands of the Jade Shores. Some wizard found it hidden in a book of the old ages when researching about the land.

Boons

  • The Investigator, Ranger, and Wizard class are available.
  • Two Knowledge skills become class skills, if you choose a skill u already have on your class list, you gain a +2 bonus to it. yo
  • Begin the game with double the starting gold.

Banes

  • -2 on Fortitude Saves in the Jungle
  • Divine Spells have a spell failure chance.
The Imperial Houses
Races Classes
Human Half-Orc Alchemist Rogue
High Elf Goblin Bard Sorcerer
Half-Elf Hobgoblin Cavalier Summoner
Dwarf Minotaur Cleric Vigilante
Tinker Gnome Tiefling Fighter Wizard
Halfling Gunslinger Warpriest
Orc Paladin Witch

Part 3

Races

Sun Elves

Sun Elves are firmly of the belief that they stand as the sole protectors and inheritors the Sun's dominion. Patient and deliberate in most of what they do, they demonstrated an orderly nature uncommon to most elves, preferring to master a skill before applying it rather than learning as they go.

Sun elves have bronze-colored skin and hair most often of copper, golden blond, and black. Sun elves typically have green eyes, though golden ones were also common.

Standard Racial Traits


  • Ability Score Modifiers: Sun Elves are quick, both in body and tongue, but their form is frail. They gain +2 Dexterity, +2 Charisma, and –2 Constitution.
  • Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Type: Elves are Humanoids with the elf subtype.
  • Base Speed: Elves have a base speed of 30 feet.
  • Languages: Sun Elves begin play speaking New World and Sylvan. Elves with high Intelligence scores can choose from the following: Ocelots, Celestial, Quetzal, and Draconic. See the Linguistics skill page for more information about these languages.

Racial Bonuses


  • Lightbringer: Many elves revere the sun, moon, and stars, but some are literally infused with the radiant power of the heavens. Elves with this racial trait are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spell or effect they cast (including spell-like and supernatural abilities). Elves with Intelligence scores of 10 or higher may use light at will as a spell-like ability.
  • Ageless Patience: Some families of elves have been strongly influenced by rigidly honorable non-elven cultures. This attitude, combined with elven longevity, produces elves of extraordinary patience, who can produce better results when taking their time than they could under time constraints. These elves gain a +2 racial bonus when taking 20 on skill checks.
  • Shadowhunter: Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day).
  • Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Wood Elf

Wood elves live in a tribal society without many of the advances available to the other elves. They rarely craft their own magical weapons and have lost the ability to use powerful magic. There are rare cases of powerful shamans; these are almost always female.

Physical Description

Wood elves have darker skin than other elven subraces, in a range of light brown to dark brown. An average male is 5'8" in height and weighs 150 lbs, while an average female is 5'3" and 130 lbs . Their hair can be anything from black to light brown, and it grays and turns to white with old age. They prefer to wear as little clothing as possible and choose instead to adorn themselves with other decorations like tattoos, feathers or body paint. They can make and wear complicated and intricate beadwork.

Standard Racial Traits


  • Ability Score Modifiers: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
  • Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Type: Elves are Humanoids with the elf subtype.
  • Base Speed: Elves have a base speed of 30 feet.
  • Languages: Wood Elves begin play speaking New World and Sylvan. Elves with high Intelligence scores can choose from the following: Ocelots, Celestial, Quetzal, and Draconic. See the Linguistics skill page for more information about these languages.

Racial Bonuses


  • Slender: Wood Elves often appear unnaturally thin by other races’ standards. Wood Elves gain a +2 racial bonus on Escape Artist checks, on combat maneuver checks to escape a grapple, and to CMD against grapples.
  • Keen Senses: Elves receive a +2 racial bonus on Perception checks.
  • Dimdweller: Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks
  • Eternal Grudge: Wood Elves grow up in secluded, isolationist communities where generations-old slights and quarrels linger as eternal blood feuds. Elves with this racial trait receive a +1 bonus on attack rolls against kobolds and lizardfolk because of special training against these hated foes.
  • Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Quetzal

Quetzal culture has a fondness for stories and legends and is rich in the oral tradition. So much care was put into the retelling of traditional stories and their preservation that Quetzal often unwittingly had access to lore about ancient and long-gone cultures or empires that others had long since forgotten about. Many Quetzal were able to recall some detail of the ancient past, though it was usually wrapped in the shrouds of legends.

Physical Description

Quetzal are avian humanoids whose features strongly resemble macaws. They have broad beaks and both their arms and their legs end in powerful talons. Though Quetzal are unable to fly, iridescent feathers cover their bodies—this plumage is usually colorful, though occasionally it can be grey. Their talons, beaks, and eyes are similarly golden colored, and most non-Quetzal have great difficulty telling similarly colored Quetzal apart. Though they are about the same height as humans, they have slight builds and tend to hunch over. A Quetzal’s eyes sit slightly back and to the sides of his head, giving him binocular vision with a slightly more panoramic field of view than other humanoids. Like many avians, Quetzal’s have hollow bones and reproduce by laying eggs.

Standard Racial Traits


  • Ability Score Modifiers: Quetzal are fast in body and tongue, but relatively fragile and delicate. They gain +2 Dexterity, +2 Charisma, –2 Constitution.
  • Size: Quetzal are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Type: Quetzal are humanoids with the Quetzal subtype.
  • Base Speed: Quetzal have a base speed of 30 feet.
  • Languages: Quetzal begin play speaking New World and Quetzal. Quetzal with high Intelligence scores can choose any languages they want (except for secret languages, such as Druidic and Old World). See the Linguistics skill page for more information about these languages.

Racial Bonuses


  • Gifted Linguist: Quetzal gain a +4 racial bonus on Linguistics checks, and learn 2 languages each time they gain a rank in Linguistics rather than 1 language.
  • Glide: Quetzal can use their feathered arms and legs to glide. Quetzal with this racial trait can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, a tengu may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet he falls.
  • Natural Weapons: A Quetzal has a bite attack that deals 1d3 points of damage.
  • Swordtrained: Quetzal are trained from birth in swordplay, and as a result are automatically proficient with sword-like weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).
  • Low-Light Vision: Quetzal can see twice as far as humans in conditions of dim light.

Forest Gnomes

Forest gnomes live in an extreme state of primitivism, though their lives are generally comfortable and idyllic. Forest gnomes are largely hunter-gatherers, harvesting their food from wild fruits, nuts, and berries, and supplementing their diet with a little meat. Forest gnomes are generally organized in a loose gerontocracy, with the eldest member of the community serving an advisory role to the rest of the community, who generally only make decisions by consensus.

Physical Description

Forest Gnomes are very small compared to most other races ranging between 2'1"–2'10" in height and 21–35 lbs in weight. Gnomes are comparable with elves, with whom they shared pointed ears and high cheekbones, except for their tendency to grow beards and live underground. Many gnomes have a more feral appearance, with hair that often sprouted from their heads in odd directions.

Forest gnome skin is an earthy color and looks, in many ways, like wood, although it is not particularly tough. Forest gnome hair is brown or black, though it grays with age, sometimes to a pure white.

Standard Racial Traits


  • Ability Score Modifiers: Forest Gnomes are physically weak but surprisingly hardy, and their natural affinity to nature makes them seemingly wise beyond their years. They gain +2 Constitution, +2 Wisdom, and –2 Strength.
  • Size: Forest Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
  • Type: Forest Gnomes are Humanoid creatures with the gnome subtype.
  • Base Speed: Quetzal have a base speed of 30 feet.
  • Languages: Forest Gnomes begin play speaking New World Common and Sylvan. Forest Gnomes with high Intelligence scores can choose from the following: Ocelots, Quetzal, Draconic, and Giant See the Linguistics skill page for more information about these languages.

Racial Bonuses


  • Bond to the Land: Forest Gnomes have strong ties to their jungles, as a holdover from their fey origins. These gnomes gain a +2 dodge bonus to AC when in Jungle terrain.
  • Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
  • Fey Magic: Gnomes with this racial trait increase the DC of spells of the compulsion subschool they cast by 1. Additionally, if the gnome has a Charisma score of 11 or higher, she also gains the following spell-like abilities: 1/day—charm person, dancing lights, entangle, and prestidigitation. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.
  • Fey Fortitude: Gnomes with this racial trait are infused with a connection to life. They gain a +2 racial bonus on saves to resist death effects.
  • Low-Light Vision: Forest Gnomes can see twice as far as humans in conditions of dim light.

Kobold

Kobolds live under the dark canopy of the thick jungles, in tribal societies. Their lairs were often overcrowded, although when one tribe becomes too numerous, it will split into numerous smaller ones. The overcrowding eliminated the concept of privacy, so kobolds sleep in communal areas where nudity is not regarded as shameful or offensive, even to the opposite sex. Kobolds wear clothing for function or ritual, but not to prevent nudity. The common overcrowding often leads to conflict, and two kobolds will fight to settle their differences, although these fights were not usually lethal. This leads to a lack of deep-rooted divisions or grievances in kobold society.

Physical Description

A kobold is a reptilian humanoid, standing between 2' and 2'6" tall, weighing 35 to 45 pounds, with scaled skin between reddish brown and black in color and burnt orange to red eyes. Their legs are sinewy and digitigrade. They had long, clawed fingers and a jaw like a crocodile. Small white or tan horns protruded from their head, and they have rat-like tails. They will often smell of wet dog and stagnant water.

Standard Racial Traits


  • Ability Score Modifiers: Kobolds are fast but weak. They gain +2 Dexterity, +2 Intelligence, –2 Strength, and –2 Constitution.
  • Size: Kobolds are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
  • Type: Kobolds are humanoids with the reptilian subtype.
  • Base Speed: Kobolds have a base speed of 30 feet.
  • Languages: Kobolds begin play speaking only Draconic. Kobolds with high Intelligence scores can choose from the following: Common, Dwarven, Gnome, and Undercommon. See the Linguistics skill page for more information about these languages. Defense Racial Traits

Racial Bonuses


  • Hard Scales: Kobolds naturally scaly skin grants them a +1 natural armor bonus.
  • Jungle Dwellers: Kobolds dwell in the jungles of The Jade shores learning how to endure the hunt. They gain a +2 racial bonus on Perception and Survival checks, and Stealth and Survival are always class skills for them.
  • Beast Bond: Some kobolds have a talent for training animals and beasts to help them both on and off the battlefield. Kobolds with this racial trait gain a +2 racial bonus on Handle Animal and Ride checks. Handle Animal and Ride are always class skills for them.
  • Darkvision: Kobolds can see perfectly in the dark up to 60 feet

Vanara

Varanas are a playful bunch. They may rule over monkeys, but they not particularly any more mature. Like the typical apes, they like to monkey around and such. Their society is made up of competing tribes, with each tribe having a chief monkey, which is a varana, surrounded by his council of varanas. Each tribe holds lands within different parts of valleys. They are very territorial and curious. Trespassers are known to be harassed whenever even near their habitat. Varanas sometimes wander out to see what else the world offers. There is also the occasional story about the maiden being carried away by monkeys to be a varana mistress, though these are usually unconfirmed.

Physical Description

Vanaras are intelligent, monkeylike humanoids that live in deep, warm forests and lush jungles. A vanara’s body is covered in a thin coat of soft fur, and individuals with chestnut, ivory, and even golden coats are common. Despite their fur, vanaras can grow lengthy hair on their head just as humans can, and both male and female vanaras take pains to wear elaborate hairstyles for important social functions. The hair on a vanara’s head matches the color of its fur. All vanaras have long, prehensile tails and handlike feet capable of well-articulated movements. A vanara stands slightly shorter and weighs slightly less than a typical human.

Standard Racial Traits


  • Ability Score Modifiers: Vanaras are agile and insightful, but are also rather mischievous. They gain +2 Dexterity, +2 Wisdom, and –2 Charisma.
  • Size: Vanaras are Medium creatures and thus have no bonuses or penalties due to their size.
  • Type: Vanaras are humanoids with the vanara subtype.
  • Base Speed: Vanaras have a base speed of 30 feet and a climb speed of 20 feet.
  • Languages: Vanaras begin play speaking Common and Vanaran. Vanaras with high Intelligence scores can choose from the following: Aklo, Celestial, Elven, Gnome, Goblin, and Sylvan. See the Linguistics skill page for more information about these languages. Feat and Skill Racial Traits

Racial Bonuses


  • Nimble: Vanaras have a +2 racial bonus on Acrobatics and Stealth checks.
  • Low-Light Vision: A vanara can see twice as far as a human in dim light.
  • Prehensile Tail: A vanara has a long, flexible tail that she can use to carry objects. She cannot wield weapons with her tail, but the tail allows her to retrieve a small, stowed object carried on her person as a swift action.
  • Tree Hanger: A vanara gains Tree Hanger is a free bonus feat.

Lizardfolk

Lizardfolk are proud and powerful reptilian predators that make their communal homes in scattered villages deep within the blight. Uninterested in colonization of the dry lands and content with the simple weapons and rituals that have served them well for millennia, lizardfolk are viewed by many other races as backwater savages, but within their isolated communities lizardfolk are actually a vibrant people filled with tradition and an oral history stretching back to before elves walked upright.

Physical Description

Lizardfolk were semi-aquatic reptilian humanoids. Their skin was covered in scales and varied in color from dark green through to shades of brown and gray. Taller than humans and powerfully built, lizardfolk were often between 6 and 7 feet tall and weighed between 200 and 250 pounds. Lizardfolk had non-prehensile muscular tails that grew to three or four feet in length, and these were used for balance.

Standard Racial Traits


  • Ability Score Modifiers: Lizardfolk are Strong and Hardy, but dim witted. They gain +2 Strength, +2 Constitution, and -2 Wisdom
  • Size: Lizardfolk are Medium creatures and thus have no bonuses or penalties due to their size.
  • Type: Lizardfolk are humanoids with the reptilian subtype.
  • Base Speed: Lizardfolk have a base speed of 30 feet and a swim speed of 20 feet.
  • Languages: Vanaras begin play speaking Old World Common and Draconic. Lizardfolk with high Intelligence scores can choose from the following: Quetzal and Sylvan. See the Linguistics skill page for more information about these languages.

Racial Bonuses


  • Hardend Scales: Lizardfolk have tough scaly skin, granting them a +1 natural armor bonus.
  • Felborn: Lizardfolk are born in the cursed lands and develop resistance to foul influences. They gain a +2 racial bonus on saving throws against necromancy spells and spell-like abilities and spells and spell-like abilities with the curse descriptor, as well as on saving throws to remove temporary negative levels.
  • Swim: Lizardfolk have a swim speed of 30 feet and thus gain a +8 racial bonus on Swim checks
  • Light against Darkness: Lizardfolk have fought against the corruption of the fel since time immemorial. Lizardfolk receive a +1 bonus on attack rolls against creatures with the fel subtype.
  • Natural Attacks: Bite Lizardfolk gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (1d2 for Small races, 1d3 for Medium, etc.). The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.

Ocelots

Ocelots live in a tight-nit tribes of familiar units lead by the matriarch. When a male comes of age they leave the tribe to find a partner and create a new tribe. Ocelot society is based around migrating following hunting paths and securing the tribe against outside threats. It breeds strong warriors but doesn't have strong traditions in written history or education.

Physical Description

Ocelots are taller than most humans at six to seven feet. Their bodies are muscular and covered in spotted fur. Like most felines, Ocelots have long tails and retractable claws. Ocelots fur color ranged from shades of light yellow with the rare Ocelot being black in fur. Their eyes are slit-pupilled and usually green or yellow.

Standard Racial Traits


  • Ability Score Modifiers: Ocelots are agile and powerful, but often lack common sense. They gain +2 Strength, +2 Dexterity, –2 Intelligence.
  • Size: Ocelots are Medium creatures and thus have no bonuses or penalties due to their size.
  • Type: Ocelots are humanoids with the Ocelots subtype.
  • Base Speed: Ocelots have a base speed of 30 feet.
  • Languages: Ocelots begin play speaking Common and Ocelots. Ocelots with high Intelligence scores can choose from the following languages: Draconic and Sylvan.

Racial Bonuses


  • Cat’s Luck (Ex): Once per day when a Ocelots makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
  • Natural Hunter: Ocelots receive a +2 racial bonus on Perception, Stealth, and Survival checks. Movement Racial Traits
  • Jungle Stalker: Ocelots live in deeply forested terrain and they have become naturally sure-footed to maintain their hunting prowess in these dangerous environments. Ocelot gain a +2 racial bonus on Acrobatics checks and can ignore the first square of difficult terrain caused by foliage each round.
  • Low-Light Vision: Ocelots have low-light vision allowing them to see twice as far as humans in dim light.

Centaurs

Centaurs are a strong and proud race. Although they typically strove to find peace and balance with nature, they could act with violence when the need arose. Although some were solitary, centaurs generally lived in tribal hunter-gatherer societies. Those that felt a sense of wanderlust to explore the world made excellent companions, and occasionally would offer a ride to allies. The suggestion that they be used as a pack animal however was met with derision.

They have good relations with elves and gnomes, being as they're all creatures of the jungle. It is said that centaurs have a superstitious fear of dragons and giants.

Physical Description

Centaurs have the upper body of a humanoid, and the lower body of a large horse. They stand around 7' tall and weigh approximately 2100 pounds

Standard Racial Traits


  • Ability Score Modifiers: Centaurs are hardy creatures able to divine the future from the stars, however their large bodies are less agile than the lithe races and their stubborn headedness means they’re slow to learn. +2 Constitution, +2 Wisdom, -2 Dexterity, -2 Intelligence
  • Size: Centaurs are Large creatures and thus gain a -1 size penalty to their AC, a -1 size penalty on attack rolls, a +4 Bonus to their Combat Maneuver Bonus and Combat Maneuver Defense, and a -1 size penalty on Stealth checks.
  • Reach: 10 ft
  • Type: Monstrous humanoid
  • Base Speed: Centaurs have a base speed of 40 feet.
  • Languages: Centaurs speak New World Common and Sylvan, Centaurs with a high intelligence can choose from Quetzal, Draconian, Druidic, and Ocelot.

Racial Bonuses


  • Moonkissed: Centaurs gain a +1 racial bonus on saving throws.
  • Sprinter: Centaurs gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
  • Woodcraft: Centaurs know the deep secrets of the wild like no others, especially secrets of the forests. Centaurs gain a +1 racial bonus on Knowledge (nature) and Survival checks. In forest or Jungle terrain, these bonuses improve to +2.
  • Low-Light Vision: Ocelots have low-light vision allowing them to see twice as far as humans in dim light.
  • Quadruped: Centaurs have four legs. This grants them a +8 bonus on their CMD to avoid being Bull rushed or Tripped, but also imposes a -8 penalty to climb skills checks when attempting to climb a vertical surface like a tree or cliff.

High Elves

High Elves organized their society along firm and hierarchical traditions. Communities were typically run by members of an esteemed nobility, some of whom could trace their ancestry all the way back to the departure of the Old Gods. There is a difference, however, between high elven and human monarchy and where a human king typically accumulated influence through the ownership of land or command of soldiers, a sun elf noble commands authority through the prestige of their family name or the magical power they held at their behest, a power they often demonstrated through the grandeur of their home.

High Elves view themselves as the caretakers for the Old World and seek to vanquish the Fel in order to restore the world to its former beauty. While others flee to the New World in a hope to restart, High Elves see the New World as a place to find answers for stopping the Fel.

Physical Description

High Elves stand on average 6′0″‒6′6″ and weighed 170‒220 lb. Usually, true elves were a naturally slender and athletic race. High Elves had a similar range of complexions to humans. High Elf hair is often fair in metalic shades ranging from gold to platinum. High Elves are fair and beautiful, handsome, and had pointed ears and no body hair except eyebrows, eyelashes, and hair.

Standard Racial Traits


  • Ability Score Modifiers: High Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, –2 Constitution.
  • Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Type: Monstrous humanoid
  • Base Speed: Elves have a base speed of 30 feet.
  • Languages: High Elves begin play speaking New World Common and Sylvan. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, and Orc.. See the Linguistics skill page for more information about these languages.

Racial Bonuses


  • Perfect: The eerie beauty of some elves cannot be denied. High Elves receive a +1 racial bonus on Bluff and Diplomacy checks against humanoids and a +2 racial bonus on saving throws against transmutation spells and spell-like effects.
  • Keen Senses: High Elves receive a +2 racial bonus on Perception checks.
  • Elven Magic: High Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
  • Weapon Familiarity: High Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
  • Low-Light Vision: High Elves have low-light vision allowing them to see twice as far as humans in dim light.

Minotaur

The Minotaur were once a proud noble people with an Empire that spanned the Great Placid Ocean. At least that is what the elders say, these days Minotaurs busy themselves in the effort of defending Solace or blending into society. Their propensity for remembering details has seen them rise in the ranks of society and their members fill out high ranking positions among the many guilds and Imperial Houses. From the Church down to the Masons Guild. Many Minotaurs have given up the dream of their own empire and have melted into Solace seeking to build their name and heritage behind its walls.

Physical Description

Minotaurs are giant muscular humanoids with fur-covered bodies and bull-like heads. It was once believed that all minotaurs were male; actually cursed humans that had been altered by the gods or a demon lord to become a minotaur. That legend proved false as female minotaurs became more prevalent over the years.

Standard Racial Traits


  • Ability Score Modifiers: Minotaurs are powerfully built with an unnatural cunning but are stiff and their appearance disconcerting. +4 Strength, +2 Wisdom, –2 Dexterity, and –2 Charisma
  • Size: Minotaurs are Large creatures and thus gain a -1 size penalty to their AC, a -1 size penalty on attack rolls, a +4 Bonus to their Combat Maneuver Bonus and Combat Maneuver Defense, and a -1 size penalty on Stealth checks.
  • Type: Monstrous humanoid
  • Base Speed: Minotaurs have a base speed of 30 feet.
  • Languages: Minotaurs begin play speaking New World Common and Giant. Minotaurs with high Intelligence scores can choose from the following: Celestial, Draconic, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.

Racial Bonuses


  • Hardy: Minotaurs gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases.
  • Stubborn:* Minotaurs gain a +2 racial bonus on will saving throws to resist spells and spell-like abilities of enchantments.
  • Sociable: When Minotaurs attempt to change a creature’s attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.
  • Natural Sailor: Before seeking safety behind Solace’s walls, Minotaurs were a seafaring race. Profession: Sailor is always considered a class skill for a Minotaur.
  • Weapon Familiarity: Minotaurs are always proficient with greataxes and falchions.

Humans

Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human’s memory. They live fully in the present—making them well suited to the adventuring life—but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics.

Physical Description

Humans typically stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds, with men noticeably taller and heavier than women. Thanks to their penchant for migration and conquest, and to their short life spans, humans are more physically diverse than other common races. Their skin shades range from nearly black to very pale, their hair from black to blond (curly, kinky, or straight), and their facial hair (for men) from sparse to thick.

Standard Racial Traits


  • Ability Score Modifiers: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
  • Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Type: Humanoid
  • Base Speed: Humans have a base speed of 30 feet.
  • Languages: Humans begin play speaking New World Common. Humans with high Intelligence scores can choose from the following: Celestial, Draconic, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.

Racial Bonuses


  • Bonus Feat: Humans select one extra feat at 1st level.
  • Skilled: Humans: gain an additional skill rank at first level and one additional rank whenever they gain a level.
  • Weapon Familiarity: Humans embraced firearms when they became readily available, Humans treat early fire-arms as simple weapons.

Dwarves

Dwarves highly value the ties between family members and friends, weaving tightly knit clans. Dwarves particularly respect elders, from whom they expected sound leadership and the wisdom of experience, as well as ancestral heroes or clan founders.

Dwarven society is divided into clans built along family ties and political allegiances. These clans are usually led by hereditary rulers, often monarchs of a sort and descended from the founder of the clan. Dwarves strongly value loyalty to these rulers and to the clan as a whole

Physical Description

Dwarves were a short race, as their name implied, standing from 4'3"–4'9" on average. What dwarves lacked in height they made up for in bulk; they were, on average, about as heavy as humans. A dwarf could weigh anywhere from about 160–220 lbs. Male dwarves were often bald and grew thick facial hair, which was sometimes used to display social status.

Standard Racial Traits


  • Ability Score Modifiers: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
  • Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Type: Dwarves are humanoids with the dwarf subtype.
  • Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
  • Languages: Dwarves begin play speaking Old World Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.

Racial Bonuses


  • Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
  • Iron Citizens: Dwarves gain a +2 bonus on Diplomacy and Sense Motive checks, and Diplomacy is a class skill for such dwarves.
  • Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
  • Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
  • Weapon Familiarity: Dwarves embraced firearms when they became readily available, Dwarves treat early fire-arms as simple weapons.
  • Barrow Warden: Dwarves have been defending the walls and their barrows against the Fel as long as living memory. Dwarves gain a +1 bonus on attack rolls and a +1 dodge bonus to their AC against creatures of the Fel subtype.
  • Darkvision: Dwarves can see perfectly in the dark up to 60 feet.

Tinker Gnomes

All tinker gnomes belong to a guild. There are perhaps 10 major guilds and a host of minor ones. Gnomes scurry from place to place while steam blasts, whistles shriek, gears grind, and lights flash. Beneath the city of New Solace is a complex network of tunnels and mines that spreads in all directions. This ancient tunnel system is known as the Undercity and is where most Tinker Gnomes, Dwarves and Goblins live.

Physical Appaerance

Tinker gnomes average three feet tall and weigh 45-50 pounds.Though short and stocky, tinker gnomes move gracefully, and their hands are deft and sure. They have rich brown skin, curly or straight white hair, china-blue or violet eyes. Males have soft, curly white beards and moustaches. Both sexes have rounded ears and large noses; they develop facial wrinkles after age 50.

Standard Racial Traits


  • Ability Score Modifiers: Tinker Gnomes are physically weak but surprisingly hardy, and they have an uncanny intelligence. They gain +2 Constitution, +2 Intelligence, and –2 Strength.
  • Size: Tinker Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
  • Type: Tinker Gnomes are Humanoid creatures with the gnome subtype.
  • Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
  • Languages: Tinker Gnomes begin play speaking Old Common and Sylvan. Tinker Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven,Giant, Goblin, and Orc. See the Linguistics skill page for more information about these langua

Racial Bonuses


  • Dusksight: When making ranged attacks, characters with this trait can reroll the miss chance granted by cover to any target in dim light, and take the better of the two rolls. The miss chance for total concealment applies normally.
  • Intrepid Settler: Some gnomes add to the thrill of living by settling in precarious places. These intrepid gnomes gain a +2 racial bonus on saving throws against fear effects and on Acrobatics, Climb, and Swim checks.
  • Master Tinker: Tinker Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted.
  • Weapon Familiarity: Tinker Gnomes treat any weapon with the word “gnome” in its name as a martial weapon. Additionally gnomes invented firearms and their familiarity with them causes them to misfire less often in their hands. Whenever a misfire occurs, if the attack would hit its intended target, the misfire is ignored.
  • Low-Light Vision: Tinker Gnomes can see twice as far as humans in conditions of dim light.

Half-Elf

Often caught between the worlds of their progenitor races, half-elves are a race of both grace and contradiction. Their dual heritage and natural gifts often create brilliant diplomats and peacemakers, but half-elves are often susceptible to an intense and even melancholic isolation, realizing that they are never truly part of elven or human society.

Physical Description

Half elves stand roughly around six feet to six feet two inches, making them only slightly taller overall than humans, and weighed in at 130 – 190 lbs. Like humans, half-elves had a wide variety of complexions, some of which were inherited from the elven half of their heritage, such as a tendency for metallic-hued skin and inhuman hair colors.

Standard Racial Traits


  • Ability Score Modifiers: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
  • Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
  • Type: Half-elves are humanoid creatures with both the human and the elf subtypes.
  • Base Speed: Half-elves have a base speed of 30 feet.
  • Languages: Languages: Half-elves begin play speaking Common and Sylvan. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Racial Bonuses


  • Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
  • Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
  • Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
  • Elf Blood: Half-elves count as both elves and humans for any effect related to race.
  • Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
  • Low-Light Vision: Tinker Gnomes can see twice as far as humans in conditions of dim light.

Halfling

Members of this diminutive race find strength in family, community, and their own innate and seemingly inexhaustible luck. While their fierce curiosity is sometimes at odds with their intrinsic common sense, half lings are eternal optimists and cunning opportunists with an incredible knack for getting out the worst situations.

Physical Description

Halflings were small in comparison with the members of most other races, standing somewhere from 2′8″‒3′4″ tall and weighing on average between 30‒35 lb. In many ways, halflings resembled small humans and usually had the same proportions as the typical human adult. Most halflings had dark hair and eyes, regardless of their skin complexion which, although commonly ruddy in hue had a similar range to humans.

Nearly all male halflings were incapable of growing true beards, though many had long sideburns. Halfling hairstyles were often complex, with strands woven together or braided. Although halflings had an affinity for collecting valuables, they did not prefer to wear these on their person, instead preferring more comfortable clothing.

Standard Racial Traits


  • Ability Score Modifiers: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
  • Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
  • Type: Halflings are humanoids with the Halfling subtype.
  • Base Speed (Slow Speed): Halflings have a base speed of 20 feet.
  • Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.

Racial Bonuses


  • Fearless: Halflings are immune to fear and fear-like effects
  • Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
  • Secretive Survivor: Halflings are often from poor and desperate communities in Solace and must take what they need without getting caught in order to survive. They gain a +2 racial bonus on Bluff and Stealth checks.
  • Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
  • Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

Goblins

Once considered a pestilence in need of being purged from the Old World, Goblins are now considered a necessary pestilence to fuel the manpower needed to defend the walls from the Fel. Goblin society has mostly been erased, replaced by subservience to whichever authority has cowed them into assisting a specific job. In the undercity they make up the majority of the laborers who cut stone to be used for wall reinforcement, in the city the make up the majority of the laborers who repair the walls. Even more some are used to man the walls though the Fel makes quick work of any Goblin unfortunate enough to come to face to face with it.

Physical Description

Goblins usually stand between 3'4" and 3'8" and weighed about 40 to 55 pounds on average. Goblins are small goblinoids that many considered little more than a nuisance. They have flat faces, broad noses, pointed ears, and small, sharp fangs. Their foreheads sloped back, and their eyes varied in color from red to yellow. Their skin color ranged from yellow through any shade of green.

Standard Racial Traits


  • Ability Score Modifiers: Goblins are fast, but weak and unpleasant to be around. They gain +4 Dexterity, –2 Strength, and –2 Charisma.
  • Size: Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
  • Type: Goblins are humanoids with the Goblin subtype.
  • Base Speed: Goblins have a base speed of 30 feet.
  • Languages: Goblins begin play speaking Old World Common and Goblin. Goblins with high Intelligence scores can choose from the following: Draconic, Dwarven, Giant, Gnome, Halfling, and Orc. See the Linguistics skill page for more information about these languages

Racial Bonuses


  • City Scavenger: Goblins survive in Solace by scavenging for refuse and hunting stray animals. Goblins gain a +2 racial bonus on Stealth and Survival checks, and can use Survival to forage for food while in a settlement.
  • Eat Anything: Raised with little or no proper food, many goblins have learned to survive by eating whatever they happen across and can digest nearly anything without getting sick. Goblins with this trait gain a +4 on Survival checks to forage for food and a +4 racial bonus on saves versus effects that cause the nauseated or sickened conditions.
  • Fast Movement: Goblins gain a +10 foot bonus to their base speed (this is already added to their Base Speed above.)
  • Over-Sized Ears: Goblins have freakishly large ears capable of picking up even the smallest sounds. Goblins gain a +2 bonus on Perception checks.
  • Darkvision: Goblins see perfectly in the dark up to 60 feet.

Hobgoblins

Hobgoblins are immensely protective of their tribe's reputation and military status, so much so that meetings between different groups can turn violent if proper protocol is not followed. However, though hobgoblin are territorial and egotistical in nature they will often unite for a common purpose which has lead to their long collaboration with Solace in the defense against the Fel.

Physical Description

Hobgoblins are a larger, stronger, smarter, and more menacing form of goblinoids than goblins. Hobgoblins typically stand from 5 and a half feet to a little over 6 feet tall and weigh from 125 to 250 pounds.

Standard Racial Traits


  • Ability Score Modifiers: Hobgoblins are fast and hardy. They gain +2 Dexterity, and +2 Constitution.
  • Size: Hobgoblins are Medium creatures and have no bonuses or penalties due to their size.
  • Type: Hobgoblins are humanoids with the goblinoid subtype.
  • Base Speed: Hobgoblins have a base speed of 30 feet.
  • Languages: Hobgoblins begin play speaking Old World Common and Goblin. Goblins with high Intelligence scores can choose from the following: Draconic, Dwarven, Giant, Gnome, Halfling, and Orc. See the Linguistics skill page for more information about these languages

Racial Bonuses


  • Battle-Hardened: Incessant drills make defense second nature to some hobgoblins. Hobgoblins with this racial trait gain a +1 insight bonus to AC.
  • Authoritative: Hobgoblins often develop a knack for controlling others. They gain a +2 racial bonus on Diplomacy and Intimidate checks. Both skills are always class skills for them.
  • Sneaky: Hobgoblins are naturaly adept at slinky through shadows. They gain a +2 racial bonus to stealth.
  • Darkvision: Goblins see perfectly in the dark up to 60 feet.

Orc

A proud warrior race, Orcs are no longer seen as a threat to civilized society but are instead a tool used by those with power in the defense of the walls of Solace. Their propensity for procreating means that the walls always have soldiers willing to defend them. Meanwhile the elders of the Orcs have been trying to prevent the old ways from being lost, but as Fel claimed the land the powers of the Shaman faded. Orcs see the new world as a place to claim as their own and break free from the yoke of the Imperial Houses.

Physical Description

Orcs vary in appearance, based on region and subrace, but all share certain physical qualities. Orcs of all kinds usually had green skin, coarse hair, stooped postures, low foreheads, large muscular bodies, and porcine faces that featured lower canines that resembled boar tusks. Many also had wolf-like ears that were pointed on the ends, similar to elves. Orcs were roughly the same size as humans and other similar humanoids, though usually robust and muscular.

Standard Racial Traits


  • Ability Score Modifiers: Orcs are brutal and savage. They gain +4 Strength, –2 Intelligence, and –2 Charisma.
  • Size: Orcs are Medium creatures and have no bonuses or penalties due to their size.
  • Type: Orcs are humanoids with the orc subtype
  • Base Speed: Orcs have a base speed of 30 feet.
  • Languages: Orcs begin play speaking Old World Common and Orc. Orcs with high Intelligence scores can chose from the following: Dwarven, Giant, Goblin, Undercommon. See the Linguistics skill page for more information about these languages.

Racial Bonuses


  • Ferocity: Orcs possess the ferocity ability which allows them to remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.
  • Squalid: Some orcs exist in surroundings so filthy and pestilent that even other orcs would have difficulty living in them. Orcs with this racial trait gain a +2 racial bonus on saving throws made to resist nausea, the sickened condition, and disease.
  • Weapon Familiarity: Orcs are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
  • Darkvision: Orcs can see perfectly in the dark up to 60 feet.
Weaknesses

  • Light Sensitivity: Orcs are dazzled in areas of bright sunlight or within the radius of a daylight spell.

Tiefling

Simultaneously more and less than mortal, tieflings are the offspring of humans and fiends. With otherworldly blood and traits to match, tieflings are often shunned and despised out of reactionary fear. Most tieflings never know their fiendish sire, as the coupling that produced their curse occurred generations earlier. The taint is long-lasting and persistent, often manifesting at birth or sometimes later in life, as a powerful, though often unwanted, boon. Despite their fiendish appearance and netherworld origins, tieflings have a human’s capacity of choosing their fate, and while many embrace their dark heritage and side with fiendish powers, others reject their darker predilections.

Physical Description

Tieflings tended to have an unsettling air about them, and most people were uncomfortable around them, whether they were aware of the tiefling's unsavory ancestry or not. While some looked like normal humans, most retained physical characteristics derived from their ancestor, with the most common such features being horns, prehensile tails, and pointed teeth. Some tieflings also had eyes that were solid orbs of black, red, white, silver, or gold, while others had eyes more similar to those of humans.

Standard Racial Traits


  • Ability Score Modifiers: Tieflings are quick in body and mind, but are inherently strange and unnerving. They gain +2 Dexterity, +2 Intelligence, and –2 Charisma.
  • Size: Tieflings are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Type: Tieflings are outsiders with the native subtype.
  • Base Speed: Tieflings have a base speed of 30 feet.
  • Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc. See the Linguistics skill page for more information about these languages.

Racial Bonuses


  • Light from the Darkness: Occasionally, tieflings arise with the ability to ward away evil. As long as the tiefling has a good alignment, the tiefling may cast corruption resistance against evil once per day as a spell-like ability. If a tiefling uses this ability on herself, the duration increases to 1 hour per level.
  • Beguiling Liar: Many tieflings find that the best way to get along in the world is to tell others what they want to hear. These tieflings’ practice of telling habitual falsehoods grants them a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie.
  • Prehensile Tail: Tieflings have flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action.
  • Soul Seer: Tieflings have a peculiar sight that allows them to see the state of a creature’s soul. They can use deathwatch at will as spell-like ability.
  • Darkvision: Tieflings can see perfectly in the dark up to 60 feet.

Half-Orcs

Standard Racial Traits


  • Ability Score Modifiers: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
  • Size: Half-Orcs are Medium sized creatures and thus have no bonuses or penalties due to their size.
  • Type: Half-Orcs are Humanoid creatures with both human and orc subtypes.
  • Base Speed: Half-Orcs have a base speed of 30 feet.
  • Languages: Half-Orcs begin play speaking Old World Common and Orc. Half-Orcs with high intelligence scores can choose from the following: Abyssal and Goblin.

Racial Bonuses


  • Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
  • Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
  • City-Raised: Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks.
  • Darkvision: Half-orcs can see in the dark up to 60 feet.
  • Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Part 4

Setting Information

The New World

A sweltering jungle with a humidity that causes shirts to stick to the backs of even the scholars and air so thick as to cling in the beards like winter's breath. Trees as tall as a castle with branches as full of vibrant green foliage that the ground beneath the jungle's canopy lives in twilight. The ground allowed to be shaped by nature's design is untamed and chaotic if one doesn't have an eye for nature's order. Grass and brush that's only cultivating has been that of feeding animals left to their own devices. The wilds of The Jade Shores have never been conquered and there is danger under every leaf.

The humanoid races that call the Jade Shores home are primitives. Nearly all of their societies are tribal hunter-gatherers with the loan outliers the brutal Sun Elves which have grown from individual tribes into an alliance of chieftains which was still only formed within living memory. These peoples do not seek to conquer the wilds but live in fear of them. They show the natural world an undue reverence, preferring to make offerings to the wilds rather than force the wilds to bend to their will. It is with this cowardly subservience to nature that it has grown large and unruly, believing it the master of this domain and answerable only unto its own self.

It is by royal decree that the Magistrate have enacted the Nature Pacification Acts. That the colonies have within their rights and responsibility to tame the wilds that border crown lands. That the trees are to be turned to timber, and the plants to be brought to order so that they may be planted in fields so their fruits may be borne for generations. That the beasts that stalk these lands be broken to serve their new masters in the fields, hunted to fill their masters bellies, or culled in their masters own design for safety. The Jade Shores may have been an untamed wild left to grow unruly, but a new master has arrived.

The Natural Order

The lush jungles of The Jade Shores are home to Primordial Spirits of Nature. These Primordial Spirits have their own hierarchy within the natural world and it is by that order the jungle and its denizens live. The most ancient and powerful of these spirits have fathered generations upon generations of spirits that have lived out their lives within the Jade Shores before returning to their parent to be birthed again. Each family of spirits has its own hierarchy with some getting along and some warring but all bowing down before the father, the Primordial. But these are a triviality compared to the Primordials who bow to the will of the natural order and maintain the balance of nature for as long as it is observed.

The humanoids who have been born to the Jade Shores are believed to have their own spirits, to be children of a Primordial and expected to rejoin their father to be birthed again on their deaths. As such the many tribes trace their lineage back through nature and find their ancestors living among them rebirthed as fauna or flora or maybe their great grandmother is now their great granddaughter. The humanoids of the Jade Shores revere the spirits, worship the Primordials, and stay true to the Natural Order, but they are small spirits and such their trivial conflicts do not upset the balance of nature, as long as they are careful.

Each tribe of peoples among the Jade Shores has their own understanding of the Natural Order and their place among it. The elders passing down the lessons of their elders, in verbal histories preserving their people's memories before the darkness stole the night and the moons disappeared and the sun grew colder and unmoving.

The Sun Empire

The Sun Empire consider themselves to be the children of the Chief Primordial, the Sun. They believe it the responsibility of their birth to defend the realm of the Sun, being all that the light touches. The priests, or diviners as they are known in the Sun Empire, teach that Ahckin is the first son of sons among the Primordial Sun. That he was born to lead the Sun Elves into reclaiming the jungle and restore order.

The tribal structure of the Sun Elf Empire is still strong along the edges of the newly claimed empire. The newly annexed tribes still cling to strong traditions of their past. If one were to walk from the border of the Sun Empire towards its heart Tikahua along the river apas, the tribal structure would be replaced by a hierarchy of priests resembling a feudal society. The diviners oversee the management of the land, reading the Primordial Sun's will in sun rays and prisms. The diviners also work to ensure the natural order stays in balance. Under them the locals may be given plots of land to farm, be sent to join the warriors or the priests, or even moved to a new lands within the empire where they may be needed. The Diviners decide on every facet of their peoples lives, from what jobs they'll have to who they'll marry, and where they'll live.

Not all are happy with the choices the diviners have made for them, and these dissident spirits have been known to try and flee the empire. Those closer to the center face the dangerous task of passing through half of the empire to escape it's borders where both Diviners and Warriors will be asking for the mandate from their Diviner giving them authority to be where they're found. Those on the edge of the empire often slip out and either join the Free Tribes or recently have begun making their way to The Colonies to start a new life of freedom under the spiritless.

Sun Empire Religion

Like all of the people of The Jade Shores, The Sun Empire are spiritualists who believe in the Primordials. 5 spirits who make up the world, Ahau the Sun Spirit chief among them. His brothers Apas the River Spirit, Huracan the Wind Spirit, Hadaen the Earth Spirit, and Kaax the Jungle Spirit make up the rest of the Primordials. The first spirits from which all spirits were birthed. The Sun Empire makes regular offerings to each of the primordial spirits as well as their kin in order to keep the Natural Order in balance. As such the priests of the Sun Empire, Diviners, are heavily involved in daily life as even the most innocuous activities requiring a diviner's rites to avoid upsetting the Natural Order.

View of The Colonies

Word of the Colonies reached the Sun Empire within the year through traders from the Blackhorn Mountians who had learned it from tribes of the Blackhorn Valley. The Sun King Ahckin was fascinated by the tales of spiritless men from across the poisoned waters who arrived on white winged behemoths and sent a delegation to meet with the strangers. The delegation was made up of Diviners who were insulted by The Colonies who were unable to speak the proper tongue but instead had to work through heavily accented Slyvan the language of the spirits. But despite their knowledge of the spirit's tongue, the Diviners were horrified by the irreverence the strangers treated the spirits with.

When the delegation returned to the King, they advised that the King should summon the warriors at once and purge the land of these spiritless strangers. They warned that the strangers weren't just without spirits, but that they had slain their own spirits and enslaved them. That the strangers did not revere the spirit but actively insulted and killed them. The chief diviners warned that the Natural Order would be undone before the next festival unless immediate action was taken to purge the land of these monsters. However, King Ahckin merely dismissed the notion that the spiritless could pose a threat to the Natural Order and ignored the warnings from his Diviners.

For the common folk living under The Sun Empire, the attitude is as varied as the diviners foretelling of their futures. For some their coming foretells of the apocalypse, when spiritless demons would descend from the skies to slaughter and pillage. They believe the omens are foretelling of the end days and the blights that were once attributed to a misalignment in the natural order are now assigned to the colonies. For those of this opinion they are both fearful and spiteful, wishing the armies to march west to deal with the threat while hiding away in the depths of their jungle and making offerings to the Primordials to appease them.

For others, The Colonies represent freedom. Word traveled quickly among traders that the new settlers on the coast were friendly and looking for people to join their settlement to help with work, any work! That their chief was a Giant but the people did not fear him and seemed to go and do as they pleased. For the common folk who had been given mandates from their diviner they did not agree with, there was a new choice. Rather than brave the jungles on their own, they could make their way to these new settlers to join a new community in safety, free to make their own destiny. While they may have been concerned about the lack of respect for the spirits it was said that they were spiritless, perhaps they did not know the error of their ways, surely they would change when told.

The Inti

The Inti are more a collection of culturally similar tribes than they are a unified socio-economic entity. Certainly the occasional like-minded tribe may join with another to pursue a common goal but just as common are two Inti tribes at odds at purpose and leading to confrontations or even skirmishing. Inti are always Kobolds or Lizardfolk but not all Kobolds and Lizardfolk are Inti. Each Inti Tribe has a single Shaman and a greenhorn learning underneath them. The Shaman leads the tribe in matters of governance and spirituality but when a conflict arises the Shaman selects a warchief to lead the tribe who then secedes power back to the Shaman when peace is restored.

While each Inti Tribe have an ancestral home, most have been forced to migrate far from them. Instead their territories lay either in the highlands surrounding the three mountain ranges or in the deep swamps near the lowlands, both places The Sun Empire has avoided or been repelled in their attempts to annex. The powers of the Shaman and thus the tribe's are tied to their territory and the spirits that are bound to it. It is considered that for this reason The Inti are fiercely territorial and loathe to leave their lands. It is also the reason it is considered a foolish campaign to attempt to invade Inti lands. Only the Sun Elves with their exhaustive manpower have been able to force The Inti off their ancestral homes, splintering them to the four corners of the jungle to hide.

Inti society is focused on the betterment of the tribe. With each member being assigned a life at their maturity ceremony. During these ceremonies the Inti go through a physical change through a shamanistc ritual. This change aligns with the job or role the Inti will have for their tribe for their life, except for two instances. During the ceremony where the Shaman creates the Warchief, the rest of the Tribe goes through a physical change as well, adopting a form for war, reverting back when the Warchief secedes power back to the Shaman. The last instance in which Inti change forms is during mating season, when roles are assigned and the brooding begins for the next hatchery to be tended by the greenhorn. Unlike the Sun Elves who might lament that the Diviners chose the wrong life for them, Inti do not question the Shaman's decision as their body and mind changes to suit the choice.

This isn't to say that everyone is happy within an Inti Tribe. There have been recorded instances where a greenhorn upset a Shaman enough as to be exiled before the Shaman's death. They're replaced with a new favorite in their stead and forced to flee into the wilds or face death at the hands of their former tribe. Likewise there are the rare instances where a Warchief refuses to secede the powers back to the Shaman, keeping the tribe in primeval form until their deaths. In such times the Shaman may find themselves without a tribe and be forced to wonder the jungles alone. The opposite is also true, the unfortunate tribe who loses their shaman and greenhorn while in primeval form and have no way to reverse the change, stuck in primeval form. Occasionally these war tribes will fracture seeking acceptance into new Inti Tribes where they'll be reverted by their Shaman, but others will never find acceptance and wander the jungles in primeval form.

Inti Religion

Like the Sun Empire, the Inti believe in the 5 Primordial Spirits. However tribe's shaman typically serves 1 of the 5 Primordials. Where the Sun Elves seek a harmony in the Natural Order, the Inti seek to serve in carrying out their Primordial Spirit's will. It is this will that causes the Inti to form alliances or skirmish, with some tribes quickly bouncing between the two depending on the season and without lasting grudges. The other difference leading to war between the Inti and the Sun Empire, is that while the Sun Empire believe in the transference of spirits, that the spirit is an essence that exists outside the material world, is immortal, and inhabits physical bodies, the Inti believe in the transformation of spirits, that they are physical, have forms, but are able to change it to suit their will, and as they are physical they live and die as all things physical.

The Tribe's Shaman is the head of the Inti Religion. While all Inti are descendants of The Primordials, only the Shaman has enough of their blood to hold onto their power. It is thus the responsibility of the Shaman to bear the powers gifted to the Tribe by their Primordial and to distribute them as necessary for the tribe to complete the Primordial's will. The maturity, war, and mating ceremonies are examples of this, but there are other instances when a specific quest may be given by the Primordial that a Shaman will bequeath a portion of their powers to a tribe member in order to empower them to complete the task. The final time a Shaman gives the responsibility of holding the Primordial power to another, is when they're dying and they pass the power to their greenhorn to assume the mantle of Shaman.

View of the Colonies

The Shaman of the Inti foretold of the coming of The Colonists. A plague of locusts born on white wings, an omen for the end of days. This being one of the similar beliefs among all Inti Tribes. As such the tribes have been very wary around The Colonies with none of them interacting peacefully with them. The tribes making their home in the Blackhorn valley have actively skirmished with the Colonists, raiding several settlements and attacking any who ventured too close to the Blackhorn Mountains.

Almost universally, the arrival of the colonists saw a shift in focus for the Inti tribes, each of them turning away from various quests for their Primordial and instead honing in on a new goal. Luckily for the colonists, a coalition of the Inti hasn't formed in a unified goal. Instead it's only been the tribes closest to the lands the colonists have settled that have reacted defensively against the encroachment on their territory.

Kobolds and Lizardfolk who had once belonged to an Inti Tribe but have faced exile or the loss of their Tribe and have been forced to survive in the jungle on their own, may view The Colonies as a second chance. While it is harder for Kobolds and Lizardfolk to meld into colonial society, with no common language and the lack of a Shaman to provide purpose, it is easier than living along in the jungle and survive the spirits which defend it.

The Free Tribes

While the Sun Empire has expanded from their shores on the apas river to the three mountain ranges, there are still those people that resist their rule and continue to exist freely. The Free Tribes is not a singular group bonded by culture or society, but instead refers to the tens if not hundreds of existing tribes that still live in the jungle free of the control of the Sun Empire. Most of these tribes have been forced to migrate away from the Sun Empire to avoid assimilation, fleeing to the far sides of mountain ranges, but others continue to exist on the fringe of the Sun Empire and fewer still continue to exist within it's borders, lost within the vastness of the Jade Shores's jungle.

The tribes that make up the free tribes are as varied as the races, Centaurs who roam in herds following the stars, Quetzals who live in treetop cities sprawling the canopy hidden from view from those underneath, mountain peak dwelling Vanara lead by their mystics and giant cheiftains, the powerful warrior tribes of the ocelots who hunt the great beasts that stalk the deepest depths of the jungles, and the familial gnome tribes hidden underfoot. But the tribes that have had the most interaction with The colonies have been that of the wood elves. Fierce hunters that follow the migration paths through the jungles and live in temporary dwellings or under the canopy.

The Free Tribes, while all free of the control of the Sun Empire, have managed it in different ways and some of them are far enough away that they haven't even had to deal with the threat yet. While some Tribes may have formed alliances with others, this is an exception and not a rule, most tribes in The Jade Shores are independent factions that while may operate on friendly terms with others won't risk their own tribe members in defense of another. This has meant that the Free Tribes are typically unable to stand against the Sun Empire and instead must melt away before them or in some cases hide under their very feet. It is said the heart of the Apas is home to three kingdoms. The secret great city of the Quetzal is rumored to exist in the canopy above the great city of the Elves. So dense is the jungle that the entire city can be lost among the boughs and leaves and the people living below would never notice. The third empire is the lost city of the gnomes, said to exist underfoot of the great Sun Elves and the reason things go missing. What truth there is to this is often debated by the tribes.

Free Tribes Religion

The religion of the Free Tribes is as varied as their people, though all beliefs are tied in spiritualism. Whether they believe in the Primordial Spirits or view all spirits as independent lesser spirits depends on the tribe. Each tribe has a spiritual leader of one sort or another. The Centaurs have star readers, the Vanara have their revered mystics, the Ocelots have their shapeshifting druids, and the gnomes their tree singers, each with a role in their society as different as the last but in some part responsible for teaching and guidance though not all are leaders or rulers.

View of the Colonies

The Free Tribes are the first contact that the Old World has with the New. Pushed to the fringes of the Jungle as they fled the Sun Empire, they filled in the Blackhorn Valley on the otherside of the Blackhorn Mountains. As the White Winged beasts reached the shore, the nearest tribes where the Wood Elves who were as mixed in their response as they Free Tribes are in everything. The Wood Elves who were not constantly raiding The Colonies instead establish trading relations. The Colonies seemed to prize the great furs and hides the Wood Elves wore and little value for their own prized metal tools and weapons. Soon Wood Elves from all over the Blackhorns were ranging to the shores to offer their furs and hides.

Those Tribes that remain hostile to The Colonies view their arrival as either an omen of the apocalypse or invaders bringing death with them. Their spiritual leaders point to their disregard for the spirits and how they poison the land around their colonies. These tribes will organize war parties which seek to raze a new settlement before it destroys the Jungle around it, but are often too small to risk attacking New Solace itself.

The Colonies

While New Solace is the center of the New World Government for Solace, under the authority of Magistrate Obadiah Whiteherst, there are several other notable colonies that the citizens from the Old World sail across the sea for. While by charter, each colony is under the governance of Magistrate Whiteherst, the limitations of the colonial garrison means that almost all of the colonies outside of Solace's immediate vicinity are self-governing. Though any that turn out to be of strategic relevance are assigned their own Magistrate who takes up residence with a personal guard to ensure their orders are followed, this has been limited to a few strategically defensible locations and an up river location where Magistrate Whiteherst hopes to expand inward in the coming years.

The Colonial Garrison is captained by Ekhart Brimstone, a former soldier for the Holy Order of the Lance that was discharged for conduct unbecoming of a knight. Rumors abound as to what the incident was, but some say it was consorting with the heretics, more likely than not he simply got into a physical altercation with some noble scion or ranking member of The Church. Ekhart joined the Magistrate after his discharge from The Church, and rose through its sordid ranks of foot rabble with ease. Enforcing many changes of standard practices to better augment the training the ruffians the Magistrate had hired as muscle were receiving to turn them into a semblance of a guard. It became known as the Magisterial Guard, the personal protectors and enforcers for the Magistrate to ensure the common law was followed.

Ekhart Brimstone was given command of the Colonial Garrison when one was created to assist in the defense of New Solace. The garrison is small but Ekhart insists on recruiting new colonists to his ranks, preferring the type who came here willing than trying to convince someone from the Old World to permanently join him in the New. Under Ekhart the guard is friendly, when they're not drilling or patrolling they're helping with the Magistrates newest projects. A few members of the Colonial Garrison have been asigned to Magistrate Aphelia Waldegrave as she attempts to secure a foothold further east along the river apas.

New Solace

The First city of Solace's in the New World, and the only one in a bay allowing for the sailing ships to moor while being restocked, has become a central hub of operation and governance. It's also the largest settlement among the colonies, it's walls built tall and towers arranged to assist in repelling hostiles which have long since learned their lesson and have ceased their attacks directly on Solace. Instead the hostiles strike at parties moving deeper into the jungle from Solace, or strike at the settlements being newly founded by colonists. Occassionally the Colonial Garrison mounts a significant foray into the jungle to make a show of force, seeking out hostiles, but these have proven fruitless and Ekhart cautions against them to Whiteherst.

New Solace's primary industries are logging, trade, and administration. The jungle has provided a source of wood that Solace has not had in a few centuries, being forced to recycle wood from previously viewed obsolete ships and foreclosed buildings. The Magistrate plans to build a dockworks so that new ships can be built on the shores and then sailed back to Solace. The trade that has developed for New Solace is that of the friendly natives that arrive at the walls laden in hides and gold which they give far too cheaply for even the worst made daggers.

The Tusken

There are several smaller settlements that have broken off uncharted from Solace, that are marked on no maps that Magistrates have, some two or greater days journey from Solace. These settlements, controlled by one of the three leaders of the Tusken, have avoided the ire of the hostiles by acquiescing to the native's demands regarding the treatment of the Jungle. While colonists of any race or creed are welcomed into these settlements they are all pressed into serving the Tusken if they stay with only the strongest willing or able to resist.

These settlements lack any overarching economy and most are well under a hundred residents, with the inhabitants swapping between jobs for the Tusken and building the settlement and their lives. Where Koraz "Lord" Murderhand leads a well organized colony with a strong community, Cappy Albatross's seem more like a business than a village with everyone working for someone and rarely doing anything for themselves. Xothar Maldur's settlement however, is a lawless shanty town where the strong prey on the weak and the weak don't last long. The three have a collective five or so colonies among them with Lord Murderhand's silvery tongue keeping the alliance together while balancing the greed of Cappy with the Revolutionary zeal of Xothar.

The Old World

High Priestess Amadeus preaches that the world went dark when the gods abandoned it. The sun dimmed with the death of the god Sol, its warmth cooled, and it seemed to not be able to penetrate the deepest shadows leaving the world always on the brink of twilight during the day. The moons disappeared leaving the nights to the darkness which festered and grew unchecked before spilling out from the shadows to seize the day.

The Fel, as it has become known, grows from the dark like a plant, it feeds off shadow but cannot survive the light. At first it was only something to fear in the night or to watch for lurking under shadowed eaves, but then it began to twist the world around it. Darkening the sky forming shadows where there shouldn't be, clouds forming on clear days, and the day turning into twilight. From this living darkness came the plague, a sickness that took men and beast, turning them into felbeasts. Creatures of shadow and light which flickered between the two realms.

Armies were destroyed, empires fell, and civilization collapsed as the long night settled on the old world. The Fel drew permanent clouds over entire countries plunging them into darkness allowing the plague to spread like wildfire. The worlds most brilliant minds collected to attempt to solve the crisis but only managed in slowing it. Setting up a system of checks to prevent the spread of the Fel within fortified locations.

Solace wasn't the first fortified city, but it was the last. With the Fel unable to grow naturally, it began throwing felbeasts at the cities, toppling their defenses against it with monster and then ravaging them once weekend. Eventually only the walled city of Solace remained, and the survivors of civilization refuged in its belly. For a hundred years Solace has been standing alone against the Fel. Driving back the darkness both within its walls and without.

The walled city of Solace houses the remains of civilization, million souls crammed into, under, and on top of one another. Streets became slums that towered high against the inner walls creating a cascade of housing from the Cathedral at the height of Mount Sol. The ground under solace has been excavated by the refuge dwarves and gnomes, who have turned it onces comprehensive catacombs into a new network of mines and an undercity filling it warrens with hundreds of thousands of residents in underground slums that rarely get to see the sun but must keep vigilant at all times to prevent the spread of the Fel.

Food is scare, The church creates almost all of it with failing magic to be given to the poor. Magistrates create feasts for the upper class who can supplement it with small gardens on windowsills that receive some semblance of sunlight from the Cathedral. The nobility, who maintain residence in the heavily guarded upper rings of Mount Sol, maintain gardens and fields and continue to eat real, grown, food while living away from the filth, squallor, and press of the masses.

The Old Gods

The Jade Shore is a monotheistic setting, meaning only 1 god exists to grant spells to divine casters. You will see old gods referenced by the lore and NPCs, but these gods are no longer active and do not grant spells.

The Church

The Guardian, The Shepherd, or Lux Praesidium as the High Elves call her, is the god who stayed behind to watch after civilization. In the wake of the gods leaving and society's collapse, The Guardian helped guide the church forward. The Church was centralized under a monotheistic pantheon and militarized to deal with the emerging threat of the Fel, one that Arcane powers seemed to only strengthen not destroy. In Solace The Church of The Guardian took over the Cathedral of Sol and its relic, Lightbringer, a giant stone that illuminated the city in perpetual daylight. From here it expanded, annexing chapters and orders from defunct religions and organizing an effort to combat the Fel on all fronts.

The Church is a vital part to life in Solace. It is not only charged with organizing the defense of Solace's walls, but also in rooting out the Fel and providing for the million souls in their care. However, salvation has a heavy cost and while the church preaches benevolence when it comes to enacting their mandates they are totalitarian, extracting their bisect of labor due with precision from all corners of Solace though it is said the slumlings pay more than their fair bisect of the labor of The Church to make up for the commuting done by the gentry and nobility.

The Colleges

The Church is divided into 5 colleges, each college is subdivided further into orders. The College of Cardinals, the College of Clerics, the College of Knights, The College of Brotherhood, and The College of Inquisition make up the five colleges of The Church each with their own dean who oversees them and reports to the High Priestess Amadeus. Each has a specific mandate which they are ordained to perform that is considered vital to the continued survival of Solace.

The College of Cardinals

The ecclesiastical court of the Church is where ranking members of the priesthood reside. They oversee religious law and any secular law that involves a member of the Church. Additionally the priests making up this college partake in religious research when not presiding over court. Looking into the mysteries of the divine, such as why the gods left, as well as the Fel looking for answers to the infestation and means to defeating it. Members of the College of Cardinals often come from one of the four other colleges before being ordained to join the court.

The College of Clerics

The clerics makes up the rank and file of The Church.
It's administrators, pastors, priests, keepers, as well
as anyone studying to join an order within the
colleges fall under the Clerics, The clerics are broken
up into chapters with the most prominent being that
of the Lightkeepers who are tasked with patrolling
Solace for signs of the Fel, and the Seminary
where families will often give their second child
to the church to fulfill the Bisect.

The College of Knights

The Holy Orders of Knights are too numerous to name here each with a creed that aligns with the college's Holy Mandate to defend Solace. While originally they recruited from the Gentry and Nobility fulfilling their bisect, their numbers dwindled over the generations as the defense of
Solace took a great toll. Now the majority of the
college's members come from the seminary.
Anyone without the mind for clerical work is
turned over to the Knights for immediate
training and service. The Order trains in
classical warfare but rarely do they wear the
heavier armors such as fullplate. The Fel is such
that the heavy armor is often more a hindrance than
a benefit. Additionally some knights are trained in
use of firearms, though some orders do disdain it for
being a dishonorable weapon and seek to meet the Fel
hand to hand on the field of battle.

The College of Brotherhood

The Monastic orders of the Brotherhood serve the people of Solace. Where the other four colleges tend to focus on the defense of Solace and the Church, the Brotherhood exists to protect the people. Each Order has their own focus and way of serving the people but at the base they're similar in that they provide religious services, food, and build shelter for the poor. Most monastic orders have a tradition of bringing the willing of the poor into their service, educating them and allowing them to give back to Solace. These are often simple brothers or brothers with dark pasts, and they find salvation through the monastic vows and a sense of purpose through duty and work.

The College of Inquisition

The Inquisitors have a Holy Mandate to seek out heretics and Felbeasts. The often work in solitary or small teams to root out the corruption be it pagan's, witches, unlicensed wizards, or more rarely an actual Felbeast. In the days when the Inquisitors were first founded they would range out beyond the walls of Solace and attempt to cull the Felbeast population, bringing back specimen to be studied by the College of Cardinals for new weaknesses. Now that the Fel resides permanently outside the walls of Solace, all of the inquistion's work is directed inwards, seeking out possible threats that could spawn a Fel outbreak and cleansing them with fire.

Heresy

One of the mandates the College of Inquisiton has is to seek out heretics and bring them to justice to purify the faith so that it may grow stronger. The Church has declared that any worship of the Old Gods is heresy. That as they have abandoned mortality, mortality must abandon them and instead put their faith in The Guardian. The Guardian teaches that the prayers of mortals empower her and that the more reverent mortality is, and more zealous in their worship, the stronger she will become. With this strength she will be able to grant answers to prayers and blessing more consistently. As such the Inquisition actively seeks to out heretics following the old ways to avoid this misplaced worship spreading and taking away from the needed reverence to The Guardian.

Religion

The Church teaches that The Guardian is a benevolent goddess who watches over the mortal realm and provides what aid she can. The Guardian reveres the light
and that the Fel is a malevolent force seeking
to consume the world. The old gods have very
much been forgotten but old scripture refers to
an age where there were many gods before
a cataclysmic event resulted in their leaving
the mortal plane and abandoned mortality.
The Guardian now hears all the prayers and helps
where she can, but The Guardian is neither
omniscience nor omnipotent and is unable to
answer every plea for help. This is why the Church
teaches that the people of Solace should turn to the
church for absolution and salvation.                              

Tenants

First: Purity of Self

The first tenant asks followers to be true to themselves. That they identify their strengths and weaknesses and act upon them. That they are self responsible and self caring, that they are capable unto ourselves and burdenless. That they have purified themselves before reaching out to purify another.

Second: Purity of Body

The second tenant asks followers to be conscious of their body. That the Body is the vessel that will see them to salvation and it must be maintained in order to avoid corruption. That the body should seek balance in the humors and requires an appropriate diet and exercise.

Third: Purity of Mind

The third tenant asks followers to be seek enlightenment. That only by opening their mind to the sermons will they be fortified against the darkness of damnation seeking to drag them into the depths of the Fel with dark thoughts. That meditation is necessary to strengthen the defenses and mental fortitude.

Fourth: Purity of Heart

The fourth tenant asks followers to be pure of heart. That a kind heart empty of hate is one that the Fel cannot corrupt. That charity is the cure for selfishness and is needed to balance the self into the community so that by their strength they strength the community. That the brave who stand in the face of the Fel with a pure heart won't turn against their fellow man but remain steadfast in their defense.

Fifth: Purity of Soul

The fifth tenant asks followers to cleanse their soul. That a pure soul empty of evil is one that the Fel cannot corrupt. That a good man who has done or wished no wickedness on their fellow man will not be tempted by the Fel nor will the Fel grow within him. That a bath in the sun can purify a soul from thoughts of wickedness.

The Old Gods

Before they abandoned the world, the Old Gods were worshiped throughout the old world. A Pantheon of 24 gods were worshiped in Solace but as many as 50 were recognized as being in existence throughout the planes. In an event lost to history, the gods abandoned mortality, the reason why was hotly debated by scholars in the last years of civilization but as the Fel spread their attention turned away.

Of the old gods, Sol the Eternalflame, King of the Gods, was the Patron of Solace and the one who maintains the most sway in Solace life, his temples, rites, dogma, and holidays adopted by the Church into the faith of The Guardian. One of the common pagan beliefs is that The Guardian is simply a weakened version of Sol and that if the true faith was restored Sol would regain his powers and the Sun would return to its former glory.

The Purge

During the dark ages, as the first 100 years after the Abandoning are known, The Church sought to reform the faith of Solace. In order to stop people from worshiping the gods that had abandoned mortality they decried that worshiping them was heresy and founded the Inquisition to root out heretics and burn them at the stake. This was largely effective but still some 500 years later some groups still worship the old gods.

There are other heretical beliefs, though they are grounded in less tradition and more in tale and fancy. The Cult of the Moon refutes that Lunari left, and that she is The Guardian, identified by a different name. That Sol died and the sun with him and the Moon replaced the Sun. The lost children claim that the not all of the Gods abandoned mortality but instead some joined them, living out mortal lives and existing among the people of Solace or are fleeing before the Fel.

Not all heretics are idealists, the Cult of the Shadow thinks that there was a war of Light and Dark and that the Dark won and that mortality wasn't abandoned but the gods of light lost. That the Fel is the Shadow Lord's army expanding
across the mortal realm to expand the realm of darkness. The cult seeks salvation and immortality and pledges themselves to further the cause of the Fel, seeking to bring
it into the walls of Solace and finish what he's started.

The Thirty Six

When the Acts of Purity were ratified by the Magistrate in 458 P.A., it marked a clear progression of The Church over the land of the Law. The Acts made it illegal to miss Church services with fines being levied and imprisonment for continued absence. Those who had continued to worship the old gods in secret were forced to either abandon the prescribed times of worship which The Church had adopted in their purge, or be exposed to fines, worse still they would be forced to pray to a false god which was a step most could not take. It was one thing to have to abandon the old gods, but to be forced by the state into worshiping a false god in their place was violation of the land of law.

The Thirty Six Articles were published anonymously by the heads of the old faith. Detailing the failure of the Magistrate to uphold the law of the land and succumbing to corruption at the hands of The Church. Additionally the articles laid out the demands of the old faith, the historical practices of the old gods and how they should be revered, advising if true worship to the old gods was restored the old gods would return to save mortality from the Fel. The articles went on to attempt to prove The Guardian as a false god and The Church as a corrupt institution using required faith to empower itself.

The Church immediately struck the Thirty Six Articles as heresy, launching a new inquisition to root out heretics within Solace. They began the trials with anyone who was found in possession of the Thirty Six Articles, burning all copies and several prominent members of the old faith who were ratted out during the inquisition. However this new purge did not have the same effect, the overreach of The Church with the Acts of Purity united many of the slumlings who began to whisper about the old gods among themselves the Thirty Six Articles being memorized and spoken to crowds on street corners.

The Thirty Six Articles created a fervor of worship for the old gods among the slumlings. The inquisitions response only hardened the slumlings against them, leading to the Third Slum Riots, also known as the Thirty Six riots, which caused the northern most portion of the slums to burn to the ground and force the inquisition to abandon patrolling the slums. Shortly there after the Magistrates sent enforcers in to restore order but succeeded the territory furthest south to the slumlings. It was here the Thirty Sixers, or so the group called themselves, took hold. Forming their own governing and peacekeeping force.

Offering a safehaven for believers in the old gods, the Thirty Six saw their ranks swell in Solace, and once the option to flee the oppression of the Magistrate and The Church presented it self in New Solace, they were among the first to clamor aboard the white sailed ships to head east to the New World.

The Royal College

The Most Prestigious Crown College of Wizardry and Science, or The Royal College, began as a private institution founded by the King of Solace prior to the Abandoning. In the years following the focus of the Royal College, as all things, turned to the Fel. As it was discovered that the Arcane seemed to bolster the Fel the demand for wizards dried up and the college and its prestigious wizards turned their attention to scholarly pursuits.

While still a private institution, with a tuition which only the most wealthy of the Gentry could afford to send their children, the college established a lottery during the early years when the slumlings still had hope for moving out of their squalor and made demands of their betters. The lottery draws from a pool of prospective students each year, without the funds to afford their tuition, granting free residence for the rest of the lucky individual's life for as long as they choose to study at the Royal College. Originally the drawings drew thousands of applicants, with only a lucky ten being selected, these days the college selects one applicant and typically out of less than a hundred.

The Arcanum

There are those within Solace, The Church chief
among them, that push for the outlawing of Arcane
Magic. The Arcanum school within the Royal
College is one of the last two institutions that is
allowed to teach practitioners in the art of Wizardry,
and the only one that is private, not requiring a contract
with the Magistrate upon graduation. The Arcanum is
an elitist school with the rare lotteried individual being accepted, and as such the students are often nobility or
gentry with the means to fund their own supplies and experiements. The upper crust of society bring with them an heir of legacy to the Arcanum that often seeps into every corner of the campus, like a mold waiting for the summer months to make a house unbearable.

The students are self taught at the Arcanum, finding someone to mentor them is one of the first challenges newly accepted members of the Arcanum face. Typically this is done through familial connections, but for those lucky enough to have been selected by the lottery they must catch the eye of a member of the college and impress them enough to be taken on. Part of the issue in finding a Mentor as a lottery student is that they often require financial assistance in order to afford the supplies and materials they'll need in order to practice and advance. For this reason mentors often only take on lottery students if they believe the student will be a worthy investment. Occasionally a benevolent mentor will see something in a lottery student and decide to Mentor them without seeing it as a business proposition.

The Arcanum, outside the view of both The Church and The Magistrate, operates without the constraints of legislative bodies, answerable only to the Dean of the Arcanum and their own Mentors. As the mentors are often powerful individuals within their own right without their own benefactor families who may be bankrolling them the Mentors are often outside the control of the dean themselves which leads to the students often exercising little caution in their pursuits of mastering the Arcane. The number of demons summoned in a single year at the Arcanum exceeds the holy days in a year. There is also the toxic competitive culture with students attempting to show up one another, which is encouraged by most mentors as a means to have the students test their boundries and abilities with the belief that only when stressed will their talent be forged.

Students of the Arcanum do not graduate or advance through years, they continue studying at the Arcanum until their Mentor sends them somewhere else or until their Mentor advises they have nothing left to teach the student and put them forward to the Dean to receive the full rank of Wizard. At this point the wizard can begin making their own profits which is unfortunately the reason some Mentors refuse to admit their mentees have surpassed them in order to keep their mentee's earnings.

The Foundry

The other school at The Royal College, is known by the moniker The Foundry, though at this point most of the tinkerers have left the Royal College and now operate in guilds and The Foundry has taken on more of a scholastic culture than that of a workshop. Still the name has stuck and occasionally it lives up to its name.

The Foundry is where the students of The Royal College who are not wizards, or at least not studying to be, congregate and focus on scientific studies. These days the focus of The Foundry has been the study of the Fel, specifically the effect Arcane magic has on it and an explanation on why is strengthens the Fel. Some postulate that if they can determine why Arcane magic makes it stronger they'll be able to reverse engineer it to make it weaker or even destroy it.

At the risk of the downfall of Solace, some mad fools have even had samples of the Fel brought in to The Foundry for study. They claim to have it isolated and that the risk of it spreading is minimal but if The Church ever found out, the entire Foundry would be torched to eliminate the corruption. The foundry operates without mentors but it does have many full time researchers who are happy to have apprentices to assist with their research or at the least yell at.

Not everyone at The Foundry is working on the Fel however. Some have branched off into Studying the Jade Shores. Perplexed by how it has seemingly managed to stay free of the corruption of the Fel despite not having any wards from The Church. They've been gathering funding for an expedition to explore the jungles of the Jade Shores to gather samples and research the phenomenon in person, but until then they've been paying to have samples brought back to them where they attempt to gleam some semblance of understanding of the regions innate resistance to the Fel through study.

Dean Aotrom Bromathan

Aotrom has been the colleges Dean for nearly one hundred and fifty years now, long lived are the Nobility, and in his time the college's reckless reputation has only compounded. The Dean is known for being aloof and distant, often more concerned with his own experiments and machinations than the college, however his families control of the college prevents his removal and the Magistrate prefers it to avoid creating a competition for able bodied wizards among the populace. There is however some speculation among the college that the Dean is working on something, and that whatever it is, it's big.

 

The Magistrate

The law of the land is the domain of the Magistrate, a civil body of a hundred hundred important individuals gathering in the highest rings of Solace to mediate, and debate how the city should be run. It is not only a ruling council however, it is also the local law and enforcers of it. In honorific terms, the King of Solace, sits at the head of the Magistrate, but this hasn't seen practice for nearly a hundred years. The Crown leaving the affairs of the land to the Magistrate, while the Magistrate refrains from levying or imposing laws restricting the Crown.

When the Magistrate was initially founded its ranks were entirely filled with Wizards, former advisors to the King. Over time their ranks have expanded to include diplomats and scholars without arcane talents. However the Magistrate's roots with the Arcane run deep and their ranks still maintain a majority of Mages, to the point where the Magistrate has the majority of Mages in Solace.

The Council of Twelve

More like the council of twelve hundred, the council of twelve originally formed as a governing body after the Crown established a civil body to enforce law and order in the place of the Justicars who had been executed for heretics during the Great Purge following the Abandoning and the reformation of The Church. The Council of Twelve, chosen due to the godly number, were chosen evenly between the gentry and nobility. Over time as the number on the council expanded it began to favor the more numerous gentry who were able to use their wealth to influence the council and find their way onto it. The council now has over a hundred sitting members with staffs expanding the number of attending to the thousands.

The Academy

When the Church discovered that the Arcane empowered the Fel, they pushed heavy to call it heresy. It was during this era in history that the Magistrate's opposition of The Church began, as The Council of Wizards ensured they would survive the purges and used the fear the church created around the Arcane to strength their position and create a monopoly. First the Council passed the registration of Wizards act, but then they founded The Academy the only public and authorized institution allowed to train individuals in the Arcane Arts. The tuition of the Academy is free, however it requires a twenty to thirty year commitment to the Magistrate after completion depending on the subjects studied.

The Law of the Land

The Magistrate passes laws that fall under the Law of the Land which applies to anyone living under the governance of Solace, except the Church and the Nobility who are viewed as being above these laws. As laws are ratified, the Magisterial Guard will escort a Magistrate to specific sectors of Solace to post the new laws to the Magepost and then cry them out to the assembled crowd. The Magisterial Guard will then enforce the new laws strictly for a twelve day to ensure they're adhered to. The Law of the Land is expanded to New Solace, however where the Council of Twelve must ratify all laws passed in Solace, Magistrate Whiteherst has been given the Crown's Authority to ratify laws of the land as needed in the New World.

The Herst Trading Company

Also known as The Masons, or the Masons Guild, is the most influential of the remaining guilds in Solace. The Herst family used this influence to secure an exclusive trade charter in the Jade Shores, under the name The Herst Trading Company. The Guild has put many of its assets on the market to leverage the opportunity to capitalize on the resources of the New World and has been using the capital to hire on new employees while seeking to move around guild members with suitable expertise to lead new ventures into the New World.

While there is a lack of sea worthy ships, many of them having been recycled for building material after the world's forests were corrupted by the Fel, the jungles of the New World represent an immediate fortune to be seized. In both the raw material to be shipped back to Solace and also as a means to create ships that can be used for both cargo and transport, an immediate new industry to be monopolized by the H.T.C.

An unexpected export from The Jade Shores became the hides from the defenders of the forest as they've been named by the colonists based on some loose translation of what the hulking beasts are called by the natives. The creatures, some measuring as tall as a three story house, are fiercely territorial and are a menace to the settlers who have been attempting to clear them out of the area without much effect, as slaying one seems to draw others to the area. However despite their temperament and the danger they pose the colonies, the hides are incredibly sturdy and after seeing some of the outfits the Natives who visited Solace wore, a new fashion called New Native has swept through the upper circles of Solace creating a high demand for the hides and pelts of the creatures.

In order to bring these behemoths down, and create an industry, the H.T.C. has begun to recruit hunters and skilled warriors in oder to ship them east on contracts to bring in a number of hides, with options typically in the hands of H.T.C. in order to make sure the effort is profitable. The Hunters are typically set loose in the Jade Shore without much guidance other than the requirement for the hides, but others are attached to H.T.C. operations that are ranging out into the jungles on protection details.

The Floaters

While Solace is the last remaining citadel of civilization, there exists a free people that have survived outside the control of Solace. Former traders or refugees who adapted to life on the boat after being unable to find a safe harbor. While not a unified entity, the floaters are the name of the free ships that would dock at Solace in order to trade, occasionally take on a handful or less of slumlings scrambling for a chance to escape Solace.

On the open seas many of these floaters were considered highly dangerous, often attacking other vessels to seize goods or bodies to row their oars. Without stable ports for them to call to they were either dependent on cannibalizing each other or making risky ventures out into the Fel plagued lands. Some floaters speak of floating cities where refugees tied hundreds of ships together to create a settlement on the sea, but most refute the seriousness of these claims and The Church remains adamant that the Fel can spread at sea and that it's only time before a ship succumbs to the Fel and its passengers fall prey to the corruptions, becoming a floating contagion lurking on the waves for an unsuspecting ship.

The Floaters seem to have abandoned faith, but instead have their own code of morals steeped in honor that binds their society in oaths. It is also a warrior society, and while some are highly superstitious of magic, the floaters are known to have their own powerful, unregistered mages that can bring down an entire ship in flames.

With Solace renewing their sailing industry with their ships crossing the placid ocean to reach the Jade Shores, the floaters have noticed and not all meeting on the sea have been peaceful. It is unclear whether or not the floaters had found the Jade shores before Solace, but their have already been a few Floater ships that have moored at Solace to trade supplies and information.

The Magistrates fear that the Floaters threaten the colonies and part of their push for creating the shipworks at Solace is in order to create a Magisterial Fleet that can defend the shipways from piracy.

Part 5

Equipment

A New Age

The age of knights thundering across battlefields in plate has ended. The Fel's incorporeal nature allow them to strike through metal as easily as cloth is the primary reason, but the advancement of firearms which punch hole through plate as easily as cloth is another. While the nobility hold on to their titles and the vestiges of honorable warfare, the battlefield has changed and the equipment used with it.

It is the era of the Shot and Pike formations. Breastplates have become the armor of choice for most, but even more are deciding to lose the armor all together in favor of increased mobility. In the pages below you'll find the relevant stat blocks for era appropriate equipment as well as the special materials that can be found in the setting to add abilities to even the most mundane equipment.

Starting Equipment

When you create your character, you receive equipment based on your chosen class at first level. In addition you receive 3,000gp to purchase additional equipment, since you are beginning at 3rd level. Some factions may also increase the the starting funds, check the boons of your chosen faction to confirm.

You get to decide how your character came by this starting equipment. It might have been an inheritance, or goods that the character purchased during his or her upbringing. You might have been equipped with a weapon, armor and a backpack as a part of military service. You might eve have stolen your gear. A weapon could be a family heirloom, passed down from generation to generation until your character finally took up the mantle and followed in an ancestor's adventurous footsteps. Work the equipment into your daggers.

Coinage

In Solace the metal coin remains the standard of currency, even among the poorest in the slumlings, copper is worth its weight to the hungriest of the poorest. The three most common coins are the gold piece (gp), silver piece (sp), and the copper piece (cp). With one piece of gold piece is worth ten silver pieces, the most prevalent coin among commoners. One silver piece is worth ten copper pieces which are common among laborers and slumlings. A stand coin weighs about a third of an ounce, so fifty coins weigh a pound.

In the New World coins are less common, but the metals that make them abundant. The Sun Empire has mines of Gold throughout their lands that they use to create jewelery which they trade to other tribes which then trade them to The Colonies for weapons made from steel. Discovering that The Colonies didn't care about the jewelry as much as the metal itself they've begun melting the jewelry down into ingots to make transporting them easier for trade. One gold ingot (GI) is worth 50 gold coins, however this value is inflated in the New World as gold's value is diminished and the price of steel is increased. The most common coins in the new world are the Jade Chips (JC) and Copper Axes (CA). The Jade Chip has a value roughly equal to a silver piece while the Copper Axe has the value of a gold coin.

Coin cp sp gp jc ca gi
Copper Piece 1 1/10 1/100 1/10 1/100 1/5000
Silver Piece 10 1 1/10 1 1/10 1/500
Gold Piece 100 10 1 10 1 1/50
Jade Chip 10 1 1/10 1 1/10 1/500
Copper Axe 100 10 1 10 1 1/50
Gold Ingot 5000 500 50 500 50 1

Armor And Shields

Solace is a tapestry made up of many different cultures. For this reason, adventurers have access to a variety of armor types ranging from leather armor to chain mail to costly plate armor, with several other kinds of armor in between. The Armor table collects the most commonly available types of armor found in the world and separates them into three categories: light armor, medium armor, and heavy armor.

Armor
Armor Cost Armor/Shield Bonus Max Dex Bonus Armor Check Penalty Arcane Spell Failure Chance Speed 30 Speed 20 Weight
Light
Padded 5gp +1 +8 0 5% 30ft 20ft 10 lbs.
Quilted 100gp +1 +8 0 10% 30ft 20ft 15 lbs.
Reinforced Tunic 1gp +1 +5 0 5% 30ft 20ft 5 lbs.
Leather 10gp +2 +6 0 10% 30ft 20ft 15 lbs.
Studded Leather 25gp +3 +5 -1 15% 30ft 20ft 20 lbs.
Chain Shirt 100gp +4 +4 -2 20% 30ft 20ft 25 lbs.
Medium
Armored Coat 50gp +4 +3 -2 20% 20ft 15ft 20 Lbs.
Hide 15gp +4 +4 -3 20% 20ft 15ft 25 lbs
Scale mail 50gp +5 +3 -4 25% 20ft 15ft 30 lbs.
Breastplate 200gp +6 +3 -4 25% 20ft 15ft 30 lbs.
Chain Mail 150gp +6 +2 -5 25% 20ft 15ft 30 lbs.
Heavy
Banded mail 250gp +7 +1 -6 35% 20ft 15ft 35 lbs.
Splint mail 200gp +7 +0 -7 40% 20ft 15ft 45 lbs.
Half-plate 600gp +8 +0 -7 40% 20ft 15ft 50 lbs.
Full-plate 1,500gp +9 +1 -6 35% 20ft 15ft 50 lbs.
Shields
Buckler 5gp +1 - -1 5% - - 5 lbs.
Light 9gp +1 - -1 5% - - 6 lbs.
Heavy 20gp +2 - -2 5% - - 15 lbs.
Tower 30gp +4 +2 -10 - - 15ft 45 lbs.

Weapons

Simple Weapons
Weapon Cost Dmg (S) Dmg (M) Critical Range Weight Type Special
Light
Brass knuckles 1gp 1d2 1d3 x2 - 1 lb. B monk
Dagger 2p 1d3 1d4 19-20/x2 10ft 1 lb. P or S -
Gloves 1sp - - - - - - See text
Mace, light 5gp 1d4 1d6 x2 - 4 lbs. B -
Jaguar Claws 5gp 1d3 1d4 x2 - 1 lb. S monk
Wooden stake - 1d3 1d4 x2 10ft. 1 lb. P See text
One-Handed
Club - 1d4 1d6 x2 10 ft. 3 lbs. B -
Club, obsidian 1gp 1d6 1d8 x2 - 4 lbs. B or S See text
Mace, heavy 12gp 1d6 1d8 x2 - 8 lbs. B -
Morningstar 8gp 1d6 1d8 x2 - 6 lbs. B and P -
Shortspear 1gp 1d4 1d6 x2 20 ft. 3 lbs. P -
Two-Handed
Bayonet 5gp 1d4 1d6 x2 - 1 lb. P -
Club, heavy - 1d8 1d10 x3 - 6 lb. B -
Longspear 5gp 1d6 1d8 x3 - 9 lbs. P brace, reach
Quarterstaff - 1d4/1d4 1d6/1d6 x2 - 4 lbs. B double, monk
Spear 2gp 1d6 1d8 x3 20 ft. 6 lbs. P brace
Ranged
Blowgun - 1 1d2 x2 20 ft. 1 lb. P See text
Crossbow, heavy 50gp 1d8 1d10 19-20/x2 120 ft. 8 lbs. P -
Crossbow, light 35gp 1d6 1d8 19-20/x2 80 ft. 4 lbs. P -
Dart 5sp 1d3 1d4 x2 20ft. 1/2 lb. P -
Javelin 1gp 1d4 1d6 x2 30 ft. 2 lbs. P -
Sling - 1d3 1d4 x2 50 ft. - B -
Firearms
Blunderbuss 500gp 1d6 1d8 x2 special 8 lbs. P and Fire See text
Musket 375gp 1d10 1d12 x4 40 ft. 9 lbs. B and P See text
Musket, double barreled 450gp 1d10 1d12 x4 40 ft. 9 lbs. B and P See text
Pistol 250gp 1d6 1d8 x4 20 ft. 4 lbs. B and P See text
Pistol, double barreled 450gp 1d6 1d8 x4 20 ft. 5 lbs. B and P See text
Pistol, sword cane 200gp 1d3 1d4 x3 10 ft. 1 lb. B and P See text

Martial Weapons
Weapon Cost Dmg (S) Dmg (M) Critical Range Weight Type Special
Light
Axe, throwing 8gp 1d4 1d6 x2 10 ft. 2 lbs. S -
Hammer, light 1gp 1d3 1d4 x2 20ft 2 lbs. B -
Hand Axe 6gp 1d4 1d6 x3 3 lbs. S -
Scabbard - 1d4 1d6 x2 - 1 lb. B -
Sword, Obsidian 10gp 1d4 1d6 19-20x - 2 lb. S See text
One-Handed
Battleaxe 10gp 1d6 1d8 x3 - 6 lbs. S -
Cutlass 15gp 1d4 1d6 18-20/x2 - 4 lbs. S finesse
Flail, light 8gp 1d6 1d8 x2 - 5 lbs. B -
Messer 4gp 1d6 1d8 19-20/x2 - 3 lbs. S see text
Pick, heavy 8gp 1d4 1d6 x4 - 6 lbs. P -
Rapier 20gp 1d4 1d6 18-20/x2 - 2 lbs. P finesse
Saber 15gp 1d6 1d8 19-20/x2 - 4 lbs. S -
Sword cane 45gp 1d4 1d6 x2 - 4 lbs. P See text
Two-Handed
Billhook 11gp 1d6 1d8 x3 - 11 lb. P or S brace, disarm, reach, see text
Falchion 75gp 2d3 2d4 18-20/x2 - 8 lbs. S -
Flail, heavy 15 gp 1d8 1d10 19-20/x2 - 10 lbs. B disarm, trip
Great Axe 20gp 1d10 1d12 x3 - 12 lbs. S -
Halberd 10gp 1d8 1d10 x3 - 12 lbs. P or S brace, trip
Lucerne hammer 15 gp 1d8 1d10 x3 - 12 lbs. B or P brace, reach, see text
Pike 50gp 1d8 1d10 x3 - 20 lbs. P brace, reach, see text
Ranged
Crossbow, arbalest 100gp 1d10 1d12 x4 120 ft. 12 lb. P see text
Longbow 75gp 1d6 1d8 x3 100 ft. 3 lb. P -
Shortbow 30gp 1d4 1d6 x3 60 ft. 2 lbs. P -
Firearms
Double hackbut 1,000gp 2d10 2d12 x4 50ft. 18 lbs. B and P See text
Musket, axe 400gp 1d6 1d8 x4 30 ft. 6 lbs. B and P See text
Musket, dragoon 500gp 1d10 1d12 x3 40 ft. 12 lbs. B and P See text
Pistol, dragoon 250gp 1d6 1d8 x3 20 ft. 4 lbs. B and P See text
Ammunition
Bolts 1gp 10 bolts - - - 1 lbs. P -
Arrows 1gp 20 arrows - - - 1 lbs. P -
Bullets 1gp 10 bullets - - - 1 lbs. B and P -
Cartridges 2gp 10 cartridges - - - 1 lbs. B and P see text
Dragoon Cartridges 5gp 10 cartridges - - - 1 lbs. B and P

 

Firearms

Early Firearms have become common place and the rare rifle has been created by the great dwarven engineers tinkering in their workshops in the undercity of Solace. Most firearms are so simple that even a child could figure out how to fire one, though it might take them sometime to reload it and if it ever misfired they'd be unlikely to fix the damn thing.

Firearm Rules

Firearms work differently from other ranged projectile weapons—they instead use the following rules.

Firearm Proficiency: Most firearms are simple weapons with a few advanced version requiring martial proficiency to use properly.
All firearms are part of the same weapon group for the purposes of the fighter’s weapon training class feature.

Capacity: A firearm’s capacity is the number of shots it can hold at one time. When making a full-attack action, you may fire a firearm as many times in a round as you have attacks, up to this limit, unless you can reload the weapon as a swift or free action while making a full-attack action. Capacity often indicates the number of barrels a firearm has. In the case of the rare advanced firearms, it typically indicates the number of chambers the weapon has.

Range and Penetration: Armor, whether manufactured or natural, provides little protection against the force of a bullet at short range.

When firing a firearm, the attack resolves against the target’s touch AC when the target is within the first range increment of the weapon, but this type of attack is not considered a touch attack for the purposes of feats and abilities such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full range increment. Unlike other projectile weapons, firearms have a maximum range of five range increments.

Loading a Firearm: You need at least one hand free to load one-handed and two-handed firearms. In the case of two-handed firearms, you hold the weapon in one hand and load it with the other—you only need to hold it in two hands to aim and shoot the firearm. The Rapid Reload feat reduces the time required to load one-handed and two-handed firearms.

Loading any firearm provokes attacks of opportunity. Firearms are muzzle-loaded, requiring bullets or pellets and black powder to be rammed down the muzzle. If a firearm has multiple barrels, each barrel must be loaded separately. It is a standard action to load each barrel of a one-handed firearm and a full-round action to load each barrel of a two-handed firearm. The time it takes to reload a firearm cannot be reduced further than a move action per a barrel, regardless of equipment, feats, abilities, or magic.

Misfires: If the natural result of your attack roll falls within a firearm’s misfire value, that shot misses, even if you would have otherwise hit the target. When a firearm misfires, it gains the broken condition. While it has the broken condition, it suffers the normal disadvantages that broken weapons do, and its misfire value increases by 4 unless the wielder has gun training in the particular type of firearm. In that case, the misfire value increases by 2 instead of 4. If a firearm with the broken condition misfires again, it explodes. When a nonmagical firearm explodes, the weapon is destroyed.

Firearm Descriptions

Firearms are typically matchlock, wheellock, or flintlock weapons, and require more finesse and care to use than advanced firearms. Firearms are muzzle-loaded, requiring a bullet and powder (or other special alchemical substances) to be shoved down the barrel before the weapon is fired. Firearm ammunition can be loaded from a cartridge,
but that cartridge is made of soft material (like paper
or cloth) that is torn open so that the contents may be
shoved down the barrel.

 

Blundersbuss: This weapon fires pellets or a bullet from its trumpet-shaped barrel, making it an effective fowling weapon or close-fighting personal defense weapon.

The blunderbuss fires in a 15-foot cone when firing pellets, and has a 10-foot range increment when firing a bullet. A blunderbuss uses a bullet or pellets and a single dose of black powder or a single alchemical cartridge as ammunition.

Capacity: 1

Misfire: 1-2, 10-ft. explosion on wrecked.

 

Cartridge: Cartridges are small packets made of a soft material that is torn open to easily pour its contents down a barrel. They reduce the action needed to reload a firearm by one step. From a full-round to a standard action or from a standard action to a move action.

Dragoon Cartridges are a special variant of cartridges used with the Dragoon variants of Muskets and Pistols.
 

Double Hackbut: This double-length rifle uses a pair of trunnions to mount its barrel into a swiveling mechanism fastened to a lightweight, two-wheeled carriage.

It takes a full-round action to set up the carriage. The carriage has a hind leg, allowing the wielder to wheel the device about and immediately prop it for stability during combat. Unlike other two-handed firearms, you must fire the double hackbut while it is mounted, or else firing it imparts a –4 penalty on attack rolls and the recoil knocks the wielder prone.

Capacity: 1

Misfire: 1-2, 5-ft. explosion on wrecked.

 

Musket: This long-barreled firearm has a much greater range than a pistol. A musket uses either a bullet and a single dose of black powder or an alchemical cartridge as its ammunition.

Capacity: 1

Misfire: 1-2, 5-ft. explosion on wrecked.

 

Musket, Axe: This musket features an axe blade at the end of its barrel. It can be used as both a musket and a battleaxe. If this firearm gains the broken condition, both the firearm component and the axe are considered broken. An axe musket uses either a bullet and a single dose of black powder or an alchemical cartridge as ammunition.

Capacity: 1

Misfire: 1-2, 5-ft. explosion on wrecked.

Musket, double: This musket has two parallel      barrels; each barrel can be shot independently as separate attacks, or both can be fired at once as a standard action (the attack action).

If both barrels are fired at once, they must both target the same creature or object, and the gun becomes wildly inaccurate, taking a –4 penalty on each shot. Each barrel of a double-barreled musket uses either a bullet and a single dose of black powder or an alchemical cartridge as ammunition.

Capacity: 2

Misfire: 1-3, 5-ft. explosion on wrecked.

 

Musket, dragoon: This long-barreled musket shoots more precisely than other muskets but is slightly less damaging on a critical hit. It can fire only dragoon cartridges or specially modified mage shot.

Capacity: 1

Misfire: 1-2, 5-ft. explosion on wrecked.

 

Pistol: The single-shot pistol is one of the most common firearms, although in most campaigns it is still rare enough to be an object of envy or curiosity to most. A pistol uses either a bullet and a singe dose of black powder or an alchemical cartridge as ammunition.

Capacity: 1

Misfire: 1, 5-ft. explosion on wrecked.

 

Pistol, double barreled: This pistol has two parallel barrels; each barrel can be fired independently as separate attacks, or both can be fired at once as a standard action (the attack action).

If both barrels are shot at once, they must both target the same creature or object, and the pistol becomes wildly inaccurate, imparting a –4 penalty on each shot.

Capacity: 2

Misfire: 1-2, 5-ft. explosion on wrecked.

Pistol, dragoon: Like the dragoon musket, this long-barreled pistol is more precise than a typical pistol but slightly less deadly on a critical hit. It can fire only dragoon cartridges or specially modified mage shot.

Capacity: 1

Misfire: 1, 5-ft. explosion on wrecked.

 

Pistol, sword cane: The sword cane pistol is considered a double weapon for the purpose of creating masterwork or magical versions of this weapon. The pistol attachment makes the nature of the weapon a little more difficult to hide. An observer must make a DC 15 Perception check to realize that an undrawn sword cane pistol is a weapon rather than a walking stick; the DC decreases to 5 if the observer is able to handle the weapon. The sword part of the weapon must be drawn in order to load the pistol part of the weapon.

Capacity: 1

Misfire: 1, 5-ft. explosion on wrecked.

 

Shield carriage: A shield carriage is a modified version of a tower shield which can be braced to provide both the
tower shield's total cover and be utilized to mount the
Double Hackbut for firing.

Weapon Descriptions

Blowgun: Are generally used to deliver debilitating (but rarely fatal) poisons from a distance. They are nearly silent when fired.

For a list of appropriate poisons, see Poisons.

 

Club, obsidian: This weapon is usually just a shaped piece of wood, inset with shards of obsidian allowing it to overcome the resistances of spirits.

 

Crossbow, Arbalest: This crossbow is heavier and more compact version of the earlier crossbow, made mostly of metal except for the stock. It has a steel prod which requires a wench in order to pull taught and into the firing position.

An arbalest must be reloaded with a wench, requiring a full-round action and two hands. An arbalest attack is made against the target's touch AC within their first range increment.

 

Gloves: If not made of the same material as the armor they're a part of, gloves can be made of special materials found later in this chapter enhancing them with the material's effects.

 

Lucerne hammer: This polearm has both a pronged hammer head for crushing blows and a spiked head for piercing and peeling armor. The long haft allows the wielder to put amazing force behind the head of this weapon.

You gain a +2 bonus on combat maneuver checks to sunder medium or heavy armor with a lucerne hammer.

 

Messer: Is a long single edged sword, often designed to be used with one and a half-hands. It typically has a knife's hilt and lacks a pommel.

When a messer is used with two hands it's damage increases by one step, as if it was 1 size larger. A medium messer instead deals 1d10 instead of 1d8. Additionally the crit range changed from 19-20/x2 to x3.

Pike: Is a long weapon, between 4 to 5 meters in length. It has a wooden shaft with a steel spearhead affixed.

A pike's reach extends to 15ft and can be used to make attacks against targets within 10-15ft., but not adjacent targets like similar weapons with reach.

 

Sword, cane: This slender light blade lies within a wooden container that serves as both its scabbard and hiding place.

You can draw the blade from the cane as a swift action (or a free action if you have the Quick Draw feat). An observer must make a DC 20 Perception check to realize an undrawn sword cane is a weapon rather than a walking stick; the DC decreases to 10 if the observer is able to handle the weapon.

You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a sword cane sized for you, even though it isn’t a light weapon. You can’t wield a sword cane in two hands in order to apply 1-1/2 times your Strength modifier to damage.

 

Sword, obsidian: This heavy sword consists of large straight blade with a thick back and wickedly sharpened edge. The obsidian is fragile and misfires on an attack roll of 1, gaining the broken condition. The obsidian allows the weapon to overcome the resistances of spirits.

 

Wooden Stake: This close combat weapon is just a sharpened piece of wood. It's been said that stakes etched with the right holy words can strike the Fel even while they're incorporeal.

 

Special Materials

Minerals

Abyssal Iron

A black scorched-like metal which is cold to touch. Abyssal iron is iron from the realm of darkness where the shade seeped into the vein and corrupted it. Abyssal Iron gives off an evil aura that can be detected by magic and divine beings. Some say that a shadow lives within the metal, radiating evil.

Weapons: Only weapons with metal components can be crafted from Abyssal Iron. These weapons are evil aligned and deal necrotic damage in addition to their standard damage types. A creature dealt damage by an Abyssal Iron is unable to be magically healed for a number of minutes equal to the damage dealt by the attack.

Armor: Only armor with significant portions of metal is able to be crafted from Abyssal Iron. Armor crafted from Abyssal Iron grants its wearer 5 resistance to Necrotic Damage. Additionally shadows seem to cling to the wearer, granting a +2 bonus to stealth checks when in them.

Type of Item Item Cost Modifier
Ammunition 10gp
Oil 50gp
Light Armor 300gp
Medium Armor 350gp
Heavy Armor 600gp
Weapons 350gp

Adamantine

Adamantine is extremely strong and favored by weapon and armor smiths alike for its ability to cut through solid barriers with ease and endure heavy blows.

Weapons: fashioned from adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20.

Armor: made from adamantine grants its wearer damage reduction of 1/— if it’s light armor, 2/— if it’s medium armor, and 3/— if it’s heavy armor.

 

Adamantine is so costly that weapons and armor made from it are always of masterwork quality; the masterwork cost is included in the prices given. Thus, adamantine weapons and ammunition have a +1 enhancement bonus on attack rolls, and the armor check penalty of adamantine armor is lessened by 1 compared to ordinary armor of its type. Items without metal parts cannot be made from adamantine.

Type of Item Item Cost Modifier
Ammunition 25gp
Light Armor 500gp
Medium Armor 1,000gp
Heavy Armor 1,500gp
Weapons 500gp

Aluthral

This brass like metal with a green sheen has the unnatural ability to absorb the essence of magic. Items crafted from Aluthral are lawfully aligned.

Weapons: crafted from Aluthral are lighter and hold a worse edge than their steel counterparts. When the wielder casts a spell or is targeted by a spell, the weapon deals force damage on its next attack. Additionally when an attack with an Aluthral weapon critically strikes an opponent, it dispels any spell the target is currently benefiting from.

Weapons crafted from Aluthral weigh half as much and have a crit range of x2 (no threat range or increase multiplier).

Armor: Aluthral is too soft a metal to make decent armor and alloys of it have proven to taint the natural ability of the metal.

Other: Shield amulets are crafted from Aluthral, protecting its wearer from 101 points of damage from magic missiles before becoming inert.

Type of Item Item Cost Modifier
Ammunition 25gp
Oil 75gp
Weapons 500gp
Amulet of Shielding 1,500gp

Cold Iron

This iron, mined deep underground and known for its effectiveness against demons and fey creatures, is forged at a lower temperature to preserve its delicate properties.

Weapons: Forged from cold iron deal cold damage in addition to its standard physical damage types. Additionally the attacks bypass the resistances of demons and fey creatures.

Armor: Forged from cold iron grants it’s wearer 5 cold resistance, and a +2 bonus on saves against mind compulsion spell effects from Fey or Demons.

Type of Item Item Cost Modifier
Ammunition 10gp
Oil 50gp
Light Armor 300gp
Medium Armor 350gp
Heavy Armor 600gp
Weapons 350gp

Elysian Bronze

Elysian bronze is the metal of the gods, forged in Elysium to craft their weapons and armor, the rare artifact making its way down to the Mortal realm to be melted down and sold as relics or crafted into masterpieces. Elysian Bronze is always good aligned.

Elysian bronze retains the brazen coloration of its namesake but is as hard as steel.

Weapons: made of Elysian bronze add a +1 bonus on weapon damage rolls against magical beasts and monstrous humanoids; this damage is multiplied on a critical hit. After a creature uses an Elysian bronze weapon to deal damage to a magical beast or monstrous humanoid, the wielder gains a +1 bonus on attack rolls against that specific creature type (for example, against chimeras, not all magical beasts) for the next 24 hours, or until the weapon deals damage to a different kind of magical beast or monstrous humanoid.

Armor: made of Elysian bronze also protects its wearer against the natural weapons or unarmed strikes of magical beasts and monstrous humanoids, providing damage reduction as if it were adamantine (1/— for light armor, 2/— for medium armor, or 3/— for heavy armor). It does not provide this protection against creatures of other types.

Type of Item Price Modifier
Ammunition +20 gp per item
Light armor +1,000 gp
Medium armor +2,000 gp
Heavy armor +3,000 gp
Weapons +1,000 gp

Infernum

A blood red metal found in the infernal planes which is very resistant and captures the hot and flames.

Weapons: crafted from Infernum are aligned with chaos and the outerplanes. Additionally they have an unnatural heat to them that radiates in a 5 foot aura. Weapons crafted from Infernum deal fire damage in addition to their standard physical damage. Armor: crafted from Infernum is too hot to be worn by mortals. However an alloy with iron is often created in masterwork version of the armor. At which point the Infernum grants the armor a natural 5 fire resistance.

Type of Item Item Cost Modifier
Ammunition 20gp
Oil 75gp
Light Armor 400gp
Medium Armor 600gp
Heavy Armor 1,000gp
Weapons 600gp

Jade

This verdant green mineral is prolific along the rivers of The Jade Jungles. Its durability as well as its ability to hold a hard edge was the initial reason it was used in the crafting of weapons but as its ability to disrupt the spirits was discovered it became a central part of life among the Sun Empire.Whereas Obsidian is aligned with the malevolent spirits, Jade is said to be aligned with the benevolent spirits.

Weapons: made from Jade are considered good aligned. They ignore the resistances of spirits. When on a leyline Jade weapons deal an additional 1 damage.

Armor: While it is rare to see armor made entirely from jade, it is often used to decorate partial pieces. Armor made with jade grants the wearer a +2 bonus to saves against mind compulsion effects of spirits.

Type of Item Item Cost Modifier
Ammunition 10gp
Light Armor 300gp
Medium Armor 300gp
Heavy Armor 500gp
Weapons 300gp

Mithral

Mithral is a very rare silvery, glistening metal that is lighter than steel but just as hard. When worked like steel, it becomes a wonderful material from which to create armor, and is occasionally used for other items as well.

Weapons: Crafted from Mithral count as a category smaller than typically and weigh half as much. A two-handed weapon becomes light enough to be wielded in 1 hand. Thrown weapons double their range increment.

Armor: Most mithral armors are one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. This decrease does not apply to proficiency in wearing the armor. A character wearing mithral full plate must be proficient in wearing heavy armor to avoid adding the armor’s check penalty to all his attack rolls and skill checks that involve moving. Spell failure chances for armors and shields made from mithral are decreased by 10%, maximum Dexterity bonuses are increased by 2, and armor check penalties are decreased by 3 (to a minimum of 0).

Type of Item Item Cost Modifier
Light Armor +1,000gp
Medium Armor +4,000gp
Heavy Armor +9,000gp
Weapons +500gp/lb.

Moonsheen

A white bright metal, often mistaken for Mithral until seen under the moonlight where the Moonsheen glows with a soft radiance of its own. soft on touch but very resistant, known for being used in the spear of the old god Lunari.

Weapons: crafted from Moonsheen deal positive energy damage in addition to their weapons normal physical damage types. Additionally while in moonlight the weapon gives off light like a torch.

Armor: Crafted from Moonsheen grants its wearer 5 resistance to positive energy damage. Additionally while in moonlight the weapon gives off light like a torch.

Type of Item Item Cost Modifier
Ammunition 10gp
Oil 50gp
Light Armor 300gp
Medium Armor 300gp
Heavy Armor 500gp
Weapons 300gp

Mother of Monsters

These bones, also known as the Bones of Thet, or the Bones of Monsters, are taken from the children of Thet, the mother of monsters. They are incredibly strong and durable, able to hold edged and their shape against blows and strikes. Wood and Metal can be replaced by Mother of Monsters.

Weapons: crafted from Mother of Monsters deal acid damage in addition to its standard physical damage types. Additionally on a critical strike, the target must succeed on a DC 10 + the damage dealt fortitude save or be paralyzed for 1 round. Armor: crafted from Mother of Monsters grants its wearer 5 resistance to Acid damage. Additionally armor crafted from Mother of Bone can be worn by druids.

Type of Item Item Cost Modifier
Ammunition 10gp
Oil 50gp
Light Armor 300gp
Medium Armor 500gp
Heavy Armor 700gp
Weapons 300gp

Musyx

This cobalt colored metal hums in chords when struck, creating symphonies during it’s forging. A favorite weapon of bards the musyx sings along, the vibrations toning with the metal and causing it to ring out. While wielding an item made from Musyx a bard adds 1 to their spell DCs.

Weapons: Forged from Musyx deal Sonic damage in addition to the weapon’s standard physical damage types. When a critical strike is struck, the target must make a DC 10 + the damage dealt fortitude save or be defended for 1 minute.

Armor: crafted from Musyx grant the wearer 5 resistance to sonic damage. When critically struck, the attack must make a DC 10 + the damage dealt fortitude save or be defended for 1 minute.

Type of Item Item Cost Modifier
Ammunition 10gp
Oil 50gp
Light Armor 300gp
Medium Armor 300gp
Heavy Armor 500gp
Weapons 300gp

Obsidian

This brittle black stone can be used to craft crude weaponry that hold a razor sharp edge. The stone is found in the deep veins of the earth where the spirits fear and thus no reverent spirit will go near Obsidian.

Weapons: crafted from obsidian need to have an edge, though ones typically edgeless can have shards of obsidian embedded in them. The Obsidian increases the threat range of a weapon by 1 step while reducing its multiplier by 1 to a minimum of x2. Additionally Obsidian weapons gain the fragile trait. On a roll of 1 the weapon gains the broken condition. If another 1 is rolled while the weapon is broken it shatters. Dealing the damage rolled to all creates in a 5-ft. Radius unless they make a DC 12 Reflex save. Obsidian weapons are able to overcome the resistances of creatures of the Spirit type.

Type of Item Item Cost Modifier
Ammunition 10gp
Oil 50gp
Metal Weapons Half Cost
Wood Weapons +1gp

Soulsteel

This dark metal is forged using the heat from the Sun artifact that bathed Solace in perpetual daylight. It granted the metal an inner light and appeared almost translucent at times. Soulsteel items are always good aligned.

Weapons: Crafted from Soulsteel have the ability to strike incorporeal creatures as if they were corporeal themselves.

Armor: Crafted from Soulsteel prevents incorporeal creatures from passing through it, as if they were corporeal. Only armor entirely made of metal can be forged from Soulsteel.

 

Type of Item Item Cost Modifier
Ammunition +25gp
Light Armor +300gp
Medium Armor +500gp
Heavy Armor +1,000gp
Weapons +300gp

Stormforged Steel

A darkened blue metal that was forged during the everstorm. It is said that the power of the storm fused with the iron which lends it its special properties.

Weapons: crafted from Stormforged steel deal electric damage in addition to their standard damage types. Additionally a creature that is critically struck by a Stormforged weapon must succeed a fortitude save DC 10 + the damage dealt or be stunned for 1 round.

Armor: crafted with Stormforged steel is naturally resistant to electric damage, granting it’s wearer 5 resistance to electrical damage. Even armor only partially made from metal can make use of Stormforged Steel.

Type of Item Item Cost Modifier
Ammunition 10gp
Oil 50gp
Light Armor 300gp
Medium Armor 300gp
Heavy Armor 500gp
Weapons 300gp
Elysian Bronze Sword

Part 6

Bestiary

The Spirits

A tale of two worlds, the spirits are not native to the material plane. Time has lost the history of their coming here but most of them will tell you that they have always existed in the world. The spirits exist in two places at once, while they exist in some form on the material world they exist at the same time within the spirit realm.

\pagebreaknum

A Work In Progress

This adventure is inspired by the Spanish conquest of the Americas, Greedfall, and the idea of a world ending after being abandoned by its gods.

Cover Art: by Marc Simonetti

For the Pathfinder Core rules, please use the Pathfinder SRD

 

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