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Welcome to the wondrous world of the Sky Terraces.

The sky terraces are divided into 3 tiers the upper, the middle, & the lower. The lower tier is the lowest flying tier hence the name. spans about five miles from its lowest Terrace to its highest terrace.The lower tier populated by the waring Mogogols and Boggards tribes of the southern soar wood jungles,& the Erivale empire located in the northern terraces of this tier although the empire's territories in this tier are mainly populated by Thir- kreen , Kobolds, Dwarves, Oreads and Humans. Since Erivale Empire has access the the largest concentration of Kyber shards, most of the mining of the empire terraces are also located here due to veins of Kyber shards located in this terrace. The eastern fringes of this tier are controlled by the Cerulenin Kingdoms,populated by Elves, Gnomes, and various other fey.To the west is the Great Divide, not much is known about the divide. Few have ventured into its mist, even fewer have made it out. Some say its the last remnants of prima terra, others say it is the resting place of the the Gods. The Middle Tier is home to the heart of both the Ervalion Empire, the Cerulenin Kingdoms and the Dragon states. It spans about 4 miles form the lowest terrace to the hightest terraces The Erivale empire in this tier is populated by Illumains, Halflings, Humans, Dwarves, Goblins, Urakan, Aasimar, Tieflings, Undine, Vinlander, the forged. Most of the manufacturing, farming, major trading ports and the Erivale Capital,Dracacre, the city of light. Most of the Erivale Terraces here are located to the west and the north. The Cerulenin Kingdoms in this tier in populated by Elves, Gnomes, Ifrit, Vishkanya, Changelings, Humans and Half Elves. Along with the Erivale empire most of the Cerulenin Kingdoms manufacturing, farming, and trading is done in this tier. Most of the Cerulenin Kingdoms Terraces are located to the east in this tier. The Dragon states are populated by Dragons, Kobolds, Humans And Half dragons. Most of the dragon states here are based around mining, and trading. Most the Dragon state Terraces located in this tier are to the south. The upper tier has very few terraces controlled by the Erivale empire and the Cerulenin Kingdoms. Most of the terraces here are controled by the dragon states or rule the themselves without outside interfaces. The upper tier spans about 2 miles from its lowest terraces to its highest terrace The Independent terraces are mainly populated by half orcs, Avins and various other beastfolk

The Erivale Empire government is a theocracy currently run by a Illumain named Agustin the XVI Archbishop of Erivale. The Illumain church worships the Sun God Celestium, King of the Golden court and Arbiter of Souls. Each terrace within the Erivale Empire is ruled by a Bishop appointed by the Archbishop of Erivale. For their each bishop may dived his of her terrace in to diocese based on population and assign clerics to act as holy judges and executives. every 10 years all of the clerics in the empire elected the the College of Acolytes which revise laws and creates new laws and elects the Archbishop of Erivale whenever the last archbishop dies or retires from his/her position. The military of the Empire is divided into 2 Orders, The Archmillants for enemies outside of the empire and the Magisterium for enemies with the Empire. Currently the Erivale Empire, arcane and psionic magic is severely restricted to the point that all arcane of psionic users are required to register as a arcane or psionic user to be allowed citizenship within the empire and to avoid the Magisterium from brand them as heretics and disposing of them as such. The reasoning behind this is that arcane and psionic is viewed as unnatural because it their powers do not come from the god Celestium. But even with the empires restrictions on such field of power the empire still finds it necessary to employ such people. To keep up with Cerulenin Kingdoms technological advance like the Elemental Aircraft and advanced uses of gun powder. The Cerulenin Kingdoms government is currently a constitutional monarchy made of several smaller monarchies and democracies held together through several complicated treaties and trading contracts. The Elven kingdom of Alwerta is currently ruled by Queen Intalr Farshine. The Gnome Kingdom of Baxtoria is currently ruled by Elton Ray Demetrius Wilcox the 3rd. The Human and Halfling Republics Name Misthailn and Kerin-Home, lead by Leon Rex Hale and Olivia Woodard. The Fact that each county has kept the alliance for over 2 centuries is a testament to each country reliance on each other. According to the Cerulenin Almanac the alliance was originally formed during the last Expansion war to repel Erivalion forces from all 4 of their countries. Since then each nation has continued participation in the alliance for economic reasons. The dragon states governments vary as much as the dragons that rule them. Metallic dragons tend to run democracies, Chromatic dragons tend to run dictatorships, Imperial dragons mostly have monarchs and primal dragons for the most part dont care how their terraces are run and leave such things to the people who live on the terraces

Creation Myths The people of the sky terraces have a wide variety of myths and legends concerning how the sky terraces came into being. Most of predominant religions mention a mythical place called Primum Terra. The place is described as a paradise full of large idyllic planes, rolling hills, lush forests, vast oceans, crystal clear rivers, and jagged Stone mountains. The church of Erivale says that this mythical kingdom was the creation of Celestium, the elves of Alwerta would tell you that it was work of Yallinosa queen of moon, whereas the dragons would tell you that it was the palaces of Wer ir Svaust Vdri. At any rate the rest of the myth plays out like this. The people of the Primum Terra are tempted by a great evil force and soon to the succumb temptation. For the church of Erivale this temptation took the form of a Golden Pair of wings of which the people of this world could visit the heavens. For the elves it a spyglass through which they could see essence of a person's soul. For the Dragons it fountain that gave the drinker great insight to how the world was made. Anyways this temptation brought about a great darkness that slowly consumed this paradise and then the god (Celestium/Yallinosa/Wer ir Svaust Vdri/ etc.) fought the darkness and won but the land was destroyed. So s/he created a land that flies among the clouds. From their each myth deviate Celestium creates all of the creatures of the earth again and teaches a group of human the Illumain language. Yallinosa made the elves and then the other creatures and charged the elves with their protection. Wer ir Svaust Vdri remade world and all of its creature and left the world to itself.

Time line Year 50 Before Erivale, The War of the Runes begins with the assassination of lord Will Reedtwist. Year 0 Erivalion, The Erivalion Empire is born at the conclusion of the War of the Runes Year 62 Erivalion, The nations of Alwerta and Baxtoria being the War of the Gems, The Great Erivalion Heresy Year 127 Erivalion, Alwerta brings and end to the War of the Gems as a result the Halfling Kingdom of Kerin Home is established. Year 194 Erivalion, the construction of sailed sourwood ship begin Year 213 Erivalion, The Imperial Dragon Rider wars begin. Alweta and Baxtoria ally themselves with the Metallic dragons and the Erivalion ally themselves with the Imperial dragons. Year 279 Erivalion, The Imperial Dragon Rider Wars end in defeat for the Metallic dragons at the battle of the Silent Arrow Year 320 Erivalion, Expoler Ray Bule of Kerin Home, makes it to the upper teir & makes contact with the Avin people Year 389 Erivalion, Erivalion makes contact with the upper teir Year 470 Erivalion, The First Expansion war begins with Alweta, Baxtoria, and Erivalion trying to invade and take over as much upper tier territory. Year 542 Erivalion, the First Expansion war ends with the residents of the upper tier driving back the invaders. Year 870 Erivalion, Erivalion explorer, Bic Bass, makes contact with the Mogogol Tribes of the soarwood jungles Year 146 Erivalion, Baxtarion Alchemist, Rheoran Sa, invents the first gun Year 1216 Erivalion, The 2nd Expanison war begins with a land grab in the lower tiers Year 1224 Erivalion, The Cerulenin Alliance is born. Year 1289 Erivalion, The 2nd Expanison war ends with the treaty of Trigen, and the Republic of Misthian is established Year 1400 Erivalion, The Elemental Airship is invented by a Vinlander named Wilcoxs Green. Year 1523 Ervalion Present Time.

Races not on the SRD Illumain pg 53 Races of Destiny Changes +2 to one ability score of your choice Natual Linguist- Linguistics is always a class skill & Illumains learn two laguges per rank put in to the linguistic skill

The Forged Living Construct + 2 and -2 to one ability score of your choice at character creation. the forged where each made with a purpose in mind but each one was made with unexpected drawbacks The Forged have a base speed of 30 feet. Light Fortification: Whenever a sneak attack or critical hit is scored against a Forged, there is a 25% chance that the extra damage is negated and damage is rolled normally. Composite Body: Forged bodies are composed of stone, metal and wood, and thus are vulnerable to effects which target creatures composed of these substances, likeheat metal, repel wood, and the rust monster's rusting touch. Spells which target objects only (such as stone shape) have no effect on a forged. Slam: forged gain a slam attack as a primary natural weapon, dealing 1d4 points of damage. Focused Training: forged gain a +2 bonus to one skill, and treat that skill as a class skill for all classes. Endurance: Forged receive Endurance as a bonus feat. Note that living constructs do not eat, drink or breathe, and cannot become fatigued. Plating: Forged bodies are usually fitted with reinforced plating which replicates one type of mundane armor. The choice of whether to fit a forged with such plating is made at 1st level, after which it cannot be added or removed. The forged does not need to pay for this plating any more than a human needs to pay for their skin, and it does not count against his encumbrance (though it may still reduce his speed). Due to its integration with its wearer, plating is treated as masterwork armor; in addition its arcane spell failure is reduced by 10% and its Armor Check Penalty by 2, while its maximum Dex bonus is increased by 1. Plating may not be constructed of special materials unless you select the appropriate [forged] feat at 1st level, though you may have it enchanted afterwards (the warforged must be present at all times while his body is enchanted). Forged 1stl level feats are the same as the warforged ones from races of eberron alternative Racial traits are found here http://pfeberron.wikidot.com/races:warforged Changeling Humanoid (shapechanger)

+2 to one ability score: Changelings gain a +2 bonus to one ability score chosen at creation, to represent their varied nature. Medium: Changelings are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Changelings have a base speed of 30 feet Minor Change Shape (Su): A changeling may change his appearance as a fullround action. This functions as the disguise self spell, except that it is a transmutation effect which affects the changeling's body but not his possessions, and lasts until he changes his appearance again or dies. As part of using this ability, a changeling may change the ability score to which he receives a racial bonus. Deceptive: A changeling gains a +2 bonus to Bluff, Intimidate, Linguistics and Sense Motive checks. Slippery: A changeling gains a +2 bonus on saves against sleep and charm effects.

Vinlander Humanoid- plant subtype + 2 dex, int, -2 cha, Vinlanders are nimble and tough but their odd appearance & body structure are difficult to overcome in normal society. Telepathy - Vinlander's can send a one way message to any creature within hearing distance given that they share at least one language in common with this ability cost no Power Points Naturally Psionic- Vinlander gain wild talent as a bonus feat at first level if they do not take their first class level in a psionic class. If they do they gain the feat psionic talent Slow and steady- Vinlander are base speed is 20ft but this speed is not changed by amor or encumbrance Thermosenses 60ft- Vinlander lack sight but can view the world through heat. This range increase by 5ft per level Ingenious- use magical device or use psionic device are class skills automatically class skills for Vinlanders & Vinlander's take no penalty for having a low cha score for these skills Languages- common, sylvan, Vinlander, bonus languages any except secret languages Natural attack 1d3 whip range 10ft Ansteral recall. By spending 2 power points a Vinlander may make any knowledge check using his highest skill rank in a Knowledge Skill if he does not any skill ranks in any knowledge skill they may make an Int check instead. Sleep immunity THRI-KREEN RACIAL TRAITS +2 Strength, +2 Dexterity, 2 Intelligence, +2 Wisdom, 4 Charisma: Thri-kreen are strong and quick, but they think differently from most humanoids and have a hard time relating to folk of other races. Humanoid

Medium: As Medium creatures, thri-kreen have no special bonuses or penalties due to their size. Thri-kreen base land speed is 30 feet. Darkvision out to 60 feet. Immunity to magic sleep effects. +1 Natural Armor: A thri-kreen's exoskeleton is tough and resistant to blows. Multiple Limbs: Thri-kreen have four arms, and thus can take the Multiweapon Fighting feat (page 304 of the Monster Manual) instead of the Two-Weapon Fighting feat. Thri-kreen can also take the Multiattack feat. (These are not bonus feats.) Natural Attacks: Thri-kreen can attack with four claws and a bite. The claws deal 1d4 points of damage, and the bite is a secondary attack that also deals 1d4 points of damage. A thri-kreen can attack with a weapon (or multiple weapons) at its normal attack bonus, and make either a bite or claw attack as a secondary attack. For example, a thri-kreen ranger with the Multiweapon Fighting feat who is armed with three short swords could attack with all three swords at a 2 penalty (the normal penalty for fi ghting with mul-tiple weapons while using light weapons in its off hands) and also make a bite attack at a 5 penalty. Leap (Ex): Thri-kreen are natural jumpers. They are always considered to have a running start when jumping, and receive a +8 racial bonus on Acrobatics checks made to jump. Naturally Psionic: Thri-kreen gain Wild Talent or Psionic Talent as a bonus feat at level 1. Psi-Like Abilities: 1/daychameleon, know direction, metaphysical claw. Manifester level is equal to 1/2 Hit Dice (minimum 1st). Thri-kreen have a +4 racial bonus on Stealth checks in sandy or arid settings. Racial Feats: A thri-kreen character has Deflect Arrows as a bonus feat. Automatic Languages: Common, Thri-Kreen. Bonus Languages: Elven, Giant, Gnoll, Goblin, Halfling.

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