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AvaLier

Races
Gnomes:
Roman style survivors of a forgotten apocalypse in the faelands nearly a millenium ago,
the first gnomish explorers escaped to this new world expecting a paradise. What they
found was a great plains nearly overrun by cannibalistic lizardmen. These battles had a
telling effect on the once playful gnomes, who undertook any means to survive. Today,
the gnomes have taken their place as the greatest of Ava'Lier's civilizations, their mantra
of group survival over individualism leaving its mark on their civilization.
Underground towns dot the central plains of the gnomes new home, each centered around
The Academy. Every gnome attends this institution, whether to learn the tightly
controlled teachings of the different magi, the rituals of the alchemist, or the fighting
style of the mighty gnomish phalanx. Simple illusion magic hides the entrances to these
towns, and it's not uncommon to see a gnome sentry "pop up" from seemingly normal
ground to surprise a visitor. Some have nicknamed them prarie dogs do to their
similarity to the small mammal. While certainly...amusing, this arrangement serves well
to protect the diminutive folk from their enemies, whether the large cats of the plains or
roving bands of invaders.
The gnomish army has become one to be feared despite the stature of the individuals.
Phalanx formations combined with fortifications built seemingly overnight as well as hitand-run tactics from invisible and otherwise hidden squads, combined with artillery and
illusion magics have made the diminutive race a match for any foe. Compulsory military
service of 50 years gives the army the experience it needs to stand against their larger and
brutal foes.
Despite all these hardships, the Gnomes are genuinely interested in trade, diplomacy, and
getting along with their neighbors. However, this race is made up of survivors. No matter
what.
For Gnomes, there is no distinction between Arcane Magic, Divine, Witchcraft,
Druidism, Alchemy, or any other type conceivable. They are all simply magic, and all are
necessary to Survival. Teaching the Arts to any non-gnome is punishable by death. All
gnomes join the military for their 50 year term of service at adulthood. It is not
uncommon for a unit commander to send a gnome or two alone on a mission, often
working with other races when High Command cannot be seen doing so.
Racial Motto: We *will* survive.
Racial Bonus:

Strong Backs: Due to their strict military heritage, gnomes treat their strength as +2 for
the purpose of determining carrying capacity. In addition, Gnomes are treated as medium
creatures for this purpose only.
Sylph:
The unkind would call them nothing but a race of slaves to the gnomes. And, to be fair,
that's not entirely inaccurate. However, that is not the whole truth of the matter. When the
lizardfolk began their invasion from the oceans, the proud Sylph were nearly
exterminated. Fleeing inland, chance brought them to the gnomes. Offering their services
in exchange for protection, a millenium of tradition after near extinction have turned
them into a (highly respected) servant class of the gnomes. Typically, they're used as
diplomat/spies to the Tengu lands, and for their weather forecasting abilities at home.
Race Motto: Through Service, Life.
Racial Bonus: Gains either the Weather Savvy or Sky Speaker alternate racial abilities
for free (do not need to swap out for them).
Weather Savvy: Some sylphs are so in tune with the air and sky that they can sense the
slightest change in atmospheric conditions. Sylphs with this trait can spend a full-round
action to predict the weather in an area for the next 24 hours. The sylph's prediction is
always accurate, but cannot account for spells or supernatural effects that might alter the
forecast.
Sky Speaker: Sylphs with this racial trait feel kinship toward the creatures of the air, and
can use speak with animals once per day to speak to birds or other flying animals. Her
caster level for these effects is equal to her level.
Catfolk:
When the gnomes first came to this world, they were led by a druid whose name has been
lost in time. What is not forgotten is the name of Auther and Merdian, her two cheetah
animal companions. Working an ancient spell, this figure managed to both Awaken and
transform the two cats into bipedal warriors. From these two, the catfolk sprang. Small in
number, they have nonetheless made their mark on the world. Ranging far and wide
throughout the continent, each catfolk returns to gnomish lands for a ten-year service that
is their price for sentience. Relations between the two races is good, with each relying on
the skills and strengths of the other without demanding subservience.
It is rumored that certain catfolk druids have learned the secret spell that first Awakened
their race, and have begun to cast it on other cats. If true, this would explain the recent
diversity among the catfolk.

Race Motto: Freedom.


Racial Bonus:
Beast-Born: May use the speak with animals spell 1/day to talk to any cat creature. Caster
level is equal to your character level.
Tengu:
This race of humanoid crows holds the distinction of being the only race to survive the
lizardmen incursion largely intact. Safe in their mountain homes, this tribe is isolationist,
xenophobic, and supremely arrogant. Few Tengu see a need for the other races. Let the
lizardfolk come. The Tengu will stand, as they always do.
While this mentality is fine for the largest of the remote Aeries, the Shamans of the lesser
Aeries have begun tentative negotiations with the Gnomes and their allies. Finely worked
swords and the monastic traditions of their people are being offered for the magic their
race has traditionally despised.
Racial Motto: You Are Beneath Us.
Racial Bonus:
Born of the Air: Tengus can use their feathered arms and legs to glide. Tengus can make a
DC 15 Fly check to fall safely from any height without taking falling damage, as if using
feather fall. Tengus that take the Glide racial ability gain all the benefits of that ability, in
addition to a +2 bonus to fly checks.
Grippli:
While technically the first race conquered by the lizardfolk invaders, most students of
history acknowledge that it is, in fact, the Grippli that are responsible for the survival of
the entire continent. As soon as it became clear that their forested cities could not hold
against the invaders, the Grippli retreated to the marshes and swamps their race sprang
from. From there, hit and run tactics bogged down the lizardfolk, allowing the other races
enough time to prepare what defenses they could.
While normally humble and meek, the Grippli show savagery and barbarism to the
lizardfolk, knowing all too well what fate awaits them in the lairs of their enemies.
Generations of raids between the two, and the knowledge that the Lizardfolk consider
Grippli eggs a delicacy, ensures that the animosity between the two races will never
cease.
Racial Motto: Never Will We Break.
Racial Bonus:

Jumper. Gripplis with this trait are always considered to have a running start when
making Acrobatics checks to jump
"True" Gnomes/Svirfneblin
Gnomish High Command are idiots. While they cleave to honor, nobility, and the "right"
thing, we are expected to die in a world of savages. No more. The beasts have no rules,
and now, neither do we.
True Gnomes shun the plains that has become the ancestral home of their people, sticking
instead to the mountainous caverns alongside the coast. Often, their cities were originally
the lairs of their hated enemies, be they Tengu, Lizardfolk, or another race.
The True Gnomes believe that their bloodline MUST remain pure, and any other race on
this planet has been tainted. Even the Catfolk, descended from the ancient protectors of
their people, have been tainted. They should be put down.
Naturally, some of the younger of these True Gnomes have begun rebelling against the
barbarism and xenophobia of their clans. Calling themselves Svirfneblin, or "The
Penitent", these exiles are trying to reclaim their place among gnomish society, serving
extended terms of service in the army and taking the most daunting of tasks to prove their
honor.
Racial Motto:
True Gnomes: We Are Pure.
Svirfneblin: Blind no more.
Racial Bonus: True Gnomes/Svirfneblin have no additional racial bonus.
Lizardfolk:
Cannibals. Monsters. Destroyers. Invaders. While most are content to label the lizardfolk
thus--and to be fair, that is entirely accurate--there is one fact that most do not realize.
The truth behind the ritualized scars and tattoos covering their scales.
The Lizardfolk were once slaves. Their race was brutally treated by the Aboleth,
primordial monsters in the depths of the oceans. Fleeing their masters, the lizardfolk fight
with all the savagery and barbarism they can muster, because every lizard knows the
truth. To do otherwise is to die.
As well known as the lizardfolk are their beasts of war. Reptilian monsters of all sorts and
sizes, these creatures are treated as part of the tribe, more akin to a ranger or druids
animal companion than a war-trained pet.

Racial motto: All Will Die So We May Live


Racial Bonus:
Beast Bond: Lizardfolks have a talent for training animals and beasts to help them both
on and off the battlefield. Lizardfolk 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. This racial trait replaces crafty.
World Info:
Ava'Lier is mystery even to this day. It appears to be a pangea style world with a single
large continent. A vast plains is protected by mountain ranges that give way to primordial
forests, and finally, the dreaded coastal regions. Sea travel beyond light coast-skipping
craft is all but pointless; a Wall of Force can been seen from the shoreline, cutting off the
continent from whatever is on the other side. This Wall completely surrounds the
continent, and no break in it has ever been found. The few who have attempted to fly to
the top find themselves teleported back to the ground level before even glimpsing the top.
Odder still, even the most potent counter magics, destructive forces, and antimagic fields
have failed to bring the wall down.
Occasionally travelers will uncover trinkets and bones of creatures not known to modern
gnome society. However, no ruins have ever been found, leading most to believe these
bones were either cave-dwelling nomads or travellers stuck here, the same as the gnomes.

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