Races

Races of Mil’averon

The various races of Mil’Averon tend to be insular and distrusting towards one another. Some, in fact, are almost impossible to find outside of their respective homelands.

Humans

Humans are the most prevalent race in Mil’Averon, due to their prodigous breeding rate and adaptability to many sort of environments. 4 different ethnicities of human exist in Mil’Averon.

Kanthyr

Plainsmen, Brindarthyri, Ryllynese

Descended from the original servants of the Emerald Lords, the Kanthyr make their home mostly in the forests and plains of northwestern continent of Ryllyn. The Kanthyr are a proud, organized people, and are natural agrigulturalists. Kanthyr typically are tall, with tan skin, brown hair and green eyes.
Game rules: as OGL humans

Leven

Gemblooded, Varinyan, Levethyri

Descended from the servants of the brutal Diamond Lords, the Leven are a cold, distant peoples who are skilled at knowing how best to use others to further their own ends. The Leven make mostly reside in the northern part of the Addrian continent, west to the Leven-descended Larindorian peoples. Leven typically have pale hair, pale skin, and violet eyes.
Game rules: as OGL humans

Pali

Seatouched, Darkhunters, Metzapalian

Descended from the servants of the cunning and territorial Onyx Lords, the Pali are a quiet, intelligent people that usually keep to themselves. The Pali mostly reside in the tropical forests in the westernmost part of the Addrian continent, such as Metzapal, Iziz, and Corvia, as well as Jerdan and Deltara. Pali typically have dark skin, black hair, and black eyes.
Game rules: as OGL humans

Tzimet

Sandborn, Addrian

Descendants of the servants of the domineering Sapphire Lords, the Tzimet are an assertive, culturally proud people. Tzimetrai are found mostly in the lands north of the Poison Sea, and around the Ril’Mouqul. Tzimet peoples typically have olive skin, curly dark hair, and blue eyes.
Game rules: as OGL humans

Kanan

Kanan are descended from the servants of the destructive Ruby Lords, and remain skilled warriors. Both races of Kanan are found in the lands of Panmorn, south of the Poison Sea. Kanan typically have ruddy red skin, black hair, and red eyes.

Oni

Fireborn, Panmornian, Hobgoblin (not recommended)

The ancestors of the Oni are the Halikim who forswore exclusive subservience to the deity that, according to myth, freed them from their slavery to the Star Dragons. Oni make up the majority of Kanan, and retain their culturally learned skills at taming both the harsh lands and lesser races.

Game rules:
+2 Dexterity, +2 Constitution
+2 to Hide and Move Silently checks
+2 to Intimidate and Handle Animal checks
Low-light vision
-1 to Will saves agaist Enchantment effects created by red dragons
Favored Class: Fighter
Level Adjustment: +1

Wujen

Nightling, Panmornian, Halikim

The Wujen have, as a people, remained loyal to their Halikim roots, and retain the Halikim’s natural skill with magic. The Wujen hold the highest caste in Kanan society, but this doesn’t prevent Oni from holding relatively high station. The Oni are patient, but domineering, as a whole.

Game rules:
+2 Constitution, +2 Intelligence
+4 to Intimidate and Spellcraft checks
Low-light and Darkvision 60’
Light-Sensitivity
-1 to Will saves against Enchantment effects created by red dragons
Favored Class: Mage
Level Adjustment: +1

Kesir

The elves of Mil’Averon face challenges both from the outside world, and from internal struggles as well. The majority of the elven race resides within the divinely-protected land of Lindoria (Ere’Liandra), while about a third live in self-imposed exile in the Ryllynese land of Ere’Streah and Borua. The stats below represent those elves from Ere’Streah and Borua.

Sol’Darii

Forestkin, Green Elves, Silver Elves

The elves of the forest. Masters of woodcraft and the tactile arts, such as sculpting, painting, and carving. Much of the green elven education consists of learning a trade, and following the wisdom of one’s elders. While distrust exists between Sol’Darii and other races, the majority of the green elves simply want to be left alone. Descended from the servants of the Silver King. Sol’Darii typically have copper skin, silver hair, silver eyes, and prefer green clothing.

Game Rules:
+2 Dexterity, -2 Constitution
+2 Listen, Search, and Spot
+2 vs. Enchantment effects
Agile Athlete: Sol’Darii add their Dexterity modifier instead of their Strength modifier to all Climb and Jump checks.
Dilettante: Elves spend much of their early years learning how to do as much as they can by themselves. After 60 years or so of dabbling, they become passable at almost anything. Elves gain a +1 bonus on untrained skill checks, and can attempt untrained checks using skills that don’t normally allow untrained use.
Focused Mind: When allowed to concentrate, years of experience and dedication allow an elf do very well at most mental exercises. When taking 10 or 20 on an Intelligence-based skill check, an elf adds an additional +1.
Immune to sleep.
Low-light vision
-2 to Will saves against Enchantment effects created by silver dragons
Favored Class: Scout

Ten’Darii

Skyborn, Blue Elves, Gold Elves

The elves of city and sky. The Ten’Darii excel at delicate stone and metalworking, and prefer to live in cities of large, spindly towers and keeps set high in the mountains of western Ere’Streah. As a people, none can exceed the skill involved in Ten’Darii works, given the seamless way they integrate magic into permanent sculpture. According to myth, the Ten’Darii were the only race to receive magic freely from their dragon lords, and so felt the change of magic even deeper than any other mortal race. This is the reason many Ten’darii (mostly magic-users) hate and distrust many of the other mortals.

Game Rules:
+2 Intelligence, -2 Constitution
+2 Listen, Search, Spellcraft, and Spot
+2 vs Enchantment effects
Dilettante: Elves spend much of their early years learning how to do as much as they can by themselves. After 60 years or so of dabbling, they become passable at almost anything. Elves gain a +1 bonus on untrained skill checks, and can attempt untrained checks using skills that don’t normally allow untrained use.
Focused Mind: When allowed to concentrate, years of experience and dedication allow an elf do very well at most mental exercises. When taking 10 or 20 on an Intelligence-based skill check, an elf adds an additional +1.
Immune to sleep
Low-light vision
+2 to resist the effects of Wild Magic
-2 to Will saves against Enchantment effects created by gold dragons
All blue elves with an Int of 10 receive these three cantrips per day, cast as a mage with their effective caster level (minimum 1): Detect Magic, Dancing Lights, and Light
Favored Class: Mage

Halfling

Kosthyr, Wanderers

Halflings spend much of their life on the road, in wagon caravans with much of their tribe. Halflings love trade, and crafting things. They also love to talk. A lot. Halflings also have a cultural disgust for combat, regardless of reason. As such, individuals with violent tendencies will soon find themselves facing the worst fate in halfling society: exile.

Game rules:
as OGL halflings, except as follows-
+2 on Fortitude saves to resist the long-term effects of heat.
-1 to Will saves against Enchantment effects created by brass dragons

Gnomes

Domrin, Rockmen

Little seems to be known about gnomes. While the Ryllynese land of Tivlin is known to be gnomish territory, travelers throughout the area find less and less proof of their continued existence. A few gnomes are found throughout mortal lands, but rarely, if ever, talk about life outside of their current occupation. Unfortunately, while gnomes exist in the world, no one will be allowed to play a member of this fey race.

Dwarves

Edarvaul, Cavernkeepers

Dwarves. There is plenty of proof that they existed once in Mil’Averon history; the isle of Deltara contains plenty of dwarven ruins, and many are rumored to exist in Tivlin. The recently occupied lands of Gleddland are teeming with dwarven ruins, and the oldest elven histories describe the two centuries of fighting the dwarves in the Goebran wars. Araunadan histories make mention of dwarves aiding Kardyllan forces take Targrath from the elves. And yet, over 2,000 years before the fall of the Moresian Empire, the dwarves simply disappeared. Much of Gleddland remains to be explored, however, and its possible that the dwarves have simply become even more reclusive than they already were. Either way, dwarves are not available for play.

Darastrii

Dragonkin, Rockscales

The Darastrii are the descendants of the Darasas, the last race of dragon servants supposedly created during the rise of the mortal races. According to myth, the darasas were less diverse, but far less resistant to dragon control, than the other mortal races, and would serve the dragons through to the end. During the mortal uprising, they served their function well. When the dragons effectively left the world, there was no one to direct the 10 tribes of Darasas, so the Dragonkin set out on their own. The modern Darastrii resemble their ancestors, but tend toward a neutral brown color in their scales. (Nobles amongst the tribes retain the original color scales.) The typical darastri has a humanoid body, tough mottled brown scales, a draconic head, and leathery wings. Darastrii are skilled weapon and armorsmiths, and take pride in crafting weapons of war used by other nations/races. Game stats are given for low-born Darastrii.

Game Rules:
+2 Strength, +2 Constitution, +2 Charisma
+1 Natural Armor
2 claw attacks (secondary) at 1d3 damage
Low-light and Darkvision 30’
+2 on Craft (Armorsmithing) and Craft (Weaponsmithing) checks
+2 on Intimidate and Spot checks
+5 on Jump checks (due to their wings)
Glide: 20’ for every 5’ of downward movement, speed of 30’ (average)
Flight: at 6HD, has flight 30’ (average) for # of rounds equal to Con modifier (minimum 1); at 12 HD, can fly indefinitely.
+2 on saves vs. spells and spell-like abilities
-4 to Will saves against Enchantment effects created by any true dragon
Favored Class: Fighter
Class Restriction: Darastrii are unable to gain any arcane spellcasting levels.
Level Adjustment: +2

Half-Trolls

Trollspawn, Kotharkos

The trolls have always been a constant threat to civilizations near mountainous territory. Rarely venturing outside their isolated civilizations, trolls are recognized masters of the mountainside, literally climbing as if born to it. Every few years, the trolls come down off of the mountains for a few weeks of raiding and pillaging for no reason known to outsiders. It is because of these raiding seasons that the few half-trolls in the world exist. A few are able to find their place in the civilization that raised them; the rest find themselves in exile, self-imposed or otherwise, and often find their way to an exciting (if short) life of adventuring.

Game rules:
+2 Strength, +2 Constitution, -2 Intelligence, -2 Charisma
+1 Natural Armor
2 claw attacks (secondary) at 1d3
Giant Blood
Powerful Build
+2 Climb & Jump checks
Faster Healing: Heal 1 hit point per HD every hour. Heal 1 point of ability damage every hour. Heal 1 point of ‘permanent’ ability drain every day.
+2 Level Adjust

Races

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