Adopting Morning Star

General Notes

The realm is extremely stable, art and culture are at their peak, with 9 coexist in relative peace
Magic is an extremely potent force here, the air itself radiates with magic. The world is known as Thraxis, with its inhabited moon of Arril, and their magic interacting with each other causes various magical fluctuation. This realm is defined by its extreme level of magic and that is why the world is made up of great empires rather than a bunch of divided nations. However, things are starting to shift (LE GASP). A race of strange alien beings from other planes called "The Strangers " have arrived and seem to exist only to undermine the fabric of reality society and create strife between nations. Also the magic cannot be sustained indefinitely. A dark Prophesy, called the Canticle of the Morning star, is unfolding, which says that the great civilizations will end, paying the prices for their arrogance. This property is a living thing, given sentience after the breaking of fate, and it is constantly trying to bring about the end of the realm, or alternatively is constantly trying to war the world of danger. This prophecy, known as “The Canticle” has over 50,000 verse,s which restructures itself and new ways in which the world will end are constantly being thought of. The only truth is that Thraxis is under threat from every direction by an inscrutable and faceless foe. The world itself is a threat to the existence of civilization. Thraxis and her massive terraqueous (look a fancy word) have long existed in a state of perfect balance, however some magicla experiments done wrong has slightly disturbed Arril’s orbit. Over a thousand years, the Moon has become disturbed, creating tidal waves, earthquakes, and magical elemental storms. This has lead to the deep dwelling creatures, long forgotten by the world, to start to stir again, and start to move to the surface. Spell casters are trying to make the moon back on orbit, while many others want to make it worse.

The Major Races are those found in the Bredirian Republic.
NOTE: Each race has 2 names, the "common name) for those who only reach level 1, and the “Elder name for those who reach level 5”

The dwarves are the third most populous species in Thraxis, next to humans and haflings. In Kenabu, there are hairless stonecutter dwarves with skin of cracked obsidian, Xiangur, Quetapan and Ijamvhul all have their own unique dwarven races, as dwarves are far more adaptable in this realm than others. The Empire of Kharkon are ruled entirely by dwarves, once ruling over the continent of the same name. They have lost a great deal of their territory, but are still a powerful empire, fighting with the Terran signatures for control of the land. The Empire of Kenabu had a racial caste system, so bear that in mind.

Davrinhai Dwarves

The Davrinhai In the Empire of Kenabu, they are the “Home Guard”. Much like their lesser king, the Stonecutter dwarves, they are seen as the defensive line, but unlike the Stonecutters, that are given a degree of respect by their superiors. Their skin is covered with mineral dust, and small stones are imbedded across their bodies. They serve as the craftsmen of the Kenabu empire (With the Stonecutters being the builders). They are not commonly considered a “heroic” race, but they are most often the greatest line of defense of the dwarven cities, and all of them (within the empire at least) serve as the final line of “official” defense. Obviously the stone cutters and lower caste dwarves will still be able to protect the city ,but should the enemy get past the Davrinhai, then any victory is considered a dishonorable one, and the even if the city succeeds, they must live with the shame of being saved by the lower castes. For this reason, often tiems the Davrinhai only defend the city after the lower caste dwarves have put up their defense, so that a reserve of elite warriors might be able to finish the job. The Davrinhai are a solemn and fatalistic race. Pessimistic and cynical, they prepare for the worse and hope for the best. The Canticle to them has only proven what people have always believed, the day will come when all races fail and they will fade away. The Davrinhai are also a very labor intensive race, and define themselves by work, in fact many fall into depression if they don’t have something to work on, leading them to being enslaved on a regular basis. They are sturdy, thick limbed race whose mineral skin makes them look like animated statues, wiht wiry metallic hair and beards. As the highest of the “low caste” dwarves, they have a unique position of being still respected by the higher castes, but routinely dismissed and looked down upon. They aren’t hated or mocked as those below them and even the Kharak acknowledge that they play an extremely vital part in their society. However, they are seen as definitively lower class, and generally speaking, are acknowledged as the “good blacks” sterotype, the worker who likes to work. They tend to live underground even more than most dwarves, and often have a very seamless quality to their construction, all of the houses looking the same and a major focus upon contentment and not speaking up against the world. There is an active rebellion group among the Davrinhai, however they are a very small minority. Their society isn’t all about work, but they frame all of their other activities around it. A stonecutter society is divided into work crew. These crews are tightly bound social units., serving as military units during conflicts and extended families during peace. Member of a society may be members during peace. Members of a society may be members of several crews, moving between them throughout their highly structured days, for different purposes. There are temple crew that assemble to worship while they work, crews where young students are given lessons, and social crews for dwarves seeking mates. Young Davrinhai are put to work as soon as they can walk, joining their parents work crew until they move out on their own around age 30, receiving training on the job, and usually taking one of their parents’ trades, in addition to to mining and building responsibles that all Davrinhai have. Davrinhai are extremely egalitarian, and everybody is provided with basic food, medical care, retirement benefits, and a place to live. While wealth is tolerated, generally it is redistributed to help everybody. They are only allowed to spend their wealth on making themselves work better. They worship the Gejjurik pantheon, Andrak and Hoene.
AL: Usually Lawful Neutral, their Society is about hard work and organization, with little regard to leisure or play.

(Same as Hill Dwarf but)
Extra hit dice: 5D6
+3 to BAB, +1 to Fort, +1 to Reflex, +3 Will

Quarry: Stone becomes softer under the hands of the stonecutter dwarf. By putting his hands upon an unworked mineral surface, he can choose to lower its hardness rating by up to 2 points per level level per round as long as contact is maintained, turning to hit points after hardness is over. Thus they can destroy inanimate objects very easily. This ability affects 5 foot sections at a time, and and may not be based upon mineral based creatures.

Mason’s Touch 5/day: As spell-like ability, a stonecutter dwarf maybe join and shape stone or mineral matter with his bare hands for a number of rounds equaling Wisdom bonus, for a minimum of 1 round. With this ability, solid walls of stone may be erected, metal tool and weapons may be repaired, and tools may be crafted. A full-round action action joins 5 cubic feet into a wall, or a single piece of metal of no large than 1 cubic inch to another. Anything built in this way may not have any moving parts. Stone structures creatures with Mason’s Touch do not count as worked worked structures the purposes of stonecutter’s or Davrinhai Quarry or Stonedrive.

Stonedrive: A Davrinhai can dive into dirt and stone as a protective measure. Once per day per 5 character levels, for as long as he can hold his breath, he and all of his equipment may pass unworked earth or stone, but he cannot see, and may only hear while within one foot of a surface of stone. he may move within the wall and may exist at a different point than he entered. He may travel through stone as if it were water moving in any direction he wishes, even vertically. He may stick his head out to look around or listen, but may not take a breath. TO do so means ejeciton as described below. If the five foot cubic section of stone he currently occupies takes any damage that overcomes its hardness, the stonecutter must take a fortitude save (DC 10+amount of damage) or be ejected taking 1D6 damage in the process.


LA +2

Stonecutter Dwarves
The Caste below the Davrinhai, they are the primary focus of the Davirnhai, while the Davrinhai are the crafters, Stonecutters are the builders, who do the raw physical labor, which is part of the reason why the Davrinhai are seen as so contented…the actual physical work isn’t being done by them. Stonecutter dwarves are far more cynical, “cowardly”, and realistic than their ‘masters" and far less passive. They aren’t a combative race though, direct confrontation is looked down upon and they hardly try to pick fights with people, in fact they are extremely pacifistic, in contrasted to the Davrinhai’s reserved warrior stance. The Stonecutters in fact are one of the primary reasons why the Dwarven Empire dishonors cities who survive after losing the warrior classes, because the Stonecutters fight fucking dirty. In fact, they feel that if they have to fight, they want to end it quickely and effective, and have no real belief in honor or glory, Stonecutters fight to win. While their are many gurillia forces out there, armies use to fighting dwarves often are unprepared for the sheer trickery these dwarves will employ and many are utterly unprepared for their level of brutality the stonecutters display. The Stonecuttes are a very subdued people, they don’t speak up and they don’t confront, but unlike the Davrinhai, they aren’t proud of their passivity. They are pragmatic, they obey their superiors because they have little choice in the matter, but when given a chance, they try their best to minimize their pain. When they live in their own communities, the Stonecutters are very different people, still non confrontational and passive, but far more expressive in their own way. They work hard and they play hard, just in their own way without the attention of the world. They have a very “live or let live” model, provided you don’t piss them off.

stats (Same as Hill Dwarves BUT)
+2 Dexterity, +2 Adroitness, +2 Strength, +2 Constitution, -2 Charisma, -2 Spirit
Mason’s Touch 1/day, DR 5/magic.
LA +1


Gruesome and fatalistic the Garhai and their minions, the flayed dwarves, are famous for inuring themselves to pain to become the perfect warriors. The Garhai are the “Knight” class, with the Flayed Dwarves being the “warrior Class” IE Generals and Elites vs. Soldiers and noncommissioned officers. They Garhai cosnider it their duty to guard the sunlit lands from the foul abominations that pull themselves from the bowels of the earth. Garhai are known for being humorless and having extremely flat emotional responses. They are extremely terrifying enemies as they give and expect no quarter. From a young age, the Garhai are allowed to show no weaknesses, and their rites. Form a young age, the Garhai are not allowed to show weakness and their rites of passage involve week-long “tempering” in which the dwarven youth goes into isolation.. There he carves his body with runes and deep mystical furrows, subsisting on whole grain and water. A hallucinogenic fungas, called “thakurukh” or “Breaker of the spine of thought” is consumed and applied to the wounds, ensuring gruesome sacrification and producing hellish waking nightmares. A pinch of precious gem dust is then applied to the open wounds, creating a hellish waking nightmare. A pinch of precious gem dust is then applied to the open wounds, creating a sparkling tattoo when healed. This latter part of the ritual follows many Garhai for the rest of their live, with new tatoos being built upon any fresh wounds resembling significant dwarven runes or symbols. The saga of a Garhai greatest battles can often be read upon his hide. In their declining years, many a Garhai finally breaks, as the psychic walls they have built up over the centuries crumble. They become objects of pity or scorn, as the younger dwarves struggle to reconcile their respect for the elderly and their disdain for the weakness they show. In extreme circumstances a disruptive elder may be banished or leave on their own free will seeking one lass adventure. The Garhaia are grim but there is depth to their personae. Beneath the stoic exterior lies a maelstrom of emotion. The Garhai can sometimes find themselves feeling natural emotions such as compassion, love or even fear, and wondering if they are the only ones of their kind who feel that way. Such feelings are quickly stifled and dismissed as momentary weakness. The one outlet for the Garhai’s feelings can be found in their art, which extends past scarification and can include etchings, mosaics, sculpture, painting, or any other craft. They mostly deal in the visual art however, but have a very strong foundness for music. The Darhai look like normal dwarves other than the lines on their skin and the mineral dust. They do not get along with most races, though they willingly serve the Kharak. They hate elves and are disdainful towards elves. They mostly live in partially surface/partially underground holds. They have extremely elaborate architecture which are both extremely impressive and have defensive positions. The society is highly milteristic, with everybody ranked according to their value and tenure in society. with the highest ranked citizens making all of the citizens. They mostly worship the Gejjurik pantheon, favoring Kroshletch.

Stats (Same as Hill Dwarves but)
+2 Spirit, +4 Strength, +6 Constitution, -6 Charisma, -2 Intelligence, -4 Guile

5D10 Hit points
+5 BAB, +3 Fort, +2 Reflex, +3 Will
Poisoned Flesh: Due to their over exposure to drugs, their bodies have adopted, any creature who succeeds in a bite attack must make a Fortitude save (DC 10
dwarf level) or be effected by the poisons. The creature will suffer from a -1 penalty to all rolls for 1D4 rounds, and causing horrific nightmares.

Dementing Gase: A Gahra gets a 4 racial bonus to Intimidate checks, and may at will force all targets make a Spirit Save (DC 10level) which makes the target compelled to lose or gain a turn (depending on the creature). A target cannot be effected more than once per day .

Instill Fanaticism: At 3rd level, the Garhai has even more power to command respect. A group of creatures up to 10 HD per character level may willingly swear to follow the Garhai into battle and benefit from his natural leadership, thus gaining a +2 moral saves provided they do not break from combat

Death March: upon reaching 4th level, the Garhai will never unwillingly fall unconscious from damage while in a battle rage, and as long as he is fighting, can continue fighting until they reach -10.

Boiling BLood: At 5th level, a Garhai’s blood becomes caustic. ANy successful piercing or slashing attacks cause a spread of blood to jet out into an adjacent square in the direction of the attack, dealing 1D4 +5 points per level damage to the attacker, and 1 point to all creature around (Reflex save, DC 15 for half).

LA: +3

Flayed Dwarves

The rank and file troops, these guys are far more common and lack the suicidal semi loony fanaticism of the Garhai. They are expected to fight, but they are the more practical and every day troops, who are allowed down time and even have a sense of humor, and are known for their extremely dark and morbid sense of humor. They ritualistically tattoo and scar themselves, but don’t partake in the chemical altering rituals. While they train constantly, they do participate in their own lives, and aren’t required to constantly fight like the Garhai. Flayed Dwarves tend to be extremely devout and religiously dedicated, however the

stats (Same as Hill Dwarves but)
+1D10 Hit points
Poisoned Flesh (see above)

Demented Daze (See above)
LA +1


The Merchant’s and Traders of the Dwarves

Clay Dwarves

17000 years ago, the a group of Kanin wanted to leave and fight to help the human,s while the rest of the dwarves disagreed. Those who left became the Clay Dwarves, who mostly live in their own communities and with their own life styles.

Storm Dwarves

A nomadic band of nobility who have a strange middle ground in terms of the society. They are a barely civilized people, wandering the lands, never staying in one place for very long. They are wild and hedonistic, enjoying all aspects of life. Storm dwarves often serve in volunteer armies when the flayed dwarves make the call to war, but are too chaotic to serve full time in the miltary. Their wanderlust brings them all over the continent except for ynnidon where even they are wary to tread. They are found in great numbers all across Kharkon and Brendir, but there are no specific concentration of them anywhere. The storm dwarves are a passionate and violent people. They live life in broad strokes, reveling in the more overt pleasures of existence. They love the heat of battle more than anything, but they make the most of peacetime. Wild and uncouth., the Storm dwarves are considered loose cannons by other dwarves, and their leaders are called “Gej-Garneg”, literally “earthquakes given form” in the dwarven tongue. Though technically a derogatory statement, they storm dwarves have adopted the term as their own and wear it with pride. They are fairly easy to get along with, but the true respect of the Storm dwarves is not given lightly, and is only bestowed upon those who are considered formidable enough to warrant it. Anyone in a leadership position can be questioned or even challenged, and the storm dwarf feels that it is the leader’s duty to constantly prove his worth. For this reason, storm dwarves can seem duplicitous, since the agreements of the past have little bearing on the present. This is a widely known trait of the storm dwarves and most who would deal with them tolerate it. Individuality is prized above all else. Lifelong Friendships and family ties are less important than personal freedom. The only exception to this categorical denial of responsibly of the Kharak is when it comes to their children. Children are the greatest treasure of the Kharak, and are treated with otherwise, uncharacteristic gentleness. They have odd eyes which look like a constant storm. THe storm dwarves are patriotic to the extreme. Generally they do not hate or dislike any of the civilized races as a whole. Nonetheless those deemed enemies of the dwarves are gladly warred upon. they secretly fear the elves somewhat and hate giantkind. They get along with the Garhai and the are extremely loyal to the Kharak, who they see that the true masters of the dwarven way.

stats (Same as Hill Dwarves but)
5 D10 extra hit point
BAB +5, Fortitude +3, +1 Reflex, +1 Will
Troll SKin: DR/5, Regeneration (per hour) 5
LA: +1

Kharak Dwarves

The Ruling caste of the Dwarven empire, they are a dignified, arrogant, and cold race.

Olves (Elves)

The elves are the embodiment of nature, but these elves are fairly unique in that they make a pact to the Empresses, a powerful Fey who has bound herself to all of the elves of this world. The Elves once lived as normal elves due, but during an Outsider invasion were forced to bind their souls to the Fey in order to save their race. Now they are bound to a perfectionistic alien being who reincarnates their souls. Elves here (known as Olves) are not truly elves any more, but something else. For example, they don’t reproduce through sex (though they can have sex obviously), instead they perform a ritual to allow the Empress to send a small piece of the male soul, a reincarnated soul, and a portion of the female’s soul into the womb.

All Olves have thes common stats

Natural protection:: Abberations, Tainted and Undead have a -1 to all rolls while in the presence of Olves

Type: Olves have the Fey creature Type (not Fae or Fay)

Eternal: Olves are immortal, baring violence. They can voluntarily arrest, reinstate, or reverse their own aging process at any time past their puberty. They do not have any aging effects, so changing their age is entirely cosmetic once they have aged 100 years. Olves don’t sleep or trance whatsoever, though eight hours of relative inactivity are required before a spellcaster can regain spells. Provided they have direct access to the natural world, they do not need to eat or drink. should they be in an unnatural place (Like a city) they simply need access to food which they can “Drain” to sustain themselves, leaving the food intact but rotten.

Waters of Oblivion: Their is a down side. THe olves older memories are constantly being forgotten, to make way for new. Facts and faces become hazy and are eventually forgotten. Well, not entirely forgotten, just hard to recall at a moment’s notice. Olves can remember years normally equal to 50X her intelligence school. Anything further back requires an Intelligence Check (DC 10+1 per year) to remember, unless they have a physical object to remind them. They also loose class levels that goy back past a certain level.

Fey Honor: The Olves are abound to a certain code, one which they don’t entirely understand. While they are allowed to lie, if they make an Oath they must keep it, or become a Muryan (see below). They can try to use tricky interpretation of the wording, but they still must fulfill any oath that they take. That being said, if an oath is made to them and it is broken, the Olve gains oath Strike (see below). This oath must be personal, so if a nation vows peace and then invades, the individual troops are not effected but the general would be

Oath Strike: If you violate an oath with an Olf, they can make a strike out of vengeance for their betrayed word. 3 times maximum, they can use an attack that works like Strike Evil

Dementia: Nature can be unstable, and the elves reflect that. IT isn’t easy for the flesh to contain such primal energies as the Olves wield, nor is it easy to cope with immortality in a world of death and rebirth. The psyches of Elves are structured in such a way to allow a release for such tensions. Every so often, an Olf will release this stress with periods of dementia, varying on sub type. Once per month, when they encounter a “triggeR” they must make a will save (DC 10 +1 per trigger) if they fail, they take 1d4 temporary wisdom damage, and must make a second will save or have a break. They make a will save (DC 30) to come back to the world.

NOTE: Olves are a subtype of elves, and thus are effected by all mechanical effects that work on elves. Unlike Eldar, they aren’t fundamentally different in some way.

Cairn Elves (Olves)
An entropic race of Olves whose “purpose” is to clease corrupted areas of nature. They can restore life to almost any desolate area, however they take some of the barrenness of the world into themselves, making them skeletal and gaunt. Thus the Cairn tend to put up barriers against the outside world, coming off as cold, indifferent, and detached. However, this is because the Cairn are in fact extremely sensitive, and get overwhelmed extremely easily by empathizing with people too much. They are infamously humorless, and possess massive matyr complexes that makes it very hard for them to relax. Their trigger is fairly straight forward, any time they seen a fertile area being made infertile, (such as building a city or a desert) or any attempt to cage nature (Farms or zoos). Cairn have white or black hair which tend to be be elderly people hair. They are tall, guant, and have washed out skin and sunken features with deep wrinkles. They always look sickly, to the point that it is considered a moral crime if a Cairn is not sickly because it indicates they aren’t doing their job. Cairn dislike all other elves except for Meadow and Briar elves, who provide them with some relief. Cairn hold their true hatred for dwarves, who oftne overwhelm them. Cairn are naturally nomadic, usually working on conjunction with other Olves. They normally travel with animated plants, and are almost never found in the Elven Empire of Ynnidon, since they feel their job their is alreayd done. Like all Olves, the Cairn worship the Empresses, though they are fairly detached in terms of their worship, and most worship the Nature Pantheon in addition to the Empresses. Cairn are the most common Olvese to adventure, constantly trying to restore fertility to the world. For the most part Cairn simply wander, fix an area, and then move on. However, some Cairn who worship the nature pantheon will go rogue, fix an area, and then just…stay there without alerting the other olves. This is technically treason against the Empress, but fuck her.

5d8 extra hit points
+4 to BAB +3 to Will Saves, +1 to Reflex, +1 to Fortitude,

Dementia: Extreme depression, where they become utterly detached from the world around them. Even if they avoid the worst forms of depression, they will only react to immediate threats, taking a -2 to all saves. Should they fail any save checks, they will have to make a Will save (DC 10 +1 per 3 levels) or unleash a terrifying scream that will deal 1d4 wisdom damage to everything that can hear.

Failure: Cairn become muryan if they ever participate in making part of the natural land less fertile.

Personal Signature: Cairn are less affected by an area’s signature and actually have their own Fey Signature that they carry with them wherever they go, and thus are immune to Spectrum’s influence (see below)

Minions of decay: A Cairn may once per day, turn organic creatures. An organic creature includes all creatures who are not undead, abberations, constructs, outsiders, or otherwise “unnatural” creatures.

Healing essence: May may heal an amount of damage done to them or another equal to his wisdom bonus X his level. If he does not have a wisdom bonus, then it is simply his level which he can heal. He can do this 5/day

Immunity: Taint

Render Fruitful: Cairn can restore lost or used fertility to 1 square mile of earth or a single creature 1/week by expending 1d4 hp. Each additional expenditure of 1d4 hp doubles the level of fertility. A field can yield many times its usual crop, a barren women could become pregnant, creatures will go into heat outside of mating season, a field would not need to go fallow, undead will no longer rise from the earth and taint will remove. However, ever 1D4 hit points sacrifices 1 level from the Cairn, which will last for 2 weeks per 1d4 hit points used.

Organic attack: 1/day A Cairn can use this ability (see above) as a touch attack against undead dealing 2D4 damage per 1d4 spent (using it as an attack does not inflict a negative level), for a maximum of 5d4 per round. This can also be used to heal plant creatures by 2d10 hp per 1d4 damage taken.

Autumn’s Haste: Once per day a Cairn can cause a single undead to take 5D4 damage.

Burst of Vitality: Once per day, a bone elf may concentrate to call upon and radiate accelerated life energies. The energies filled a sphere 30 feet across, centered on the elf, which speeds up natural life process. decaying matter disintegrates and plants grow to full bloom within a single round. This ability deals 1d6 damage per round to all undead within and heals everyone within the area of effect 9Including the Cairn) for 1d6 hp per round. This lasts a number of rounds equal to the Cairn’s wisdom’s bonus.

LA: +2


The Nenir are the eager defenders of the elven realms. These are the warriors and hunters of the elven lands. The Nenir have affinities for forest predators, and can call aspects of their spirits into themselves. They represent the good that natural predation does for an ecoysystem. When the number of prey grow higher than teh ecosystem’s ability to support them, they hunt for the welfare of all creatures in the area. Like all elves, they loathe undead and abberations, and their abilities against them makes them strong. The Nenir are impish, prickley, and quick tempered. They are almost feral in their demeanor, but have the capability to function in civilized society when necessary. The Nern do not mourn dead individuals, even friends, believing their is a pattern that is greater than any one being.

Triggers: Destroying an entire breeding population, hunting without purpose, littering, witnesses needless destruction of the environment, not utilizing a corpse.

The Nenir are rather short, but like the wolverine their size is deceptive. They often have haphazard shocks of forest-colored hair, with braids and twigs interspersed. Their sharply slanted eyes resembles those of a cat with upwards slits and they glow of reflected ambient light at night. Their clothing is varied, but is always designed to serve as camouflage. The Nenir get along with al fey. They are the most devout of the Olves to the Empress. The Nenir constantly traveling and the Olves are the most often seen outside Ynnidon, which explains why the other 8 Empires fucking hate the Olves. Their societies are

+5 D8 hp
+BAB, +3 Fort, +1 Reflex, +1 Will
Dementia: The Nenir suffer from extreme isolation and focus entirely upon ruthlesslessly eliminating their foes. They may maintain contact with friends from behind the scenes, but will almost certainty go solo during this time not knowing if they can can trust their “former” friends. You don’t have to split the parter, since a Nenir elf will stay close, spying on his allies, he just won’t rejoin them.
Step of the Woodland Spider: The surface of the Nenir’s hand and feet are adhesive. The Nenir can move across surface or along ropes as the spell spider climb except that he moves at his full movement rate, and may jump from surface to surface, only requiring a jump check for distrances that would normally require them. He may do this for a total number of mins equal to his briar level, broken up into one min (ten rounds) increments, any way he likes throughout a day.

Hunter’s Claws: At Will, either or both of the Nenir’s forearms transform into that of a predator (they can cosmetically choose which one). They can deal 1D8 damage (+1 vs. undead or aberrations).

Stalking Lope: The Nenir can drop to all fours and move at double his normal speed (Without visible transformation).

Head of the Beast: 1/day, the Nenir may transform his entire head to that of an local predator with a bite attack. He gains a bite attack every round in addition to any other he may have. The attack deals 2d6 damage (+1 vs. undead or abberations) using the elves lowest melee attack. As long as their head is a best, they gain the scent ability. They cannot speak while they don’t have their head. This ability can last 3 rounds per level.

Primal Nightmare: Once per day, as a move equivalent action, the Nenir may split his body to the wase, creating a duplicate of himself from the waste up using his Hunter’s Claws and Head of the Hunter in each form. He can remain in this form for a number of round equaling his wisdom scor.
LA: +3

Briar Elves

If the Nenir are the defenders of nature, the Briar elves are the predators, and eliminate threats before they arrive. Many hunt down muryans as pleases the Empress, coldly dispatching the traitors, since they no longer serve a purpose in the greater scheme. Briar elves are cold, pragmatic, and honorable. Unlike most other elves, they have no problem with death, even of sentient beings, as long as a species is not threatened with extinction. In fact, most believe taht the world would be better off without so many sentients. Because they are elves and not Olves, they do not have triggers or dementia, making them far more practical servants of the Empress.

(No fucking Idea)


The Iyewn are the most favored of the Empress’ children. While the Cairn elves were created to take new lands for her, the Iyewn are meant to keep them, thus making them the most noble of the fey. They hold court over the Brendirian continent, but their Grand Court is held in Eines, the greatest true city in Ynnidon. They can tap into the land itself, taking its power for a short period of time. Iyewn are cool and reserved and stalwart in the face of adversity. They can seem vain at times, but they are more interested in presenting an image of the Empress’ power than in petty concerns such as personal appearance or glory. They are honorable, loyal, and do not take well to betrayal or deception. They are, above all, fair. Still, they are fey, enjoying dance, music and the arts. During the darker months, they like to travel on raucous hunts that take them across Ynnidon. They are the primary guardians of the Empress’ faith, and hold numerous festivals in her honor. The Iyewn are tall, regal, and beautiful, without exception. Their skin literally comes in all colors with no relation to their heredity as long as that coloror is present somewhere in the general place they were born. For most, this coloration is a mere tint, but for others, it is a bold expression of the bauty present in their homeland. They keep their clothing in perfect repair, and prefer fluid and free flowing fabrics. Most of the other Olves defer to the Iyewn knowing that they were created to be the Empress’ ideal creatures. Other races feel either intimidated or resentful in the presence of Iyewn. The Iyewn live all over Ynnidon creating crystal-like towns and cities of domes, globes, and spires that grow organically, feeding off of sunlight and water like plants. In fact, they are composed of a strange plantlike organism from teh Empress’ home plane, called Ilter. Only the respected elven artificers know this, the rest assuming that the cities are made of fine but strong glass or beautiful and constructed to have the minimum impact on the ecology. They rise high above the land on thin, curved pillars, and allow unused light and water to pass through them to keep the ecologies below healthy. Their societies are well structured with elegant etiquette and complex protocols for behavior. Status is based upon age and all respect their eternally youthful elders. The Iyewn have a series of intricate rituals for their worship of the Empress. Of all the elves, they are the only ones that congregate in large groups to worship her. They have cathedrals specifically dedicated of these ceremonies. The Iyewn are the Empress’ most loyal servants. Thus, most adventurers they undetake are extended missions under command. There are very few independent Iyewn. They make great guards and protectors within a party. With their strong defensive capabilities it becomes difficult for enemies to sneak up. The yare also great allies in an assault, especially once they receive access to their Power of the Land ability. Still, they are best when they choose their battles

Triggers: Being humiliated, having one’s homeland threatened, witnesses an area desecrated, mockery, or seeing harm done to children.

5d8 extra hit points
+2 BAB, +1 Fortitude, +1 Reflex, +3 Will
Dementia: Vengeance. The Iyewn dementia causes them to become enraged with righteous anger. He will believe that he is a great and powerful being embodying Vengeance itself. This belief is bolstered by intense energies the Iyewn gives off, which crackle visibly. Any attempts to prove otherwise are met with sorn, and possibly violence. Any non Iyewn he associates with will be considered lesser beings, and if they get in the way of his revenge, he will do everything he must deliver his “justice”.

Distant Sentinel: The Iyewn elf may choose a landmark within 1 mile. For the duration of one hour per day, he may use his own senses while simultaneously seeing and hearing as if he were located at a specific point on the landmark. Once he chooses the landmark, he may not change this landmark or the point from which his senses emanate. If the character has a target in sight from both Distant Sentinel and his own eyes, his receives a +2 bonus to attack rolls with ranged weapons.

Soaring Weaponry: In the Iyewn hands, all ranged weapons receives a +10 ft bonus to their ranged weapons.

Fey Stock: The Iyewn may now create a fey stock may be placed anywhere the elf likes. The Fey stock tht takes the luck from those around it, and allows it to be used by another. It is bound with a few hairs from the Iyewn and if discovered and taken, grants a +2 against on attacks against the elf. The Elf may discorporate the stock’s dweomer at will by concentrating for 4 rounds. A fey stock will leech the luck from any moratals around it. This doll may be left anywhere mortals will pass. Every time a mortal makes a skill or aiblity check within 50 feet of the stock, he must make a will save (DC 10 + Iyewn’s level) or receive a -1 luck penalty to that check. If the check fails, the stock absorbs all of the luck that otherwise would have benefited the mortal, increasing its bonus. A fey stock can hold a bonus equal to the character level of its creator. When recoered, the elf may use the stock with the stocks entire bonus for 1d6 rounds once activated. Every check, save or action that requires a roll that gets the stock’s bonus for this duration. Multiple stocks do not stack with each other for any purpose and only the oldest stock in an area is active. A Iyewn may only directly benefit from his own stock. Assume that the stock gains 1d4 points per day if placed in a well-traveled area (such as the wods near a human village), 1d6 if placed in or near a town, or 1d8 if placed within a city.

Quickforge: A Iyewn elf may cast ironwood once per day, except that casting time is 10 minutes, the duration is only 1 day, and it affects objects weighing up to 40 pounds. This allows rapic creation of armor and weapon when it is necessary to defend an area on short notice.

Power of the Land: The power is the most potent and versatile of the crown elf’s abilities. Depending upon the terrain, this ability manifests in different ways, as described below. Caster level for any level-dependents effects is of course 5th power of the Land may be used once per day.
Arctic-Wall of Ice
Desert- Mirage
Forest, Coniferous- Needlestorm
Forest, Deciduous- Barkskin
Forest, Jungle- Poisoned Strike
Grasslands- Wall of Fire
Lake or Pond- Water Walk
Marsh- Quicksand
River or Stream- Torrent
Seaside- Summon Aquatic Defenders

Mirage- Basically its hallucinatory terrain but structures may be hidden behind illusory dunes
Needlestorm- For as lone as the Ieywn can concentrate, he may cause all coniferous trees within a 10 ft radius and up to 20 feet away to begin rattling their needles. Every round, each tree will spray off a number of magically fortified needles, each filling the area with them, and causing all living creatures within to receive a -1 penalty to all actions and t take one point of damage for every tree within the are of effect (Reflex save 10)

Poisoned Strike- For five min and as long as the Ieywn can concentrate thereafter, every attack that the elf lands while within a jungle deals an additional 1d4 point of Constitution (Fortitude save for half, DC 10 + level).
Quicksand- After concentrating for 1 round, the elf may change separate or conjoined 5 foot squares (up to 50 square feet) of otherwise passable earth into quicksand. Any creatures in the area or who enter it quickly mire (Reflex save DC 10+ level to negate). It takes a successful swim check (DC 10+level) to stay afloat, and to escape takes a strength check (DC 15+level)
Torrent- An Iyewn may cause the natural flow of water in a stream or river to increase to a torrent taht sweeps unsuspecting people in the river downstream 10d100 ft, doing 1d6 damage and having a chance to capsizing vessels.

LA: +3


The Pelel represent the harmony and capriciousness of nature. They have affinities for insects and flowers and are only flying fey available as a PC race on Thraxis. They have large insect like wings as you can imagine. They are the most cheerful of the Olves, the Pelel are simultaneously the most likable and the hardest for humans to relate to. They are strange ideas and priorities, exemplifying a benevolent but aliens mindsets. They do not mourn dead humans, or other animals, but if a favorite insect or hive of bees is destroyed, they may become enraged and confused. They often fail to understand fear or sadness in others, since they don’t truly understand pain. They keep small colorful insects as pets, and flowers bloom in their presence. Pelel find it difficult to take anything seriously, even when life is stake. The Pelel are slight with insect-like wings that come in many forms based upon the most prominent insects in the region they inhabit. Their multicolored hair is interspersed with growing flowers and plants. Their eyes are sharply angled and quite large relative to the rest of their faces. Sin and eye color can be any combination of pastel hues, but rare few have strong primary-colored skin tones or irises, especially in tropical regions. Pelel get along with the other Olves quite well, in particular the Cain elves. They live in any location wherever there are large quantities of flowering plants. Their appearance varies according to this terrain. They coexist with anybody and so their homes are only as large as they need to be. These homes are usually made from living plants and vines, and are indistinguishable from clusters of native plants. At their smallest, entire neighberhood may be found in the shade of a log. The Pelel respect the Empress but they don’t worship her formally. They are however, many festivals in her honor, where there is much dancing and festivity. Pelel elves enjoy their small statue and make sue of it by scouting ahead and passing through small openings. Their flight abilities get them out of many binds, and it is difficult to keep them confined.

Tiggers- Beings imprisoned, seeing insects die needlessly, being subject of any spell that inhibits freedom.

+5 d6 hit points
Small Sized
Dementia: Death Wish. The Pelel who suffer a break becomes erratic, in every encounter, he must make a Will Save (DC 20) or confront the most dangerous foe head on.
Pollen Burst- 1/day the Pelel can release an irritating cloud of pollen once per day. Against creatures that breathe air, this ability almost invariably evokes a sneezing reaction (Will Save 10 + level) and a tearing of the eyes, resulting in the combined effects of the cantrips daze and flaire. The daze effect last for one round, but the flare effect lasts for 1d4 rounds . The pollen isn’t primarily intended as an attack, however. Instead it is meant to be released slowly over plants awaiting fertilization. This pollen isn’t primary intended as an attack however, its intended to help plants or plant creatures, making them bear fruit in 1d8 days.

Diminution- Once per day, the Pelel may reduce her size catagory, along with her items.

Flight- In normal sized she can fly as if using feather fall and levitate, and if in tiny form, she can fly normally


The vol elves represent the deceptive and fleeting side of nature. Vol are the great thinkers of the elves. They can shape the perceptions of those around them to fit their goals, and can enter into powerful bargains to acquire what they need. they serve as spies and emissaries for the Empress, gathering information and weaving webs of allegiance to Ynnidon.

The Vol represent the deceptive and fleeting side of nature. Vol are the great thinkers of the Olves, they can hsape the perception of those around them to fit their goals and can enter into powerful bargains to acquire what they need. They serve as spies and emissaries for the Empress, gathering information and weaving webs of allegiance to Ynnidon Seekers by nature, the Vol famously love msyteries. They are persistent, charming, and detached. Where friendship is concerned, one is never certain with the Vol. Like the flow of running water, they are always reserved with their emotions and even long time friends don’t quite know where the ystand. They are always cordial, and never unwilling reveal their own secrets, even as they easily glean them from others. They are short and impossibly thin, with pale translucent skin. Their features are fine with extremely pointy ears. Their hair is always tinged blue and shimmers slightly. They get along with all of the other Olves, but non Olves find it difficult to trust them. The Vol favor the rivers and streams of the world, living in majestic riverside settlements, cylindrical wooden cottages with colorful ribbons and banners that blow in the river breeze. They are counted among the diverse beings that live along the Canali. They are natural adventurers, constantly looking for mystery. They enjoy finding secrets and discovering the motivations of the players behind the scenes. In an unusual setting, they will try their best to glean the history of the place, and to use this knowledge to solve any new mysteries that arise. They always believe that current events fit into a larger picture and will often see connections that others would miss. They use their powers to find information about foes, to alter their perceptions and possibly trick them into a pact. Their honor in the fact of a bargain is renowned, and others may bring adventures to them, requesting only a certain item in exchange for all the information that they have about the quest. In this way, the Vol are able to pursue their goals of acquiring power and good for Ynnidon and themselves .

5 D8 hit points, +2 BAB, +1 Fort, +1 Reflex, +3 Will
Trigger: Revealing a secret, angering a target they are trying to charm, seeing any work of knowledge destroyed.
Dementia: Irrational. The Vol losses control of his emotion. He becomes ruled by them, unable to make ratioanl decision. For the purpose of reasoning and rational thought his intelligence drops to 3. He will use spells and abilities without thinking through the consequences, and will not strategize his movements.
Pattern Sight- The Vol can pick up details about people very easily, this gives them a +2 to Sense Motive
Keening: The Keening allows the Vol to learn something about his target, if the target fails a Spirit Save (DC 15 +Level) to reveal one aspect of the targets beliefs. This can only be used once month per target.
Distract: As a free action three times per day, the Vol can create vaguely threatening flash or noises at the edge of the targets perception. The target takes a -4 on his net action, unless he makes a successful concentration check (DC 10
level) in which case it is only 2
The Vol’s mastery of the universes logic allows him to overwhelm the target’s mind, causing them to lose their grip on reality. If the target fails a Will Save (DC 10+level) he will willingly change the subject of his argument with the Vol
Mindscape- Once per day, the Vol can surround himself with a hypnotic field, to a range of 10 feet, for a number of rounds equal to his level. Within the field, he can manipulate all people’s senses within that radius, making them see/hear/taste etc, unless they make a Will Save to disbelieve (DC 15).
Bargain knot- The Vol can enter into an even stronger oath than most Olves. He may make a pact to fulfill another’s fondest wish, within a year and a day, and must use all of his available resources to do so. He has one chance, upon hearing the request, to reject it as “too greedy” or “beyond my power”. If he accepts the oath, he must deliver it within a year and a day or become a muryan, however if he legitimately tries as hard as he possibly could, then he will only be a muyran for a year and a day. What makes this difference from the standard fey oath except that the Vol can set terms to the other oath person. He may request anything the bargainer possesses or can conceivably posses by the time of completion (a first born child for example) up to and including its life. The bargainer may not renege on this pact, or he/she is reduced to level 1, no save. If they are level 1, then they die. The Vol can choose to defer his payment but will metaphysically know when the bargainer possesses the agreed upon price.
LA +3

Muryan elves
When one of the olves has broken his pact with the Empresses, he suffers grave penalities. He losses every trait bestowed by the fey nature and all abilities associated with his previous subtype. He starts to age, though very slowly, and his body takes on a muted, rotten look. This takes 5 rounds, which cost them a temporary 1D10 Constitution damage. The experience is psychologically traumatizing. The elf is constantly reminded of his failures as he wanders the world. Many become listless, suicidal, or psychotic. Olves who encounter muryans will often treat them with a mix of pity and scourn, with the less scrupulous even attempting to murder them. It is hypothetically possible for a Muryan to regain their status, depending upon the whims of the Empress, however the elf must rectify the cause of his dwindling first. Then the Empress with propose a test, usually in line with the severity of the transformation. This can be anything from “slay the Demon Lord of Rot” to “Bring be a bottle of time” to “Tell me the name of your first love”.
Stats- To be decided. No LA though

Gnomes- During the War between the Empress and the World Soul, the Empress attempted to send some of her spirits into dwarven womb. The children born from this spiritual union were neither dwarven or fey. They held no loyalty to either side, and built their own cities remaining neutral in the world. They are loremasters and scholars, constantly trying to learn more knowledge.

Also created in the same style as gnoems, these creatures were once the souls of haflings, but have been altered. They are infamous as the major trading powers in Thraxis, and travel freely within the 9 empires as merchants. They are organized into 14 subraces, 7 located in their hidden kingdom, known as the 7 castes, and 7 located in other people’s countries known as the Houses. The Houses are the Anhain, Ao, Bravel, Cleothe, Roveth, And Trammel. The corresponding houses are Bloodfed, Seashell, Sunrise, Speaker, River, and Sunset haflings.

Anhain Haflings: Members of house Anhain go anywhere, and are not afraid to trade with beings that terrify or disgust the normal citzens of the empires. If there is not other way to acquire something, the savvy buyer turns to the Anhain. Because of their many dealings with the unspeakable entities, the Anhain have been changed both physically and psychologically, having a constantly terrified visage. But appearance are often deceiving and they approach a buyer or seller with the same cheerful aplomb whether the person has two eyes or thirty-seven glowing ones. The Embrel of house Anhain are touched with a hint of madness. Over the centuries, their fragile mortal minds have been condition to the unknowable, and so they rarely make or follow plans, and fearlessly hurl themselves into dangerous situation without hesitation. This impulsiveness caries over to less threatening aspects of their lives, from trade to interpersonal relationships. The Anhain have washed out skin and haunted features. Their hair stands out from their head and is often black, gray or white from a young age. They have dark circles under their eyes, white streaks in their hair, bulging eyes, and other signs of fear they never had to internalize. Simply put, their bodies display the ravages of extreme terror that their psyches have conquered. All are wizened beyond their years. To a Anhain, clothing is irrelevant and they will wear whatever is most appropriate to their current trade mission. A race of diplomats, the yare able to treat with the strangest beings and adopt alien customs gracefully. Therefore, one would think they have no problem with anybody…this is false. They often have strange, even obnoxious mannerism, which come to the fore when the yare among “friends”. Their polite veneer falls away. Their worse enemies and best allies are found among the fey. Most races treat with them, but fear them, because they have seen that which they cannot understand. The Anhain prefer to live in cities, normally in the least pleasant part of town. They worship the Nether Gods, making them the only beings who still do so. They often serve as guides to adventuring parties into aberrant and evil societies, however if an Anhain makes a bad name for himself, his kin my try to assassinate him.
Stats-Same as Lightfoot BUT
No bonus to Listen, climb, Jump or thrown weapons.
Unfazed- Instead of suffering the fear effect, they can be stunned for 1d4 rounds, and never flee or suffer any other negative damage
Seal of Safe passage- House Anhain has many dealings with undesirable races, and creatures such as aberrations, demosn, devils, undead, dragons, Outer Beings and other strange creatures will not be automatically hostile to the Anhain hafling if they recognize them.
Immunity- To the madness effect

House Ao
Basis- Portuguese Empire
The Sea traders of the Embrel, they maintain a powerful navel merchant empire across Thraxis. They are dour, tough, and doggedly determined to complete any paying job, no matter what the risks. They are arrogant folk, and have issues taking orders from anybody, even House AO. They are ruddy skinned, long limbed, and lean knotted muscles, and they are proud of it. Noticeably, they are deep sea haflings, and are almost never found in fresh water areas, or coastal sailers, which makes them nervous. Many other Embrel secretly resent House Ao. Their command of the sea effectively edges out competition and creates a reliance upon the part of others to treat with them whenever they wish to open a new franchise in an undiscovered land. Dwarves don’t deal with them, but respect them due to their attitudes towards work and honor. They Olves have peaceful if cold encounters with these Embrel, but realize their coastal power. The Ao are colonists and humans respect that but hope to compete with them (playing the role of Spain to Ao’s Portugal). The Ao are famous for their massive floating cities made of wood, which serve as safe ports for the Ao ships. They are extremely defensive, both from above and below water, and ships can restock here. The Ao are unique in worshiping a non Embrel god, specifically the human god Nevonius, who they consider to be a force of nature. While they are great adventurers, they are loathe to leave the seas, with a few exceptions. They are often claustrophobic when it comes to subterranean adventures, or any location where the earth isn’t moving constantly. The Ao are infamous for the fact that they will hunt down anybody who swindles them, no matter how far they have to go and what means they have to do.
Same as haflings but
Iron Lungs- They get this feat for free, allowing to hold their breath for 3 times there con bonus before starting to drown. They also only need to make a drown check every 2 rounds rather than every 1. Also gives them a +2 bonus against gas attacks.
Ocean Calm- While in the deep ocean, they can never be surprised, and at no point can they be surprised by sea dwelling creatures.
Spears and nets- instead of the bonus to slings, they gain a bonus with nets, cutlesses, and spears.
Riding the Rigging- +2 to Balance, Climb, acrobatics, and Jump instead of Move Silently.
Horizon Sight- Instead of +2 to Listen checks, they get a +2 to spot checks, which increases to +4 if it involves salt water.

Masters of communication, these Embrel have an instinctive understanding of language, and understand every mortal language that has spoken words. This makes them incredibly useful wherever a universal translator is needed. The Cleothe are loquacious, even garrulous. They are fountains of trivia, and can often get into obnoxious debates among themselves over the most quibbling minutia. IN the employ of other races, they often mirror the mores of their beneficiaries, becoming stately, threatening or cordial as their duties require. The Cleothe often notice small things that go unnoticed among the lager folk, pointing out minor flaws that upon closer inspection turn out to be bigger than previously thought. This is why they make invaluable aids to powerful folk, and why they are the most influential Embrel house. Cleothe are prolific writers, keeping journals and writing letters as frequently as they can, sending several missives a day by land courier or fip ship. Many are not above bribery and keep accurate records in duplicate or triplicate which go to secret libraries for future use. Many make their trade as independent information brokers. Cleothe are often rotund, and rarely have any large muscle masses. Their hair is often wavy and fine. They do not grow beards and so they often can appear childlike, even in their later years, with their soft, wrinkle-free skin and pudgy faces. Of all the races, Cleothe get along best with the gnomes, due to their same love of knowledge. Cleothe are incredibly curious, but they prefer city life to wilderness. They parlay whenever possible, trying to come to agreements rather than blows. Those that take the path of the bard have acess to obscure songs and tales, and rarely lack work or funds. With their small size, they make great scouts and are able to understand overheard plans even if they are spoken in a secret language invented by the most obscure sect. This ability terrifies superstitious creatures if used well, especially if it is unexpected.

Stats- Same as Lightfoot haflings but

Gift of Tongues- They can understand and speak every non magical language that has a spoken words. They still need to spend language slots to learn how to read or write, but never to speak them
Learned- The Cleothe possess a +1 bonus to all knowledge checks
LA- +1

Other types of Embrel (no stats yet)

Bravel- Entertainers and performeres, House Bravel organize and run performances for the haflings, often workign as traveling performances. Bravel is seemingly the least influential house, but it is folly to underestimate them. Buried in their plays and performances are the seeds of their agenda.

Roveth- This house deals in the finest things in life, supplying delicacies and luxury items from all over hte world. Their connections to the wealtheist members of society afford them some political influence and respect, though they are more like house Anhain than they like to admit

Mareg- The most unpopular Embrel house, they are weapons merchants and arms dealers, known for being mercenary, ruthless, and never reveal their connections

Trammel- The best map makers, cartographers, and record keepers among the Embrel they also work as anthropologists and sociologists.

Journeymen Embrel- Famous as guides and nature lovers, they set up their assigned camps in the wilderness, coming to know every rock, tree, and burrow in their land

Interloper Embrel- THe warriors and fighters among the Embrel, they often find work as specialized mercenaries and guards.

Speaker Embrel- Bankers, bureaucrats, and usurers, they are the most involved among the “common Embrel” with the mainland, and are very unpopular for it, though they are often hired as political advisors.

Sunrise Embrel- Cooks, farmers, and other forms of providers, the Sunrise are famous for their dedication to helping their people and providing. They are the “common” class of the Embrel Kingdom, however are far more powerful politically than most Embrel due to the fact they provide most of the goddamn food.

Seashell Embrel- Despite their name, these Embrel are not known as sailors, and are instead focused upon spell casting and magical study.

River Embrel- The Fresh Water Embrel in contrast to the deep ocean Ao, the River Embrel focus on internal trade and transportation, however are more famous as expert craftmen and artisans such as blacksmiths and carpenters.

Bloodfed Embrel- The Ruling class of the Embrel, they are the the politicians, rulers and administrators, as well as serving as the main providers of herd animals and beef.

As they always do, humans arrived en mass thousands of years ago, however their earliest kingdoms were attacked by the great goblinoid hoards. While humans were able to drive the hoards back, in the process they were reduced to stone age level culture, and existed as such for centuries before they slowly advancing to be the most dominate race of them all.


Named due to their status in the evil hoards, they are the missing link between giantkind, and goblinnoids. Despite this, they are not unusually evil as a race when they live independently of others. When they broke away from their kin and moved to their own lands, they ran across the first humans in Thraxis. They tought them herbalism, how to make fire, and how to properly worship the spirits. While humans at first were indebted to them, eventually humanity advanced to the point where they forgot the debt. Thull advance very slowly as a culture and still live as nomads, using a few modern tools that they have scrouged or traded for. Civilization grows up around them, encroaching on their hunting grounds and pushing them further and further into windlerness. Their race is dwindling, as low brith rates and reduced migratory options have their impact . Sometimes a clan will send out a young champion into the civilized world. These champions will have different goals depending upon the clan they come from, from seeking treasure to let the clan buy needed supplies, or help them integrate into human society. Human views of Thralls is mixed, however the Thrall value humans, seeing them as their greatest “creation”. Thralls are staunch traditionalists. They often seem naive to others, but they simply have their own understanding of wisdom, based upon living in a far more primal world. They do not trust plans that involve too many contingencies, but are impressed if such a plan is successful. Most Thralls legitimately want to learn it; it just takes them awhile because of their limited frame of reference. In civilized areas, thralls are fish out of water. Some learn to love the barrage of stimuli found in a major city, and others grow resentful of it, while others simply get overwhelmed seaking the extremely hedonism. They usually let others take the lead in civilized areas, while in the wild they can seem arrogant, often insist on leading, even if their is a ranger or druid present of higher level. They love telling stories and laughing. Many carry small percussion instruments with them wherever they go. Thull stand from 6-8 1/2 feet and weigh between 250 and 500 pounds. Their build is stocky and muscular, with harms longer and legs shorter than a human of similiar height and weight. Their skin ranges from grays to browns, with some tropical groups having bold colored stirps of flesh from their cheeks or foreheads (usually red, green, or blue). Their hair grows in a long, wooly mane that rolls down their backs and has the human range of coloration. Their facial features are bestial and rough, with raised structures on their cheeks and the high forehead, and tusks taht jut from odd angles of their mouth, which are sometimes inlaid with jewels or engraved. The mostly wear the traditional skins and furs oftheir clan in civilized lands, but many of them adopt flamboyant city garb, in particular silks. Thralls see humans as clever and admire them (but think they are crap in the wilderness) while the humans tend to be patronizing towars the Thralls. Dwarves adore Thralls, feeling responsible for the race, and are extremely patience with them, and the single largest advocates for keeping the species alive. They even have given up their own land to let the Thralls live there. Olves prefer to ignore them but admire their respect for life. Embrel are nervous around creatures who are so utterly removed from urban life. The Thralls own land are north and east of the dwarven empire, but many live within the dwarven empire, or Kenabu, with smaller tribes living across the world. They tend to have rather simple villages that they are perfectly willing to pick up and move at a moments notice. They are the defining animist religion, but many worship the god K’shulle, who had taught the orc and goblinoid races the secret of asexual reproduction. THe Thrall have mostly defied him him since. The ritual means that they can reporduce with an animal spirit (Bugbears-bears, gnolls-hyena, orcs-boar etc) but the resulting creature lacks a soul and exist only to inflict harm upon other races.

+4 Strength, +2 Constitution, +2 Spirit, 2 Dexterity, -2 Charisma
Base speed
20 feet
Low light vision
Lo deprived: 2 to all lore checks except Wilderness Lore which they have a +2
As ability
Child of Nature- +4 to all survival checks
Scourging- They are very good at making good without tools and get a +2 to all craft checks
Illiterate- They must pay 2 skill points to read
Fast Healing 5: Thralls heal 5 hit points every 5 rounds

Halforcs- Pretty much the same as in every other country, except that their high fertility rate make them something of a sex symbol.

Half Elves- Very few at all, and are only created by a muryan marrying a human. Olves are infertile with Half-Elves.

Planetouched- They live in massive numbers, and the largest “minority” race, often taking the place of half elves or half orcs.

Other Races

Dwarves: Ribhu, Flayed Dwarves, stonecutter Dwarves, Clay Dwarves, Storm Dwarves,

Elves: Mist Elves, Pedal Elves, Twashtri, Bone Elves, Briar Elves, Crown Elves, Meadow Elves, Steam Elves, Stream Elves,




The world of Thraxis has always been defined by the fact that it is literally brimming in magic, magic here is far more raw and uncontrolled than the rest of the world, in particular spirit magic who reign supreme here. The world was a realm of untamed nature until the being known as the Empress arrived. Banished from her home realm of similar god like beings, the Empress realized that she was the only spirit who possessed higher intelligence, and started to bind many spirits to her will, many of whom were eager to serve. She created a massive army, and hoped to use this army to destroy the World Soul and become the spirit of this world, so she could return home and gain revenge. While she is the only Great Spirit here, she could become more powerful than any Great Spirit before. When mortals started to arrive in mass, she took the souls of the elves and bound them to her, creating the Olves, who serve her still. However, the world soul split itself, creating the powerful spirits of “The Father” and “The Mother”, who united the remaining spirits against the Empress. They bound their spirits to the local dwarves, creating the 4 breeds who served as little more than organic fighting machine. The dwarves burrowed underground and destroyed the elven cities, whole chunks of land fell below the earth and were destroyed. The elves were eventually able to drive the dwarves back, but it was far too late for their war.


The 9 Empires

Brendir (population 42, 682, 219)
Basis- THe Roman Republic pre Marius/Sculla

Brendir spans a region that includes temperate to sub-tropical areas. The empire has coastline on three sides, with rocky coves in the south and sheer cliffs in the north. There are relatively few major earthquakes, and the crumbling crust of the subcontinent is more prone to relieve its stress with the expulsion of lava than with tectonic slippage. Once, ancient mountains rose high above sea level, but these have been largely worn away by the constant assault of weather from the empire’s three coastal sides. Only the Kyul Range and the Eastern Olin Alps have remained safe from these ravages. Now the surrounding terrain is dominated by
rolling hills and piled scree, often hiding entrances into the
under-realms. The land is fertile to the south, but as one travels north it gives way to rockier soil. In the sparsely-populated north, there are chestnut, oak, and cypress, with a smattering of conifers at higher altitudes. Many feral dragons live in these areas, failed attempts at domestication. Lesser fell beasts include trolls and giants, various magical breeds of wolves and hounds, owlbears, treants, dire creatures of every stripe, and griffons. Animals include stags, boars, wolves, and rabbits. The south finds greater preponderance of…blah blah blah ecology. To the north, between Brendir and Kharkon southeast border lies the Treaty Lands, home of fell beast and many resources. Both empires are slowly encroaching this neutral territory, but both are reluctant to do so overtly. They each ignore the other’s inroads, but occasional skirmishes do break out, never mentioned to the lawmakers in their respective capitals. There are thirteen proviinces in Brendent. The Far north south of the Treaty Lands, is the pronvice of Hegensted, which is largely uncivilized full of the Derudians, a multi racial tribe of barbarians and monsterous humanoids. On the northeastern cost of BRendir, but a short span of sea from Ynnidon, is the eldrich and forest realm of Cullaine. Beneath these two lies Tobran, belegured by invading devils. To the northwest is Tzmichia a place of hellish weathered and warring elementals, unfit for most civilized Brendirians. South east comes Olin, a patriotic province plagued by giant insects. Further south is Prestarre, a boggy swampy low lying provience full of forbidden magic and creatures. Homn is deceptively idylic, Lamera is the playground for the wealthy, depravity and pleasure palaces. Tulis is a main farm land that also serves as a battleground between the Celestrials and the Devils. Their is the province of Triskatariot a nation of fierce warriors and peace loving philosophers..shut up. Emetirum is the center of Thraxis’ world trade, and Valtu is the newest province. Brendent has an extremely advanced legal system, the most advanced in Thraxis (a legacy of the Roman Empire) and it is based upon the “Five Pillars of Virtue” the moral code that all citizens must follow.
Most minor crimes are handled by a fine or a relatively short period of civil service. Depending on the circumstances of the crime, leniency may be granted but at the minimum of the criminal is expected to pay his debts to the victim. Geas or quest spells are sometimes used to cause and essentially good characters to perform quests as a restriction. At times, a sentence of banishment is incurred, and some criminals are given the option to serve in the military rather than face harsher punishment. Minor crimes include theft, illegal entry, con, destruction of property, abuse, assault, perjury, vandalism. Murder or deadly asssult is punished by life of hard labor in prison. Most prisons are actually labor camps, where the inmates are expected to pay for the goods they require through work. They may be mining or quarries, even farms, essentially being legal slaves for the duration of their crime. The death penalty is rarely incurred except for the the nastiest of crimes and is done in such a way to ensure that the victim stays dead, or they are sent to the infamous Warreen Prison, where they can only expect release if their is a military emergency. This is different for military justice however. On the battlefield, order must be maintained at all cost. Unlike the Empire proper, crimes committed on the warfront are punished very harshly, regardless of weather or not the criminal is a solider. Capital offenses include defecting, running from battle, treason, sabotage, faking illness to avoid battle, assaulting a superior officer, espionage, or secession, and the punishment is almost always death. lesser crimes such as surrendering, desertion during peace time, physical unfitness, avoiding duty, and minor theft are punished by humilation, floggin, dishonorable discharge, demotion, or being to eat inferior or less rations. destructive magics require a permit, and necromancy is illegal under any circumstances, even self defense. However spell casters are very good at getting around this law, though magic, being covert or old fashioned bribery.
Brendirians believe in charity for the deserving, keeping promises, and hospitality, and value keeping their pride even as they wage war. The Empire is based upon a mix of love and fear. The Empire has a well fare system based upon paying out to orphans (registered of course), widows and widowerrs whose spouses died in war, as well as retired solider. Cripples are also provided for provided they are registered citizens. Honesty is extremely important to the society, to the point where most citizens will admit to a crime if caught. Lying is like being caught with a gun, it adds a great deal to your sentence. Lying is the worse form of traitor to the country, with the exception of an oath breaker. The Brendirians are known to be excellent hosts, while their are halfling run hostels in the Empire, it is the fortunate pilgrims who has a Brendirian fiend to put him up for the night. Even an acquaintance will often do so, and frequently the first question from a friendly is “where are you staying?” The guest is rarely expected to pay for the honor but is expected to comport himself with respect and leave as soon as possible, as well as too pay the host back some day. Taking advantage of a host is only a petty crime, however it is such a strong social taboo that the victim might be socially ostracized by the entire society.

The Brendirians have a threefold concept of glory. Firstly, there is the glory of battle, as they have been a warrior people since the prehistory of the Empire. Warfare is a part of everyday life, and the empire strongly believes that they benefit the conquered realm in the long run. The conquered will become “Provincials” and may apply for citizenship, ususally as plebeians or equites. Secondly their is patrotism. Love for Brendir is an expected way of life in all rungs of society. Among citizens (opposed to provincials) it is uncommon for any open malcontents, while everybody is cryptical of the government in some way, everybody openly at least wants to keep the most civilized nation in the world. Rising out of patriotism is the boundless determination of the typical Brendirian. It is commonly held conceit that no problem can withstand the tireless assult of right BRendirian thought. If a plan is proven impractical, a new angle is devised but failure is never an option. The Empire seeks a to command nature and will break it if necessary. This leads to wonderous architecture, , the expectation of a high quality of life, and pissed of druids. Nothing can stand in the way of Brendirian progress.
Education is one of the most valued comodities in Brendir. All Brendirian children are able to to attend school in some form, the poorest until they are 14, after which people have to pay for school or tutors. The Empire is constantly cataloging new ideas in case they ever become useful in the future. Every major city has affiliated universities, museums and libraries, which compete for the rarest works. Each higher adventures, known as “delvers” to find new items and books. The Empire contends that knowledge is what has made the Empire the power that it is today.
The Brendirians worship the Gods of Arrilia, which is part of the state. Religious diversity is the norm and almost every Thraxis god has a temple somewhere in the empire. It is considered illegal to persecute followers of another faith but it does happen on a small or subtle scale.

Brendir is infamous for the terrifying Warreen Prison, which will keep the target their (even gods) trapped eternally in the Wheel of Magic itself, anybody who dies here cannot go to their after life or reincarnation.








Treaty Lands:


Haseth (Population 36,417,293) Cultural Basis: Islam Persia

This is a land of god and demons, epic battles and a powerful spiritual heritage. Arid tabeland dominate the center, though the land grows much more fertile as one travels outward. As recently as 150 years ago the central land were rich and verdant, which is still partly true. The eastern part of the country is a massive desert, with a wide variety of terrains. In the northeastern corner of the empire, home of the Corpse-Taker Mountains are full of hostel Goblinoids who often threaten the empire. IN the South are the great Awakened forests, which are full of Awakened creatures, including Birds, lizards, monkeys, camels and elephants. The people are extremely diverse and there is no dominent ethnic group, instead all people are seen as essentially equal. Non humans are somewhat rarer but are treated essentially the same. The realm is the sight of many fights between Devils, Demodands, and Angels, who battle out in the deserts. The locals mostly keep the fight contained there, however occasionally it spills out, and powerful adventurers are employed to put it down before somebody gets hurt. many adventuresr make a fortune going into these battlefiedls to salvage fallen equpitment, though it is extremely dangerous. The people believe in reincarnation, and are not afraid of death (commonly). The people are also famous for their ability to believe in multiple truths at once and correcting somebody is seen as extremely offensive. The greatest offense to them are corporeal undead, who they employ experts to kill on sight, as it violates the body. The nation has a very present (though not strict) class system (not a caste system), and clerics are at the top. Necromancy is legal, but highly frowened upon. The greatest virtue of the kingdom is tolerance, which is seen as the root of all humanity. The great trading empire often sends its warriors to other planes in order to battle against hte forces of Chaos (though not always against evil).

Vassal States

Djonjapur: (Population 4, 543,723) An advanced civilization by anyone’s standard, Djonjapur is the cultural center of Haseth, a place of sky-reaching places and flying carpets, a near autunomous land that provides its citizens with free health care and education and supports artists and philosophers.
Cultural Basis: Bagdad

Vodheer: This is the major trading center of the empire, and it shows, the cities are massive and full of various technological innovations, mostly involving flying cities. Basis: Damascus

Kula Kor- The Apraca kingdom

Sem- The Nomadic tribes of Afghtanistan

Tul- The culture of Quwait

Palsh- The most hedonistic part of Antioch culture

Embrel: (Population 3,467,821)

Empire of Ijamvhul (Population 24, 237,153)

The land here is truly alien, with utterly extreme weather that varies from super hot to extremely cold. The trees are blue and purople, the glass is multi colored, and often bladed. The mountain stones are extreme colors, from blood-red, black, and indigo. There are no normal animals in this realm, all of them died out, and so strange and alien creatures exist as beast of burden. Guch hir and guch hin are the most common, but giant insects for sustenance and abberrations and dragonkind. To the natives, nothing is sacred but the self. Ijamvian of even the lowest class believe taht they are superior to all others, simply by virtue of their nationality. the people ehre are infamously racist, and slavery is common (though not of the natives, who are seen as real people), and they practive the most evil and terrifying forms of life magic, involving turning people into horrific abominations of nature. The people are tough as shit due to the terrible nature of the landscape, a dragon invasion, and evil outsiders occasionally pouring into the realm. Thus they see everybody who isn’t them as enemies, either current or future foes. The only way to earn their trust without being racially the same is to suffer extreme hardships with them. At heart, they are a barbarian peopel, just dressed in fancy clothes now. The population is made up of lizardmen, brown humans, and Cairn, with ethnic minorities of pale humans and dragon kin. The people believe taht they are the masters of the universe, and in fact worship no god, believing that no beings deserve worship above themselves. Might makes right and power earns respect in Ijamvhul, be it politicla, intellectual or physical. They see humans as animals, and believe that base instincts are to be reveled in. Their empire was once part of Zeikrus, and they fought and gained indepenence without help from the dragons, lived in their hard wasteland, and drove back the greatest Chasm invasion in Material Plane history, all by themselves. The 1,000 year war with the dragons was brutal, and many humans became slaves of the dragons just to have peace. However, some resisted and these saw the dragons as nothing more than bigger mortals, and claimed themselves equal to the dragons. Eventually, they managed to kill enough dragons that the rest simply abandoned the realm as not worth the trouble. The kingdom was named Ijamvhul, after Ijamv, the first war chief to slay a dragon. They then expanded their territory, using their dragon and Kython slaying skills to subdue all vassal kingdoms. Any dragon that comes to this kingdom is slain on sight (if they can manage it). Their main trading ally is Quetapan who trade goods in exchange for the dragon parts that the empire possesses. Nobles of this nation will often go on dragon hunts, though they mostly only go after wyverns, as true dragons are far too dangerous to hunt casually. Despite these peopel’s brutality, they are fantastic architects, and their buildings are famous across the realm. The kingdom is a psuedo democracy, all citiziens can vote for a representive, who serve as a balance against hte Emperor (normally a puppet) and the high lords (the real power in the raelm)

Empire of Kharkon (Population 46, 782,346)

The great dwarven empire is unusual among dwarven realms in that it is large geographically on the surface and underground. The surface is mostly held by humans, however only the costal areas are settled by them, the interior is dwarven. The dwarves value family, loyality, and honor. The region is plentiful but harsh, and strictly matriarchal. Women are seen as naturally superior, and are the main administrators, generals, priest, laborers, merchants and knights, with men running the kitchens, being basic warriors, child raisers, and workers. Women have absolute control within the kingdom, and men who aren’t married have to live on the surface, making many think that the society is male dominated not realizing that underground is more important. Each dwarven village elects a representative (only women can vote) who elects a Sovereign who rules over the kingdom, and she rules for life. The dwarven men also have leader, called the Lord Overseer, who is elected by the men, however he needs approval from 2/3rds of the Representatives. The lord Overseer is often married to the Sovereign, who gets two husbands, her own and the Lord Overseer (she is the only women who gets this practice). The Sovereign is usually a Davrinhai and the Overseer is a Garhai. Despite the fact that this the most resource rich of the 9 Empires, the dwarves are infamous for how stingy they are, and because they like to be prepared for the worse. They also have the only supply of Gragel in the world, an extremely tough mineral that is almost imposisble to break, making it impossible for non dwarves to mine and amazing as walls or defenses

Vassal States

Gimmun (Population 2,392,112)- This is the main gnomish “kingdom” which pays tribute to the dwarves but mostly manage themselves. The dwarves once attempted to wipe them out, but were so impressed by their industry that they retreated and went home.

Zrevold (Population 1,601,321) The main Thall “Kingdom” a vast alpine wonderland without much in the way of communities or central authority. THe Dwarves technically own it, but other than calling upon the Thalls in times of war, mostly simply ignore it.

Empire of Kenabu (Population 37,652,931)
Basis: The Congo

This nation is a place of exotic locals and interesting landscapes, from jungles, savannahs, and deserts, all with massive trading cities. The people here are dark skinned humans, Thalls, lizard olk, Elu (elephant folk) and Davrinhai . This empire is by far the most diverse ,both in environment (ranging from savannah, deserts, jungles, parries, mountains, forests, and temperament wonderland), and also life (both with animals, plants, and races). This makes the empire very rich (for the medicine, herbs, magic, and resources they can draw upon are great) and extremely dangerous (as monsters dwell here in massive numbers). Elemental activity is particularly common, hwich the locals have learn to deal with. The level of ethnic identity is fantastic with a wide variety of skin towns, facial features and body types. The provinces (Badangoi, Dubak, Canbin, M’Gongo, Maasa, Nemethu, Nest, Ret, Tuamina, Umbekti, Umbese, Wiresh) all have their own distinct human ethnic groups, who have intermingled in addition to the elu, haflings, and Thalls, with small minorities of hobgoblins, Locathah, Elu and wemics. The empire has two major cultural divisions. Firstly, royalty is regarded as an entirely different species, possessing special qualities that makes them treated better. Secondly, the Empire is a Matriarchal gerontocracy, the elderly are seen as inherently superior and all positions of importance are given to them, with women holding a higher place. The youth are expected to do all physical jobs, with the elderly being essentially aristocracy. Royalty can marry whoever they want, with their children being transfered with their Royal powers. Wealth, while powerful, is not respected, and the empire’s laws require those with wealth to invest their money into their local villages/communities, in order to enrich the whole community. Education is highly valued, at least in the cities, and trade schools are extremely popular. People in this empire are constantly trying to act older, and makeup to look older is very popular.

Quetapan (Population 27,329,145)
Basis: Brazilian Empire/Incan

This mostly human dominant empire is infamous for its heat, and is mostly forest, with trees of truly shocking proportion. This empire is extremley lawful, with a strong central government. The people do not have very much in the ways of steel, but Aztec swords work in a pinch. They enjoy puzzles, steam baths, pipes, drum music, and morality plays. They also have public universities which people who have shown a proper degree of intellectualism, piety and good breeding can enter. Agriculture is extremely advanced, and their massive temples awe the local peoples. The Empire use to practice human sacirfice, but when they started to be colonized by Brendir, that aspect of their culture was downplayed, and eventaully almost entirely removed (it is still praticed in secret by worshipers of the Younger Gods). Each noble family is ruled by a Mummy, as when a Great Noble (who rules the house) dies, he is mummified and put in charge of the the family for Seven generations. When the child of hte 8th generation is born, it is time for him to move on to the next life and he is removed, by force if need be. Astronomer priests whold most major positions of power, and the Sapa and Coya (Emperor and Empress) are priests who who rule over the empire. One thing about the Empire is that jails do not exist, instead a lawbreaker is marked in such a way to mark him as a criminal, and let social ostrizication do the rest of the job. Lesser crimes are marked with tatoos, branding, or ritual scarring, moderate crimes including maiming, crippling, blinding, or in the case of Nobles, a magically inflicted illness that will only go away if the criminal is deemed remorseful. Death is only reserved for murderers. The Empire’s main enemies are the Giants, who constantly raid the great empire.

Xiangur (population 31,489,254)
Basis: Japan Mixed with Taiwan

Prestige Classes

Adopting Morning Star

Imperial Dreams EvilElitest