Races of Meridian

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    This section provides an overview of how each race fits into the general scheme of the world and their general characteristics. The races of Human, Elf, Dwarf, Halfling, Gnome, Half-Elf, and Half-Orc are all available for play. These races are the same as those described in the Dungeons&Dragons: Player's Handbook (PHB) unless noted here. For instance,  Elves are still dexterous and lovers of art, but there are two major factions of Elves and how they relate to each other is important. In addition to the standard D&D races, the following races are specific to the campaign world of Meridian and are also available for play: Kamian, Centuar, Liontaur, and Amazon.

Table of Contents
Major Races Human Halfling
Elf Orc
Dwarf Goblinoid
Minor Races Gnome Centaur
Half-Elf Liontaur
Half-Orc Yuan-Ti
Kamian Dragon
Amazon Xill

 

Major Races
Major races contribute more than 10% to the total world population.
 

Human

Humans, over the centuries, have become the dominant race in the known world. From a fledgling group of only 2 million, they have grown to dwarf the other populations of species that inhabit the three continents. But unlike most of the other races, humans have great varying degree to them. Physically they come in all shapes and sizes, and personality wise, humans encompass all spectrums of the alignments. When human first arrived on the continent of Tristad, they banded together and remained at odds with the already indigenous races. As time passed, the humans splintered into nations of their own and began to fight amongst themselves. Where before it was a simple matter of human verse whatever race that occupied the territory being settled, now humans have more cause to worry about their fellow nations than pay heed to the Elves or Dwarves.

Human Racial Traits

Same as the PHB.

 

Elf

The Elven nation of ancient times is long gone. Through countless battles, they have lost much of their land to the immigrant humans. The Elves have as much reason as any to hate the humans, but that is all in the past. Now days, Elves regard humans in a neutral stance. They judge each individual or nation by its own merits. Some of the more good natured countries such as Halyde and Darokin they can forgive, but some of the more disreputable, such as the Empire of Tyrax, they continue to despise. There are currently two nations of Elves that are not on good terms with each other and tend to mutually ignore the other. An Elf that has strong ties to one of these nations will usually have feelings that parallel this sentiment. An elf from Ryllithia will feel that those from Cestia are cowards, they abandoned their brothers, and just plain gave up the right to all things Elven. One from Cestia will express his views that a Ryllithian Elf is stubborn, foolishly pick his battles, and has no appreciation for the great Elven nation of the past. When the two should ever meet it is cause for strained relations. Elves can be encountered outside their respective nations. These individuals might be travelers, or they might even be from that particular region. It is uncommon, but some of the more curious Elves have settled among the humans lands. They usually take on human companions and produce Half-Elven offspring which makes it extremely rare to find a full blooded Elf with parentage leading back several generations. Some of the more democratic nations will give Elves full citizenry status. Darokin, Deagon, Halyde, Fijium, Galantry, Wesor, Voriak, and Desiad do not discriminate against Elves. All other nations do not bestow full right to Elves. Some like the Cynder Empire or Empire of Tyrax outright ban Elves from their lands.

Elven culture is elegant and strong in tradition. An Elf raised among his own people will be taught a respect for nature,  the magical arts, and the fine arts. Such indulgence in the finer things in life can make Elves seem a bit arrogant or condescending to other races. They are typically as graceful socially as they are physically. Living more than 3 times longer than ordinary humans, Elves move through life at seemingly one third the pace. Biological processes require 3 times as long for an Elf (that’s a 3 year pregnancy!). So the typical Elf does not reach adulthood until he is at least 90 to 100 years of age. All Elves have green or greenish-blue eyes and fair colored hair (dirty blonde to bleached blonde shades).

Elven Racial Traits

Same as the PHB.

 

Dwarf

The Dwarves, while they would never admit it, are in the same boat as the Elves. In the beginning the humans sought land held by the Dwarves, taking it by force if they had to. But unlike the Elves who lived in verdant forests, most of the Dwarven population base was located in mountainous regions, mountains that were too rugged to be hospitable. So while the humans laid claim to the foot hills of the mountains, the Dwarves barricaded themselves within their nation of Rockhaven. For centuries they managed to avoid most of the human conflict and were content within the tunnels of their fatherland, and in present day, not much of that has changed. Dwarves remains mostly neutral to their human neighbors, but are extremely wary of those that encroach upon Rockhaven. To find a Dwarf outside Rockhaven is pretty rare. They almost never settle down in foreign lands so those encountered are most likely travelers, adventurers, slaves, or imported workers.

Dwarves are generally serious minded, hard working, and stubborn. Their culture espouses such virtues as diligence, family honor, and good craftsmanship but is lacking in its developments of the finer arts and social graces. Because of these differences with Elves, Dwarves share friction with their Elven brothers and tend to not get along. But good sense has over time has forced the two to put their arguments aside in order to fight a common enemy. Dwarven hair color ranges from either black to brown to orange-red. All dwarves, even the females, maintain carefully groomed beards and other facial hair. It is a mark of pride among their people. All Dwarves have black or dark brown eyes.

Dwarven Racial Traits

Same as the PHB.

 

Halfling

When you can’t beat them, join them. At least that is what the Halflings did. When their home region of central Tristad was being settled by humans, Halflings more or less integrated themselves into human society. They still stuck by each other and maintained separate communities, but Halflings interacted with the humans a whole lot more than any other race. Over time those lines of division have been blurred. Halflings are more commonly found mixed with human civilizations, though they tend to form little niches in the towns or cities composed of halflings only. Because of their integration, their populations have stayed relatively in the same place. A majority of Halflings live in the regions of Darokin, Tyrax, Galantry, and Maseon. They are so widely accepted, that only the Empire of Tyrax refuses to give them citizenry status.

Halfling society is a two sided coin. On one end they are clever and inquisitive troublemakers seeking adventure and opportunity. On the other they can prefer a good meal and quiet evening in a cozy home where waste the night away in a lazy stupor. But never in Halfing society will you find a cobbler. By custom and nature, they do not wear shoes. Tales abound of Halfing foot odor which the small folk never seem to mind themselves. Halfling hair color can be any shade of that of a human except for red. They also have either brown or green colored eyes.

Halfling Racial Traits

Same as the PHB.

 

Orc

Before the humans, the Orcs were the major enemy of the Elves and Dwarves. They live in numerous scattered tribes on the continent of Tristad. Because their great numbers have never been united, the Orcs have not posed a  too serious threat to Elven, Dwarven, or even human civilizations. They mostly make homes in the nooks between borders or regions not frequented by other races. Tribes rarely trade with neighboring communities and to find an Orc living among the cities is near impossible. Their savage nature makes them almost worthless as slaves as well.

 

Goblinoid

Goblinoids consists of the splinter subspecies of Goblins, Hobgoblins, and Bugbears. Together they are as plentiful as orcs, qualifying them as a major race. They also share the same general characteristics of orcs such as living in tribal units, not getting along with other races, and living apart from other races. Goblinoids are native to the continent of Phoenica.

 

Minor Races
Minor races contribute less than 10% to the total world population.
 

Gnome

Gnomes share the same lands as Halflings and get along famously with their diminutive brothers. While Halflings live above ground in cozy cottages, the gnomes made small communities of underground burrows in the hills or forest lands. So there the gnomes are, contently living in their burrows, tinkering with some new found precious stones or mixing an herb or two when their homes start to shake violently. They clamber up to the surface to find out what all racket is  about only to behold the squads of human armies marching along their roof tops. As a generally nonviolent race, the poor gnomes didn’t know what to do. So they followed the Halfling example and learned to live with the new neighbors. Gnomes over the years have maintained their own isolated (and sometimes secret) communities among the human lands. The humans proved to be lucrative trade partners who found the gnome’s inventive intuition extremely useful. But if they were going to share their land with these humans, the gnomes would certainly see some fun out of it. The humans made the perfect victim (or prey, depending on how you look at it) for the clever and jestful gnome practical jokes. Dozens of stories abound in gnome folklore of the little man pulling a fast one on his taller neighbor. Many of these stories have been adopted by human cultures and serve as fables that teach moral and common sense lessons. But many these stories have also served to inhibit gnome and human relations. An bit of underlying bigotry has developed among the more close minded humans that keeps gnomes from being as accepted as their Halfling brothers. Never the less, gnomes and humans have grown closer together in recent years as more and more gnomes leave the separatist and exclusive gnome burrows to take root among the human cities. And the more democratic nations, such as Darokin and Galantry, that have fully accepted gnomes have benefit tremendously from gnome ingenuity. A majority of Gnomes live in the regions of Darokin, Tyrax, Galantry, and Maseon.

Gnomish Racial Traits

Same as the PHB.

 

Half-Elf

Half-Elves usually grow up in human lands where their full blooded Elven parent has settled. Sometimes, though rare, they are raised in the Elven nation of Ryllithia where they face a greater amount of social stigmatism. Not uncommon, the life of a Half-Elf is a tragic one, but for the most part they are capable of integrating fully into human society and lead normal lives.

Half-Elves benefit only slightly from the longevity of their Elven blood. They mature about five or ten years after a normal human and only live twenty to thirty years longer. Half-Elven hair can be of any hue of that of a regular human (though usually never black), but retain the green/greenish-blue pigment to their eyes from their Elven parent. There are usually no second generation Half-Elves. From the union of a human and Half-Elf, the child is completely human in all respects. Elven genetics are very recessive which makes their blood easily diluted after just two generations. Half-Elves have no culture of their own but adopt the principles and values of the society in which they have been raised (usually Human or Elven).

Half-Elven Racial Traits

Same as the PHB except that Half-Elves no longer receive a +2 racial bonus to Diplomacy and Gather Information checks. Instead they receive a free Skill Focus feat at 1st level.

 

Half-Orc

Half-Orcs can make their own in both Orc and human society. Among the Orcs, they on average more intelligent and just as strong and easily capable of defending themselves from the brutal tribal culture. In human cities, the challenge is greater but still achievable. Their heritage is almost impossible to conceal (greenish skin, snout like noses, protruding lower jaw) which can lead to discrimination and all out racism. But their harsh exterior also makes them far more frightening and thus too intimidating to actually cause trouble for. Half-Orcs are accepted, sometimes grudgingly, in most human nations as long as they don’t cause trouble. The Tyraxee Empire especially likes Half-Orcs as slaves for their right mixture of human intelligence and Orcish strength.

Unlike Elves, Orc genetics are fiercely dominant. They retain much of the same appearance from their Orc parent. After generations of Half-Orc and human offspring, they still retain such physical characteristics undiluted. They reach maturity, on average, three to five years before a normal human, and they live about ten to twenty years less. Half-Orc retain the culture and values of the society in which they were raised.

Half-Orcish Racial Traits

Same as the PHB except that they gain additional traits as denoted here. They gain a +2 racial bonus to Intimidate checks, a +1 racial bonus to Listen and Spot checks, a +2 racial bonus on saving throws against severe weather (such as temperature extremes), and a +2 racial bonus to constitution checks for forced marches. Half-Orcs also gain weapon familiarity with the Orc double axe meaning they may treat this weapon as a martial weapon rather than an exotic weapon.

   

Kamian

Unlike most of the other races, Kamians are found through out the known world. The typically live in the coastal or swamp regions of all three continents. On Tristad, they can be found in the dangerous swamps of the Scar or the wetlands of the Darokin peninsula. The Cynder Empire has attracted a large population of Kamians ever since the great dragon conquered the land. There they come as close to civilization as anywhere else in the world, living in cities and receiving full citizenry status. In Phoenica, the bayous of the Runlar Imperium and Wesor are prime tribal grounds for Kamians. They once lived on the island of Cestia, but they were driven from those lands during the Hyattix War of 661 AG. Narumi has yet to be fully explored and mapped, but Kamians are known to live in the marshs of the north western coast which are frequently raided by Yuan-Ti hunting parties. The Kamians have never been a very intelligent or diplomatic race. As a result, their tribes are mostly scattered and have been pushed around through the centuries by other races, especially humans. Kamians from Pyrathi are used as slaves. Those from the Runlar Imperium are put into camps to be trained as underwater naval fighters. What they lack in brains and charisma, they make up for in strength. Their fierceness has kept them from becoming completely dominated over time. Living mostly in tribes, they tend to isolate themselves from other civilizations. Treacherous and inaccessible swamp land is prime ground for Kamians to make their nests. Those tribes that do live near other communities are met with hostility or acceptance depending on the nature of the nation. Some even regularly trade with Kamians, but the lizard culture has little to offer the more advanced human civilizations.

Kamian culture is much more basic and down to earth when compared to human standards. They have a strong oral tradition and speak a derivative of the Draconic language. They live in tribal units made up mostly of large extended families. But familial ties are down played and loyalty to the tribe as a whole is far more important. Kamians usually only maintain relationships with their immediate family. Water is central to Kamian society. Most activities such as sports, hunting, and religion revolve around it. The average Kamians wear little clothing because it restricts and interferes with their natural ability to swim. Nature is also revered as Kamians prefer a more natural subsistence to any intense urbanized way of life. Kamians are humanoid lizards having evolved from aquatic reptiles. They average the same height and body weight as a Half-Orc. Their skin is tough and scaly ranging in hues of dark green to greenish-yellow. Their head is shaped like that of a crocodile with a snout and chin that extends about  eight inches. Leathery dorsal fins line the Kamians back from his head to the base of the tail. The tail is not prehensile and serves only to help balance the Kamians out of water and help swim. Finally their hands and feet are adorned with natural claws and are partially webbed. There is little difference between Kamian males and females. They are almost indistinguishable from each other except for certain subtle bone structures and special pheromones detectable only by Kamians themselves. Kamians reproduce through the use of eggs and external fertilization.

Kamian Racial Traits

  • +2 Strength, -2 Dexterity: Kamians are naturally strong physically but are slightly less mobile outside a water environment.
  • Medium: As medium-size creatures, Kamians receive no special bonuses or penalties due to their size.
  • Kamian base speed is 20: Kamian leg structure is more adapted to swimming in an aquatic environment. On land, their legs do not have the same range of motion and flexibility.
  • Low-Light Vision: Kamians see twice as far as humans in starlight, moonlight, torchlight, and similar conditions of poor illumination.
  • Color Blindness: All Kamians are color blind and view their surroundings in shades of gray.
  • Reptilian sub-type: Kamians are considered to of the reptilian sub-type for the purposes of magic effects and items.
  • Natural Weapons: Kamians can use their claws and teeth as natural weapons to make unarmed and bite attacks. All Kamians are proficient in the use of these natural weapons. They do not provoke attacks of opportunity when fighting in this manner and threaten all squares adjacent to them (considered armed even if unarmed). Because they have more than two natural weapons, they have the option of acquiring the Multiattack feat but do not automatically gain it. A bite from their maw or swipe of their claws deal 1d3 lethal slashing damage, and their natural weapons are considered light in terms of handedness.
  • Hold Breath: A Kamian can hold its breath underwater for a number of rounds equal to four times his constitution score before it risks drowning. This is due to minor vestigial gill system.
  • Swimming Adept: Kamians have a swim speed equal to that of their full land based speed. They also have +4 racial bonus to Swim checks. Kamians are especially adept at moving in the water having evolved from aquatic reptiles. Kamian hands and feet are partially webbed and their tails provide additional propellant power.
  • +2 racial bonus to Balance and Hide checks: Kamian tails provide them with a steady counter balance. They also have a limited ability to change color by redistribution of black pigment in their epidermis cells.
  • +1 racial bonus to armor class: Kamian skin is composed of tough scales.
  • Automatic Languages: Draconic (Kamian). Bonus Languages: Common, Aquan, Orc, Gnoll, Goblinoid, Sylvan.
  • Favored Class: Druid. Kamians have simplistic and naturalistic way of life, and their tribal leaders are usually druids.

 

Amazon

The Amazons of Amazonia are just now beginning to know the extent of human greed. With powerful empires encroaching on their borders, they hold nothing back as they fight to protect their forest land. First contact between Amazons and humans occurred in 1469 DC when a contingent of human explorers entered Amazon territory. The warrior women cautiously watched the explorers from the safety of the tree branches. The humans equipped with machetes were cutting a path through the dense woodlands. The Amazons revealed themselves trying their best to communicate with the humans and asked them to stop violating their forest. Unfortunately the humans mistook the act as an ambush and defended themselves accordingly. The whole situation quickly dissolved into bloody combat with only one of the humans managing to flee back to safety and survive. He spoke of horror stories of feral fighting women descending out of nowhere to slaughter men which they despised. Relations with the Amazons only worsened from then on. The empires of Tyrax and Runlar established colonies along Amazonia’s border seeking to take the land by force. For the next 50 years the Amazons would be subject to constant raids, sudden attacks, and military campaigns mostly from these two nations. It is a shame that two empires have seriously tainted Amazon respect for all humans. Amazons have had no contact with Elves, Dwarves, Halflings, Orcs, or Gnomes due the distances between their homelands. They have had fleeting contact with Liontaurs and Centaurs. Kamian tribes can be found on Narumi so the Amazon have had plenty of experience with the lizard men. In general both species have a shared respect for each other as both cultures  have similar beliefs and values. Amazons are never found willingly outside their homeland. Those that are have met with tragic circumstances. Some have been captured and sold into slavery. These scarred individuals find it hard to return to their homeland if they ever do manage to escape. Other Amazons enter the world of humans because they have been ostracized. With no place else to turn, they try their hand among the human civilizations.

Amazon culture is tribal and based on a profound respect for nature. They maintain close bonds with their fellow sisters, some stronger than even human families. Athletics are extremely important. All Amazons strive to achieve a physical perfection. Because Amazons are all female, the gender differences among other races is entirely foreign to them. They simply do not understand the human male machoism and why they tend to dominate their female counterparts. Amazons closely resemble human females except for their cat-like eyes. Their eye pigment can range from yellowish-green to golden brown. They are also usually stronger and taller than human females. Amazon genetics make them an extremely adaptable race. They can mate with any other medium sized humanoid male. If the offspring is female then it is a full blooded Amazon. If the child is male, it is the male parent’s race. The fate of a male child depends on the Amazon tribe. A few are more compassionate and deliver the child to the father's species, while others simply sacrifice the child. Amazons enter into relationships with males with the single-minded  intent to reproduce. Love or lasting unions are not only frowned upon by Amazon society, but they are also forbidden. Amazons live for about 300 years. They mature to adult hood at the age of 70, and use their long childhood to learn the intricate ways of their people.

Amazon Racial Traits

  • +2 Dexterity, -2 Charisma: Amazons are extremely agile but have trouble relating to and socially interacting with other races due to cultural and gender issues.
  • Medium: As medium-sized creatures, Amazons have no special bonuses or penalties due to their size.
  • Amazon base speed is 30.
  • Low-Light Vision: Amazons see twice as far as humans in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
  • Weapon Proficiency: All Amazons are proficient with the club, javelin, short spear, and spear. They are trained since childhood to be effective in combat with these popular Amazon weapons.
  • +2 racial modifier to Climb, Jump, and Tumble checks: Athleticism is key to Amazon culture.
  • +2 moral bonus on saving throws against fear: Valor and courage are glorified tenets of Amazon beliefs.
  • Heart of the Homeland: Amazons are spiritually connected to their homeland. When inside the Amazon forest, they receive a +4 racial modifier to Hide, Knowledge (nature), Listen, Move Silently, Search, Spot, and Survival checks
  • Asexual: Amazons are female only.
  • Automatic Languages: Amazon. Bonus Languages: Common, Sylvan, Gnoll.
  • Favored Class: Ranger. Amazons are the perfect woods women due to their culture and ways of life.

 

Centaur

The history of the Centaurs’ interaction with humans is detailed under the nation of Centari. Past transgressions have left the Centaurs with an underlying bitterness towards humans. They are openly hostile to the neighboring nation of the Runlar Imperium but it has taken them time to learn that not all humans are evil. Slowly diplomacy between Centari and the good natured nations of man has increased. Centaurs have little contact with Dwarves, Gnomes, and Halflings. When the Elves moved into the island of Cestia, they developed a cooperative ties with the Centaurs across the waters on Phoenica. With similar values and ideals, the Elves of Cestia and Centaurs remains each others strongest allies. The Liontaurs, who also share the continent of Phoenica, get along only passingly with the Centaurs. They almost never see eye to eye on issues, but share a common bond in resisting human invasions. Centaurs outside Centari are quite rare. They are usually travelers or merchants who have embraced that way of life.

Centaur culture is nature oriented. Their technology is crude as they prefer to live in communion with the land instead of abusing it. Centaur society has no concept of ownership or possession. When humans came to claim their lands it was quite alien to them. Tribes share all that they have and exist under a make shift system of communism. Centaurs appear as a combination of human and equine. The have the lower body of a small horse (pony sized) and the upper torso of a man. Their hair is usually dark shades of brown or black. Centaurs do not cut their hair allowing their beautiful manes to grow wild. The mane of a Centaur extends down the neck to the middle of the back. The face is extended a few inches outward giving the head a slightly equine look, and the ears are pointed like that of an Elf. Centaurs, on average, are quite muscular when compared to normal humans. Their horse like legs are powerful enabling them to gallop at high speeds. Centaurs have the same height dimensions of Half-Orcs, but weigh one and half times more. Centaur culture has never developed any alcohol before and they dislike the stuff they have acquired from other races. Their metabolism is unable to process the substance very well, and so become inebriated after only a small amount. Large amounts are toxic and can even be fatal.

Centaur Racial Traits

  • +2 Constitution, -2 Dexterity: Centaurs are strong in body but are not as mobile as a typical bipedal humanoid.
  • Medium: As medium-sized creatures, Centaurs have no special bonuses or penalties due to their size.
  • Centaur base speed is 40: Centaur have four powerful equine legs that are able to gallop more swiftly than a typical bipedal humanoid.
  • Quadruped: Because they have four hoofed feet, Centaurs are harder to bull rush and trip resulting in a +4 bonus against such attacks. However, armor must be purchased as barding, not standard armor, and thus costs twice the normal amount to purchase or construct. Centaurs cannot wear boots designed for humanoids.
  • +2 racial bonus to Balance, Jump, Knowledge (nature), Listen, and Survival checks: Centaurs are sure footed and agile leapers. Centaurs have keen ears and are trained through out childhood in the ways of nature.
  • Gallop: Centaurs receive the Run feat for free at 1st level. They also gain a +4 racial bonus to constitution checks to continue running even when exhausted. Centaurs may run for a number of rounds equal to three times their constitution score before having to make constitution checks, and requiring only a minute of rest before continuing. Overland movement for an unaided Centaur has a rate equal to that of a pony.
  • Weapon Proficiency:  Centaurs are automatically proficient with long bows (including composite longbow), short bows (including composite shortbows), short spears, and spears.
  • Natural Weapons: Centaurs can use their hooves as natural weapons to make unarmed attacks. All Centaurs are proficient in the use of these natural weapons. They do not provoke attacks of opportunity when fighting in this manner and threaten all squares adjacent to them (considered armed even if unarmed). A Centaur kick deals 1d3 lethal bludgeoning damage.
  • Mounted Combat: Centaurs automatically receive the Ride-By-Attack feat for free at 1st level despite prerequisites and can use this themselves. They however can not use the Ride skill or Mounted Combat feat except when riding in an appropriate vehicle such as a chariot. Centaurs also have the option of taking the Spirited Charge and Trample feat for themselves (they do not need to satisfy the Ride skill and Mounted Combat feat prerequisites), but do not gain them automatically.
  •  -4 racial penalty to Swim checks: The shape of Centaur bodies is not suited for an aquatic environment. They also dislike water deeper than their own body height. Centaur swimming speed is one quarter for a full round action (normally one half for humanoids) and one eighth for a move equivalent action (normally one quarter for humanoids).
  • -4 racial penalty to Disguise checks when impersonating a race other than centaur: Its hard to hide a horse's ass. This penalty is cumulative with the normal penalty to Disguise checks when disguising race.
  • -2 racial penalty to Climb checks: Centaur bodies are not suited for climbing horizontal surfaces. They can not climb any surface with a DC greater than 10.
  • Automatic Languages: Sylvan (Centaur). Bonus Languages: Common, Elven, Goblinoid, Leonine, Sylvan.
  • Favored Class: Ranger. Centaurs have natural and cultural affinity with the woodlands.

 

Liontaur

The proud Liontaur nation of the past has been reduced to just a mere valley of open plains. A Liontaur should be judged by his actions and word, and they have extended this measure to the humans which conquered their lands. Centuries of broken peace treaties and agreements has made the Liontaurs leery of humans, and rightly so. But as the world enters a stage of global politics, the Liontaurs have been forced to adjust accordingly and ally with the more reputable human nations in order to survive. Those nations have had to prove themselves and have their resolves tested before the Liontaurs can come to fully trust them. Dwarves, Gnomes, Elves, and Halflings have had little contact with Liontaurs. Centaurs and Kamians tend to conflict with the Liontaurs who are usually too arrogant by nature to be accepting other cultures. Uncommon outside the Pridelands, Liontaurs found in foreign nations are usually travelers, paladins on a mission, slaves, or those who never felt comfortable in Liontaur society and sought freedom from their restrictive culture.

Pride and honor dominate Liontaur culture. It means everything to them. Courage, determination, honesty, and obedience to the law are also important. Any lying whatsoever is against the law and extremely shunned, so much so that is virtually a foreign concept to Liontaurs. The most highly valued possession of a Liontaur is his name. Each has a single name, and no two Liontaurs have the same one. Names may be passed down from dead relatives which is a common practice. When a Liontaur breaks the law or dishonors himself, he defiles his name and makes it worthless. They can not continue to pass it along through the generations, so some of longest running names are a sign of great respect. Liontaur culture places emphasis on physical prowess and skill, but also deeply respects religious commitment. The arcane arts are rare among the Liontaur and are sometimes misunderstood or mistrusted. Liontaurs are similar to Centaurs but have the bottom of a large feline, the torso and arms of a man, and the head of a lion. Their entire bodies are covered in a short soft fur that ranges from golden brown to blonde. In some of the more evil nations, such as the Empire of Tyrax, Liontaurs are skinned for their pelts which are notoriously luxurious and soft. These furs fetch the highest prices making them affordable to only the rich. But any of this fur trading is viewed as a complete outrage and dishonorable act by a Liontaur. Their tails measure up to three feet and are slightly prehensile but lack the actual range of motion, flexibility, and muscle to be of real use. They use them mostly for balance. The average height of a Liontaurs is about foot shorter than the average human, but they weigh one and half times more. Liontaurs bear litters of up to four kittens. They live, on average, slightly less as long as humans but mature at the same pace.

Liontaur Racial Traits

  •  +2 Constitution, -2 Intelligence: Liontaurs a resilient and determined people but they suffer from lapses into more feral instincts thus making them less intuitive.
  • Medium: As medium-sized creatures, Liontaurs have no special bonuses or penalties due to their size.
  •  Liontaur base speed is 30.
  • Quadruped: Because they have four pawed feet, Liontaurs are harder to bull rush and trip resulting in a +4 bonus against such attacks. However, armor must be purchased as barding, not standard armor, and thus costs twice the normal amount to purchase or construct. Liontaurs cannot wear boots designed for humanoids.
  • Low-Light Vision: Liontaurs see twice as far as humans in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retains the ability to distinguish color and detail under these conditions.
  • +2 racial bonus to Balance, Jump, Listen, and Spot checks: Liontaurs have keen senses like that of a feline. Their powerful legs allow them to leap great distances, and their natural agility and tail provides them with a steady balance.
  • +2 racial bonus to saving throws against severe cold weather: Liontaurs are covered in short hair fur that helps insulate their bodies.
  • +2 moral bonus on saving throws against fear: Valor and courage are glorified tenets of Liontaur culture.
  • Natural Weapons: Liontaurs can use their paws as natural weapons to make unarmed attacks. All Liontaurs are proficient in the use of these natural weapons. They do not provoke attacks of opportunity when fighting in this manner and threaten all squares adjacent to them (considered armed even if unarmed). A swipe of a Liontaur's paw deals 1d3 lethal slashing damage.
  • Mounted Combat: Liontaurs can not use the Ride skill or Mounted Combat feat except when riding in an appropriate vehicle such as a chariot. However Liontaurs have the option of taking the Ride-By-Attack, Spirited Charge, and Trample feats for themselves (they do not need to satisfy the Ride skill and Mounted Combat feat prerequisites), but do not gain them automatically.
  • -2 racial penalty to Swim checks: Liontaurs instinctively dislike fully submerging themselves in water.
  • -6 racial penalty to Disguise checks when impersonating a race other than Liontaur: Its hard to hide a Lion's ass and fur. This penalty is cumulative with the normal penalty to Disguise checks when disguising race.
  • Automatic Languages: Leonine. Bonus Languages: Common, Goblinoid, and Sylvan (Centaur).
  • Favored Class: Paladin. Liontaurs are a proud and honorable people which generally aspire towards the Paladin ideals.

 

Yuan-Ti

The Yuan-Ti are an evil race of half-snake half-human creatures that no one dares trust. They were driven from the continent of Phoenica by the Liontaurs and have kept a bitter grudge ever since. They now reside in their own nation of Pyrathi, but are sometimes encountered in foreign nations trading as merchants or secretly plotting evil schemes. Their bad reputation stems from their general desire to see others suffer as their goddess Tormina dictates.

 

Dragon

The dragon population in the known world is actually quite small. They number only slightly more than a thousand. As they are such large predators, there is only enough land and prey to support this number of creatures. All dragons are powerful sentient beasts with high intelligence, but most take little interest in the affairs of the world. They have such long lives that the conflicts and dealings of nations pass in a mere blink of an eye. A few, like Lord Cynder from the empire of the same name, do meddle in the lives of other species. Their motives are varied and questionable if not suspicious. But for Lord Cynder, he receives some sort of sick satisfaction from controlling the lives of those beneath him. Dragons come in all shades of chromatic and metallic colors. While the chromates are usually evil in nature and the metallics good natured, this is not always the case. Many have made that foolish assumption to their own peril.

 

Xill

The Xill pose an immediate and real threat to all the surface dwelling races if only the Xill could actually survive on the surface. Long exposure to sunlight is a death sentence to the Xill and keeps them from invading. At night they may venture out, but since no one lives in the valley of Ahsar,  there is little they can actually accomplish. To overcome this handicap, the Xill have evolved to produce symbiotic larvae that attaches to the skull behind the ear and live like a parasite off a host body, totally controlling the hosts mind. They use these enslaved hosts as their agents on the surface world. In cities, nests of these parasitic entranced individuals have been uncovered scheming on behalf of the great hive colony and infecting others as well. A thorough extermination of the nest usually follows. The Xill are a humanoid insect like species that seek to assimilate all life into their hive colony. To reproduce, they must capture live specimens to use as hosts for their eggs. Hosts must be of sufficient body weight to provide enough nourishment for their larvae. That is why humanoid sized creatures make the best unfortunate victims. The Xill have hardened exoskeletons and multiple appendages making them formidable foes. When they bite, they are also capable of secreting a paralytic poison that leave the victim at the mercy of the Xill which most certainly dooms them to the role of hosts. Xill society is fabled to be headed by a giant sized queen who spends every second constantly producing eggs for her race. The Xill hive colony controls a good sized portion of Underearth, the series of caves deep beneath the earth’s crust. They remain at odds with the nation of Mind Flayers, the other threat from below.