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Western Immoren is full of many different kinds of people. The humans of the land have claimed their own nations, and over time these people have developed unique cultures which tend toward a certain path in life. The other “civilized” races, the elves and the dwarves, are less split up and have reached a sort of cultural equilibrium. The “barbaric” races of the goblins, trollkin and ogrun are always changing and adapting to new environments. In the modern scope of the kingdoms, each of these races are now presented with an opportunity to change the landscape.
These races are meant to be used with the Iron Kingdoms setting. They are intentionally more powerful than the races from the Fourth Edition Players Handbook, and should not be used alongside them.
| Caspian Racial Traits |
| Height: 5' 2”- 6' 0” (Male) 4' 8”- 5' 6” (Female) |
| Average Weight: 100-190 lbs |
| Ability Scores: +2 Wisdom, +2 Charisma |
| Size: Medium |
| Speed: 6 squares |
| Vision: Normal |
| Languages: Cygnaran |
| Bonus At-Will Power: You know one extra at-will power from your class. |
| Bonus Feat: You gain a bonus feat at 1st level. You must meet the prerequisites for this feat. |
| Bonus Skill: You gain training in one additional skill from your class skills list. |
| Diplomatic Relations: You gain the Diplomatic Relations encounter power. |
| Indomitable Will: Gain a +2 racial bonus to Will defense. |
| Diplomatic Relations | Racial Power |
| Your countryman tend to prefer a diplomatic end to most 'situations. | |
| Encounter | |
| No Action Personal | |
| Effect: You may reroll Diplomacy roll and take the higher of the two results. | |
Caspians are a proud people with a long history in the Western Kingdoms. They kept Orgoth oppression from ever fully breaking the kingdoms' back and their city is the place where Morrow himself ascended. This pride has fueled a nation of thinkers and artisans who do all they can to live up to their proud past. As the most populace race in the kingdoms, Caspians are one of the most powerful. Their language has become the trade language of the world, and nearly no civilized inhabitants are unable to speak any Cygnaran at all. All this glory and power may have made them into the target they have become.
In recent times Caspians have been fighting for their lives. With Khadorans attempting to invade from the north, Cryxians invading from the west and the Protectorate invading from the east the Caspians have their hands full. They continue to make strides in military technology in an attempt to mount an effective defense. However, some are afraid that perhaps their desperate need for defense is causing Cygnar to lose much of what has made it such a great nation.
Appearance
Caspians range in skin tone from very light skin to a dark brown, and their hair is generally dark. They wear what they can afford depending on their station, and fashion from across the kingdoms can be seen on display in Caspia being worn by all sorts. Cygnaran people tend to be quite attractive, and those who live in their cities tend to lead the kind of life that allows for the kind of grooming necessary to be presentable in high society.
Adventurers
For a Caspian the call of adventure can and often does come for a variety of reasons. In the modern landscape, a Caspian could be called away to try and save his land from being invaded. Or it could be an attempt to live up to the great Caspian legends of the past by doing great deeds. Or it could just be the pull of money for a person living in a city where nearly everything could be available. No matter what they start, Caspians often make fine adventurers thanks to their level-headed way of approaching most matters.
Religion
With their capital being the site of Morrow's ascension, the Sancteum and a devout king, it is no wonder that Morrow is strong among the Caspians. Very few Caspians would claim to be only barely religious, and while there is a significant minority of Thamarites among the Caspians, most would lay their lives down in service of Morrow at any time. With all the focus on religion, most Caspians know a good deal about religion as well, since the majority of the required schooling for Caspian children is in the study of the Enkheiridion.
| Gobber Racial Traits |
| Height: 2' 10”- 3' 2” (Male) 2' 9”- 3' 1” (Female) |
| Average Weight: 30-50 lbs |
| Ability Scores: +2 Dexterity, +2 Intelligence |
| Size: Small |
| Speed: 6 squares |
| Vision: Low-light |
| Languages: Cygnaran (spoken), Molgur (Gobberish dialect) |
| Agile: You are trained in Athletics and you gain a +2 bonus to climb checks. |
| Camouflage: +2 racial bonus to stealth checks when mostly clothed, and a +4 racial bonus to stealth checks when mostly nude. |
| Molgur Blood: +3 racial bonus on saving throws against poison. |
| Slippery: +1 racial bonus to AC and Reflex defenses. In addition, once each round during your turn, you may attempt to escape from a grab as a free action. |
| Skilled: +2 racial bonus to any two skills of your choice. |
| Bogrin Racial Traits |
| Height: 3' 9”- 4' 3” (Male) 3' 4”- 3' 10” (Female) |
| Average Weight: 40-60 lbs |
| Ability Scores: +2 Dexterity, +2 Constitution |
| Size: Small |
| Speed: 6 squares |
| Vision: Low-light |
| Languages: Cygnaran(spoken), Molgur (Gobberish dialect) |
| Agile: You are trained in Athletics and you gain a +2 bonus to climb checks. |
| Camouflage: +2 racial bonus to stealth checks when mostly clothed, and a +4 racial bonus to stealth checks when mostly nude. |
| Ferocious: +2 racial bonus to damage. |
| Molgur Blood: +3 racial bonus on saving throws against poison. |
| Weathered: You do not have to make endurance checks to avoid losing healing surges when moving through any environment from 0-110 degrees F. |
Goblins are an odd group of creatures. Perhaps the most pervasive of the “barbaric” races, Goblins can be seen nearly anywhere. They come from the thick forests and swamps of Western Immoren. However, almost every city (except those in the Protectorate) has a Goblin population as Goblins have adapted to city life with great proficiency. Perhaps being less than 5 feet tall in places like the Thornwood convinced them that city life was the better way to go.
Grouping Goblins into one culture is a mistake, however. There are two distinct races, the Gobbers and the Bogrin, or Boggers. Bogrin are exactly what folk tales paint all Goblins to be; they are aggressive, untrustworthy and disposed toward violence. They live in cities but they almost always cause problems for the inhabitants. Gobbers, on the other hand, tend to be industrious, good-willed and even somewhat relaxed. The hustle and bustle of busy cities is nothing compared to the constant struggle of the wild, so these Goblin tend to feel very at home in these places.
Gobbers are also sought out for their natural creativity. As a culture in the wild they had to create traps and ramshackle weapons in order to fight predators or catch food. In cities this skill has transferred to a natural knack for alchemy and mechstuff. One of the most common professions for a gobber to hold in any city is as the assistant to a powerful arcane mechanik or craftsman. No matter what though, there is normally work for the cheap labor that goblins offer.
On the national scale, Goblins are treated with distrust and overt racism. They are viewed as dirty and second-class by most. Indeed, very few goblins have risen above the ranks of the lower class, though admittedly very few seem to have any desire for the extra responsibilities associated with such a move.
Appearance
Goblins are distinct creatures. They stand at least a foot shorter than the shortest human (usually shorter than that), and they have reptilian, hairless bodies. Their skin is naturally a gray-green color, but the secretions that are responsible for their chameleon-like camouflage can cause their skin to change color. Their tall ears and long faces give them a very animal appearance.
Gobbers and Bogrin posses a few physical differences. Bogrin tend to be a full foot taller than Gobbers, and while Gobbers posses mostly flat teeth, the mouth of a Bogrin is lined with razor sharp fangs.
Adventurers
Most Goblins live a life filled with risks and danger, but for most of them this does not escalate to the level of danger. Most Gobbers simply have jobs at dangerous heights or around dangerous equipment; and Bogrin spend most of their lives hunting dangerous prey, or each other.
Most Goblin adventurers are gobbers, since bogrin make for unreliable companions at best. Not only are gobbers more social and dependable creatures, but they also tend to have useful skills regarding mechanika and alchemy; things many adventuring parties could use more of. They also tend to be useful for hearing the right information, since they are small enough that they often pass notice.
Religion
Goblins follow two different gods. Most bogrin worship the Devourer Wurm, since the beast's chaos created them and its tenants appeal to them. Gobbers, on the other hand, almost exclusively worship their mother, Dhunia. That is, for the gobbers who are religious, which is by no means the majority.
| Idrian Racial Traits |
| Height: 5' 2”- 6' 0” (Male) 4' 10”- 5' 8” (Female) |
| Average Weight: 90-160 lbs |
| Ability Scores: +2 Strength, +2 Dexterity |
| Size: Medium |
| Speed: 6 squares |
| Vision: Normal |
| Languages: Cygnaran (Sulese dialect), Idrian |
| Bonus At-Will Power: You know one extra at-will power from your class. |
| Close Combatant: You gain a +1 racial attack bonus whenever you use a light blade or unarmed strike. |
| Desert Walkers: You are trained in Endurance and gain a +10 on endurance checks to overcome harsh conditions. |
| Sun's People: You have resist fire 5 + ½ your level. |
Until recently the Idrians were a nomadic people. They migrated around the sands and dangers of the Bloodstone Marches, surviving in the least hospitable environment in Immoren. They were made up of hundreds of separate tribes that acted as their own nations. However, when the Protectorate claimed its land from the Caspians, the Sul-Menites made it a personal goal to covert the Idrian culture entirely. While they have yet to succeed at that, they have converted or killed most of them, and to a degree they have wiped some of their old traditions away.
The Idrians were highly superstitious and religious before their conversion, and since the Menites have turned many of them, those now follow Menoth with as much strength as they would have followed their old ways. They go along in blind obedience with their masters, the priest caste of the Menites.
Not all the Idrians were repressed, however, and a group of Idrians by the name Khalpautiym are amassing a force to strike back at the Menites. At any other time, this would be a feckless band, but with all of the wars raging, it may be possible for them to affect some kind of change.
Appearance
The Idrians were a people who have grown in a very separate land from the rest of the human race. As a result, they have an “exotic” look about them. Their sandy brown skin and almond shaped eyes quickly distinguish them from any other race of man on the continent. They also have a number of rituals involving piercings and bright cosmetics that set them apart among the rest of society.
Adventurers
Idrians make rare adventurers. Aside from those involved with the Khalpautiym most Idrians are simply trying to either serve their new god or avoiding execution. The vast majority do not have the freedom needed to live a life of anything but servitude.
Religion
In the past the Idrians had their own religions and traditions which were unique to their tribes. Now, most serve Menoth and try to keep as many of the old traditions alive as they can. The Menites are allowing these traditions to continue, for the time being. As the war escalates, the priests may decide that they need to prove their power, and take away the remainder of what makes the old Idrian cultures what they were.
| Iosan Racial Traits |
| Height: 5' 4”- 6' 2” (Male) 5' 2”- 6' 0” (Female) |
| Average Weight: 90-160 lbs |
| Ability Scores: +2 Dexterity, +2 Intelligence |
| Size: Medium |
| Speed: 6 squares |
| Vision: Low-Light |
| Languages: Cygnaran (spoken), Shyr |
| Arcane Society: You gain the Ritual Caster feat. If you would gain this feat from your class, you gain the Expert Ritualist feat instead. |
| Cautious: You gain a +1 racial bonus to Reflex defense, and a +1 bonus to all defenses against area and close attacks. |
| Elven Awareness: You are trained in the Perception skill, and additionally you are immediately entitled to a Perception check to notice any secret door you pass within five feet of. |
| Keen Senses: You gain Keen Senses as a racial power. |
Keen Senses |
| You catch a slight weakness to your attack, and quickly correct it. |
| Encounter |
| Minor Action Personal |
| Effect: Your next encounter attack gains a +2 bonus to the attack roll and the reliable keyword. |
The elves of Ios are a dying race. Long ago they were prosperous and their empire stretched over much of Central Immoren. After a great cataclysm destroyed their empire, as well as ultimately most of their gods, the elves settled in Ios: and then began to die. Now, they watch over the comatose body of their one remaining god and keep the rest of the world away from their borders. They become increasingly suspicious of outsiders and very few of them even leave their lands.
Within their culture, though, despite the fear of eventual death, the elves of Ios are active. Their culture is split into different noble houses distinguished by their trade, be it leatherworking, glasswork or war. The nobles among the elves are the most skilled at these trades, and must be to maintain their position as leaders. The most skilled families are on the Consulate Court, a congress which makes all the decisions for the elven people.
Other than continuing to advance in their trades, the elves' main concern is finding a cure for their goddess. Scyrah is dying, and if she should die, the elves fear they will also fade. Her priests attend to her throughout the day, but they have no means of curing her. The two groups of elves who are attempting to save her are the Retribution and the Seekers. The Seekers go throughout the lands of dwarves and men in an attempt to find some hidden secret about the Vanished elves gods. The Retribution feels it is the fault of humans and their wizards that Scyrah is dying, and thus they set out to hunt these arcanists down.
Appearance
Elves are beautiful, graceful people. Their movements and their clothing displays a deliberate manner in all that they do, and their sharp facial features along with their exotic almond-shaped eyes give them an exotic appearance. However, they often appear abrasive and dangerous outside of their realm as they are suspicious of all those around them.
Adventurers
The Iosan adventurer generally comes from one of two schools of thought; the Seekers or the Retribution. Both of these groups have every reason to travel outside of their realm into the land of humans, and both live on the road. A Seeker may quest after a lost relic of healing to restore her god, and a member of the Retribution may seek a way to assassinate a wizard far more powerful than himself. Either way, they often face danger and intrigue around every turn.
There are also Iosans who have been banished from their culture. Some of these have committed heinous crimes, some of stuck their noses in where they didn't belong, but no matter how it happened they have been exiled from their culture. If they can overcome the racism against humans in their upbringing, many of them find that they can easily mix into the world of men.
Religion
Iosans live or die by their god. Unlike all of the other races on the planet, the elves are tied directly to their god. There is no choosing another faith or relying on multiple deities; all they have is Scyrah. And every elf not only venerates, but relies upon her as a child would a parent. Each and every elf with any desire to survive is a worshiper of Scyrah.
| Khard Racial Traits |
| Height: 5' 8”- 6' 10” (Male) 5' 4”- 6' 2” (Female) |
| Average Weight: 130-230 lbs |
| Ability Scores: +2 Strength, +2 Constitution |
| Size: Medium |
| Speed: 6 squares |
| Vision: Normal |
| Languages: Cygnaran and Khadoran (both spoken) |
| Bonus At-Will Power: You know one extra at-will power from your class. |
| Cold Blooded Northerner: You gain resist cold 5 + one-half your level. |
| Hardy: When you use your second wind to use a healing surge, gain additional hit points equal to 3 + your Constitution modifier. Increase the additional hit points to 6 + your Constitution modifier at 11th level, and 9 + your Constitution modifier at 21st level. |
| Military Society: You gain proficiency in Military melee weapons. If your class grants this, gain the weapon focus feat. |
Khadorans are built of a solid stock. Their people have successfully built a large empire in some of the least accommodating land in all of Western Immoren, and they have done it piece by piece with horse and ax. To accomplish this, they have always been a close-knit and militaristic culture, training young men and women, as soon as they are able, to fight their enemies.
Khadorans are also the only people in the kingdoms to have struck out against enslavement in its official form. With the Kayazy revolution, all Khadorans are individual citizens with all the rights of the upper class; on paper. However, even though the class distinction still prevails, Khadorans are proud of the steps they have taken, and all feel responsible for protecting a country which has recently become part of their own property.
Appearance
Khadorans tend to have the harsh features one would expect form such a hardy people. They are almost entirely dark haired, and tend to have light skin complexions, if for no other reason than that the sun rarely shines in the north for very long.
They are some of the strongest humans in the kingdoms and their enormous stature shows evidence of this. Khadorans tend to be some of the tallest and most physically impressive of the human races.
Khadoran clothing tends to be very patriotic, and many Khadorans wear the bright red colors of their homeland. No matter what, their clothing is always practically suited for the harsh environment that they live in, and tends to be made of thick wool.
Adventurers
In the modern social landscape the Khadorans have been actively recruiting as many as they can to military status. With the war against Cygnar, constant Menite incursions and attacks by the Legion of Everblight to the north, the proud Khardic people have their hands full. The majority of Khadorans outside of their homes are serving their motherland in one form or another.
However, there are plenty of Khadorans who are out adventuring for personal gain or adventure. Not every Khadoran is a blind patriot, and many have an almost rebelliously independent streak that has marked them for adventuring from an early age. These people either stay in their lands, where their individualism is a black mark upon them, or they venture forth to other lands, where their heritage is. As such many Khadoran adventurers have a less than social attitude toward those around them, and are often prone to fits of rage.
Religion
Most Khadorans are more patriotic than religious. However, the majority of the population at least claims to Morrowanism, with any number of people being real adherents. There is also a significant Menite population, but with the calling by the Harbinger, that population is beginning to thin out.
| Kossite Racial Traits |
| Height: 5' 10”- 7' 2” (Male) 5' 6”- 6' 4” (Female) |
| Average Weight: 110-200 lbs |
| Ability Scores: +2 Constitution, +2 Dexterity |
| Size: Medium |
| Speed: 7 squares |
| Vision: Normal |
| Languages: Cygnaran and Khadoran (both spoken) |
| Bonus At-Will Power: You know one extra at-will power from your class. |
| Hunter: You gain proficiency with longbows. If your class grants this, instead choose a feat you qualify for. |
| Human Defense Bonuses: Gain a +1 racial bonus to Fortitude, Reflex and Will defense. |
| Wolf: You are trained in the Perception skill and gain a +2 skill bonus on nature, perception and stealth checks. |
| Cornered Predator: You gain the Cornered Predator power as a daily power. |
Cornered Predator |
| You strike back with animal ferocity when you're surrounded. |
| Daily * Martial, Stance |
| No Action Personal |
| Requirement: You must be bloodied |
| Effect: You gain +1 to melee damage damage rolls for each foe adjacent to you. |
Centuries ago, the Kossites made an “alliance” with the Khadorans, and have since become a tentative part of the empire. In truth the Khadorans do not interfere with the lives of the Kossites and the “wolf-people” leave Khadorans alone in response. The only time they truly mix is in times of war when the Kossites are more than willing to go off and fight with their Khadoran neighbors.
Appearance
The Kossites are the tallest of the humans in the Western Kingdoms, but they are also usually rather slim for all their height. Their dark features are very similar to Khadorans, except that they tend toward a darker skin tone.
Kossites wear what is practical. Their society has not developed a need for luxuries like fashion, and thus their clothing tends to be warm leather made from the hides of their prey.
Adventurers
Kossite society is not structured in the way many human cultures are, and thus there is little to keep them from leaving home if they should desire. While most are content to live as their ancestors did, many Kossites make a personal quest out of finding new prey or seeking new challenges. These proud people often adventure for the sake of testing the limits of their skills.
Outside of their lands they almost always find employment as explorers, hunters or mercenaries. The skills they developed throughout their youth is very useful for these occupations, and no matter how far they go from their homes, they almost always prefer to spend their time in the harshest forests they can find.
Within other societies, however, they do not tend to mix in well. They come from a harsh and physically focused culture, and tend to treat the relatively pampered denizens of other people with a certain disdain. As such they do not tend to be popular in their travels, though this is usually how the quiet Kossites would prefer it.
Religion
Kossites are not particularly religious, having been a practical people for some time. There are undoubtedly some Kossite Morrowans, as that religion has spread wherever humans live in some way or another. There are also likely still some Kossites who still worship the old god, the Devourer Wurm, though these ones have likely not had exposure to the outside world in centuries.
| Midlunder Racial Traits |
| Height: 5' 4”- 6' 2” (Male) 5' 0”- 5' 10” (Female) |
| Average Weight: 110-220 lbs |
| Ability Scores: +2 Constitution; +2 to one ability score of your choice. |
| Size: Medium |
| Speed: 6 squares |
| Vision: Normal |
| Languages: Cygnaran |
| Adaptive: You are either trained in an extra skill, or you may choose a multiclass feat you would qualify for. |
| Bonus At-Will Power: You know one extra at-will power from your class. |
| Bonus Feat: You gain a bonus feat at 1st level. You must meet the prerequisites for this feat. |
| Bull-Headed: You gain resist 5 + ½ your level to psychic damage. |
Midlunders are a hardy, stubborn group of people. They make up the vast majority of the population in Cygnar's north, and likely the majority of Cygnar's working class. Midlunders run the gamut of professions and personalities, not tending toward any one type of person. Except for one very important trait. Their bull headed stubborn nature. When a Midlunder sets out to complete]omething he will complete it, no matter what. Leaving aside all other differences very few living Midlunders do not feel this way.
This makes them excellent soldiers, and in fact they serve as the majority of the Cygnaran military. Their straightforward view of the world helps them to excel at such professions, but it also helps them adapt to any situation. Rarely is a Midlunder caught complaining of unfair treatment or difficult work, and no Midlunder would be caught dead hearing a child of his or hers complaining thusly.
Appearance
Midlunders have a wide variety of skin tones reaching from a pale white to tan to darker browns. Their hair ranges from light to dark brown. They are almost always built a little heavier than their neighbors, and usually have a number of scars from hard work they've done in their lives.
Fashion among Midlunders is usually practical before ornamental. Their lives are consumed in the every day goings on, and they need clothing that will survive what a Midlunder considers “every day”.
Adventurers
With their steady thinking and patience for constant hard work, Midlunders may seem unlikely adventurers. However, this attitude makes them prone to it just as much as an Umbrean's freedom does. Few have more to protect that they truly care about than Midlunders, and if a task should take them hundreds of miles of travel and great risk to complete, it is still a task that needs completing.
Not all Midlunders are going out for protection or honor though. Many are rebelling against that which they were raised on and stubbornly refusing to be like their forefathers. Thus, they refuse the responsibility expected of them and try their hand at making a fortune. Truth be told, their fortune usually finds its way back home to support the lives they thought they were leaving.
Religion
Midlunders take the worship of Morrow very seriously. All of this work, patience and stubbornness is in an attempt to better themselves and seek the path of ascension. Most any Midlunder would gladly protect the church or any member of it with their lives. There is, as a result, no lack of clergy among the Midlunders.
| Morridane Racial Traits |
| Height: 4 ' 10”- 5' 10” (Male) 4' 4”- 5' 4” (Female) |
| Average Weight: 100-170 lbs |
| Ability Scores: +2 Dexterity |
| Size: Medium |
| Speed: 6 squares |
| Vision: Normal |
| Languages: Cygnaran, Khadoran (spoken) |
| Ambush: You can use Ambush as an encounter power. |
| Bonus At-Will Power: You know one extra at-will power from your class. |
| Dangerous Life: +2 racial bonus on saving throws agaisnt ongoing damage, and you gain Evasion. |
| Natural Tracker: +2 to Perception and Endurance checks. |
| Weak Opening: You gain +2 to damage rolls against flanked foes. |
Ambush |
| Setting up and taking down unwary opponents is as natural as walking for you. |
| Encounter * Martial |
| No Action Personal |
| Effect: Your next attack against a foe who is unaware of you deals +1d6 damage. |
| Increase the damage to +2d6 at 10th level, +3d6 at 20th level, and +4d6 at 30th level. |
The Morridane are almost a people forgotten. Long ago they were a part of the mighty nation of Morrdh, but with the disillusionment of that nation they have become swamp and forest hermits. Their territory makes up the majority of what used to be Morrdh as if they are stuck in their roots to that place. Their isolation makes them generally un-trusting of foreigners, and makes them seem frightening to those outside of their culture. They aren't free talking nor very open with their property. They are withdrawn and careful people, a tactic they have developed over years of evidence that it is necessary.
Lately, some Morridane have been making their way into the cities and armies of Cygnar, and have found themselves assimilating rather quickly. In general they have no issues in society when they decide that they would like to be a part of it, but they also tend to find themselves leaning toward their old ways. They tend to act as guides through the swamps that they used to inhabit, or less reputably, as cutthroats and highwaymen when their monetary earnings demand it.
Appearance
The Morridane are not known for their beauty. Criminals and brigands were sent to the place where their society grew, and it is these violent people that the whole race of the Morridane come from. Thus they are often pockmarked, gangly and weak, making them appear to match their reputation as dangerous criminals. They have no specific fashion to speak of, since each individual in Morridane society acts on his own in many ways.
Adventurers
Many Morridane have the desire to escape their situation and find something more worth while to do. Adventuring is one obvious possibility for someone who has spent his life tracking through the swamps an fighting off large creatures. Thus, many Morridane head off into the world at a young age to seek the fame and fortune of the adventuring life.
There are just as many Morridane who head out to seek others' things and money. Many Morridane seek the adventure of a life of crime. Since they generally live in dangerous swamps they do not tend to have a high life expectancy, and crime pays more than living in the swamp. The risks are more than comparable to the gains for a poor Morridane swamper.
Religion
The people of Morrdh once worshiped the Wurm with more fervor than any since. The worship of that chaotic beast is mostly out of fashion, but some Morridane still follow the old ways and offer up sacrifices to the ancient god. Still, many Morridane follow the light of Morrow, and in fact the most powerful cleric in service of Morrow in northern Cygnar is Morridane.
| Nyss Racial Traits |
| Height: 5' 6”- 6' 4” (Male) 5' 1”- 5' 11” (Female) |
| Average Weight: 100-170 lbs |
| Ability Scores: +2 Strength, +2 Dexterity |
| Size: Medium |
| Speed: 7 squares |
| Vision: Normal |
| Languages: Aeric (spoken) |
| Agile: +2 racial bonus to Reflex defense. |
| Cold and Collected: You may take ten on Perception and Stealth checks even if you are being threatened or rushed. |
| Nyss Guardian:You are proficient in the Longbow and Nyss Claymore. |
| Wandering Shard: You are trained in Nature, and in addition you do not have to make endurance checks to avoid penalties from a cold environment. You also take a -5 penalty on endurance checks to avoid penalties from hot environments. |
| Winter-born: You have cold resist equal to 10 + one-half your level, and a +5 racial bonus on saving throws against cold effects. However, you have fire vulnerability 5, and a -2 racial penalty on saving throws against fire effects. |
The Nyss were a nearly forgotten people until recent times. The Nyss were formerly members of the Iosan kingdom, but based on a prophecy of Aeric, the priest of the god Nyssor at the time, they left the Iosan lands forever. They settled in the far north, in a land so cold and desolate that very few would have considered it even possible to live. However, they created a roving tribal culture which flourished for many centuries.
In this culture, the Nyss have been skilled craftsman, as is the tendency among elves, and their caste system, which encouraged all to have a role in their survival, kept the Nyss from dying to this harsh environment. Within this, they had priests, warriors and craftsman; and they kept to themselves. Occasional trading was necessary to attain the metal they need for their sacred swords, but otherwise nearly no one was permitted in their territory.
Lately though, Nyss culture has been entirely upset. The onset of the dragon Everblight has changed the Nyss forever. He has corrupted whole shards (tribes) of Nyss to his power, forcing them to abandon the old ways for a chance at carving out land for themselves. These corrupted ones are mutated by his power to beings that barely resemble their former selves, and they follow this dragon as though he were their god. Those Nyss that hold to their old traditions attempt to fight the dragon's minions when they get too close, but they are quickly all becoming corrupted beyond recovery.
Appearance
The Nyss look somewhat like their Iosan kin. They have sharp angular features, and almond shaped eyes. However, their skin is a pale, snowy white color, and they are usually even taller than other elves. They also bear markings in the form of tattoos in their language that signify which shard they hail from, as well as their personal convictions on many.
Adventurers
A decade ago, seeing a Nyss outside of his territory would have likely meant that the elf was captured. Now, it is possible that they will travel away from their lands searching for some way to restore their people to the state they were once in. Perhaps they seek a cure for the dragonblight, and perhaps they seek a weapon to dispatch the dragon. Now, Nyss have a reason to leave and more and more will likely attempt to take matters into their hands and find some cure for the affliction plaguing their people.
Religion
The Nyss who have not been corrupted worship their god, Nyssor. Unknown to the Iosans, Nyssor also lives, though he is in as much danger as Scyrah. In the center of Nyss territory he is frozen in a solid sheet of ice, and watched over by his priests. He speaks to them through prayer, and the Nyss simply hope that one day he will arise again. Until then, they intend to fight to keep their culture the same as he set it to be.
| Ogrun Racial Traits |
| Height: 7' 9”- 8' 10” (Male) 7' 2”- 8' 0” (Female) |
| Average Weight: 320-480 lbs |
| Ability Scores: +3 Strength |
| Size: Large (Reach 2) |
| Speed: 7 squares |
| Vision: Normal |
| Languages: Cygnaran or Rhulic (spoken, and depending on birthplace), Molgur (Molgur-Og dialect, spoken) |
| Menacing Figure: You are trained in Intimidate and you may use your Strength modifier rather than your Charisma modifier for Intimidate checks. |
| Overpower: When you use a power that forces your to foe to move—through a pull, a push, or a slide—you can force the foe to move 1 more square than the effect specifies. In addition, when land a critical hit and deal damage your foe is knocked prone. |
| Mundane: You cannot be of any character class, nor multiclass as any character class, with an arcane power source. |
Ogrun have been active participants in the Iron Kingdoms as far back as written history goes. They fought on the front lines of the Molgur armies and stood against the Khadorans in their only city, Hellspass. Otherwise, they have fought in nearly every war waged on the continent, most of which were not their wars. They are a warrior race of wise and spiritual beings that can be found in almost any corner of the kingdoms.
Ogrun are very physically powerful beings, and they certainly value this strength. However, they find nothing more important than wisdom and honor. Thus, long ago the dwarves of Rhul and the ogrun formed a sort of alliance that has linked the two races ever since. There are more ogrun in Rhul than anywhere else on the planet, and it is because of this that they have gained the skill in craft that they have. Elsewhere they are sought as soldiers and workers, since few but dwarves seem to be able to look past their enormous size.
An ogrun's sense of honor is largely based on their service to a Korune. Nearly every ogrun is presented in their lives with the option to swear fealty to a single being, and nearly all do. Once this oath has been taken it is never rescinded, and never again does an honorable ogrun act against the best interests of his Korune. Bokur, or un-sworn ogrun, are seen as being almost childlike in their independence, and it is a matter of some importance to many Bokur that they find a Korune before they are too old to properly serve. Many ogrun have sworn such fealty to the leaders of dwarven clans, and have thus become members of the clan.
Appearance
Ogrun are easily recognizable from nearly any other being around them. They are generally a foot taller than even any of the trollkin in a city, and wide as a light steamjack. Their muscular physique is only made more intimidating by their long, powerful arms and the large weapons they generally use. Ogrun are an imposing sight in any setting, but the background of a city with normal sized doors, seats and windows makes them appear to be true giants.
Adventurers
Few ogrun are tied to any one location by anything but a Korune. Bokur are often found on the road or with mercenary companies as a part of their independence when they are younger, and those adventuring ogrun tend to find their Korune in their travels. Many ogrun adventurers are simply following their Korune in whatever quest he needs completed, and while not necessarily devoted to his cause, they will still fight to the death to uphold it. In truth, among adventurers ogrun are quite common.
Religion
To ogrun, spiritual satisfaction is important. There is a certain religious attitude to the way they treat honor, and indeed they take any break of honor as if it were a mortal sin. However, they also tend to revere the earth mother, Dhunia, and most ogrun tribes keep the worship of that old goddess alive. Many an ogrun's sworn Korune is the shaman of his tribe.
| Rhulfolk Racial Traits |
| Height: 4' 6”- 5' 1” (Male) 4' 1”- 4' 9” (Female) |
| Average Weight: 130-220 lbs |
| Ability Scores: +2 Constitution, +2 Intelligence |
| Size: Medium |
| Speed: 5 squares |
| Vision: Darkvision |
| Languages: Cygnaran (spoken) , Rhulic |
| Encumbered Speed: You move your normal speed even when it would normally be reduced by armor or a heavy load. Other effects that limit speed still apply. |
| Fierce Loyalty: +5 to will defense against compulsion effects. |
| Solid Stock: +1 racial bonus on all saving throws, Fortitude and Will defense. |
| Stand Your Ground: When an effect forces you to move—through a pull, a push, or a slide—you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to. In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone. |
| Warrior: Choose Rifles, Hammers or Axes. You gain +1 to attack with the chosen weapon type. |
The dwarves of Rhul represent the oldest civilization in Western Immoren. Their cities, walls and government stood secure long before humans began to even build walls. Their civilization has not lasted so long from luck; the dwarves are the most ordered society in all of Immoren. This order is brought on by a strong need for legacy by each dwarf, and in general prevents them from trying to overthrow the system or attempting to attain too much. After all, if they should die in that attempt they will be forgotten.
Dwarves secure this legacy through structures and stories. Those who create and commission great works of sculpture or architecture are remembered forever for their skill and cunning. Those who lead their clan to victory time and again are remembered as great leaders. However, those who commit great wrong are institutionally forgotten, one of the greatest punishments possible for a dwarf.
The dwarves are organized into many clans, and these families often wage war with one another often the slightest trifle. These wars are not considered major events, in fact they are simply a fact of dwarven life. Each battle is carried out with a code that keeps things like structures from taking damage or greedy dwarves from looting each other. If anyone were to break the code in war, the social response would be extreme to say the least. Thus they wage these constant war against each other without even breaking the stride of commerce or the average passer-by in a dwarven city.
Appearance
Dwarves are short but stocky people. They are often nearly as wide as they are tall, though many thin exceptions exist. In fact with the prevalence of rifles in modern dwarven warfare, less dwarves are so enormous in stature. Dwarves have hair in tones of brown to bright red, and run the gamut of clean-shaven to nearly floor length beards.
Adventurers
A dwarf could adventure for any reason he chooses. There are certainly plenty of mercenary companies amongst the dwarves that one could join, but many dwarves go traveling from their territory to see the outside world. Sometimes they fight and travel to make a fortune, perhaps to bring back and fund a monument, perhaps to live comfortably. No matter what, nearly every dwarf feels the need to go forth and prove himself in some way.
Religion
The dwarves follow a pantheon of gods called The Great Fathers. They are thirteen gods representing different aspects of dwarven lives, and supposedly the ultimate ancestors of all dwarves. These gods do not demand sacrifice, or even a specific moral code. They simply demand that the dwarves live with honor and order, something which is not generally a difficulty for the Rhulfolk.
| Ryn Racial Traits |
| Height: 5' 0”- 6' 0” (Male) 4' 8”- 5' 8” (Female) |
| Average Weight: 105-200 lbs |
| Ability Scores: +2 Dexterity, +2 Charisma |
| Size: Medium |
| Speed: 6 squares |
| Vision: Normal |
| Languages: Cygnaran (spoken) and Llaelese |
| Bonus At-Will Power: You know one extra at-will power from your class. |
| Duelist: You gain proficiency with the Rapier or a Pistol of your choice, and a +2 to initiative when prepared to draw that weapon. In addition, when you use the bluff skill to feint, it is a minor action. |
| En Garde: Gain a +2 racial bonus to Reflex defense, and +2 racial bonus to AC against opportunity attacks. |
| Negotiator: You gain the negotiator power as an encounter ability. |
| Silver Tongued: You are trained in Bluff and receive a +2 racial bonus to Bluff and Diplomacy checks. |
Negotiator |
| You're used to hearing lies. |
| Encounter |
| No Action Personal |
| Effect: You may reroll an insight roll and take the higher of the two results. |
The Ryn are the nobles of the kingdoms. As a people they are raised to value a persuasive mind over an aggressive one, and an attractive face over a powerful body. Within Rynnish society one's sense of fashion and the way one behaves are the markers of a successful and influential person. Most Ryn take pride in their “civilized” way of living, and find those of many other cultures to be lacking in manners.
Lately, however, the Ryn have been forced to face the consequences of such a social focus in the dangerous world of the Western Kingdoms. The Khadorans have invaded their homeland of Llael. Many formerly powerful Rynnish people have been forced into poverty and homelessness. In this new environment many have struggled to maintain their old ways, while many others have adapted to their new needs.
Even before the invasion the Ryn did have one field where their focused for martial power. They have been consummate duelists for centuries, in both sword duels and pistols. This came out of a culture of honor where one would be challenged to a duel for offending another. Through this, dueling became popular enough to justify academies and personal trainers. As a result, most Ryn have at least a passing knowledge of how to wield a pistol or a sword.
Appearance
Rynnish people tend to be beautiful, graceful and well dressed. Those with money have the finest clothing, and Rynnish fashion tends to be flamboyant in the extreme. Normal street clothing for Rynnish people tends to be made of fine materials like velvet and silk, while also being hardy enough to protect them from the harsh winters that the Llaelese people often face.
Adventurers
The Ryn tend toward adventure as a natural way of life. Many Rynnish nobles lived a life they considered boring, and often struck their own path by fighting dangerous creatures and seeking great prizes. This got more than a few nobles killed, but many were skilled enough to manage the life.
Modern Ryn often adventure as a last resort, or as anything that can help them escape Khadoran oppression. Many refugees from Llael can be found seeking work as a mercenary in order to make enough money to live the life they were formerly accustomed to. With their skill as duelists, many are very successful in that field, though many are in over their heads from the beginning.
Religion
The Rynnish people are as religious as anyone else. Almost every Ryn would say he is a follower of Morrow, and a great many of them are actually constantly seeking to improve themselves for Morrow.
| Scharde Racial Traits |
| Height: 5' 2”- 6' 0” (Male) 4' 8”- 5' 6” (Female) |
| Average Weight: 120-210 lbs |
| Ability Scores: +2 Constitution |
| Size: Medium |
| Speed: 6 squares |
| Vision: Normal |
| Languages: Cygnaran (Scharde Tongue [spoken]), Molgur (spoken) |
| Bonus At-Will Power: You know one extra at-will power from your class. |
| Bonus Feat: You gain a bonus feat at 1st level. You must meet the prerequisites for this feat. |
| Horrific Sadist: You are trained in Intimidate, and you gain a +2 on all Intimidate checks. |
| Necromantic Familiarity: You have resist necrotic and poison equal to 5 + one-half your level. |
| Vile: You gain +2 damage against bloodied foes. In addition, you may make coup de grace attacks with a basic melee attack as a move action. |
The men of the Scharde islands have forever been a horror to the continent of Immoren. Being allies of Toruk for as long as mankind can recall, these people have always been synonymous with death and destruction. And in truth they are a violent amoral people who live off of the lives of others. They are the truest predators among mankind.
A part of the reason for their cruelty has to do with their proximity to dragon father. His aura of taint extends in some way onto all inhabitants of the islands, and to the majority of the Scharde, who choose not to live too close to Toruk, its affect is minor. Even through this taint and viciousness, however, they are still humans. They have a fully realized culture on their island, and their lives are not easy when they return from raids. The island is filled with raiders and murderers who prey on their own as soon as they would prey on their foes.
Appearance
Those who are farther from the source of taint tend to simply look like any other humans. Even these Scharde participate in ritual scarring and piercings using bone as jewelry. These barbaric practices quickly set them apart from the rest of human kind.
Those who do live closer to Toruk, however, are evident as soon as one sees them. They are often sickly with entirely black eyes or long predatory fangs hanging from their mouths. Many of them seek more of these transformations, and many Scharde are sickening to look upon as a result.
Adventurers
Raiding is the primary occupation for Scharde men and women, and in the loosest sense of the term this could be considered adventuring. However, many Scharde leave the islands (since no Cryxian law keeps them there) and find other places to live. They are outlawed everywhere, but sometimes those with less scars or piercings can mix into society, especially if they join a violent occupation like mercenary work.
Religion
All Scharde folk are without doubt worshipers of the dark god Toruk. If the live on the island, the dragon father rests mere miles at the farthest away from them, and those who live close can feel his influence crawling under their skin. The fact is, most Scharde are proud to live near their lord and willingly serve such a powerful master. Which other religion on the planet can point physically to their god as he enacts his will? Understandably, even if they do not revere him as a being to be worshiped, all Scharde fear Toruk, and would serve him simply to avoid any tortures he could visit upon them at a whim.
| Skirov Racial Traits |
| Height: 5' 6”- 6' 5” (Male) 5' 2”- 6' 0” (Female) |
| Average Weight: 120-220 lbs |
| Ability Scores: +2 Constitution |
| Size: Medium |
| Speed: 6 squares |
| Vision: Normal |
| Languages: Cygnaran and Khadoran (both spoken) |
| Barbaric Warrior: You gain the Barbaric Warrior power as an encounter power. |
| Bonus At-Will Power: You gain an additional At-Will power from your class. |
| Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat's requirements. |
| Fanatic: You are trained in the Religion skill, and you gain Mettle. |
| Hardy: You begin with the Toughness feat. |
Barbaric Warrior |
| You fight with reckless abandon. |
| Daily * Martial, Stance |
| No Action Personal |
| Effect: You take a -1 penalty to AC and Reflex defense, but gain a +2 racial bonus to damage. |
The Skirov are an intense and passionate people. Many would say that they are actually the most backwards of the people in the Iron Kingdoms, and they would not be wrong to think so. The Skirov still have many of the traditions and traits of the Devourer worshiping ancestors despite the almost universal conversion to the worship of Menoth. They still practice human sacrifice and personal scarring. They mercilessly hunt those they consider enemies of their religion, and hold a contempt for those who do not.
Their passion transfers to their attitude on the battlefield. They fight with every bit of their being, rushing into combat as fast as they can and wreaking as much havoc as they can manage. They are a truly barbaric people, and their inclusion as members of the Iron Kingdoms is only thanks to their distant alliance with the Khadorans.
Appearance
The Skirov are broad, powerful and intimidating people. They often participate in ritual scarring and tattooing; sometimes to indicate a particular tribal affiliation, and at other times as a mark of pride. The women traditionally wear their hair short, and the men often grow out long wiry mustaches.
Adventurers
Skirov away from their homeland are almost always found among the ranks of aggressive mercenary companies. They are well suited to any violent lifestyle though, and are just as often found as brutal enforcers or even as the watch in northern cities. Occasionally Skirov will venture forth in an attempt to clean the world of the chaos brought on by the Wurm in order to better serve their god.
They are almost always not truly welcome in any civilized society, since their outlook makes them gruff, prone to fits of rage and impossible to predict. A Skirov walking into any major town may find himself being trailed by the watch just to ensure that he does not catch any buildings on fire.
Religion
For their entire history, the Skirov have been intensely religious people. Their early adherence to the Devourer made them vicious and barbaric, and their outlook in the worship of Menoth or Morrow is similarly violent. They often punish “witches” through violent lynchings, and their religious rituals often resemble the worship of the great beast more than the creator of man.
| Sulese Racial Traits |
| Height: 5' 2”- 6' 0” (Male) 4' 8”- 5' 6” (Female) |
| Average Weight: 100-190 lbs |
| Ability Scores: +2 Wisdom, +2 Constitution |
| Size: Medium |
| Speed: 6 squares |
| Vision: Normal |
| Languages: Cygnaran (Sulese dialect) |
| Bonus At-Will Power: You know one extra at-will power from your class. |
| Bonus Feat: You gain a bonus feat at 1st level. You must meet the prerequisites for this feat. |
| Devotion: +2 racial bonus on saving throws. |
| Religious Hatred: Gain a +1 racial bonus on attack rolls against non-human foes. |
The Sulese were once part of Caspia, and historically they are the same people. However, within the last few centuries, the Menite population of Caspia began to fight for the dominance of their religion and demanded their own country. After a short but bitter civil war they claimed the land now owned by the Protectorate of Menoth and Caspia decided to call off the fight and let them keep it. Since then the Sulese have become a distinct group of people, having created a culture and new traditions around the worship of their god.
While Caspians are scientific and analytic in their world-view, the Sulese are just the opposite. They are reactionary extremists, and they blindly follow their leaders into any situation they are told to. As a result of this blind obedience, their culture runs smooth; there is essentially no crime, disease or poverty in the Protectorate. The Sulese have instead given up any idea of individual importance and given all they have to their religion. Thus, people have food, shelter and water in exchange for no ability to increase their holdings.
They do all this because they truly believe that the rest of the world should be either converted or exterminated, and any sacrifice they can make to do so they willingly perform. The Sulese are nothing if not loyal, and their lifestyle, mixed with their desert environment, have made them tougher than their western brothers.
Appearance
Physically the Sulese do not bear any features that would make them easily distinguishable from Caspians. Their general demeanor and humble style of dress, however, tends to set them apart rather quickly. Nothing about the Sulese lifestyle matches the relatively good life that Caspians lead, and their expressions and belongings make that evident.
Adventurers
It would be rare to find an actual Sulese adventurer. For the most part, when a Sul-Menite leaves his nation he is viewed as a traitor for being unable to serve in the military. Of course, there are tasks set forth by the Sulese government that could take one out of the Protectorate. A foreign diplomat, a merchant or even a crier to recruit Menites from far away lands to the Protectorate would all have reasons to go. Also, the Protectorate's Order of the Fist is often sent out of their lands surreptitiously for covert operations.
Of course, it is always possible for someone to be raised in Sul and hate the violent, oppressive culture. If such a person were to somehow escape they would not be home anywhere in the kingdoms, and would more likely find themselves constantly traveling.
Religion
To the Sulese, religion is everything. Menoth demands absolute adherence to his law. Blind obedience to the true law, and to the priests is the daily reality of Sul-Menite life. They are exclusively Menites, and if anyone is found not to be a Menite, he is quickly tortured into either becoming one or dying. No race in all the kingdoms take their religion with such importance, and it is this that makes them so dangerous.
| Thurian Racial Traits |
| Height: 5' 4”- 6' 2” (Male) 5' 0”- 5' 10” (Female) |
| Average Weight: 110-180 lbs |
| Ability Scores: +2 Dexterity, +2 Intelligence |
| Size: Medium |
| Speed: 6 squares |
| Vision: Normal |
| Languages: Cygnaran, Ordic (Spoken) |
| Arcane Reflex: Your basic attacks target Reflex rather than AC. |
| Bonus At-Will Power: You know one extra at-will power from your class. |
| Bonus Feat: You gain a bonus feat at 1st level. You must meet the prerequisites for this feat. |
| “Persuasive”: You are trained in the bluff skill, and you gain a +2 bonus on bluff and diplomacy checks. |
Rapscallion |
| You tend to succeed when everything logical says you should fail. |
| Encounter |
| Free Action Personal |
| Trigger: You fail a saving throw |
| Effect: You reroll the saving throw. |
Thurians are a varied group of people. There is no true center of Thurian populace, and they tend to travel long distances on a whim, so they are populace all over the continent. They come from all walks of life, and tend to choose multiple professions within the time of their lives. In general, the one thing that truly unifies Thurians is that they all have a strong desire to live life. They do not tend to have a deep respect for laws or authority and they tend to decide for themselves how they feel about a certain matter rather than taking that information from others.
Along with this free thinking life style, though, they tend to make rash and harmful decisions. If not for their near universal ability to lie their way out of almost any situation the Thurian people may not have been so populace as they are.
The other oddity about these people is that they have an unnatural tendency toward magical ability. More sorcerers and wizards seem to come from Thurian families than any others, and, as one would expect, they do not tend to be as superstitious of magic users as others are.
Appearance
Thurians have a sort of natural beauty to them. With a darker, reddish skin tone and light colored hair, their race's very appearance implies a free spirited nature. They have no specific tendency as regards a sense of fashion, since each Thurian tends to choose her own path, including the clothing one chooses to wear.
Adventurers
Just about every Thurian has had some desire to adventure on the open road at some point in her life. They are intelligent and strategic people, and often this skill has led them to become important generals and spellcasters. Just as often it has led them to lead mercenary companies and start streets gangs or criminal organizations. There seems to be no pattern to the life a Thurian tends to lead except that they tend to do all they can to make that life something noteworthy.
Religion
As with everything else Thurian, each person is different. To many religion has little importance in their lives, as they rarely sit and take the time to consider the importance of invisible forces affecting them. At the same time, though, those that do almost exclusively find comfort in the words of Morrow, who also blazed his own path in life, and became a god for it.
| Tordoran Racial Traits |
| Height: 5' 1”- 6' 2” (Male) 4' 8”- 5' 10” (Female) |
| Average Weight: 100-170 lbs |
| Ability Scores: +2 Charisma, and +2 to one ability score of your choice |
| Size: Medium |
| Speed: 6 squares |
| Vision: Normal |
| Languages: Cygnaran (spoken), Ordic |
| Bonus At-Will Power: You know one extra at-will power from your class. |
| Bonus Feat: You gain a bonus feat at 1st level. You must meet the prerequisites for this feat. |
| Bonus Skill: You gain training in one additional skill from your class skills list. |
| Iron Mind: You can use Iron Mind as an encounter power. |
| Proud People:You gain a +1 racial bonus to attack rolls made with light blades. |
Iron Mind |
| Your proud heritage and self assurance make it easy for you to shake off others' attempts to affect you. |
| Encounter |
| Immediate Interrupt Personal |
| Trigger: You are hit by an attack that tagets Will |
| Effect: The attacking creature must reroll the attack. |
Tordorans are two different groups of people, High Tordoran and Low Tordoran. The lower class is the lowest class in the Iron Kingdoms. They are lower than the peasants of Llael and the serfs of Sul. The High Tordorans, also known as Castellans, are the royal ruling class of the nation of Ord. They are responsible for making a number of decisions, and technically have some power over the king's mandates. The lower class has no such power, in fact they have no say on any matters within Ord. Their only privilege is to serve their lord well, and they may occasionally be rewarded for doing so.
No matter what they have or what they can control, however, the Tordorans are natural sailors. Even Tordorans who have never set foot on a ship feel at home as soon as they step on to so much as a barge. Their people have long ruled the seas, and although the Tordoran army is behind the times technologically, they still possess the premier navy.
In the current struggle, the Castellans have managed to stay neutral and profit off of the needs of the other two nations. With serf labor and the willingness of the warring factions to receive whatever aid they can, the Castellans are securing a stockpile of money and goods from this war.
Appearance
Those of high Tordoran blood tend to look very alike. They have black, usually straight, hair and complexions ranging from a dusty brown to nearly jet black. They are attractive as one would expect those of such a pure bloodline to be. They take care to look presentable, and to have at least a sense of what is fashionable in the kingdoms. By presenting themselves as beautiful and perfect they make the nearly non-existent difference between themselves and the lower caste seem a wide gap.
The Low Tordoran are similarly dark, but with no training in fashion or manners and no time in life for luxuries like bathing they appear to be drastically different. They are often wearing whatever clothing they could fashion from their limited supplies, and generally have old features one would expect from a serf. They tend to have bent backs, wrinkles and aching bodies.
Adventurers
High Tordorans have any reason to adventure that they would like. Perhaps there is a family squabble to settle, a bet they made with a fellow Castellan, or even a legitimate wrong that they want to set right. No matter what, a Castellan has the resources and training necessary to begin a career in the wilds of the kingdoms.
Low Tordorans also have many reasons to be out on their own. If they are on the road as mercenaries or cutthroats then they aren't under the rule of their lord or working all day for the privilege of staying alive. Thus, many of these men and women find their way to a life of adventure as a means of escape.
Religion
Ostensibly every Ordic citizen is a worshiper of Morrow. It is a direct mandate from kings of old that this be the case. In actuality, most Ordic citizens actually would say they serve Morrow, king's orders or not.
| Trollkin Racial Traits |
| Height: 6' 1”- 7' 9” (Male) 5' 5”- 7' 1” (Female) |
| Average Weight: 180-300 lbs |
| Ability Scores: +3 Constitution |
| Size: Medium |
| Speed: 6 squares |
| Vision: Darkvision |
| Languages: Cygnaran (spoken), Molgur (Molgur-Trul dialect, spoken) |
| Molgur Blood: +3 racial bonus on saving throws against poison. |
| Oversized: You can use weapons of your size or one size larger than you as if they were your size. |
| Regeneration: You gain the Dhunia's Gift racial power. In addition, you grow back any lost limbs at a rate of 1d6+1 days for surgically reattached limbs, and 2d20+30 days without reattachment. |
| Tough to Kill: +3 racial bonus on death saving throws. |
Dhunia's Gift |
| The blood that flows through your viens is powerful, and makes your people the strongest in Immoren. |
| Daily * Primal |
| Minor Action Personal |
| Requirement: You must be bloodied |
| Effect: Gain regeneration 3 until you are no longer bloodied or you fall unconscious. If you heal enough to no longer be bloodied before falling unconscious, you regain the use of this power. |
The trollkin are an odd race in Western Immoren. They are evolved from trolls long ago, and for a long period of time they never made any attempt to integrate into any other part of society. They are a tight-knit group who exist in groups of families called Kriels. Each Kriel has a very loose leadership of the elder Kiths (families) called the Circle of Stones. They decide basic rules for the Kriel, but never are they some tyrannical force. Trollkin life tends to be a great deal more laid back than that.
Trollkin almost exclusively prefer the company of other trollkin to other races, which may be part of the reason they have remained so remote. However, now that they have become more integrated into many societies, they have become very sought as cheap hard labor no matter where they are. They still tend to form into Kiths and Kriels within each region, and they still stay to themselves.
Modern Immoren is coming against the trollkin, however. Civilization is moving forward and forcing trollkin from their ancestral homes and onto the rim of society. Many trollkin take the move easily, simply moving wherever they can to avoid this new surge of humanity; but they can only move so far. Other trollkin have fought back, fighting for the land and taking new territory of their own.
Appearance
Trollkin are large, at least as large as the largest human, and usually even more so. Their have a pale green, gray or blue skin tone, and many have various markings that almost appear like scars in their skin. Their small eyes are white and colorless, and their large hands and toes only have three digits. Their massive necks and heads have spiny protrusions all around the back. Finally, they can be identified by their beautiful and powerful voices, which they use often.
Trollkin who have the “gift” of sorcery have very evidently different traits. They are often a head shorter than any other trollkin, and they are albino with their skin being a blank white.
Adventurers
These hearty people have legends that go centuries back of the great deeds of their ancestors. They idolize those that have traveled the lands and defeated great monsters while amassing great wealth of one sort or another. However, most of them are content to stay with their Kith and simply tell the stories as they know them. A few, however, venture out into the world to make their own legends.
This is especially true of those that are born with special ability. Trollkin sorcerers are sometimes seen traveling, and they often have some important goal that they wish to accomplish. Fell callers, those born with “Bragg's Gift” are encouraged to go forth and travel. When they do so they follow the example of Bragg, a great trollkin of the past, and they return more experienced and qualify to lead other trollkin in battle.
Religion
The worship of Dhunia is central in the lives of many trollkin. More so than the other “barbaric” races, the trollkin are an animist people who believe that everything has a spirit. They will often go to lengths to avoid harassing the spirit of one thing or another, and often have great festivals (with a great deal of singing and dancing) to venerate the earth mother. This religious focus also keeps their culture focused on the lives they have lived in the past, since Dhunia's way is to reincarnate her worshipers upon their deaths. “Deep as blood and bone” is an important saying among trollkin that signifies their place among their past lives and the past lives of all trollkin. It often preempts an oath of some sort.
| Umbrean Racial Traits |
| Height: 5' 7”- 6' 6” (Male) 5' 3”- 6' 1” (Female) |
| Average Weight: 130-230 lbs |
| Ability Scores: +2 Strength |
| Size: Medium |
| Speed: 6 squares |
| Vision: Normal |
| Languages: Cygnaran, Khadoran (both spoken) and Llaelese |
| Bonus At-Will Power: You know one extra at-will power from your class. |
| Bonus Feat: Gain a bonus feat at 1st level. You must meet the feat's requirements. |
| Charging Smite: You gain the charging smite racial power as an encounter ability. |
| Horsemen: You gain Mounted Combat, and any attack made from a mount gains a +1 bonus to the attack roll. |
| Martial Focus: Gain a +1 racial bonus on attack rolls made with melee weapons. |
| Self Sufficient: You gain a +2 racial bonus to fortitude defense. |
Charging Smite |
| You run down your foes with the fury of your ancestors. |
| Encounter * Martial, Weapon |
| Standard Action Melee Weapon |
| Target: One creature |
| Attack: Strength vs AC; you must charge as part of this attack |
| Hit: 1[W] + Strength modifier damage, and you may make a basic attack as an immediate reaction. |
Umbreans are the descended tribes of Old Umbrey, a once powerful group of horselords. Now, they are a mostly separated nomadic people whose legacy of strength in war only aids them in killing the enemies of whatever land they currently occupy. Umbreans have no true home to call their own, though they have limited loyalty to Llael, and tend to be found all over the kingdoms in some number. As natural soldiers most Umbreans find their way into the army of whatever nation they are in.
Umbreans are not a sad people, however. They are intensely proud of their ancestry and no matter where they are, they carry Old Umbrey with them. They tend to stay among other Umbreans wherever they are, even within the military, and seek out whatever work they can in those various places.
Appearance
Umbreans certainly have an appearance of their own. Their have black hair and a dark skin complexion. The men tend to be bulky and the women tend to look as strong as they are. Their clothing represents the same sort of clothing worn in old times, with bright colors and expertly woven fabrics.
Adventurers
It could be argued that almost every Umbrean is an adventurer of some sort. Their roving lifestyle keeps them on the road, and traveling from place to place. As a group they handle the many dangers of the road, and often find employment within mercenary companies as they go.
Umbreans who break off from their groups are somewhat rare, but by no means unheard of. Umbreans are natural warriors and have a passionate spirit that does not sit well with a sedentary lifestyle. Thus, many of them decide to seek adventure and always adhere to that dangerous lifestyle.
Religion
Umbreans treat their own ancestry as almost a religion of its own. They have old folk tales of Umbrean heroes of by gone days that they tell and remember with an almost religious fervor. However, many of them are nominally Morrowan, sometimes only so far as they need to be to get by in cities full of Morrowans.