Author Archives: Sean Macdonald

Kundamarsh

by Kipper Snifferdoo & Carteeg Struve

Capital: The City
Population: 35,500 (Voda kunda 97%, Other 3%)
Government: Theocracy
Religions: Danbhala (Zivilyn)
Languages: Kundaspeak, Etlarnish, Common.
Trade: Services (readings, séances, etc)
Legions: Volunteer Guard
Alignment: NG, CG, N, CN, CE

Formerly known as the Serpent Valley, and often currently known as the Swamp of the Dead, the Kundamarsh is the ancestral home of the kunda, the kender-blooded race of Adlatum. Originally the Serpent Valley was a lush beautiful land the kunda thrived in, but the Great Wave flooded the valley, killing most of them. After the Hoda tribes left in the parting, the Voda tribe remained. The renamed Kundamarsh became their new home, and the death kunda have spent years learning about the world of the afterlife.

Life and Society

The connection between the mortal world and the spirit world drives the lives of all Voda kunda in the swamp. Although the kunda of the swamp have a cheerful and outgoing personality, their fascination and morbid curiosity of all things related to existence after death lends to others seeing the Voda as creepy and unsettling. The swamp is also covered with animated corpses who are used by the kunda for various minor jobs. The philosophy of the Voda is that since the original inhabitants of the bodies are no longer using them, they are in the free and clear to put the flesh to use. On occasion, some animated bodies are discarded and allowed to roam in the wild.

The Voda live in the ruins of the old kunda city, severely damaged by the Great Wave. Now they live in the worn out buildings and towers that were first constructed centuries ago. They have allowed the swamp to encroached into their walls in order to allow the spirits of those who have “moved on” to feel more comfortable.

Every evening the entire population of the Voda leaves their city and gathers to perform ceremonies honoring the dead. Every year the grandest of ceremonies is held to celebrate the death of loved ones and the loved ones of friends. The kunda ceremonies are said to be both beautiful and eerie, much like the swamp. Chanting and rhythmic music emanate throughout the entire Kundamarsh.

The Voda respect ownership, but they also believe that if something is better needed by another, it should be given. This attitude extends beyond their own property however, and so many believe Voda are thieves when by their view they are simply putting an item to better use for someone who needs it more. Upon death, everything owned by a kunda is distributed to insure their use, including the clothes they died in if salvageable.

Beyond that, they believe in making the most of life, not fearing death, and accepting what comes even while striving to make things better.

Religion

The High God Danbhala (Zivilyn) is revered above all others in the eyes of the Voda. They see Danbhala as the gatekeeper and overseer of the Spirit World, and they praise him for the assistant granted to them upon reclaiming the their homeland after its destruction. The shamans in the Kundamarsh are referred to by the honorifics Mama and Papa, depending on their gender. They are seen as the spiritual leaders in the Voda society and seen by most as Danbhala’s favorites and those most closely connected to the Beyond.

According to their faith, Danbhala has a twin sister named Antaeun (Sirrion) who is a harsh mistress who forcibly controls nature. Antaeun is believed to be the god who brought the Drowning to the Serpent Valley, but the Voda have no ill-will towards her or her followers. Like Antaeun, there are a variety of other deities respected by the Voda but not worshipped. Interesting variations in their pantheon include details like the moons not being associated with the three cousins, who they see as gods of power and not magic. They also do not divide the gods between pantheons of light, dark, and twilight. To them, all gods are under Danbhala and on equal footing.

Government

The shamans represent the closest thing the Voda have to an elite class or governmental rule. The people come to the shamans for advice, and the shamans commune with each other or the spirits persisting in this world. The only requirement for one to become a shaman is to be able to focus on their training and dedicate themselves to helping those of this life by using the wisdom of the next. Training requires years of one-on-one study and practice between a single shaman and the tyro (student).

If there is a hierarchy within the ranks of the shamans, the populace doesn’t show much interest. Individual Voda may have their favored shamans to visit and confer with, regardless of where they live in the city. Beyond that, nobody is certain who leads the shamans. According to the shamans asked, they say they leave decisions of the greatest importance to those who have gone beyond first and Danbhala second.

The shamans also never issue orders to the people. The Voda do not subjugate themselves to those who are supposedly in a position of authority. Instead the shamans listen to people’s issues and suggest what would be the best course of action. Even after suggestions are made, there is nothing to enforce their decisions. A suggestion is only a suggestion, even if it is from Danbhala himself.

Military

The kunda who guard the marshlands have elected to do so purely on a volunteer basis, but most who volunteer have a tendency to remain protectors of the marsh for a majority of their lives. Since the early days when a majority of the kunda warriors left during the Parting when the Hoda left, there has not been a great need for protection. The stories of the death kunda and their haunted city in the Kundamarsh have encouraged most invading forces to keep distant.

Magic and Mysticism

Talents of the arcane are rare in the Kundamarsh. Sorcery has been known to happen in very rare circumstances, but wizardry is unheard of. Non-practicing Voda find the talent fascinating, and those who master it often use the talents to assist in understanding the Afterlife and the connection between this world and the next.

Mysticism and clerical magic is more widely available. Prior to the Starfall, the shamans were primarily trained in divine talents, unifying their faith in Danbhala with their dedication to the Spirit World. After the Starfall, mysticism was immediately discovered as a method to take the place of directly using their faith in Danbhala. Their dedication to their High God did not waver, but the shamans took the opportunity to focus on building their own talents. With the Starfall undone, the shamans are now respectfully split in how they practice their art.

Major Geographical Features and Locations

Serpent Valley: The valley itself is now a vast lake in the middle of the Kundamarsh. The level of the waters has dropped since the Drowning, but it has not gone down anywhere near as much as the kunda survivors had hoped. Even though the lake has replaced the valley, the Voda pay homage to the memory of what was lost by not changing the name. Parts of the city are still under the dark and haunted waters, but they are often explored by those interested in places of death, which for the Voda is just about everyone.

The Kundamarsh: The swamplands outside of the valley are home to wild beasts that can tolerate the unnatural creatures who also hide within the trees. The swamp is almost perpetually dark under its thick canopy, but even with the haunted presences of undead corpses and spirits, the land has an unsettling beauty not seen anywhere else on Adlatum and Krynn. The Voda believe that even the spirits of the trees and wildlife sometimes remain here, and they treat the region as a holy place. The nomadic Hoda also risk small ventures back into the marsh on extremely rare occasions in order to restock their supply of teonanàcatl, a sacred mushroom used in their Celebration of the Elements.

Shevama: In the marsh is a small village of spirits. It is believed to be populated by those who died in the Drowning. Spirits can be seen moving about their own lives on roads and in buildings that seem just as ghostly as the spirits themselves. No one has been able to fully explore this village however. It has been spotted from a distance through the marsh, but upon approach Shevama fades and vanishes from view, only to be found in another location months to years later. The Voda have long since wished to reach the village but have been unable to. (The phrase “reaching Shevama” is a common expression for the Voda. It refers to one reaching for dreams that will always be beyond reach.) Those who have seen the village claim the spirits do not all appear to be kunda, which is odd for the region. Legends and tales about the village have become numerous in Voda folklore. The Voda believe seeing the village is a sign of good luck. Everyone else, including the Hoda, are certain seeing the village is a foreshadowing of doom.

Regional History

Within a hundred years from when the kunda first appeared on Adlatum, they had successfully settled the Serpent Valley and made the land their own. They also became prominent enough to be chosen as one of the last races to be given on of the Volumes of the Prophet by the Brotherhood. For thousands of years the kunda lived in the valley in relative peace while exploring the world only during their Terratrek.

In 158 PD, the minotaur sages of the Chôt-tang Empire learned of the powers gained by combining the Volumes together. Legions were sent into the Serpent Valley, but only a handful of a single legion made it out with the tome. Fifty years later, using the power of the combined Volumes of the minotaur and kunda, the Chôt-tang Empire began a massive invasion against its neighbors.

Although most of their efforts were focused westward, the valley and Etlarn were not left alone. Attack force after attack force came to avenge those legions lost during the initial taking of the Volume. The kunda held their borders for thirty years, once even pushing the front back enough to take over a minotaur city, but by 69 PD the Chôt-tang Empire had successfully occupied the kunda homeland.

The occupation did not last. In 34 PD, the kunda warrior Zachar Tressife organized multiple strategic attacks against the minotaurs, damaging their hold on the region. In three years the kunda had successfully ejected the minotaurs from the city, and two years later the kunda had reclaimed the entire valley. Even with the Empire pressing its control further and further west and south, the kunda were able to more than hold their borders for the remainder of the war. In 6 PD, they became the only power to launch an attack against the Chôt-tang capital. The attack was never meant to overthrow those running the war, but instead it was meant to stand as a sign to demoralized troupes throughout the Alliance that the Chôt-tang was not impervious. The assault resulted in the destruction of three city blocks worth of the exterior wall along with four guard towers. The kunda took heavy casualties, but the survivors returned home heroes of the Serpent Valley and the Alliance.

On the eve of what was to be the largest battle of the Canon War, the Drowning struck. Serpent Valley is permanently flooded, resulting in the death of nearly all kunda. Only some those who were either away on Terratrek or fighting in the war were spared. With the Canon War suddenly over with the Chôt-tang’s destruction, the surviving kunda returned home to find their paradise of a home destroyed. Word began to circulate that one of the gods most revered by the kunda was responsible for the Great Wave. Angered by their loss, that god’s name was stricken from every tale passed on through the generations. Today, that god’s name has been forgotten. Even the story of what caused the flood was altered. A story claiming that the goddess Antaeun had unleashed the fury of nature to prevent complacency in their lives was made known, and most kunda today hold by that tale.

In the following years, the lake that replaced the Serpent Valley failed to recede much, and the kunda split into two tribes. One tribe, made up primarily of the spiritually trained, decided to stay in the swamp and marsh that formed around their lost home in order to pay respects to the dead and learn lessons from those who have “gone beyond.” The other tribe no longer felt comfortable in such a place of death. This tribe, made mostly of the warriors, chose to become nomadic. This way they were never had a true home to lose again. The nomads became known as the Hoda (the “Nature Children”) and those who stayed became known as the Voda (the “Spirit Children”). The Hoda tribe eventually split even further, forming multiple smaller tribes throughout the eastern landmass of Adlatum. The Voda remained unified and turned their faith towards Antaeun’s twin brother Danbhala, but their building fascination with death and the afterlife resulted in others (from the Hoda tribes or most other races) keeping distant from them.

As the decades passed the water in the valley lowered, but not by much. The Voda moved into their lost city, but they did not try to revitalize or rebuild. Believing that the rundown ruined state was more comfortable for those who had died, they kept the city as it was, only fixing things up to make sure the city was still livable for the living.

Current Events

    • The Hoda tribes have risked visiting the region more often as of late. It seems the teonanàcatl mushroom is no longer thriving in lands outside of the marsh for unknown reasons. This is resulting in more contact between the Voda and Hoda tribes, which has never been for the better.
    • Unlike in other regions, since the Starfall was undone, more and more spirits are appearing in the marsh rather than less. Something in the swamps appears to be drawing those who have passed on.
  • Some plants and animals in the swamp are becoming corrupted by tainted spirits. Many Voda have been attacked for unknown reasons and are desperately trying to figure out what is causing the ethereal taint.

Major Settlements

The City (Large City 23,168): The kunda have always called their home by what they had known it as: back home, homeland, the Kundamarsh, etc. They have never given a name to the city itself since to them it was always just “home.” The conditions of the city are poor compared to what it used to be before the Drowning, but reasonable maintenance by the Voda make it more than just barely livable. It is now overrun with vegetation and decay from the surrounding marshlands, but back in its heyday, the city was a walled marvel with large structures, towers, and archways of various creative design. Some who had seen it doubted the city was constructed by the kunda, but there has been no prove saying otherwise.

Part of the city is submerged under the water of the Serpent Valley, but the Voda have already fully explored its depths in their research of the ruins. It is believed by all that the city, both above and below the water, is haunted with spirits and animated corpses. Due to the practices of the Voda, this is likely true.

Ogres of Adlatum

by Kipper Snifferdoo & Joe Mashuga

 

Subraces:

 

At one time, the ogres claimed over eighty percent of Adlatum’s habitable regions. Their might was gathered together in an empire of powerful magic, dark temples and the will of the Gods of Evil. When the Irda, shapeshifting ogres from across the sea, arrived in Adlatum fleeing persecution elsewhere, their presence signaled the beginning of the end of ogre domination. The Age of Light began when the ogres, having stolen Irda magic and using it to bolster wisdom from their Volume of the Prophet, brought Chaos down upon themselves and were weakened enough that the elves could take their empire from them. By the time of the Canon War and the Drowning, the ogres are a lesser race, though still not as brutish as their Ansalonian cousins. Unfortunately for the ogres, the Drowning destroyed much of their infrastructure and forced them to make pacts with other races to survive.

Brute Ogres

The most primal of the ogre races, brute ogres have fallen far from their ancestors and have forsaken even the Oguna. They live in squalid villages and caves in rocky terrain. Brute ogres are a terrible and brutish people, as cruel as the Igurna with none of the grace or intelligence.

Personality: There are no laws, only survival. Kill to survive. Give pity to wish for death. Take what you will if you can. Only use others to better your own chance of survival. If you are not sure if something is ally or foe, kill it to be safe. These are the survival instincts of almost all brute ogres. As for what they were, the great people they used to be, all has been lost. Many others debate as to whether these creatures truly have sentient thought above that of wild animals.

Physical Description: Most of these massive hulks are little better than barbaric monsters. Most stand between 8 1/2 to 10 feet tall. Their faces and bodies appear heavily disfigured, with large grotesque limbs coming out at what look like dislocated angles from twisted wide bodies. It is difficult for any non-brute ogre to determine a male from a female, even if the ogre was bare.

Most tend to have large patches of hair randomly covering their bodies or even their faces. A rare few have been spotted with the hair completely covering them; these fully-covered brutes are most often the ones who exceed ten feet in height. The brute ogres’ skin and hair ranges between a very pale gray-blue to white that allows them to blend into the ice and snow of the far north.

The brute ogres who gather in groups tend to still wear thick hides and furs from kills in the wilderness. The larger more barbaric brutes, many of which are loners in the mountains, run nude with only their own body hair to give them warmth.

Relations: Few races have positive relations with the brute ogres. Even the noble ogres view them as a threat, but there have been rare exceptions. Sometimes brute ogres will have deals with noble ogres in turn for having rival brutes captured and brought into slavery for the Igurna. But for the most part, the kill-or-be-killed mentality ruins any conversational ability a brute ogre may possibly have. Often, brute ogres do not have positive relational skills with even other brute ogres.

Alignment:
2nd-3.5 Edition: The barbaric nature of their lives forces almost all brute ogres to be chaotic evil as they strive for power within their small groups and try to push away rival tribes. However a small number of the more wild loners have begun to show a more neutral nature by only focusing on survival and not caring for demonstrating their strength in attempts to control others. The violence these few demonstrate is purely for reasons of getting food or protecting shelter.

4th Edition: The barbaric nature of their lives forces almost all brute ogres to be chaotic evil as they strive for power within their small groups and try to push away rival tribes. However a small number of the more wild loners have begun to show a more unaligned nature by only focusing on survival and not caring for demonstrating their strength in attempts to control others. The violence these few demonstrate is purely for reasons of getting food or protecting shelter.

Brute Ogre Lands: In the northernmost reaches of the Frozen Mountains the brute ogres lie scattered in small clumps of tribes, many nomadic. A few live closer to noble ogre cities but rarely in them. Some loner brutes have been seen to wander across the Endless Reach into the Broken Lands, but rarely do the Sakkaran minotaurs or the Oguna let them live long.

Religion: Most brute ogres believe the gods have forsaken them. The rest are too focused on survival and showing their strength to care about matters of faith. As such, a brute ogre with a religious tie would be a very rare sight.

Language: Brute ogres communicate with each other using a highly corrupted version of Igurni simply known as Ogre. The brute ogres to the furthest north and those alone in the wild communicate with grunts and gestures if they communicate at all.

Names: Brute ogres often make up their own names or bestow them upon others at will. Whoever is strongest decides, and if someone doesn’t like their name, it’s up to them to force everyone else to change it either though violence or intimidation. Names vary from sounds to broken words of the Igurni language. Never are they very complicated or lengthy. There are no family names used in what passes for brute ogre society, and some loner ogres are so wild they do not have names.

Male Names: Cheg, Grond, Guugar, Mornag, Vrog.

Female Names: Dofgar, Hun, Joog, Penga.

Adventurers: All brute ogres are adventurers of a sort. Attacks by so-called dragons, other wild predators, or other ogres make living day by day a risk. Most times brute ogres will venture to find food and shelter, but they may also have conflicts with other brute ogres groups in the area. Some may also be expelled from a group (i.e. escaped before being killed) and venture south of the Endless Reach, but this changes the ogre’s life from having to avoid predators in the north to having to avoid predators in the south, in addition to minotaurs, humans, and Oguna.

Brute Ogre Racial Traits

3.5 Edition

Brute ogres possess the Krynnish ogre racial traits listed in the Dragonlance Campaign Setting, except as follows:

  • Automatic Languages: Common and Ogre. Bonus Languages: Goblin, Gnoll, Igurni, and Minotaur.

 

Noble Ogres [Igurna]

The Igurna are powerful, broad-featured and dark-skinned descendants of the original high ogres of Krynn. While not witless or savage, the noble ogres are nonetheless slaves to their passions, something which tends to get in their way when pursuing political power in the Age of Mortals. They are few in number now, and are considered a dying race.

Personality: Noble ogres look down upon all lesser races, thinking they are the only true race of the gods. Most deformities and different colorations than what they say is correct, are normally taken out into the wild and left to die. They are a strict and terrible people that put a lot of credit upon ones family structure and ones bloodline. If you cannot prove your bloodline, an ogre could be viewed to be as low as a slave. Noble ogres tend to fight more among each other than with the other races to better increase their family prestige. Family prestige is everything to a noble ogre. This borders honor, but really isn’t due to the fact that a noble ogre will do dishonorable deeds in order to raise their family prestige.

Physical Description: The typical noble ogre is about nine feet tall, females being about 6 inches shorter. They are hulking, powerful, and graceful with dark blue-brown skin, blond hair, and dark eyes. Most wear their hair long, and only cut it when in shame. When a male ogre’s hair begins to change to white around their 400th year they begin to grow a beard, which they allow to grow without being cut until the ogre’s death.

Relations: Noble ogres look down upon all the other races of Adlatum. The only people the noble ogres have a working relationship with are the Teusten to the south across the Shattered Sea. They tolerate these humans only for the slaves they bring to them in trade.

Alignment:
2nd-3.5 Edition: Many of the more prestigious families tend to follow ancient traditions. These traditions have varied and decayed over the centuries, but even so many of these families hold to the current incarnation of these practices with steadfast fervor. As such these families tend to be lawful evil.

Lately, however, a growing number of Igurna are throwing what is left of these traditions aside, seeing them more as a hindrance to whatever their aims are. This growing minority of families and individuals tend to be chaotic evil in nature.

4th Edition: Many of the more prestigious families tend to follow ancient traditions. These traditions have varied and decayed over the centuries, but even so many of these families hold to the current incarnation of these practices with steadfast fervor. As such these families tend to be evil.

Lately, however, a growing number of Igurna are throwing what is left of these traditions aside, seeing them more as a hindrance to whatever their aims are. This growing minority of families and individuals tend to be chaotic evil in nature.

Noble Ogre Lands: Noble ogres stick to their vast mountain ranges in Terragrym. Here they have massive cities that were built by slave labor. They tend not to cross the Endless Reach and stick to their ancestral homelands.

Religion: As with most ogres in the history of Krynn, the noble ogres have long been followers of Dakranas (Takhisis), which means “Black Ice” in the Igurni language. Huge basilicas to Dakranas have been built in each of the major cities, along with many shrines and smaller temples. Following the Drowning, Greasnas (Zeboim), which means “Blue Deep” in the Igurni language, has found a greater following in noble ogre society, rivaling even Dakranas in followers.

Language: All noble ogres speak the Igurni language, along with Common; some along the border and the more noble families know the minotaur language. In order to deal with the brute ogres, ogres do learn the corrupt form of the ogre language.

Names: Most first-born ogres of a noble family pass on the parents’ names. So for example if a husband and wife have the names Harvvas and Thanylen of Clan Shoballaine, and they have one son, he would be named Harvvas Tras-Sev of Clan Shoballaine. Same with if they had a daughter; she would be named Thanylen Tras-Sev of Clan Shoballaine.

The second part of the name always signifies the descendant’s branch in the family, which also helps to prove how long he can trace his family roots. Tras-Sev (“ninety-five”) is the oldest family to date, tracing their family lines back 9,400 years to their race’s founding. Any children born after the first-born of each sex are named how the mother wants them to be named.

Male Names: Harvvas, Paatran, Harverick.

Female Names: Thanylen, Drenaln, Lysagra, Zeragamri.

Clan Names: Shoballaine, Renaylia, Cubrenan.

Adventurers: Most noble ogres never leave Terragrym, though there are special cases for when they will. If an ogre has shamed his family, he or she must earn back the honor and respect. Therefore, they would take it upon themselves to go on a quest. The further the ogre travels, the more perils he or she faces, and the more this brings back family prestige. So those noble ogres that were to leave Terragrym and travel to the farthest edges of the continent and return would earn the most prestige. Most do not go this route, and instead will find adventure in Terragrym.

Noble Ogre Racial Traits

3.5 Edition

Noble ogres possess the following racial traits instead of the normal ogre abilities and traits:

  • +10 Strength, +6 Constitution, +4 Intelligence, +4 Wisdom, +6 Charisma. Noble ogres are powerful, mentally keen, and possess a remarkable strength of personality.
  • Large: As Large creatures, noble ogres receive a –1 penalty on their attack rolls and Armor Class due to their size, and a –4 penalty on Hide checks. Their lifting and carrying limits are twice those of Medium characters. Weapons and armor sized for a noble ogre costs and weighs twice as much as comparable Medium weapons and armor.
  • Monstrous Humanoid: Noble ogres are creatures of the monstrous humanoid type.
  • Noble ogre base land speed is 40 feet.
  • Space/Reach: Noble ogres have a space of 10 feet and a reach of 10 feet.
  • Darkvision: Noble ogres can see in the dark up to 60 feet.
  • Low-light vision: Noble ogres have low-light vision, and can see twice as far as a human in starlight, moonlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
  • Racial Hit Dice: A noble ogre begins with four monstrous humanoid levels which provide Hit Dice of 4d8, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4. A noble ogre character receives maximum hit points for his first noble ogre Hit Die and rolls all other Hit Dice (including those gained from class levels). Noble ogres with class levels add their base attack and saving throw bonuses to their noble ogre base attack and saving throw bonuses.
  • Racial Skills: A noble ogre’s monstrous humanoid levels give skill points equal to 7 x (2 + Int modifier). Its class skills are Bluff (Cha), Concentration (Con), Intimidate (Cha), and Spellcraft (Int). Noble ogres with class levels do not multiply their first-level class skill points by four.
  • Racial Feats: A noble ogre’s monstrous humanoid levels provide it with two feats. They gain Simple Weapon Proficiency as a bonus feat.
  • Spells: All noble ogres with a Charisma of 10 or higher have the ability to cast sorcerer spells. The noble ogre casts spells as a sorcerer of its racial Hit Dice. In addition, a noble ogre adds any sorcerer levels to its innate spellcasting ability to determine total spells per day, spells known, and caster level. Other class features (such as familiars) are determined by the noble ogre’s sorcerer class levels.
  • Spell resistance equal to 11 + Hit Dice.
  • +5 natural armor bonus: Noble ogres have tough hides.
  • +2 racial bonus on Listen and Spot checks: Noble ogres have keen senses.
  • Automatic Languages: Common and Igurni. Bonus Languages: Dwarven, Elven, Gnome, Magius, Minotaur, and Ogre.
  • Favored Class: Sorcerer.
  • Level Adjustment: +4. A noble ogre has an effective character level (ECL) of 8 + his class levels.

 

Noble Ogre Age, Weight, and Height

Random Starting Ages:
Adulthood: 75 years
Bbn/Rog/Mar/Nob/Rgr: +3d12 years
Mys/Sor/Mnk/Wiz: +4d12 years
Brd/Ftr/Clr/Drd: +6d12 years

Aging Effects
Middle Age: 350 years
Old: 550 years
Venerable: 750 years
Max Age: +2d% years

Random Height and Weight (Males)
Base Height: 8′ 2″
Height Mod: +4d6″
Base Weight: 380 lbs.
Weight Mod: x(2d4) lbs.

Random Height and Weight (Females)
Base Height: 7′ 8″
Height Mod: +4d6″
Base Weight: 340 lbs.
Weight Mod: x(2d4) lbs.

Minotaurs of Adlatum

by Kipper Snifferdoo & Joe Mashuga

 

Subraces:

 

The minotaurs were the true dominant force on Adlatum at the close of the Canon War, right before the Drowning washed their empire from the face of Krynn. They held four of the Volumes of the Prophet and had drawn on dark magic to bring about terrible acts, so when the survivors crawled from the waters their loss was great indeed. They are now much fewer in number, scattered, their imperial dreams a painful memory.

 

Mahjoran Minotaurs

The goddess Mah-jor visited these minotaurs in the last days before the Drowning. She entrusted them with the knowledge of true discipline and asceticism, saving them from the violent end brought about by the gods. Centuries later, they remain in isolated monasteries and communities all across Galachot, still following these teachings of humility and enlightenment.

Personality: Most Mahjoran minotaurs are calm and do not anger easily. If disputes do arise, they are solved through debate; each side gives a little to achieve a goal. They do not attempt to insult anyone on purpose. If an outside force attacks them, they do not cower from the battle, but go instead with the good grace of Mah-jor to protect her teachings.

Physical Description: Mahjoran minotaurs are usually a few inches shorter and thinner than their Sakkaran counterparts, due to the peaceful life they live. Most are lean, with brown eyes and the typical colorings of all minotaurs. Once in a very great while a pure white minotaur is born with blue eyes, and is held in the highest regard.

Relations: For the most part, Galachot stays neutral in all conflicts on the continent of Adlatum. They have a good standing relationship with the humans of Etlarn to the east. Their only perceived enemies are the Sakkaran minotaurs who want them to bring them back into their empire.

Alignment:
2nd-3.5 Edition: Most Mahjoran minotaurs are lawful good, following the path laid out for them by god and faith. Those who are incapable of embracing this ethical viewpoint leave their kindred for the outer world, rather than cause internal dissension.

4th Edition: Most Mahjoran minotaurs are lawful good, following the path laid out for them by god and faith. Those who are incapable of embracing this ethical viewpoint leave their kindred for the outer world, rather than cause internal dissension.

Mahjoran Minotaur Lands: The Mahjoran minotaurs are located in their lands of Galachot. This is a land relatively free of war or corruption. Their lands are sparsely populated, which makes it an ideal place for people looking for a peaceful life.

Religion: Almost all Mahjoran minotaurs are followers of Mah-jor (Majere), but some follow the path of Arreld (Paladine). Those who have fallen from the grace of Mah-jor do follow Shurong (Sargonnas), but they usually go and join the Sakkaran minotaurs.

Language: Most speak the minotaur language and the Common language, with some speaking Etlarnic. They decided not to change their language when they split from the old ways.

Names: Parents of Mahjoran minotaurs name their children with variants of minotaur or Etlarnic words signifying some degree of holiness or beauty in the child.

Male Names: Angalio, Dio, Savatori.

Female Names: Anima, Belza, Santita.

Clan Names: Casal, Etreno, Gioviza, Vita.

Adventurers: Mahjoran minotaurs would more than likely go on religious searches for their goddess. Sometimes they act as mediators in the Midlands or other places to help solve disputes. For the most part though, the minotaurs would adventure around in Galachot or assist the Etlarnic humans with whatever help they can give against the dragonkin.

Mahjoran Minotaur Racial Traits

3.5 Edition

Minotaurs possess the Krynnish minotaur racial traits listed in the Dragonlance Campaign Setting except as follows:

  • +2 Strength, –2 Dexterity, +2 Wisdom, –2 Charisma. This replaces the minotaur ability score modifiers.
  • +2 racial bonus on Balance and Concentration checks. This replaces the minotaur racial skill bonuses.
  • Automatic Languages: Common and Minotaur. Bonus Languages: Dwarven, Etlarnic, Gildanesti, Kundaspeak, and Ogre.
  • Favored Class: Monk.

Sakkaran Minotaurs

Those minotaurs who survived the Great Wave found themselves without an empire in which to live, and without the guidance of their dark god. Over the generations, they have degenerated somewhat into nomadic barbarians, clinging to their heritage through traditions and hero-tales.

Personality: Strong willed and fierce is an accurate description of both the males and females of the Sakkaran minotaurs. All disputes of any worth are settled by combat. Not all arguments result in death, for only the most foolhardy and proud of the race know when not to yield. However the point at which a Sakkaran will yield is far beyond that of any human. Insults are never shied away from, and weakness is a sure fire way to become a target of harassment.

Physical Description: The Sakkaran minotaurs are on average a few inches taller and wider than their Mahjoran cousins. Depending on which tribe a minotaur is from, he may sport tribal brandings or piercings. Some appear unkempt with shaggy coats, due to their tribe wanting to inspire fear in their enemies. Others may be rather clean. Many wear the skins and hides from the beasts they hunt. A few of the wildest tribes will even use the skins of other minotaurs they’ve slain.

Relations: The Sakkaran minotaurs are not a unified nation. At any time, there are tribes in conflict and war with each other. However those who live near those of other races will be more inclined to view non-minotaurs as their enemies instead of their own kind.

The border with Ogun is a fictional line that means nothing. Oguna settlements and nomadic groups live to the west of the border as Sakkaran minotaur tribes live to the east. However, the further from the border one is, the greater the concentration of the respective race is encountered. As such, many conflicts have occurred between the minotaurs and Oguna. The battles between them over precious locations are a consistent way of life for both races in the disputed lands.

The minotaurs on the border with the Midlands grow up learning of how the Midland humans and dwarves had forced them from their lands to the south, though the fact that the minotaurs held what is now Bhadlum for less than two generations has been lost. A large minotaur invasion would likely be repelled because of Midlander border towns, so instead they send raiding parties against smaller Midlander settlements.

The full ogres of the north are likely one of the few enemies the Sakkaran minotaurs will show respect to, especially the Brute Ogres. As a race that respects power and the will to exert it on the weak, the Sakkaran minotaurs tend to look forward to conflict with the ogres of the north.

Scattered throughout the middle to northern regions of Sakkaras are tribes of humans known as the Maliaru. For centuries, many of the minotaur tribes (or Alnathmin as the Maliaru call them) have done battle with the Maliaru like any other non-minotaur tribe, but over the years the Maliaru have begun to accept minotaur traditions. As such, some but not all of the nearby tribes have begun to tolerate the Maliaru. Some believe these Maliaru may have descended from human slaves taken by the minotaurs before the Drowning, but their origin is unknown. Some rumors also claim that their bloodlines have begun to mix with the minotaurs.

Alignment:
2nd-3.5 Edition: Sakkaran minotaurs believe that strength is the only rule of law they need—even the longest standing traditions barely hold sway over them. With such a mentality, the chaotic alignment is most predominant, and evil tendencies are allowed to thrive. A few tribes lean toward more neutral behaviors, but they are vastly outnumbered.

4th Edition: Sakkaran minotaurs believe that strength is the only rule of law they need—even the longest standing traditions barely hold sway over them. With such a mentality, the chaotic evil alignment is most predominant. A few tribes lean towards more unaligned behaviors, but they are vastly outnumbered.

Sakkaran Minotaur Lands: The minotaur half of the Broken Lands is labeled Sakkaras, and although most of it is dominated by the minotaur tribes, the minotaur tribes scatter as far north as the Endless Reach and as far east as a third of the way into Ogun. The concentrated majority resides in the hard wilderness, striving to survive harsh winters and rocky terrains. Areas where food and water are in great supply are rare and oft fought over.

Religion: After the Drowning destroyed everything the minotaurs hoped to accomplish in centuries past, the Sakkaran minotaurs turned their backs on the gods. From that point on they believed in strength of their own rather than from above.

Language: The minotaur language of old survives, but it has changed over the centuries into a more gruff and guttural dialect.

Names: Names given to children are usually meant to be demeaning. Only when a child becomes an adult and proves himself to his elders in combat can he shed the embarrassment of weak childhood and choose his own name. Adult names are descriptive words and phrases in the minotaur tongue, but they would never stand to have their names translated into foreign languages. No surnames are used since all children must in the end prove their own individual worth. Due to the descriptive manner of taking names, most names can be used by either male or female minotaurs. However, some phrases a minotaur of one gender may use would likely not be used by the other.

Male and Female Names: Thanlath Ek Morgen, Lowvad, Procal Jed Monry, Merius.

Adventurers: Most minotaurs remain with their own tribe, but some venture off in order to prove their might to the world. Others venture south to challenge the arrogant solidity of the Midland Sovereignties. Others adventure out into the world because they are unable to prove themselves to their own people or were forced to leave in shame as a weakling.

Sakkaran Minotaur Racial Traits

3.5 Edition

Sakkaran minotaurs possess the Krynnish minotaur racial traits listed in the Dragonlance Campaign Setting except as follows:

  • +2 racial bonus on Intimidate and Survival checks. This replaces the minotaur racial skill bonuses. Having survived in the Broken Lands for so long, Sakkarans are adept at living in harsh environments.
  • Automatic Languages: Common and Minotaur. Bonus Languages: Dwarven, Kundaspeak, Ogre, Trejori.
  • Favored Class: Barbarian.

Kunda of Adlatum

by Kipper Snifferdoo & Joe Mashuga

 

Subraces:

Adlatum’s kender are known as the kunda, a very spiritual and primal people, closely related to their Ansalonian cousins in appearance and cheerful demeanor. Unlike Ansalonian kender, they are not kleptomaniacs, but they still have a very liberal understanding of other people’s rights. Once a single race, they have split into two clans since the Drowning, thereby guaranteeing they will never again be quite as prominent in Adlatum’s political map.

 

Hoda

The Hoda tribe has close ties with the four basic elements of the world. They are worshipers of Antaeun (Sirrion), the Force of the Natural World. She is worshiped for the fury, chaos, exuberance and raw power of the natural world. To the Hoda, she is the one who provided the strength needed to forge the world. Thundering waterfalls, erupting volcanoes, devastating tornados, and epic earthquakes are all signs of her divine force being applied through the natural world. To the Hoda, the Drowning was seen as a sign from Antaeun that she was unhappy with their complacency for their lot in life.

Personality: The Hoda believe that every individual is born of one of the four elements and upon their twentieth gift of life day they are asked to declare the element they were born from. Sometimes it is easy to see the relationship between the individual and the element they identify with, and other times it takes a Celebration of the Elements to discover their true link to the world. This ceremony involves the use of a sacred mushroom known as the “teonanácatl”, which provides visionary experiences and frees the Hoda spirit to become one with the world and so discover their true element. Once an element has been declared, the kunda go through a ceremony to decorate their skin with a tribal tattoo representing their element and tribe. The tattoo must be placed anywhere from the neck up. This tattooing ceremony initially began with the warriors of the kunda, but the Hoda took on this ritual after the Parting to set themselves apart from their marsh-dwelling cousins.

Once the Hoda receives his tribal tattoo, he is free to leave the tribe and explore the world. This wandering, known as the Terratrek, is the time when a young Hoda will experience the world at large, discover the secrets of the natural world, and investigate the motivations of other races that try to bend nature to their will or build their own lands of stone and wood instead of dwelling among the mountains and forests.

The warriors of the Hoda are a fierce force to encounter. The warriors consider themselves not only protectors of the tribe, but also aspects of Antaeun. They are a cheerful, friendly people, but are committed defenders of nature and those who need help. To other races they can seem reckless, obnoxious, outspoken, and wildly emotional. A Hoda warrior may be laughing out loud one moment, and angrily threatening to kill someone in the next. Those who manage to make friends with a Hoda warrior know that the warrior will defend them with his life, because they form very strong bonds of friendship. Like all kunda they are curious and will look into pockets and pouches with the stealth of any trained rogue, and they are more than willing to explore dangerous looking places without hesitation.

Some Hoda warriors have the ability to fall into a trance known as Nature’s Fury. This ability is said to be a blessing of Antaeun. They believe they embody one of the four elements and their battle rage is a result of that. A warrior of fire erupts like a volcano hurling insults and attacking wildly. A warrior of water rushes forth, flowing from one opponent to another. A warrior of earth shakes like an earthquake with rage, and a warrior of air will actually twirl like a tornado and make sounds like a thunderstorm. A tribe of Hoda defending itself is a terrible, yet fascinating, sight to behold.

Physical Description: Hoda and Voda are similar in appearance, but there are some noticeable differences. A Hoda’s primary identifying factor is the facial tattoo that identifies his chosen element.

Hoda tend to have light brown or blond hair, while red-haired Hoda are considered blessed. It is traditional for Hoda warriors to keep their head clean-shaven, except for a topknot or series of topknots that are braided into a long tail. This hair is sometimes colored with dyes for concealment or decoration. Hoda have a dark tanned skin from their nomadic lifestyle and wear clothing comprised of hides and light leather. They are not opposed to other types of clothing, but find that most clothing sold in cities are not rugged enough for their constant wandering.

Relations: Hoda enjoy the company of humans and dwarves, who are capable of being just as rough as they are. Water-bonded Hoda are in awe of sea elves and spend their time hopping from reef to reef trying to make friends with them. Hoda utterly fail to understand gnomes who talk constantly about subjects they find a waste of time. They view the Voda with some arrogance, thinking that the other kunda are foolish for spending so much time dwelling on the next world rather than enjoying the current one.

Alignment:
2nd-3.5 Edition: Kunda of the Hoda tribes are usually chaotic, though their shamans are more concerned with the community and thus more lawful. In either case, they always tend toward the concepts of good.

4th Edition: Kunda of the Hoda tribes always tend towards the concepts of good, however their shamans are more concerned with the community and thus tend towards lawful good.

Hoda Lands: The small tribes of the Hoda follow different migrations of animals across the continent. Each tribe consists of an extended family. They do not stay in settlements, but instead designate meeting places where they gather from time to time to share news and trade. Quite often two tribes will designate the same area and share it happily. War among Hoda tribes is very rare, though non-fatal conflicts are a relatively common occurrence. A tribe may stay in one place for more than three months if a kundamaid is with child. The tribes mix freely and are not jealous if a couple decides to stay with one tribe or join another. They know they will meet their old tribe again some day, and they might even rejoin them at that time.

Religion: Kunda of the Hoda tribe revere Antaeun (Sirrion) as the Highest God. They see her as the mother of Krynn, constantly shaping and moving the world into perfection. Her brother and twin Danbhala (Zivilyn) controls the spirit world.

Part of their religious upbringing includes lessons in the natural world. Through the use of plant lore and geology they have learned to make many items such as healing pastes and herbal remedies. They have learned many secrets including the secret of the inner flame a technique of taking certain salts and minerals from the ground and combing them in various quantities to create many different types of powder, such as flash powder, dust of choking and sneezing, a deadly exploding powder, and other types of powders. The creation of these powders is a secret and considered divine knowledge among the Hoda.

Language: Kunda speak their own language, known as Kundaspeak, and most kunda also speak Common and Dwarven.

Names: A clan leader provides a kunda’s given name to him at birth. On their travels the kunda give themselves a descriptive last name based on their chosen element or their adventures. The given name is almost always shortened down into a nickname.

Male Names: Brannock, Coltan, Graven, Kerchik, Monax, Nataraja, Romji, Terchok, Voltier and Zachar.

Female Names: Anatolia, Beyalla, Coradin, Ferrol, Fushia, Ranhala, Saharadin, Suasinia, Verazues and Whisteria.

Descriptive Names: Eesiah (Earthshaker), Eetemba (Earthdweller), Feshun (Firestar), Tressife (Goldenflame), Thuha (Waterfall), Hatempe (Stormcloud), Shetessic (Windtalker), Shekrak (Windrunner).

Adventurers: Those kunda from the Hoda tribe wandering the world and interacting with those of the settles lands will be those kunda on Terratrek. The Hoda perform a ceremony at the age of twenty for each kunda in their tribe in order to send them on their Terratrek. Kunda from the Hoda tribe usually become mercenaries, as they are known for their ferocious fighting styles and unwillingness to back down from an enemy.

Hoda Racial Traits

3.5 Edition

Hoda kunda possess the following racial traits:

  • –2 Strength, +2 Dexterity, +2 Constitution, –2 Intelligence. Hoda are not as strong or intelligent as other races, but are naturally dexterous and tough from their rugged outdoor lives.
  • Small: As small creatures, Hoda gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium characters.
  • Hoda base speed is 30 feet.
  • +4 racial bonus on Craft (alchemy) checks. Hoda are skilled at creating various poultices and medicines. Hoda may use this skill even if untrained.
  • +2 racial bonus on Sleight of Hand checks. Hoda have a natural ability to get their hands on just about anything that is not locked away. Hoda may use this skill untrained.
  • +2 racial bonus on Survival checks. Hoda are constantly on the move and hunt daily to sustain themselves and their tribes.
  • Energy resistance (Su): Hoda gain a small amount of energy resistance depending on their chosen element. Fire-Hoda gain cold resistance 5, Water-Hoda gain fire resistance 5, Earth-Hoda gain electricity resistance 5, and Air-Hoda gain sonic resistance 5.
  • Automatic Languages: Common and Kundaspeak. Bonus Languages: Auran, Aquan, Dwarven, Gildanesti, Goblin, Ignan, and Terran.
  • Favored Class: Barbarian.

 

Voda

The Voda have a deep, strong sense of the spirit world around them. These kunda have no fear of death, because they have seen and spoken with the spirits of those who have died. Like their Hoda cousins, the Voda believe Antaeun brought the Drowning down upon their loved ones. They turned to Danbhala (Zivilyn) for help, asking the god to reveal the ways of communicating with the spirits of those that had stepped out of this world and into the next. Danbhala shared his wisdom, and they became captivated with exploring not only this world, but also the spirit world through their newfound abilities. As time passed, the Voda tribe grew, and the rituals they performed took on a strange and sometimes morbid taint, but they remained cheerful and open to outsiders and were even enthusiastic to share their abilities. This only earned them the nickname of “death kunda.”

Personality: Their philosophy is simple: live life free, enjoy it, and when you’re done, hand over what you have to those who are still around to use it. Perhaps their blasé attitude towards threats and impending disaster give them their innate knack for reading the cards or the bones, but more than likely it is simply that their minds are less narrow than other races.

The lives of the Voda revolve around a curious mix of heavy folk spirituality and cheerful optimism. As such, they travel as fortune-tellers, folk healers, spiritual advisers, and ghost-hunters, though shunned for their casual disregard for the sanctity of corpses. In fact, kunda shamans (who bear the honorific Mama or Papa) have been known to animate the dead for various odd jobs. When challenged by humans and other races, they look truly surprised and say, “What, this thing? Well, he doesn’t need it anymore, so I borrowed it.” Being able to back it up by speaking with the dead unnerves still more people.

Their cheerful optimism and morbid contentment around the dead often leave people squeamish about the Voda. Their ability to “find” peoples’ belongings and their seeming disregard for authority or dying makes them a deadly addition to any adventuring party.

Physical Description: Voda have dark hair and pale skin for they are not known for wandering extensively by day. Their hair is usually cut short so as not to get too messy from the places they explore, such as crypts, crawlspaces of abandoned houses, overgrown graveyards, and underground caverns. (The dead are not known to inhabit too many wide-open places.) They adorn themselves with everything from colorful, flashy clothing to dark and somber attire and prefer to wear beads, small idols, ribbons, headscarves, earrings, multi-colored wooden bracelets and necklaces, and pouches filled with pungent-smelling ingredients and small esoteric bits and pieces.

Relations: Many races shun the kunda of the Voda tribe. Most humans consider them bad luck, whereas dwarves find them to be a nuisance and find their claims of speaking to long-dead relatives “creepy.” Sea elves find them curiosities. Only the Mahjoran minotaurs seem to have patience enough to deal with them and listen to their strange prophecies. The Voda view their Hoda cousins with pity, thinking that they are missing the “bigger picture” about what life truly is.

Alignment:
2nd-3.5 Edition: Voda kunda favor good thoughts and deeds. They are often chaotic in nature, though their shamans tend toward law.

4th Edition: Kunda of the Voda tribe favor good thoughts and deeds, however their shamans tend towards lawful good.

Voda Lands: Voda live in a large, swampy valley known as the Kundamarsh, or Swamp of the Dead to outsiders. They dwell within the shattered ruins of their former homes. They believe that leaving the original structures makes the spirits feel more at home, so they live among rundown buildings and leaning towers, structures which could only have been built by the kunda before the Parting. Surrounding the city on all sides is the Kundamarsh, a beautiful, dark and deadly place. The Voda there are adept at traversing the swamp and avoiding its dangers. As a result, visitors are rare and invading armies are unheard of. “You want to assault the haunted city full of death kunda? Are you kidding me?”

Ceremonies are held every night in the Kundamarsh in honor of the dead. Each Voda must celebrate the annual death of loved ones and the loved ones of friends. Every evening, eerie chanting and rhythmic music can be heard drifting throughout the Kundamarsh.

Religion: The kunda of the Voda tribe revere Danbhala (Zivilyn) as the Highest God. They see Danbhala as the gatekeeper and overseer of the Spirit World. Enlightenment and inspiration are the keys needed to access the mysterious Beyond and communicate with those loved ones who have stepped out of the world. His twin sister Antaeun (Sirrion) is a harsh mistress that controls nature through the use of force.

Language: Kunda speak their own language, known as Kundaspeak. Most Voda pick up the Common and Minotaur languages as well.

Names: The Mama or Papa of the clan provides a kunda’s given name when they are born. On their travels the kunda give themselves a descriptive last name based on their chosen element or their adventures. The given name is almost always shortened down into a nickname.

Male Names: Dakarai, Faraji, Hasani, Matunde, Nangila, Nkrumah, Shaaboni, Silko, Ubani, and Vinza.

Female Names: Bahati, Chinelo, Dacia, Farisa, Ijaba, Karimu, Pamoja, Shakina, Wambui and Zahra.

Clan Names: Beyonder, Deathtalker, Gravedigger, Lifesend, Lovesblood, Mortalcoil, Rawheart, Sleepdancer, Soulskipper, and Spiritwalker.

Adventurers: When a Voda kunda becomes an adult she feels an urge to explore the world. On her twentieth gift of life day a ceremony is performed to call forth her ancestors to accompany her on her journey. Any Voda kunda adventurer will most likely be on Terratrek. They travel as spiritual advisers, fortune-tellers, ghost-hunters and folk healers.

Voda Racial Traits

3.5 Edition

Voda kunda possess the following racial traits:

  • –2 Strength, +2 Dexterity. Voda are naturally dexterous, but their light frames lack strength.
  • Small: As small creatures, Voda gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium characters.
  • Voda base speed is 20 feet.
  • +2 racial bonus on Open Lock and Sleight of Hand checks. Voda have a natural ability to get their hands on just about anything that is not locked away. A Voda may use these skills untrained.
  • +4 racial bonus on Sense Motive checks. Voda have a sixth sense when it comes to dealing with others and can usually sense when they are not acting themselves.
  • Shadow of Death: A Voda’s close connection with the spirit world also means that their instinct to hold onto life is less than that of other races. They suffer a –2 penalty on all saving throws to resist death spells or spell-like effects. However, Voda add +1 to the Difficulty Class for saving throws against spells they cast that have the death descriptor.
  • Spell-Like Abilities: 1/day—speak with dead (willing spirits only; duration 1 minute). A Voda with a Wisdom score of at least 10 also has the ability to detect undead at will.
  • Automatic Languages: Common and Kundaspeak. Bonus Languages: Abyssal, Celestial, Diabolic, Draconic, Etlarnic, and Minotaur.
  • Favored Class: Mystic (if you use the Races of Ansalon sourcebook, use the nightstalker instead of the mystic).

Humans of Adlatum

by Kipper Snifferdoo

 

Subraces:

 

Whether Etlarnic or Midlander, humanity has given rise to some of the most noble of individuals in Adlatum’s history, as well as some of the most wicked. Before the fall of the ogres in the Age of Light, humanity was enslaved. The elves wrested the Midlands from ogre control and freed the humans. When the elves fled, humanity was left alone and flourished, to the point at which the human-centric Tao-Shin was one of the key imperial players in the Canon War. With the Drowning, the church’s religious power immediately collapsed, and many splinter nations formed among the Midlands.

Etlarnic Humans

The Kingdom of Etlarn is a nation founded by idealistic mages and sorcerers who sought a more idyllic life in a mountain region to the northeast of the Celestial Bureaucracy. At several points in their history they have clashed with and developed highly arcane and martial methods of dealing with dragons and dragonkin, and remain a shining beacon of nobility and courage in Adlatum’s troubled Time of the Prophet.

Personality: The people of Etlarn are an open and trusting people. Any race, other than dragonkin, is welcomed into their lands to trade or even to set up on the land. The people are fiercely devoted to attempting to be a mage, cleric, or sorcerer, but if they are not able to attain that, they will find a new career in life with little regret.

Physical Description: Humans from Etlarn tend to be hardy and strong in magic. They shorter than other humans, standing on average about 5’6″ in height, both males and females. Those that practice magic tend to be lean, and those who are paladins tend to be sturdy and strong. Most have blue or brown eyes and deep black hair. Mountain-living folk have pale skin, while plains-living Etlarners have a darker nut-brown coloration.

Relations: For the most part, the people of Etlarn get along with most races, having a good standing with both the Gildanesti and Onarians to the south, and the kunda and Mahjoran to the west. The Etlarn people do have a strong hatred of dragons and dragonkin, mainly due to the fact that they have been at war with each other for so many years.

Alignment:
2nd-3.5 Edition: The majority of the Etlarnic people are aligned with good, though neutral or even evil folk do live within the borders of Etlarn.

4th Edition: The majority of the Etlarnic people are aligned with good, though unaligned or even evil folk do live within the borders of Etlarn.

Etlarnic Human Lands: The Kingdom of Etlarn greatly increased in size following the Drowning, and is now one of the largest nations on the continent. Most of the population live in the Etlarn Mountains and Sky Seeker Mountains, but as the war with the dragonkin continues, more and more of the common people are leaving the mountains to populate the grasslands and hills that arose following the Drowning.

Religion: The major religions of the Etlarnic people are those of the Etlarnic Defenders, the mages and paladins that govern the nation. The major gods are Giustiza (Kiri-Jolith), Autenanima (Solinari), and Pietarde (Paladine). Vidu (Zivilyn) is also revered due to her involvement with the earth and mountains.

Language: When the people broke away from the original Midlands to found Etlarn, their language developed quickly into Etlarnish. Much of Etlarnish was created from the language of magic, to the point now that a person speaking Etlarnish cannot understand someone speaking a language of the Midlands. All Etlarnic folk learn Common to break down this barrier and communicate with other humans.

Names: The names of the Etlarnic people derive from their environment or what the family does for a living.

Male Names: Andoja, Ilaro, Roholda, Yugorv.

Female Names: Bonafila, Gisella, Rosavel, Suza, Vittora.

Clan Names: Blackpeak, Bluelake, Highridge, Mana, NurVar.

Adventurers: Most adventurers from this human nation head into Etlarn’s mountain ranges to seek out and eliminate the “dragons” lairing there. Others take up the defense of nearby settlements from the dragonkin, or seek out threats to the magocracy.

Etlarnic Human Racial Traits

3.5 Edition

Etlarnic humans possess the human racial traits listed in the Player’s Handbook except as follows:

  • Automatic Languages: Common and Etlarnish. Bonus Languages: Any, except secret languages such as Druidic.

 

Maliaru Humans

here is a small population (several thousand) of human plainsmen who have recently been found to live in the Broken Lands. The Maliaru Clan is made up of many scattered tribes located primarily in minotaur dominated Sakkaras with a few living in the disputed regions of Ogun. The origin of these humans are unknown, but there are a number of theories ranging from people who survived being washed northward during the Drowning to freed slaves of the minotaurs from the Canon War. Unfortunately there may be no way to verify the truth of any of these theories. Like the minotaurs they have no written history, and only the art of story telling preserves any scrap of the past. However since stories used to promote lessons and embellish myth are not treated any differently from tales of the history by either race, an accurate account of past events is a futile dream.

The Sakkaran minotaur tribes have been warring against the Maliaru for as long as either side remembers. They have battled for survival as often as the minotaur has done battle against their own kind or the Oguna. Many of the tribes are nomadic, struggling to find food, shelter, and water. This is a common life for any in the Broken Lands. As the centuries continued on, the Maliaru had begun to adopt more of the customs and practices of the minotaur (who they refer to as the Alnathmin). Several of the minotaur tribes occasionally now will trade with them, and some claim their blood lines have begun to mix. How well the few tribes in Ogun are getting along with the Oguna is not yet known.

The Maliaru tend to remain in regions towards the central and northern parts of Sakkaras. For these reasons the people of the Midlands had no idea of their existence until recently when a few of the Maliaru began assisting minotaur raiding parties from the southern regions of Sakkaras who invade Bhadlum from time to time. This alliance is a frustration to the Midland border nation since a Maliaru can walk among the Midlanders with less chance of being spotted as compared to their minotaur cohorts. Most Maliaru have no interest in assisting the bullmen in trying to retake the Bhadlum lands for their own, but a scattering of men and women from the clan have left their tribes to do just that. With most Maliaru remaining in their own in the north however, most Midlanders do not see those who wish to do the Midlands no harm.

Maliaru men and women have a paler complexion than people from the northeastern regions of the Midlands, but their skin is as thick and worn as any who live a harsh life in the wilderness. They tend to be taller than many other humans, ranging from 6’3″ to 6’9″ in height whether man or woman. Their eyes range through a variety of colors, but often the color appears much more sharp and bold than would normally be expected from a human race. Hair ranges from blond to soft brown, and Maliaru of both genders tend to sport strong jaw lines. Their bodies are well strengthened from a lifetime in the Broken Lands.

They speak their own language that has a heavy similarity to the minotaur tongue, but a few do know how to speak common with some difficulty. When not disguised to move among the Midlanders, they often are seen wearing leathers and hides from kills made in the north.

They speak their own language that has a heavy similarity to the minotaur tongue, but a few do know how to speak common with some difficulty. When not disguised to move among the Midlanders, they often are seen wearing leathers and hides from kills made in the north.

Midlander Humans

The people of western Adlatum, the vast area known as the Midlands, come in a variety of cultures and appearances. After the Drowning, many humans fled from their homes in search of safety, often escaping with nothing but their cultural opinions and way of life. Thus, the Midlanders are far from culturally homogeneous. The last few centuries resulted in some mixing of blood from one part of the Midlands to another, but there are still centers of regionally specific cultures throughout the Sovereignties.

Personality: Midlanders tend to be stubborn and opinionated. Their exact views on things vary (whether to support Tashrama or the Sovereignties or neither, for example) but it is rare to find those who are truly tolerant or open to contrary viewpoints. This is not to say they are always fighting with each other, but it does tend to encourage building frustration. Those living closer to the north or south borders are more likely to be concerned with threats from abroad, whereas those at the center of the Midlands are more concerned with internal issues.

Physical Description: It is not always accurate to determine a Midlander’s home nation by their appearance, due to the mass uprooting of homes after the Drowning, but it can help to play the odds. The dark haired, swarthy, gruff look points to a northwesterner, possibly from Trejor or Vjenor. The light hair and very pale skin was usually a sign of Solishairon heritage, until trade with the Oguna picked up in later times. Those from Dhu and southern Tashrama tend to have dark brown skin and black hair, while even the often red-haired Charant Arosan humans carry a faint blue or green tinge to their skin pointing to a very distant relation to the Corinesti. Humans from the southwestern Midlands tend to be broad-shouldered with narrower eyes, while those in the multi-cultural FyxZharar now have a mix of traits from a wide variety of regions.

Relations: With exception, Midlanders take an almost egotistical pride in how well they get along with other races, whether it is true or not. Shore-bound humans trade with the Corinesti as much as possible in order to broaden the reach of their currency. Those near dwarven territories rely on their stockier neighbors for a constantly reliable schedule of business. Usually, the Gildanesti and Hartdar citizens are so ingrained into the Midlands that most human neighbors don’t see them as a separate group at all. Gnomes tend to behave far too differently to be seen as “one of us,” but their usefulness in administrative matters has more than proven their worth. Oguna, bakali, and minotaurs are not looked at by many with tolerance due to the threat of the “uncivilized barbarians” across the borders.

Kunda are viewed with equal degrees of curiosity and distrust. The short folk’s unpredictability, more than their other qualities, leads to many Midlanders keeping a healthy distance between themselves and a kunda.

Alignment:
2nd-3.5 Edition: The humans of the Midlands cross all alignments. Some of a particular nation may lean in one direction, and another nation may lean another way. But overall there is a wide spread of outlook and behavior across all Midlanders.

4th Edition: The humans of the Midlands cross all alignments. Some of a particular nation may lean in one direction, and another nation may lean another way. But overall there is a wide spread of outlook and behavior across all Midlanders.

Midlander Human Lands: The northern nations of the Midlands stretch from Bhadlum eastward to Solishairon, skipping the dwarven lands of Kedaltol. The southernmost nations include Mauritand, Hudiechia, and Dhu. Although other races call the Midlands home, humans hold a strong majority in just about all of the Sovereignties.

Religion: The strongest faith in the Midlands is known as Tashrama. Up until recently, the church was thought to be a means to worship the gods together in a progressive order (i.e. a cleric of Miraphayt could be promoted to a cleric of Erraii). However, with the exposure of the Elder Dragons as the true powers of Tashrama, many are leaving the church. With the gods just returning, some are finding new faith with them, and others have abandoned faith all together. At this point in time, religion in the Midlands is in upheaval. It is far too early to tell how the faith of the people will settle in the months and years to come.

Language: Centuries ago, the primary human languages of western Adlatum were Trejori and Hudieran, though each tongue had its regional dialects. Thousands of people were displaced because of the Drowning, and the bartering language known as Trader’s Common became a much easier method of communication and even bridged the gap between the western and eastern landmasses. “Common” gained dominance over the next few centuries, but the older languages hold more sway in several regions, primarily the northwest and southernmost nations. When Montegron began to unify the Sovereignties, Common gained even more popularity when he pushed that international treaties were to be written in the joint tongue.

Even with the prevalence of Common, local dialects and accents vary to such an extreme that nationalistic people may have trouble fully understanding those from other Midland nations, never mind foreign nations. Compounded by variations in local slang, traveling merchants and ambassadors tend to be the strongest versed in the nuances of regional dialect. Unlike the variations in physical appearance, accents and slang have become a much more accurate method of determining one’s place of origin.

Names: Since the Drowning, the style of human names in the Midlands varies widely, and rarely has any set pattern. What used to be common names in Dhu may suddenly be popular in Trejor and vice versa. On occasion, human parents may use elven or dwarven names for their children purely because the name “sounds nice”, often being ignorant to a name’s true meaning or its accurate spelling. Even the family names have been muddled with the post-Drowning travels.

Male Names: Jermon, Vorn, Maggad, Glann.

Female Names: Noragaen, Judane, Seratain.

Family Names: Asha, Falecohvo, Holmestorm, Olen, Veliya.

Adventurers: Many humans choose to adventure close to their own homes, or head out into the world in order to make a better living for themselves. Others venture out for the purpose of benefiting whatever cause they believe in.

Midlander Human Racial Traits

Midlander humans possess the human racial traits listed in the Player’s Handbook except as follows:

  • Automatic Languages: Common and either Hudieran or Trejori. Bonus Languages: Any, except secret languages such as Druidic.

 

Onarian Humans

Onarians are the humans of far eastern Adlatum who prospered from the Drowning and advanced as a culture in their own right. Originally an ethnic minority distantly related to the Etlarnic peoples, the Onarians were a subjugated race relegated to a few mountain passes and relatively poor agrarian valleys of the Condor Range. Unlike most human societies, the Onarians are matrilineal.

Personality: Onarians are considered taciturn and somewhat pessimistic, always seeing the worst until proven differently. Onarians are very religious and superstitious, seeing great meaning in the most minor of natural occurrences.

Physical Description: Onarians are among the tallest humans found on Adlatum. Onarian skin tone ranges from an olive tan to black the farther south and east of the country one travels. Eye color is almost always dark with a few, usually of noble blood, having an amber or yellow color. Onarians have very fine dark hair, which is worn long on males and elaborately coifed and braided for women.

Relations: Onarians are normally distrustful of outsiders, but get along quite well with the Gildanesti to the west and the Etlarnic people to the north and west. Onarians have very limited contact with most of the other cultures of Adlatum, but have many conflicts with the goblinoids to the south and the evil water breathing hobgoblins who inhabit the shallow waters of the southern coasts of Adlatum.

Alignment:
2nd-3.5 Edition: The humans of Onar encompass all alignments. Some of a particular tribe may lean in one direction, and another tribe may lean another way. Overall the spread of outlook and behavior is wide.

4th Edition: The humans of Onar encompass all alignments. Some of a particular tribe may lean in one direction, and another tribe may lean another way. Overall the spread of outlook and behavior is wide.

Onarian Human Lands: The Nhomarch of Onar stretches across the eastern sea plain of Adlatum, between the Kingdom of Etlarn to the north and the disputed territories to the south. The Condor Mountains and the Republic of Gildanesti make up the western border while the Eastern Ocean marks the end of Onarian territory.

Religion: Onarians practice a simple faith that is populated with a simple mystery cult made up of five deities. The Onarians revere Rig Mori (Habbakuk) as the god of the sky, Tannu (Sirrion) as the god of fire, Vidu (Zivilyn) goddess of the Earth, Veco Mori (Zeboim) goddess of the raging waters and Nertos (Chislev) the goddess of life. The Onarians do not believe in temples or elaborate shrines. Instead, simple stone steles may be erected near consecrated hilltops or pools; in some of the older areas neolithic stone circles are adopted as impromptu altars for simple religious practices.

Language: Onarians speak a language that has its roots in the same language that evolved into Etlarnic, and it is similar enough that simple concepts can be communicated between a speaker of Etlarnic and one of Onarian.

Names: Onarian names are rather simple and are considered backward by other cultures, with the family name coming first and the given name coming second.

Male Names: Anda, Preth, Darish and Coman.

Female Names: Alma, Loda, Tarmah and Zaharias.

Clan Names: Telsedrain, Sarasin, Lothario and Canaan.

Adventurers: Onarian adventurers are among that rare group who seeks to leave home and hearth to explore or bring service to the greater world.

Onarian Human Racial Traits

3.5 Edition

Onarian humans possess the human racial traits listed in the Player’s Handbook except as follows:

  • Automatic Languages: Common and Onarian. Bonus Languages: Any, except secret languages such as Druidic.

 

Teusten Humans

The origins of the Teusten people are muddled by the passing of centuries. Some believe they branched off from the earliest Midland humans; others believe they emigrated from whatever mysterious distant continent that the Corinesti are believed to trade with across the western ocean. Either way, they are generally seen as reclusive and dangerous.

Personality: Although most foreigners see the Teusten as violent fighters, angry drunkards, and ready brawlers, the truth is that the Teusten have a hardy love of life. A love of conflict and combat is what the Teusten live for, whether on land or at sea. They despise most cultures and will even go so far as to attack a few other races on sight, but their anger is not directed to the world in general—just those who they see do not have the right to exist in it.

Physical Description: The Teusten bloodlines remained almost completely separate from Midlander and other human bloodlines for centuries. As such, there is evidence that the Teusten humans are not as human as other humans anymore (or from their perspective, that other humans have weakened to something less than human). Teusten men and women are much larger than other humans. Grown men range in height from less than seven feet tall to just short of eight feet. Women on average stand a few inches shorter, but their shoulder and waist sizes are often just as wide as the men.

Their eye color ranges from pitch black to sparkling colors of blue, green, red, violet, orange, and rarely yellow. Their hair is long, and sometimes worn in braids by both men and women. Teusten men often sport beards as large and as proud as any dwarf, but noting this fact to them will often be replied with a blade to the gut. Their hair ranges in color between blond, fire-stroked red, and black. Upon aging, women often become completely bald (including eyebrows and other body hair) over a slow span of years while the men’s hair commonly turns blue-tinted white or rarely a very faded light green.

The ears of the Teusten are very closely attached to their heads, unlike those of most other races, and they also have long, thick fingers. Many claim the Teusten have blood-ties to some unknown race from across the sea. The Teustens deny this, claiming them to be the proof of better breeding over the centuries.

Relations: The Teusten people are not fond of other races, especially not dwarves. Due to a long-standing history of conflict, any dwarf seen by a Teusten would be enslaved or killed on sight. They are at constant battle with the Nordar and Sundar at sea, and often fight the Sakkaran minotaurs who raid close to their border. They view the Corinesti traders as thieves, even though piracy and pillaging is conducted by many of their own kind. A few Teusten humans respect the minotaurs for their strength, and enjoy the bloodshed between their people, seeing it as a competition between two worthy adversaries. This is a view the minotaurs do not share. Unknown to most outsiders, trade exists between Teusten and the Igurna of Terragrym, a sign the Teusten people respect the ogre strength.

Kunda are one of the few races to often be treated well by the Teusten. They see them as no threat, and so they don’t bother combating them. They see their eccentricities as humorous, and take great enjoyment from their behavior. What would normally infuriate another race, a Teusten would find hysterical, even if they were the butt of the joke. On the other hand, the Teusten may be just as inclined to have some fun at the kunda’s expense, believing that turnabout is fair play (often at the kunda’s detriment). Above all, the Teusten love the tall and exciting tales of faraway lands the kunda bring to them—the more grandiose and unbelievable, the better. For this, the “child-race” is appreciated.

Alignment:
2nd-3.5 Edition: The spontaneous and confrontational nature of the Teusten people indicates a chaotic alignment. Many Teusten claim to live by a long lasting set of traditions and ancient laws, but these rules are so contradictory and vague that often anyone can pervert their meaning into whatever they wish at the time.

Although the negative outlook on most other races does encourage most neutral and evil views and actions, many Teusten have had little contact with the other races, and spend much time assisting their family, friends, and community for the benefit of others. As such, the Teusten include people of good, evil, and between.

4th Edition: The nature of the Teusten people is often spontaneous and confrontational, but they also claim to live by a long lasting set of traditions and ancient laws. However, these rules are so contradictory and vague that often anyone can prevent their meaning into whatever they wish at the time.

Although the negative outlook on most other races does encourage evil and unaligned views and actions, many Teusten have had little contact with the other races, and spend much time assisting their family, friends, and community for the benefit of others. With such a mixture of views spread out throughout their society, the Teusten people tend to be of any alignment.

Teusten Human Lands: A vast majority of Teusten humans live in the nation of Teusten located to the west of the Broken Lands, between Lake Borlesko and Blight Bay. Some have ventured into the waters and live on various scant islands, often times claiming to be colonies of the so-called Teusten Empire. Others live their entire lives on ships and massive floating barges built out at fixed points in the middle of the western sea, shunning the “cursed” life of the land-dwellers.

Religion: Believed to primarily keep their faith with the gods of the sea, the Teusten faith is actually as diverse if not more than anywhere else within Adlatum. The Teusten believe their gods to be separate from pantheons of all others, due to the belief that no god worth its salt would waste time with other civilizations. But on occasion they will pay respect to the “Lesser Foreign Gods” while traveling in other lands.

Since the Starfall, they do not believe the gods had left them. Popular faiths claim that the gods were testing the people to see who had true faith, willing to worship and praise the gods based on the respect they desire for actions of old, rather than through the bribery of clerical spells. Even with the gods’ return, it is not uncommon to meet a Teusten cleric who refuses to cast the spells gifted him, to further prove his devotion by denying temptation. The paths of the Tao-Shin have continued to exist for the Teusten, but they see their church as a separate entity called the Vroevadle, “The Currents of the Souls.”

The Tashrama has no influence with the Teusten, but they wait to hear the tales of the coming war in the south. Many believe the Elder Dragons to truly be gods, but since they are Lesser Foreign Gods they have no inclination to give worship. Their belief that the dragons are deities may be purely based on the belief that if they are gods, it will make the stories of the war in the south more interesting.

Language: Another oddity of the Teusten people is the fact that their main language is a variation of dwarven and that many Teusten people are well versed in Hammertalk. Any respectable Teusten would claim that this is because they had once tried to educate the lowly race in the past out of pity, but that over time they “stole” the language and the art of Hammertalk and claimed it to be their own. According to them, the languages are properly named Wedoegla and tap-speak.

Rarely do the Teusten people bother with other languages, sans several choice and creative curse words and phrases. Some traders will likely know Igurni, and rarely will any bother with learning Common.

Names: There are no surnames used by the Teusten. Lineage is traced back by variations (often through alliteration) off of the names of the parents: boys off of the father, girls off of the mother. For example: a father named Rodvald may name his sons Rodmar, Rudvard, Rodbjarn, or Rodein.

Male Names: Bulverk, Elgrim, Gurdvaer, Iogsef, Kärsi, Nikorias, Oleif, Skoekr, Yngvard.

Female Names: Aeldris, Baegljot, Hrenfra, Melikorkra, Ogna, Singrid, Svalanya, Uenn.

Clan Names: The Teusten identify their hometowns or their lineage: Thorstald of Tullgrip, or Gordras daughter of Goedvo.

Adventurers: Many Teustens seek adventure in the northwest, anywhere from Blight Bay to the Broken Lands, but may be seen as far south as the Iron Isles. A brave few risk exploring the world further away, but stories are told of heroes who’ve sailed off the map to the west, daring to find the dark lands only the Corinesti are said to go. When adventuring most Teustens are in groups comprised of their own kind, but sometimes a slave of another race, or a kunda may be brought along as well to aggrandize their heroics into legends if they do not feel like exaggerating things on their own. It is almost unheard of to see a Teusten in a well-rounded group of adventurers comprised of an assortment of races.

Teusten Human Racial Traits

3.5 Edition

Teusten humans possess the human racial traits listed in the Player’s Handbook except as follows:

  • +2 Strength, -2 Wisdom, -2 Charisma. Teusten are known for muscle, but not for patience and good temper. The Strength bonus reflects their powerful build and size, while the penalties to Wisdom and Charisma reflect their rash and often anti-social behavior to other races.
  • +2 to Charisma-based skill checks when dealing with other Teusten. Although Teusten do not often get along with others, there is a general camaraderie shared with each other (even though they are likely to brawl for fun as much as have a friendly drink). This bonus is only usable when the Teusten is not known to fraternize with “other sorts,” meaning other races.
  • Automatic Languages: Wedoegla (Dwarven) and Tap-Speak (Hammertalk). Bonus Languages: Any, except secret languages such as Druidic.

Half-Ogres of Adlatum (Oguna)

by Kipper Snifferdoo & Joe Mashuga

 

The product of many centuries of human and ogre breeding, the Oguna are an accepted and widespread people renowned for their martial ability and fortitude. Ogre children deemed deformed were exiled from the ogre lands of Terragrym. Many of those exiled children survived and were raised by human tribes. In time the human and ogre blood mixed enough that the Ogun became a sustained race of their own. They are not as wild or passionate as their Igurna kindred, but they are nonetheless prone to unpredictable bouts of rage or depression.

Personality: The strain of exerting a human-like will upon ogre-like emotions is difficult for many Oguna. For some this results in an emotional instability ranging between rage and depression. Those who live in the harsher parts of Ogun or Sakkaras embrace their Igurna heritage while applying human cunning. Those few who try to live normal lives in more civilized locations are able to keep a lock on their more violent urges. These Oguna feel the hardest strain over time, but under most circumstances they succeed in bottling their worst emotions.

Physical Description: Oguna are larger than humans, standing about seven feet tall on average. Their mottled blue-gray skin and slightly feral facial structure are obvious indicators of their Igurna heritage. Their style of dress largely depends on the individual Oguna’s culture and upbringing.

Relations: Oguna prefer to be left to their own devices, which suits most dwarves and humans just fine. They fear the Igurna, who despise and occasionally hunt their kindred for sport. Sakkaran minotaurs have warred with the Oguna since the Drowning for land and the few precious natural resources of the Broken Lands.

Alignment:
2nd – 3.5 Edition: Most Oguna have a neutral outlook on life, especially those raised in the Broken Lands. They can be raised with other values, but the majority of Oguna simply don’t have the drive to take up an extreme cause. Their primary concerns involve the survival and well-being of themselves and their families.

4th Edition: Most Oguna have an unaligned outlook on life, especially those raised in the Broken Lands. They can be raised with other values, but the majority of Oguna simply don’t have the drive to take up an extreme cause. Their primary concerns involve the survival and well-being of themselves and their families.

Half-Ogre Lands: Though they have small settlements elsewhere, most Oguna live a harsh existence in the Broken Lands. Etlarnic humans scorn and pity them, and few Oguna permanently live on eastern Adlatum.

Religion: For the Oguna of the Broken Lands, any power that can grant them the ability and strength to survive can garner their attentions. Only Ordrion (Sargonnas) is hated for his support of the vile Sakkaran minotaurs. Manrian (Chislev) and Pharlon (Sirrion) had Ogun worshippers in the past and may again. A rare few Oguna have been able to focus their inner fire towards more noble causes and follow Korolothe (Kiri-Jolith) for the betterment of their people.

Within the past few decades however, a number traveling into the Midlands have joined in with the militant forces of the Red branch of the Tashrama. Whether this is due to religious faith or a desire for combat is an individual matter.

Many Oguna have no faith in any holy power at all; they do not see any god truly willing to help them without trying to get something back in return.

Language: Oguna have no racial language, but learn the languages of their ancestors. Traveling Oguna, though rare, often pick up the languages of races that interest them.

Names: Oguna raised by humans are usually named according to human culture, while those raised by other Oguna have guttural-sounding names like other ogres do. Male Names: Ankhar, Feriik, Kolaar, Golgren.

Female Names: Baroda, Druu, Lorni, Parra.

Adventurers: Oguna may be drawn from the Broken Lands out of curiosity or a desire to gain wealth for their communities. Their affinity for beasts may send them to other lands in search of strange new companions, humanoid or otherwise.

 

Half-Ogre (Oguna) Racial Traits

3.5 Edition

Oguna possess the Krynnish half-ogre racial traits listed in the Dragonlance Campaign Setting except as follows:

  • +4 racial bonus on Handle Animal checks. Oguna have an inherent understanding of animals and beasts.
  • +2 racial bonus on Survival checks. Having survived in the Broken Lands for so long, Oguna are adept at living in harsh environments.
  • Automatic Languages: Common and Ogre. Bonus Languages: Any, except secret languages such as Druidic.

Gnomes of Adlatum (Mentoi)

by Kipper Snifferdoo & Joe Mashuga

There are no tinker gnomes on Adlatum apart from those few who make their way there entirely by accident. Instead, Adlatum’s talker gnomes descend from a small delegation of diplomats and politicians that the Graygem (or Reorx, depending on who you speak to) transformed into a race of obsessive social engineers.

The talker gnomes (“Mentoi”) are everywhere in Adlatum. They are hyper-bureaucrats, political tinkers of exceptional skill who are nevertheless never satisfied with their results. Their own nation is a labyrinthine maze of plots, scandals, deals and partnerships, hopelessly deadlocked, so most gnomes take their skills elsewhere and serve as advisors to the rulers, kings and generals of the other races.

Personality: Gnomes are fixated on issues such as record keeping, government operations, diplomatic relations, business dealings, social engineering and the like. As such, Mentoi tend to behave professionally in most matters, no matter how mundane.

Physical Description: Talker gnomes are physically identical to their Ansalonian cousins—brown skin, white hair, and deep blue or violet eyes. Their garb usually suits their location or purpose. For example, a Mentoi sent to Etlarn will typically dress in Etlarnic fashion.

Relations: Mentoi tend to have better relations with those races who have a more civilized and structured society. Gnomes do not enjoy the company of the cat-folk, bakali, ogres, and Hoda kunda. Dwarves, Midlander humans, Corinesti, Gildanesti, and Mahjoran minotaurs are the races the Mentoi get along best with in most environments. For most others, the Mentoi have generally neutral yet professional relationships, except for the Avanesti with whom they have little contact.

Alignment:
2nd-3.5 Edition: Their stoic demeanor and their tendency to wrap themselves within issues of law, policy, and formal agreements lend most gnomes towards the lawful alignments.

4th Edition: Their stoic demeanor and their tendency to wrap themselves within issues of law, policy, and formal agreements lend most gnomes towards being unaligned. The majority of the other Mentoi are either lawful good or evil.

Gnomish Lands: The city-state of Gnomorrah is recognized as its own nation, even though it technically resides within the borders of FyxZharar of the Midlands. The autonomy is granted due to the fact all non-gnomes would never want to deal with running the Mentoi bureaucracy. The main gnomish settlement comprises of a single area of 300 square miles in the Thunderhead mountain range.

Religion: Many gnomes have either a detached sense of the world they chronicle or they are so fixated on their roles as social agents such that religion does not enter into their lives unless they are actually working for or with a church.

The exceptions are the church of Melik Suud (Reorx) and Nekkarb (Shinare). In the past, Melik Suud had been honored as the founder of their race and thus the Chief Executive Founder of Mentoi society. However, beyond that, faith does not add much to the development and maintenance of society. In fact, the honor given to Melik Suud does not usually equate to actual worship.

The gnomes have similarly honored Nekkarb for her faith’s teachings about communication and business management. However Nekkarb’s church itself does support or influence communication, trade, and other methods of negotiation. For this, Nekkarb had established a majority hold of the pious within the Mentoi society.

A handful of pious Mentoi also follow the faiths of Thobit (Majere) as a god of industry, thought, and communication or of Folmhesta (Hiddukel) as a manipulator of agreements and law.

It is expected some Mentoi may return to these faiths with the return of the gods. Language: The gnomish language is essentially a bastardized form of Common but so filled with double-talk and triple-talk that other races have trouble understanding it. Most talker gnomes study multiple languages to better understand the myriad of races they are sure to encounter in their lives, and they may pepper their own speech with key phrases or jargon from these languages.

Names: Mentoi names are lengthy strings of syllables, each being a shorthand contraction of names and words from a variety of languages. A name written out in full describes the complete listing of what the gnome’s parents had hoped to be the child’s fields of expertise later in life. Upon being of age, a Mentoi who knows what he will be doing in life will contract his name down to a shorter more accurate form. Rarely do parents name their children referring to so few fields of work and study that the child doesn’t take up some of those fields as a career.

Mentoi do not have family names, but if a career path has been passed down from parent to child for several generations, common syllables referring to that career will be passed down within their names as well.

Male Names: Opheimus, Panorvesh, Scrivaln, Travresrec.

Female Names: Advichish, Hayglmarch, Polifince, Romrashalish.

Adventurers: Mentoi adventure in order to search for relics of interest, such as the Volumes of the Prophet, the lost weapons of the Midlands, or something more obscure uncovered during research. Others wish to uncover knowledge either in regards to ancient works or current political dirty laundry. If a gnome has an interest in social engineering, the gnome may journey to find those he could experiment his sociopolitical ideas on.

Talker Gnome Racial Traits

3.5 Edition

Talker gnomes possess the Krynnish gnome racial traits listed in the Dragonlance Campaign Setting except as follows:

  • –2 Strength, +2 Intelligence, –2 Wisdom, +2 Charisma. This replaces the gnome ability score modifiers.
  • +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks. Talker gnomes are masters of the political scene. This replaces the gnome Craft (alchemy) and Guild Affiliation bonuses.
  • Automatic Languages: Common and Gnome. Bonus Languages: Any, except secret languages such as Druidic.
  • Favored Class: Noble (if you use the War of the Lance sourcebook, use the master instead of the noble).

Dwarves of Adlatum

by Kipper Snifferdoo & Joe Mashuga

Subraces:

 

Adlatum’s dwarves are divided into five clans, whose histories have diverged significantly since the race first appeared on the continent in the Age of Light.

Personality: All dwarves are known for their stern behavior and hard work ethic. If complete and total dedication cannot be put towards their aims, whether it be business, piracy, religion, their clan, or anything else, then dwarves tend to believe it wasn’t worth the effort in the first place. With such views, dwarves often come across as overly serious and dour in most matters to other races.

Physical Description: As a race, dwarves typically stand about 4 feet tall and weigh about 150 pounds. They are usually broad shouldered, well muscled, and take great pride in grooming their beards.

Every clan has its own peculiarities, of course. Coin dwarves (“Hartdar”) typically braid their long, dark hair so it may be easily gathered and tied back when working the forge. Their beards are often tucked into their belts, and many coin dwarves wear large belt buckles that display a family crest.

Deep dwarves (“Adlar”) shave their heads in keeping with an old custom. They make one long braid of their white beards and wrap it around their neck or tie it to their chest. Devoted Adlar often have the symbol of Reorx branded on the back of their skulls. They usually wear bright loose-fitting clothing that reflects the harsh sunlight.

Mist dwarves (“Neskudar”) are noticeably thinner than their cousins and possess an unhealthy yellow-green skin tone. Very few Neskudar have any discernible eye pigmentation. The reef dwarves (“Nordar”) and their cliff dwarf (“Sundar”) cousins typically have wild, unkempt hair but short beards (at least compared to other dwarves). The vast majority of Nordar have sea-green eyes, a gift from their capricious goddess. The Sundar once shared this gift, but it was lost when they broke from the Nordar.

Relations: Dwarves generally get along with gnomes and humans. They have strained relations with aquatic elves, kunda, and Mahjoran minotaurs. Goblins and ogres are the dwarves’ traditional enemies. Dwarves also are distrustful of other dwarf clans. The two clans of dwarves that are most compatible are the Nordar and Hartdar dwarves.

Alignment:
2nd-3.5 Edition: Most dwarves, especially coin and deep dwarves, have a lawful demeanor, but the Nordar and Sundar clans possess a predilection towards chaos. Their morals concerning good and evil are more varied. Cliff dwarves are often neutral with good tendencies. Mist dwarves and reef dwarves are likely to pursue more heinous methods and are closer to evil.

4th Edition: Most dwarves are unaligned, but there are usual exceptions. Many cliff dwarves (Sundar) are good aligned. Mist dwarves (Neskudar) and reef dwarves (Nordar) are likely to pursue more heinous methods and are closer to evil and, for more often for the Neskudar, chaotic evil. Those coin dwarves (Hartdar) who are not unaligned often are usually either lawful good or evil.

Dwarven Lands: Ironvasser, Heskeram, Kedaltol, Tandarton, Sundalin, and Wa-Nax.

Religion: Reorx, Adlarism, and Moli (Zeboim). Members of the faith of Adlarism believe themselves to be worshippers of Reorx, but in truth their faith is based on visions originating with the Graygem.

Language: The dwarven language has changed little over the years, though each clan has developed its own accent and expression. Of course, every clan considers its own dialect to be the most pure.

Names: Dwarves have family names that are passed down from their father’s side. All dwarves take part of their name from their clan and combine it with an ancestral name of their family. Children are given individual names at birth from their parents.

Male Names: Belaek, Argent, Pick, Thom, Doget, Jasper, Gran, Flint, Sledge, Chane, Calan.

Female Names: Jewel, Tera, Tila, Rose, Hildy, Jinna, Keldia.

Clan Names: Bladeender, Marblemolder, Earthslasher, Stonebellow, Firesmith, Hilldigger, Fateender, Giantbattler, Ogrecutter, Battleheart, Redquarrier, Copperforge.

Adventurers: Dwarves might choose the adventuring life for a variety of reasons. Coin dwarves may be searching for the ultimate get-rich-quick scheme. Deep dwarves could travel Adlatum seeking lost relics of Reorx. Mist dwarves might want revenge on their cousins or become “heroes” to prove the superiority of their own clan. A cliff dwarf or an exiled reef dwarf might seek a way to free the rest of the Nordar from Moli’s influence. Racial Traits: By clan, below.

Coin Dwarves [Hartdar]

The Hartdar dwarves are easily the most recognizable and influential dwarves of Adlatum. They abandoned the Pathweaving ways of the Adlar, seeing such mysticism as leading to oblivion. The Hartdar allied with human nations against the minotaur empire during the War of the Prophet, though they suffered great losses during the Drowning. Today they are well known as traders, merchants, and wanderers.

Coin Dwarf Racial Traits

3.5 Edition

Coin dwarves possess the dwarven racial traits listed in the Player’s Handbook except as follows:

  • +2 Constitution, –2 Dexterity. This replaces the dwarven ability score modifiers.
  • Automatic Languages: Common and Dwarven. Bonus Languages: Elven, Etlarnish, Gnome, Hammertalk, Hudieran, Minotaur, and Trejori.

Deep Dwarves [Adlar]

The eastern dwarves known as the Adlar follow the ancient Paths to achieve enlightenment and solidarity with Reorx. Untouched by the Drowning, they suffered a severe spiritual crisis during the time of Chaos. Though shaken, they have begun reconstructing their damaged Path and repairing their own internal crises.

Deep Dwarf Racial Traits

3.5 Edition

Deep dwarves possess the dwarven racial traits listed in the Player’s Handbook except as follows:

  • Automatic Languages: Dwarven and Hammertalk. Bonus Languages: Common, Gnome, Hudieran, and Terran.
  • Favored Class: Cleric.

Mist Dwarves [Neskudar]

Eastern dwarves who uncovered a terrible secret in the depths of the Path of Reorx, the Neskudar are a pale, albino clan that cannot bear the light of the sun yet fear the depths of the earth. They now live in a mist-shrouded land, guarding the truth of what they found.

Mist Dwarf Racial Traits

3.5 Edition

Mist dwarves possess the dwarven racial traits listed in the Player’s Handbook except as follows:

  • +2 Wisdom, –2 Charisma. This replaces the dwarven ability score modifiers.
  • +2 racial bonus on Listen and Move Silently checks. Neskudar have learned the benefits of silence in their environment, while their hearing has improved as a result of their living conditions. This replaces the dwarven racial bonus on attack rolls.
  • Light Sensitivity: Neskudar are dazzled in bright sunlight or within the radius of a daylight spell.
  • Mistsight: Neskudar can see up to 10 feet in conditions of fog, mist, steam and vapor, including such spells as fog cloud and obscuring mist. Creatures 15 feet away have concealment (20% miss chance), and creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).
  • Automatic Languages: Dwarven. Bonus Languages: Abyssal, Common, Etlarnish, and Kundaspeak.
  • Favored Classes: Ranger.

Reef Dwarves [Nordar] and Cliff Dwarves [Sundar]

Once a part of the noble Tandar clan, the Nordar were stricken by the events of the Drowning and became victims of their own hubris and greed. Visited by the goddess Moli, the Nordar took to the Dwarfsea that had covered their ancestral empire and turned to plunder and piracy.

The western Sundar were once part of the seafaring Nordar clan but refused to take part in the Nordar’s pillaging ways. They refused Moli and settled along the coast as fishermen, farmers, and reef-miners.

Reef and Cliff Dwarf Racial Traits

3.5 Edition

Reef and cliff dwarves possess the dwarven racial traits listed in the Player’s Handbook except as follows:

  • +2 racial bonus on Profession (sailor), Swim, and Use Rope checks. Reef and cliff dwarves have grown accustomed to the sea and are naturally adept with common seafaring skills. This trait replaces the dwarven trait of stonecunning.
  • Seafaring Stability: When aboard a seagoing vessel, reef dwarves gain a +4 bonus on Balance checks and checks made to resist being bull rushed or tripped. This trait replaces the dwarven trait of stability.
  • Automatic Languages: Common and Dwarven. Bonus Languages: Aquan, Elven, Hudieran, and Trejori.
  • Favored Class: Rogue (if you use either the Age of Mortals Companion or Legends of the Twins sourcebooks, use the mariner instead of the rogue).