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Sundoran th 4 edition-ish Version Dos

The setting of Sundoran, designed for the d20 system, is published under nothing in particular and is really, quite silly.

In ages past... Talo gave the Humans the rule of law, to protect the land and those who dwell on it. Yaro gifted the Yan with the rule of nature, to protect that which came before. Finally, Dol trusted the Elves with the word of the gods to grant light in dark times. And so the age of Sundoran began.

Yan
The yan are like the earth itself, stoic, proud, strong. They are the ones who will inherit eternity, not the gods. - the word of Yaro RACIAL TRAITS

Ability Scores:+2 Wisdom, +2 Strength or +2 Constitution Size: Medium Speed: 7 Vision: Low Light Language: Common, Yan Skill Bonuses: +2 Athletics, +2 Nature checks: Wild Fortitude: +5 racial bonus to saving throws against poison. Yan Heritage: Your Healing surge value is equal to one-quarter of your maximum hit points + 3 hitpoints per tier. Pouncing Assault:You can use Pouncing Assault as an encounter power

Pouncing Assault Encounter Minor Action Target: One creature

Yan Racial Power Melee 1

Lose yourself to your primal instincts and ravage your prey.

Attack: Your highest ability score +3 vs. AC Increase to +4 at 11th level, +6 at 21 level. Hit: You highest ability modifier damage, and the target is knocked prone.

Sleek and powerful, yan embody the will of the wild directed with the wisdom of the ages, yan lead a shamanic lifestyle far from the bustle of city walls. Play a yan if you want.... to tap into a primal ferocity in battle. To be in tune with the natural order be a member of a race that favors the warden, druid, barbarian and shaman classes

Physical Qualities:
Yan are athletic, slender, jackal-like humanoids. Standing between 6 and 7 feet tall, typically weight between 180 and 250 pounds with the males slightly taller and heaver than yan females. The muscles of the arms and legs are well defined, each hand and foot ending in a sharp black claw. Yan have eyes commonly in hues of black, red or gold. Short, fine fur covers the tall slender form of the yan. There fur ranges in color from light gray to a dark black. Yan usually dress in clothing that facilitates life in the savannah, light, loosefitting, and in a variety of earth tones. Their hair often incorporating beads, braids and ornaments with animal and plant motifs. Yan mature at a rate similar to humans, but live well over 100 years, there fur showing the signs of aging first.

Yan Characteristics: Strong, restless, intuitive, proud, curious, fierce,wild Male Names: Tore, Fela, Katu, Riza, Palu, Losa, Tawa Female Names: Mora, Lase, Mezu, Fila, Kazi, Yari, Pulo, Tana

Yan Adventurers
Two sample Yan are described below. Kazi is a proud druid, born to a clan of Yan who rejected the nomadic lifestyle to settle on an untouched grove of primeval trees is southern Prodohara. Under increased threat of talsoi attack, her family sought the aid of a passing adventuring party. As thanks, she offered her services to the grateful group. No wonder what wonders She sees on her travels, she sometimes longs for the peace of her beloved grove. Palu is a Shaman. Once a brave leader, guiding his clan across Prodohara. On one such trek,he was horrified to find the members of his clan infected with a necrotic poison. Powerless to help then, one by one,the member of his tribe fell to the infection, leaving him the sole survivor. Seeking the path of the Shaman in penance for failing his tribe and vowed to not let his adopted family of adventurers suffer the same fate.

Playing a Yan
Contemplative and loyal, a conversation with a yan can be one of deep incite or much confusion. A yan is slow to anger but quick to defend the pride of their family. Yan are inseparably linked to the wilds preferring the magic of nature to the arcane. Often times, under high stress or adrenaline, they may revert to a more bestial nature, even going so far as to run on all fours to their enemies. Centuries ago, yan lived in the cities and plains of Ferro. tending to the sacred holy groves. As time past, the yan sought to expand beyond their roles dictated by the church of the host. Eventually this dissension lead to the exodus of the majority of the yan to the lands of Prodohara. Since then, the yan people have become small groups of nomadic families. Moving from point to point in the Savannah, experiencing as much of their new lands as possible. Yan value freedom among all else and never stay in one place for very long. They find the same location tiresome and seek to see as much of the wonder of the world as possible. This leads many young yan to take leave of their clans to seek new lands and new experiences.

Kenku
There are those who say that the merchants rule the marketplace and the marketplace rule the country. If this is so, then these small creatures will one day rule us all -the word of Nyft RACIAL TRAITS Ability Scores: +2 Intelligence, +2 Dexterity or +2 Charisma Size: Small Speed: 6 Vision: Normal

Languages: Common, Aven Skill Bonuses: +2 Arcana +2 Streetwise Stubborn Will: +1 bonus to will defense Kenku Mimicry: A Kenku can change the pitch of their own voice to perfectly match the voice of a person they have heard before. Receive a + 10 bonus to bluff checks using this method. Last Trick: Choose a cantrip from the wizard list. You may use this spell as an encounter power. Kenku Agility: You can use Kenku Agility as a At-will power. Kenku Racial Power

Kenku Agility At-will Immediate Reaction

Deftly dodge and weave through an opponents assault

Personal

Trigger: You are missed by an attack Effect: You shift one square

To the kenku, everything is a commodity. Money, knowledge, skills, experiences...anything that can be measured is proof of owns worth. The kenku drive the marketplace of Sundoran, securing trade routes and filling thriving bazaars. Play a kenku if you want....

to always have a scheme to exploit those who would underestimate you. To dance around enemy attacks and strike when they are least prepared. be a member of a race that favors the rouge, wizard, warlock and warlord classes

Physical Qualities:
Kenku are small flightless avian, averaging 4 feet tall and generally weighing around 70 pounds. They are covered head to toe in soft feathers that range from dark black to soft brown. The hands and feet of kenku end in sharp talons matching the dark brown of there long beaks. While lacking wings,Their light frame lends to there lithe step, there feet never seeming to rest heavy on the ground. Kenku tend to dress in long robes suited to hiding weapons and scrolls in it's folds. Kenku of some wealth may accent there robes with gems and jewels, but quickly hide them away when they suspect danger.

The life of an adventurer is obviously appealing to a young kenku. The idea of testing and refining one skills while acquiring vast qualities of forgotten valuables in far flung temples drive many to seek there fortunes. Kenku Characteristics: Clever, crafty, agile, talkative,quick,secretive, acquisitive Male Names: Ak-chak, Charbakk, Chiko-chak, Chi-choka, Kelbik Female Names: Chaki, Chi-bi,Falkai, Khadri, Wiki-chi Clan & family names: Black-feather, Greytalon, Pickle-feather, Silverwing

Playing a Kenku
If you visit any of the cities of Sundoran, you will undoubtedly find Kenku. Although hailing from the trade city of Susu, few other races have so quickly and completely adapted to city life all over Sundoran, conducting trade and selling services. In particular, Kenku created the Susu United Trade League, an organization that conducted world wide trade and offers a wide variety of product. A kenku believes that ones life can be measured by the amount he can claim as his own. Everything that can be traded or counted upon is highly valued and qualified by a kenku; be it ancient scrolls, social contacts or just plain gold. A kenku spends there life acquiring these things, the older a kenku, the more dangerous they could be. Naturally talkative, Kenku strive to make quickly offer pleasantries and flattery. It is said that a kenku has hundreds of acquaintances, but only a few trusted friends. Kenku have a reputation of being unobtrusive, Slow to offer insult. This is an idea that the Kenku encourage, those who make enemies of an Kenku may not know something is wrong until a Kenkus revenge come to fruition. Kenku are loath to offer profitable information but are quick to accept trade offers. Cleverness and trickery are highly valued in Kenku society. Kenku heroes are those who talked a red dragon out of it's horde or sneaked into the royal vault to pilfer a cache of rubies. Magic is also particularly valued among Kenku society, those born with the talent for it are highly praised among there kin. All Kenku are able to cast at least a simple spell.

Kenku Adventurers
Two sample Kenku adventurers are described below. Karchirk Longfeather is an ancient Wizard long studied in the ways of the magus. Realizing he may not have many years remaining, Karchirk embarks as a new carrier as an adventurer seeking to find a worthy successor to pass on his knowledge. The old Kenku may be out of his element in the wilderness, his enemies would be will advised to be wary of his arcane talents. Binfai Skulkbeak was born to a family of traders striking out a small niche in the market of pottery from the falling leaf isles. However, when the Susu United Trade League found out about an untapped market opportunity, they used their vast trade network to cut off the supply lines, putting Binfai's family out on the street. Binfai took on the role of a Rouge in order to provide income for her family. She dreams of one day amassing enough wealth to crush the SUTL under the power of her own trade cartel.

Morfin

It's strange that creatures so close to death cling the most to life -the word of Shyoki. RACIAL TRAITS Ability Scores: +2 Charisma, +2 Intelligence or +2 Wisdom Size: Medium Speed:6 Vision: Low Light

Languages:Common, Morfin Skill Bonuses: +2 Insight +2 History Special Quality's: Resistance to Cold 5 + onehalf your level Cold Touch: You can use Cold touch as an encounter power Trance: Rather than sleep, morfin enter a meditative state known as a trance. They need to spend 4 hours in this state to gain the benefit of an extended rest. While in a trance, they are fully aware Morfin Racial Power

Cold Touch

With a simple touch, you channel your heritage into an impressive power Encounter Minor Action Target: One Creature Cold Melee 1

Attack: Your highest ability score +3 vs. AC Increase to +6 at 11th level, +9 at 21 level.
Hit: 1d6 + your highest ability modifier damage and target is slowed until the end of your next turn. 11th level: 2d6 + your highest ability modifier damage 21th level: 3d6 + your highest ability modifier damage

Thin and pale, to the unfamiliar observer, morfin seem to share many characteristics with member of the undead. While this may make strangers wary, those who befriend them find a rich welcoming group with more substance then a passing glance would reveal. Play an morfin if you want... to be from a race that is dark and mysterious be curious, talkative and tricky To have a have an icy touch that freezes enemies in their tracks To be a member of a race that favors the wizard, warlock, bard, avenger and sorcerer classes.

Physical Qualities
While resembling humans primarily, morfin show strong traits commonly inherent to the undead. They have gaunt cheekbones and thin dark hair. Completions range from pale white to dark blue and their skin is often pale to the touch. Morfin as usually very gaunt, their bones showing just under the surface. Morfin tend to dress in dark colors accented with blues or whites. Although resistant to the cold, morfin often trim there garments with furs from the north. Morfin live slightly longer than humans living about to the age of 100. Despite the stigma applied to them, most morfin are drawn towards making new friends among many races and cultures. Living life to the fullest, morfin are often the first to try a questionable local dish, or to explore a haunted ruin. This urge to experience new ideas drives many morfin into becoming adventurers. Morfin Characteristics: Friendly, guarded, open minded, practical, mysterious, down to earth Male Names: Hein, Los, Rith, Jin, Kel Female Names: Pox, Sim, Fel, Khai, Wos

Playing a Morfin
The morfin race is made up of refugees fleeing Estox and the push westward of the basalt army during the opening years of the second lotus war. The history of it's people has been long faded into obscurity as well as the source of their strange appearance. Some claim the morfin offended the death god by extending there lives through the use of magic. Others claim they were created as foot solders for the basalt army and fled from it's service. Others claim there appearance is merely an adaptation to life in the cold, unforgiving lands of Estox. Many morfin scholars seek to uncover the true source of the origin of the morfin people, studying relics and documents passed down in family in secret. One of these discoveries is the morfin language, taught only to morfin and only spoken to in private. Even those who personally know morfin still cannot help feeling unnaturally uneasy in their presence. This has lead to the generally second class status morfin experience in Sundoran. In actuality, morfin are very social people, tending to group together, sharing information and teaching each others children. In particular, despite the near eradication of arcane magic in Ferro, morfin maintain a strong history of arcane study, often passed along bloodlines. This tightly knit community has unfortunately resulted in even more oppression from the populous, many citizens convinced of a morfin conspiracy to profit at the expense of the Ferron citizenship.

Morfin Adventurers
Two sample Morfin are described below. Mos is a morfin wizard. Despite the general ban on the training of arcane magic, Mos's parents refused to give up the traditions of there people, teaching Mos in secret. One day Mos came home to find his parents home abandoned, a mysterious tome written in an unknown script laid carefully on the kitchen table. Mos journeys to find what became of his parents and the discover the meaning of the book he carries. Kel is a morfin avenger of Shyoki. Born to the slums of Vallyn, Kel scraped by for survival. A chance encounter with a cleric of Shyoki changed her life forever. The cleric could sense the touch of Shyoki emanated from the child and despite the the better judgment of the high church council, the morfin order of the Blue rose took the child to a secret monastery to be trained in the order of the blinding shadow, an elite group of assassins sworn to eliminate the enemies of the Church of the High Host. Kel eventually found a group of like-minded adventurers and although she takes great pride in the status her position entails, she also feels the pain and stares of morfin dissatisfied with there demised standing with the church.

Elf
The elves shall be the stewards of the faith, as such they shall be the most blessed. - the word of Dol RACIAL TRAITS Ability Scores: +2 Wisdom, +2 Intelligence or +2 Dexterity Size: Medium: Speed: 6 square Vision: Normal

Skill Bonuses:+2 Religion +2 Diplomacy Languages:Common, Elven Elven Education: Gain training in one additional skill Elven Weapon Proficiency:You gain weapon proficiency with the longsword, shortbow and longbow Elven Resilience: You may use Elven Resilience as an encounter power Elven Racial Power

Elven Resilience

The blessing bestowed to all Elves protects them from harm Encounter Immediate Reaction Effect: You make a save on that effect Personal Trigger: You suffer an effect that a save can end

To many, elves embody the heart of Ferro. The backbone of the religious and civic order has always been in the hands of the pious elves. In return for their servitude, the elves have been granted the best the empire has to offer. Play an elf if you want... to be refined and educated. to have a natural connection to the divine. to be a member of a race that favors the cleric, paladin, warlord and avenger classes.

Physical Qualities
Elves are short and slim, standing about 4-1/2 to 5-1/2 feet tall. They are graceful but frail. They tend to be fair skinned with just a touch of gold. Commonly, their hair is blond. Eye color are vibrant blue, green and violet eyes. No matter whatever dark places an elf travels, an unearthly trace of sunlight never seems to leave their face. Elves live longer than humans, usually living to around an age of 100 years, the effects of old age only showing in the last few years.

Elf Characteristics: Devout, elegant, righteous, spiritual, educated, noble. Male Names: Aramil, Aust, Enialis, Soveliss, Quarion, Heian

Female Names: Antinua, Drusillia, Felosial, Ielenia, Lia, Mialee, Vandania

Elf Adventurers
Two sample Elf adventurers are described below. Anadiel is a elven paladin of Talo. From a very young age, Anadiel had always looked up with wide eyes at the passing of the Highblade. Each day, she dedicated herself to the art of the blade as well as the divine lore of Talo. When she came of age, she quickly stood head and shoulders amongst the other trainees, and was quickly accepted into the Highblade ranks. However, upon attaining her dream, Anadiel found it a little unfulfilling. Many members had decided to rest on there coveted position in society and the order had fallen into disarray following the death of Prince Windvasser. Anadiel decided to leave the pageantry of the capital and seek the life of the adventurer, spreading the legend of the Highblade, hoping to spur other to aid her in restoring the order to its former glory. Anadiel expects much from her companions, as she does from herself, refusing to compromise on her dream of a restored order she remembers from the tales of her youth. Solivir is a elven cleric, devoted to Dol. Although well spoken of in Vallyn, Unlike most elves, Solvir detests the city life. He wandered between the small hamlets on the outskirts of Ferro, his fine robes long since stained with the dust of the robes and of the blood whose lives he saved. Gruff and the the point, Solivir seeks to spread the word of Dol to the places where it is most needed. Coming across a group of adventurers ambushed by knolls, and snatching them from deaths door, Solvir now serves as a sort of father figure to much of the group, offering wisdom and patching up scrapes in equal measure.

Playing a Elf
Elves are beings touched by the light of the gods and traditionally charged with maintaining the church of the High host in Ferro. The worship of the gods is so ingrained into elf culture, they have developed private schools tasked with teaching young elves the value of worship,tradition and academia. Elves are refined and polite if a little haughty. In private exclusive schools, elves receive the best education ferro has to offer and rarely fail to exercise it. It is commonly said that to make an elf laugh is the highest challenge of bards. Elves hold their party members to a high standard, and hold themselves to an even higher standard, their failures often hitting the hardest. Elves hold their position as guardians of the faith seriously. Although their zealousness against the forces of darkness is a boon to those that live in Ferro, there commitment has lead to unpopular acts such as the near eradication of arcane study and hesitation to accept other races into the order. Elves believe their commitment to righteousness, shields themselves and their cities from harm, blaming lack of adherence to the will of the gods when misfortune occurs. Since the formation of the empire, elves and humans have shared a special partnership, with humans maintaining social order and the elves maintaining spiritual order. Following the yan exodus to prodohara, many elves have taken the task of maintaining the holy forests that surround the region. Although some amount of hurt feelings still exist between yan and elf, old wounds are finally starting to heal.

Human
Human being are the force of civilization, cutting through the anarchical world. - the word of Talo RACIAL TRAITS Ability Scores: +2 to one ability score of your choice Size:Medium Speed:6 Vision: Normal

Languages:Common, Choice of one other Bonus At-will Power: You know one extra atwill power from your class Bonus Feat: You gain a bonus feat at 1st-level. You must meet the feat's prerequisites Bonus Skills: You gain training in one additional skill from your class skill list Human Defense Bonuses: +1 to Fortitude, Reflex, and Will defenses

More than anything, humans are adaptable and diverse. Humans fill every rank and profession, from king to slave, and can be found settling in cities from the northern tip of Ferro to the deserts of Sune. Play an human if you want... to be a decisive, resourceful hero with enough determination to face any challenge. To have the most versatility and versatility and flexibility of any race. to be able to excel at any class you choose.

Physical Qualities
Humans come in a wide variety of heights, weights, and colors. Some humans have black or dark brown skin, others are as pale as snow, and they cover the whole range of tans and browns in between. Their hair is black, brown, or a range of blonds and reds. Their eyes are most often brown, blue, or hazel. Human attire varies wildly, depending on the environment and society in which they live. Humans quickly take up fashions of indigenous people and some take great joy in mixing elements from far reaching cities. Human average life spans of about 70 although some can reach ages of 90 or more.

Human Characteristics: Adaptable, bold, corruptible, creative, driven, hardy, pragmatic, resourceful, territorial, tolerant Male Names: Alain, Alek, Benn, Brandis, Donn, Female Names: Ana, Cassi, Eliza, Gwenn,

Human Adventurers
Two sample Human adventurers are described below. Kenasa is a human rogue. Kenasa grew up among the shipments and rigging of the Ashdale docks. Seeking to make a little gold for herself, she joined up with a fledgling pirate crew. For a time, she was the scourge of the shimmering seas until one day, her crew struck it big, a Ferron commerce ship filled with gems bound for the royal treasury. Overcome with greed, her captain sought the whole of the haul for himself, tossing Kenasa overboard. Finding herself washed up on the shore, Kenasa divided to pursue a new career, one of the adventurer. Despite not getting the opportunity very often, Kenasa has not lost her sea legs and relishes every opportunity to take command of a seafaring vessel. Junra is a human fighter. Born in the Falling Leaf isles, as a youth, he waited for days at a local temple to be trained in the art of the steel. Time passed and Junra grew more formidable and confident in his swordplay under the training of his stern master. One night after returning to the temple from training in the nearby woods, he found his master dead, poisoned by a scorpion gang assassin. Junra left that same night, seeking out to destroy the scorpions and to find out why his master was executed. Junra's party members find him very serious, always focused on the task at hand, and first to throw himself into harms way to protect an innocent.

Playing a Human
Centuries ago, a Human fought back against a demon that terrorized the unsettled lands, binding together the yan and elf peoples to form the nation of Ferro. Since then, Humans have been known as the maintainers of civilization and order, the majority of cities in Ferro were founded by Humans and remain human lead. Humans are decisive and sometimes rash. They explore the darkest reaches of the world in search of knowledge and power. They hurl themselves into danger, dealing with consequences as they arise. They act first and ponder later, trusting their will to prevail and their native resourcefulness to see them through perilous situations. Their self-reliance and bravery inclines humans toward martial classes such as fighter, warlord, and rogue. They often prefer to find hidden reserves of strength in themselves rather than trust to the magic of wizards or clerics. Humans are tolerant of other races, different beliefs, and foreign cultures. Most human settlements are diverse places where different races live together in relative peace. The other great human civilization in the world is the Falling Leaf Empire. Founded in a cluster of islands far to the south following the death of the first king of Ferro. The humans that make up the nation, as opposed to there kin to the north, lead a mostly isolationist life, focused on personal honor and martial prowess.

Viashino
The viashino survive despite their ancestral land seeking to wipe them from the face of the world; this is indeed an admirable trait.-the word of Samara RACIAL TRAITS

Ability Scores:+2 Dexterity +2 Constitution or +2 Intelligence Size: Small Speed: 6 Vision: Normal Languages: Common, Draconic Skill Bonuses:+2 Endurance,+2 Intimidate Special Quality's: Resistance to Fire 5+1/2 Level Battle Ready: You gain a +2 bonus to initiative checks Viashino Rage:You can use Viashino Rage as an encounter power

Viashion Rage

Viashino Racial Power

At your most desperate, you become a compact blur of death

At-will Free Action Personal Special: You must be blooded to use this power Effect: Until you are no longer bloodied, your speed increases by 2 and you gain a +1 bonus to AC and Reflex Defense

Viashino, despite there small stature, are among the fiercest warriors Sundoran has to offer. life among the hot sands of Sune has made the viashino strong and proud. Play a viashino if you want... to be quick, proud and resilient. to just at home in the burning desert sands as in the local tavern. to be a member of a race that favors the rouge, barbarian, ranger, warlock, and sorcerer classes

Physical Qualities
Viashino are small lizard-like creatures, rarely exceeding 4 feet tall. They have a wiry frame followed by a long whipping tail. Viashino are entirely hairless, the crest of their head topped with distinctive frills. The tough scales range in color from deep red to vibrant green. Viashino typically wear long tattered robes to shield themselves while in the desert, their adventuring gear made up of dark leathers. They typically live as long as humans, but mature from their eggs more quickly.

Viashino Characteristics: Proud, brave, brash, impulsive, tough, fast Male Names: Vasek, Rorik, Zarek, Dimka, Rokav Female Names: Vova, Slava, Vimka, Dimas, Milos

Viashino Adventurers
Two sample viashino adventurers are described below. Rokov Swiftrunner is a Vosik Ranger. Even from a young age, Rokov would often sneak away from the other children to wander the desert. It was almost inevitable that when he became of age, Rokov took up the role of a bodyguard and guide for traveling merchants moving through the desert, his twin scimitars striking down any threat. When he was hired to guide a group of adventurers across the sands, he found his true calling and true comrades. Rokov decided to test his talents to see if they hold up away from his homeland but still keeps an hourglass filled with the sands of Sune around his neck and close to his heart. Sravi Suntail is a Vosik Sorcerer. Born to the Suntail clan and showing strong signs of caring the blood of dragons, a strong arcane talent granted by Samara herself, Sravi was raised and trained by the finest scholars Stilthirst had to offer. Growing bored with her pampered life, Sravi escaped the temple grounds late one night and struck out on her own seeking new adventures.

Playing a Viashino
Viashino are a race of personal honor and bravery. Headless to there small size, viashino hurl themselves into battle without hesitation. Spoken under the breath of many citizens is the rage of the viashino, their speed increasing and becoming more and more unstoppable. Viashino dwell in island desert of Sune. Life in the dessert has has tempered the viashino spirit for survivability. They understand the value of strong comrades but not the value of flowery words with strangers. Outsiders view the viashino people as task oriented, lacking in a definable sense of humor. When they or their family come under threat, viashino respond with intimidation first, and weapons soon after. clans Viashino society is ruled by a council of Clan leaders residing in the capital of Stilthirst. Each viashino is a member of one of the five clans: The Redfang, the Darkscale, the Swiftrunners, The Suntail, and the Dune watchers. Open fighting among the clan is common, often spilling out into the streets, the Redfang and the Darkscale particularly notorious in there squabbles. The Swiftrunners are known for there speed and the dune watchers for there strong martial fighters. Suntails are known for there veneration of the dragon goddess Samara and the preservation of arcane lore and in particular, the fire magics. Viashino see themselves as apart from the rest of the world, disdaining the political scrabbling of the lands of Ferro. While they revere there homeland, they see the nearby lands of Prodohara and the rest of the Sundoran as prime opportunities for adventure and glorious combat.

Roska
Unbound...Undeterred...Unbroken...Unquenchable... -Rugoth, the stone god RACIAL TRAITS

Ability Scores: +2 Strength, +2 Constitution or +2 Dexterity Size: Medium Speed:6 Vision: Normal Languages: Common, Giant Skill Bonuses:+2 Endurance,+2 Nature Will of Granite: You gain a +1 racial bonus to your will defense. Earth Walk: You ignore difficult terrain that is the result of uneven terrain or rubble. Evoke Wisp: You can use use Evoke Fire Wisp as an encounter power. Wisp Trick: You can use your fire wisp to light a small campfire, torch,or campfire as well as provide one square of light

Evoke Fire Wisp

Roska Racial Power

With a concentrated effort, you send your fire wisp headlong into your enemy, buffering him backwards.

Encounter Minor Action Target: One Creature

Cold Melee 1

Attack: Your highest ability score +3 vs. Fortitude Increase to +6 at 11th level, +9 at 21 level. Hit: The target takes damage equal to your Highest ability modifier, and the target is pushed 2 squares.

Created from the earth and imbued with fire, roska were born to serve as a slave race. Now freed, roska have started to build a culture all their own, far past the frozen wall in the icy lands of Estox. Play a roska if you want... to be a fierce as fire, and as resilient as stone to make your determination manifest and use it to force your enemies back. to be a member of a race that favors the barbarian, fighter, warlock, warden and barbarian classes

Physical Qualities
Roska are tall muscular humanoids, averaging around 6 feet in height. There skin is a dark black or brown and very rough to the touch, like unhewn stone. Roska typically wear their dark hair, either in long braids or shaved bald. Accompanying each roska is a Fire Wisp, a physical embodiment of a roskans soul. This mote of fire is with a roska until the day they die, although it's light can be temperately subdued into their bodies for short periods of time. The color and intensity varies from member to member. Roska are born with deep red tattoos that acted as a seal, preventing rebellion during the rule of the Majgal. Some roska have taken to tracing over there tattoos with the gold powder mined from the nearby mountains, to mark their change in status.

After living in the wilderness in a fire-pact and depending on other for survival, taking up the path of an adventurer comes as a natural extension to many roska. While most roska never leave the frozen abyss, more and more are venturing past the frozen wall to seek passage to the rest of Sundoran. Roska greatly value freedom, and especially love overthrowing a tyrant oppressing his people. Roska Characteristics: Daring, loyal, powerful, trusting, hard-working, stubborn,self-reliant. Male Names: Olodak, Belhorn, Vicnan, Panice, Lorasys, Grafalcon, Female Names: Carsys, Marvyre, Gurlynn, Strokain, Marasadididi

Viashino Adventurers
Two sample roska adventurers are described below. Garsem is a roska barbarian. For most roska ties to those in their fire-pact are more important than any other. Garsem and his firepact endured much in there time on the tundra, trusting their lives to each other. Taking up the totem of the eagle, and watching over those he cares for, Garsem grew into a strong warrior. Upon returning to the city, Garsem was shocked to find that one of his fire-pact had lost his temper, and killed a man in a bar dispute. On that day, despite a heavy heart, Garsem set off across the tundra, to find his friend, and do what he must. His companions find him quiet and proud, only to be surprised by his ferocity in battle. Garsem's greatest fear is losing control of the rage and finding himself similarly marked. Kexcs is a felpact warlock. Before setting out as an adventurer, Kexks serves as a reclaimer, a roska devoted to deciphering the relics left by their former oppressors. Kexks devoted her efforts to the vast tomes left behind. One particular book tormented her, stealing he sleep and waking moments. Eventually she came upon the truth, this book held forbidden secrets, known only to the warlocks of the Majgal. Upon this realization, the energies bound in the tome corrupted her soul fire, imbuing it with dark power, and her mind with darker visions. With no way to purify herself, the elders had no choice but to exile Kexcs from the roska lands. Finding her way through the frozen wall to Estox, she journeys to find a way to keep her staggering power in check.

Playing a Roska:
Centuries ago, The roskan people were created to serve as manual labor for the cruel race known as the Majgal in the golden city of Illemeria. Bound by magical tattoos, the Roska were forced to obey there masters. Eventually, the roska people developed a way to weaken the binds of the seals and in the resulting rebellion, the whole of the Majgal race was wiped from Estox. Without the knowledge to run magical devices that maintained the city climate, the newly freed roska were forced to survive in the brutal lands of Estox, only there fire wisps to keep themselves warm. One on the most striking aspects of the roska is the fire wisp. It is a direct reflection of the emotional well being of the processor, increasing in size and intensity in moments of great stress and determination, and shrinking down to a constant flame when calm. When a roska is sick, it's wisp may become pale and start to sputter. Often, to settle arguments or for sport, two roska will set up a ring of battle and will compete using there wisps to see who can drive the other out of the boundary. When a roska comes of the appropriate age he is sent to live in the wilderness with a group of similarly aged children. This group is called a fire-pact and each member is responsible for the well being and actions of each of it's members. Depending on each other for survival creates life long bonds stronger than even blood.

Selkie
The selkie are my beloved children; curious, crafty and as bold as the ocean current. -the word of the Leviathan RACIAL TRAITS

Ability Scores:+2 Charisma, +2 Strength or +2 Dexterity Size:Medium Speed: 6, Swim 8 Vision: Normal Languages: Common, Aquan Skill Bonuses:+2 Diplomacy,+2 Bluff Selkie Weapon Focus: You receive a +2 damage bonus when using crossbows and spears Slippery Mind: You receive a +5 to saving throws against charm effects. Poison Barb:You can use Poison Barb as an encounter power.

Poison Barb

Selkie Racial Power

Recovering from your attack, your foe finds a stinging souvenir via the poisonous barb under your wrist.

Encounter Free Action Trigger: You hit an enemy Effect: Ongoing 1d6 poison and psychic damage (save ends) Personal

Inquisitive, noble and brave, selkie dwell in a court of alliances and double crosses deep in the oceans of Sundoran. Although storms and raging seas isolate selkie from the rest of the world, more and more selkie adventurers are braving the outside world seeking glory. Play a selkie if you want... to be inspiring, strong and crafty. to be a character that is at home in the water as on land. to be a member of a race that favors the paladin, warlord, sorcerer and bard classes

Physical Qualities:
Selkie are athletic, slender and light blue skinned. Selkie males tend to be human height and tend to be about a foot taller than average of there female counterparts. While being equally as strong as there male counterparts, female tend to have much leaner muscle. Small fins extend on the underside of arms and legs and gill slits lie just under the ears, marking the Selkie as a creature of the ocean. On the underside of selkie wrists lie twin poisonous stingers. These small barbs are able to be launched short distances to embed themselves in an enemy's body. The barbs usually grow back within an hour. Selkie usually dress sparely in silks that may be a bit threadbare as a result of frequent trips into the ocean. Armor is often accented with red banners that indicate membership in a noble house. Selkie don't live quite as long as humans do, rarely living past the age of 60.

Selkie Characteristics: Cunning, graceful,


charming, curious, dedicated, impulsive. Male Names: Anjeles, Davoin, Juvian, Luca, Javeer, Larit

Female Names: Andra, Angil, Faitt, Rucra,


Nati, Salene

Selkie Adventurers
Two sample Selkie adventurers are described below. Brandir Desole is a selkie warlord. The trickery an political positioning of the selkie families can sometimes be bloody. Brandir's family was one such causality. Framed for the murder of a high ranking official, the clan Desole was striped of all it's holdings and status, it's mansions thrown to ruin. Despite his dire straits, Brandir never lost his bright smile and poise. During a fierce battle with a group of sahuagin, Brandir was caught in a underwater current, and found himself washed up on the shores of Prodohara. Retaining much of his old court curtsey, Brandir quickly fell into the ranks of an adventuring party wandering through the savage coastline. All that occupies his thoughts are leading his new friends towards new glories. Marin Lalance is a selkie bard. Marin spent her formative years in taverns, flirting with the attractive men and listening awestruck to the stories being told by the traders. Eventually, Marin became bored with the same stories told night after night. One night, after a heavy round of drinking, the crew of a small fishing vessel awoke to find there craft missing. Marin had taken the ship and managed to sail north. Luck was on her side, and she was able to traverse the mordenstrum, arriving on the lands of Ferro, seeking new stories and adventures. Marin is capricious and naive, always willing to share a tale of lighten the mood with a joke. Although selkie humor doesn't always translated as well as she would like.

Playing a Selkie
In the southern seas of Sundoran lies the Mordenstrum, a storm of thunder and currents stretching out hundreds of miles and dooming many ships venturing seeking to explore the region. Unbeknownst to the outside world, the storm serves as a shield to the selkie lands of Aleer, isolating the kingdom from the rest of the world. Charming by nature, selkie appreciate the value of a good joke or interesting conversation. They are quick to boast of there accomplishments as well as the deeds of there friends, making even the mundane seem like a stirring adventure. They are a species ruled by their feelings, not letting logic or obstacles get in the way of their achieving their desires. Selkie society is dominated by the Royal Court and the noble families the powerful families that make of the council members that advice the king. Pageantry is a way of life to the selkie. While open fighting is frowned upon, a family that fails to make a show of wealth and stability at a gala may be through of as weak and exploited by stronger families. While friendly and jovial on the surface, coercion and assassination are commonplace as each family strives to domineer it's enemies.

Additional Rules:
These optional rules grant players in Sundoran the ability to use the Limit Break and Team Attack powers. These abilities are usable only once per day even if another ability would grant the use of them more than once.

Limit Break
You summon a great power in a time of dire need in the form of a do or die attack.

Daily Standard Action Trigger: You are at or below 10% of your total hit points Cost: Expend a healing surge. Effect: You execute a Daily Power of up to 4 levels higher than your level. You select this Power at 1st, 5th, 9th, 15th, 19th, and 25th levels. Receive a +5 power bonus to hit with this attack. Team Attack
Pushing the limits of teamwork to it's most extreme level, you and your allies twin attacks batter your enemy with perfect harmony and precision, leaving him little hope of defending.

Daily Free Action Trigger: A party member announces the use of a Daily Power that targets an enemy Cost: Spend an action point. Effect: You may attack the target with a Daily Power that targets that enemy, if you do so, The triggering player gets a +5 power bonus to hit with his attack. Special: The triggering player also expends his daily use of this power.

Paragon Paths
Kenku Shadowmage
Prerequisite: Kenku

Shadowmages are kenku who have studied stealth and magic so thoroughly, it is now a very part of there being. Dark feathery wings made of pure magic spring from your back becoming stronger with time. Whenever you shift around an enemy a dark shadow of yourself remains for an instant catching you foe off guard.

Shifting Action(11th level): When you spend an action point to take an extra action, you may shift two squares. Skill Learning(11th level): You gain training in a skill from the rouge or wizard class list. Stolen Wind(16th level): You gain overland flight with a speed of 12. Darting Reprisal
You dance around an enemies blade, and quickly retaliate.

Kenku Shadowmage Attack 11

Encounter Martial, Weapon Immediate Reaction Melee weapon Trigger: The target misses with a melee attack Target: The triggering enemy Effect: You may shift one square and make the following attack. Attack: Dexterity vs AC Hit: 2[W] + Dexterity modifier damage Wings of the Crow
Dark wings made of pure magic spring from your back.

Kenku Shadowmage Utility 12

At-Will Move Action Personal Effect: You fly a number of squares equal to your speed. You must land at the end of this movement Puppet's Waltz Kenku Shadowmage Attack 20

Each of your opponents weaknesses fall to your magical assault, he finds himself completely are your mercy.

Daily Arcane, Psychic Standard Action Ranged 5 Attack: Intelligence +5 vs Fortitude, Reflex, and Will One Hit: 4d8 plus Intelligence modifier psychic damage Two Hits: The target is stunned (save ends) in addition to One Hit effect Three Hits: The target is dominated (save ends) in addition to One and Two Hit effects

Sand stalker
Prerequisite: Viashino

To a viashino, the fierce desserts of Sune are a playground. You have taken it upon yourself to take combat amongst the sand to a terrifying level even when away from your homeland. You attack like a mirage; fast and obscured by sand. Effects that attempt to deter your assault, wash off your form as you strike an opponent when he is least prepared. Few others understand the benefit of terrain, leaving you with an overwhelming advantage. You stand along your brothers of the dessert, the strongest warriors Sune has to offer

Heedless Advantage (11th level): You receive a +2 to attacks rolls made during first round of combat. Burst of Speed (11th level):Whenever you spend an action point to take an extra action, you gain a bonus to your speed equal to your dexterity modifier until the end of your next turn. Undaunted Stride (16th level): While under the effect of your viashino rage, gain resist 5 to all damage and ignore effects that slow or stun

Sand Strike EncounterMartial,Weapon Standard Action Ranged or Melee weapon Attack: Dexterity vs. AC

Sandstalker Attack11

Using your knowledge of the terrain, your attack blast sand in your enemy's eyes.

Hit: 1[W] + Dexterity modifier damage and the target is blinded (save ends) Shroud of Dust Daily Immediate Reaction Personal Trigger: You miss with an attack Effect: You shift 3 square and gain concealment until the end of your next turn. Deserts Verdict Daily Martial, Weapon Standard Ranged or Melee weapon Hit: 4[W] + Dexterity modifier damage. Special: If you have combat advantage, the target is dazed and slowed (save ends both) Sandstalker Attack 20 Sandstalker Utility 12

Your enemy moves in to capitalize on your mistake, only to find a cloud of dust in your place.

You take advantage of your foes plight with a further punishing strike

Morfin Nightwalker
Prerequisite: Morfin

Considered a myth by most, the nightwalker is a morfin with an even stronger connection to the dark. The icy blood flowing your the veins of the morfin grows colder and blacker with necrotic energy. A mysterious benefactor calls to you, offering you new powers and buffering your natural abilities with biting cold.

Biting Critical (11th level): When you score a critical hit, the target gains vulnerable 5 cold until end of encounter. Icy Strike (11th level): When you spend an action point to make an attack,you deal an additional 2d6 bonus cold damage with that attack. Shearing Cold (16th level): When you hit an enemy with an attack, they lose all resistances to Cold and Necrotic damage. Cold Blast Encounter Cold, Arcane Standard Action Close blast 3 Target: Each creature in blast Attack: Charisma +5 vs. AC Hit: 2d8 + Charisma modifier and the target is slowed until the end of your next turn Walk of the Undying Daily Minor Action Target: One ally Effect: Until end of the encounter, the target can act normally while dieing. The target still dies when they fail three death saving throws or are reduced to less than their negative bloodied value. Dark Blizzard Morfin Nightwalker Attack 20 Ranged 5 Morfin Nightwalker Utility 12 Morfin Nightwalker Attack 11

You extend the range and potency of your cold touch power with devastating results.

A dark power fills your dieing ally with a vigor that enables them to fight on.

A sudden bust of cold wind blows in a storm of ice and necrotic energy sapping your enemys strength and vision.

Daily Cold, Arcane, Necrotic, Zone Standard Close burst 3 Effect: You conjure an area of Cold and Necrotic energy. You and your allies gain partial concealment while in the zone. Any enemy that starts it's turn in an affected square takes 2d8 damage, is slowed and weakened Sustain Minor: The zone persists.

Prodoharan Savager
Prerequisite: Yan

Some yan retain a stronger connection to the wilds than other. Life in the primal lands of Prodohara has awakened an unrestrained wild spirit in these Savager. Considered dangerous and unpredictable by most yan, you tap into wild unrestrained energy to force your foes to the ground and rend them asunder. Wounds seem to heal over in seconds when a you taps into this force.

Predatory Advantage (11th level): You also gain a power bonus to damage rolls against prone enemies equal to your wisdom modifier. Yan Resurgence (11th level): Whenever you spend an action point you may spend a healing surge Strong Body (16th level): Roll twice for Athletics and Nature checks Savage Howl Encounter Healing, Psychic Standard Action Close burst 3 Target: Each enemy in burst Attack: Charisma +5 vs. AC Effect: 1d6 + wisdom modifier psychic damage. In addition, each ally in burst 3 gains 1d6 + wisdom modifier damage. Mighty Effort Daily Minor Action Personal Effect: Until the end of your next turn, you gain a +5 power bonus to Strength checks and Athletics checks, you also gain a +2 to damage rolls Savage Rend Prodoharan Savager Attack 20 Prodoharan Savager Utility 12 Prodoharan Savager Attack 11

Your primal howl strike at the soul of your enemies and spurs your allies to continue the fight

With a burst of adrenaline, your muscles swell with the strength of primal beasts.

Under the assault of your fierce attack, the enemy has no choice but to cower. Like the beasts of the wild, you show no mercy.

Daily Primal, Weapon Standard Melee weapon Target: One creature Attack: Strength +2 Vs. Ac. Hit: 2[W] + Strength modifier damage and the target is knocked prone. Effect: Make a secondary attack against the target Attack: Strength Vs. Ac. Hit: 2[w] + Strength modifier damage

Sunblessed
Prerequisite: Elf

While all elves are recipients of the blessings of Dol, Sunblessed are particularly so. In your presences, impairing effects slough off the party. Events seem to reshape themselves to protect the you; brutal hits are averted, and some damage negated entirely. Enemies attacking the you find themselves impaired and held helpless.

Critical Shielding (11th level): You can spend an action point rather than taking an additional action to reduce the damage dealt this turn to you by an attack to 0. Blessed Luck (11th level): Whenever you are hit by a critical hit, roll a d20. On a 10 or higher, the attack is a normal hit instead. Blessed Afterglow (16th level): Whenever you save against an effect, you receive a +2 bonus to all defenses until the start of your next turn. Ray of Censure Encounter Divine, Radiant Standard Action Close burst 3 within 10 Targets: Up to 3 creature in blast Attack: Intelligence, Charisma or Wisdom +5 vs. AC Effect: 1d10 plus Wisdom modifier damage and target is immobilized until the end of your next turn. Wave of Protection
The blessing of Dol extend to each of your allies.

Sunblessed Attack 11

The clouds part, revealing magical beams of light which hold your enemies in place.

Sunblessed Utility 12

Daily

Personal

Minor Action
Effect: Make a saving throw against an effect a save can end. If you succeed,

allies you can see can make a saving throw as a free action against any single effect that a save can end. Ray of Judgment Sunblessed Attack 20

A peal of thunder heralds a blast of radiant energy from the heavens, judging the sins of your foe.

Daily Divine, Radiant Standard Action Target: One creature Attack: Intelligence, Wisdom or Charisma +7 vs. Will Effect: The target is stunned (save ends). Aftereffect: The target is deafened until the end of the encounter. Ranged 5

Wispvoker Duelist
Prerequisite: Roska

To the roska, mastery of powers granted by the Fire Wisp is glorified in the battlering. This ritual and pastime of the roska is ingrained and popular in the fledgling culture. Some roska take the abilities granted to them by the matches faced in the ring out into the outside world. These roska have complete control of there fire wisps, pushing enemies about the battleground and igniting there foes ablaze.

Backstep Advantage (11th level) Whenever a creature leaves an adjacent square due to forced movement, it takes damage equal to your con modifier. Focused Anger (11th level) Whenever you spend an action point to make an attack receive an additional 1[W] or 1d8 bonus damage. Fiery Resurgence (16th level) When you spend second wind, adjacent enemies take 5 + Constitution modifier fire damage Evoke Grand Wisp Encounter Fire Standard Action Close blast 3 Target: Each creature in blast Attack: Charisma +5 vs Fortitude, Wisdom +5 vs Fortitude, or Intelligence + 5 vs Fortitude Effect: 3d6 + constitution modifier, push the target 3 squares, ongoing 5 fire damage (save ends) Stance of the Immovable Earth Encounter Martial, Stance Minor Action Personal Effect: Until the stance ends, you get a +2 to Fortitude defense and may reduce the amount you are pushed, pulled or slide by 1 square. Supernova Wispvoker Duelist Attack 20 Wispvoker Duelist Utility 11 Wispvoker Duelist Attack 11

Your Fire Wisp grows to a intimidating size as you propel it at your foe.

You move into a defensive stance used by Wispvokers to stay in the battle ring.

You direct your fire wisp internally, where it swells before flaring out. The resulting blast wave scatters your enemies in all directions and fortifies your will to fight.

Daily Fire Standard Action Close burst 3 Targets:All creatures in burst. Attack: Charisma vs Fortitude, Wisdom vs Fortitude, or Intelligence vs Fortitude Hit: 4d6 fire damage and you push each target one square Effect: You may spend a healing surge

Aleereian Knight
Prerequisite: Selkie

The skill and spender of the court of Aleer is something that many aspire to, but few achieve. You stand as an example of the best the court has to offer, standing with your chosen compatriots in glorious battle. You move amounts your allies using ancient tactics to pin your enemies in place, setting them up on a silver platter for your friends, your inspiring words spurring them to even greater victory.

Inspired Bravery (11th level): When you end your turn, one ally who can see you can make a saving throw against a charm effect or a fear effect. Pinning Action (11th level): When you spend an action point to make an attack, each target you hit with that attack is immobilized and grants combat advantage until the end of your next turn. Move with the Tide (16th level): When a enemy adjacent to you shifts, you can shift into the square the enemy left as an immediate reaction. Dire Undercurrent
You flow between enemies, pinning each to the ground.

Aleereian Knight Attack 11

Encounter Martial, Weapon Standard Action Effect: You shift 4 squares. Each time you enter a square adjacent to an enemy for the first time during the move, you can use the following attack against that enemy. Target: One creature Attack: Strength vs AC Hit: 2[W] + Intelligence modifier force damage, and the target is immobilized until the end of your next turn. Chance for Glory
With a loud battle cry, you turn success into great success.

Aleereian Knight Utilty 12

Daily Immediate Reaction Personal Trigger: An ally rolls an attack roll of 19. Effect: The attack scores a critical Maelstrom Assault Daily Martial Standard Action Close burst 4 Targets: You and each ally Effect: Each ally can shift 1 square and make a melee basic attack with a + 2 bonus to hit. Each ally that hits gains 5 hit points. Aleereian Knight Attack 20

You direct your allies into a whirlwind of attacks that encompass your enemies.

Heroic Feats
Any Class Wilderness Lore Pursuing Assault Savage Nature Quick Wit Advancing Step One More Trick Blast Touch Icy Blood Adaptable Nature Desert Weapon Training Blood Hunter Group Readiness Elven Weapon Finesse Bathed in Light Sense of Danger Potent Venom Crafty Mind Bluffing Advantage Extend Wisp Survival Training Savage Wisp Prerequisite Yan Yan Yan Kenku Kenku Kenku Morfin Morfin Morfin Viashino Viashino Viashino Elf Elf Elf Selkie Selkie Selkie Roska Roska Roska Benefit +2 to attack against Beasts Retain use of Pouncing Assault on a miss Gain 1 healing surge, +2 damage on charge attacks Add Intelligence modifier to Bluff and Intimidate checks Shift 2 squares when an large creature misses in melee Gain the use of another cantrip. Cold touch becomes blast 3 +1 to attack and damage to attack with Cold powers Gain +2 on checks when ally passes. +2 damage and proficiency with scimitars and falchions +2 to damage roll when using Viashino Rage. Allies get +2 initiative and +2 perception +2 damage with longsword, shortbow and longbow Gain resistance to necrotic damage Use wisdom rather than dexterity for initiative Poison barb deals d8 ongoing poison Slippery mind affects fear and ongoing psychic Shift 1 square when using bluff to gain combat advantage Evoke Fire Wisp pushes 1 additional square Use strength for intimidate, constitution for nature checks Evoke Fire Wisp does additional strength damage.

Wilderness Lore
Prerequisite: Yan Benefit: You gain a +2 feat bonus to attack roles made against creatures with the Beast keyword

Pursuing Assault
Prerequisite: Yan Benefit: You do not expend the use of your Pouncing Assault when you miss with it.

Savage Nature
Prerequisite: Yan Benefit: You gain one additional healing surge. You also gain a +3 bonus to damage rolls with charge attacks.

Quick Wit
Prerequisite: Kenku Benefit: You gain gain a feat bonus to bluff and intimidate checks equal to your intelligence modifier.

Advancing Step
Prerequisite: Kenku Benefit: When a large creature misses with a an attack, you may shift 2 squares with Kenku agility rather than the usual 1 square.

One More Trick


Prerequisite: Kenku Benefit: You chose an additional level 0 spell from the wizard spell list to use as an encounter power. If your character is a wizard, you may instead close a level 1 wizard at will power and add it to your spell list.

Blast Touch
Prerequisite: Morfin Benefit: Instead of the normal touch range of your cold touch, you may instead make it blast 3.

Icy Blood
Prerequisite: Morfin Benefit: You gain a +1 feat bonus to attack rolls and damage rolls when you use a power that has the ice or necrotic keyword.

Adaptable Nature
Prerequisite: Morfin Benefit: Whenever an ally you see succeeds on a skill check, you receive a +2 feat bonus to that check until the end of the encounter.

Desert Weapon Training


Prerequisite: Viashino Benefit: You receive a +2 feat bonus to damage rolls and gain proficiency with Scimitars and Falchions.

Blood Hunter
Prerequisite: Viashino Benefit: You receive a +2 bonus to damage rolls with under the effect of of your Viashino Rage

Group Readiness
Prerequisite: Viashino Benefit: Allies who can see you gain a +2 initiative and +2 perception.

Elven Weapon Finesse


Prerequisite: Elf Benefit:You receive a +2 feat bonus to damage rolls and gain proficiency with the Longsword, Shortbow and Longbow

Bathed in Light
Prerequisite: Elf Benefit: You gain resistance to necrotic damage equal to 5 + half your level.

Premonition of Danger
Prerequisite: Elf Benefit: You may use your wisdom modifier in place of your dexterity modifier to determine you initiative.

Potent Venom
Prerequisite: Selkie Benefit: Use d8s for the damage roll of your Poison Barb power rather than d6s.

Crafty Mind
Prerequisite: Selkie Benefit: The bonus from your slippery mind racial feature also applies to saving throws against fear effects and ongoing psychic damage.

Bluffing Advantage
Prerequisite: Selkie Benefit: Whenever you make a Bluff check to gain combat advantage by feinting, you may also shift 1 square.

Extend Wisp
Prerequisite: Roska Benefit: You may have your Evoke Fire Wisp power push the target 3 squares rather than 2.

Survival Training
Prerequisite: Roska Benefit: Use may use your strength modifier for intimidate checks rather than charisma. You may also use your constitution for nature checks rather than your Wisdom.

Savage Wisp
Prerequisite: Roska Benefit: You may add your strength modifier to your constitution modifier when determining damage from your Evoke Fire Wisp Ability.

Channel Divinity Feats


Dol's Healing Tide
Prerequisite: Channel Divinity class feature, must worship Dol Benefit: You can invoke the power of your deity to invoke Dol's Healing Tide

Sefoy's Harmony
Prerequisite: Channel Divinity class feature, must worship Sefoy Benefit: You can invoke the power of your deity to invoke Sefoy's Harmony

Yaro's Blessing
Prerequisite: Channel Divinity class feature, must worship Yaro Benefit: You can invoke the power of your deity to invoke Yaro's Blessing

Talo's Lightning
Prerequisite: Channel Divinity class feature, must worship Talo Benefit: You can invoke the power of your deity to invoke Talo's Lightning

Samara's Scorching Protection


Prerequisite: Channel Divinity class feature, must worship Samara Benefit: You can invoke the power of your deity to invoke Samara's scorching protection.

Shyoki's Guidance
Prerequisite: Channel Divinity class feature, must worship Shyoki Benefit: You can invoke the power of your deity to invoke Shyoki's

Nyft's Trickery
Prerequisite: Channel Divinity class feature, must worship Nyft Benefit: You can invoke the power of your deity to invoke Nyft's Trickery

Ukom's Fury
Prerequisite: Channel Divinity class feature, must worship Ukom Benefit: You can invoke the power of your deity to invoke Ukom's Fury

Thel's Withering Touch


Prerequisite: Channel Divinity class feature, must worship Thel Benefit: You can invoke the power of your deity to invoke Thel's Withering Touch

Valrotha's Madness
Prerequisite: Channel Divinity class feature, must worship Valrotha Benefit: You can invoke the power of your deity to invoke Valrotha's Madness

Mephoniums Loaded Dice


Prerequisite: Channel Divinity class feature, must worship Mephonium Benefit: You can invoke the power of your deity to invoke Mephoniums Loaded Dice.

Rugoth's Unyielding Ground


Prerequisite: Channel Divinity class feature, must worship Rugoth Benefit: You can invoke the power of your deity to invoke Rugoth's Unyielding Ground

Zirnitra's Forced Laughter


Prerequisite: Channel Divinity class feature, must worship Zirnitra Benefit: You can invoke the power of your deity to invoke Zirnitra's Forced Laughter.

Mizuchi's Mirror
Prerequisite: Channel Divinity class feature, must worship Mizuchi Benefit: You can invoke the power of your deity to invoke Mizuchi's Mirror

Yuwan's Blessed Wind


Prerequisite: Channel Divinity class feature, must worship Yuwan Benefit: You can invoke the power of your deity to invoke Yuwan's Blessed Wind

Channel Divinity: Dol's Healing Tide


A wave of healing rushes over those in need.

Feat Power

Encounter Divine, Healing Minor Action Ranged 5 Trigger: You or one ally: Bloodied target only Effect: The target gains regeneration 5 until he or she is no longer bloodied. Special: You must take Dol's Healing Tide to use this power Channel Divinity: Sefoy's Harmony
The strength of your bond creates a protective boon

Feat Power

Encounter Divine Minor Action Ranged 10 Target: One Creature Effect: If you have at least 3 allies within range, grant one of those allies a +2 AC bonus until the start of your next turn. Special: You must take Sefoy's Harmony to use this power Channel Divinity: Yaro's Blessing
Your strength is rewarded with the endurance of the wild beast.

Feat Power

Encounter Divine Minor Action Ranged 10 Trigger: You or an ally within range scores a critical hit with a melee attack Effect: You or the ally can spend a healing surge. Special: You must take Yaro's Blessing to use this power. Channel Divinity: Talo's Lightning
Your well placed attack crackles with Talo's touch.

Feat Power

Encounter Divine, Lightning Immediate Interrupt Ranged 5 Trigger: You or an ally within range scores a critical hit. Effect: The triggering attack deals 1d6 additional lightning damage. Special: You must take Talo's Lightning to use this power

Channel Divinity: Samara's Scorching Protection


A flash of flame leaps up to intercept a critical blow

Feat Power

Encounter Divine, Healing Immediate Interrupt Ranged 5 Trigger: An enemy scores a critical hit on you or an ally Effect: Turn that attack into a normal hit. If the triggering attack was melee, that attacker takes 1d6 fire damage. Special: You must take Samara's Scorching Protection to use this power Channel Divinity: Shyoki's Guidance
Shyoki rewards you for leading another into her eternal cloak.

Feat Power

Encounter Divine, Healing Free action Ranged 10 Trigger: Your attack drops an enemy within range to 0 hit points of fewer Effect: You or an ally can spend a healing surge. Special: You must take Shyoki's Guidance to use this power Channel Divinity: Nyft's Trickery
Turnabout is fair play.

Feat Power

Encounter Divine No Action Ranged 5 Trigger: You roll a natural 20 on a saving throw Effect: Chose an enemy within range, that creature gains the condition you just saved against. Special: You must take Nyft's Trickery to use this power. Channel Divinity: Ukom's Fury
Fueled by bloodlust, your feet fly through the battlefield

Feat Power

Encounter Divine Minor action Ranged 5 Trigger: You or an ally Effect: Until the end of your next turn, the target's speed improves by 4 squares when it makes a charge. Special: You must take Ukom's Fury to use this power

Channel Divinity: Thel's Withering Touch


Your weapon drips with Thel's venomous blessing.

Feat Power

Encounter Divine, Poison Free Action Ranged 5 Target: One creature hit by your attack this turn Effect: The target takes ongoing 2 poison damage (save ends). Increase the ongoing damage to 5 at 11th level and 10 at 21st level. Special: You must take Thel's Withering Touch to use this power Channel Divinity: Valrotha's Madness
Your mind is not one to be entered lightly

Feat Power

Encounter Divine, Psychic Immediate Interrupt Personal Trigger: You are hit be a charm or psychic attack Effect: The triggering attacker takes 1/2 your level psychic damage. Special: You must take Valrotha's Madness to use this power Channel Divinity: Mephonium's Loaded Dice
It is not wise to gamble with the lord of chance.

Feat Power

Encounter Divine Free Action Ranged 5 Trigger: You or an ally are hit by an attack that does damage. Effect: Roll a d6: On a 4 or 5, negate the damage done by the triggering attack. On a 6 negate the damage, the caster takes half damage. Special: You must take Mephonium's Loaded Dice to use this power. Channel Divinity: Rugoth's Unyielding Ground
In an instant, your feet root to the ground

Feat Power

Encounter Divine Immediate Interrupt Personal Trigger: You are pushed, pulled or slide. Effect: You can reduce the number of squares moved to zero. Special: You must take Rugoth's Unyielding Ground to use this power.

Channel Divinity: Zirnitra's Mockery


Your foe finds himself in the throes of pain and forced laughter

Feat Power

Encounter Divine Minor Action Ranged 10 Target: One Creature Effect: The target falls prone and the start of it's turn (save ends) Special: You must take Zirnitra's Mockery to use this power Channel Divinity: Mizuchi's Mirror Encounter Divine Minor Action Ranged 5 Target: You or one ally Effect: Choose a damage type: The target gains +5 resistance to that type until the end of your next turn. Special: You must take Mizuchi's Mirror to use this power. Channel Divinity: Yuwan's Blessed Wind
Cool winds enhance your speed when other take sudden action.

Feat Power

A rainbow of iridescent energy shields you and absorbs some of an elemental assault.

Feat Power

Encounter Divine Immediate Interrupt Ranged 10 Trigger: Another creature within range spends an action point Effect: You take a move action Special: You must take Yuwan's Blessed Wind to use this power

Paragon Tier Feats


Any class Razor Claws Quickened Pounce Deft Dodge Steal the Advantage Biting Cold Sustaining Heritage Blood Guide Savage Reprisal Inspiring Composure Sapping Venom Alluring Mind Resurgent Wisp Stoic Stand Prerequisite Yan Yan Kenku Kenku Morfin Morfin Viashino Viashino Elf Selkie Selkie Roska Roska Benefit Gain claws that do 1d10 damage Use Pouncing Assault when you miss. When you use Kenku Agility gain +2 AC until end of turn Steal combat advantage when missed by an attack. Cold touch deals d10s Gain temporary hp when hit by cold and necrotic attacks. +2 to attack against blooded foes +5 damage for turn after becoming bloodied. Gain +2 to saving throws granted by elvish resilience +2 to AC before becoming bloodied. Posion Barb causes weakness +1 feat bonus on charm attacks, Dominate on a critical. When you using Evoke Fire Wisp, gain temporary hp The first time you are bloodied, gain +2 resist damage

Improved Elvish Resilience Elf

Razor Claws
Prerequisite: Yan Benefit: Your unarmed attacks use d10s rather than d4s. In addition, you gain a +2 feat bonus on unarmed attacks.

Quickened Pounce
Prerequisite: Yan Benefit: When you miss on an attack roll, you may use your Pouncing Assault as an immediate interrupt instead of as a minor action.

Deft Dodge
Prerequisite: Kenku Benefit: Whenever you use your Kenku Agility ability, you gain a +2 bonus to AC until the end of turn.

Steal the Advantage


Prerequisite: Kenku Benefit: Whenever you are attacked by a enemy that has combat advantage against you, and the attacks misses, you gain combat advantage against that enemy until the end of your next turn.

Biting Cold
Prerequisite: Morfin Benefit: Use d10s for damage done by your Cold Touch power, rather than d6s

Sustaining Heritage

Prerequisite: Morfin Benefit: Whenever you are hit by an attack that has the Cold or Necrotic Keyword, you gain life equal to your charisma modifier.

Blood Guide
Prerequisite: Viashino Benefit: You receive a +2 feat bonus to attack roles against bloodied creatures.

Savage Reprisal
Prerequisite: Viashino Benefit: The first time you are bloodied in an encounter, you receive a +5 feat bonus to damage until the end of your next turn.

Improved Elvish Resilience


Prerequisite: Elf Benefit: You receive a +2 feat bonus on Saving throws granted by your elvish resilience ability.

Unmarred Composure
Prerequisite: Elf Benefit: You receive a +2 bonus to AC until the first time you are bloodied in combat.

Sapping Venom
Prerequisite: Selkie Benefit: While under the effect of the ongoing damage caused by your poison barb attack, the affected creature is also weakened. This effect ends when the target succeeds the saving throw for the ongoing damage.

Alluring Mind
Prerequisite: Selkie Benefit: You gain a +1 feat bonus to attack rolls and damage rolls when you use a power that has the charm keyword. In addition, if you achieve a critical with a power that has the charm keyword the target is dominated until the start of your next turn.

Resurgent Wisp
Prerequisite: Roska Benefit: When you use your Evoke Fire Wisp power, you gain temporary hit points equal to your constitution plus half your level.

Stoic Stand
Prerequisite: Roska Benefit: The first time you are bloodied in an encounter, you gain resist 2 to all damage until the end of the encounter.

Deities of Sundoran
Deity The High Host Dol, god of light Sefoy, goddess of peace Talo, god of law Yaro, god of the wilds Shyoki, goddess of the night The Allwyrm Samara, Dragon of the desert Neutral Fire, Sun, Earth Water, Luck, Protection Death, Chaos, Trickery, Air, Law, Sun Viashino, Sorcerers, Rangers Selkie, Sailors, Fishermen Necromancers, Evil wizards Monks, Guardians, Archers Mizuchi, Dragon of the Oceans Good Zirnitra, Dragon of death Tienlong, Dragon of Skies The Unbound Deities Nyft, God of Knowledge Rogath, God of Stone The Fel Host Ukom, god of bloodshed Thel, god of decay Evil Evil Destruction, Law, War Animals, Death, Plants Magic, Water, Chaos, Luck, Trickery Evil Fighters, Barbarians and Paladins Evil Yan, Druids, and necromancers Evil Wizards, Pirates, Evil Selkie Gamblers, Evil rogues Neutral Neutral Magic, Knowledge, Kenku, Wizards, Scholars Trickery Strength, Earth,Fire Roska, Barbarians, Fighters Chaotic Evil Lawful Good Lawful Good Good Lawful Good Good Neutral Healing, Water, Sun Elves, Clergy, Healers Protection, Luck, Travel Law, Order, Lightning Plants, Animals, Strength Bards, Travelers, Children Humans, Soldiers, Druids Yan, Druids, Rangers, Barbarians Alignment Domains Worshipers

Death, Moon, Night Morfin, Thieves, Sorcerers

Valrotha, goddess of the depths Evil Mephonium, god of chance Chaotic Evil

The High Host


The five deities that make up The High Host are the most widely worshiped deities in Ferro. From the earliest times, the church has decreed dominion of the church to the elves, dominion of the laws to the humans and dominion of the wilds to the Yan. This core rule form the foundation for the church of the High Host headed by mostly elven leadership. Many small temples in Ferro house small shrines to each member of the host and larger, more grandiose shrines dedicated to the individual gods dot the nation.

Dol
Lawful Good Dol is the god of Sun and Light. He rules over the other members of the high-host. He is the most commonly worshiped deity of the common-folk of Ferro, and held in especially high regard by the elves. His rites involve the healing of wounds especially through the use of holy water. His title is The Light Giver. His sigil is the sun, his favored weapon, the mace. He is most commonly depicted as an aged elf, garbed in the robes of a high priest Alleviate the suffering of the weak Purify the lands of all trace of evil Keep and maintain the old laws and tradition.

Sefoy
Good Sefoy is the goddess of peace and good fortune. She serves as the arbitrator between the dieties, maintaining the celestial stability. He rites of protection are said to apply especially strongly to children and other innocents. Her blessings also extend to travelers, seeking safety on long journeys. Her title is The Peacekeeper. Her sigil is the scales, her favored weapon is the shortbow. She is most commonly dipected as a young human or elf girl. Protect those you care for, do not let them fall into evils grasp Maintain peace, do not yourself succumb to uncontrolled anger. Be wary of the followers of Mephonium. They wish to destroy stability for there own gain.

Yaro
Good Yaro is the god of the wilderness and strength. He is charged with maintaining the places untouched by civilization, especially the holy forests that dot Ferro. He is worshiped by the Yan as well as those with a connection to the primal powers. As the god of strength, his rite soothing tired muscles as spoken loudly in moments of great physical effort. His title is The Life Spinner. His sigil is the tree, his favored weapon is the halberd. His is most commonly depicted as a yan or direwolf with golden fur Since the exodus of the Yan to Prodohara, he has been portrayed as larger and more ferocious than those in the temples of Ferro. Preserve the remaining places untouched by civilization Be strong, so you may fight against evil Thwart the followers of Thel, Yaro's brother seeks to distort the natural order.

Talo
Lawful Good Talo is the god of Order and Lightning. He is charged with striking down the forces of chaos and preserving the law of Ferro. He is the god of battle, inspiring his followers to strike down enemies like a righteous cleansing storm. He is commonly worshiped by those that enforce the law and is the deity revered by most soldiers in the Ferron guard. His rites include blessings before battle and prayers for favorable weather. His title is The Thunderstrike. His sigil is the lightning bolt, his favored weapon is the longsword. He is commonly depicted as a youthful paladin, his armor resonating with a blueish electric energy. Maintain the laws of Ferro, but do not abide corruption. Be courageous, there is only honer in giving you life in glorious battle. Strike quickly against the forces of Ukom. There twisted since of justice is an affront to Talo.

Shyoki
Neutral Shyoki is the goddess of the night and death. Standing unique in the host, Shyoki is not a force of good, nor is she a force of evil, she waits and indiscriminately ushers those into the next life. She cloaks those in darkness who ask for her aid and provides defense against the terrors of the night to her believers. Though she did not create the Mofin, she stands as their adopted patron. Her priest serve as bearers of funeral rites in the hierarchy of the church. Her title is The Night Sky. Her sigil is the crescent moon, her favored weapon is the katar, She is commonly depicted as a morfin woman, her form obscured by a long shadowy cloak. Fear not the night, for the lady offers her protection. Do not morn the dead, they are welcome in the ladies cloak. Live life to the fullest, for it is finite.

The Allwyrm
The Allwyrm are furiously powerful dragons whose power rivals that of the gods. While not as strong as other deities, they still occasionally grant a portion of their power to mortals to act as there agents in the world. They are also far more likely to intervene directly in Sundoran, their humanoid and dragon forms well known to their followers.

Samara
Neutral Samara is the red dragon goddess of the desert. She is wildly worshiped in the viashino lands of Sune. Of all the Alwym, She is the most vain, believing dragons, and to a lesser extent viashino, to be superior to the other races of Sundoran. While she is tempestuous to mortal, as long as she is worshiped, she is appeased and offers blessings and protection to her followers. Her Title is The Inferno. Her sigil is a claw encompassing a fireball, her favored weapon is the falchion. When she makes her very public visits to Stilthirst, she appears as a dark skinned humanoid, clad in delicate robes dotted with rubies. Do not flee from battle, Your will should be that of the dragons. Persevere through difficulty, the fire forges strong blades Never underestimate the strength and ferocity of the desert.

Mizuchi
Good Samara is the blue dragon goddess of the ocean. She is worshiped by selkie of all kinds. In return for her worship, Mizuchi acts as a doting mother to the selkie, keeping them within her grasp and keeping outsiders away. She is responsible for the raging storm the separates the lands of Alleer and sinks any vessel approaching. Rumors of Mizuchi dropping in upon a selkie family and inviting herself in for dinner, appearing as a young girl with pale skin wearing a rainbow tinted blue gown. She is also notorious for her violent disdain for rudeness especially from guests of her prescience. She is equaly well known for being susceptible to flattery. Her title is The Leviathan. Her sigil is a rainbow scale, her favored weapon is the javelin. Always offer hospitality and shun rudeness. Protect the week from harm. Always respect both the danger and beauty of the ocean.

Yuwan
Lawful Good Yuwan is the white dragon god of the skies. He is seldom worshiped directly, preferring to leave mortal to there own devices unless he must act to defend against evil. It is said, only the rightful king of Ferro can summon the dragon from the white tower in Vallyn, to aid the empire in times of crisis. In combat, Yuwan is fond of switching quickly between his natural form and his humanoid form of a wizened monk, striking his enemies with flying kicks and unarmed strikes. The White Dragon martial arts school was created based on his combat style. He also has dominion of the winds and archers say quick prayers in the hopes that there arrows fly true. It is said that he is very stern, not suffering fools lightly. His title is The Teinlong. His sigil is an ivory fist, he favored weapon is the quarterstaff. Quickly bind evil so it can do no harm. Show loyalty and honor in all things. Be like the wind, never bond to one location or idea.

Zirnitra
Chaotic Evil Zirnitra is the black dragon of death and destruction. Cruel and vain, Zinitra delights in the misfortune of mortals, playing with them for his dark amusement before ending their lives. Although a persistent threat to Estox and occasionally the eastern edge of Ferro, his brothers and sisters were content to leave him to his own affairs. For the last 30 years, Zirnitra has not been glimpse by mortals. Cultist dedicated to his service believe him betrayed by his siblings, sealed beneath the great Shardi Mountains. Intent on restoring him to his former glory, they wander, seeking rituals and information to free their imprisoned prince. If the other Allwyrm know the fate of their brother, they do not speak of it. His title is The Noggdrasil. His sigil is an ebony tree, its roots reaching downward into the earth, his favored weapon is the sickle. Delight in the suffering of others, there suffering is your entertainment. Let no offense against you go unpunished. Seek the restoration of the black dragon, and seek the destruction of the other Allwym.

The Unbound Deities


The Unbound Deities are gods who are not a part of the High Host, Allwyrm, or Fel Host. They offer no permanent alliances, only seeking to lend aid to there followers.

Rugoth
Lawful Good Rugoth is the god of stone and fire. Patron of the roska people, the ideal and worship of Rugoth has been maintained throughout there imprisonment. The roska were born from the earth, and it is said that on the day of their death, they will return to it. Rugoth represents the collective authority of roska ancestors that have passed into the next life. Quite, strong and persevering, the spirit of Rugoth guides the Roska people in the ways of those that have gone before. He is depicted as a colossus, hewn out of stones of varying textures and color. His title is The Walking Mountian. His sigil is seven pebbles of various colors grouped in a small pile. His favored weapon is the warhammer. Stand unmoved in the face of adversity. Respect the bonds you forge. Sunder that which oppresses.

Nyft
Lawful Good Nyft is the god of magic and trickery. He is revered by wizards of all types as well as many scholars. He is particularly exalted among kenku, his craftiness and magical power filling many children's tales. He is said to possess a book containing every arcane spell created by mortals, stolen from under the notice of the goddess Valrotha. Clerics devoted to his cause wear vibrant blue robes. He is commonly depicted as a giant black crow or as a graying mofin wielding a shortsword in one hand and a spellbook in the other. His title is The Thief of Secrets. His sigil is a blue feather, his favored weapon is the shortsword. Seek out forgotten tomes and magical devices so that they may see new use. Knowledge freely given is more valuable than knowledge stolen. Never reveal all you secrets.

The Fel Host


The Fel Host stands in direct opposition to The High Host. There followers serves as destructive forces in Sundoran spreading strife whenever they go.

Ukom
Evil Ukom is the god of war and slaughter. God King of the devil in the underplane, Ukom leads his followers in endless crusades against the weak and exploitable, considering them no better than vermin suited only to stain blades. In the northwest of Ferro, lies a small bastion of his followers; The Bloodkeep. Ukom commands these followers to pillage nearby villages, offering membership or death to the strongest defenders, and slaughtering the rest. He and Talo have a bitter rivalry, their blades crossing many times on countless battlefields. He is depicted as a devil clad head to toe in black plate armor. His title is the Battlescream. His sigil is a black helmet drenched in flames, his favored weapon is the broadsword. Reward strength and punish cowardice. Prove your worth against powerful foes through strength, not trickery. Honor you word to the worthy, but show no such courtesy to the weak.

Thel
Evil Thel is the god of death and decay. The dark brother of Yaro, Thel holds sway over death, sacrificing the weak for the survival of the strong. As the aspect of the darker elements of nature, Thel is worshiped by evil druids as well as desperate yan who grow tired to the idealism of Yaro. His followers have few qualms about distorting the natural order for there own benefit. Necromancers worship Thel, invoking his rites to artificially extend there lives, or bring long dead beasts under there command. He is depicted as a black yan, smaller and more slender than his brother. His title is The Life-ender. His sigil is a blackened leaf, fading away to decay. His favored weapon in the Scythe. Predators feed on the weak, no not let pity deter you. The strong do not let death deter them. Offset the life-spinner, maintain the cycle of death inherent to nature.

Valrotha
Evil Valrotha is the goddess of the depths and secrets. She is the keeper of dark magic, offering great power to those willing to embrace her ideals. She is also the goddess of serpents and venom, her worship is prevalent amongst the snakelike Yuan-ti in the coastal regions of Endelo. He followers find her gifts intoxicating, the longer they are in her service, the more obsessed with secrets and knowledge they become. They begin to see conspiracy around every corner and finally, descend completely into madness; their minds burned out by Valrotha, there knowledge added to hers. She is depicted as a naga wizard wielding a scroll in one hand and a trident in the other. Her title is The Keeper of Mysteries. Her sigil is a snake climbing up a trident, Gather secrets and use them to undermine your enemies Don't let mortal concerns dissuade you from knowledge. Strike with subtly, never exposing your intentions.

Mephonium
Chaotic Evil Mephonium is the god of chaos and misfortune. While the other deities of luck provide fortune to their followers, worshipers of Mephonium pray for ill to befall there enemies. He is the god of gambling, many dice and games of chance bearing his sigil. A common saying among players of such games states that Mephonium rewards everyone equally, although some more equally than others. His followers frequently attempt to coerce others into seeming fair wagers only for there victims to find they have a hidden advantage or outside information. He is commonly depicted as a human rogue cloaked in red. His eye color flashes rapidly between red and black, similar to the spinning of a roulette wheel. His title is The Ill Omen. His sigil is a cube with each face housing an eye. His favored weapon is the dagger. The greatest reward comes from risk, especially if someone else bares the consequence of your wager. Take every effort to shape your own fate for the better, even at the expense of others. There is no such thing as a sure thing, but only fools take even odds.

Notable Groups
The Church of the High Host: Few organizations exact there influence into the daily lives of
the people or Ferro as the church of the High Host. The host is coalition of several major religions who worship is overseen by a predominantly elven congregation. While organically a purely religious organization, the church have grown in power and exert control over over aspects of the laws of Ferro that many people think they have no business involved in.

The Blue Rose: The Blue Rose are a small collection of morfin admitted into the Church
of the High Host. The group is highly selective of its members and has existed in near secrecy scene the formation of the empire. In everyday church business they often serve as compassionate undertakers or any other jobs the church as a whole finds appropriate. The groups true purpose has been the preservation of church documents as well as being charged as the keepers of long forgotten lore . The Highblade: Beyond mere hired swords in employment of the church, The Highblade are a collection of elite soldiers dedicated to the preservation of the church and its laws as well as the eradication of any evil force that would threaten it. While there are some dissenters who would say that the Highblade are more interested in hassling shopkeepers working on holy days then plunging into real danger, worlds of the valency of the Highblade in the last war give the organization much coat among the people.

The Collective Order or Magi: With the near abolishment of arcane magic in Ferro, those
interested in pursuing the arcane arts were forced to meet in secret trading information between each other. Over time, these groups grew larger and the network grew wider, meeting late at night in abandoned buildings and never the same place twice. Eventually The Collective Order of Magi was established with the intent of preservation and sharing. While many of its members are merely hobbyists satisfied with learning the occasional cantrip, some members rise to prominence as skilled magicians. The symbol of The Collective Order is a circle circumscribed with a triangle which new members present to the doorman to gain admittance.

Susu United Trade League: Thriving in the last hundred years, The SUTL
has risen to become the largest corporation Sundoran has known. Coordinating trade routes for any number of items through the major cities of Ferro, Prodohara, Estox, and the Falling Leaf Isles, The trade league is estimated to have members in the thousands. It is not uncommon for boxes to be branded with the mark of a small red fox, their symbol.

The Sand Stalkers: An order of elite viashino assassins, The Sand Stalkers will accept any
contract providing the price is right. The group accept any viashino provided they pass a righteous screening process that culminates is being lead deep into the desert and fighting one of the other potentials to the death. The Sand Stalker pride themselves on completing the kill before the user knows they are under attack.

The Scorpions: One of the underworlds biggest and most widespread organized crime
syndicate, those who lead the Scorpions are willing to do anything to keep themselves living in luxury while taking non of the risk themselves. Known to ambush adventures leaving the site of an auspicious hall or organizing bandit raids on small cities, they receive a take of much of the seemingly random crime in Sundoran.

The Silverguard: A group of mercenaries serving as bodyguards and protectors of their clients
possessions. There is a saying, if you want your goods quickly, hire the SUTL, if you want it your goods safe, hire that Silverguard. They do not come cheap but have few scruples against transporting illegal of questionable materials.

The Defilers: A group of yan who believe new life is impossible without the death of the old. Lead
by the charismatic Zari, this group of impressionable young warriors laying waste to all settlements in Prodohara in order to facilitate a new order under their rule. The emotionally unstable Zari claims to be an avatar of Thel and has the power to back up the claim.

The Bloodborn: These followers of Ukom originate in the Ferron north west although there are
clusters spread in all corners of Sundoran. Believing in the right of the strong to oppress the week, the bloodborn sack the countryside seeking strong warriors to add to their ranks. While brutal in combat, they are loath to turn down a legitimate challenge to their honor. Notable is the bloodborn floating city of Redsiege, a steam powered floating fortress wandering the coastline of Ferro, terrorizing the coastal cities.

The Fair Courts: The forces under the command of the trio of fey queens that rule the eastern
part of the Vistwood forest. The three queens of air, flower and fang bicker among themselves constantly, but generally remain at peace with outsiders, most notable the nearby village of Feysedge. They are known to grant a part of the power with outsiders to act as there agents in the world of men. While bound to there word they are flippant and deceitful, those who enter agreements would be wise to choose their woods carefully.

The Bandit Guild: A loose conglomeration of bandits, cutthroats and thieves, The Bandit Guild
provides it's members with a set territory to pillage with little interference from others as well as information about possible hits for a cut of the take. Loyalty among the groups members is usually not high and most see the guild as a useful organization and on to be respected but not sworn fealty to.

The Planer Alliance: With the realization of the existence of other planes and the possibility of
planer travel close at hand, many scholars and sages became sharing knowledge and theories. This loose association eventually became known as the planner alliance, a group dedicated to opening the seal that separates Sundoran from the other planes as well as devising a defense against the demonic forces just on the other side of the planer boundary. While each are dedicated to the emerging field, competition among the participants is fierce, each seeking the next breakthrough to distinguish himself among his peers.

The Grey Foxes: An organization of adventurers set up by one of the heroes that saved
Sundoran from the demonic onslaught during the Planer War. The Grey Foxes are a private organization sworn loyalty to the King of Ferro, who seek stability in Sundoran as well as profit for it's members. It is not uncommon for the King to send members of The Grey Foxes to investigate and act in situations that require adaptability or subtly rather than highly visible members of the Ferron army. While the Foxes are given a lot of leeway, they are still held accountable for there actions, members who stray too far out of line are punished severely.

Significant events in Sundoran History


The First Lotus War
The formation of the empire of Ferro has it's roots in the early days of the First Lotus War. A charismatic bandit leader named Karuk began gaining power and influence. In a show of his power he gathered his forces and laid waste to the human settlements in the Unvali Mountains. One of the few survivors, a young man named William Windvasser rallied the remaining warriors and set out to found a new army to challenge the forces of Karuk. Arriving at the Elven city of Vallyn, the group was spurned by the leader of the elves, the high priest Ilaradin. Windvasser would not be deterred and insisted the group wait a week to see if the elf would change his mind. On the last day, an emphatic Ilaradin came to Windwasser, claiming to have revived a dream from the gods. They detailed to him a new set of Holy orders, a nation comprised of Elves, Humans, and the nearby Yan, each race maintaining the divine, order and nature respectively. The martial forces of Vallyn were added to the growing army and within the month, Yan from each of the groves dotting the land were also joined the forces. Soon, the collective army lay siege to Karuks forces in there Unvali fortress. Backed into a corner, Karuk turned to pacts with demonic forces to bolster his power and was able to push the combine forces back. In the next 7 years, the forces of Ferro, an elvish word meaning freedom, were pushed to the brink but held together. Captured at the final battle, Karuk was something little resembling a human, having sold much of himself to his demon benefactors to maintain his power. In the peace that followed, a strong foundation for a new empire had been established across the land. Windvasser was crowned king, a new city built in the wreckage of his hometown built in his name to celebrate his coronation.

The Second Lotus War Era


The first foreboding drumbeats of the second Lotus war were sounded when the several battered envoys of morfin arrived at the the kenku settlement of Susu seeking safe harbor from the march of the basalt army driving them from there homelands in estox. The full power of this army of warriors clad in black armor and their unliving golem foot soldiers struck the gates of Susu overflowing into the city and slaughtering all that could not make their way to the docks and escape by ship. When the survivors found their way to the coast of Ferro, the newly formed empire didn't know exactly how to accept the newcomers until the basalt army followed, seeking to expand their conquest into the continent. The combine forces of Ferro and Susu were able to fend off this expansion driving the evil forces back across the sea. The kenku pleaded with King Windvasser to lend his aid in recovering Susu and eliminate the threat of the Basalt army and their Majgal allies for good. Too old to lead the expedition himself, Windvasser sent his son, the general Janru to aid the threat to the empire. The fighting was long and brutal, but eventually, the enemy forces were pushed out of Susu and brought to a standstill in the frozen abyss at the point now known as The Last Stand. A brilliant strategist, Janru devised a tactic of drawing the enemy over powerful arcane runes tuned against the dark forces employed by the enemy, simultaneously decimating the army and enacting a powerfull protective barrier. The weakened majgal returned home to find their city overtaken by the roska in a slave revolt and the basalt empire faded from history. Janru returned to find his father dead from sickness and the kingdom in disarray. Many thought that Janru had shown great valor in battle deserved to ascend to the throne like his father. Others said that the kings bloodline should be preserved and his young son should hold the throne. The indecision soon lead to the near collapse of the empire and fighting broke between the two factions in the streets. Seeking to preserve the empire, Janru made the decision to leave the throne to the young child and set off with his closest supporters and officers to found a empire of there own, far to the south in the lands now known as the Falling Leaf Isles.

The Exodus of the Yan


The events that led to the exodus of the Yan started with the death of the heir to the throne of Ferro. Distraught and seeing the events as a omen, the king turned to the high priest Celebrim for council. Celebrim claimed the death with the result of turning away from the holy orders past down by Ilaradin. Passed in response, the Celebrim acts resulted in stricter interpretations of the holy laws; The teaching of arcane spell became banned in Ferro. In addition, regulations banning non-elves from holding positions of leadership in the church hierarchy. This decision was met with public outcry from the public but none more so then the Yan, who felt betrayed by the empire they had helped to build. This turmoil reached a boiling point when the yan prophet Cado, invoked a call to the wilderness in the yan, resulting in the majority succeeding from the empire and venturing to the unsettled lands of Prodohara. It was during these travels that the yan people came across the Viashino, a race isolated on the desert island of Sune and curious to see other sentient races. Eventually, Velde was created as the capital of a new yan nation and tensions between Ferro cooled.

The Planer War


The events of the planer war occur in recent history. Without warning, a large number of demons and extra planner beings descended outside Vallyn and began razing the countryside. The forces of Ferro fought the demons for 2 years before a royal prince by the name of Gabriel Windvasser. Lead his fathers troop to a concentration near the village of meadow bridge, now called the dead-fields. No one knows exactly what happen on the dead-fields, but eyewitnesses claim a brilliant flash of light burned the sky and all the members of both armies were either dead or had vanished entirely. 15 years later, the demonic forces suddenly reappeared, marked by the opening of a immense black portal in the sky and the rising of a large foreboding tower in the dead-fields. Through the interdiction of the Ferron army and a small group of adventurers, It was determined that the tower generated a huge magical force that kept Sundoran separated from the rest of the planes. They were able to seal the portal and thwart the actions of a group intent on exposing Sundoran to an adjacent plane filled with death and destruction. The sudden realization of other planes spread like wildfire among the academic community and although the shied separating Sundoran remains closed, several have taken up it's theoretical study.

Places of Sundoran
The Empire of Ferro
The most long-lived and largest nation in Sundoran. Ruled by a King, and containing a number of large cities that put most of the outside world to shame. With a Population consisting of mostly Human, Elf, and Morfin, Ferro is the most significant force in Sundoran, although it's diversity is both a strength and a weakness.

Central Ferro
The largest segment of Ferro is temperate forest and vast empty plains. The majority of the Ferron population lives in these area as it is the most civilized and among the least dangerous.

Vallyn
The Blessed City. The Seat Population: 18,000 Located just to the south of the Vhistwood and located on the amethyst river, lies the center of Ferron power, the shinning city of Vallyn. The oldest of the imperial cities, Vallyn refuses to show its age; it's buildings still hold the same polished luster as they did when they were first hew. The cities most defining feature is the singular white tower, The Dragons Eye, jutting from the royal palace at the cities center. It is said that the white dragon Yuwan will occasionally answer the call of the rightful king made from the tower to offer advice in a time of crisis. A stones throw away from the palace lies the cathedral, the official center of worship of the church of the high host. A stunning building of glass and stone, the cathedral hoses the church council, a body of clerics that some say, hold more sway over the policies of the city than even the king himself. Surrounding the Royal ward, lies the four other wards of Vallyn. To the south, the merchant ward houses most of the shop and taverns of the city. The street booths in particular are second only to the trade city of Susu in terms of availability of exotic product. To the north lies the garden district. While the majority of food in Vallyn is shipped in from Kendal, the Amethyst river feeds the vineyards and small farms of affluent residents. The exclusive elven colleges of Greye and Vistren are also located on the river and compete fiercely with each other for students and prestige. To the east lies the Residential Ward holding neighborhoods of both the rich and poor. Finally, the western ward holds the barracks of the Ferron army as well as the Highblade. By far the largest city in Sundoran, Vallyn is defined largely by the rules of the church, it's edicts commonly and quickly enacted by law. Some say this piousness has lead to the prosperity and protection of the city while others find it's rule oppressive, enacting controversial judgment such as restricting admission of church ranks to non-elves as well as all but eradicating the study of arcane magic within the city walls.

The Vhistwood
A temperate forest Ferro. The source of most lumber in Vallyn, Timbervale. Also contains the last Yan maintained Glade in Ferro, The Clearwild. The western section of the forest holds the three kingdoms of the fey: The realm of Stars, The realm of Storms and the realm of Beasts.

Black-Thistle Forest
A dark, dense thicket in central Ferro. Home to numerous dangerous and aggressive beasts. Mostly uninhabitable save for the outposts of Thistledown and Cairnwood.

Waymeadow
A small town at the exact center of Ferro. Unremarkable save for the crossroad of all major roads in Ferro as well as holding the Shrine of Sefoy serving as a destination for those devoted to her.

The Black Scar


A swath of dark energy seeping deep into the intricate caves and chasms of in the southeast of central Ferro. Contains Eistmoore, a coastal settlement on an underground lake.

Other cities: Garrant, Kingsbreath, Amberway, Endelee, Goldfort

West Ferro
This region is defined by the the Karoska Jungle a dense tropical jungle encompassing the whole of western Ferro.

Ashdale
Names: The Raining City, The Blue-Hued Maiden Population: 10,000 On the far side of the Karoska jungle, lies the bay city of Ashdale. In spite of the foul rainy weather and high jutting cliff face, Ashdale serves as the major harbor on the western coast of Ferro. The settlers to the region have made practical use of the huge stone structures of the ancient ruins the city was built upon, as well as added more traditional structures of modern design. Being the only Ferron outpost for hundreds of miles, the Ashdale royal navy serves the duel roles of protecting the merchant ships from the numerous pirate gangs in the area, as well as enforcing the ban on the exploration of the nearby continent of Endelo. The southern side of the city houses the residents of these officials as well as the royal docks, maintaining the twin flagships, The New Dawn and The Blue Horizon. The north coast contains the merchant docks ,warehouses and taverns, as well as a more unsavory element taking advantage of the bustle of the trade captains to covertly fill there own coin purses. At the cities eastern boundary, the motley collection of small huts and shops known as the Snarehedge serves to outfit travels and explorers with guides and gear to service passage through the dangers of the Karoska jungle. Two of Ashdale's most iconic images are of the polished blue-hewed stones that litter the old temple grounds and the massive stone statue of a naga situated at the mouth of the bay, both evidence of the cities former residents.

Thundercrest
A small city located at the peak of a giant waterfall. Home to the shrine of Talo and under near constant attack by the Bloodborn warriors to the north.

Sparrow's point
A shady port town that is a major haven for those who would escape the notice of the Ferron navy. Other cities: Newstark, Shoreview.

Eastern Ferro
Eastern Ferro is marked by rocky coastline and a cool air. Fishing is a major industry of the region.

Greywater
The Ferron port to Susu. Maintains the Eastern Merchant Fleet as well as the Imperial Navy Ship, The Chill Wind.

Newsage
A enclosed community of Magi formed after there exile from Vallyn. The City itself is protected by a magical barrier restricting access only to those found worthy. Supports itself via the sale of small magic items to the nearby city of Hiendale.

Other cities: Valderin's Gate, Hiendale.

The Meadowlands
The vast fields of Grain and Crops that makes up the Meadowlands provide food for most of the rest of Ferro.

Kendel
Names: The Wagon-wheel. Population: 13,000 Kendel serves as the center hub of trading and for the towns and hamlets that make up the farmland of Ferro. Visitors to the city will find no grand structures or lavish accommodations; the city retains it's rural roots and sensibilities. The city has been hurt hard by the events of the Deadfields, much of it's farmland remains corrupted and overrun by roving gangs of malicious ratfolk. The City had recently been the target of a degree of culture class as groups of scholars have been arriving in droves to gain entry to the black tower and fined themselves at odds with the locals relaxed attitudes. Outside of Ferro, Kendel is most notorious for it's alcoholic beverages, with the rival distilleries of Hawkmoore, and Wolf Brothers each vying to be known as the definitive Kendel ale. Kendel is also known for it's stallions, strong, refined bloodline that are the envy of the continent.

Freyshore
A major Ferron fishing port. Known for it's fine pottery crafted from the clay on it's shores.

The Deadfields
Location of a the final battle of the last war. The dark energy released blighted the area and resulted in the dealth of the crown prince. Recently a Basalt tower has arisen from the ground, releasing hordes of horrors to the area which were quickly dispatched by the joint efforts of the Ferron army, Yuwan the Tienlong, and a small group of adventurers.

Other Cities: Westerwheat, Fieldhaven

Northern Ferro
Northern Ferro is defined by a vast tundra interspersed with small patches of forest. Snowfall is common and clear skies are a rarity.

Darkwick
Names:The Midnight star, The Lanterned City. Population: 8,000 Nestled in the frozen tundra of northern Ferro, Darkwick stands apart from the rest of the empire. The immediate impression striking a visitor would be the large population of Morfin who thrive in the cold conditions that repel the other races. Every resident of Darkwick can attest to the confusing layout of the streets and causeways, inscribing a five pointed star withing the perfectly round city walls. The property located at the points of each corner seems to garnish the most prestige and success, although opinions differ as to the source being mystical or merely having the most foot traffic. A second set of inner walls encompass a preserved swath of forest known as The Howling Garden. Among the Various wild beasts the inhabit the garden, lies the city garrison and the iconic Darkwick manor. The forest serves as a secondary line of defense for The Abyss, an underground prison residing at it's center; plunging down 104 stories and containing the empires most dangerous prisoners. Darkwick is frequently beset by small, deadly creatures, know as Breathstealers who cannot abide light. This leads each resident to carefully prepare a there own family lanterns to light protect there entry ways and provide lit paths down dark alleyways.

Icemarsh
A small village dedicated to the creation of Frostblades, a mass produced magical weapon favored by adventurers. Under constant attack by the Bloodkeep to the west.

Moonsgrasp
A village to the east under which the sky is unnaturally clear. Holds the Shine to Shyoki

Other Cities: Bellasee, Garamond

Southern Ferro
The temperate plains of Central Ferro gradually give way to the southern lands, a dry empty expanse of arid desert.

Windvasser
Names:The City of Iron and Sulfer. Population: 13,000 Built into the side of Unvali Mountain in the Spineback range, Windvasser serves as a major source of imperial iron in the south. Although humans have always lived in the surrounding caves, Windvasser was officially christened following the first kings rise to power. The city is made up of two parts: the Unbelly and the Highground. Unbelly is contained in the hollowed Unvali and encompasses the mass of the population, shops and merchants. Beneath the Unbelly proper, lies the Burning Halls, dedicated to the smelting of the iron deposits gathered in the surrounding mines of the winding depths. Highground sits atop the Unbelly, with most of the natural peek being gradually replaced with crafted marble. Residences extend over the mountain edge, connected by rope bridges. Ones social position in Highground can be determined by the height on his residence, with the most affluent residing in the highest peak, known as the Ivory Reach. Windvasser is also known for it's intricate fireworks displays, with the sky around Unvali frequently lit with amateurs and professional testing their latest prototype.

Other cities: Caleb's Point

The Prodohara Plains


Located south of ferro and occupying nearly half of the continent, lies the Prodohara plains. Made up primarily of lush savanna and spotted by mountains, Prodohara lay largely uninhabited for hundred of years, occupied only by a few small settlements of Viashino . The Yan exodus changed all this, and now thousands of nomadic family groups traverse the landscape. Ferocious Talsoi roam in large colonies in the west, endangering unknowing visitors. The south is home to the Morawood, the oldest forest in Sundoran. Prodohara is also known for its abundance and variety of wildlife not found anywhere else in Sundoran.

Berope
The small settlement of is the only permanent yan settlement save for the capital. It serves as the backbone of trade between the assorted nomadic tribes in the west of Prodohara and the rest of Ferro.

The Rhisbrack
This sprawling swamp lies where the Morawood reaches the salty water of the delta. The trees here have weatherd barely clinging to life, but still blocking out much of the little sun that breaks through the overcast that covers the area. The Rhisbrack is home to a cave system that some claim reaches to the depths of the under-plane itself. Dark energy leaks out of these caves, corrupting the wildlife and serving as a haven for dark forces.

The Morawood
This great forest is the oldest known is Sundoran, with broad trees climbing hundreds of feet into the canopy. At the edge, resides The Great Tree, a tree which dwarfs the other and is said to be the one that seeded the Morawood in time past. The Tree and the forest is a great source of primal energy and confided holy by the Yan who seek to protect it.

The Great Rift


A immense fissure that cuts through the east. The cliff face is home to several talsoi tribes as well as harpies seeking to ambush caravans. The dangers of the Rift have lead to some to set up rope bridges across chasms and charge hefty prices for passage.

The Sumitani River


The Sumitani flows from the base of the Spineback, flowing past Velde and proceeding out to the sea. The Sumitani nourishes the land around it, creating a lush path through the dry brushland of the east. The Sumitani is a great cultural element as well, with Yan warrior striving to strike as fast and with as much power as it's mighty currents.

The Spineback Mountains


The Spineback is the largest mountain range in sundoran consisting of miles and miles of dense peaks serving as the boundary between Ferro and Prodohara.

The Deep Fang Cove


Pure white sands and the sun bleached bones of large ocean dwelling creatures mark the costline of the Deep Fang Cove. The Cove is well know for it's numerous Dire Sharks.

The Shrine of the Wind


Yuwan's Trail, a powerful wind current that traverses through Ferro and Prodohara, passes near enough to the earth at this point that it can be felt by those grounded on the earth. The Shrine of the Wind is a ceremonial tower that marks the location. Countless bells and ribbons line the tower accentuating the bursts of wind. The Shrine serves as a way-point for travels traveling from the west to the east.

Velde
The Jewel of the Wilderness Population: 20,000 Located in the west of Prodohara, and at the point when the Sumitani river flows from the Spineback mountains in a spectacular waterfall, Velde is a sprawling capital of the yan people. Consisting of few permanent buildings, Velde is mostly made up of a sea to tents and other temporary structures. Indeed, the boarders of the city constantly change as nomadic tribes arrive and depart. Each residence or place of business may subtle ornament their tent with a branch or remarkable stone to document the places they have been and to invoke curiosity in visitors. At the center of Velde lies the Greatmother, the spiritual leader of the Yan.

Sune
Located to the far south and west of Ferro, the Sune Dessert is the ancestral home of the Viashino. Extremely hot and inhospitable, many ill-prepared visitors to Sune have meet an untimely death in the sands. While the Sune population is composed primarily of proud Viashino, a handful of other races can be found in major cities securing trade routes or just making the most out of there surroundings.

Stilthirst
Population: 7,000 Few Viashino settlements serve as a sanctuary to tired travelers, among them, the capital of Stilthirst is the most notable. Giant sand worn stone structures and statues frame the Tower of the Stars, the tallest building in Sundoran. The residents of Stilthirst are tightly packed, made of stone and well worn from practical use. Many sections of the city is well marked and ferocity protected by the clan that claims it. A member of any other clan that ventures into a protected territory without reason will be at least watched closely if not beaten and forcibly removed. Stilthirst is known as housing a great oasis, the purest water know to Sundoran greats life to nearby plants and are rumored to have healing properties.

Endelo
A jungle continent to the west of Ferro, Endelo has been off limits to travelers and trade scene the first scouting ships returned from expeditions. Despite the restriction many adventures seek illegal passage seeking unknown civilizations and riches, Those that return tell tales of a civilization of snake beings and fierce jungle predators.

Alleer
Population: 8,000 Located in the eye of the great sea storm, Mordenstrum, the selkie empire of Alleer remains hidden from the rest of the world. Alleer consisting primarily of a large coastal city supplemented by small scattered fishing villages. While selkie have gills in addition to lungs, most of Alleer is above the water level. Cobblestone pathways supplement deep-cut channels forming the streets of the city. Residents of the city are fond of long narrow spires in their residences and buildings. Many doors are marked with the sigil of a greater house, it's banners flying proudly on each tower. These markings and the protection they confer are not bought cheaply by those members of lesser houses seeking them. At the center of the City lies the Alleerian court,a beautiful structure even more elegant than the palace. The court writhes with secret alliances of noble and brilliant shows of pageantry and power, hoping to catch the eye and ear of the Alleerian king.

Estox
Estox is a large continent located north west of Ferro. Comprise of mostly tundra plains with large swaths of Boreal forest. Although mostly uninhabitable, the Westernmost point of Estox is home to Susu, the largest trade city in the known world. In the east lie monolith fortresses of black basalt, remains from the early days of the second lotus war. The mountains of Shardi loams over the continent, Mt. Valumynt, a semi-dormant volcano, dwarfing all the rest. The Roska City of Ilermia is all that remains of the Majgal empire, the golden city claimed, the vile race wiped from estox.

Susu
Population: 7,000 Any visitor to the city will likely be taken aback by the crowded bustling streets and the assortment of products. As the city serves as a port to the export to all the major civilizations of the empire, Estox is a true melting pot of culture. A Kenku courier sealing a major deal between Yan and Viashino tribe leaders is a common occurrence in the streets. The most notable feature of Susu is it's architecture. With little unfrozen ground to build upon, most of the cities has grown out of the expansive docks, each residence build upon short wooden pillers. To the east lies the frozen wall, an ivory laden gate hundreds of feet tall, frozen over with ice and protected by magical runes intended to keep the door shut and the dangers of the rest of Estox at bay.

IIlermia
Population: 6,000 Located north of the last stand and far to the east of the frozen wall, lies the golden city of Illermia. Formerly the capital of the Majgal, a vile race known for the opulence and cruelty. Illermia was seized by the roska following a successful rebellion and now serves as a seat of there fledgling culture. Inlaid gold outlined the streets of of Illermia channeling arcane power to spectacular magical artifacts. The gold has tarnished and the magical devices ground to a halt upon the defeat of the Majgal. Know, Illermia is a hodgepodge of makeshift structure to survive the cold and various magical devices restored through the ingenuity of Roska scholars. The symbol of the Majgal, a golden eagle, still exist in the form of giant sculptures and murals although many have been vandalized.

The Last Stand


The site of the last battle of the Second Lotus War. As the decimated Basalt army retreated past this line,powerful arcane runes created by Kenku archmagi created a invisible barrier against the evil that stalked estox. While venturing south of the last stand is ill advised, to venture north of it is near suicide. Only the roska seem to be able to survive the evil creatures teeming on it's dark fields.

The Basalt Tower


The stronghold of the basalt army in the second lotus war, It's black shadow haunts the surrounding area. Few adventurers have ventured close enough to see it as even fewer have breached it's walls and returned alive.

Mt. Valumynt
A semi-active volcano in the Shardi mountains, Mt. Valumynt is the tallest peak in Sundoran. At it's base lies the Immortal seal, a structure said to contain the imprisoned form of the black dragon god Zirnitra.

The Falling Leaf Isles


Located on a island to the far south and east of Ferro, The Falling Leaf empire is the result of the secession of those loyal to the younger son of the king in the days following the death of the king following the second lotus war. The fallen empire has lived in relative seclusion from the development of Sundoran as a whole. Recent centuries have seen the establishment of trade routes and peace, however the residents of the empire still hold a strong national pride rarely seen in Sundoran. The nation is traditionally ruled by an emperor with appointed governors in the various regions. The residents are especially known to be experts at weapons crafting with fallen leaf iron serving as the highest sought after material by warriors seeking quality.

Idochi
Population: 6,000 The seat of the emperor, Idochi is the largest city and capital of The Falling Leaf Isles. The palace is constructed of ancient timber harvested during the formation of the city. The palace is added upon each time a new emperor is crowned, resulting in a sprawling structure that reaches high into the heavens and encompassing multiple gardens and chambers to each emperors specifications. Visitors to the city may become annoyed at the amount of rituals required of them to enter various important and sacred places. Failure to do so properly, will result in certain death from those sworn to maintain these areas.

Other Cities: Jinasa, Karanda, Yamioni

Maps and Charts

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