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Monday 25 March 2019

Korleth - Underground ice predator

Korleth

N(E) Medium Aberration
Init +0 Senses Darkvision 60 ft.; Perception +8,
 DEFENSE
AC 23 touch 10, flat-footed 23 (+13 natural)
hp 45hp (7d8+14 con)
Fort +4, Ref +2, Will +4
Immune Cold; DR 10 / missile
 OFFENSE
Speed 20 ft., Swim 40 ft.
Melee Claw +12 (1d8+7) or 2 claws +9 (1d6+5)
Ranged Club +5 (1d8+7 )
Special Attacks Surprise, Rend
 STATISTICS
Str 24, Dex 10, Con 15, Int4 , Wis 8, Cha 8
Base Atk +5 CMB +12 CMD 22
Feats Power Attack, Imp Bull Rush,
Skills +7 Perception, +10 Climb, +20 Swim, +15 Stealth, +4 Survival

Languages  Korleth 
Environment Icy Terrain
Organization  Gang (2-8), Tribe 21-40
Advancement 8-12 HD (Large Size); 12-17 HD (Large Size)
Treasure Value  None
 SPECIAL ABILITIES

Surprise: Korleth gain a +10 hide bonus when hiding in icy terrain. Korleth are considered scentless, so creatures cannot track them using their scent.

Rend: If a Korleth hits on both attacks on the same target, they inflict an additional 2d8 damage.

Fearsome icy predator. Nine foot tall, four feet wide humanoid turtle shape, short fat legs, with a incredibly tough white chitinous shell. They have huge sharp claws which they use to rip apart other creatures in combat. Have a five foot or longer tail.

They will usually wait just below the surface of the snow, then reach out to grab victims and pummel them, or will jump out to overwhelm their foes with their brute strength.

When they are well fed, they can be docile and playful. Liking to lie on their backs watch the moons and sing long melodious, sweetly voices songs. Due to their hunger, few creatures ever get a chance to see this side of the Korleth.

Combat: Korleth attack creatures weaker themselves whenever they outnumber their opponents or see weakness in other creatures. Their primary attack is using surprise tactics, often bull rushing opponents into icy waters.

Psionic Ferret (Sniffers)

These small sized mammals are the preferred way for many non-psionics groups to hunt for Thellans or psionic using humans. Technically they are Arrantics, or non-super intelligent animals gifted with psionic abilities. An important aspect is that they do not train to utilize psionics, but learn them as natural skills.

Psionic Ferret       (Sniffers)
Tiny Size Magical Beast
Hit Dice:                                  3d8 (13 hp)
Initiative:                                +3 (dexterity)
Speed:                                      30 ft
AC:                                           18 (+2 size, +3 Natural, +3 Dexterity)

Base Attack / Grapple:         +3 / +7
Attacks:                                   +4 Bite (1d3+1)
Full Attack:                             +4 Bite (1d3+1)
Special Attacks:                      Attach
Special Qualities:                   Immune to spell detection, Scent

Saves:                                       Fort +3, Ref +5, Will +3
Abilities:                                  Str 4, Dex 16, Con 10, Int 6, Wis 14, Cha 14
Skills:                                       Acrobatics +10, Hide +13, Move Silently +9, Perception +9, Empathy +4

Feats:                                      Mental Leap (40 ft), Track Psionic, (Free) Prionic Charge
Climate/Terrain:                  Any wilderness or Urban
Organization:                        Solitary or Pod (3-6)

Challenge Rating:                 1
Treasure:                                None
Alignment:                             Usually Neutral 
Advancement Range:           4-8 HD (Small)

A grey skinned weasel on a leash smelling the pub’s patrons, looking for something

Appear the same as a normal ferret except for its purple eyes and a look of intelligence.  Few still live wild as they have long been captured and trained for their unique ability to detect psionics by their smell.  It was the Elves who first noticed their unique sensory abilities but it was the dwarves who breed and domesticated the ferrets. It is unknown if the ferrets were always heralded for their ability to detect psionics or simply their observation powers in general.  Sniffers are easy to both breed and train but their playfulness lead them to become favorite pets of dwarven nobility. While often used by those who hate or fear psionics, the animals don't have this trait - psionicists often keep them as pets, the same as others.

Combat: In the wild, psionic ferrets survive mostly by hunting small rodents, insects and shrubbery.  They do this in small packs, while carefully observing the creatures around them for subtle signs of danger.  Whenever a threat appears they hide, and do their best to simply avoid any trouble and when they cannot hide, they flee by any means possible. As pets, they survive by pleasing their masters in the duties they perform. For those who fear psionics they couldn't do better by having one of these beasts near them. Once trained (DC 20), they can detect psionics and inform their trainer by a prearranged sign. Most sniffers can learn up to 6 tricks, but some leaarn many more.

Psionics:  PSP Points: 25; Manifest as 3rd level; Power DC 12+(Charge) 1d4 

Powers Known: Detect Psionics (No PSP cost, Always active), heighten senses, body equilibrium, wall walker, touch sight. 

Detect Psionics: Has a 250 foot range as a psionic power. Their natural smelling capacity has a 100 foot range, so even if a creature can hide their psionic powers using psionics or magic, the ferret can still smell it naturally, just in a slightly lessened range


Tigore or Psionic Tiger

My default rule in games is anything that has "magical" powers but are either not attached to a divine power or "smart" enough for sorcerer powers are psions. The rules I use are close enough in flavour to 3rd edition psionics.

Most creatures manifest agaisnt their opponents, who must roll their DC. In this case, DC 13 is their base.

Tigore

N Large Size Magical Creature (Psionic)
Init +3 Senses Low light vision, Scent, Darkvision 60 ft.; Perception +5

 DEFENSE

AC 18 touch 12, flat-footed 15 (+3 Dex, +6 natural, -1 size)
hp 51hp (6d10+18 con)
Fort +8, Ref +8, Will +2

 OFFENSE
Speed 50 ft.
Melee Bite +10 (1d6+5); 2 claws +7 (1d8+6)
Special Attacks Imp Grab, Pounce, Rake, Psionics

 STATISTICS
Str 21, Dex 17, Con 17, Int 5, Wis 10, Cha 13
Base Atk +6 CMB +12 CMD 25
Feats Imp Natural Attack, Psionic Grapple, Multiattack
Skills +8 Acrobatics, +8 Climb, +13 Stealth, +8 Swim, Bonus Stealth + 12
Languages None

 ECOLOGY
Environment  Any Non-Urban
Organization   Hunting Pack (2-6)
Treasure Value  None

Psionic tigers or Tigores appear the same as a standard tigers except their skin is green with black stripes, which helps them hide in the forest domain. They have the ability to quite literally change their stripes to camouflage themselves. These large aggressive creatures while not motivated by malice are quick and deadly hunters. They stalk weaker creatures in the forest, using their natural and psionic strengths to take down their foes.

Due to their beautiful thick fur coats, these creature’s hides are desired status symbols by many nobles, and some are willing to pay up to 2,000 crowns (gold pieces) for an unspoiled coat. Large females are often hunted down in hopes of capturing baby cubs - only those raised from birth by a trainer can potentially be loyal to the trainer.

Combat: Tigores attack using stealth, speed and power. They have all of the standard abilities of a tiger along with some lethal psionic abilities. They have incredible patience, willing to wait dozens of hours for the perfect pounce.

Rake: If both front claws hit on a jump attack, they get an additional rake attack

Rake Attack: +6, Damage:1d6+6

Psionics: Manifester Level=6th, PSP 35, DC 13+

Powers: Energy Adaption, Body Equilibrium, Chameleon, Create Sound, Jump (+50 ft)

Sunday 24 March 2019

Centourax - twenty-foot long centipede

Cities are by far the safest place in my world, thousands of people come together in areas protected from the cold, undead and other threats. One of the side benefits is that there are lots of places where beasts can thrive - underneath the city is a very common one, and that's where the Centipede Maurax, or Centourax reside.

These are very long centipedes, (though classified as medium sized creatures) they usually find a place with water and start building tunnel complexes. If they grow large enough, the tunnels can be large enough for small, medium or sometimes even large creatures to walk thru them.

Centourax
Medium Abberation
AC 15 .(+5 natural)
Hit Points 2 HD (7 hp)
INIT -1
SPEED 30 ft, Run 50 ft, Tunnel 5 ft
Attack tentacle  +4 1d6 dmg
Fort +4 / Reflex +0 / Will +1
Dmg Reduction 1/2*
Skills: Perception +5, Stealth +8, Climb +16, Craft +2
Feat: Co-Ordinate, Fast Retreat
CMB +7, CMD +16 (fast centipede, foot long)
Environment: Underground
Alignment: - Neutral
Advancement HD 3-8 (Medium); 9-16 HD (Large)
Increase HD Dmg for every Advancement (1d8 @ 3-8; 1d10 @ 9-16)

Special Defenses: Centipede Maurax can be affected by mental, mind or control matter but the effect lasts no more than one minute.

Feat: Co-Ordinate: Gain +1 in craft skills for every 5 workers that work together on the same project.
Feat: Fast Retreat: Once a day a Centourax can do a straight run for three rounds to avoid potential danger

Twenty-foot long centipede, 50 plus small legs, around one foot tall and wide with eight inch maxilla (mouth tentacles), small but very sharp mandibles with black outer shell with yellow squares throughout it's skin.

They work in groups towards a common goal, most times they have no obvious leader just a shared consciousness that co-ordinates activity. They prefer eating meat as it helps them grow, but they can survive on grubs and mushrooms if it's easier to obtain.

Damage Reduction: 1 point,

Wis-Ants


Wis-Ants 
Size Small
# Appearing 50-80 
AC 12, Typical 
HD 1-3; 75% are 1 or 2 HD
Attack: Mandible +3 1d2+1 dmg 
Str 6    Con 10    Dex 12    Int 8    Wis 7     Cha 4    
Skills: Perception +5, Stealth +9 or Craft (Building)+8
Feats: Social Integration, Tracking
Environment: Any but water or cold
Treasure: Incidental
Alignment: Neutral


These are small sized ants but highly intelligent. Quite capable with their intricate crafting skills. Most reside far underground in armies that number in hundreds of individual ants that work together to complete tasks.

Social Integration: When groups of twenty or more Wis-Ants work together on a problem, add +1 on their collective intelligence, wisdom, attack or building skills for each ten Wis-Ants are involved. .

Thursday 21 March 2019

Psionic Otyugh

A psionic version of the terrible trash monster found in many dungeons. They still hunt the same places but they clean themselves off. Like many of my beasts, it is psionically enhanced.

V'Otyugh

CR 3
N Medium Aberration
Init +0 Senses Darkvision 60 ft.; Perception +8

 DEFENSE
AC 17 touch 10, flat-footed 17 (+7 natural)
hp 26 hp (4d8+8 con)
Fort +3, Ref +1, Will +5
Immune disease

 OFFENSE
Speed 20 ft.
Melee 2 Tentacles +4 (1d6+3)
Special Attacks  Psionics, Constrict (1d6+3), Imp Grab
Special Qualities: All Around sight

 STATISTICS
Str 16, Dex 10, Con 15, Int 7, Wis 13, Cha 8
Base Atk +3 CMB +6 CMD 16
Feats Mindlink plus one other
Skills +8 Perception , +3 Survival
Languages Understand basic lizard or common

 ECOLOGY
Environment  City Tunnels, Sewers or Swamps
Organization  Solitary
Treasure Value Half
Advancement By HD 5 - 8 (Medium), 9-12 (Large)
Alignment: Neutral (30% can range from NG to NE)

A descendant of the vile creature found in many cesspools, it somehow became affected by the psionic energies of the Boreth region becoming self-aware and psionicly empowered. It grew in intelligence, enough to realize that the filth that it was living in was bad for it, developing a sense of cleanliness. It appears as a heap of mottled flesh, with multiple tentacles and bulging eyes all around it. While it can only attach with two tentacles at a time, it usually has 5-8 tentacles all around it's body.

It continues to hunt in filthy places, but uses its abilities to care for itself and defeat its foes. It prefers access to fresh sources of water and attacks creatures that invade its area. It will try to grab foes, choking them or drowning them in water, waiting for them to suffocate. Many psionic versions don't hurt perceived allies, such as fey who inhabit a region without inflicting harm. They are notorious for attacking strangers, perceived threats or anything new in the swamp or sewers

They are usually solitary creatures, but they can make allies that reside in the same territory.

Because of their size, they are more easily captured and contained. They are in many dungeons and large cities prefer them to clean their dungeons. They are trained to destroy vermin and act as the primary eye below ground. They are taught to Mind-Link with Sentries at the first signs of trouble.

Psionics: PSP: 15; DC 12+(1d6); Manifests as a 5th level Psionic
Powers: Biocurrent, Create Sound, Hammer, Control Air, Sustenance
Enhanced: Cleanse

Mind-Link is my basic psionic telepathic ability. Any creature with this psionic feat and a current reserve of 1 PSP, can contact an Open Mind, free of PSP costs and send or receive a short message or image within a 100 ft radius.

New Psionic Power

Cleanse
Level: 1
Display: Mental
Manifesting Time: 1 Standard Action
Range: Touch
Target: One Living Creature
Duration: Instantaneous
Saving Throw: Nil
Power Resistance: Yes
Base Point Cost: 1

This power purifies an organism of any non-magical toxicants as long as they were introduced into the organism less than twenty-four hours previously.

Enhanced Power: By utilizing an enhanced power, their cleanse can also clear their bodies of stronger level poisons or diseases.Cost +3 PSPs.



Psider - Devious Psionic Spider Carnivores

Always loved using my psionic creatures. The general rule is for creatures that couldn't get into a class, if they have magic type abilities it's better fit them into the psion role as opposed to a cleric or wizard.

Psider

Large Size Beast (Psionic)

Hit Dice: 8d10+24 (60 hp)
Initiative: +2
Speed: 30 ft, Climb 30
AC: 18 (+7 natural, -1 size, +2 Dex), 11 touch, 15 flat-footed
BAB ase Attack/Grapple: +8 / +18
Attack: +14 (Bite, 2d8+7)
Full Attack: +14 (Bite, 2d8+7) or 2 legs +10 (Smash 1d8+6)
Reach: 10 ft / 10 ft
Special Attacks: Poison, Webs, Psionics
Special Qualities: Dark Vision, Tremorsense 60 ft, Vermin Traits, PR 21
Saves: Fort: +6, Ref: +8, Wis: +5
Abilities: Str 23, Dex: 14, Con: 16, Int: 15, Wis: 10, Cha: 10
Skills: Craft (Webbing)+8, Climb +16, Stealth +7, Jump +20, Move Silently +7, Perception +11
Feats: Mental Leap (+10), Psionic Bite, Psionic Focus (Auto)
Environment: Caverns, Dungeons, Dark Icky Places
Organization: Solitary, Pair, Bridge
Challenge Rating: 7
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: By character class

Psiders are devious psionic carnivores that hunt the lower recesses of many dungeons. They seek prey to devour as well as for psionic enlightenment, seemingly going out of their way to trap psionicists or spellcasters alive in their web prisons. They appear as standard large sized spiders, with light grey, green or purple fur on their backs and lower sides. Many colour their legs red or yellow depending upon their rank within the web. These psionic spiders are intricate planners, carefully planning both their beautiful webs and their deadly tactics to inflict maximum devastation.

Until they activate a psionic power, few can tell the danger they truly face.

Combat
Psiders begin combat by controlling the environment around them, often using control light to minimize their prey’s chance at detecting them. Next they may use their webs to capture foes, or their psionic energy push to inflict as most damage as possible from a distance. When possible they drop from high distances, inflict their poisonous bite then jump away before others can counter-attack. If there is more than one psider, one will always attack first as the others watch their foes, if someone heals the poison damage, they strive to eliminate the healer.

Poison: DC 16, 1d8 Str/1d8 Str

Web: Entangle: DC 16 Escape Check, Strength Check DC 20; HP 16.

Web Coccoon: If they grapple a large or smaller victim for ten consecutive rounds, or if they hold an unconscious person, they can wrap thousands of silky strands around a victim. Those entrapped must make a DC 50 to escape the cocoon via either a strength check or escape artist check. No spells or powers can be used while entombed (no somatic, verbal or material manipulation is possible.)

Psionics: Powers of an 8th level Psion; PSP: 50; DC 10+(1d10)
Detect Psionics, Catfall (100 ft), Grease (Psionic), Wall-walk, Control Light, Charm (Psionic), Brain Lock, Energy Push (2d6), Escape Detection

Skills: Psiders gain a +8 bonus to climb and jump skills. These creatures are fantastic natural jumpers, always able to take ‘10’ on any jump check; assume they roll a 40 on jump checks. (+10 for Mental Leap)

Psionic Bite: Any time a psider is able to gain their focus, they inflict +2d6 additional dmg with their bite.



Dramillios or Dram - the wizard's nation

While not a heavily utilized region in my games, this is a defining part of my game world. It is a central nation of humans where refugees can always be welcomed or tolerated. Magic can be purchased, both clerical and wizard items and spells. When Wizards speak of Towers that teach their followers, this is one of the few places in the mortal realms that follow ancient traditions. Huge churches, with enormous congregations reside, but many of them are pagan, worshiping dual or more gods, many times with competing purposes. Wizards may hold official status, but bards, rogues and the warriors hold much more unofficial wealth and influence. 

Dramillios

Known throughout as the wizardly nation. Spellcasters live here for many reasons, primarily due to the Academies; which openly teach magical skills for anyone with the crown or coin to pay for it. Another is the acceptability of the magical arts. Perhaps most importantly, is that Wizard’s have helped shape this nation and consider it above all others their home.

This was the second oldest lake nation - founded by humans returning home after fleeing to Lyrria for immediate protection from the great freeze. With the knowledge of Sollus and help from the elves in creating a magical barrier to ward off the undead, the Lyrrian humans wanted to rebuild their former nation. To do this they needed help, and they knew they could no longer depend on their Elven allies who faced their own battles to keep the faerie realm free from the ice tyrants. Thus they turned to the outcast wizards, in their own midst to help them. The magical arts have often flourished in human communities, but it was done so in secret, for if it was not an outright crime it was socially unacceptable. Even the ancient Hembrian nation, wizards were a lower class, bound by many constraints over what they could or could not do.

The original Dramillian counsel knew that to survive they must overcome the oldest of superstitions; they must not only tolerate the wizard’s presence but also help them prosper. They asked Barath, the most infamous wizard of his day for assistance in defending their lands. Barath, an elderly mage even at this point, took a long time before answering their request. His request of the counsel was not funding or even power, but for autonomy. Wizards would be left alone in their magical study in return ALL WIZARDS stayed out of internal affairs. This open acceptance would later be codified as the Wizard's Oath and this more than anything else has intertwined wizards with the fate of Dram.

Yet this oath has not always been kept. On at least three occasions wizards have led coups to depose or control the Grand Counsel. Each time the traitors have been defeated by their own kind: wizards who hold onto the creed of the oath as their strongest belief. Most wizards deeply admire the nation and its principals and ensure the Grand Counsel is free from all subversion. To ensure the adherence to the Wizard's Oath, since the death of Barath, wizards have elected a Solomo or judge among their own. They have the power to bind or exile any wizard who breaks the oath if not the spirit of the oath. Also, since the Wizard's have no political power it is also the Solomo's duty to either sit in or choose a wizard to act as advisor to the Grand Counsel. It is important for the Solomo not to show favoritism or get involved with political affairs, as they are bound to the counsel itself. Solomo's who interfere with the counsel are asked to leave counsel chambers leaving wizards without a voice or ear to the workings of the counsel. With all of this said, Wizards still comprise less than 2% of the adventurer population. They are heard and seen and involved in all aspects, but many more facets must be understood to comprehend Dram.

Jammer crews often say, "no need to visit all the spires - just go to Dram." As the central nation, this has always been a home to any refugee that needs one. It is seen as the safest haven from the cold and the tyrants - and as such everything can be found within these metropolises

One might think that due to the influx of so many beings conflicts between these peoples might be rampant, it isn't due to the GENTLEMAN'S CODE. At its heart it states that all beings are equal under the law. Prejudice isn't outlawed; merely racial conflicts are confined to non-violent means. Those who break this edict face exile, not just from the city but the confines of the sollus. But even more than this, the code is virtue and etiquette, those who are so close-minded can be shunned, risk losing business or jobs or even friends.

Competition is core to the Dram mind-set. Whether it be in the arts, business or the military arts - one must be better than your neighbors. Those who are rich flaunt "it"; those who are not so rich try even harder to flaunt "it" just to show that they have "it". Image is everything, and the nobles and businessmen pay a small fortune to wear what is fashionable or hot. Minx collared furs, high black riding boots, Anthril Lances, Verchine earrings, or a purple feathered flying griffon...if the IN CROWD has it, and then anyone who is anyone must acquire it.

Gambling is a beloved Drammish pastime; rolling bones, cards, knives, especially on the sports competitions that are held once a Ten-Day. These warriors’ competitions were once important military spectacles to keep the public in military form, now they are a time for circumstance, pomp, politicking and favoritism. Thousands crowd inside arena to bet on their favored wrestling and dueling gladiators or the sports: mace throwing, running, jumping, riding, and spear throwing.

Faith, like race, is both open and tolerated. Open because people can choose any deity, even those who are shunned elsewhere for dark, vile or even evil practices. What you believe means less than what laws you choose to break. Shion, the god of thieves has temples in Dram, where hooded followers sneak in to make their sacrificies and learn their lessons, yet thievery is still illegal, and punishments are harsh. Soo too with every other chaotic or evil gods are tolerated, the lessons are tolerated, but action to break the laws will mean getting punished. Lawful and bulging obelisks exist beside empty chaotic ones.

For those from the outside, this luxurious life is quite different to the bleak isolated living of the spires or the burden of constantly finding sollus to keep the cold away. They have accomplished their wondrous society by the Great Sollus Towers, three gigantic towers that soar more than a mile high each, and have a hundred pound of sollus in each. They provide the warmth for the entire region; enough so that there is no need for the Green Towers, shul and shum can be grown from the earth. One might wonder if the nation has such a supply that they need to worry about having such a huge supply needlessly to warm hundreds of miles unnecessarily; of course for the common person they let the Grand Counsel worry about such trivial matters.

Laws
Taxes: Paid once a ten-day, reasonable rates; though most pay with service not coin (5%, 10%, 20%)
Towers: Prevalent in nearly every faction of society, hold great influence and wealth
Prostitution: Officially sanctioned; more expensive, but extremely discrete
Weapons: Soldiers, knights & Sell-swords but only in cities with a bond.
Jube: officially banned, but tolerated in seedy areas for consumption, the law still convicts for trafficking
Magic Items: Open, as long as it doesn't do mind control, summoning outer planar or undead
Necromancy: banned, ruthlessly enforced by Jackalla who also hunt undead
Slavery: Technically banned, cannot purchase, but owners still have limited rights
Thievery: Imprisonment or loss of rights.
Psionics: Banned but ignored under similar magical tolerance
Wizard Spells: Rigidly controlled but most are open. Nobles are given more freedom.
Clerical Spells: Taxed 50% at any obelisk or 75% at Temples
Sorcerer Spells: Treated the same as clerical spells
Gambling: Open; with many competiing guilds
Duels: Any free-man (or woman) can duel on Sword Day, otherwise soldiers, knights, men of standing and nobles. Note it is illegal for a non-noble to duel a noble unless it is sanctioned during Sword Day. This is the only way to legally kill a noble.

Wednesday 20 March 2019

Tabueen - Ice Nomads also called Wastelanders

Tabueen - Ice Nomads

Few people still roam the lands as true nomads. Vegetation has become extinct in all but the sollus isles and spire-lands, and the wandering animals left are strong beasts very capable of defending themselves from the most accomplished hunters. With few options remaining, most nomadic people were destroyed, turned savage or settled down to move past their previous traditions.

One tradition left is to survive by raiding, living by taking what they can from the sollus towns. Most think of the Wastelanders who have learned to survive by attacking anyone, beast or villager that dares leave the protection of the sollus. They view life as a struggle, and they take what they need. Often trying not to kill or have strict codes about who they may attack and when. Some raiding tribes do make allies with the "settled peoples", knowing the importance strategic friends can mean. Those in the sollus islands also realize that it is beneficial to have allies with these powerful raiding peoples, both to attack their foes and to help in protecting the towns. Often the tribes need a place to rest in the most dangerous of storms as well as a place to sell their spoils. These people also served as early warnings for oncoming giant, dragon or undead hordes. Most tribes are chaotic, neutral or both, taking what they need. Life is not for the weak, and they destroy anything not as strong as they.

A significant departure from these raiders are the Tabueen, ice nomads that have found a unique method of survival. Who the Tabueen were before the great winter came, is unknown. The most popular belief is they were among the exiles, searching for sanctuary in the newly discovered spires. According to the Tabueen, what they found at first were dragon-bears, winged magical beasts that choose this group of exiles as their prey. For too many years, these great beasts would devastate the people, killing one or dozen at a time, and neither their warriors nor sorcerers could do anything to stop them. Even once these people found the spires, the dragon-bears attacked with no mercy, forcing the tribes to continue running, trying to stay ahead of these terrible beasts.

According to their legends, In one of their many attempts to escape, they found three parallel gorges in the snow, not too deep, and much more solid than other ice paths. The paths, being much sturdier provided much better travel ways, and headed in the same direction they wanted to go, the tribe decided to use them. The tribes discovered small blue mushrooms along the pathway, nourishing and plentiful and in some cases even magically boosted. The gorges turned to ice tunnels and the people continued to use them, believing them sacred.

What happened next changed the people forever, the tunnels went on for days until they meet up, into one huge underground tavern, with even more diverging tunnels. The shamans declared the tunnels holy, claiming them to be safe from the dragon-bears. From this central cavern they could reach far into the domain, but this would be their home base, a meeting point where all the Tabueen tribes could gather. Within the huge ice cave they found signs of life. Pictograms and carvings, both of the traditional ice dwarf inhabitants, and of blue ice wyrms that traveled both beneath and above the ice. It was these who created the tunnels and paths, and the shamans declared these beasts the holy totem, to be worshiped and venerated as a way of life.

The old and the weak rested in the central cavern, while the warriors and mystics traveled in the many tunnels. There they found holes leading to both the above world and deep caves beneath the ice itself holding open water and mushrooms of even greater size and potency. They met other inhabitants of the caves, some as allies, and others as vicious enemies that they fought in order to use the same tunnels as a means to get around the ice-underworld.

Their greatest of mystics soon found the snow whales or balashi, swimming up above on the loose snow on the surface. These huge majestic beasts spent days above, sunning them, gathering in groups, and singing long, beautiful music. The mystics knew it was these sounds the Tabueen were always driven by, the great peaceful beasts called to the Tabueen, for the totem needs their followers as much as the people needed them. The reason soon became clear, as these snow whales, very abruptly the herd broke apart and swam away in many different directions, as they seen their old foe, the dragon-bears come, but they came to hunt the whales. The mystics called out to their new benefactors, trying to discern what their new allies needed.

The images were not of battles outside the tunnels but inside of them. The snow whales could hide from the tyrants, by swimming far beneath the snow and ice. But the many creatures that also traveled the tunnels fought the whales in close, by surprising the creatures and giving them nowhere to go. The shamans knew their role would be to keep them free of the vermin. In return, they would gain the sole use of the ice tunnels and the many caverns that cropped out from them. The Tabueen found their home, not free of the all dangers, but one that provided the nomads with a living and a purpose. And they have stayed in the tunnels for thousands of years...protecting it and trading with many of the subterranean and other travelers they meet.

Rule: Tribal, Led by eldest shaman (most often a sorcerer) in general paths, but the day-to-day leadership can be from any tribe member that has proven themselves in both gathering, hunting and making allies. Druids worship spirits but there are also clerics who follow one of the more traditional deities. Unlike in many other places, they are never in dispute over purpose or devotion, sometimes they don't smoothly align in terms of action.

Tribes: are usually fairly small in number, rarely more than two hundred. Almost every member has a class level or two. Males usually tend towards warrior and rogue classes, women toward rogue and sorcerer or druid.

Their hunters and warriors travel on the ice-top, always patrolling for enemies. They rarely fight among their own kin but it does happen for the best under-tunnels filled with resource rich buillish (snow mushrooms.)

Allies: Dwarves (all), Balashi, 
Tribal Enemies: Orcs, Ogres, Walren, Wolves, White Ravii, Ice Rats
Common Threats: Undead, Dragon Bears, Frost-eyes (white beholders) & ice hags

Classes:

The Swallowed Ones. Individuals that have been swallowed by the balashi emerge with great wisdom and knowledge. They have a telepathic link with the creatures and are revered in their tribe for their closeness with the Kapuntuc. (Equivalent of paladins)

Druidic priests. Summon the spirits to advise and heal. Though they do not actually summon the spirit of the Kapuntuc, as it is considered disrespectful.

No wizards, but sorcerers are possible. These spellcasters rarely travel with the tribe; they are hermits that protect the most important central caves. Known to brew magical potions, as well as use the Necil ice forges to create the magical weapons needed by the tribe.

Suvoen: Rangers, born singing the whales holy songs and must learn their tribal tongue as a foreign language. They are raised by other suvoen, and travel with the whales as soon as they are old enough. Main duty is to travel on top of the ice, searching for enemies that might strike at their people or the kapuntuc. Often set up small trades or try to discover anyone other than the dragon-bears that hunt the kapuntuc.

Basic Belief: The tunnels are theirs alone. Believe that all people need a territory and will go out of their way to avoid trespassing, but they want the same isolation and respect for their tunnels. Otherwise they are extremely reclusive, and though will help innocents or weak individuals, they rarely share their information about anything beneath the ice.

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Sollus - According to local tradition, sollus stone is part of the broken sun that was destroyed. Casting a simple light spell is enough to provide a gentle heat for a few months. Very valuable.

Spires - Mile high plateau islands

Wastelanders - Nyssian term for barbarians who hunt the icelands

Blue Magic - All items blue coloured have the healing property. 

Kazeen Hound - Psionic Blink Dog


They are essentially golden haired psionic blink dogs.


Kazeen Hound - Psionic Blink Dog
Creature CR3
NG Medium Magical Beast
Init +3 Senses Darkvision 60 ft.; Perception +6

 DEFENSE
AC 16 touch 13, flat-footed 13 (+3 Dex, +3 natural)
hp 34hp (4d10+12 con)
Fort +7, Ref +7, Will +4
Defensive Abilities    DR  3/Evil

 OFFENSE
Speed 50 ft.
Melee Bite +5 (1d6+1)
Special Attacks Sneak Attack +2d6

 STATISTICS
Str 13, Dex 17, Con 16, Int 10, Wis 16, Cha 14
Base Atk +4 CMB +5 CMD 18
Feats Track, Iron Will, Run
Skills Sense Motive +5, Perception +10, Survival +10

 ECOLOGY+
Environment     Kazurn Plains
Organization    Solitary, Pack (4-16)
Treasure Value  Standard
 SPECIAL ABILITIES

Ability (Ex)
Natural Blink (1=Front, 2-3 Right Flank, 4-5 =Left Flank, 6-8 Behind - Usable once every round

Kazeen hounds are medium sized, golden coloured canines gifted with psionic abilities. They are usually found in the icy Kazurn plains, but they originate in the Tallene spirelands. These beasts use their abilities to help good aligned creatures out of danger, protecting weaker beings from monster ambushes. They are psionic Nyssian versions of Blink Dogs, and many good aligned adventurers seek them out as companions.

These hounds teleportation abilities are legendary and are perhaps the fastest animals in terms of ability to travel from one location to another. They have a Master Teleportation ability they use if they are at less than 20% of their maximum hp.

Psionics: PSPs: 50, DC: 13 + (1d8) level; 4th level Psions

Powers: Adrenalin Control, Catfall (80 ft), Heightened Senses, Immovability, Life Detection, Dimension Door, Energy Adaptation (Cold, 10 dmg), Aversion (Baying). Master Teleportation (Focus, 5th lev)