Tuesday, December 22, 2015

Elemental and Nature Deities

Tarayn- The Earth Lord
AL: LN
Domain: earth, law, strength, protection
Favored Weapon: Warhammer

Sutor- The Fire Lord
AL: CN
Domains: fire, destruction, chaos, artifice
Favored weapon: falcion

Inori- The Water Lord
AL: N
Domains: Water, healing, luck, travel
Favored Weapon: Spear

Golas- The Air Lord
AL: N
Domains: air, charm, travel
Favored Weapon: Long bow

Sharnd- Lord of the Wild
AL: N
Domains: air, animal, plant, weather
Favored Weapon: Quarterstaff

Cananara- Goddess of the Hearth and Home
AL: NG
Domains: artifice, community, healing, plant, good
Favored Weapon: Scythe

Krell-Lord of Storms
AL: CE
Domains: AirChaos, Destruction, water, weather
Favored Weapon: Trident

Monday, December 21, 2015

Allowed Races

Aasimar
Andur
Changeling
Dragonborn
Dwarf
Elf
Goliath
Gnome
Half Elf
Half Orc
Halfling
Human
Ilbisian (Catfolk)
Shifter
Tiefling

Algazan- City of Iron

The Easternmost city of the Republic that borders on the Silg Expanse, Algazan is a city ruled by the Iron hand of the Republican army.
A military base more than a city, Algazan is dark, smoky, and loud. The toughest, the meanest of the Asandari military are stationed here.

Algazan: LE Militocracy
Population: ~250,000. (225,000 human,  10,000 dwarf, 10,000 andur, 1,000 elf, 700 half orc, 500 gnome, 500 halfling, 500 goliath, 500 ilbisian, 500 dragonborn,  300 half elf, 300 Aasimar 200 tiefling)

Ruled by:
Supreme General Ahio Leo'har (LN human fighter 10)
Hrothgan Bloodtusk (LE half orc warpriest 8)
Seren Aul'amir (NG cleric of Sereneth 5)

Ilbisian (Catfolk)

From the southern jungles of the Silg Expanse, the Ilbisian are a proud race of fierce warriors and powerful sorcerers.

Ilbisian Catfolk Racial Traits
+2 Dexterity, +2 Charisma, –2 Wisdom: Catfolk are sociable and agile, but often lack common sense.

Ilbisian Catfolk: Catfolk are humanoids with the catfolk subtype.

Medium: Ilbisian Catfolk are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Ilbisian Catfolk have a base speed of 30 feet.

Low-Light Vision: In dim light, Ilbisian catfolk can see twice as far as humans.

Cat's Luck (Ex): Once per day when an Ilbisian catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.

Natural Hunter: Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.

Sprinter: Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.

Languages: Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.

Goliath

Hailing from the Gray Wastes and the Broken Hills, the Goliaths are a shattered race.
Once the owners of a proud empire that predated the kingdoms of humanity by a thousand years, they have fallen into a dark age.
Tribal and ferociously territorial, they fight a never ending battle against the denizens of the Silg Expanse. The Republic has sent ambassadors to the Goliath chieftains, and a few have set out into the world.

GOLIATH RACIAL TRAITS

+4 Strength, -2 Dexterity, +2 Constitution, -2 Intelligence: Goliaths are massively muscled, but their bulk sometimes gets in the way when they're trying to be nimble.

Medium: Goliaths are Medium creatures and have no special bonuses or penalties due to their size.

Mountain Movement: Because goliaths practically live on the ledges and cliffs of the most forbidding mountains, they are particularly adept at negotiating mountain hazards. Goliaths receive a +2 racial bonus Acrobatics and Climb checks.

Acclimated: Goliaths are automatically acclimated to life at high altitudes. Unlike other denizens of the mountains, goliaths don't lose their acclimation to high altitude even if they spend months or years at lower elevations.

Body Language: When speaking to one another, goliaths tend to augment their verbal communication with subtle body language. Goliaths receive a +2 racial bonus to Sense Motive checks.

Big Grip: Goliaths can wield weapons intended for Large creatures without a -2 penalty.

Weapon Familiarity: Goliaths' superior bulk helps them wield heavier than normal weapons. Goliaths treat exotic weapons which can be wielded in two hands as martial weapons by Medium creatures, such as bastard swords and dwarven waraxes, as martial weapons.

Darvkision: Goliaths can see in the dark up to 60 feet.

Languages: Goliaths begin play speaking Common and Gol-Kaa. Goliaths with high intelligence scores can choose from the following: Dwarven, Giant, Gnoll, Terran.

Source: http://www.enworld.org/forum/showthread.php?265445-Pathfinder-Conversion-Goliath#ixzz3v1GQq5Bh

Monday, December 14, 2015

Allowed Classes



The following classes are allowed for play in the Tales of the Asandari Campaign Setting:

Alchemist
Arcanist
Barbarian
Bard
Bloodrager
Brawler
Cavalier
Cleric
Druid
Fighter
Inquisitor
Investigator
Magus
Monk*
Oracle
Paladin
Ranger
Rogue
Shaman*
Slayer
Sorcerer
Summoner
Swashbuckler 
Warpriest
Witch
Wizard
*Very rare class.



Rehaal- City of the Dead







The city of Rehaal is surrounded by a desert of black sand, earth that has been tainted by decades of necromancy.The only living beings in the entire city are rats, insects, and food for the undead masters of the city. The city's army does not need to sleep, and they are constantly on guard. Its wizards are constantly practicing spells, and its king, Asmed the Mad, is constantly plotting.

Asmed was once an ambitious northern king, who came into power through his strength and cunning, and his overcoming of his adversaries. And then came the whispers. The seductive whispers of the goddess of murder and darkness, and the louder voice of death itself. Asmed fell into madness, and slew his kingdom with fell magic, using their life force to transform himself into a lich. His subjects were transformed into undead, and the city sank into shadow.
Asmed is paranoid, vain, and cruel, and plans to rule the world entire. He dreams of conquering the Republic and even the kingdoms of the heavens. He wants the world to choke on black sand, to feel the chill of the grave, and to serve the god of death. His sights are set on the twin cities of Halith and Puhrel, and he waits with the patience of the grave.

The Kingdom of Namaranthe


 

Nestled in an idyllic valley deep within the Caex Mountains, the Kingdom of Namaranthe is known for its ale, its elderberry wine, masterwork steel, and its scrimshaw. Half the year, the majority of the kingdom is buried in snow, other than the twin towns of Gaulan and Gaulai, which are warmed by numerous hot springs.

The other half of the year is spent farming the fertile soil, harvesting lumber, hunting, and fishing.
The Kingdom has recently become a protectorate of the Asandari Republic, and pays its dues with ore and lumber. In return, the Republic has begun patrolling the lands north of the valley, where a base has been built.


Meals in the kingdom of Namaranthe are simple affairs of meat, root vegetables, bread made of rye, and ale. Dill is a common herb, used in all manner of recipes.
Popular is a meal of venison or cod, roasted beets and carrots, and a pint of strong ale.
Fish, taken from the Namar lake, is a common meal as well, usually baked inside a loaf of rye bread.


The people of Namaranthe have been stalwart defenders for centuries against the creatures of the mountains; orcs and goblins, yeti and winter wolves, frost trolls and white dragons.
In years past, they had sided with the Republic against the dwarves of Adaman.  These vicious dwarves, corrupted by the agents of Rehaal, tainted by necromancy and whispers of madness, swarmed out of their mountain halls, flattening the Republic cities of Bastion and North Haven.
The Namaranthen army attacked from the rear of the Dwarven army, surprising the general of that dark swarm, and it was Hrothgan the Bold that took the mad dwarf’s head.
In current times, a group of goodly dwarves have begun resettling the forsaken halls of Adaman. This has the King’s blessing.

Heldra and the Feral Halflings.

During the godswar, Beloquin, the goddess of Murder and Madness descended upon the idyllic halfling village of Heldra. In the waning days of the chaos, she corrupted them utterly. The entire village is now a roiling pit of violence and depravity, any being foolish enough to venture near the town is killed, raped, skinned, and eaten, not necessarily in that order.
Many of the citizens are barbarians, though it is rumored that some warlocks, beholden to some fiend, walk among them.

The town is chaotic, with no central government, and travelers are warned off by signs of carnage and some sun bleached wooden signs, erected by those who narrowly escaped death at the hands of this child-sized murderers.

Most of the halflings file their teeth into sharp points, and make weapons out of the bones of their human victims. Elven females are prized as a delicacy.

Warpaint, made of the abdominal blood of their victims streak their foreheads and cheeks, and they dress in human leather armor.



The Dragonborn

 The Dragonborn
The Dragonborn are an ancient race, brought about by the now dead deity Kahlereth, the Dread Serpent. The very deity that began the godswar and slew the deity Gaios.
But, Dragonborn may choose to not follow their creator. They were given free will as Gaios' final act, an action that brought to a halt the bitter struggle, and may have saved humanity.

 
  •  
  • Ability Score Racial Traits: +2 Strength, +2 Charisma, -2 Dexterity
  • Size: Dragonborn are Medium creatures and have no bonuses or penalties due to their size.
  • Base Speed: Dragonborn have a base speed of 30 feet.
  • Languages: Dragonborn begin play speaking Common and Draconic. Dragonborn with high Intelligence scores can choose from the following languages: Primordial, Giant, Goblin, and Orc.
  • Bite: Dragonborn possess a natural bite attack dealing 1d4 points of damage.
  • Breath Weapon (Su): Once per day, a dragonborn can breathe a 15-ft. long cone of energy dealing 1d6 points of acid, cold, electricity or fire damage. The damage increase by 1d6 every two character levels beyond 1st. Affected creatures suffer half damage on a successful Reflex saving throw (DC 10 plus 1/2 character level plus Constitution modifier). Energy type of the dragonborn’s breath is determined by the color of its scales. This power can be used once per day. 
  • Type: Dragonborn are humanoids with the reptilian subtype. They are also considered dragons.
  • Draconic Resistances: Dragonborn are immune to sleep effects and gain +2 racial bonus to saving throws against paralysis.
  • Energy Resistance: Dragonborn possess 5 points of energy resistance to the same energy type as their breath.
  • Natural Armor: Dragonborn thick scales give them +1 natural armor bonus. 
The Dragonborn live within small communities, for the most part they are lawful and neutral. There are some who have devoted themselves to the gods, the Serenethi claim a large following of Dragonborn in the Silg Expanse, though the clergy of Arom claims the same.

Tieflings and Aasimar

Tiefling:

Tieflings are defined by their class levels—they do not possess racial HD. They have the following racial traits.

  • +2 Dexterity, +2 Intelligence, –2 Charisma: Tieflings are quick in body and mind, but are inherently strange.
  • Darkvision: Tieflings see in the dark up to 60 feet.
  • Skilled: Tieflings have a +2 racial bonus on Bluff and Stealth checks.
  • Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.
  • Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
  • Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodline treat their Charisma score as 2 points higher for all sorcerer class abilities.
  • Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high Intelligence scores can choose any of the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.
Aasimar:
Aasimar are defined by their class levels—they do not possess racial HD. They have the following racial traits.
  • Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
  • Ability Score Racial Traits: Aasimars are insightful, confident, and personable. They gain +2 Wisdom and +2 Charisma.
  • Type: Aasimars are outsiders with the native subtype.
  • Base Speed: Aasimars have a base speed of 30 feet.
  • Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.
  • Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
 
 Tieflings and Aasimar are the products of the clergy of the gods, born to those who have devoted themselves fully to their deity. 
Clerics and paladins of Sereneth can (5% chance) give birth to an Aasimar, while clerics or blackguards of Beloquin or Arom can give birth to a Tiefling (same chance).

A Brief Overview of the Gods.


Aray: The God of Justice.
AL: LG
Domains: Good, Law, War, Strength
"The Lawgiver"

Aray is one of the oldest gods, born from the ashes of Gaios. He brought law and justice to the creatures of the world, and upholds the courts of the heavens, and blesses those on the material realm. Fair and balanced, lawyers, judges, and investigators are highly prized within his clergy.
He was at first a war god, and his clerics and paladins practice with martial weapons daily.

He opposes the works of Arom, Mykeheth, and Beloquin, and is allied with Sereneth and Nem.

Favored Weapon: Longsword


Aray: The God of Subjugation.
AL: LE
Domains: War, Evil, Charm, Law.
 
Arom is the brother of Aray, and is the god of tyranny, strife, and hate. He wants all mortals to worship him, and he only. His clergy strives to fulfill his wishes, and slave markets thrive in cities and nations where his church reigns. The Silg Expanse is one such place, an austere land of wrought iron; of rigid armies of hobgoblins and orcs, of slaves and indentured servants worked to the death.
In the Asandari Republic, there are a few noble houses and mercenary companies, not to mention upper members of the military hierarchy who worship him.

Favored Weapon: Mace

 

Mykeheth: The God of Death
AL: NE
Domains: Death, Destruction, Evil,  Magic

 Mykeheth is the twin brother of Sereneth, and the polar opposite of her in every way. His power is the dead, and grants his clerics power over the dead. Necromancy is encouraged within his church, and the echelons of his clergy contain many sentient undead.
He is a bored deity, and spends much of his time conversing with the line of the dead that stream through his Gates.
His church is, for the most part underground, a banned cult, though people do leave him offerings when the death of a loved one has happened, or is near.
The only city that openly allows worship of Mykeheth is Rehaal, ruled over by the lich Asmed.

Favored Weapon: Scythe.




 
 Narahara: The Goddess of Decay and Renewal.
AL: CN
Domains: Chaos, Earth, Death, Healing, Magic

More Archfey than goddess, she nevertheless grants prayers. Not much is known about Narahara, only that she is neither part of the Summer or Winter Courts of the Fey.
She may just be the most powerful deity in the pantheon, but it seems like she just doesn't care about politics, or anything at all. She is often depicted as a hedonist, drinking, smoking, and having relations with multiple partners as beings die and others come to life behind her.
                                                                                 
                                                                                    Favored Weapon: Spear

 
 Nem: The God of Knowledge
AL: LN
Domains: Knowledge, Law, Protection, Rune

The god of libraries, of tomes, of learning, and knowledge. He is the one who introduced reading, writing, even language the moral races. Without him, Aray could never have created the laws and ideals of justice.
He is not afraid where knowledge leads, and finds censorship abhorrent.
His clergy are librarians, scribes, scholars, teachers, and travelers.

Favored Weapon: Quarterstaff.





 Ost: The God of Magic
AL: N
Domains: Magic, Knowledge, Protection, Destruction, Rune

Ost was the son of Bahumat, patron god of dragons. He is the keeper of the tapestry that keeps all magic flowing. Without him, magic would unravel, the world would crumble and crystallize.
He is depicted as a humanoid dragon, and the dragonborn look up to him as their creator. He is not, of course, but he is far too apathetic to correct them.
He seeks to not get involved in the affairs of gods or mortals, and his clergy is small.

Favored Weapon: Quarterstaff



Sahran: Goddess of Pranks
AL: CG
Domains: Good, Chaos, Trickery, Darkness

The goddess of good natured pranksters, rogues, and bards, of joy, and freedom. She is the patron deity of minstrels, gnomes, and forest elves. Of freedom fighters, of poets, and artists. Her clergy is diverse and fun loving.
She is passionate, amorous, and pleasure seeking.
Her own nature of being a trickster has gotten the best of her, as she thought it would be humorous to seduce the god of death, to see if she could.
She could.
The result was the goddess of murder and deception, her own traits reflected through a mirror darkly. The goddess Beloquin, scourge of the shadows is her dark shame.


Favored Weapon: Rapier

Beloquin: The Goddess of Murder and Deception
AL: CE

Domains: Chaos, Evil, Death, Destruction, Trickery, Darkness


The unwanted daughter of Mykeheth and Sahran, Beloquin is the shadow with the dagger, the whisperer in the dark, the assassin in the noble court. She poisons with lies as well as with venom.
Her clergy, known as Whisperers are assassins and prostitutes, killing their prey with ritual and ease. It is Beloquin's goal to spread chaos and misery wherever glory and light shines.

Favored Weapon: Dagger

Sereneth: The Goddess of Light and Life
AL: NG

Domains: Good, Healing, Sun, Glory, Protection


Sereneth is the twin sister of Mykeheth, and his opposite in every way. She is of love, and life, and light, her mere touch heals the gravest wound.
She is the sunlight in the dark, the dawn, the hope. Her clergy dress in silver and white, and run free clinics in every city of the Republic, and beyond. Her Paladins ride with those of Aray, and heal the sickened and fight for the oppressed.
Her church is in direct opposition to the followers of Beloquin and Arom, and there is much fighting in the Silg Expanse over territory that has long been held by Serenethi.


Favored Weapon: Scimitar



Eadros: The Deity of Time
AL: N
Domains: Water, Time*, Knowledge, Magic


Nobody knows just how ancient Eadros actually is. Depicted as a whirling mass of tentacles, eyes, waves, and clocks, the deity is uncaring, and cares only about the circle of existence turning. Any deviation from the time stream, and it knows.

It is not above enslaving mortals and hurtling them through time to correct a mistake or transgression.

Sages say Eadros always has been, and always will be, a fixed point in time. Whenever anyone communicates with it (on any plane, at any time), it is the same moment for Eadros.
 Favored Weapon: Whip


*Time Domain

Granted Powers: The god of time has given you the power to stop time briefly, and to shift backwards in time briefly as well.
Moment of Pause (Sp): As a melee touch attack, you can stop time for one creature briefly, freezing them in place. For one round, the creature can take no action and experiences time as if that round never took place.
Time Shift (Sp): Beginning at 8th level, once per week you can briefly shift time backwards. You can shift back no further than 4 combat rounds, or 1 minute outside of combat. Any actions that took place during the time you shift back before are considered to have not taken place, and all actions pick up from the point you shift back to.
Domain Spells: 1st—deathwatch, 2nd—one track mind, 3rd—delayed reaction, 4th—haste, 5th—hold monster, 6th—contingency, 7th—lesser time stop, 8th—temporal stasis, 9th—time stop.


 


 


A Brief Overview of the Setting

The setting is set in four major areas of a large continent.

The Republic-
The Asandari Republic stretches from the Caex Mountains in the north, to the Dragonfall Craters in the south, from the Daggermound Hills in the east to the Belden Sea to the west.
The Republic is the largest government in the world, with the most citizens and diversity of cultures.
The Republic is strong but just, stern yet benevolent.
Dwarves, elves, gnomes, and the like all have a home here. Even the strange and fellborn Tieflings are welcome, provided they have pledged themselves to the Republic.
 
The North-
The Caex Mountains north of Republic territory is home to many strange and terrible creatures. Yeti, orcs, white dragons, and everything in between. The Kingdoms of Namaranthe and Noth lie in the mountains, beacons of bright, warm light amidst the snow and cold.
Beyond them, lies the ice wastes and the Mountain of Ibitus, once home of a powerful demonlord. Abandoned at the Mountain’s foot is Referus Keep. The grand halls still stinking of sulfur.



The Silg Expanse-
To the East of the Daggermound Hills lies an empire to rival the Republic. Formed of hobgoblins, orcs, ogres, and elves of evil intent, this empire is dedicated to the god Arom, the god of tyranny and war.
Temples and churches to the gods of good, once plentiful in these lands have been sacked, burned; their priests and priestesses murdered and raped.
The Empire, based out of the wrought iron city of Silgotien, is turning it’s eyes west toward the rich lands of the Republic.

Dasaran-

Far to the south east is the newly discovered land of Dasaran. It is a land of beauty, of exotic foods, and fine wine. Of strange warriors, stranger magic, and a religion that parallels yet does not fully match that of the Republic.