
Inzeladun is a world where the the mighty become powerful quickly, advancing their skills and abilities in ever increasing cascades as they pass through trials and adventures, bringing about physical and mental changes in their characters. In a world as high pace, as intense, and as dangerous as Inzeladun, the mightiest go beyond their physical forms, altering those forms as they advance beyond the limits of their race.
By expending XP, any creature can alter its form and gain new abilities. Some alterations may be very subtle (an increase in Charisma) or quite obvious (growth of wings). The pathways these mighty characters follow as they evolve beyond their race are called foci.
The concept of Prestige Races was introduced in the Oathbound setting, produced by Bastion Press, and was carried forward in Dragon #304 in the article "Prestige Races: Changing your Character for the Better" by Greg Dent and Brannon Hollingsworth.
Presented below are some Inzeladun prestige races, as created by Mark and Dawn van Dyk. We have the Chaos Focus and the Dragon Focus.
Those who feel their individuality deep within their souls, and those who are drawn to freedom, adaptability, and flexibility and those who reject slavish obedience to authority, reactionary adherence to tradition, choose to focus on the path of chaos. Unfettered freedom grants the ability to grow fully, to develop one's own moral compass instead of choosing to accept someone else's. Freely flowing along this path, they quickly gain abilities and characteristics related to chaos and its properties.
Unpredictable creatures realize the blindness most of the world has - they
see things more clearly than others because of their freedom: freedom from
scotomas, freedom from dogma, freedom from tradition, freedom from any and all
fetters not self-chosen. The unpredictable creature can go where he will,
because he does not care about the rules of others. What right have they
to interfere in his life? Everyone has the right to do as one wills, and
everyone else has the right to try and stop that one if they don't like
it. Their bodies flaunt regional convention. If hair should be
short, he will wear it long. If beards are not in vogue, he will sport
one. If it itches, he will shave. He dresses as he will, and does
not care if his clothing is out of date, from another culture, or doesn't fit in
with the norm. If he looks like every other "free-thinker" in
the eyes of society's "slaves", too bad, stop trying to label him. Truth is the ultimate
freedom, and he will speak the truth - regardless of whether anyone wants to
hear it or not. While all this sounds well and good, those who adhere to
society's path find them odd and unpredictable - likely to say anything at
anytime, regardless of the "appropriateness" of the situation (of
course, the unpredictable creature will view "appropriateness" as
someone's mere opinion of what is appropriate and what is not).
Benefit: +2
inherent bonus to Charisma or Wisdom or Intelligence (player's choice) and the ability to cast blink
once per day as a 6th level sorcerer.
Cost: 4,900
XP
Maelstrom creatures are one with freedom, and incredibly hard to predict.
They flaunt convention and sing the praises of the freedom from society's
goals. They are content, and do not need to contribute unless they feel
like contributing, and who has the right to demand otherwise? They exist
in the moment and express dismay and frustration when others around them try to
plan for every contingency - unless of course the maelstrom creature wants
to plan ahead today, and then, as often as not, utterly disregard said plan as
soon as the situation changes. They simply notice things; they notice truths
above all, for they are free from rigid thinking. Their freedom from the
blindspots most people live under gives them an edge in dealing with
others. They can use those blindspots against people. Their clothes
usually look tattered, and they tend toward a disheveled appearance. Although
not always...
Prerequisite:
Unpredictable Creature
Benefit:
Contingent misdirection 3/day (activates as soon as someone tries to
divine something about him) cast as a 12th level sorcerer and a +2 inherent
bonus to Bluff and Spot.
Cost: 6,400
XP
Chaos creatures are so unpredictable and so upsetting to the unnatural order
society imposes that their mere presence causes others to become insane.
They understand the truth so well, that they know what others mean and say
without the need to actually listen or pay attention to them. Others are
so blind; can they not see it? No matter. The chaos creature lives
for today. One cannot expect the universe to lay down to preconceived
notions, so why a slavish devotion to a plan? Adapt, improvise, overcome.
It is so simple.
Prerequisite:
Unpredictable Creature, Maelstrom Creature
Benefit: Cast
insanity once per day as a 14th level sorcerer, and gain a +4 racial
bonus to Sense Motive, Spot, and Listen.
Cost: 9,700
XP
Those who feel the might and majesty of dragons in their very bones, in their very blood choose to focus on the path of the dragon. More than any other creature, the dragon is a symbol of raw magical power, savage yet regal. Dragons symbolize the world itself, and so too do those on this path, for they embody the history of the world, a repository of vast knowledge and ancient secrets. They, like dragons, are sages and oracles. They are sources of wisdom as well as prophets. Dragons are epic forces in Inzeladun, and those on this path choose to tap into that power, to make sure their actions, schemes, and even their dreams thunder throughout the world.
The wyrmling is ready to face life with renewed vigor. This person is
ready to fly. She inherits a considerable body of knowledge, brought out
of racial memories buried deep in the forgotten and unused recesses of the
mind. The wyrmling begins to feel an urge to collect treasure, establish a
territory, and to delve into life experiences that are new and exciting.
Her intelligence sharpens, and, on a physical level, she will possibly sprout
wings (some who envision Oriental Dragons as their totem will not grow wings),
and will gain the ability to fly (regardless of the existence of wings).
Her eyes turn the color of her patron dragon type.
Benefit:
Fly 30 ft. (average), +2 Intelligence, and +2 inherent bonus to any one
Knowledge skill and a +2 competence bonus to Appraise.
Cost: 5,800
XP
The wyrm hones patient cunning and often begins mastering potent spells and
magical abilities. Her skin takes on a slight color resembling her patron
dragon type. She seldom seeks out danger just to prove herself, for she displays
a degree of self-confidence that non-dragons often lack. She acts with purpose
and confidence. She may start launching schemes that take years to
complete. Her senses also sharpen.
Prerequisite:
Wyrmling
Benefit: Fly
60 ft. (average), +2 Wisdom, gain Scent extraordinary ability, a +2 competence
bonus to Spellcraft, a +2 competence bonus to any one Knowledge skill, and her
life span increases by 50%.
Cost: 6,800
XP
The great wyrm has much wisdom and experience to pass on, recalling more and
more from racial memories and from a near perfect life-memory. She may
even take levels in the half-dragon
template if she wishes. She is treated by dragons with some degree of
respect, and, upon her death, she may be buried in the Dragon's Graveyard.
She walks regally, and is actually quite intimidating.
Prerequisite:
Wyrmling, Wyrm
Benefit:
Fly 120 ft. (average), +2 Charisma, +2 competence bonus to Intimidate, a +2
lineage bonus to all Knowledge skills she has at least 1 rank in
Cost:
8,000 XP