Introduction
While the Fallenlands might be somewhat like Dark Sun and Al-Qadim in style, Triadora, the second largest continent on Kulan, is somewhat like Dragonlance. More specifically, like the region of Taladas ruled by a race of minotaurs but with a lot of different twists thrown in. Triadora is another of Kulan’s continents, which is dominated by barren terrain—deserts, harsh plains, desolate mountains, and very little water.
The minotaurs, who call themselves the Sons of the Horn (or horn minotaurs), rule about half of the continent. An unique race of reptilian humanoids, known as the Xanth, rule roughly another third of the continent. While the two races are always in conflict, neither race is stereotypically evil (although the Xanth are more ruthless) and both have developed a high culture based on trade. (Most believe that is why they don’t like each other.)
There are limited trading partners on Triadora and the two races never trust anyone who trades with the other. Thus, over the years they have fought dozens of trade wars both financially and physically. An uneasy peace exists at the moment but it's becoming like a lit powder keg and will soon explode into full-scale war once again.
The remainder of the continent is dominated by the Klorthak, a race of monstrous humanoids originally from another, unknown Material Plane. They live in walled, fortresslike cities and have a ferocious warrior ethic.
The other races of Triadora try to survive in between the three powerhouses and try to reap the benefits without getting killed in the process. These races—wemics, loxos, lupins, pickers, the urik-aa, valcos, and zebranaurs—tend to be nomadic.
The Wemics and Zebranaurs are tribal and tend to not get along (it’s a predator vs. prey sort of thing). Of all the races of Triadora, the Lupin are the most even tempered and are usually loners by nature. Pickers and Valcos, while not truly tribal, wander from place to place in small bands and family groups. They aren't always welcome in the cities of the three main races.
Like the other nomadic races, the Urik-aa (a race of high orcs), compete for the limited space that the desert provides. However, unlike most of the other races on Triadora the urik-aa respect the fact that the continent was originally home to only the Horn Minotaurs. Only wemics show more respect to the Horn Minotaurs than the urik-aa do.
Loxos, or Triadoran titanites, as they are sometimes called are a mysterious race that tends to keep to themselves. They do not worship the gods of Traidora. Instead, they worship the elements. Most of their shamans are elementalists. Loxos are the least nomadic of the other races as they prefer to settle down by middle age.
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Horned God The Horned God, The Authority over Rulers
Greater Deity Symbol: The head of a black minotaur Home Plane: Mechanus Godly Realm: The Horned Halls of Law Alignment: Lawful neutral Portfolio: Rulership, challenge, strength Worshipers: Horn minotaurs, the highborn, fighters, gladiators, those who rule Cleric Alignments: LN, LG, LE Domains: Authority, Knowledge, Law, Strength, WarFavored Weapon: Warhammer
Ber’Jal God of Evil Thoughts, The Battle Lord
Lesser Deity Symbol: A sword raised with blood on it Home Plane: Gehenna Godly Realm: Dark Whispering Dark Alignment: Neutral evil Portfolio: Battle, evil thoughts Worshipers: Horn minotaurs, blackguards, psychic warriors, soldiers Cleric Alignments: NE, CE, LE Domains: Destruction, Evil, Thought, War Favored Weapon: Greatsword
Dev’Col God of Death and the Afterlife, The Law of Magic
Intermediate Deity Symbol: The bleached skull of a minotaur Home Plane: Anu Godly Realm: Bull of Heaven Alignment: Lawful good Portfolio: Death, afterlife, magic Worshipers: Horn minotaurs, paladins, soldiers, sorcerers, wizards Cleric Alignments: LG, NG, LN Domains: Law, Good, Magic, Repose, Rune, Spell Favored Weapon: Scythe
Hul’Lun Goddess of Life, Protector of Homes
Intermediate Deity Symbol: A door guarded by crossed axes Home Plane: Arcadia Godly Realm: House of Life Alignment: Lawful neutral Portfolio: Community, protection, life Worshipers: Horn minotaurs, druids, fathers, farmers, monks, mothers Cleric Alignments: LN, LG, LE Domains: Animal, Law, Plant, Protection, Sun Favored Weapon: Greataxe
Mez’Wan God of Healing and Temples, Creator of the War Wall, The Horned Druid
Greater Deity Symbol: The War Wall Home Plane: Upper Outlands Godly Realm: The Walled Realm Alignment: True neutral Portfolio: Standing stones, temples, the elements, the War Wall Worshipers: Horn minotaurs, druids, healers, masons, soldiers, temple defenders Cleric Alignments: Any Domains: Air, Earth, Fire, Healing, Wall, Water Favored Weapon: Warhammer
Tre’Nal The Mistress of Honesty and Oaths, The Trade Queen
Intermediate Deity Symbol: A square, golden coin with a sailing ship on it Home Plane: Celestia Godly Realm: Traders' Paradise Alignment: Lawful good Portfolio: Honesty, oathmaking, trade Worshipers: Horn minotaurs, paladins, traders Cleric Alignments: LG, NG, LN Domains: Good, Law, Luck, Trade, Wealth Favored Weapon: Longsword
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Ceod Creator of the Xanth, The Detached One, The Dispassionate Trader, Wind in the Sails
Greater Deity Symbol: Three round, gold coins laid out in a triangle Home Plane: Spirelands Godly Realm: Anything for Gold Alignment: True neutral Portfolio: Sea, weather, the wind, trade Worshipers: The Xanth, sailors, traders, wanderers Cleric Alignments: Any Domains: Air, Nautical, Trade, Travel, Wealth, Weather Favored Weapon: Scimitar
Kahal Treasure Seeker
Lesser Deity Symbol: A treasure chest Home Plane: Material Plane Godly Realm: Wanders Alignment: Chaotic neutral Portfolio: Wanderers, adventurers, treasure Worshipers: The Xanth, adventurers, rogues, wanderers, the exiled Cleric Alignments: CN, CG, CE Domains: Chaos, Greed, Travel, Wealth Favored Weapon: Short sword
Kasht God of Conduct, The Rigid Heart
Intermediate Deity Symbol: The scales of law Home Plane: Deluer Godly Realm: Steadfast Hall Alignment: Lawful neutral Portfolio: Demeanor, steadfastness Worshipers: The Xanth, fighters, lawful holy warriors, monks Cleric Alignments: LN, LG, LE Domains: Endurance, Fortitude, Law, Protection Favored Weapon: Longsword
Owan The Lizard Mage
Lesser Deity Symbol: A half-hidden chameleon Home Plane: Spirelands Godly Realm: Here be Lizard Magic Alignment: True neutral Portfolio: Spellcraft, wizards Worshipers: The Xanth, alchemists, wizards, some bards Cleric Alignments: Any Domains: Knowledge, Magic, Rune, Spell Favored Weapon: Quarterstaff
Ravar The Slithering Darkness
Intermediate Deity Symbol: A snake Home Plane: Gray Waste Godly Realm: Slither, Slither, Hiss Alignment: Neutral evil Portfolio: Darkness, death, evil, reptiles Worshipers: The Xanth, dragons, cultists, the undead Cleric Alignments: NE, CE, LE Domains: Darkness, Death, Evil, Scalykind, Suffering
Favored Weapon: Spear
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Lesser Deity Symbol: The figure of a warrior standing on a hill with his blade raised Home Plane: Mechanus Godly Realm: House of Leaders Alignment: Lawful neutral Portfolio: Leadership, virtue Worshipers: Klorthaks, the urik-aa, warriors, those who rule Cleric Alignments: LN, LG, N Domains: Knowledge, Strength, Law, Planning Favored Weapon: Longsword
Intermediate Deity Symbol: A fortress Home Plane: Arcadia Godly Realm: City of the Guardian Alignment: Lawful neutral Portfolio: Cities, fortresses, guards, soldiers Worshipers: Klorthaks, the urik-aa, fighters, marshals Cleric Alignments: LN, LG, LE Domains: Courage, Law, Protection, Strength, Wall Favored Weapon: Short sword
Vallonia The Mistress of Sands
Intermediate Deity Symbol: An oasis in the desert Home Plane: Upper Outlands Godly Realm: The Desert of Vallonia Alignment: True neutral Portfolio: The desert, sandstorms, oasis Worshipers: Luppins, the urik-aa, dervishes, druids, rangers Cleric Alignments: Any Domains: Air, Animal, Earth, Plant, Water Favored Weapon: Scimitar
Zohar God of Armor and Weapons, The Smith
Lesser Deity Symbol: Shield and spear Home Plane: Arcadia Godly Realm: The Smith's Forge Alignment: Lawful neutral Portfolio: Armor, battle sites, weapons Worshipers: Klorthaks, the urik-aa, fighters, smiths, soldiers, traders Cleric Alignments: LN, LE, LG Domains: Armor, History, Knowledge, Sword Favored Weapon: One martial weapon of the player's choice
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Minotaur, Son of the Horn Large Monstrous Humanoid Hit Dice: 3d8+6 (19 hp) Initiative: +1 (Dex) Speed: 30 ft. (6 squares), base 40 ft. AC: 17 (-1 size, +1 Dex, +2 natural, +5 breatplate), touch 10, flat-footed 16 Base Attack/Grapple: +3/+11 Attack: Bite +6 melee (1d4+4) or butt +6 melee (1d8+4) or falchion +6 melee (2d4+6) or composite longbow +3 ranged (1d8) Full Attack: Bite +6 melee (1d4+4) and butt +1 melee (1d8+4) or falchion +6 melee (2d4+6) or composite longbow +3 ranged (1d8) Space/Reach: 10 ft. / 10 ft. Special Attacks: Charge 4d6+4 Special Qualities: Low-light vision, scent Saves: Fort +3, Ref +4, Will +4 Abilities: Str 18 (+4), Dex 13 (+1), Con 15 (+2), Int 11 (+0), Wis 13 (+1), Cha 8 (-1) Skills: Listen +8, Profession (sailor) +5, Search +5, Spot +8, Survival +5, Use Rope +5 Feats: Desert Dweller, Sea Dog
Continent/Region: Triadora and any southern sea region Environment: Temperate or warm plains, deserts, hills, and mountains Organization: Solitary, pair, or clan (6-30 plus 25% noncombatants plus 2 1st-level sergeants per 5 adults, 1 3rd-level lieutenant per 10 adults, and 1 5th-level leader) Challenge Rating: 4 Treasure: Standard Alignment: Usually lawful neutral Advancement: By character class Level Adjustment: +5
This race of minotaurs are known for their high culture and beautiful cities, as well as, their fast trading ships filled with goods of the best quality. Horn minotaurs can be distinguished from their cursed counterparts by their head, horns and legs.
Horn minotaurs have the head of a bison instead of a bull. They also have horns that are wider and thicker than cursed minotaurs. A horn minotaurs legs are like that of a camel with padded hooves. These specialized hooves allow horn minotaurs to travel easily over almost any terrain.
Horn minotaur fur is always very light in color such as gold, silver, or even pure white. (It is never black.) Horn minotaurs wear clothes made out of the finest material, usually silk or cotton. These clothes tend towards lighter shades or pure white. Horn minotaurs rarely wear heavy armor, except when preparing for a huge battle. Even then they don’t wear metal armor, as Triadora’s climate is too hot.
Horn minotaurs speak their own racial tongue known as Hornish as well as the common language of Triadora, which is known as Triadoran.
Combat
Horn minotaurs are deadly foes in melee, attacking with falchions and other two-handed weapons. Horn minotaurs fight fairly against those they perceive as being honorable.
Opponents that use dirty tricks or sneak attacks will find that these minotaurs are merciless when dishonor is perceived. Horn minotaurs never give xanth the benefit of the doubt.
Charge (Ex): A horn minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single butt attack that deals 4d6+4 points of damage.
Scent (Ex): Horn minotaurs can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Range is 30 ft. If upwind, the range increases to 60 ft.; if downwind, it drops to 15 ft.
Son of the Horn Society
Unlike many of their continental neighbors, horn minotaurs are a native race to Kulan. It is this fact and that Triadora is their ancestral home that makes these minotaurs unfriendly towards those that would encroach their homeland like the xanth lizardfolk and urik-aa orcs. More so the former than the latter.
Horn minotaurs despise the xanth for violating their homeland and have fought several large-scale wars with the jungle-dwelling lizardfolk over land and lack of honor on the part of the xanth. They are a little more tolerant of the urik-aa due to the fact that the high orcs are honorable, for the most part, and that they respect the minotaur’s wishes regarding sacred lands. However, it is important to note that horn minotaurs are a very civilized race and that tend to be just as fair minded as elves or humans. (Some individuals may tend to be braggarts and pushy about honor but they are no more evil than any other civilized race.)
Son of the Horn society considers slavery an abomination against life and won’t even consider enslaving other races (that doesn’t mean they won’t take prisoners of war, just that they are always treated fairly and returned to their people). However, xanth prisoners don’t fair well if they try to buy their freedom – horn minotaurs never accept wealth for prisoners of war.
They are suspicious of foreign arcane magic-users and never allow strangers to bring banned magical items or spells into Imperial Lands. While bards from other lands or races must be careful not to cast banned spells, they are generally welcome. Note that arcane magic isn’t actually banned in Son of the Horn society, merely well controlled. Only specialized arcane magic-using citizens, called Circle Sorcerers, are allowed to wield arcane magic but even they are regulated and monitored by the Horn Circle. Horn minotaur bards must also be members of the Horn Circle, although it is easier to become a Circle Bard then a Circle Sorcerer.
Clerical magic isn’t as restricted, however. Divine magic is considered a boon from the gods, and foreign clerics (good and neutral ones) are often welcomed by horn minotaur citizens when traveling through Imperial Lands. It is important to note that all necromantic and chaos magic is banned everywhere in Imperial Lands and those caught casting such magic are put to death (even if the spell would have saved the life of one of the Imperial Family).
Horn Minotaurs as Characters
Horn minotaurs favor the fighter class. Horn minotaurs can choose almost any class. The only restriction is that cannot be rogues as it is seen as a dishonorable trade by all horn minotaurs. They can be bards but those that do are often looked down upon. As honor is vital to horn minotaur life, they make steadfast paladins. Magic and trade are also important in horn minotaur society, almost as much as honor and they often become wizards, sorcerers and traders. Horn minotaurs often become multiclassed fighter/bards, fighter/traders, fighter/sorcerers, or fighter/wizards.
Horn minotaurs worship a group of gods known as the Pantheon of the Horn. The leader of this pantheon is a deity simply known to as the Horned God. Clerics of the Horned God can choose any two of the following domains: Authority, Knowledge, Law, Strength, and War.
Horn Minotaur Traits
Horn minotaurs benefit from a number of racial traits:
+4 to Strength, +2 to Dexterity, +2 to Constitution, +2 to Wisdom, -2 to Charisma.
Large. As Large creatures, Horn minotaurs gain a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 size penalty on Hide checks. But they must use larger weapons than humans use, and their lifting and carrying limits are twice those of Medium characters.
Monstrous Humanoid: Horn minotaurs are monstrous humanoids, and are therefore immune to spells that only affect humanoids, such as charm person.
Low-light Vision: Horn minotaurs can see three times as far as a human can in starlight, moonlight, torchlight, and similar conditions of poor illumination.
Proficient with falchion, longbow, and composite longbow, regardless of character class.
A Horn minotaurs’s base land speed is 40 feet.
Racial Hit Dice: A Horn minotaur begins with three levels of monstrous humanoid, which provide 3d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +1, Ref +3, Will +3.
Racial Skills: A Horn minotaur's monstrous humanoid levels give it skill points equal to 7 x (2 + Int Modifier, minimum 1). Its class skills are Listen, Profession (sailor), Search, Spot, Survival, and Use Rope. Horn minotaurs receive a +4 racial bonus to Search, Spot, Listen, and Survival checks.
Racial Feats: A Horn minotaur's monstrous humanoid levels give it two feats.
+2 natural bonus to armor class.
Natural Attacks: Horn minotaurs may attack with a bite (1d4) and a butt (1d8) and are always treated as being armed when using their natural attacks.
Special Attacks (see above): Charge.
Special Qualities (see above): Scent.
Automatic Languages: Hornish and Triadoran. Bonus Languages: Centaur, Lupin, Mer, Urik-Aa, Wemic, and Xanth.
Favored Class: Fighter. A multiclass Horn minotaur’s fighter class does not count when determining whether he suffers an XP penalty for multiclassing.
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Lizardfolk, Xanth Large Monstrous Humanoid (Aquatic, Reptilian) Hit Dice: 3d8+9 (22 hp) Initiative: +1 (Dex) Speed: 30 ft. (6 squares), swim 30 ft. AC: 17 (-1 size, +1 Dex, +3 natural, +4 chain shirt), touch 10, flat-footed 16 Base Attack/Grapple: +3/+11 Attack: Bite +7 melee (1d8+4) or longspear +7 melee (1d8+6) or large tail blade +7 melee (2d6+4) Full Attack: Bite +7 melee (1d8+4) and 2 claws +5 melee (1d6+2) or longspear +7 melee (1d8+4) or large tail blade +7 melee (2d6+4) Space/Reach: 10 ft. / 10 ft. Special Qualities: Darkvision 60 ft., master of languages Saves: Fort +4, Ref +4, Will +3 Abilities: Str 18 (+4), Dex 13 (+1), Con 17 (+3), Int 11 (+0), Wis 10 (+0), Cha 7 (-2) Skills: Climb +4, Hide +4 *, Listen +3, Move Silently +4, Spot +3, Swim +10 Feats: Exotic Weapon Proficiency (tail blade), Multiattack (B), Swamp Stalker
Continent/Region: Triadora and any southern sea region; the Xanth are mainly found in the Crying Jungle of Triadora but their trade ships take them everywhere in the southern hemisphere Environment: Warm marshes, forests, underground, and aquatic Organization: Solitary, pair, or clan (20–60 plus 15% noncombatants plus 1 1st-level sergeant per 10 adults and 1 3rd-level lieutenant per 20 adults, 1 5th-level leader and 1-6 giant lizards) Challenge Rating: 3 Treasure: Standard Alignment: Often neutral Advancement: By character class Level Adjustment: +4
The xanth are a type of reptilian humanoids with broad snouts and large pointed ears. They were originally a spelljamming race, in ages past that controlled most of the trade throughout several key crystal spheres. They competed with the race known as the mercane for generations until they mysteriously vanished from the space lanes.
Xanth speak their own dialect of the Draconic tongue, as well as Triadoran. (Also see below.)
Combat
The xanth would rather sell things to those they encounter than fight. They aren’t cowards, however, and don’t like to be cheated. Xanth attack opponents in melee with either longspears or tail blades of their own design.
Master of Languages (Ex): Xanth are so versatile when it comes to communicating with other races that their bonus languages based on Intelligence bonus are doubled. Thus, a xanth with an Intelligence score of 15 would have 4 bonus languages instead of two. The xanth are not restricted in which languages they may choose as bonus languages.
Xanth Society
For years after their disappearance from arcane space, many spelljamming races blamed the mercane for the xanth’s disappearance and refused to deal with them. This became such a problem that it started to severely affect the profit margin of many a mercane trader. This was unacceptable to the mercane and a group was created to discover the real reason for the xanth mystery and clear their race of any wrongdoing.
It took decades for this group to track down the xanth to a remote region of space not even on the charts, Kulanspace. They had taken up residence on the World of Kulan and become groundling traders. The confused mercane were suspicious at first but quickly changed their tune when the reason for the xanth’s isolation was explained. The xanth had been in danger of becoming extinct due to the fact that living and traveling in arcane space for over 20 generations had severely affected the race’s ability to reproduce.
However, arcane space’s loss is Kulan’s good fortune. The xanth have become some of the greatest traders on Kulan (much to the chagrin of the minotaurs known as the Son of the Horn). In fact, the two races dislike each other so much that they will never deal with each other. (The xanth view horn minotaurs as large, pompous brutes who believe too much in honor and not enough in profit.)
The xanth’s good fortune is based on the race’s detached neutral nature and that they will deal with almost anyone. From pirates to whole nations, they xanth are open for business. And while they have had to give up spelljamming, their cities are always open to spelljamming traders of any race. In fact, the xanth have become the mercane point men on Kulan and are the two races are now steadfast allies.
The Xanth as Characters
Xanth favor the trader class. (Note: This is a new class for World of Kulan. In other campaign settings the xanth should favor the fighter class or the rogue class.)
Xanth most often worship their creator god, known as Ceod who is also considered the God of the Sea and Trading. Xanth clerics of Ceod can choose any two of the following domains: Air, Nautical, Trade, Travel, Wealth, and Weather.
Xanth also have a few other gods they pay homage to: Kahal, Kasht, Owan, and Ravar. These four gods and Ceod make up a loose pantheon of gods that all xanth pay lip service to.
Xanth Traits
The xanth benefit from a number of racial traits:
+4 to Strength, +2 to Dexterity, +2 to Constitution, -4 to Charisma.
Large. As Large creatures, the xanth gain a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 size penalty on Hide checks. But they must use larger weapons than humans use, and their lifting and carrying limits are twice those of Medium characters.
Monstrous Humanoid: The xanth are monstrous humanoids, and are therefore immune to spells that only affect humanoids, such as charm person.
Darkvision out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and the xanth can function just fine with no light at all.
Proficient with longspear, shortspear, spear, and tail blade, regardless of character class.
A Xanth’s base land speed is 30 feet. The can also swim at a speed of 30 feet.
Racial Hit Dice: A xanth begins with three levels of monstrous humanoid, which provide 3d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +1, Ref +3, Will +3.
Racial Skills: A xanth's monstrous humanoid levels give it skill points equal to 7 x (2 + Int Modifier, minimum 1). Its class skills are Climb, Hide, Listen, Move Silently, Spot, and Swim. A xanth receives a +4 racial bonus to Hide and Move Silently checks. *In aquatic, marsh, and forest terrain, the Hide bonus improves to +8. A xanth has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Racial Feats: A xanth's monstrous humanoid levels give it two feats. The xanth gain the Multiattack feat for free at 1st-level.
+3 natural bonus to armor class.
Natural Attacks: The xanth may attack with a bite (1d8) and two claws (1d6) and are always treated as being armed when using their natural attacks.
Special Qualities (see above): Master of languages.
Automatic Languages: Xanth and Triadoran. Bonus Languages: Any. The xanth are not restricted in which languages they may choose as bonus languages.
Favored Class: Trader. A multiclass Xanth’s trader class does not count when determining whether he suffers an XP penalty for multiclassing.
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Lupin Medium Monstrous Humanoid Hit Dice: 2d8+4 (13 hp) Initiative: +2 (Dex) Speed: 40 ft. (8 squares) AC: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 Base Attack/Grapple: +2/+3 Attack: Bite +4 melee (1d6+1) or longsword +3 melee (1d8+1) or javelin +4 ranged (1d6+1) Full Attack: Bite +4 melee (1d6+1) or longsword +3 melee (1d8+1) or javelin +4 ranged (1d6+1) Space/Reach: 5 ft. / 5 ft. Special Attacks: Trip Special Qualities: Bonus feats, darkvision 60 ft., detect invisible foes, scent, track (see text), wolfsbane weakness Saves: Fort +2, Ref +5, Will +5 Abilities: Str 13 (+1), Dex 15 (+2), Con 15 (+2), Int 11 (+0), Wis 14 (+2), Cha 10 (+0) Skills: Hide +4, Jump +5, Listen +4, Move Silently +4, Spot +4, Survival +4* Feats: Blind-Fight (B), Desert Dweller, Weapon Finesse (B)
Continent/Region: Triadora and any ship at sea or any airship in flight Environment: Any deserts, hills, plains, and mountains Organization: Solitary, mated pair, or family (3–5) Challenge Rating: 2 Treasure: Standard Alignment: Usually neutral good Advancement: By character class Level Adjustment: +4
Lupins are humanoids, with dog-like heads, native to the continent of Triadora in the Southern Hemisphere of Kulan. They live as isolated individuals and never gather as packs.
While lupin fur is very short, some lupins tend to shave their entire body to keep from overheating under the hot sun of Triadora. They also tend to dress in long silk robes and almost always cover their heads while traveling (as per traditional Arabian clothing). Lupins stand roughly five to six feet in height.
Lupins speak their own racial language as well as Triadoran, the common language of the continent.
Combat
Lupins are solitary by nature, and while usually friendly, they are often prone to being suspicious of strangers. Thus, they tend to attack first and question opponents second. Rarely do they attack to kill, however, unless they are sure their opponents are evil.
Trip (Ex): A lupin that hits with its bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the lupin.
Bonus Feats (Ex): Lupin characters automatically gain the Blind-Fight and Weapon Finesse feats at 1st-level.
Detect Invisible Foes (Ex): When confronted with invisible creatures, a lupin receives a +4 bonus to any saving throws made for detection. A lupin automatically gets a Will saving throw (with the bonus) when an invisible creature approaches within 10 feet and during every round the invisible being remains that close. The lupin does not automatically know where the invisible creature is, just that it is close by; locating it still requires other clues. Lupins can also use this ability to detect the presence of ethereal creatures, such as ghosts, phase spiders, or someone wearing plate mail of etherealness. They recognize the difference between things ethereal and those simply invisible but gain no special attack or defense capabilities against ethereal beings.
Scent (Ex): A lupin can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Range is 30 ft. If upwind, the range increases to 60 ft.; if downwind, it drops to 15 ft.
Because of their keen senses, lupins must make an additional Fortitude saving throw (DC 15) against attacks based on odor (such as those made by ghasts or stinking cloud spells) or sound (such as a banshee's wail or a harpy's song) beyond any save normally required.
Track (Ex): Lupins can use the Track feat untrained at three-quarter their normal Wisdom score.
Wolfsbane Weakness: Wolfsbane repels lupins. Wolfsbane ingested by a lupin acts as a poison [a failed Fortitude saving throw (DC 15) indicates death, while success indicates a loss of 20 hit points]. Fortunately, the keen senses of a lupin nearly always alert it in time to avoid ingesting the substance. If wolfsbane is somehow injected into a lupin's bloodstream, it has the following effect – a failed Fortitude saving throw (DC 18) causes a 50% drop in all ability scores for 1d3 days.
Lupin Society
Lupins mate for life and can often be found living in mated pairs while raising children. At all other times, however, these couples wander across Triadora (and beyond) alone, each seeking new experiences to share with their mate when they are together again. Why lupins are so individualistic is unknown, for when two lupins meet during their travels they greet each other as long time friends even if they have never met each other before.
All lupins love to travel and have been spotted as far away as Harqual and Janardûn in the Northern Hemisphere and the eastern land of the continent of Kanpur to the west. Several lupins traveling through Merria have become aware that the Fallenlands are no longer isolated from the rest of the world; these adventurous lupins look to book passage to the lost continent of Margoth-Nal.
While lupins don't have any particular bent towards sailing or trading like the Horn Minotaurs and the Xanth, they do love the “sensations of the sea,” from a more aesthetic point-of-view. They also love to travel by airship and have been known to become obsessed with gaining enough wealth to purchase or build an airship. However, if they can't afford a airship of their own, then they are just as happy to work on one.
Lupins as Characters
A lupins favored class is ranger. They also tend to be become bards, psions, wilders, and rarely sorcerers. Lupins often become multiclassed bard/rangers, ranger/rogues, or druid/rangers.
Lupin clerics may worship any of the Other Gods listed in the “Gods of Triadora” Word document but most lupins pick Vallonia, The Mistress of the Desert, or Galidan, The Father of Life, as their deity of choice. Lupin clerics of Vallonia can choose any two of the following domains: Air, Animal, Earth, Plant, and Water. Lupin clerics of Galidan can choose any two of the following domains: Air, Creation, Earth, Renewal, Storm, Water, and Weather.
Lupin Traits
Lupins benefit from a number of racial traits:
+2 to Strength, +4 to Dexterity, +2 to Constitution, +2 to Wisdom.
Medium-size. As Medium-size creatures, lupins have no special bonuses or penalties due to their size.
Monstrous Humanoid: Lupins are monstrous humanoids, and are therefore immune to spells that only affect humanoids, such as charm person.
Darkvision out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and lupins can function just fine with no light at all.
Proficient with longsword and javelin, regardless of character class.
A lupin’s base land speed is 40 feet.
Racial Hit Dice: A lupin begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +0, Ref +3, Will +3.
Racial Skills: A lupin's monstrous humanoid levels give it skill points equal to 6 x (2 + Int Modifier, minimum 1). Its class skills are Hide, Jump, Listen, Move Silently, Spot, and Survival. *A lupin receives a +4 racial bonus to Survival checks when tracking by scent. Lupins also have a +2 racial bonus to the Listen skill.
Racial Feats: A lupin's monstrous humanoid levels give it one feat. Lupin characters automatically gain the Blind-Fight and Weapon Finesse feats at 1st-level.
+2 natural bonus to armor class.
Natural Attacks: Lupins may attack with a bite (1d6) and are always treated as being armed when using their natural attacks.
Special Attacks (see above): Trip.
Special Qualities (see above): Darkvision 60 ft., detect invisible foes, scent, track (see text), wolfsbane weakness.
Automatic Languages: Lupin and Triadoran. Bonus Languages: Hornish, Loxo, Mer, Picker, Urik-Aa, Valco, Wemic, and Xanth.
Favored Class: Ranger. A multiclass lupin’s ranger class does not count when determining whether he suffers an XP penalty for multiclassing.
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