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Inner sea world guide page 285
Inner sea world guide page 285





inner sea world guide page 285
  1. #Inner sea world guide page 285 skin
  2. #Inner sea world guide page 285 Pc

Although they aren't well educated, they aren't stupid. Despite this, they will save starving and half dead people dying in the cold. Surrounded by enemies (Orcs from Belzekin, Witches and evil fey from Irrisen, and demons to name a few), Kellid tend to be utter badasses and mistrustful of outsiders. Kellid: The Barbarian Conan race, The Kellid come from Northern Avistan: Numeria, the Realm of the Mammoth Lords, and the Worldwound. They are a proud, passionate people known for their arrogance, they love of the finer things and life, and their reputation as slavers. Keleshites: The Keleshites come from the Kelesh empire (Sir not appearing in this book) and are found in Qadira and the surrounding countries. Garundi enjoy wandering and live in clans. They are one of the oldest civilizations in the Inner sea and have no connection to the Azlanti.

inner sea world guide page 285

#Inner sea world guide page 285 skin

Garundi: Natives found throughout the Garund continent, The Garundi have dark skin and tall. They are also big about keeping their word and promises (Which would explain why they went with devils. They are known for being very self confident and cultured, with a love of learning. They have dark hair and eyes and pale skin, and sharp features. The primary indicator of Azlanti heritage is having purple eyes.Īlso, there are rules for having actual pure blooded Azlantis who survived because of stasis spells or ressurection, but they get a +2 to EVERY ATTRIBUTE, so there is no way in Hell any sane DM would ever allow them as PC's.Ĭhelaxians: The descendants of Azlanti and Ulfen people, the Cheliaxians are named for the Chelish empire (Which was once a great bastion of humanity before they got all devily). However, some Taldor or Cheliax folk do claim being able to draw lineage back to Azlant, surrounding themselves with the trappings of Azlanti culture (What can be taken from the ten thousand year old ruins). Most Azlanti either died, became Gillmen (If they were on the island and went underwater) or went underground and became Morlocks (Yeah, we got Morlocks in this game). Say what you will, they are thorough.Īzlanti: The Azlanti are, for the most part extinct, with Aroden being the last true Azlanti human. do I need to point it out (In fact, I think in Cheliax they are a slave race alongside Halflings).Īnyways, with that out of the way, we get to the actual entries on the core races. Seriously people, they are the descendants of angels! ANGELS! Why would you hate on them?), The Genie Kind (Who are basically expies of the Genasi from DnD, four races of elementally based folk descended from Genies) And the Tieflings (Who are from several different places with descendant from different fiends, but for this books purposes they can be mainly found in Cheliax and the Worldwound.) All these native outsiders share the fact they are basically second class citizens: I already mentioned that people fear and hate Aasimar, Most Genie Kind either hide what they are or flaunt it to scare others, and Tieflings. Tengu hail from Tian Xia (The Asia expy which is mentioned in this book but covered in actual detail in the dragons empire gazetteer), and live in the Shackles and the Sodden lands (Two realms who were more or less screwed over by the giant permanent superstorm off the coast of Garund.Īnyways, once we cover the humanoid races, we talk about the native Outsiders: Aasimar (Who suffer prejudice and mistrust for some insane reason. Tengu*: A race of crow headed humanoids with a reputation as thieves and scoundrels (Which they don't really bother to correct most of the time). Strix*: A race of winged humanoids from Cheliax, the Strix don't care much for humans, and are currently fighting the Cheliax for their homes. They will be covered in detail in the monster section later. Gillmen8: The Descendants of the ancient Azlanti (The super utopia that got wiped out by the skyfall) They are basically mermaids with legs, they trade with the surface world but no one really trusts them.

inner sea world guide page 285

These races consist of the usual suspects: Drow* and Duergar* (Which I can't really cover yet before we get to the Elves and Dwarves proper), Goblins, Hobgoblins, Kobolds, Merfolk*, Orcs and Svirfenelbin*, a few new races need to be addressed here:

#Inner sea world guide page 285 Pc

Before we get to the primary core races, we get a quick look at some of the other nonhuman races of Golarion, while they are available as PC races, some of them are marked with an asterix, which indicates a DM may want to forbid them as PC races.







Inner sea world guide page 285