This section will encompass the 4 Capitol Cities in the World of Kohr the benefits from being from one, and the benefits of being from a Small Village.
Capitol Cities and their Benefits:
Khrazzak - The Kingdom of the Dwarfs, This Mighty City has stood since any can remember, it's whispered to be the oldest city in all of Khor predating even the Cities of the Elves. Dwarfs from Khrazzak are proud and dislike Elves. They measure their wisdom by the length of their beard or the greys in their hair. The finest rune crafted weapons come from Khrazzak, it's even rumored the Dwarfs of old were the master smiths that created the weapons of the Gods.
Benefits to being a Dwarf from Khrazzak: Your dwarven racial bonuses are increased by 1 (S0 +3 Con and Wis) You can now cast 2nd wind as a Free action. You are proficent in all Axes, Maces, and Hammers (even exotic)
Elywinnstead - The Kingdom of the Elves. The finest arts and music are known to come from here This is the 2nd Oldest known Kingdom in Khor. The Elves from Elywinnstead are extremely proud and think themselves the better of everyone. Their beauty is second to none and they seem to almost be immortal. It is rumored that the Queen of the Elves is Hallaina her self in the guise of an elf.
Benefits to being an Elf from Elywinnstead: You gain the Immortal Beauty Power.
Immortal Beauty
Daily Power:
Target anyone creature with in 10 squares
You attempt to use your beauty to dominate a foe into an ally. You roll a D6 on a roll of 1 you fail and the creature immediately attacks you. on a roll of 2-4 you do a roll of will vs will on a roll of 5 you do a roll of will+ 10 vs Will -2 on a roll of a 6 you instantly dominate the creature into your minion until the end of the encounter. (Note This ability may not work on Boss Monsters consult the DM before using on one.)
High Wall - The Kingdom of Humans, High wall is one of the strongest Militant presences in all of Kohr. Humans from this area believe they can conquer any that would oppose them. Though Younger than the Elves and Dwarfs, the Humans have learned much from both and incorporated their findings into their everyday life. Human's from High Wall are generally brash and think that the other races are weak.
Benefits from being a Human from High Wall: Additional +2 bonus to any stat (not stackable with the original +2 bonus Humans get.) Humans from High wall are very resilant and thus gain one more additional Heroic Tier Feat.
Nardozul - This is an Island Kindom in the Center of kohr it was founded by Humans, Dwarfs and Elves that dreamed of a world where teh three races worked together in harmony. It is said to be the gleaming center piece of Kohr and is where all Diplomatic meetings between the Kingdoms take place. Over time there are many Halfbreed that live in Nardozul, and Elves, Humans, and Dwarfs from Nardozul have lost all their prejudices.
Benefits from being from Nardozul. Due to the time the races have spent together here, you may choose one race defining feature from another race (Dwarf, Elf or Human) and add it to your race.
Small Villages - Some reside in small Villages outside of the four kingdoms. these people know simpler lives, but at times harder ones due to this they have developed special traits of their own.
Benefits to being from a Small Village. +2 to Insight and Perception -5 to Streetwise You may also Freely choose one At Will ability from any other class of your type (Primal can choose from any other Primal etc.)
Outsiders (Wanderers) - You are from no where you wish to say, you wander the country side or live very far off the beaten path. Your life is different from all others.
Benefits to being an Outsider +10 to perception outside of Cities -5 to all Charisma based Skill Challenges in Cities (-20 if you are any race other than Human, Dwarf, Elf, or one of the Hybrids of the three.) You also gain the Wanderers Knowledge Feat.
Wanderers Knowledge:
Feat:
You've Wandered far and Wide and may know by memory some ruins and dungeons you may have seen in the past. Roll a d6 when entering a ruin or Dungeon not connected to a city, on a roll of 4+ You remember being here and open the entire map to your party. (this excludes locations of monsters and trap.)
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