phoenician empire
TRANSCRIPT
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Contents
Introduction . . . . . . 3History of the Land 4
Geography of the Phoenician Empire . . . 4
Gods and ReligionDaegor 'The Forge Father . . . . 5
Alliandra 'The Earth Mother' 6
Salistar 'The Mage' . . . . 7Castaga 'The Anvil' 8
Osteogoth 'The Bountiful' . . . 9
Didlyanpop 'The Trickster' 10
The Art of Magic and Science 11
Races of the Phoenician EmpireElves (Forest) 12
Elves (Moon) 14
Gnomes 16Goblins 18
Half Elves 20
Halfling 22Human 24
Oread 26
Tiefling 28Classes 30
Character Generation 33
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INTRODUCTION
This is the source document for The Phoenician Empire campaign. It contains all the
background history, culture and geography for the Phoenician empire. The document then
provides sufficient information for everyone to build an ideal character for the setting.
This campaign is aimed at providing a collaborative environment, which should make the
roleplay ultimately more satisfying. A campaign that everyone can play in and write and DM (ifthey wish) helping to build a thriving story.
This campaign allows people to play and build a character who can actually influence the
development of the world directly. DMs can also write a wide variety of scenarios to suit their
tastes each time theyd like to run a game.
Every character must be able to contribute to the group, so bear that in mind when
developing a personality and background. The question why would my PC do this? should
never apply, instead its my PC will go on this mission because bearing this in mind try toavoid producing low charisma loners and dysfunctional vigilantes.
As the campaign evolves so too will the history, background and storys with characterspotentially becoming major players and leaders etc. with this in mind also producing well
rounded characters who can do various things is a good idea.
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HISTORY OF THE LAND
The Phoenician Empire was formed a little over 200 years ago after the culmination of the GreatWar. Having defeated the Orc hordes, partially aided by the goblins treachery of their former
masters, society was in ruins. The old council laid in ruins many members perishing in the war,
and the people looked for guidance. From this chaos the respected Moon Elf general ArasmasPhoenicus stepped forward and was welcomed as their savior and soon after was pronounced
emperor by the remaining ruling class.
His first decree was the setting up of a ruling body, which would later be known as the royal
court. Originally this group compromised members of all races dwelling in the newly formed
empire working in harmony to better society.
This court pushed through the development of magic and science as a necessity for the
improvement of life for all in the empire.
Over time the demands of these new methods required more and more raw materials, and theconditions to gain them got worse. At this time almost as in answer to the problem, the Oreads
mysteriously appeared and were put straight to work in terrible conditions. No one questioned
who or where they had come from as it instantly improved the lives of everyone else.
As the empire continued the power struggles in the royal court continued to increase however the
shorter lived races soon found themselves outnumbered by the Moon Elves as with each passingof a former councilor there was yet another Moon Elf ready to join the council.
The Phoenician Empire came into being proper a little over 100yrs after the Great War by this
time the council was now entirely formed by the Moon Elves. A very distinct hierarchy and
social structure then became obvious. Since then the conditions for all but the moon elves and afew others have deteriorated, and the divide between them has grown.
There is a growing movement however amongst society who feels that the status quo has to
change and that all peoples of the Empire deserve to be treated equally.
GEOGRAPHY
The land of The Phoenician Empire is a verdant and lush land, great pine forests and rolling hills
with the backdrop of great mountains making it almost a serene place. A large coastline
predominantly made up of white cliffs has a few rocky beaches with ports and fishing
communities lies to the west.In the south of the Empire a great marshland exists, where few dare to venture.
Closer to the built up areas and cities great rents have been gouged from the earth and mountains
toppled all in the name of new science, blasting and excavations have ruined once beautifullandscapes and many forests have been resourced for lumber for mine shafts and scaffolds.
Several old settlements still dot the edges of the Empire abandoned many years ago, as more and
more people were required for the expansion of the three main cities, Phoenicia, Tralis and theport city of Badango.
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GODS AND RELIGION
Daegor 'The Forge Father'Alignment; LNDomains; Artifice, Good, Law, Protection, Earth
Sub-Domains; Arcane, Toil, Construct
Symbol; An Amethyst Eye over a Great HammerFavoured Weapon; Warhammer
The Forge Father is worshipped by the artisans of the world; stoic and strong Daegor and his
worshippers are honourable and strive for perfection in their works.Daegor sits upon his mountain throne where he can witness the works of his followers. Many
artisans and workers seek to impress Daegor with there creations in the hope that one day he will
give them divine inspiration to make that one life changing masterpiece.
It is rumoured that the deity Salistar is actually the son of Daegor and seeks to take from hisfather the title of Forge Father, and that originally 'The Custode' was actually Daegors work. this
is vehemently denied by worshippers of Salistar and has led to many a feud.
Daegor is seen as a protector to the mostly high born Constructors, the powerful who are heavily
into the works of Constructs and there own self-preservation. Many a guardian construct bears
the Sigil of Daegor.
Worshipped almost entirely by artisans for obvious reasons, but also followed closely by
followers of Salistar who seek the knowledge of craft to imbue there magic into.
Priests, Temples and the Church
The Grand Forge is situated in the Centre of Phoenicia atop a rocky plateau overlooking the High
University and the upstart church of Salistar. A grand structure guarded by many varied
constructs, the church is lead by the Great Forge Master Borealis who oversees the continuingworks of Daegors followers ensuring their continued discipline and devotion.
Throughout the empire solidly built churches are found in most civilized settlements, where
priests of Daegor lead the artisans, architects and academics of the world in prayer and
development.With the rise of Salistar it has become necessary for the church of Daegor to institute an
organization within their ranks to investigate any issues of corruption or infiltration of the order
by non-believers and heretics.
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Alliandra 'The Earth Mother'
Alignment; NGDomains; Nature, Weather, Animals, Good, Plant, Healing
Sub-Domains; Fur, Seasons, Growth
Symbol; A Blooming Cherry TreeFavoured Weapon; Quarter Staff
Seen to be the 'Old Religion' Alliandra is the Goddess of all things natural in a world governed
by magic and new 'science'. Worshipped primarily by the deteriorating 'Circles' of Druids and
nomadic tribes from outside the main cities, Alliandra the Earth Mother is a dying faith.
At odds with their beliefs and purpose, Alliandra is seen as an anathema to worshippers of
Daegor, she is seen as a deity that serves no purpose in this modern world of magic and artifice.However Alliandra seeks solstice in the trees and the earth itself, food and life comes from
nature and without this the people would shrivel and die, leaving naught but ash and without
nature many of these 'sciences' would never be.
Forgotten by many is that Alliandra was once Daegors wife, condemned to the wilds after
refusing to change her ways and follow the new order of things. Alliandra is also known as the'Queen of the Woods' and 'Lady of the Wilds' and has spurned the ways of the Artificer as it hasproved a consuming profession and the soulless creatures that are created are considered by her
an abomination to nature.
Priests, Temples and the Church
Nearly all of Alliandras places of worship are found outside, whether they be ancient groves,
stone circles or merely a standing stone at the centre of a village community. The largest of these
is found in the city of Tralis amongst the trees of the Gardens of the earth mother. Most of
Alliandras priests are druids and rangers and tend to be originally woodland folk. Her prieststend to find themselves shunned by followers of most of the other deities as she is seen as the old
religion that has not yet passed. The one exception are priests of Osteogoth who see her
followers as their natural friends and allies in aiding the common folk of the empire.
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Salistar 'The Mage'Alignment; NDomains; Magic, Knowledge, Protection, Rune, Fire
Sub-Domains; Wards, Arcane
Symbol; A Hand bearing a lightning bolt across its palmFavoured Weapon; Ranseur
Salistar 'The Mage' also known as the 'Arcanist' is a new aged Deity, followed since a well-
known Mage perished whilst making his Construct Masterpiece. Some say Salistar was his nameothers say that Salistar blessed the unfortunate yet creative Mage, hence his ability to craft such
an awe inspiring being, 'The Custode' is a mighty Iron Clad construct, beautiful filigree etched
and ornately crafted which sits in pride of place at the gatehouse to the High College. Inanimate
but fused with mighty magic, the basic plans for 'The Custode' belong now to the College, wheremany Artisans work to create a piece as beautiful. It is said that 'The Custode' was the first, a
stepping-stone in the new world of fusing magic and machine that gave the constructs seen
today. Smaller Custodes are found throughout the realm, and although not as big or ornatelymade, they are still seen as a great accomplishment even though the model is now considered a
relic making way for new more dynamic machines.
Primarily worshipped by Arcane casters and people's with a belief in magic, Salistar is followed
by many now, amongst these followers are failed disciples of The Forge Father known as 'The
Closed Eye' a singular minded and deceptive sect.
Priests, Temples and the Church
Priests of Salistar tend to be found working amongst the many artisans with many also dwellingin the High University, giving blessings to those who they see to be continuing Salistars great
works. Worship of Salistar is predominantly done in the workshops and learning places of the
great cities, with times and methods of prayer being set down by the church hierarchy. The mainHub of his worship is found in the Capital city of Phoenicia, where the grand temple of Salistar
has been built overlooking the High University and therefore also the Custode. High Priest
Ralithor is currently doing all that is possible to increase the churches influence and followingthroughout the empire.
One extreme wing of the church is a group known as the closed eye. An esoteric Cult, formerly
worshippers of 'The Forge Father' a duty in which they failed, now devoted entirely to Salistar.
As with all Cults there are extremists, and it is these that are feared above all with infernal pactsand foul magics being unleashed these Cult members are driven out of the depths of society.
From every facet and each darkened corner these dangerous members of the 'Closed Eye'
are hounded, hunted and executed by Inquisitors of 'The Forge Father', an unconfirmed groupfrom within the Church of Daegor.
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Castaga 'The Anvil'; GodAlignment; LG
Domains; War, Law, Good, Sun, GlorySub-Domains; Heroism, Order
Symbol; A Shield bearing Scales and the sun in opposing quarters
Favoured Weapon; Temple Sword
Castaga 'The Anvil', Castaga 'The Noble' are but two of the many names that this pious punisher
of evil has. Castaga is a long standing God of purity and law followed by many Paladins and
Clerics. Castaga has innumerable shrines in his name, many an old and almost forgottenbattlefield has a shrine to honour the fallen and many a city has a temple to his followers.
Deep in the wilderness on the side of a lonely mountain, a colossal monastery with spires
clawing at the clouds is home to a Monastic order of Monks known as 'The Purged', it isrumoured that they are named so because all sins are purged from your being and you are reborn
anew.
An old and loyal God, loyal to his followers and feared by his rivals, Castaga follows an honour
bound way of life, forgoing any evils or wrong doings.
Priests, Temples and the Church
Throughout the empire clerics and monks of Castaga who have been taught all they know by an
order known as the Purged man many small shrines.
This Monastic group live high in the mountains overlooking the cities below, a place ofsanctuary and peace this colossal monastery touches the sky in majestic glory an architects
dream in all it's beauty. The Purged have been dubbed this by the City dwellers the Monksthemselves take only there given Brotherhood name. It is said that a man consumed by guilt orsorrow may approach the Abbot where he will judge your worth, your integrity and read your
soul. And if you pass the Abbots test your name is taken from you and your sins purged from
your being and you are reborn anew, one day to take another name.
Protectors of the monastery the faith and there people the Monks live in the Monastery until it isthere time to go into the world and discover there name, and prove there loyalty to Castaga.
Within the confines of the monastery a small group of armoured warriors 'Castaga's Chosen'train in the discipline of steel and faith, Paladins of a pious and devoted nature 'Castaga's Chosen'
lead groups of monks on pilgrimages and defend the helpless and the innocent.
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Osteogoth 'The Bountiful'Alignment; CGDomains; Community, Luck, Good, Healing, Water
Sub-Domains; Freedom, Family
Symbol; A Bearded mans Laughing FaceFavoured Weapon; Unarmed
Osteogoth is the God mostly followed by the general populace, thus he in many ways is the most
worshipped god.Despite this his church has little power and is of very low import to the high society.
He is seen as a protector of the people, a healer and maintainer of communities. Osteogoth is still
seen as young amongst the Gods but unlike other Gods bears no ill will to any of the other
Deities. He often takes the form of a rotund bearded and cheerful fellow, brightly clothed with askip in his step.
Priests, Temples and the Church
All throughout the land, small churches and shrines can be found to the worship of Osteogoth.
His priests are many and varied but all believe in the importance of community, family and the
love of all species. The church itself as an organization does not realistically have a main powerbase. However with any issue of dispute many will defer to the Grand Abbot of the cathedral in
Phoenicia. Grand Abbot Baldan is an aged human who has put in much work trying to improve
the lives of the common folk, and has been very outspoken about the treatment of the Oreads and
the goblins.This on many occasions has lead to disagreements and confrontations with the royal court. This
has increased the need for a group of specially trained warrior clerics of the faith to be formed.These priests of Osteogoth are known by many as the guardians, they specialize in defensivetraining, and will refuse to strike unless provoked.
There are those in the church who feel that Osteogoths teachings do not agree with these so-
called defenders of the faith, however for now they are seen as a necessary compromise to helpdefend the flock.
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Didlyanpop 'The Trickster'Alignment; CN
Domains; Trickery, Charm, Luck, Travel, AirSub-Domains; Deception, Curse
Symbol; A Trio of Golden Cogs over a Cloud
Favoured Weapon; Dagger
Didlyanpop is a trickster first and foremost, but she is also an arts enthusiast enjoying the
merriment of song and dance; and this is always accompanied by a copious amount of wine.
Wandering minstrels, travelling performers and those who have a more mischievous sideworship her.
A deity born into the new world she has quite taken to blessing those who seek to make music
from so called 'music boxes' these devices nearly always bear her Sigil in the hope it will bring
eternal joy and the box keeps a fine tune.
Didlyanpops Trickster side comes from her mischievous nature. She has been known to lead
wandering adventurers astray by appearing in one guise or another and playing practical jokes onthe poor unsuspecting victims leading them miles out of there way, getting them lost or even on
occasion getting them blind drunk and stealing 'un-necessary' items of beauty.
Priests, Temples and the Church
Didlyanpop has no formal churches; her followers and preachers are found at all festivals, markets and
heavily within the travelling Halfling societies. At most festivals throughout the empire an offering is putaside of beautiful artworks and the best wine to appease Didlyanpops more mischievous antics. Thosewho dwell in the darker places of society, and those who make their livings by dubious means also
worship her heavily.
It is rumoured that the thieves guild that many believe exists in Phoenicia, almost exclusively worship herand always make an offering to her before taking on any commission or task.
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THE ART OF MAGIC AND SCIENCE
The Phoenician Empire was formed after the Great War, with the intent of improving the lives of
one and all through the use of magic and the newly emerging sciences. These original loftyideals have over the last two centuries fallen by the wayside and now the power that can begained from the learning is far more important.
The culmination of the merging of magic and science has resulted in the creation of many grand
inventions with the mass use of constructs throughout the capital of Phoenicia a sure sign of thisprogress.
The old ways have fallen out of favour in the pursuit of greater feats of magic and science, this
has lead to much of society suffering as many find their skills no longer required at the heart of
civilization.
Three many organizations now control the knowledge that is used to improve society, these
being the churches, (see Deities) the high university of the Arcane and the tinkers Guild.
THE HIGH UNIVERSITY OF THE ARCANE
Lead by the moon elf wizard Valandril the high university requires all users of the arcane to
register with them. Many who can afford to will study amongst the grand libraries and halls of
the university, improving and learning how to use their skills. There are many more still whofind themselves unable to meet the high costs and are forced to learn on their own accord
constantly looking out for the universities watchers, making sure they do not draw too much
attention to themselves. On rare occasions some arcane users find themselves sponsored by
members of high society, although at first this seems like a good thing there is always a hiddencost.
THE TINKERS GUILD
Formed after the Great War the Tinkers guild consists of many different branches that use
science to create the many different components, technical parts and new devices that are highly
sort after and used in the higher echelons of Phoenician society. For the larger devices andconstructs the guild works closely with the High Universities arcane users as well as with the
church of Daegor and more recently with followers of Salistar. Amongst the guild there are many
other branches exploring things such as alchemical substances, the use of biological science andresearch into greater merging of magic and science. Lead by master artificer Brondwingle, a
gnome with a hideous burn on the side of his face, the guild is proud of its fine works and
ensures commissions are always carried out on time no matter the cost, of course this means theyalways expect payment on time however.
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RACES OF THE PHOENICIAN EMPIRE
Elves, Forest
The long-lived Forest elves are children of the natural world, similar in many superficial ways tofey creatures, yet different as well. Forest elves value their privacy and traditions, and while they
are often slow to make friends, at both the personal and national levels, once an outsider is
accepted as a comrade, such alliances can last for generations. Forest elves have a curious
attachment to their surroundings, perhaps as a result of their incredibly long lifespans or somedeeper, more mystical reason. Forest elves that dwell in a region for long find themselves
physically adapting to match their surroundings, most noticeably taking on colouration reflecting
the local environment.
Physical Description: Although generally taller than humans, Forest elves possess a graceful,toned physique that is accentuated by their long, pointed ears. Their eyes are wide and almond-shaped, and filled with large, vibrantly colored pupils. Forest elven clothing often plays off the
beauty of the natural world.
Society: Forest elves feel a bond with nature and strive to live in harmony with the naturalworld. Most struggle to interact with those who dwell in the larger settlements and find it
uncomfortable to dwell for too long in urban environments.
Relations: Forest elves are prone to dismissing other races, writing them off as rash andimpulsive, and are suspicious of those who eschew nature. They regard gnomes as strange (and
sometimes dangerous) curiosities, and Halflings with a measure of pity, for these small folk seem
to the forest elves to be adrift, without a traditional home. They see their brethren the moon
elves, as having lost their way and being seduced by the temporary pleasures of dominance over
the lesser races.
Alignment and Religion: Forest elves are emotional and capricious, yet value kindness andbeauty. Most elves are chaotic good. Most forest elves worship Alliandra the Earth Mother, for
her wonder and love of the wild places. A few Forest elves have been known to show a belief
that no single divine being should be worshipped and that nature itself is responsible for all thathappens in the world.
Adventurers: Many Forest elves embark on adventures out of a desire to explore the world,
leaving their secluded forest realms to reclaim forgotten divine elven magic or search out lost
kingdoms established millennia ago by their forefathers. For many forest elves going out into the
wider world is seen as a rite of passage to achieve adulthood.
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Forest Elf Racial Traits
+2 Dexterity, +2 Wisdom,2 Charisma: Forest elves are nimble and wise, but lack social skills due totheir secluded upbringings
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Elves have a base speed of 30 feet. Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Chapter 7.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonusagainst enchantment spells and effects.
Woodcraft: Elves know the deep secrets of the wild like no others, especially secrets of the forests.Forest elves gain a +1 racial bonus on Knowledge (nature) and survival checks. In forest terrain these
bonuses improve to +2.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks. Weapon Familiarity: Elves are proficient with longbows (including composite longbows), Battleaxes,hand axe, and shortbows (including composite shortbows), and treat any weapon with the word elven inits name as a martial weapon.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence can choose from
the following: Celestial, Draconic, Gnoll, Halflings, Sylvan and Terran.
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Elves, Moon
The long-lived moon elves are children originally of the natural world, similar in many
superficial ways to fey creatures, yet different as well. Moon Elves left behind the way of the
natural world and embraced the trappings of society and the study of the arcane.
In doing so they found themselves thrust into positions of power and authority due to their
magical aptitude and the longevity of their lives. Through out the centuries the Moon elves havediversified massively from their Forest dwelling brethren and now prefer the intrigue and politics
of high society to the simplistic lifestyle they once lived.
Physical Description: Although generally taller than humans, moon elves possess a graceful,fragile physique that is accentuated by their long, pointed ears. Their eyes are wide and almond-
shaped, and filled with large, vibrantly colored pupils. Moon elves tend to bedeck themselves in
the latest fashions found in high society. Made of the finest materials they favour silks and exotic
items.
Society: Moon Elves live at the highest levels of society, controlling many aspects ofcommerce, institutions and arcane learning. They see themselves as obvious leaders and superior
to the lesser races. This includes their lost brethren the forest elves.
Relations: Moon elves dismiss other races, seeing them as incapable of understanding the
intricacies of leadership and the arcane and are suspicious of those who eschew magic. Theyregard goblins as only useful as a servant species, Oread as mere slaves, and half elves as an
abomination, lessening the species.
Alignment and Religion: Moon elves are arrogant and self-absorbed; yet value the security of
an ordered society. Most moon elves are Lawful Neutral. Most Moon Elves originally
worshipped Daegor, however with the ascension of Salistar many have converted to follow histeachings.
Adventurers: Moon Elves rarely leave the comfort and sanctuary of high society. However
sometimes a moon elf will find himself outcast, in search of knowledge or merely bored with the
monotonous intrigue and politics of high society. An adventuring moon elf will often come
across as arrogant and will tend to try to take the lead of any group they join.
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Moon Elf Racial Traits
+2 Dexterity, +2 Intelligence, 2 Constitution: MoonElves are nimble, both in body and mind, but theirform is frail.
Medium: MoonElves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: MoonElves have a base speed of 30 feet.
Low-Light Vision: MoonElves can see twice as far as humans in conditions of dim light.
Elven Immunities: Moon Elves are immune to magic sleep effects and get a +2 racial saving throwbonus against enchantment spells and effects.
Elven Magic: MoonElves receive a +2 racial bonus on caster level checks made to overcome spellresistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the
properties of magic items.
Keen Senses: MoonElves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: MoonElves are proficient with longbows (including composite longbows),longswords,rapiers, and shortbows (including composite shortbows), and treat any weapon with the wordelven inits name as a martial weapon.
Languages: MoonElves begin play speaking Common and Elven. Elves with high Intelligence scores
can choosefrom the following: Celestial, Draconic, Gnome, Goblin, Infernal and Terran.
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Gnomes
Gnomes trace their lineage back to the mysterious realm of the fey, a place where colors are
brighter, the wildlands wilder, and emotions more primal. Unknown forces drove the ancientgnomes from that realm long ago, forcing them to seek refuge in this world; because of this, thegnomes have completely abandoned their fey roots and adapted to mortal culture.
Physical Description: Gnomes are one of the smallest of the common races, generally standing
just over 3 feet in height. Their hair tends toward vibrant colors such as the fiery orange of
autumn leaves, the verdant green of forests at springtime, or the deep reds of the fires they love
so much. Similarly, their flesh tones range from earthy browns to deep rusty reds, frequentlywith little regard for heredity. Gnomes possess highly mutable facial characteristics, and many
have overly large mouths and eyes, an effect which can be both disturbing and stunning,
depending on the individual.
Society: Gnomes generally organize themselves within classic societal structures. Ever seeking
new and more knowledgeable experiences Gnomes seek to better themselves, generally in thealchemical world and anything involving fires and flame. They rarely form enduring
relationships among themselves or with members of other races, instead pursuing crafts,
professions, or collections with a passion that borders on zealotry. Male gnomes have a strangefondness for unusual hats and headgear, while females often proudly wear elaborate and
eccentric hairstyles.
Relations: Gnomes have difficulty interacting with the other races, on both emotional and
physical levels. Gnome humor is hard to translate and often comes across as malicious or
senseless to other races, while gnomes in turn tend to think of the taller races as dull andlumbering giants. They get along well with Halflings and humans, but are overly fond of playing
jokes on the Oread slaves, whom most gnomes feel need to lighten up. They respect elves, but
often grow frustrated with the comparatively slow pace at which members of the long-lived race
make decisions. To the gnomes, action is always better than inaction, and many gnomes carryseveral highly explosive projects with them at all times to keep themselves entertained during
rest periods.
Alignment and Religion: Although gnomes are tricksters, with sometimes inscrutable motives
and equally confusing methods, their hearts are generally in the right place. They are prone to
powerful fits of emotion, and find themselves most at peace when tinkering or trying new things.Gnomes are usually neutral good, and prefer to worship Daegor.
Adventurers: Gnomes often become wanderers to experience new aspects of life, for nothing isas novel as the uncounted dangers facing adventurers. Gnomes make up for their weakness with
a proclivity for sorcery or alchemical pursuits.
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Gnome Racial Traits
+2 Constitution, +2 Charisma,2 Strength: Gnomes are physically weak but surprisingly hardy, andtheir attitude makes them naturally agreeable.
Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls,a1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus onStealth checks.
Slow Speed: Gnomes have a base speed of 20 feet.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. See Chapter 7.
Pyromaniac: Gnomes are treated as one level higher when casting spells with the fire descriptor, usinggranted powers of the fire domain, using the bloodline powers of the fire elemental bloodline or therevelations of the oracles flame mystery, and determining the damage of alchemists bombs that deal firedamage (this ability does not give gnomes early access to level based powers, it only effects powers they
could use without this ability). Gnomes with charisma scores of 11 or higher also gain the following spelllike abilities 1/day dancing lights, flare, prestidigitation, produce flame. The caster level for these effectsis equal to the gnomes level, the DCs are charisma based.
Master Tinker: Gnomes experiment with all manner of mechanical devices. Gnomes gain a +1 bonus on
disable device and Knowledge (engineering) checks. They are treated as proficient with any weapon theyhave personally crafted.
Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.
Academician: Gnomes gain +2 on a single Knowledge skill of their choice.
Weapon Familiarity: Gnomes treat any weapon with the word gnome in its name as a martial weapon.
Languages: Gnomes begin play speaking Common and Gnome. Gnomes with high Intelligence scorescan choose from the following: Draconic, Elven, Goblin, Ignan and Terran.
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Goblins
Goblins are a race of childlike creatures with a destructive and voracious nature that makes them
almost universally despised. Weak and cowardly, goblins are frequently manipulated or enslaved
by stronger creatures that need destructive, disposable foot soldiers. Those goblins that rely ontheir own wits to survive live on the fringes of society and feed on refuse and the weakermembers of more civilized races. Most other races view them as virulent parasites that have
proved impossible to exterminate.
Physical Description: Goblins are short, ugly humanoids that stand just over 3 feet tall. Their
scrawny bodies are topped with oversized and usually hairless heads with massive ears and
beady red or occasionally yellow eyes. Goblins skin tone varies based on the surroundingenvironment; common skin tones include green, gray, and blue, though black and even pale
white goblins have been sighted. Their voracious appetites are served well by their huge mouths
filled with jagged teeth.
Society: Violent but fecund, goblins once lived in primitive tribal structures with constant shifts
in power, until their betrayal of the Orcs during the Great War. Now they are found living on theedge of society. Rarely able to sustain their own needs through farming or hunting and gathering,
goblins now live where food is abundant or near places that they can steal it from. Few goblins
are good with tools or skilled at farming, and the rare items of any value that they possess areusually cast-off implements from other civilized cultures.
Goblin babies are almost completely self-sufficient not long after birth, and such infants aretreated almost like pets. Many goblins raise their children communally in cages or pens where
adults can largely ignore them.
Mortality is high among young goblins, and when the adults fail to feed them or food runs low,
youths learn at an early age that cannibalism is sometimes the best means of survival in goblin
society.
Relations: Goblins survive on the fringes of civilization, preying on weak or lost travelers andoccasionally stealing from small businesses and settlements to fuel their voracious appetites. Of
the most common races, Oreads are the most tolerant of goblins, experiencing the same hatred
and distain within society from the other races. Goblins are mostly unaware of Oreads sympathy,
however, and avoid them because they are larger, meaner, and less flavorful than otherhumanoids.
Alignment and Religion: Goblins are greedy, capricious, and destructive by nature, and thusmost are neutral or chaotic. When they bother to worship, goblins follow Didlyanpop.
Adventurers: Goblin adventurers are usually curious and inclined to explore the world, though
they are often killed off by their own foolish misdeeds or hunted down for their random acts of
destruction.
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Goblin Racial Traits
+4 Dexterity,2 Strength,2 Charisma: Goblins are fast, but weak and unpleasant to bearound.
Goblinoid: Goblins are humanoids with the goblinoid subtype.
Small: Goblins are Small creatures and gain a +1 sizebonus to their AC, a +1 size bonus onattack rolls, a1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Fast: Goblins are fast for their size, and have a base speed of 30 feet.
Darkvision: Goblins can see in the dark up to 60 feet.
City Scavenger: MostGoblins live within the boundaries of cities surviving by scavenging for
refuse and hunting stray animals. Goblins gain a +2 racial bonus on Perception and Survival
checks, and can use Survival to forage for food while in a city.
Languages: Goblins begin play speaking Goblin. Goblins with high Intelligencescores can
choose from the following: Common, Gnoll, Gnome, Halfling, and Terran.
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Half-Elves
Elves have long drawn the covetous gazes of other races. Their generous life spans, magicalaffinity, and inherent grace each contribute to the admiration or bitter envy of their neighbors. Of
all their traits, however, none so entrance their human associates as their beauty. Since the two
races first came into contact with each other, the humans have held up elves as models ofphysical perfection, seeing in the fair folk idealized versions of themselves. For their part, someelves find humans attractive despite their comparatively barbaric ways, drawn to the passion and
impetuosity with which members of the younger race play out their brief lives.
Sometimes this mutual infatuation leads to romantic relationships. Though usually short-lived,
even by human standards, these trysts commonly lead to the birth of half-elves, a race descended
of two cultures yet inheritor of neither. Half- elves can breed with one another, but even thesepureblood half-elves tend to be viewed as bastards by humans and elves alike.
Physical Description: Half-elves stand taller than humans but shorter than elves. They inheritthe lean build and comely features of their elven lineage, but their skin color is dictated by theirhuman side. While half-elves retain the pointed ears of elves, theirs are more rounded and less
pronounced. A half-elf s human-like eyes tend to range a spectrum of exotic colors runningfrom amber or violet to emerald green and deep blue.
Society: The lack of a unified homeland and culture forces half-elves to remain versatile, able to
conform to nearly any environment. While often attractive to both races for the same reasons as
their parents, half-elves rarely fit in with either humans or elves, as both races see too much
evidence of the other in them. This lack of acceptance weighs heavily on many half-elves, yetothers are bolstered by their unique status, seeing in their lack of a formalized culture the
ultimate freedom. As a result, half-elves are incredibly adaptable, capable of adjusting their
mindsets and talents to whatever societies they find themselves in.
Relations: A half-elf understands loneliness, and knows that character is often less a product of
race than of life experience. As such, half-elves are often open to friendships and alliances withother races, and less likely to rely on first impressions when forming opinions of new
acquaintances.
Alignment and Religion: Half-elves isolation strongly influences their characters and
philosophies. Cruelty does not come naturally to them, nor does blending in and bending to
societal conventionas a result, most half-elves are chaotic good. Half-elves lack of a unifiedculture makes them less likely to turn to religion, but those who do generally follow the common
faiths of their homeland.
Adventurers: Half-elves tend to be itinerants, wandering the lands in search of a place they
might finally call home. The desire to prove oneself to the community and establish a personal
identityor even a legacydrives many half-elf adventurers to lives of bravery.
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Half-Elf Racial Traits
+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creationto represent their varied nature.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet. Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race. Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonusagainstenchantment spells and effects.
Wary: Many half-elves have spent their long lives moving from place to place, often driven out
by the hostility of others. Such experiences have made them wary of others motivations. Half-
elves gain a +1 racial bonus on Sense Motive and Bluff checks.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skillpoint whenever theytake a level in either one of those classes.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores
can chooseany languages they want (except secret languages, such as Druidic).
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Halfling
Optimistic and cheerful by nature, blessed with uncanny luck and driven by a powerful
wanderlust, halflings make up for their short stature with an abundance of bravado and curiosity.
At once excitable and easy-going, halflings like to keep an even temper and a steady eye onopportunity, and are not as prone as some of the more volatile races to violent or emotionaloutbursts. Even in the jaws of catastrophe, a halfling almost never loses his sense of humor.
Halflings are inveterate opportunists. Unable to physically defend themselves from the rigors of
the world, they know when to bend with the wind and when to hide away. Yet a halflingscuriosity often overwhelms his good sense, leading to poor decisions and narrow escapes.
Though their curiosity drives them to travel and seek new places and experiences, halflings
possess a strong sense of house and home, often spending above their means to enhance the
comforts of home life.
Physical Description: Halflings rise to a humble height of 3 feet. They prefer to walk barefoot,
leading to the bottoms of their feet being roughly calloused. Tufts of thick, curly hair warm thetops of their broad, tanned feet. Their skin tends toward a rich almond color and their hair toward
light shades of brown. A halflings ears are pointed, but proportionately not much larger than
those of a human.
Society: Halflings claim no cultural homeland and control no settlements larger than ruralassemblies of free towns. Far more often, they dwell at the knees of their human cousins in
human cities, eking out livings as they can from the scraps of larger societies. Many halflings
lead perfectly fulfilling lives in the shadow of their larger neighbors, while some prefer more
nomadic lives on the road, traveling the world and experiencing all it has to offer.
Relations: A typical Halfling prides himself on his ability to go unnoticed by other racesit isthis trait that allows so many halflings to excel at thievery and trickery. Most halflings, knowing
full well the stereotyped view other races take of them as a result, go out of their way to be
forthcoming and friendly to the bigger races when theyre not trying to go unnoticed. They get
along fairly well with gnomes, although most halflings regard these eccentric creatures with ahefty dose of caution. Halflings coexist well with humans as a general rule, but since some of the
more aggressive human societies value halflings as thieving gits, halflings try not to grow too
complacent when dealing with them.
Alignment and Religion: Halflings are loyal to their friends and families, but since they dwell
in a world dominated by races twice as large as themselves, theyve come to grips with the factthat sometimes theyll need to scrap and scrounge for survival. Most halflings are neutral as a
result. Halflings favor gods that encourage small, tight-knit communities, such as Osteogoth.
Adventurers: Their inherent luck coupled with their insatiable wanderlust makes halflings ideal
for lives of adventure. Other such vagabonds tend to put up with the curious race in hopes that
some of their mystical luck will rub off.
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Halfling Racial Traits
+2 Dexterity, +2 Charisma, 2 Strength: Halflings are nimble and strong-willed, but their small staturemakes them weaker than other races.
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls,a1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus onStealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with thebonusgranted by halfling luck. Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks. Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word Halflingin itsname as a martial weapon.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scorescanchoose from the following: Gnome, Giant, Goblin and sylvan.
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Humans
Humans possess exceptional drive and a great capacity to endure and expand, and as such arecurrently the dominant race in the world. Their empires and nations are vast, sprawling things,
and the citizens of these societies carve names for themselves with the strength of their sword
arms and the power of their spells. Humanity is best characterized by its tumultuousness anddiversity, and human cultures run the gamut from savage but honorable tribes to decadent, devil-worshiping noble families in the most cosmopolitan cities. Human curiosity and ambition often
triumph over their predilection for a sedentary lifestyle, and many leave their homes to explore
the innumerable forgotten corners of the world or lead mighty armies to conquer their neighbors,simply because they can.
Physical Description: The physical characteristics of humans are as varied as the worldsclimes. From the dark-skinned tribesmen of the southern continents to the pale and barbaric
raiders of the northern lands, humans possess a wide variety of skin colors, body types, and
facial features. Generally speaking, humans skin color assumes a darker hue the closer to the
equator they live.
Society: Human society comprises a multitude of governments, attitudes, and lifestyles. Thoughthe oldest human cultures trace their histories thousands of years into the past, human society
seems to be in a state of constant flux as empires fragment and new kingdoms subsume the old.
In general, humans are known for their flexibility, but the Moon Elves high society andlifestyle now leaves many races down trodden including the humans amongst them, this has led
to many disagreements and a high social divide.
Relations: Humans are fecund, and their drive and numbers often spur them into contact with
other races during bouts of territorial expansion and colonization. In many cases, this leads to
violence and war, yet humans are also swift to forgive and forge alliances with races who do nottry to match or exceed them in violence. Proud, sometimes to the point of arrogance, humans
might look upon elves as flighty fops, halflings as craven thieves, gnomes as twisted maniacs,
and half-elves as embarrassmentsbut the races diversity among its own members also makes
humans quite adept at accepting others for what they are.
Alignment and Religion: Humanity is perhaps the most heterogeneous of all the common races,with a capacity for great evil and boundless good. Some assemble into vast barbaric hordes,
while others attempt to build sprawling cities. Taken as a whole, most humans are neutral, yet
they generally tend to congregate in nations and civilizations with specific alignments. Humans
also have the widest range in gods and religion, lacking other races ties to tradition and eager toturn to anyone offering them glory or protection.
Adventurers: Ambition alone drives countless humans, and for many, adventuring serves as ameans to an end, whether it be wealth, acclaim, social status, or arcane knowledge. A few pursue
adventuring careers simply for the thrill of danger. Humans hail from myriad regions and
backgrounds, and as such can fill any role within an adventuring party.
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Human Racial Traits
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creationto represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain alevel.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can chooseany languages they want (except secret languages, such as Druidic).
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Oreads
Oreads are humanoids whose ancestry includes the touch of an elemental being of earthsomewhere along the line. Stoic and contemplative, oreads are a race not easily moved, yet
almost unstoppable when spurred to action. Oreads are predominately used as slave workers,
mostly for the mining of precious metals and gems and physical labour.Their heritage remains a mystery to most of the world thanks to their reclusive nature, but thosewho get to know them find the free Oreads to be quiet, dependable, and protective of their
friends.
Physical Description: Oreads are strong and solidly built, with skin and hair colored stony
shades of black, brown, gray, or white. While all oreads appear vaguely earthy, a few bear more
pronounced signs of their elemental heritageskin that shines like polished onyx, rockyoutcroppings protruding from their flesh, glowing gemstones for eyes, or hair like crystalline
spikes. The free Oreads often dress in earthy tones, wearing practical clothing well suited to
vigorous physical activity and preferring fresh flowers, simple gemstones, and other natural
accents to complex manufactured jewelry. Most slave Oreads dont own clothes and instead aregifted there clothes by their masters.
Society: Oreads have no real established society of their own. Instead, most oreads have grown
up in communities as slaves learning their place in society. Amongst their own people adult
oreads have a well-deserved reputation for being hermits and loners. Very few of the FreeOreads take well to the bustle of city life, preferring instead to spend their days in quiet
contemplation atop some remote mountain peak or deep below the earth in a secluded cavern.
Oreads that are free or have been freed form small close-knit colonies outside of civilized
society.
Relations: Oreads feel comfortable in the company of other Oreads and strangely Goblins (thiscould be due to Oreads not tasting good), with whom they have much in common. They find
gnomes too strange and destructive and have had little dealings with the cheerful halflings who
are far too brash, and so avoid these races if possible.
Alignment and Religion: Oreads are, perhaps above all else, set in their ways, and any
disruption of their routine is met with quiet disapproval. Oreads are fiercely protective of theirfriends, but dont seem particularly concerned with the well-being of those outside their small
circle of acquaintances. As such, most oreads are lawful neutral. Religion does not come easily
to the earth- touched as they have been treated badly and faith has little use in there hectic slave
driven lives, if Oreads follow a religion it is normally that of Alliandra.
Adventurers: Having been freed Oreads are initially hesitant adventurers, unsure of the
surrounding world and what awaits them in the wilds of the world. They dislike leaving theirhomes and dont handle the shock of new experiences well. Once the decision is made however,
oreads often find theyve grown accustomed to the adventuring life, and continue to pursue it
through the rest of their days. Oreads make good monks and fighters thanks to their prodigiousstrength and self-discipline.
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Oread Racial Traits
+2 Strength, +2 Wisdom, 2 Charisma: Oreads are strong, solid, stable, and stoic.
Native Outsider: Oreads are outsiders with the native subtype.
Medium: Oreads are Medium creatures and have nobonuses or penalties due to their size. Slow Speed: Oreads have a base speed of 20 feet.
Darkvision: Oreads can see in the dark up to 60 feet.Spell-Like Ability:Magic stone 1/day (caster level equals theoreads total level). Granite Skin: Rocky growths cover the skin of oreads. They gain a +1 racial bonus to naturalarmor.
Earth Affinity: Oread sorcerers with the elemental (earth) bloodlinetreat their Charisma score
as 2 points higher for all sorcerer spells and class abilities. Oread clerics with the Earth domain
use their domain powers and spells at +1 caster level.
Languages: Oreads begin play speaking Common and Terran. Oreads with high Intelligence
scores can choose from the following: Gnome, Goblin, Halfling, Ignan, and Undercommon.
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Tieflings
Simultaneously more and less than mortal, tieflings are the offspring of humans and fiends. Withotherworldly blood and traits to match, tieflings are often shunned and despised out of
reactionary fear. Most tieflings never know their fiendish sire, as the coupling that produced their
curse occurred generations earlier. The taint is long-lasting and persistent, often manifesting atbirth or sometimes later in life, as a powerful, though often unwanted, boon. Despite theirfiendish appearance and netherworld origins, tieflings have a humans capacity of choosing their
fate, and while many embrace their dark heritage and side with fiendish powers, others reject
their darker predilections.
Physical Description:No two tieflings look alike; the fiendish blood running through their veins
manifests inconsistently, granting them an array of fiendish traits. One Tiefling might appear as ahuman with small horns, a barbed tail, and oddly colored eyes, while another might manifest a
mouth of fangs, tiny wings, and claws, and yet another might possess the perpetual smell of
blood, foul incenses, and brimstone. Typically, these qualities hearken back in some way to the
manner of fiend that spawned the tieflings bloodline, but even then the admixture of human andfiendish blood is rarely ruled by sane, mortal laws, and the vast flexibility it produces in tieflings
is a thing of wonder, running the gamut from oddly beautiful to utterly terrible.
Society: Tieflings on the Material Plane rarely create their own settlements and holdings.
Instead, they live in the shadows of the land where they were born to reside. Most societies viewtieflings as aberrations or curses, but in cultures where there are frequent interactions with
summoned fiends, and especially where the worship of devils, or other evil outsiders is legal or
obligatory, tieflings might be much more populous and accepted, even cherished as blessings of
their fiendish overlords. Only those of common bloodlines or those who manage to divorce theirworldview from the inherently selfish, devious, and evil nature of their birth manage to find true
acceptance, camaraderie, and common ground among others of their kind.
Relations: Tieflings face a significant amount of prejudice from most other races, who view
them as fiend-spawn, seeds of evil, monsters, and lingering curses placed upon the world. Far too
often, civilized races shun or marginalize them, while more monstrous ones simply fear andreject them unless forced or cowed into acceptance. Half-elves tend to view them as kindred
spirits who are too often rejected or who dont fit into most societies by virtue of their birth. The
widespread assumption that tieflings are innately evilill founded though it may bepreventsmany from easily fitting into most cultures.
Alignment and Religion: Despite their fiendish heritage and the insidious influence ofprejudice, tieflings can be of any alignment. Many of them fall prey to the dark desires that haunt
their psyches, and give in to the seduction of the whispering evil within, yet others steadfastly
reject their origins and actively fight against evil lures and the negative assumptions they facefrom others by performing acts of good. Individual tieflings worship all manner of deities, but
they are just as likely to shun religion all together.
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Adventurers: Tieflings rarely integrate into the mortal societies they call home. Drawn to the
adventuring life as a method of escape, they hope to make a better life for themselves, to prove
their freedom from their bloods taint, or to punish a world that fears and rejects them. Tieflings
make skilled rogues, powerful wizards and magi, and especially puissant sorcerers as their potentblood empowers them.
Tiefling Racial Traits
+2 Dexterity, +2 Intelligence, 2 Charisma: Tieflings are quick in body and mind, but areinherently strange and unnerving.
Native Outsider: Tieflings are outsiders with the native subtype.
Medium: Tieflings are Medium creatures and receive no bonuses orpenalties due to their size.
Normal Speed: Tieflings have a base speed of 30 feet.
Darkvision: Tieflings see in the dark for up to 60 feet.
Beguiling Liar: Many tieflings find that the best way to get along in the world is to tell others
what they want to hear. These tieflings practice oftelling habitual falsehoods grants them a +4racial bonus on Bluff checks to convince an opponent that what they are saying is true when they
tell a lie.
Spell-Like Ability: Tieflings can use darkness once per day as a spell-likeability. The caster
level for this ability equals the tieflings class level.
Fiendish Resistance: Tieflings have one of the following cold resistance 5, electricity resistance
5,or fire resistance 5, chosen at character creation.
Fiendish Sorcery: Tiefling sorcerers with the Infernal bloodlinetreat their Charisma score as2 points higher for all sorcerer class abilities.
Languages: Tieflings begin play speaking Common and Infernal. Tieflings with high
intelligence scores can choose from thefollowing: Abyssal, Draconic, Elven, Gnome, Goblin,Terran and Halfling.
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CLASSES OF THE PHOENICIAN EMPIRE
ALCHEMISTThe most common alchemists are those who work with bombs and tinkering and less with using
their skills to manipulate the humanoid form. Some alchemists use their skills and knowledge of thehumanoid form to help others medically.
BARBARIAN
Suitable archetypes are Scarred Ragers and the Totem barbarian especially the latter,
which would work well with the Totem Druids of the same tribe. The barbarian would best suit
the woodland born race of the forest elves and a few remaining nomadic goblins, halflings andOread.
BARD
There are many suitable archetypes for bards including court bards, street performers and
magicians for those raised in the cities. Those from a more savage background may find theSavage Skald suitable to there needs with voracious battle cries and ferocious battle cants.
CAVALIERCavaliers are abundant in the cities with many factions living and vying for dominance in one
place, in this capricious society 2 Cavalier factions fight for status and pride The Order of the Shield andThe Order of the Cockatrice.
Order of the Cockatr ice:
The Order of the Cockatrice are no more than mercantile self serving bullies, working only to
gather greater support and social standing within there Order. Known amongst the lowly and thepoor for there pompous and self righteous behaviour and within the High Born for there
arrogance, although chivalric in there own way they have been known to push people intoconfrontation, either for financial or social status or simply because they can.
As a member of the Order it is your solemn duty to earn stature both outside of the order and
from within, the greater the task achieved and money gained the greater your stature will
increase.
It is rumoured that within the Order several high ranking city officials preside over The Order
Cockatrice, although these members are a close guarded secret within the Order.
The Order of the Cockatrice is at odds with the Order of the Shield although several other Orders
exist the Order of the Shield is on an opposing axis, striving to help and protect the needy rather
than use and coerce, for there own needs. The order believe these members to be weak and naive
and this has drawn out many confrontations ending from as little as fines to duels to the death.
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Order of the Shield:
The Order of the Shield are noble protectors of the needy, striving to help any that cannot help
themselves, whether it be from marauding war bands and criminals to monsters within the realm
these devotees of the people are known by all and praised by the common folk.
It is the duty of a member of this Order to protect the weak, the feeble and any who cannotprotect themselves. A member of this Order will not willingly allow the weak to suffer whether itbe at the hands of another or by an action that they themselves could stop, to do so would
anthaema to a member of the Order.
The Order of the Shield, is on the side of the needy and weak, and would not prey upon any oneto gain stature, this is the complete opposite of The Order of the Cockatrice, and as such blows
have been struck, lives have been taken and deaths atoned for.
Several members of religious groups have joined this great order to bring help to those that needit, predominantly Clerics and Paladins but it has also been known for and ex-mercenaries or
soldiers who now see what truly matters in life, the people.
CLERIC
Most Clerics follow the divine grace of Castaga, seeking to bring the blessings ofThe
Anvil to all the deserved. Several other less feverous clerical groups live within the lower
districts of larger cities, bringing food to the needy, setting up broth kitchens and small medicalpractices.
DRUID
Druids generally form Circles and predominantly outside of the city, although some
groups of druids have formed smaller secular groups within cities also. Suitable Archetypes
would be Urban Druids and Swamp Druids.
FIGHTER
Suitable archetypes for fighters within the realm are The Phalanx Soldier a warrior
trained in the art of defensive combat and the Archer a ranged fighter trained to fire on the move
and with expert precision.
INQUISITOR
A secretive and insular Order of holy warriors, not vastly known throughout the realm
these warriors hunt out and removes the cancers of society.
MAGUS
Highly trained warrior mages seldom from anywhere other than the higher echelons of MoonElven society, these Magi seek out knowledge and power through adventure.
MONK
Several monastic orders live within todays society the most well known being that of the
Purged.
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ORACLE
Oracles of all stripes are tied to the powerful magical spirits and servants of the Children
of the Earthmother, and that of Osteogoth.
PALADIN
Paladins are a rarity in this new world of sciences and magic, seeking refuge within the
Mountain Monastery of Castaga, dealing with the protection of these Monks and the highprotectors of the down trodden and needy.
RANGER
Woodland scouts tied to nature, used by high born and the eccentric as big game hunters.
ROGUE
Tiefling are abundant in this setting and are exceptional rogues, due to there devious
nature and there heritage, living in the shadows of the world suits most Tiefling well.
SORCERER
Sorcerers are untrained casters, drawing energy from the land and the whirling magicksabound, some say touched by an elemental or deific power, there true power source is unknown.
Sorcerers are a great way to add utility, intelligence and charisma to a party.
WITCH
The forest elves, halflings and especially tieflings have a close affinity to witches talents.
In fact, no one should think of witches as belonging to one race, they just add to the rich tapestry
of magic in the Land.
WIZARD
Wizards are intelligent and learned folk, and as such wizards are more often than notfrom either high society or the moon elves, it has been known for other wizards coming to pass
but these are rare and distrusted.
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CHARACTER GENERATIONThe aim of these guidelines is to increase the opportunity for everyone to have a broad
base of abilities, able to fight but also able to deal with the various roleplaying opportunities that
the campaign offers. Power gaming is strongly discouraged in this campaign. Included here arethe basic information required to create a starting character and to advance your character. Weare committed to ensuring that balance is always maintained, so this may occasionally mean
previously available options will need to be restricted.
The campaign will revolve around a group who are determined to reestablish a settlement in an
abandoned walled outpost to the north, to separate themselves from the issues they see arising at
the centre of society.
STEP 1: ABILITIES
First one of the following 25 point epic arrays is applied to the six stats;
1. 10, 12, 12, 13, 14, 172. 14, 14, 15, 13, 13, 123. 16, 16, 12, 12, 11, 10
Then racial bonuses to stats are applied depending on which race is played. If a character has a
stat under 10, especially one of the mental stats (Int/Wis/Cha), then that should be played assuch. Min/Maxing is discouraged in the campaign and the campaign is designed on the
principal that characters are versatile in both stats and skills.
STEP 2: RACE AND CLASSSelect your characters race using this sourcebook and class using the Core Rulebook.
Additional options are generally available from theAdvanced Players Guideand the magus
class from the Ul timate Magicbook.
STEP 3: FEATSCharacters may select feats according to the guidelines outlined in the Core Rulebook
and also theAdvanced Players Guide, Ultimate Magicand Ul timate Combat.
STEP 4: SKILLSPlayers should use the guidelines set out in the Core Rulebookto assign skills by
character class.Skills will play an important part in the campaign so every PC gets an additional bonus
rank to spend on a Craft or Profession skill; this represents the initial apprenticeship someone
tried or something which a relation passed on during the childhood.
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The Phoenician Empire
STEP 5: TRAITS
There are no traits in this campaign.
STEP 6: ALIGNMENT
The only restriction is no evil alignments.
STEP 7: HIT POINTS
Every PC gets maximum hit points at first level, and then rolls for each level there after.
it is strongly recommended that no characters have a negative Constitution bonus at least.
STEP 8: EQUIPMENT
All the equipment listed in the Core Rulebookis available. Any other items from othersourcebooks must be discussed with DMs.
STEP 9: QUESTIONNAIREThe Sourcebook has extensive notes on each race, class and the Land itself. Also there is
more information on religion, the gods, magic and the myths and legends. The following
questions are optional but answering some or all of them will help everyone develop a fullbackground and a more three dimensional character. Why? Well that will produce morecolourful and different PCs, and then we can all roleplay better. Nothing should be set in stone
but every new PC brings his own ideas.
1. Describe your family, parents and siblings (orphans = clichs).2. What does your PC think of magic/religion/the other classes?3. What does your PC think of gnomes/elves/oreads/goblins etc4. Who taught your PC about his class and where are they now?5. What is your most memorable or important piece of equipment?