Use 4D6 discard lowest, 3+55 distributive, or an elite array of 16, 14, 13, 12, 10, 8. Then assign to attributes(CHA, CON, DEX, INT, STR, WIS). There's a 3+55 distributive generator on the On Volania page.
|Language||Writing System||Typical Speakers|
|Ahroun||Combine Capital Alphabet||gnolls, humans, lycor, utchat|
|Draconic||Draconic Runic Abjad||dragons, grey kobolds, maldarga|
|Wassoon||Combine Capital Alphabet||—|
|Old Faerie||Fae Running Syllabics||faerie nobles|
|Sylvan||Fae Running Syllabics||dryads, brownies, wild fae, hunadu|
|Kemadrin||Fae Runic Alphabet||bugbears, hobgoblins, ogres, orks, trolls|
|Sperethiel||Fae Runic Alphabet||elves, seelie fae|
|Throalic||Fae Runic Alphabet||walvuri, unseelie fae, giants|
|Old Elemental||Elemental Ideographs||elemental lords|
|Aquan||Elemental Running Syllabics||water elementals, zoras|
|Auran||Elemental Running Syllabics||air elementals|
|Ignan||Elemental Running Syllabics||fire elementals|
|Terran||Elemental Running Syllabics||earth elementals|
|Anerisian||Terminal Ideographs||Lawful outsiders|
|Logran||Terminal Ideographs||Chaotic outsiders|
|Elysian||Terminal Ideographs||Good outsiders|
|Hadean||Terminal Ideographs||Evil outsiders|
|Sigilian||Terminal Ideographs||neutral outsiders|
Slug weapons with an indirect firing mechanism: A tiny energy enchantment is used to ignite a mix of oxidizer and reductive powders, which impels the slug. While the cartridge is more complex than for a witchwater weapon(or the simple slug of an impulse weapon), it doesn't need the expense of a witchwater cartridge or the user participation of an impulse weapon. With the advent of powercells to participate instead, impulse weapons are making a comeback of sorts, but the witchlock remains king to the average soldier.
A light pistol with a good capacity, popular among police.
A revolver, with better stopping power than the Guardian and more ammo than the Earthshaker.
An extra-heavy revolver, for when one shot has to stop them.
An assault rifle, optimized for the mixed fighting of assaulting an entrenched(or simply urban) position.
In SA mode, attacks are normal. In FA mode, each attack consumes 10 ammo, but instead of hitting a single target projects a 10' line — the attack roll need merely hit AC: 10 to place the line as intended. Each creature in the line must make a Ref save(DC: 15, -2 per RI) or be hit.
A shotgun firing slugs of 3/16 hands, or equivalent shot. It's cheap, and effective in close quarters, although soldiers(and especially hunadu) usually want more range.
The listed stats are for slug shells. Shot shells fire multiple pellets that spread out; the range penalty is only -1 per RI, but damage also takes -1 per RI.
A hunting rifle, with little ammo but enough power to bring down moderate game.
A battle rifle, roughly splitting the difference between an assault rifle and a sniper rifle.
A sniper rifle, also popular among hunadu for the extremely-mobile combat of the open battlefield.
A witchwater purse pistol. It survives as a nasty little surprise among adventurers.
A witchwater assault rifle. It survives as conspicuous consumption for adventurers. It's effective, but hardly efficient, delivering 20gp automatic sprays.
The Thunderdrake has SA and FA modes, like the Stormbringer.
An impulse sniper rifle. It fires a very heavy slug by witchlock standards, although it has some trouble with armor. "One bullet, one kill" makes it not punishingly tiring in its role, and thus the classic Ogrefist has survived — but with modern powercells, the Ogrefist Reborn was developed, using a bulky arrangement of eight-round cylinder on top(sighted through) and powercell underneath.
DR is doubled against both versions. With the Ogrefist classic, each shot costs the firer 13 subdual HP.
Rather than deliver kinetic energy on a slug, these weapons send pure energy downrange. In addition to being able to deliver a greater variety of damage types, they share powercells with each other.
An etheric shock pistol, which provides a good surprise when you've detected an impending ambush from the ethereal.
As an etheric shock weapon, it has a maximum range of 1 000 000 RIs, instead of 10 RIs.
An etheric shock rifle, useful if you expect ethereal foes. It produces etheric shock waves, which travel faster than light, overcoming the elastic limit of the ether and thereby changing it from a hypercrystal to a crystal capable of carrying longitudinal waves — like the etheric shock waves themselves.
As an etheric shock weapon, it has a maximum range of 1 000 000 RIs, instead of 10 RIs.
A conversion rifle; it transmutes a tiny piece of the target into antimatter, producing a disproportionately-large explosion inside them.
Can only fire once per turn.
A flamer rifle, the plasma weapon that replaced flamethrowers — turning air into hot plasma is more convenient.
Can only fire once per turn. Only works in air; alternately, can use a custom 1pd/10gp compressed air tank good for 10 shots, but still won't work under water.
These armor types provide increased resistance to slug-throwers.
Made of aramid(cloth-class) materials. Provides DR 3/— vs KK.
Made of small metal plates, like scale armor; includes cloth containment layers. Provides DR 5/— vs KK.
Spell reserve activation is similar to spell completion, but requires even more of the user: they must have a spell ready to cast. Prepared casters(like Skin-Walker) must have the spell prepared; spontaneous casters(like Bard and Hedge Witch) must have the spell known, and have enough slots/MP/etc. available for it; casters with spell-like abilities must have available uses of that spell. However, activating a spell reserve magic item does not consume the ready-to-cast spell. The spell merely serves as a prerequisite for the item's activation.
Activating a spell reserve item, like activating a spell completion item, is the equivalent of casting a spell. It requires concentration, provokes attacks of opportunity, and can't be done in a grapple. You lose the spell if your concentration is broken, and you can attempt to activate the item while on the defensive, as with casting a spell.
A DC: [20 + 2 × Caster Level] Use Magic Device check can synthesize the requirements of spell reserve activation. Like with a scroll, the attribute requirement still applies, and must be faked separately.
A magic item with spell reserve activation costs 25% as much as a magic item with use activation.
|1D4, max 2|
|b||Move||A box magazine with cartridges in it. An empty mag can itself be reloaded with a full-round action. Ten cartridges weigh a pound, and the mag itself weighs half a pound. The weight of a loaded mag and the cost of its cartridges will be listed after a comma.|
|i||Full-Round||Individual cartridges, either in a cylinder or in an internal magazine. The weight and cost of a full reload of cartridges will be listed after a comma.|
|c||Move||A standard 1pd/1gp powercell, interchangeable between weapons.|
|Light Pistol Weapons|
|Guardian (witchlock pistol)||2D6 KK||20/×2||40' RI||15b, 2pd/3sp||250gp||3pd|
|Dragonet (witchwater pistol)||2D8 KK||20/×2||50' RI||8b, .4pd/16gp||150gp||1½pd|
|One-Handed Pistol Weapons|
|Manticore (witchlock revolver)||2D8 KK||20/×2||30' RI||6i, .6pd/12cp||250gp||3pd|
|Earthshaker (witchlock revolver)||2D10 KK||20/×3||50' RI||3i, ¾pd/15cp||500gp||3pd|
|Wight (etheric shock pistol)||3D6 Force||20/×2||40' RI*||50c||850gp||2pd|
|One-Handed Rifle Weapons|
|Stormbringer (witchlock assault rifle)||2D8 KK*||20/×2||80' RI||30b, 3½pd/6sp||500gp||8pd|
|Thunderdrake (witchwater assault rifle)||2D10 KK*||20/×2||100' RI||20b, 1½pd/40gp||300gp||6pd|
|Two-Handed Rifle Weapons|
|Monitor (witchlock shotgun)||2D8 KK*||20/×2||30' RI*||6i, .6pd/6sp||300gp||7pd|
|Wolfhound (witchlock hunting rifle)||2D10 KK||20/×2||80' RI||5i, ½pd/5cp||400gp||8pd|
|Owlbear (witchlock battle rifle)||2D10 KK||19-20/×2||100' RI||10b, 1½pd/2sp||600gp||10pd|
|Twogeye (witchlock sniper rifle)||2D12 KK||20/×3||150' RI||4i, 1pd/2sp||1 000gp||10pd|
|Wraith (etheric shock rifle)||3D8 Force||20/×2||100' RI*||30c||1 700gp||7pd|
|classic Ogrefist (impulse sniper rifle)||4D12 KK*||20/×3||200' RI||1i*, ¼pd/neg.||600gp||8pd|
|Ogrefist Reborn (impulse sniper rifle)||4D12 KK*||20/×3||200' RI||8i, 2pd/neg.|
|Two-Handed Exotic Weapons|
|Aboleth (conversion rifle)*||6D8 Bash||20/×2||120' RI||2c||13 500gp||10pd|
|Hellhound (flamer rifle)*||3D6 Fire, 5' Line||—||20' RI||10c||2 400gp||8pd|
*Special rules or stats apply, see description.
|Max DEX AC||ACP||Spell|
|Light Ballistic Vest||200gp||+3*||+5||-1||15%||15pd|
|Medium Ballistic Vest||400gp||+5*||+3||-4||25%||30pd|
*Special rules or stats apply, see description.
The broad central plains were ground flat by the glacial sheet, and now bear a thousand little rivers of meltwater, which eventually collect into the broad Serpent River. Each plain is ruled by a hunadu kingdom, and each river is plied by zora merchants.
The hunadu hold military supremacy, so they have nothing to worry about but each other. In particular, the river zoras avoid claiming territory, and thus the hunadu kingdoms have granted them full trade access to their rivers. Many zoras of the Karanas spend their entire lives traveling these rivers as supposed visitors, "just flowing by", never having any residence. Some wonder if the hunadu even realize so many "cheat" this way, but the hunadu know the zoras pay respect to the true conquerors… and bring goods from distant lands to every kingdom.
An old maldarga lifter ship. The sky maldarga are those who, when the glaciers advanced, fled upward in lifter ships like this, powered by ancient air-and-earth magics — which were hastily revised in the face of necessity. Archanon is one that survived to the glaciers receding. It now tours the continent, preaching a return to spiritualism in the earth… for they learned much in all their centuries living aloft, but readily sold it off in the name of the old ways.
An old maldarga lifter ship now owned by a river zora family, touring the big cities of the Karanas. The zoras take merchants as passengers, who buy local goods and sell exotic foreign goods at each stop.
At the southern coast of the Karanas, where the Serpent River empties into the sea, lie the dingy stone buildings of Freeport. Its great docks pass mass quantities of cargo between land and sea.
An old port city of the elves was built here, and today its ruins have been channeled and reinforced into a vast, spacious sewer system, sarcastically called "Old Town". This sewer system is occupied by a community of undead, who exist on the refuse of the living. Subbasements have been dug, hidden, and linked to provide a layer between these worlds, occupied almost entirely by organized crime. This configuration makes Freeport "the Triple City" to unsavory types.
The greatest of the Jardinne Mountains yet released by the glaciers, and riddled inside with their minehalls. The prominent "beaked" peak is the only part that was above the glaciers — the rest was shaved and its veins revealed, and thereby the walvuri prospered during the Interregnum. The other Jardinnes feature other minehalls, beholden to those of Ravenholm.
Paradise to the high elves, manifest on the east face of the Jardinnes.
West of the Jardinnes, the glaciers have swept the land clean and made a desert. Underneath the sands still lie ancient maldarga ruins… and now the strongholds of the Bound Eternal, necromancers extraordinaire. When the glaciers advanced, some maldarga took shelter in kaers and lairs, sealed under the ice, and refined necromantic arts as the base of their ecology. They became the death maldarga, and their leaders never truly emerged, simply burrowed around with undead labor.
Here, the glaciers leave fjords that can't hold for long, collapsing into the hills and valleys of Leavale, which is in turn eaten up by Nektulos Forest as trees gradually spread north.
A meadowed land of hills and valleys. Crawling ever north, valley elves make their homes here, for the hills shield their valleys from long-range attack.
With one notable exception, Nektulos Forest is ruled by goblins. The three great houses of Crushbone Caverns, Runnyeye Citadel, and Deathfist Tor provide some organization, but seventeen major houses and myriad minor houses chart their own courses.
The exception is Neriak, a stronghold made by the night elves, deep in southern Nektulos. Bristling with mighty shadow evocation cannon, under a perpetual storm laden with shadow matter, Neriak is too hard for the goblins to assail.
East of the Eastern Rough is a flat, sandy coast. Yellow kobolds hold sway here, the low-down dirty bushwhacking cannibals having enough brutality on tap to keep out even the goblins.
South of Nektulos, bordering the Karanas and the kobold coast, what could be seen as terrible land was turned into the canal-riddled port city of Bel Kressiak. Lacking almost all the location advantages of Freeport, its main advantage is that the land isn't good for anything else — but if you build it, they will come.
Not far out of town, in the swamp, lies Bloodbriar, ancient fortress of the elves… and of the dragons before them.
Metal age(~TL3) and still mostly human, the mammoth tribes prosper atop their mighty steeds. They sheathe the tusks of their mammoths in steel, mix armoring techniques, and put sniper nests on top to make war upon each other. To impress them with your badassery is to earn a Burning Tribute, the most valuable currency in this deprived land they've turned into home.
The old high elves eventually accepted the glacier sheet, and made their homes there. When it receded, most came down to revel in the paradisaical Forest Of Cosmic Enlightenment… but a hard core stayed behind, calling themselves "high elves", and the "traitors" of the forest "wood elves". Everyone else calls the elves left up on the ice "ice elves".
Rocky islands far to the east, uninhabited before the sirens fled the glaciers there. Now, more and more sirens — especially those taken by wanderlust — are coming ashore for fame and songs, although officially they're all still subjects of the sorcerors of Ird.
What we would call the ice age, they call the Eighth Interregnum.
These animals are usually ready for heavy work by age four. A great riding eland can't fight while carrying a rider.
Carrying Capacity: A light load for a great riding eland is up to 460pd, a medium load up to 920pd, a heavy load up to 1 380pd. A great riding eland can drag 6 900pd.