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		<title>Shardworld/Races</title>
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		<summary type="html">&lt;p&gt;FighterChimp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Shardworld:Main Page]]&lt;br /&gt;
&lt;br /&gt;
The Continent is home to a diverse array of races. Most frequent are humans, and the seven human sub-races known as Shardborn, those touched by the energies of another shard. Goblins are an adaptable species of nomads, merchants, and inventors. The Dragonics are descendants of the human tribes most favored by the Wyrm when he roamed the land, a long-lived race of nomads and warriors. Finally, the exceedingly rare fungaloid Myclings have wandered the Continent bereft of purpose since their elven creators vanished.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stereotypes:&#039;&#039; Each race has its own common physical features and behavioral inclinations, but these are just the commonly observed patterns, not definite by any means. Thus, suggestions about the personality of each kind of race are just that, suggestions- reserved and emotionally stable vulcans or warm, loving dragonics, while uncommon, aren&#039;t impossible on the Continent.&lt;br /&gt;
&lt;br /&gt;
=Humans=&lt;br /&gt;
&lt;br /&gt;
+2 to one ability score.&lt;br /&gt;
&lt;br /&gt;
Humans gain a bonus feat at 1st level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Quick to Fight&lt;br /&gt;
&lt;br /&gt;
At the start of each battle, roll initiative twice and choose the result you want&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: If you roll a natural 19 or 20 for initiative, increase the escalation die by 1 (usually from 0 to 1 since it&#039;s the start of the battle). This increase doesn&#039;t stack- if there are multiple humans in the party, settling on one to get this feat is wise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Increase the escalation die on a 16+ for initiative, and gain a +2 to your first attack of a battle. &lt;br /&gt;
&lt;br /&gt;
Humans are the majority on the Continent, having spread across the land under the protection of the Wyrm long ago and propagated since. Humans are key to history, and their determination and adaptability marks them out as arguably the most influential mortal race. All the races except Goblins and Minotaurs can clearly trace their lineage back to humanity, and some even think those two races could have diverged from humans in the distant past. Humans exhibit a diverse range of culture and ethnicities, from the hardy scavengers of the southern badlands to the civilized folk of the cities around the Diamond Sea. Beyond that, they&#039;re humans- you know the drill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Shardborn=&lt;br /&gt;
&lt;br /&gt;
The shardborn are born irregularly among humans. The influence of beings of other shards that lies dormant in the blood of humans occasionally flares up, and a shardborn is born to mortal parents. Approximately 1 in 100 human births result in one touched by the energies of another reality, and the child of a shardborn is more likely to be shardborn than a child of two humans. Lineages aren&#039;t always consistent- the child of two vulcans is more likely to be a vulcan than a petrite, but it&#039;s not a sure thing. The shardborn races that most commonly birth their own kind are undines and twists. The shardborn are divided into the four types of Aetherborn, the two races descended from the goddess Selanna, and the twists, corrupted by the hellish energies of the Pit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aetherborn==&lt;br /&gt;
&lt;br /&gt;
Aetherborn is the general term given for any shardborn with an elemental nature. They were the first kind of shardborn to originate, when the Wyrm fused the energies of the four elemental shards with four of the first human tribes during the 1st Age. According to cosmic theory, the elemental shards are all fed by one origin shard, called the Aether, giving the aetherborn their name. The term is generally used only by scholars and census-takers, with most people simply using the individual word for each kind of aetherborn. Vulcans are touched by fire, Sylphs air, Petrites earth, and Undines air. All aetherborn conform to a generally humanoid shape, with their own particular elemental origins distinguishing them from other shardborn. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Vulcans===&lt;br /&gt;
&lt;br /&gt;
+2 to Strength or Charisma&lt;br /&gt;
&lt;br /&gt;
Resist fire 16+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Fiery Outburst&lt;br /&gt;
&lt;br /&gt;
Once per battle, double your bonus to attack granted by the escalation die for one attack, and add the same value to the damage of that attack, hit or miss. You can change the damage type of the attack to fire if you want.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: You also deal ongoing fire damage to one enemy hit by a &#039;&#039;fiery outburst&#039;&#039; attack. This damage begins at 15 and increases to 25 at epic tier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Triple the escalation die to determine your bonus to attack and damage instead.&lt;br /&gt;
&lt;br /&gt;
Vulcans, sometimes called flame-kissed, are the aetherborn influenced by fire. . Physically, their skin varies between hues of rich brown, auburn, and red, and occasionally more dramatic colors of orange, yellow, and charcoal black. Their hair is generally a mix of several colors within one spectrum, most frequently gray or red. Their eyes can be any color associated with fire and heat, from the red-orange of a wildfire to the polished black of volcanic glass. The iris of every vulcan seems to flicker and dance when observed closely, the only universal trait they all possess.  Vulcans don&#039;t tend towards any one build, but most build muscle easier than humans. Beyond that, they can exhibit a wide variety of signs of their elemental heritage, such as:&lt;br /&gt;
&lt;br /&gt;
-Wavy hair that points upward like a torch flame, and becomes brighter as the Vulcan becomes angry or passionate&lt;br /&gt;
&lt;br /&gt;
-Teeth or nails of gleaming brass&lt;br /&gt;
&lt;br /&gt;
-Eyes that change color in the light&lt;br /&gt;
&lt;br /&gt;
-Constantly exhaling faint clouds of smoke&lt;br /&gt;
&lt;br /&gt;
-Having a tendency to strengthen or diminish fires around them, corresponding to their emotional state&lt;br /&gt;
&lt;br /&gt;
-Translucent, combustible blood&lt;br /&gt;
&lt;br /&gt;
-Pupils that glow blue like the center of a flame&lt;br /&gt;
&lt;br /&gt;
Behaviorally, vulcans have a tendency to disregard order and tradition, acting as their whims guide them. They are prone to rapid and extreme swings of emotion, changing from jubilant to somber at a moment&#039;s notice, but usually don&#039;t take long to switch back to their usual high spirits. Vulcans have a reputation for being capricious or disloyal, but a vulcan accused of such things will probably tell you they were just doing what seemed to be most interesting. Crossing a vulcan, particularly in love or war, is regarded as unwise: when angered, they seethe with the rage of the inferno that birthed them, and won&#039;t stop until the target of their ire is completely annihilated, or their rage causes them to burn themselves out. Vulcans are seen more the closer one gets to centers of population, generally preferring the fast pace of city life. Despite this, many are stricken by wanderlust, and vulcans are commonly found among the ranks of adventuring parties, where they frequently fill roles that demand action or improvisation, bearing little patience for the studiousness required to become a monk or wizard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sylphs===&lt;br /&gt;
&lt;br /&gt;
+2 to Dexterity or Intelligence&lt;br /&gt;
&lt;br /&gt;
Resist lightning 16+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Swift as the Wind&lt;br /&gt;
&lt;br /&gt;
Once per battle, you can pop free from a number of enemies equal to the escalation die, then move as a quick action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: The enemies you pop free from also have to make a normal save; on a failure, they&#039;re knocked prone by a gust of wind and lose their next move action. Particularly light or heavy enemies may have to make easy or hard saves instead, at your GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Upon activating &#039;&#039;swift as the wind&#039;&#039;, you gain flight until the end of your turn.&lt;br /&gt;
&lt;br /&gt;
Sylphs are touched by the element of air, and move and fight with the grace of wind and the fury of the storm. Of all the aetherborn, sylphs resemble humans the most, albeit ones that are generally taller and thinner than the norm. They are almost always pale and fair-skinned, sometimes with faint tinges of blue or grey in their lips and extremities. Their hair is wispy and grows quickly, most often light blonde, grey, or blue.  Their irises come in washed-out tints of any human color, occasionally lacking any color at all and distinguishable only by a faint outline of grey. All sylphs are followed by a slight breeze which they must focus to suppress, and that grows stronger during extremes of emotion. Other quirks observed in sylphs are:&lt;br /&gt;
&lt;br /&gt;
-Birthmarks that mimic the scars inflicted by lightning strikes&lt;br /&gt;
&lt;br /&gt;
-The ability to perfectly predict the weather&lt;br /&gt;
&lt;br /&gt;
-A constant static charge that shocks anyone they touch&lt;br /&gt;
&lt;br /&gt;
-Hair the color of a storm cloud, with streaks of white and blue that suggest lightning&lt;br /&gt;
&lt;br /&gt;
-Walking on a centimeters thick cushion of air, never actually touching the ground&lt;br /&gt;
&lt;br /&gt;
-Whorls of color that pass across their eyes like clouds&lt;br /&gt;
&lt;br /&gt;
-A faint, but noticeably deeper echo to their voice&lt;br /&gt;
&lt;br /&gt;
While the outward personality of individual sylphs varies between the stately calm of a gentle breeze or the tempestuous passion of a hurricane, most sylphs share an inborn curiosity. In some, it manifests as an inclination to wander and discover, resulting in travelers and explorers unable to stay in one place for long. In others, it shows as a more cerebral streak, these sylphs being drawn to careers in scholarship and the arts. Their curiosity is such that sylphs have been known to willingly place themselves in danger just to figure out a piece of information or acquire a certain item that they’ve become fixated on. Many sylphs have a habit of eavesdropping, using their human-like appearance to go unnoticed. Socially, sylphs are regarded as the most aloof of the aetherborn, perhaps undeservedly. While it is true that many sylphs have trouble forming close bonds with people, this is more a symptom of their tendency to wander or be caught up in their own thoughts than a closed-off personality. Adventuring sylphs often fill intellectual roles such as wizards and commanders, while those more inclined towards physical grace than mental exercise become talented swordsmen and archers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Petrite===&lt;br /&gt;
&lt;br /&gt;
+2 to Constitution or Wisdom&lt;br /&gt;
&lt;br /&gt;
Resist poison 16+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Immovable Object&lt;br /&gt;
&lt;br /&gt;
Once per battle as a free action after being hit by an enemy attack, you can spend a recovery as a free action. You can’t use it if the attack brought you to 0 hp.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: If the escalation die is 2 or higher, the recovery is free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Instead of rolling this recovery, instead heal the maximum amount possible. You CAN use this against an attack that brings you to 0 hp.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the creation myths of most cultures, petrites are regarded as the first aetherborn to be created, being cast into the earth by the Wyrm and dragging themselves free in their new forms after a full cycle of the moon had gone by. Physically, they are sturdily built, and have skin tones mimicking rocky shades of grey, brown, and infrequently tan or red. Their eyes mirror the colors of gems and metals, gleaming brightly amidst the more muted colors of their skin. Their hair, if they have it, is thick, dark and slow-growing. Many petrites never grow hair at all.  The one physical trait uniting all petrites is a gemstone jutting from their skin over their heart. There is no familial influence to the color or type of this stone, and over the course of their life it will grow brighter and spread upwards across their shoulders and arms. This “heartstone” is the source of many cultural traditions and superstitions across the Continent. Many also reflect other elements of the earth that birthed them, such as:&lt;br /&gt;
&lt;br /&gt;
-Faceted, jewel-like eyes of one color&lt;br /&gt;
&lt;br /&gt;
-Crystal outcroppings that mimic hair&lt;br /&gt;
&lt;br /&gt;
-Mottled, thick skin the color of granite&lt;br /&gt;
&lt;br /&gt;
-Teeth and nails of obsidian&lt;br /&gt;
&lt;br /&gt;
-Ridges and indents in their skin that create geometric patterns &lt;br /&gt;
&lt;br /&gt;
-Keen sensitivity to the vibrations of the ground &lt;br /&gt;
&lt;br /&gt;
Petrites are renowned as loyal, dependable, and possessing a strong sense of community. They are the least outwardly expressive of the aetherborn, which is not to say that they don&#039;t feel- they just don&#039;t show their emotional state as strongly as a vulcan or undine, races that many petrites consider flighty and unreliable. While petrites are most often found living among humans, a substantial minority flock to small villages and enclaves mostly composed of petrites. These tight-knit communities are often founded around some form of common ideology or belief system. Throughout the rest of civilization, petrites are most commonly found working as laborers or as part of a church.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Undines===&lt;br /&gt;
&lt;br /&gt;
+2 to Dexterity or Charisma&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aquatic&#039;&#039;&#039;: Undines gain a +5 bonus to any background check involving swimming, and can hold their breath for a number of hours equal to their level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Flowing Tide&lt;br /&gt;
&lt;br /&gt;
Once per battle, you can use a standard action to make a basic attack or attack power at any point during your move action. A number of enemies equal to the escalation die, selected by you, can&#039;t intercept or make opportunity attacks against you during this combined attack-move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: One target you attack during the &#039;&#039;flowing tide&#039;&#039; movement must roll a normal save or be dazed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: The target is instead weakened on a failed save, and dazed on a successful one.&lt;br /&gt;
&lt;br /&gt;
Undines are the aquatic lineage of aetherborn, said to have fallen to the Continent during a great rainstorm brought on by the Wyrm. Their skin ranges between the many shades of water, from the sea green of the coast to the murky brown of a swamp. Their eyes are clear and brightly colored, and their hair is generally wavy or curly, and a similar shade to their skin. Perhaps the most otherworldly aspect of the undines is their finned ears and webbed hands and feet. Undine generally possess the lithe build of one who spends much time in the water. Beyond that, their physical characteristics vary depending on the body of water they were born closest to, and they can exhibit diverse traits such as:&lt;br /&gt;
&lt;br /&gt;
-Rows of pointed shark teeth&lt;br /&gt;
&lt;br /&gt;
-Voices layered with the faint noise of a babbling brook or the waves of the ocean&lt;br /&gt;
&lt;br /&gt;
-Seaweed or coral outcroppings where hair would grow&lt;br /&gt;
&lt;br /&gt;
-Blood mixed with saltwater&lt;br /&gt;
&lt;br /&gt;
-A second set of translucent eyelids that shuts horizontally&lt;br /&gt;
&lt;br /&gt;
-Swirling, wave-like markings that gently flow across their bodies&lt;br /&gt;
&lt;br /&gt;
Undines are the most variable of the aetherborn. Aside from their shared physical characteristics, the only common factor shared by undines is their innate ability to swim. Undines are divided into a plethora of sub-types too numerous to codify, generally reflecting the characteristics of one body of water and its natural flora and fauna. Undines of the Diamond Sea, for example, are stately and collected natural diplomats, while the Undines of the glacial north are nomadic and superstitious. Like petrites, undines can be found both interspersed among greater civilization or in smaller settlements comprised almost entirely of undines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Children of Selanna==&lt;br /&gt;
&lt;br /&gt;
Legend states that the god Selanna gave birth to these races at the end of the 1st age, creating the first of them over the course of an entire day. Those born in the light of the sun became Dawnborn, and those born under the gaze of the moon became Duskborn. The two races appear as mirrors of each other. Both subspecies are less common than aetherborn, accounting for about one in ten of the Shardborn population.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dawnborn===&lt;br /&gt;
&lt;br /&gt;
+2 to Wisdom or Charisma&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sacred Vitality&#039;&#039;&#039;: Dawnborn characters gain an extra recovery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Daybreak&lt;br /&gt;
&lt;br /&gt;
Once per battle, make a &#039;&#039;daybreak&#039;&#039; attack as a quick action using your highest ability score against one nearby enemy&#039;s MD. On a hit, the attack deals 1d4 holy damage per level and they are dazed until the end of their next turn. On a miss, deal holy damage equal to your level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: Your &#039;&#039;daybreak&#039;&#039; attack targets 1d3 nearby enemies instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: After using ‘’daybreak’’, one nearby ally(including you) can heal using a recovery as a free action.&lt;br /&gt;
&lt;br /&gt;
The Dawnborn appear as humans, except for skin that shines with a faint luminescence and glowing eyes with no pupils in pale shades of gold and yellow. Their hair varies from rich gold to white-blonde, and their every action seems to exude grace. The Dawnborn hold a special place in the culture of the greater human race, frequently appearing as the central figure of stories ranging from the epics passed down through word of mouth among the western nomads to love poems recited in the halls of high society. They thrive in positions important to the social or spiritual well-being of those around them, born diplomats and oracles. A smaller portion of Dawnborn are drawn to the arts, and many famed creators of art from every age were Dawnborn. They are found most frequently wherever other people congregate, from the coastal metropolises to the trade caravans winding across the realm. Dawnborn who take to lives of adventure frequently become bards and clerics, roles their mystical and social aptitude make them well suited for. Dawnborn also do well as commanders, and it is said that Dawnborn generals are capable of leading their men to near-suicidal feats of bravery. &lt;br /&gt;
&lt;br /&gt;
This is not to say that the Dawnborn are all charm and grace- even the brightest sun casts shadows. Dawnborn who fall prey to their darker sides are narcissists and manipulators, many of whom discover a natural talent with darker magicks. While stories of villainous Dawnborn are uncommon, they are all the more terrifying for it. Tales of the Daykiller haunt the nightmares of every child in Temple, and the minotaurs of Bas Ata still refuse to speak the name of the Dawnborn warleader who nearly conquered their ancient empire in the 5th Age. Indeed, it seems that none of the mortal races are capable of going quite as bad as the Dawnborn, for those that fall from the light still command the same reverence those that walk in the sun&#039;s rays do. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Duskborn===&lt;br /&gt;
&lt;br /&gt;
+2 to Dexterity or Intelligence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lurkers in the Dark&#039;&#039;&#039;: Duskborn can see perfectly in moonlight, and gain a +3 to any background check involving stealth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Extinguish&lt;br /&gt;
&lt;br /&gt;
Once per battle, make an &#039;&#039;extinguish&#039;&#039; attack as a quick action with your highest ability score against one nearby enemy’s MD. On a hit, that enemy becomes vulnerable to your attacks until you critically strike. On a miss, deal negative energy damage equal to your level to the target. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: Once per battle when attacking a vulnerable enemy, roll three times for your attack roll and pick the highest result.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: The turn you make an &#039;&#039;extinguish&#039;&#039; attack, you can also teleport before or after the attack as a move action.&lt;br /&gt;
&lt;br /&gt;
Physically, Duskborn resemble humans drained of pigment. Their skin ranges from ash white to charcoal, with most Duskborn falling in the middle of the spectrum. Their hair can be a wide variety of dark and washed-out colors, from midnight blue to stark white. Like the Dawnborn, their eyes lack pupils or irises, glowing in soft shades of white, silver, and pale blue. They tend toward svelte and fragile builds, and the average Duskborn height is several inches below the human norm. Duskborn also possess excellent night vision and a racial affinity for stealth, making them naturally suited to underground environments. Duskborn tend to unnerve others, seeming to awaken the primal fear of the dark lurking in the minds of the races of the light. As a result, they flock to the fringes of civilization- the poor and dangerous districts and the caves and wilds outside the walls. There are a number of predominantly Duskborn settlements scattered throughout the lightless places of the world, places that tend to shun outsiders. In the cities, Duskborn&#039;s unique racial traits makes them naturally adapted to careers on the wrong side of the law, giving them a reputation as a race of criminals. This discrimination causes many to treat Duskborn with suspicion, driving them further away from mainstream society, a vicious cycle of discrimination. &lt;br /&gt;
&lt;br /&gt;
This is not to say that Duskborn haven&#039;t contributed to the world. Many of the shadow-dwellers are intellectually gifted, and they are renowned inventors, both mundane and magical. They make excellent scouts and spies, defenders of the people outside the public eye whose deeds go unnoticed. Supposedly, it was a Duskborn mage who created the basic invisibility spell long ago. As adventurers, they gravitate toward positions as rogues, rangers, and wizards, where their talents for stealth and magic thrive. A subset of Duskborn find themselves drawn to the priesthood, seeking acceptance in religion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Twists==&lt;br /&gt;
&lt;br /&gt;
+2 to Strength, Dexterity, or Constitution&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twisted Form&#039;&#039;&#039;: Pick one permanent mutation from the list below, or create your own with your GM. As a general rule, a +2 to a specific background check and another small bonus is a good starting point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Warped in Body and Mind&#039;&#039;: Add +2 to two defenses, and subtract 1 from another. Think of a reason why your character is deficient in this defense.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Demonic Corpulence&#039;&#039;: Treat your Constitution modifier as two higher for the purpose of calculating hit points. Somehow, you manage to both stay fat and require half as much food as other people. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Prehensile Tail&#039;&#039;: Gain a +2 to any background check involving balance or acrobatics. Your tail can be used to hold small objects and creep people out. You can use small one-handed weapons with your tail.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barbed Claws&#039;&#039;: Your claws count as small one-handed melee weapons, and provide a +2 to any background check involving climbing, grabbing, or holding on to something.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heartfire&#039;&#039;: Your blood burns at unearthly temperatures. Gain resist cold 16+, and a +2 to background checks involving intimidation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Otherworldly Perception&#039;&#039;: Gain a +2 to any background check involving vision. Your eyes can also see something others can&#039;t, subject to GM approval. Here are some examples:&lt;br /&gt;
&lt;br /&gt;
-You can see perfectly in the dark. In fact, you can see slightly better in the dark than when it&#039;s bright out.&lt;br /&gt;
&lt;br /&gt;
-You can see the beating hearts of living things through their chests, but not other obstacles.&lt;br /&gt;
&lt;br /&gt;
-You can see the spirits of the dead, if they want to be seen.&lt;br /&gt;
&lt;br /&gt;
-You can see the lingering residue of every lie anyone has told. This isn’t an instant lie detector, but it is a good gauge of how trustworthy someone is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Curse of Chaos&lt;br /&gt;
&lt;br /&gt;
Once per battle as a free action when a nearby enemy rolls a natural 1–5 on an attack or a save, turn their roll into a natural 1 and improvise a further curse that shows how their attempt backfires horribly. A curse should have about the same impact as a typical once-per-battle ability. For example, a typical curse might lead to the cursed attacker dealing half damage to themself with their fumbled attack and being dazed until the end of their next turn. The GM may reward storytelling flair and/or limit the suggested effects of the curse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: Whenever a nearby enemy rolls a natural 1 on an attack against you, you can use &#039;&#039;curse of chaos’’ against them without expending it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: You can use &#039;&#039;curse of chaos&#039;&#039; against any odd roll, not just a natural 1-5. The once per battle limit still applies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Twists are members of bloodlines tainted long ago by the malign influence of the Rot, the origin shard of demons and devils. They generally appear as human, but with a handful of grotesque or uncanny differences that cause them to resemble denizens of the Rot. Wickedly sharp teeth and claws, long, serpentine tails, forked tongues, reptilian eyes, hunched backs, limbs with extra joints, creaking, leathery skin, mutable or extra facial features, perpetually weeping sores and boils, and atrophied, vestigial wings are just some of the many bizarre mutations Twists can be born with. Their peculiarities of form can extend beyond their bodies, examples being voices that seem to echo and resonate, screams that shatter glass, the ability to hear or see things beyond the scope of mortal perception, uncanny charisma, insanity, reading the thoughts of the sick and dying, and even the curse of prophecy. Twists possess the strongest blood of any shardborn- nearly every child born to a twist, even those of a pairing of twist and another shardborn, will be born with the taint of the Rot. Their mutations are almost always passed along to their children as well, resulting in many different clans of twists with their own identifying features.&lt;br /&gt;
&lt;br /&gt;
Their unnerving appearances and behavior cause Twists to be the most reviled of any shardborn on the Continent. Twists frequently live isolated from other races in their own isolated villages and hiding places, or in the sewers and slums of major cities. The term used in the Adnati tongue for a group of twists composed of more than one clan is a “caper,” originating in old folk stories of twists summoning demons and devils through bloody ritual dances. Clans and capers mingle with the other races only for necessities of trade, or when it comes to those that have embraced their outcast nature, to prey on travelers of the other races. However, for all the bloodshed and mistrust perpetuated between twists and the other races, there are still those that strive to work within society, either to redeem themselves of the stigma of their blood, or to prove that it makes them the strongest of the shardborn. In an adventuring party, twists generally fill the roles their unique mutations make them suited for, whether martial or magical. Twist sorcerers, in particular, are renowned and feared in equal measures for their ability to channel the hellish energies that course through their blood. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Abhumans=&lt;br /&gt;
&lt;br /&gt;
Goblins, Dragonics, Minotaurs, and Myclings are often lumped together into the category of &amp;quot;abhuman&amp;quot; for the purpose of categorization and scholarship. This term isn&#039;t used much by the common people, with the four races generally being referred to by their own name except by particularly xenophobic humans and Shardborn. Goblins are the abhuman race most intermingled in civilization, but they are still regarded by some as being clannish and insular because of their large kin-groups and “secret” language. Dragonics and Minotaurs alike have conflicted histories with human empires and are frequently regarded with some fear or suspicion. Myclings are rare and become even more so the further one gets from the Outgrowth, meaning most have only heard stories about them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Goblins==&lt;br /&gt;
&lt;br /&gt;
+2 to Dexterity, Intelligence, or Charisma&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small&#039;&#039;&#039;: Goblins have a +2 AC bonus against opportunity attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goblin Hearing&#039;&#039;&#039;: Goblins have big ears that can hear things other races can&#039;t. This doesn&#039;t provide any mechanical benefits, but it does mean they can perceive frequencies non-goblins can&#039;t, such as Shrill, the goblin language.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Adventurer Feat&#039;&#039;: Gain a +3 to background checks involving hearing, and you don&#039;t suffer any penalties to hearing rolls if you&#039;re asleep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power:&#039;&#039;&#039;: Shifty Retreat&lt;br /&gt;
&lt;br /&gt;
Once per battle when an enemy attack hits you, you can force them to reroll the attack and take the worst result. If they miss you with the reroll, you can pop free from engagement, and if it hits you only take half damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: After using shifty retreat, you can move as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: You can use shifty retreat twice per battle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION GOES HERE&lt;br /&gt;
-Goblins live in tribal clans, close to kin groups – work fine w/other races, but primarily loyal to their kin; this promotes lingering distrust&lt;br /&gt;
-Originated in Athon, but have clans spread throughout the Continent&lt;br /&gt;
-Known for being clever and skillful, prolific inventors&lt;br /&gt;
-The Lord Artificer of the Athonese Council is a goblin&lt;br /&gt;
-note to self: revise racial power&lt;br /&gt;
&lt;br /&gt;
==Dragonics==&lt;br /&gt;
&lt;br /&gt;
+2 to Strength or Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon-blooded&#039;&#039;&#039;: Dragonics gain +1 to AC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Survivor&#039;&#039;&#039;: Gain a +3 to background checks to resist the environment or adverse conditions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: War Cry&lt;br /&gt;
&lt;br /&gt;
Once per battle, you can rally as quick action. If you attack on the same turn you rally this way, double your ability modifier for damage(four times at champion tier, six at epic). Wizard attacks add Intelligence instead(double at champion tier, triple at epic tier). If you miss, double your miss damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: The first attack you make after rallying with ‘’war cry’’ has its critical range expanded to 16-20.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: The attack has its critical range expanded to 11-20 instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION GOES HERE&lt;br /&gt;
-believe themselves to be the race most favored by the Wyrm&lt;br /&gt;
-native to the cold, northern Orindi, but there are some smaller clans spread throughout the Continent&lt;br /&gt;
-natural survivors: descended from dragons, in tune with nature and the elements&lt;br /&gt;
-horns grow larger and more elaborate as they grow more powerful&lt;br /&gt;
-led by their Storm Rider, shaman supreme, currently a woman descended from the largest clan or Dragonics; she seeks to prove the Dragonics are the strongest race on the Continent&lt;br /&gt;
&lt;br /&gt;
==Myclings==&lt;br /&gt;
&lt;br /&gt;
+2 to Strength or Constitution&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mycorrhizae&#039;&#039;&#039;: Myclings can extend tendrils into surrounding plants and fungi to communicate with them. This works like the druid&#039;s Nature Talking class feature, except it takes several minutes instead of a few rounds and can only be used to talk to plants. Mycling druids instead gain a use of Nature Talking per day, and a +10 to the skill check to communicate with plants.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Spore Burst&lt;br /&gt;
&lt;br /&gt;
Once per battle, deal ongoing poison damage to a target you hit with a natural even attack roll as a free action. This damage is equal to 5 times your level, and isn’t doubled on a crit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: An enemy suffering from this poison damage is dazed until the end of their next turn, but only while attacking you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Once per day, an enemy dazed by ‘’spore burst’’ is instead confused.&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION GOES HERE&lt;br /&gt;
-originally a slave race to the elves, broke free when they vanished at the end of the 3rd age but stayed incognito&lt;br /&gt;
-the few myclings still alive roam the Continent, looking for purpose&lt;/div&gt;</summary>
		<author><name>FighterChimp</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shardworld/Icons&amp;diff=300906</id>
		<title>Shardworld/Icons</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shardworld/Icons&amp;diff=300906"/>
		<updated>2016-05-09T07:46:51Z</updated>

		<summary type="html">&lt;p&gt;FighterChimp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Shardworld:Main Page]]&lt;br /&gt;
&lt;br /&gt;
Never before has the balance of power between the icons been so unstable. After decades of war following the High King&#039;s death, four Low Kings have divided his realm between them. The Great Khan has joined the iconic ranks, and his arrival seems to have galvanized other malevolent icons to new action. The Locus, Divine Synod, and Wildspeaker strive to maintain their own forms of equilibrium. And something or someone calling itself the Codex of Whispers has been pulling strings from behind the scenes...&lt;br /&gt;
The Continent spins on the needle-point of Fate, and the balance can&#039;t hold for long. That&#039;s where you come in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Icon relationships with Low Kings&#039;&#039;: As always, an icon relationship almost always represents a bond with the icon&#039;s faction-subordinates, messengers, henchmen, and cults of personality, rather than the icon itself. In the case of icon relationships with the Low Kings(Gilded Suzerain, Kraken Tamer, Storm Rider, Lord Artificer), this represents allies, contacts or enemies in the leadership of that nation, such as a general, prominent merchant with political ties, or attendant in the icon&#039;s court. Individual suggestions can be found in the individual entries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Icon Relationship Points:&#039;&#039;&#039; Icons of Order and Icons Between can be given up to 2 points in positive, conflicted, or negative relationships. Icons of Chaos can be given up to one point in positive relationships, and up to 2 points in conflicted or negative relationships. Yes, this does mean you can&#039;t spend all 3 points on one icon relationship, unlike the default 13th Age rules. This is to encourage characters to have varied backstories and serves as a source of dramatic conflict.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Icons of Order=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Divine Synod==&lt;br /&gt;
&#039;&#039;One mind, many bodies; envoys for the gods.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Golden Emperor==&lt;br /&gt;
&#039;&#039;He longs for all the world under his wings.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Usual Location&#039;&#039;&#039;: In human form in his palace in Verdrise, the capital city of the Shining Empire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common Knowledge&#039;&#039;&#039;: The Golden Emperor is an ancient dragon, the only known direct descendant of the Wyrm itself. It is said that during the beginning of the 6th Age, in the early years of the rebellion led by the man who would become the High King, the Emperor, then simply called The Gold, descended from the clouds to turn the tide of a battle in favor of the High King. He tied his fortune to humanity as the Wyrm had done many ages ago, and his might and intellect proved instrumental in the High King&#039;s great campaign of unison. Allegedly, it was the Prince&#039;s counsel behind many of the more brutal or pragmatic decisions made during the High King&#039;s rule. After the King&#039;s assassination and the collapse of the Kingdom of Avindras, the dragon claimed the former heartland of the kingdom around the Diamond Sea and named himself the head of a new Shining Empire, claiming he was the only being fit to continue the High King&#039;s ambition and rule humanity. After securing his borders to the south and east, the Golden Emperor set about expanding north and west, into the Ørindi and the Veshki Peninsula. The Empire generally begins expanding into a region with attempts at peaceful cohabitation leading into trade and political alliance, with the aim of gradually assimilating a new region; the Shining Empire is the only nation in history to give as much acclaim to diplomats as to generals. However, the Emperor is uncompromising in his goal of regaining unity, and he doesn&#039;t hesitate to order sudden and precise military action when negotiation fails. It is said that when faced with the Shining Empire, the only choices are wine or blood. So far, the strategy has worked-the Shining Empire is the largest and wealthiest nation in the Continent, with the Gold Prince at its helm looking onwards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characters and the Gold Prince&#039;&#039;&#039;: The Empire always needs capable heroes to do what soldiers and negotiators can&#039;t. While the Emperor looks less than favorably at adventurers who help thwart his ambitions. he&#039;s usually willing to give them a second chance if it helps the Empire.   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Allies:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemies:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The True Danger:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Locus==&lt;br /&gt;
&#039;&#039;The power of the elements, anchored.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Lord Artificer==&lt;br /&gt;
&#039;&#039;Victory through progress.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Icons Between=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Codex of Whispers==&lt;br /&gt;
&#039;&#039;The stuff of whispers - nothing is known.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Kraken Tamer==&lt;br /&gt;
&#039;&#039;Tamer of the seas, scourge of his enemies.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Storm Rider==&lt;br /&gt;
&#039;&#039;The fury of the tempest made manifest.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Wildspeaker==&lt;br /&gt;
&#039;&#039;Defender of the wild places, red in tooth and claw.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Icons of Chaos=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Great Khan==&lt;br /&gt;
&#039;&#039;The doom from the south.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Usual Location&#039;&#039;&#039;: The Khan&#039;s base is a black iron fortress deep in the Southern Scar, and he splits his time between there and the front lines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common Knowledge&#039;&#039;&#039;: The Great Khan marched out of the Southern Range at the beginning of the age, at the front of a horde of orcs- a monstrous race never seen before on the Continent. His initial assault was beaten back only by the hasty alliance of Athon and the Kraken Dominion, but the Khan had already managed to carve out a domain for himself in the arid and inhospitable Southern Scar. The rest of the world took note-who were these orcs, to force two nations to unite merely to stall their assault, and to be able to survive and prosper in such a desolate region? The Khan gave answer-they were the conquerors of the realm here to put an end to the fragile peace of civilization. The other nations assembled the Orcwatch in response, an army made up of soldiers from every Low King. The Khan launched three great offensives during the following decades, and all ended in defeat for the Khan. Furious at his lack of progress, the Khan changed tactics. While he continues to fight small battles with the Orcwatch, his main focus is on mustering forces and attempting to unite the monstrous races of the realm under his banner. At the moment, he has gathered many bugbear tribes and ogre warbands to his side, some twist clans, and an eclectic mix of other monsters, including at least one dragon. In addition, the Khan&#039;s shamans have found a way to dramatically extend the range at which they can create orcpits, the festering sinkholes orcs are spawned from. Orcpits have been observed as far north in Egrond and more continue to spawn, as the Khan prepares to war on the nations of the Continent from within and without.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characters and The Great Khan&#039;&#039;&#039;: Many people have been hurt by the orc plague, from families to empires. Skilled adventurers who can fight back against orcish incursions are in high demand across the Continent. Given the growing frequency of orc-pit emergence, there is no shortage of jobs and prestige available for those willing to fight. Favor with the other icons is likely to be gained by those who strike especially notable blows against the monstrous hordes. Those who aid the Khan&#039;s endeavor to end non-monstrous life are either insane or don&#039;t know they&#039;re helping him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Allies&#039;&#039;&#039;: Considering his stated goal to annihilate civilization and leave only orcs behind, none of the other icons proclaim allegiance with him. Some worrying rumors claim that orcs are appearing that exhibit the demonic influence of the Hellmote.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemies&#039;&#039;&#039;: The Wildspeaker burns with fury at the Great Khan&#039;s perversion of nature, and he has vowed to utterly annihilate him and his forces to the last orc. The Lord Artificer and the Krakentamer, being the closest Low Kings to the Scar, have lost the most during the Orc Wars.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The True Danger&#039;&#039;&#039;: If The Great Khan forges enough allegiances with the monstrous species and creates enough orcs, he will march forth with his horde and the earth itself will tremble.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Hellmote==&lt;br /&gt;
&#039;&#039;It births corruption from its maw.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Revenant==&lt;br /&gt;
&#039;&#039;It loathes the living for what it can never have.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Slumbering Ones==&lt;br /&gt;
&#039;&#039;Their mere dreams shake the world.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>FighterChimp</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shardworld/Icons&amp;diff=300905</id>
		<title>Shardworld/Icons</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shardworld/Icons&amp;diff=300905"/>
		<updated>2016-05-09T07:36:43Z</updated>

		<summary type="html">&lt;p&gt;FighterChimp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Shardworld:Main Page]]&lt;br /&gt;
&lt;br /&gt;
Never before has the balance of power between the icons been so unstable. After decades of war following the High King&#039;s death, four Low Kings have divided his realm between them. The Great Khan has joined the iconic ranks, and his arrival seems to have galvanized other malevolent icons to new action. The Locus, Divine Synod, and Wildspeaker strive to maintain their own forms of equilibrium. And something or someone calling itself the Codex of Whispers has been pulling strings from behind the scenes...&lt;br /&gt;
The Continent spins on the needle-point of Fate, and the balance can&#039;t hold for long. That&#039;s where you come in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Icon relationships with Low Kings&#039;&#039;: As always, an icon relationship almost always represents a bond with the icon&#039;s faction-subordinates, messengers, henchmen, and cults of personality, rather than the icon itself. In the case of icon relationships with the Low Kings(Gilded Suzerain, Kraken Tamer, Storm Rider, Lord Artificer), this represents allies, contacts or enemies in the leadership of that nation, such as a general, prominent merchant with political ties, or attendant in the icon&#039;s court. Individual suggestions can be found in the individual entries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Icon Relationship Points:&#039;&#039;&#039; Icons of Order and Icons Between can be given up to 2 points in positive, conflicted, or negative relationships. Icons of Chaos can be given up to one point in positive relationships, and up to 2 points in conflicted or negative relationships. Yes, this does mean you can&#039;t spend all 3 points on one icon relationship, unlike the default 13th Age rules. This is to encourage characters to have varied backstories and serves as a source of dramatic conflict.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Icons of Order=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Divine Synod==&lt;br /&gt;
&#039;&#039;One mind, many bodies; envoys for the gods.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Golden Emperor==&lt;br /&gt;
&#039;&#039;He longs for all the world under his wings.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Usual Location&#039;&#039;&#039;: In human form in his palace in Verdrise, the capital city of the Shining Empire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common Knowledge&#039;&#039;&#039;: The Gilded Suzerain is an ancient dragon, the only known direct descendant of the Wyrm itself. It is said that during the beginning of the 6th Age, in the early years of the rebellion led by the man who would become the High King, the Suzerain, then simply called The Gold, descended from the clouds to turn the tide of a battle in favor of the High King. He tied his fortune to humanity as the Wyrm had done many ages ago, and his might and intellect proved instrumental in the High King&#039;s great campaign of unison. Allegedly, it was the Prince&#039;s counsel behind many of the more brutal or pragmatic decisions made during the High King&#039;s rule. After the King&#039;s assassination and the collapse of the Kingdom of Avindras, the dragon claimed the former heartland of the kingdom around the Diamond Sea and named himself the head of a new Shining Empire, claiming he was the only being fit to continue the High King&#039;s ambition and rule humanity. After securing his borders to the south and east, the Golden Emperor set about expanding north and west, into the Ørindi and the Veshki Peninsula. The Empire generally begins expanding into a region with attempts at peaceful cohabitation leading into trade and political alliance, with the aim of gradually assimilating a new region; the Shining Empire is the only nation in history to give as much acclaim to diplomats as to generals. However, the Emperor is uncompromising in his goal of regaining unity, and he doesn&#039;t hesitate to order sudden and precise military action when negotiation fails. It is said that when faced with the Shining Empire, the only choices are wine or blood. So far, the strategy has worked-the Shining Empire is the largest and wealthiest nation in the Continent, with the Gold Prince at its helm looking onwards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characters and the Gold Prince&#039;&#039;&#039;: The Empire always needs capable heroes to do what soldiers and negotiators can&#039;t. While the Emperor looks less than favorably at adventurers who help thwart his ambitions. he&#039;s usually willing to give them a second chance if it helps the Empire.   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Allies:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemies:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The True Danger:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Locus==&lt;br /&gt;
&#039;&#039;The power of the elements, anchored.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Lord Artificer==&lt;br /&gt;
&#039;&#039;Victory through progress.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Icons Between=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Great Khan=&lt;br /&gt;
&#039;&#039;The doom from the south.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Usual Location&#039;&#039;&#039;: The Khan&#039;s base is a black iron fortress deep in the Southern Scar, and he splits his time between there and the front lines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common Knowledge&#039;&#039;&#039;: The Great Khan marched out of the Southern Range at the beginning of the age, at the front of a horde of orcs- a monstrous race never seen before on the Continent. His initial assault was beaten back only by the hasty alliance of Athon and the Kraken Dominion, but the Khan had already managed to carve out a domain for himself in the arid and inhospitable Southern Scar. The rest of the world took note-who were these orcs, to force two nations to unite merely to stall their assault, and to be able to survive and prosper in such a desolate region? The Khan gave answer-they were the conquerors of the realm here to put an end to the fragile peace of civilization. The other nations assembled the Orcwatch in response, an army made up of soldiers from every Low King. The Khan launched three great offensives during the following decades, and all ended in defeat for the Khan. Furious at his lack of progress, the Khan changed tactics. While he continues to fight small battles with the Orcwatch, his main focus is on mustering forces and attempting to unite the monstrous races of the realm under his banner. At the moment, he has gathered many bugbear tribes and ogre warbands to his side, some twist clans, and an eclectic mix of other monsters, including at least one dragon. In addition, the Khan&#039;s shamans have found a way to dramatically extend the range at which they can create orcpits, the festering sinkholes orcs are spawned from. Orcpits have been observed as far north in Egrond and more continue to spawn, as the Khan prepares to war on the nations of the Continent from within and without.&lt;br /&gt;
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&#039;&#039;&#039;Characters and The Great Khan&#039;&#039;&#039;: Many people have been hurt by the orc plague, from families to empires. Skilled adventurers who can fight back against orcish incursions are in high demand across the Continent. Given the growing frequency of orc-pit emergence, there is no shortage of jobs and prestige available for those willing to fight. Favor with the other icons is likely to be gained by those who strike especially notable blows against the monstrous hordes. Those who aid the Khan&#039;s endeavor to end non-monstrous life are either insane or don&#039;t know they&#039;re helping him.&lt;br /&gt;
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&#039;&#039;&#039;Allies&#039;&#039;&#039;: Considering his stated goal to annihilate civilization, none of the Low Kings proclaim allegiance with him. Rumors that the Auroch-General has been secretly meeting with his envoys are the cause of much concern. Some claim to have seen orcs that exhibit the demonic influence of the Hellmote.&lt;br /&gt;
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&#039;&#039;&#039;Enemies&#039;&#039;&#039;: The Wildspeaker burns with fury at the Great Khan&#039;s perversion of nature, and he has vowed to utterly annihilate him and his forces to the last orc. The Tinker King and the Krakentamer, being the closest Low Kings to the Scar, have lost the most during the Orc Wars.&lt;br /&gt;
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&#039;&#039;&#039;The True Danger&#039;&#039;&#039;: If The Great Khan forges enough allegiances with the monstrous species and creates enough orcs, he will march forth with his horde and the earth itself will tremble.&lt;br /&gt;
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=The Hellmote=&lt;br /&gt;
&#039;&#039;It births corruption from its maw.&#039;&#039;&lt;br /&gt;
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=The Krakentamer=&lt;br /&gt;
&#039;&#039;Savior and scourge in equal measure.&#039;&#039;&lt;br /&gt;
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=The Revenant=&lt;br /&gt;
&#039;&#039;It loathes the living for what it can never have.&#039;&#039;&lt;br /&gt;
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=The Slumbering Ones=&lt;br /&gt;
&#039;&#039;Their mere dreams shake the world.&#039;&#039;&lt;br /&gt;
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=The Storm Rider=&lt;br /&gt;
&#039;&#039;The fury of the tempest made manifest.&#039;&#039;&lt;br /&gt;
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=The Wildspeaker=&lt;br /&gt;
&#039;&#039;Defender of the wild places, red in tooth and claw.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>FighterChimp</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shardworld/Summary&amp;diff=300904</id>
		<title>Shardworld/Summary</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shardworld/Summary&amp;diff=300904"/>
		<updated>2016-05-09T07:33:04Z</updated>

		<summary type="html">&lt;p&gt;FighterChimp: &lt;/p&gt;
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&lt;div&gt;[[Shardworld:Main Page]]&lt;br /&gt;
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&#039;&#039;&#039;Elevator Pitch&#039;&#039;&#039;&lt;br /&gt;
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The Shardworld is an inherently broken place. Manyfold shards of existence hang suspended in the primordial weave of creation, intersecting and colliding in ways incomprehensible to the perspective of mere mortals. The central axis of Shardworld is the Prime Material shard, the cosmic weight holding all of reality in pl- yes, that&#039;s where we are. Try to keep up. Where was I? Ah, yes. The Prime Material shard, or The Continent by the lexicon of most peoples, is linked to every other shard, the land itself pulled and warped by the dimensional energies at work upon it. The only reason it hasn&#039;t been ripped apart yet is the sacrifice of the Wyrm. His corpse wraps around the Prime Material, blocking most of the pathways between worlds, stoppering the- It happened a long time ago. &#039;&#039;Yes&#039;&#039;, before even I was born, young one. Before the 1st Age. Ah, well that brings me to my next point. The Continent is in constant flux, and many ages have came and went before us, empires and- Well, what age we&#039;re in depends upon how you measure these things. By the metric of human empires, we&#039;re in the 7th Age. As I was saying...hmm..ah, empires and energies rise and fall according to the vagaries of Fate, pawns in the eternal struggle between order and chaos. The influence of the other shards waxes and wanes, bringing icons to power and casting them down- An icon is just the word us scholarly types use for a being strong enough to survive or leave a legacy across the ages. They&#039;re the closest it gets to a constant in our world of flux, outside the gods of course.&lt;br /&gt;
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Why yes, icons can die. The High King was assassinated at the end of the last age, and the Low Kings are still jockeying for the power to lead humanity. Most icons don&#039;t last longer than an age, although the titles they wear tend to survive for longer. Beings of such power tend to take issue with the existence of equals. The conflicts of icons have been the driving force behind history through all the ages. Where am I going with this? Ah, well, that takes me to the original point of this speech. If you really wish to take up the mantle of adventurer, just know that The Continent is more dangerous and volatile than it has ever been. Two new icons have arisen to make their place in the 7th age. The truce between mortal kingdoms strains beneath our own conflicts and the machinations of outside forces. Our world is inherently broken, and it seems to crack more and more with each passing year. If you think you can journey out into the conflicts raging across the world and start fixing things...may Fate guide your hand, young one.&lt;br /&gt;
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&#039;&#039;&#039;Campaign Themes and Styles&#039;&#039;&#039;&lt;br /&gt;
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Obviously, any Shardworld campaign is going to derive a lot of influence from the system and setting it&#039;s (loosely) based on, 13th Age. By extent, it takes a lot of influence from the d20 legacy that influenced 13th Age. So yes, there are dragons - they&#039;re beings of pure energy from one or more shards barely caged by living flesh. And there are dungeons, ruins left behind by older empires, places far from civilization where another shard overlaps the Prime Material, and even living ones that tunnel their way from below the earth and from beyond the edges of the world.&lt;br /&gt;
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Thematically, any Shardworld campaign is going to revolve around how the PCs relate to the icons, influence their struggles, and eventually become motive forces themselves. Exploration is encouraged, as the Continent is a vast expanse filled with mighty artifacts, places of power, crumbling ruins, and dark secrets. Beyond the scattered bastions of mortal civilization, most of the known world is a dangerous frontier practically crying out for aid. Even inside the mighty cities of the age, political, economic, and religious power struggles are a rich playing field for PCs to curry favor with the powers that be and shape the future of the Continent&#039;s nations and peoples. Beyond that, individual themes will vary from adventure to adventure and campaign to campaign.&lt;br /&gt;
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&#039;&#039;&#039;Player Options&#039;&#039;&#039;&lt;br /&gt;
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Racially, Shardworld diverges from the classic D&amp;amp;D arrangement. Player racial options include, in order of population size on the Continent:&lt;br /&gt;
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Humans- You know the drill.&lt;br /&gt;
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Shardborn- Human sub-races influenced by energies of another Shard. The seven shardborn sub-races are the four variants of elemental Aetherborn, Dawnborn and Duskborn (touched by light and dark, respectively), and demon-blooded twists. The shardborn are mostly integrated into human civilization, except twists, but mechanically, these are all their own race.&lt;br /&gt;
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Goblins: A widespread race of cosmopolitan traders and inventors, primarily concentrated in the kingdom of Athon.&lt;br /&gt;
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Dragonics- Humanoids made in the image of the Wyrm, created to be warriors that guard the wild places of the Continent.&lt;br /&gt;
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And if that doesn&#039;t scratch your itch to play something weird, there are also...&lt;br /&gt;
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Myclings- Bizarre humanoid fungi, originally a servitor race of the elves, left behind when their masters all vanished from the Continent at the end of the 4th Age.&lt;br /&gt;
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When it comes to classes, every class from the 13th Age core book and 13 True Ways are available. The [http://13thage.org/index.php/classes/255-the-warlock#!kmt-start=0| Warlock] and [http://13thage.org/index.php/classes/230-auto-generate-from-title| Witch] homebrew classes that can be found on Vault of the 13th Age are available. There&#039;s also a new class unique to the Shardworld, the Wellspring Knight, heavily armored warrior-engineers that channel the magitech energies of the Wellspring Engine.&lt;br /&gt;
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&#039;&#039;&#039;What Kind of Fantasy is Shardworld?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shardworld is without a doubt a high fantasy world. Magic suffuses the Continent and is accepted among the populace. Even the basest peasant bears witness to things far beyond the mundane, from the flying motes of land crashing through the sky above the Shattercrest Mountains to the self repairing cobblestone paths of the King&#039;s Valley. There are fantastic elements everywhere, all steeped in history: echoes of epic spellcraft from ages past, the great works of icons past and present, and eldritch beasts and beings draped in ancient lore. With that said, most of this magic isn&#039;t beneficial to the everyman, ranging from just being another part of the scenery to actively hazardous. It&#039;s only in the 7th age that magic&#039;s potential has begun to be harnessed to advance civilization.&lt;br /&gt;
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Being based on 13th Age, Shardworld lends itself to tales of high action and perilous adventure. Over the course of campaigns, they grow from competent adventurers whose actions have effects on singular cities and small regions into mighty heroes who change the course of history.&lt;br /&gt;
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Every fantasy setting comes bundled with a list of expectations and concerns anyone accustomed to the genre is familiar with. How does Shardworld treat the hallmarks of fantasy d20 RPGs?&lt;br /&gt;
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Adventuring &amp;amp; The World: Shardworld takes inspiration from the setting theme of &amp;quot;points of light&amp;quot; popularized by 4th edition D&amp;amp;D. The world is recovering from the death of the High King and the shattering of the kingdom of Avindras into the four Low Kingdoms, followed by war between the newborn nations and a resurgence of the malevolent powers that had been pushed back in the last age. These powers were barely held at bay after the Low Kings agreed to a truce, but the damage was already done. Much of the world beyond the scattered bastions of civilization has been partially or entirely overrun by the shadows of these dark forces. Even within the cities, rebels, cults and worse continue to sow the seeds of discord. The truce that has held for three decades shows signs of faltering, and the forces of darkness in the unseen places and recesses of the Continent show signs of a renewed assault. All told, there is more need for adventurers today than there has been for a long time, brave men and women who can force back the shadows and reconnect the points of light.&lt;br /&gt;
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Good vs. Evil: While there are certainly plenty of unambiguously wicked forces set on the end of civilization as we know it - the four villainous icons, in 13th Age terms - the remainder vary between heroic or ambiguous depending on perspective. The four Low Kings rule entire nations, and it is the nature of their responsibilities as kings that they are forced to make difficult choices and be seen as villains by some. The Synod, Locus, and Wildspeaker represent and protect divine, arcane, and druidic magic respectively, and while they generally pursue stability they too are seen as evil by hose they have hurt in their pursuance of the greater good. Finally, the Codex of Whispers varies between acting benevolently and despicably in accordance with unknown motivations. However, none of this means that adventurers need to be morally grey antiheroes, simply that the world is designed in an attempt to portray realistic implications of high fantasy tropes and human nature. There&#039;s plenty of room for heroes, but it&#039;s likely impossible that a hero would arise whose ideologies align with everyone.&lt;br /&gt;
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As to the alignment of the icons, they&#039;re divided between order, neutrality, and chaos instead of the heroic/ambiguous/villainous division in the default 13th age setting. The four icons of order(The Divine Synod, The Locus, The Golden Emperor and The Lord Artificer) primarily seek to strengthen civilization, although their methods and views on what a strong civilization is differ. The chaotic icons(The Great Khan, The Slumbering Ones, The Revenant, and the Hellmote) are not &amp;quot;chaotic&amp;quot; in the classic D&amp;amp;D sense - think more havoc, ruin, and upheaval. And the neutral icons(The Storm Rider, the Kraken Tamer, the Voice of the Wild and The Codex of Whispers) have their own motivations, separate from the struggle between order and chaos.&lt;br /&gt;
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&amp;quot;Medieval Stasis&amp;quot;: When it comes to politics, economies, and technology, Shardworld most closely aligns to a post-medieval, early modern/renaissance period. The High King did his best to progress civilization in his 200 year reign, and the world has moved past the decentralized feudal kingdoms of old. Politically, the nations of the Continent all exhibit some form of monarchy or central government with a singular leader. The Shining Empire is organized into principalities, allowed a degree of independence and a say in affairs that relate to them but required to pay fealty and tribute to the Golden Emperor in goods, coin, or soldiers. Athon is likewise organized into several provinces that each send a representative to the Lord Artificer&#039;s court, but he has the final say among his council. The Kraken Dominion is the second-most decentralized nation, organized into many demesnes and its peoples divided by rigid castes. While the Kraken Tamer ostensibly holds absolute power, those who hold the title generally see fit to keep to a hands-off approach, as long as each demesne pays taxes. The Orindi is vast, inhospitable, and its people value self-sufficiency and freedom - this is reflected in the large amount of independecne the Storm Rider allows; order is instead maintained by a social hierarchy with room for mobility. Economically, mercantilism prevails, with trade in coin prevailing over the exchange of goods and advents in magically-aided communication technology promoting national unity. In poorer, isolated areas, barter still thrives, and power is held by land-owners beyond the eyes of the cities, or held by independent villages small enough to be mostly ignored. &amp;quot;Magitech&amp;quot;, while certainly not ubiquitous, is a thriving field and grows more by the day. Approximately 1 in 100 people possess some degree of magical ability. While maybe 1 in 100 of those possess enough power to become true spellcasters, the remainder are those with strange knacks, aetherborn with some ability for elemental manipulation, and those who can learn a few simple spells. Many of the last population become spellsmiths, craftsmen who use their magical talent to create, either innately magical trinkets or mundane goods of consistent and exceptional quality. Their work can be seen across the Continet: the main streets of cities are lit by lightglobes, not torches, and guardsmen and travelers are beginning to substitute lightrods for torches. Nearly every noble house and affluent merchant has an Athonese sending-circle, which can communicate with anyone who possesses one themselves; the sending-circles are also very popular among military officers. Spellsmiths of less than sterling morals make skeleton keys which shape themselves to fit any lock. And the tinkers of Athon have created a new weapon, handheld cannons made functional by magic and alchemy called runegonnes. Every nation has some means to mystically bolster harvests, whether arcane, divine, or druidic, enough to increase the effective population by about a quarter-again of what it would be without. &lt;br /&gt;
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Resurrection: If resurrection was common, the kingdoms of man wouldn&#039;t still be in disarray from the death of the High King that heralded the end of the 6th Age. There&#039;s no such thing as a common resurrection spell that every cleric with an acceptable amount of divine power gains access to. This isn&#039;t to say that many of those that command the forces of magic haven&#039;t tried to bring someone back. This generally almost always ends badly, but knowing this hasn&#039;t stopped people from trying. Results range from the corpse merely twitching a little and then returning to death, to spontaneous eruption of necromantic energies that animate corpses and stir vengeful spirits for miles around. Allegedly, an attempt to resurrect the Wyrm brought about the end of the 1st Age. A resurrection ritual succeeds perhaps once or twice a century, and the subject always is or turns out to be a figure of great import to history. The reason given for the inability to properly return a soul to its body varies depending on who you ask. A wizard of the Traveling Tower will likely recite some complex magical theory. A cleric of Yeteli will solemnly state that all souls are owed to their master, and she only releases one when coaxed by Fate. Superstition holds that souls returning bring with them malevolent hangers-on from the space between death and life. In addition, there is the occasional case of spontaneous resurrection, although this tends to be more over-reported the further one gets from centers of medical knowledge. Being someone who has been truly returned to life is a great Unique Thing for characters to have.&lt;br /&gt;
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Divine vs. Arcane Magic: In the realms of arcana and theology, in the lofty spires of wizards and the cloistered depths of temples, there seems to be an eternal debate about the differences between the magic drawn from the energies flowing in to the Prime Material shard and the divine feats performed by the few in the clergy capable of such things. At first glance, it seems obvious that the two fields of magic draw on different sources. Among the wizards, many argue that wielders of the arcane are attuned to a purer source of energy    &lt;br /&gt;
than the likes of cleric and paladins, a position with a solid grounding in magical theory and haughty wizardly superiority, both very important to arcanists. However, an almost equally large proportion of wizards in academia theorize that at the basest level, all energy used to cast spells is fundamentally the same, just colored by its shard of origin and its wielder&#039;s proclivities and beliefs. On the other side of the debate, a significant amount of priestly orders state that wizards and sorcerers are incapable of achieving a connection  to the divine shards where the gods now reside, an argument with a strong backing from the more zealous faiths. And yet, other sects posit that the gods control the font of all energy, and decree who gets to use it and in what way. This belief is championed by the magician-preachers that worship Galdicho, the god of magic. Detractors of this theory point to the fact that Galdicho&#039;s other domains include paradox and narcotics. The issue is muddied further by the existence of a rare few spellcasters referred to as theurges, capable of channeling both arcane and divine magics. Ultimately, it is unlikely an answer will be determined unless the gods decide to speak up sometime. Until then, the debate continues to be a source of rich intellectual stimulation, and the occasional righteous smiting or incensed fireball.&lt;br /&gt;
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*The most common response on the subject from druids is a gruff, noncommittal shrug. The second most common response is a judiciously applied oaken staff to the shin, or the face when it comes to druids with a particular distaste for academia.&lt;br /&gt;
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Plane-hopping: High-level PCs hopping between planes of existence is a hallmark of Gygaxian fantasy. However, Shardworld turns this practice on its head. It&#039;s well known among the scholars that study the shards and the interaction between them that the energies of other shards is antithetical to mortal life. Travel to other shards from the Prime Material, while possible in theory, results in the traveler being overloaded and ripped apart by the cosmic forces at work, a kind of &amp;quot;planar gravity&amp;quot; that violently pulls beings back to their shard of origin. However, since the Continent is at the metaphysical center of the Shardworld, it is entirely possible for energy from other shards to enter the Prime Material. Thus, in the places of the Continent where pathways to other shards bypass the almost all-encompassing protection of the Wyrm, the land warps and changes to reflect the energies of the shard funneling down to the Prime Material. These locations, called shardrealms, are scattered across the Continent, and range in size and severity of the change. Some shardrealms seem to be permanent in the absence of outside intervention, while some only last for moments, or change between mundane and mystical erratically. Some exceptionally powerful monsters and beings create magical ripples that cause minor shardrealm-like effects on the land around them*. Shardrealms are also the only places beings from other Shards can pass into the Continent from, outside of being summoned. Three examples of shardrealms are detailed below:&lt;br /&gt;
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-The Muck: Located deep in the marshlands to the east of the Obsidian Sea, the Muck is a mile wide pit connected to the Rot, the shard demons call home. The bottom is a pool of inky black and perpetually churning oil. Rising from it is a tangled weave of decrepit trees and twisting vines wide enough for three men to walk abreast. Demons spawn from the pool and climb up the flora to plague the surrounding swamp.&lt;br /&gt;
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-Hightemple: The coastal city of Hightemple was the seat of the gods of light when they still inhabited the Continent. Their departure left a portal to the shard they now inhabit, and while its strength has waned over time, Hightemple is still undoubtedly blessed. The city is suffused by a soothing light and the faint smell of incense, cathedrals seem to tower into the heavens, and it is said that miracles occur more in Temple than anywhere else.&lt;br /&gt;
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-The Charred Hills: Suffused with the energies of the shard of fire, this stretch of hilly terrain bordering the southern mountains is covered in blackened, perpetually smoldering scrubland. Streams of lava flow through the terrain, originating from an active volcano in the center of the fragment. Fire elementals wander across the hills in their eternal dance, and soot vultures circle above. The Charred Hills would be uninhabited except for the very brave or very foolish if it wasn&#039;t for the fact that the volcano yields the largest rubies in the Continent.&lt;br /&gt;
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But Where&#039;s My Loot?: The course of adventurers seems to unfailingly bring them into contact with powerful magic items, and no self respecting fantasy hero would be seen without a collection of enchanted armor, trinkets, and weaponry. Shardworld doesn&#039;t deviate from this, and magic items with histories stretching as far back as the 1st Age are scattered across the land. These items range from mighty to bizarre, and some are outright cursed. So don&#039;t worry, players, you&#039;ll get your swag.   &lt;br /&gt;
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&#039;&#039;&#039;Fin&#039;&#039;&#039;&lt;br /&gt;
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So that&#039;s the basics, but there&#039;s still a lot more about Shardworld you&#039;ll want to know before you start the adventuring. I suggest you read the Icons page and at least skim the Traveler&#039;s Guide to start. Then, you can move on to the Races page and start to consider what you want to play.&lt;/div&gt;</summary>
		<author><name>FighterChimp</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shardworld/Icons&amp;diff=300903</id>
		<title>Shardworld/Icons</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shardworld/Icons&amp;diff=300903"/>
		<updated>2016-05-09T07:32:05Z</updated>

		<summary type="html">&lt;p&gt;FighterChimp: &lt;/p&gt;
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&lt;div&gt;[[Shardworld:Main Page]]&lt;br /&gt;
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Never before has the balance of power between the icons been so unstable. After decades of war following the High King&#039;s death, four Low Kings have divided his realm between them. The Great Khan has joined the iconic ranks, and his arrival seems to have galvanized other malevolent icons to new action. The Locus, Divine Synod, and Wildspeaker strive to maintain their own forms of equilibrium. And something or someone calling itself the Codex of Whispers has been pulling strings from behind the scenes...&lt;br /&gt;
The Continent spins on the needle-point of Fate, and the balance can&#039;t hold for long. That&#039;s where you come in.&lt;br /&gt;
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&#039;&#039;Icon relationships with Low Kings&#039;&#039;: As always, an icon relationship almost always represents a bond with the icon&#039;s faction-subordinates, messengers, henchmen, and cults of personality, rather than the icon itself. In the case of icon relationships with the Low Kings(Gilded Suzerain, Kraken Tamer, Storm Rider, Lord Artificer), this represents allies, contacts or enemies in the leadership of that nation, such as a general, prominent merchant with political ties, or attendant in the icon&#039;s court. Individual suggestions can be found in the individual entries.&lt;br /&gt;
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&#039;&#039;&#039;Icon Relationship Points:&#039;&#039;&#039; Icons of Order and Icons Between can be given up to 2 points in positive, conflicted, or negative relationships. Icons of Chaos can be given up to one point in positive relationships, and up to 2 points in conflicted or negative relationships. Yes, this does mean you can&#039;t spend all 3 points on one icon relationship, unlike the default 13th Age rules. This is to encourage characters to have varied backstories and serves as a source of dramatic conflict.&lt;br /&gt;
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=Icons of Order=&lt;br /&gt;
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=The Golden Emperor=&lt;br /&gt;
&#039;&#039;He longs for all the world under his wings.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Usual Location&#039;&#039;&#039;: In human form in his palace in Verdrise, the capital city of the Shining Empire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common Knowledge&#039;&#039;&#039;: The Gilded Suzerain is an ancient dragon, the only known direct descendant of the Wyrm itself. It is said that during the beginning of the 6th Age, in the early years of the rebellion led by the man who would become the High King, the Suzerain, then simply called The Gold, descended from the clouds to turn the tide of a battle in favor of the High King. He tied his fortune to humanity as the Wyrm had done many ages ago, and his might and intellect proved instrumental in the High King&#039;s great campaign of unison. Allegedly, it was the Prince&#039;s counsel behind many of the more brutal or pragmatic decisions made during the High King&#039;s rule. After the King&#039;s assassination and the collapse of the Kingdom of Avindras, the dragon claimed the former heartland of the kingdom around the Diamond Sea and named himself the head of a new Shining Empire, claiming he was the only being fit to continue the High King&#039;s ambition and rule humanity. After securing his borders to the south and east, the Golden Emperor set about expanding north and west, into the Ørindi and the Veshki Peninsula. The Empire generally begins expanding into a region with attempts at peaceful cohabitation leading into trade and political alliance, with the aim of gradually assimilating a new region; the Shining Empire is the only nation in history to give as much acclaim to diplomats as to generals. However, the Emperor is uncompromising in his goal of regaining unity, and he doesn&#039;t hesitate to order sudden and precise military action when negotiation fails. It is said that when faced with the Shining Empire, the only choices are wine or blood. So far, the strategy has worked-the Shining Empire is the largest and wealthiest nation in the Continent, with the Gold Prince at its helm looking onwards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characters and the Gold Prince&#039;&#039;&#039;: The Empire always needs capable heroes to do what soldiers and negotiators can&#039;t. While the Emperor looks less than favorably at adventurers who help thwart his ambitions. he&#039;s usually willing to give them a second chance if it helps the Empire.   &lt;br /&gt;
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&lt;br /&gt;
=The Great Khan=&lt;br /&gt;
&#039;&#039;The doom from the south.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Usual Location&#039;&#039;&#039;: The Khan&#039;s base is a black iron fortress deep in the Southern Scar, and he splits his time between there and the front lines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common Knowledge&#039;&#039;&#039;: The Great Khan marched out of the Southern Range at the beginning of the age, at the front of a horde of orcs- a monstrous race never seen before on the Continent. His initial assault was beaten back only by the hasty alliance of Athon and the Kraken Dominion, but the Khan had already managed to carve out a domain for himself in the arid and inhospitable Southern Scar. The rest of the world took note-who were these orcs, to force two nations to unite merely to stall their assault, and to be able to survive and prosper in such a desolate region? The Khan gave answer-they were the conquerors of the realm here to put an end to the fragile peace of civilization. The other nations assembled the Orcwatch in response, an army made up of soldiers from every Low King. The Khan launched three great offensives during the following decades, and all ended in defeat for the Khan. Furious at his lack of progress, the Khan changed tactics. While he continues to fight small battles with the Orcwatch, his main focus is on mustering forces and attempting to unite the monstrous races of the realm under his banner. At the moment, he has gathered many bugbear tribes and ogre warbands to his side, some twist clans, and an eclectic mix of other monsters, including at least one dragon. In addition, the Khan&#039;s shamans have found a way to dramatically extend the range at which they can create orcpits, the festering sinkholes orcs are spawned from. Orcpits have been observed as far north in Egrond and more continue to spawn, as the Khan prepares to war on the nations of the Continent from within and without.&lt;br /&gt;
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&#039;&#039;&#039;Characters and The Great Khan&#039;&#039;&#039;: Many people have been hurt by the orc plague, from families to empires. Skilled adventurers who can fight back against orcish incursions are in high demand across the Continent. Given the growing frequency of orc-pit emergence, there is no shortage of jobs and prestige available for those willing to fight. Favor with the other icons is likely to be gained by those who strike especially notable blows against the monstrous hordes. Those who aid the Khan&#039;s endeavor to end non-monstrous life are either insane or don&#039;t know they&#039;re helping him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Allies&#039;&#039;&#039;: Considering his stated goal to annihilate civilization, none of the Low Kings proclaim allegiance with him. Rumors that the Auroch-General has been secretly meeting with his envoys are the cause of much concern. Some claim to have seen orcs that exhibit the demonic influence of the Hellmote.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemies&#039;&#039;&#039;: The Wildspeaker burns with fury at the Great Khan&#039;s perversion of nature, and he has vowed to utterly annihilate him and his forces to the last orc. The Tinker King and the Krakentamer, being the closest Low Kings to the Scar, have lost the most during the Orc Wars.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The True Danger&#039;&#039;&#039;: If The Great Khan forges enough allegiances with the monstrous species and creates enough orcs, he will march forth with his horde and the earth itself will tremble.&lt;br /&gt;
&lt;br /&gt;
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=The Hellmote=&lt;br /&gt;
&#039;&#039;It births corruption from its maw.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Krakentamer=&lt;br /&gt;
&#039;&#039;Savior and scourge in equal measure.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Locus=&lt;br /&gt;
&#039;&#039;The power of the elements, anchored.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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=The Revenant=&lt;br /&gt;
&#039;&#039;It loathes the living for what it can never have.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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=The Slumbering Ones=&lt;br /&gt;
&#039;&#039;Their mere dreams shake the world.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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=The Storm Rider=&lt;br /&gt;
&#039;&#039;The fury of the tempest made manifest.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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=The Divine Synod=&lt;br /&gt;
&#039;&#039;One mind, many bodies, voices for the gods.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Lord Artificer=&lt;br /&gt;
&#039;&#039;Victory through progress.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Wildspeaker=&lt;br /&gt;
&#039;&#039;Defender of the wild places, red in tooth and claw.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>FighterChimp</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shardworld/Summary&amp;diff=300902</id>
		<title>Shardworld/Summary</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shardworld/Summary&amp;diff=300902"/>
		<updated>2016-05-09T07:13:45Z</updated>

		<summary type="html">&lt;p&gt;FighterChimp: &lt;/p&gt;
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&lt;div&gt;[[Shardworld:Main Page]]&lt;br /&gt;
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&#039;&#039;&#039;Elevator Pitch&#039;&#039;&#039;&lt;br /&gt;
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The Shardworld is an inherently broken place. Manyfold shards of existence hang suspended in the primordial weave of creation, intersecting and colliding in ways incomprehensible to the perspective of mere mortals. The central axis of Shardworld is the Prime Material shard, the cosmic weight holding all of reality in pl- yes, that&#039;s where we are. Try to keep up. Where was I? Ah, yes. The Prime Material shard, or The Continent by the lexicon of most peoples, is linked to every other shard, the land itself pulled and warped by the dimensional energies at work upon it. The only reason it hasn&#039;t been ripped apart yet is the sacrifice of the Wyrm. His corpse wraps around the Prime Material, blocking most of the pathways between worlds, stoppering the- It happened a long time ago. &#039;&#039;Yes&#039;&#039;, before even I was born, young one. Before the 1st Age. Ah, well that brings me to my next point. The Continent is in constant flux, and many ages have came and went before us, empires and- Well, what age we&#039;re in depends upon how you measure these things. By the metric of human empires, we&#039;re in the 7th Age. As I was saying...hmm..ah, empires and energies rise and fall according to the vagaries of Fate, pawns in the eternal struggle between order and chaos. The influence of the other shards waxes and wanes, bringing icons to power and casting them down- An icon is just the word us scholarly types use for a being strong enough to survive or leave a legacy across the ages. They&#039;re the closest it gets to a constant in our world of flux, outside the gods of course.&lt;br /&gt;
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Why yes, icons can die. The High King was assassinated at the end of the last age, and the Low Kings are still jockeying for the power to lead humanity. Most icons don&#039;t last longer than an age, although the titles they wear tend to survive for longer. Beings of such power tend to take issue with the existence of equals. The conflicts of icons have been the driving force behind history through all the ages. Where am I going with this? Ah, well, that takes me to the original point of this speech. If you really wish to take up the mantle of adventurer, just know that The Continent is more dangerous and volatile than it has ever been. Two new icons have arisen to make their place in the 7th age. The truce between mortal kingdoms strains beneath our own conflicts and the machinations of outside forces. Our world is inherently broken, and it seems to crack more and more with each passing year. If you think you can journey out into the conflicts raging across the world and start fixing things...may Fate guide your hand, young one.&lt;br /&gt;
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&#039;&#039;&#039;Campaign Themes and Styles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Obviously, any Shardworld campaign is going to derive a lot of influence from the system and setting it&#039;s (loosely) based on, 13th Age. By extent, it takes a lot of influence from the d20 legacy that influenced 13th Age. So yes, there are dragons - they&#039;re beings of pure energy from one or more shards barely caged by living flesh. And there are dungeons, ruins left behind by older empires, places far from civilization where another shard overlaps the Prime Material, and even living ones that tunnel their way from below the earth and from beyond the edges of the world.&lt;br /&gt;
&lt;br /&gt;
Thematically, any Shardworld campaign is going to revolve around how the PCs relate to the icons, influence their struggles, and eventually become motive forces themselves. Exploration is encouraged, as the Continent is a vast expanse filled with mighty artifacts, places of power, crumbling ruins, and dark secrets. Beyond the scattered bastions of mortal civilization, most of the known world is a dangerous frontier practically crying out for aid. Even inside the mighty cities of the age, political, economic, and religious power struggles are a rich playing field for PCs to curry favor with the powers that be and shape the future of the Continent&#039;s nations and peoples. Beyond that, individual themes will vary from adventure to adventure and campaign to campaign.&lt;br /&gt;
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&#039;&#039;&#039;Player Options&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Racially, Shardworld diverges from the classic D&amp;amp;D arrangement. Player racial options include, in order of population size on the Continent:&lt;br /&gt;
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Humans- You know the drill.&lt;br /&gt;
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Shardborn- Human sub-races influenced by energies of another Shard. The seven shardborn sub-races are the four variants of elemental Aetherborn, Dawnborn and Duskborn (touched by light and dark, respectively), and demon-blooded twists. The shardborn are mostly integrated into human civilization, except twists, but mechanically, these are all their own race.&lt;br /&gt;
&lt;br /&gt;
Goblins: A widespread race of cosmopolitan traders and inventors, primarily concentrated in the kingdom of Athon.&lt;br /&gt;
&lt;br /&gt;
Dragonics- Humanoids made in the image of the Wyrm, created to be warriors that guard the wild places of the Continent.&lt;br /&gt;
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And if that doesn&#039;t scratch your itch to play something weird, there are also...&lt;br /&gt;
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Myclings- Bizarre humanoid fungi, originally a servitor race of the elves, left behind when their masters all vanished from the Continent at the end of the 4th Age.&lt;br /&gt;
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When it comes to classes, every class from the 13th Age core book and 13 True Ways are available. The [http://13thage.org/index.php/classes/255-the-warlock#!kmt-start=0| Warlock] and [http://13thage.org/index.php/classes/230-auto-generate-from-title| Witch] homebrew classes that can be found on Vault of the 13th Age are available. There&#039;s also a new class unique to the Shardworld, the Wellspring Knight, heavily armored warrior-engineers that channel the magitech energies of the Wellspring Engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Kind of Fantasy is Shardworld?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shardworld is without a doubt a high fantasy world. Magic suffuses the Continent and is accepted among the populace. Even the basest peasant bears witness to things far beyond the mundane, from the flying motes of land crashing through the sky above the Shattercrest Mountains to the self repairing cobblestone paths of the King&#039;s Valley. There are fantastic elements everywhere, all steeped in history: echoes of epic spellcraft from ages past, the great works of icons past and present, and eldritch beasts and beings draped in ancient lore. With that said, most of this magic isn&#039;t beneficial to the everyman, ranging from just being another part of the scenery to actively hazardous. It&#039;s only in the 7th age that magic&#039;s potential has begun to be harnessed to advance civilization.&lt;br /&gt;
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Being based on 13th Age, Shardworld lends itself to tales of high action and perilous adventure. Over the course of campaigns, they grow from competent adventurers whose actions have effects on singular cities and small regions into mighty heroes who change the course of history.&lt;br /&gt;
&lt;br /&gt;
Every fantasy setting comes bundled with a list of expectations and concerns anyone accustomed to the genre is familiar with. How does Shardworld treat the hallmarks of fantasy d20 RPGs?&lt;br /&gt;
&lt;br /&gt;
Adventuring &amp;amp; The World: Shardworld takes inspiration from the setting theme of &amp;quot;points of light&amp;quot; popularized by 4th edition D&amp;amp;D. The world is recovering from the death of the High King and the shattering of the kingdom of Avindras into the four Low Kingdoms, followed by war between the newborn nations and a resurgence of the malevolent powers that had been pushed back in the last age. These powers were barely held at bay after the Low Kings agreed to a truce, but the damage was already done. Much of the world beyond the scattered bastions of civilization has been partially or entirely overrun by the shadows of these dark forces. Even within the cities, rebels, cults and worse continue to sow the seeds of discord. The truce that has held for three decades shows signs of faltering, and the forces of darkness in the unseen places and recesses of the Continent show signs of a renewed assault. All told, there is more need for adventurers today than there has been for a long time, brave men and women who can force back the shadows and reconnect the points of light.&lt;br /&gt;
&lt;br /&gt;
Good vs. Evil: While there are certainly plenty of unambiguously wicked forces set on the end of civilization as we know it - the four villainous icons, in 13th Age terms - the remainder vary between heroic or ambiguous depending on perspective. The four Low Kings rule entire nations, and it is the nature of their responsibilities as kings that they are forced to make difficult choices and be seen as villains by some. The Synod, Locus, and Wildspeaker represent and protect divine, arcane, and druidic magic respectively, and while they generally pursue stability they too are seen as evil by hose they have hurt in their pursuance of the greater good. Finally, the Codex of Whispers varies between acting benevolently and despicably in accordance with unknown motivations. However, none of this means that adventurers need to be morally grey antiheroes, simply that the world is designed in an attempt to portray realistic implications of high fantasy tropes and human nature. There&#039;s plenty of room for heroes, but it&#039;s likely impossible that a hero would arise whose ideologies align with everyone.&lt;br /&gt;
&lt;br /&gt;
As to the alignment of the icons, they&#039;re divided between order, neutrality, and chaos instead of the heroic/ambiguous/villainous division in the default 13th age setting. The four icons of order(The Divine Synod, The Locus, The Gilded Suzerain and The Lord Artificer) primarily seek to strengthen civilization, although their methods and views on what a strong civilization is differ. The chaotic icons(The Great Khan, The Slumbering Ones, The Revenant, and the Hellmote) are not &amp;quot;chaotic&amp;quot; in the classic D&amp;amp;D sense - think more havoc, ruin, and upheaval. And the neutral icons(The Storm Rider, the Kraken Tamer, the Voice of the Wild and The Codex of Whispers) have their own motivations, separate from the struggle between order and chaos.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Medieval Stasis&amp;quot;: When it comes to politics, economies, and technology, Shardworld most closely aligns to a post-medieval, early modern/renaissance period. The High King did his best to progress civilization in his 200 year reign, and the world has moved past the decentralized feudal kingdoms of old. Politically, the nations of the Continent all exhibit some form of monarchy or central government with a singular leader. The Shining Empire is organized into principalities, allowed a degree of independence and a say in affairs that relate to them but required to pay fealty and tribute to the Gilded Suzerain in goods, coin, or soldiers. Athon is likewise organized into several provinces that each send a representative to the Lord Artificer&#039;s court, but he has the final say among his council. The Kraken Dominion is the second-most decentralized nation, organized into many demesnes and its peoples divided by rigid castes. While the Kraken Tamer ostensibly holds absolute power, those who hold the title generally see fit to keep to a hands-off approach, as long as each demesne pays taxes. The Orindi is vast, inhospitable, and its people value self-sufficiency and freedom - this is reflected in the large amount of independecne the Storm Rider allows; order is instead maintained by a social hierarchy with room for mobility. Economically, mercantilism prevails, with trade in coin prevailing over the exchange of goods and advents in magically-aided communication technology promoting national unity. In poorer, isolated areas, barter still thrives, and power is held by land-owners beyond the eyes of the cities, or held by independent villages small enough to be mostly ignored. &amp;quot;Magitech&amp;quot;, while certainly not ubiquitous, is a thriving field and grows more by the day. Approximately 1 in 100 people possess some degree of magical ability. While maybe 1 in 100 of those possess enough power to become true spellcasters, the remainder are those with strange knacks, aetherborn with some ability for elemental manipulation, and those who can learn a few simple spells. Many of the last population become spellsmiths, craftsmen who use their magical talent to create, either innately magical trinkets or mundane goods of consistent and exceptional quality. Their work can be seen across the Continet: the main streets of cities are lit by lightglobes, not torches, and guardsmen and travelers are beginning to substitute lightrods for torches. Nearly every noble house and affluent merchant has an Athonese sending-circle, which can communicate with anyone who possesses one themselves; the sending-circles are also very popular among military officers. Spellsmiths of less than sterling morals make skeleton keys which shape themselves to fit any lock. And the tinkers of Athon have created a new weapon, handheld cannons made functional by magic and alchemy called runegonnes. Every nation has some means to mystically bolster harvests, whether arcane, divine, or druidic, enough to increase the effective population by about a quarter-again of what it would be without. &lt;br /&gt;
&lt;br /&gt;
Resurrection: If resurrection was common, the kingdoms of man wouldn&#039;t still be in disarray from the death of the High King that heralded the end of the 6th Age. There&#039;s no such thing as a common resurrection spell that every cleric with an acceptable amount of divine power gains access to. This isn&#039;t to say that many of those that command the forces of magic haven&#039;t tried to bring someone back. This generally almost always ends badly, but knowing this hasn&#039;t stopped people from trying. Results range from the corpse merely twitching a little and then returning to death, to spontaneous eruption of necromantic energies that animate corpses and stir vengeful spirits for miles around. Allegedly, an attempt to resurrect the Wyrm brought about the end of the 1st Age. A resurrection ritual succeeds perhaps once or twice a century, and the subject always is or turns out to be a figure of great import to history. The reason given for the inability to properly return a soul to its body varies depending on who you ask. A wizard of the Traveling Tower will likely recite some complex magical theory. A cleric of Yeteli will solemnly state that all souls are owed to their master, and she only releases one when coaxed by Fate. Superstition holds that souls returning bring with them malevolent hangers-on from the space between death and life. In addition, there is the occasional case of spontaneous resurrection, although this tends to be more over-reported the further one gets from centers of medical knowledge. Being someone who has been truly returned to life is a great Unique Thing for characters to have.&lt;br /&gt;
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Divine vs. Arcane Magic: In the realms of arcana and theology, in the lofty spires of wizards and the cloistered depths of temples, there seems to be an eternal debate about the differences between the magic drawn from the energies flowing in to the Prime Material shard and the divine feats performed by the few in the clergy capable of such things. At first glance, it seems obvious that the two fields of magic draw on different sources. Among the wizards, many argue that wielders of the arcane are attuned to a purer source of energy    &lt;br /&gt;
than the likes of cleric and paladins, a position with a solid grounding in magical theory and haughty wizardly superiority, both very important to arcanists. However, an almost equally large proportion of wizards in academia theorize that at the basest level, all energy used to cast spells is fundamentally the same, just colored by its shard of origin and its wielder&#039;s proclivities and beliefs. On the other side of the debate, a significant amount of priestly orders state that wizards and sorcerers are incapable of achieving a connection  to the divine shards where the gods now reside, an argument with a strong backing from the more zealous faiths. And yet, other sects posit that the gods control the font of all energy, and decree who gets to use it and in what way. This belief is championed by the magician-preachers that worship Galdicho, the god of magic. Detractors of this theory point to the fact that Galdicho&#039;s other domains include paradox and narcotics. The issue is muddied further by the existence of a rare few spellcasters referred to as theurges, capable of channeling both arcane and divine magics. Ultimately, it is unlikely an answer will be determined unless the gods decide to speak up sometime. Until then, the debate continues to be a source of rich intellectual stimulation, and the occasional righteous smiting or incensed fireball.&lt;br /&gt;
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*The most common response on the subject from druids is a gruff, noncommittal shrug. The second most common response is a judiciously applied oaken staff to the shin, or the face when it comes to druids with a particular distaste for academia.&lt;br /&gt;
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Plane-hopping: High-level PCs hopping between planes of existence is a hallmark of Gygaxian fantasy. However, Shardworld turns this practice on its head. It&#039;s well known among the scholars that study the shards and the interaction between them that the energies of other shards is antithetical to mortal life. Travel to other shards from the Prime Material, while possible in theory, results in the traveler being overloaded and ripped apart by the cosmic forces at work, a kind of &amp;quot;planar gravity&amp;quot; that violently pulls beings back to their shard of origin. However, since the Continent is at the metaphysical center of the Shardworld, it is entirely possible for energy from other shards to enter the Prime Material. Thus, in the places of the Continent where pathways to other shards bypass the almost all-encompassing protection of the Wyrm, the land warps and changes to reflect the energies of the shard funneling down to the Prime Material. These locations, called shardrealms, are scattered across the Continent, and range in size and severity of the change. Some shardrealms seem to be permanent in the absence of outside intervention, while some only last for moments, or change between mundane and mystical erratically. Some exceptionally powerful monsters and beings create magical ripples that cause minor shardrealm-like effects on the land around them*. Shardrealms are also the only places beings from other Shards can pass into the Continent from, outside of being summoned. Three examples of shardrealms are detailed below:&lt;br /&gt;
&lt;br /&gt;
-The Muck: Located deep in the marshlands to the east of the Obsidian Sea, the Muck is a mile wide pit connected to the Rot, the shard demons call home. The bottom is a pool of inky black and perpetually churning oil. Rising from it is a tangled weave of decrepit trees and twisting vines wide enough for three men to walk abreast. Demons spawn from the pool and climb up the flora to plague the surrounding swamp.&lt;br /&gt;
&lt;br /&gt;
-Hightemple: The coastal city of Hightemple was the seat of the gods of light when they still inhabited the Continent. Their departure left a portal to the shard they now inhabit, and while its strength has waned over time, Hightemple is still undoubtedly blessed. The city is suffused by a soothing light and the faint smell of incense, cathedrals seem to tower into the heavens, and it is said that miracles occur more in Temple than anywhere else.&lt;br /&gt;
&lt;br /&gt;
-The Charred Hills: Suffused with the energies of the shard of fire, this stretch of hilly terrain bordering the southern mountains is covered in blackened, perpetually smoldering scrubland. Streams of lava flow through the terrain, originating from an active volcano in the center of the fragment. Fire elementals wander across the hills in their eternal dance, and soot vultures circle above. The Charred Hills would be uninhabited except for the very brave or very foolish if it wasn&#039;t for the fact that the volcano yields the largest rubies in the Continent.&lt;br /&gt;
&lt;br /&gt;
But Where&#039;s My Loot?: The course of adventurers seems to unfailingly bring them into contact with powerful magic items, and no self respecting fantasy hero would be seen without a collection of enchanted armor, trinkets, and weaponry. Shardworld doesn&#039;t deviate from this, and magic items with histories stretching as far back as the 1st Age are scattered across the land. These items range from mighty to bizarre, and some are outright cursed. So don&#039;t worry, players, you&#039;ll get your swag.   &lt;br /&gt;
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&#039;&#039;&#039;Fin&#039;&#039;&#039;&lt;br /&gt;
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So that&#039;s the basics, but there&#039;s still a lot more about Shardworld you&#039;ll want to know before you start the adventuring. I suggest you read the Icons page and at least skim the Traveler&#039;s Guide to start. Then, you can move on to the Races page and start to consider what you want to play.&lt;/div&gt;</summary>
		<author><name>FighterChimp</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shardworld/Races&amp;diff=291448</id>
		<title>Shardworld/Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shardworld/Races&amp;diff=291448"/>
		<updated>2015-10-28T06:17:12Z</updated>

		<summary type="html">&lt;p&gt;FighterChimp: &lt;/p&gt;
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&lt;div&gt;[[Shardworld:Main Page]]&lt;br /&gt;
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The Continent is home to a diverse array of races. Most frequent are humans, and the seven human sub-races known as Shardborn, those touched by the energies of another shard. Goblins are an adaptable species of nomads, merchants, and inventors. The Dragonics are descendants of the clan most favored by the Wyrm when he walked the Earth, a long-lived race of nomads and warriors. Minotaurs are native to the isle of Bas Ata, formidable in both body and mind. Finally, the exceedingly rare fungaloid Myclings have wandered the Continent bereft of purpose since their elven creators vanished.&lt;br /&gt;
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&#039;&#039;Stereotypes:&#039;&#039; Each race has its own common physical features and behavioral inclinations, but these are just the commonly observed patterns, not definite by any means. Thus, suggestions about the personality of each kind of race are just that, suggestions- reserved and emotionally stable vulcans or warm, loving minotaurs, while uncommon, aren&#039;t impossible on the Continent.&lt;br /&gt;
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&#039;&#039;Monstrous races and alignment&#039;&#039;: Wait, aren&#039;t goblins and minotaurs monsters? Shouldn&#039;t any adventurer worth their magic items want to slay them? In Shardworld, unless you want to end up on trial for murder, you should probably treat goblins and minotaurs like the sentient beings they are. Goblins aren&#039;t chronic backstabbers, and are in fact quite loyal to their extended kin-groups, and tend to be more crafty and resourceful than scheming and cowardly. And Minotaurs, while still physically mighty, have a reputation for intelligence and their own complex culture. When it comes to other races classically considered to be monsters, none of the races native to the Continent are inherently evil, although there are certainly plenty of beasts not complex enough to interact with intelligent beings in ways beyond violence. Creatures that originate from and inhabit shardrealms are certainly capable of being innately &amp;quot;evil&amp;quot;(or good, or neutral, or following unfathomable motivations). Overall, though, Shardworld is a setting based on 13th Age, which disregards alignment, and anyone seeking to create a race or monster native to Shardworld should feel free to do likewise.&lt;br /&gt;
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&#039;&#039;A note on racial powers&#039;&#039;: The default assumption is that every member of a race doesn&#039;t possess their racial power. Only exceptional people, such as adventurers, gain the abilities described. Resistances and other abilities are generally assumed to be less effective or nonexistent as well. Of course, feel free to change this in your own campaign - maybe you like the idea of organizations of ifrit firefighters utilizing their inborn immunity to mundane fire, or something of the sort.&lt;br /&gt;
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=Humans=&lt;br /&gt;
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+2 to one ability score.&lt;br /&gt;
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Humans gain a bonus feat at 1st level.&lt;br /&gt;
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&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Quick to Fight&lt;br /&gt;
&lt;br /&gt;
At the start of each battle, roll initiative twice and choose the result you want&lt;br /&gt;
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&#039;&#039;Champion Feat&#039;&#039;: If you roll a natural 19 or 20 for initiative, increase the escalation die by 1 (usually from 0 to 1 since it&#039;s the start of the battle). This increase doesn&#039;t stack- if there are multiple humans in the party, settling on one to get this feat is wise.&lt;br /&gt;
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&#039;&#039;Epic Feat&#039;&#039;: Increase the escalation die on a 16+ for initiative, and gain a +2 to your first attack of a battle. &lt;br /&gt;
&lt;br /&gt;
Humans are the majority on the Continent, having spread across the land long ago and propagated since. Humans are key to history, and their determination and adaptability marks them out as arguably the most influential mortal race. All the races except Goblins and Minotaurs can trace their lineage back to humanity. Humans exhibit a diverse range of culture and ethnicities, from the hardy scavengers of the southern badlands to the civilized folk of the cities around the Diamond Sea. Beyond that, they&#039;re humans- you know the drill.&lt;br /&gt;
z&lt;br /&gt;
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=Shardborn=&lt;br /&gt;
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The shardborn are born irregularly among humans. The blood of beings of other shards that lies dormant in the blood of humans occasionally flares up, and a shardborn is born to mortal parents. Approximately 1 in 100 human births result in one touched by the energies of another reality, and the child of a shardborn is more likely to be shardborn than a child of two humans. Lineages aren&#039;t always consistent- the child of two vulcans is more likely to be a vulcan than a petrite, but it&#039;s not a sure thing. The shardborn races that most commonly birth their own kind are undines and twists. The shardborn are divided into the four types of genasi, the two races descended from the goddess Selanna, and the twists, corrupted by the demons of the Abyss. &lt;br /&gt;
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==Genasi==&lt;br /&gt;
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Genasi is the general term given for any Shardborn with an elemental nature. Vulcans are touched by fire, Sylphs air, Gnomics earth, and Undines air.&lt;br /&gt;
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===Vulcans===&lt;br /&gt;
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+2 to Strength or Charisma&lt;br /&gt;
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Resist fire 12+&lt;br /&gt;
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&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Fiery Outburst&lt;br /&gt;
&lt;br /&gt;
Once per battle, double your bonus to attack granted by the escalation die for one attack, and add the same value to the damage of that attack, hit or miss. Increase the multiplying factor for damage by one at champion and epic tier(Escalation die times three at champion/four at epic).&lt;br /&gt;
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&#039;&#039;Champion Feat&#039;&#039;: You also deal ongoing fire damage to one enemy hit by a &#039;&#039;fiery outburst&#039;&#039; attack. This damage is 5 at adventurer, 10 at champion, and 15 at epic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: You also gain temporary hit points equal to half the damage inflicted by your &#039;&#039;fiery outburst&#039;&#039; attack.&lt;br /&gt;
&lt;br /&gt;
Vulcans are also known as flame-kissed. Physically, their skin tone is generally a shade of red or orange, occasionally charcoal black or auburn. Their eyes tend to be warm shades of brown or yellow. Their hair is generally a mix of several shades within one spectrum. Vulcans don&#039;t tend towards any one build, but most build muscle easier than humans. Beyond that, vulcans . Physical quirks exhibited by vulcans include, but aren&#039;t limited to:&lt;br /&gt;
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-Flame-like hair that flickers like a torch even in the absence of breeze, and becomes brighter as the vulcan becomes angrier&lt;br /&gt;
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-Teeth or nails of gleaming brass&lt;br /&gt;
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-Constantly exhaling faint clouds of smoke&lt;br /&gt;
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-Having a tendency to strengthen fires around them&lt;br /&gt;
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-Translucent, combustible blood&lt;br /&gt;
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-Pupils that glow blue like the center of a flame&lt;br /&gt;
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Behaviorally, vulcans mostly disregard law and order, acting as their whims guide them. They are prone to rapid and extreme swings of emotion, changing from jubilant to somber at a moment&#039;s notice, but usually don&#039;t take long to switch back to their usual high spirits. Vulcans have a reputation for being capricious or disloyal, but an vulcan accused of such things will probably tell you they were just doing what seemed to be most interesting. Vulcans are seen more the closer one gets to centers of population, generally preferring the fast pace of city life. Despite this, many are stricken by wanderlust, and a vulcan is the most common kind of genasi to be found in an adventuring party. Crossing a vulcan is regarded as unwise: when angered, they seethe with the rage of the inferno that birthed them, and won&#039;t stop until the target of their ire is completely annihilated, or their rage causes them to burn themselves out.&lt;br /&gt;
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===Sylphs===&lt;br /&gt;
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+2 to Dexterity or Intelligence&lt;br /&gt;
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Resist lightning 12+&lt;br /&gt;
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&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Swift as the Wind&lt;br /&gt;
&lt;br /&gt;
Once per battle, you can pop free from a number of enemies equal to the escalation die, then move as a quick action.&lt;br /&gt;
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&#039;&#039;Champion Feat&#039;&#039;: The enemies you pop free from also have to make a normal save; on a failure, they&#039;re knocked prone by a gust of wind and lose their next move action. Particularly light or heavy enemies may have to make easy or hard saves instead, at your GM&#039;s discretion.&lt;br /&gt;
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&#039;&#039;Epic Feat&#039;&#039;: Upon activating &#039;&#039;swift as the wind&#039;&#039;, you gain flight until the end of your turn.&lt;br /&gt;
&lt;br /&gt;
Sylphs are touched by the element of air, and move and fight with the grace of wind and the fury of the storm. They&#039;re the most likely of the genasi to be able to pass for human, with frail builds, fair skin, and hair in light shades of blond, grey, and blue. Their eyes are pale shades of any human color, occasionally lacking any color at all. All sylphs seem to be followed by a slight breeze which they must focus to suppress, and that grows stronger during extremes of emotion. Other quirks observed in sylphs are:&lt;br /&gt;
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-Birthmarks that mimic the scars inflicted by lightning strikes&lt;br /&gt;
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-The ability to perfectly predict the weather&lt;br /&gt;
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-A constant static charge that shocks anyone they touch&lt;br /&gt;
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-Walking on a centimeters thick cushion of air, never actually touching the ground&lt;br /&gt;
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-Whorls of color that pass across their eyes like clouds&lt;br /&gt;
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-A slight echo to their voice&lt;br /&gt;
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Sylphs are regarded as the most aloof of the genasi, with good reason. Most sylphs see no reason to make friends purely for the sake of having them, preferring to be detached from all but a few close friends. They hold little reverence for laws and conventions, motivated mostly by an insatiable curiosity. Sylphs have been known to willingly place themselves in danger just to figure out a piece of information their curiosity has latched onto. They have little regard for privacy, and have turned eavesdropping into an art form. Sylphs are most drawn to careers in scholarship or art. Some sylphs are also drawn to the criminal world, and sylphs are regarded as naturals at second-story work.&lt;br /&gt;
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===Petrites===&lt;br /&gt;
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+2 to Constitution or Wisdom&lt;br /&gt;
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Resist acid 12+&lt;br /&gt;
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&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Immovable Object&lt;br /&gt;
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Once per battle, gain resist physical (13 + the escalation die)+ until the beginning of your next turn as a move action. Until then, you can&#039;t be moved if you don&#039;t want to be, but you also can&#039;t willingly move.&lt;br /&gt;
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&#039;&#039;Champion Feat&#039;&#039;: You can also rally as a quick action the turn they activate &#039;&#039;immovable object&#039;&#039;.&lt;br /&gt;
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&#039;&#039;Epic Feat&#039;&#039;: At the beginning of the turn the effect ends, roll a normal save. On a success, &#039;&#039;immovable object&#039;&#039; continues.&lt;br /&gt;
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In the creation myths of most cultures, Petrites are regarded as the first genasi to appear, dragging themselves from the earth. Physically, they are sturdily built, and have skin tones mimicking rocky shades of grey, brown, and infrequently green. Their eyes are deep hues of brown, grey, and emerald, and their hair, if they have any, is thick and grows slowly. Every petrite has a gemstone jutting from their skin over their heart, the source of many cultural traditions and superstitions. Many also reflect other elements of the earth that birthed them, such as:&lt;br /&gt;
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-Faceted, gem-like eyes&lt;br /&gt;
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-Crystal outcroppings that mimic hair&lt;br /&gt;
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-Mottled, thick skin the color of granite&lt;br /&gt;
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-Teeth and nails of obsidian&lt;br /&gt;
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-Ridges and indents in their skin that create geometric patterns &lt;br /&gt;
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-Keen sensitivity to the vibrations of the ground &lt;br /&gt;
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Petrites are renowned as loyal, dependable, and possessing a strong sense of community. They are the least outwardly expressive of the genasi, which is not to say that they don&#039;t feel- they just don&#039;t show their emotional state as strongly as an vulcan or undine, races that many petrites consider flighty and unreliable. While petrites can be integrated in human cities, the majority flock to small villages and enclaves mostly composed of petrites. They naturally adhere to laws and traditions, and are inclined to develop their own unique moral code. Each petrite settlement has a different ideology, and this tends to no small deal of conflict between separate groups of petrite. A petrite is the most common genasi to be found among the ranks of religion, with many settling in and around Temple.&lt;br /&gt;
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===Undines===&lt;br /&gt;
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+2 to Dexterity or Charisma&lt;br /&gt;
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&#039;&#039;&#039;Aquatic&#039;&#039;&#039;: Undines gain a +5 bonus to any background check involving swimming, and can hold their breath for a number of hours equal to their level.&lt;br /&gt;
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&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Flowing Tide&lt;br /&gt;
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Once per battle,  you can use a standard action to make a basic attack or attack power at any point during your move action. A number of enemies equal to the escalation die, selected by you, can&#039;t intercept or make opportunity attacks against you during this combined attack-move.&lt;br /&gt;
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&#039;&#039;Champion Feat&#039;&#039;: You gain a +5 bonus to the attack made during the &#039;&#039;flowing tide&#039;&#039; movement.&lt;br /&gt;
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&#039;&#039;Epic Feat&#039;&#039;: Any enemy you move next to during the &#039;&#039;flowing tide&#039;&#039; movement must roll a normal save or be dazed.&lt;br /&gt;
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Undines are said to &amp;quot;bleed saltwater&amp;quot;, due to their being influenced by the element of water. Their skin ranges between the many shades of water, from the sea green of the coast to the murky brown of the swamp. Their irises are universally clear blue, and their hair if they have it is generally wavy or curly, and a slightly lighter or darker shade than their skin. Perhaps the most otherworldly aspect of the undines is their finned ears and webbed hands and feet. Undine generally possess the lithe build of one who spends much time in the water. Beyond that, their physical characteristics vary depending on the body of water they were born closest to, and they can exhibit diverse traits such as:&lt;br /&gt;
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-Rows of pointed shark teeth&lt;br /&gt;
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-Voices layered with the faint noise of a babbling brook or the waves of the ocean&lt;br /&gt;
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-Seaweed or coral outcroppings where hair would grow&lt;br /&gt;
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-Actually bleeding saltwater&lt;br /&gt;
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-A second set of translucent eyelids that shuts horizontally&lt;br /&gt;
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-Swirling, wave-like markings that gently flow across their bodies&lt;br /&gt;
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Undines are the most variable of the genasi. Aside from their shared physical characteristics, the only common factor shared by most undines is their being born with the innate ability to swim. Undines are divided into a plethora of sub-types too numerous to codify, generally reflecting the characteristics of one body of water and its natural flora and fauna. Undines of the Diamond Sea, for example, are stately and collected natural diplomats, while the Undines of of the glacial north are nomadic and superstitious, and their cold demeanor masks the wild savagery of the icy gale.&lt;br /&gt;
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==Children of Selanna==&lt;br /&gt;
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Legend states that the god Selanna gave birth to these races at the beginning of the 1st age, creating the first of them over the course of an entire day. Those born in the light of the sun became Dawnborn, and those born under the gaze of the moon became Duskborn. The two races appear as mirrors of each other&lt;br /&gt;
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===Dawnborn===&lt;br /&gt;
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+2 to Wisdom or Charisma&lt;br /&gt;
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Resist holy 12+&lt;br /&gt;
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&#039;&#039;&#039;Sacred Vitality&#039;&#039;&#039;: Dawnborn characters gain an extra recovery.&lt;br /&gt;
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&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Daybreak&lt;br /&gt;
&lt;br /&gt;
Once per battle, make a &#039;&#039;daybreak&#039;&#039; attack as a quick action using your highest ability score against one nearby enemy&#039;s MD. On a hit, the attack deals 1d4 holy damage per level and they are dazed until the end of their next turn. On a miss, deal holy damage equal to your level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: Your &#039;&#039;daybreak&#039;&#039; attack targets 1d3 nearby enemies instead.&lt;br /&gt;
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&#039;&#039;Epic Feat&#039;&#039;: Targets hit by &#039;&#039;daybreak&#039;&#039; are weakened(save ends) instead of dazed.&lt;br /&gt;
&lt;br /&gt;
The Dawnborn appear as humans, except for skin that shines with a faint luminescence and glowing eyes with no pupils in pale shades of gold and yellow. Their hair varies from rich gold to white-blonde, and their every action seems to exude an otherworldly elegance. The Dawnborn hold a special place in the culture of the greater human race, frequently appearing as the central figure of stories ranging from the epics passed down through word of mouth among the western nomads to love poems recited in the halls of high society. They thrive in positions important to the social or spiritual well-being of those around them, born diplomats and oracles. A smaller portion of Dawnborn are drawn to the arts, and many famed creators of art from every age were Dawnborn. They are found most frequently wherever other people congregate, from the coastal metropolises to the trade caravans winding across the realm. Dawnborn who take to lives of adventure frequently become bards and clerics, roles their mystical and social aptitude make them well suited for. Dawnborn also do well as commanders, and it is said that Dawnborn generals are capable of leading their men to near-suicidal feats of bravery. &lt;br /&gt;
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This is not to say that the Dawnborn are all charm and grace- even the brightest sun casts shadows. Dawnborn who fall prey to their darker sides are narcissists and manipulators, many of whom discover a natural talent with darker magicks. While stories of villainous Dawnborn are uncommon, they are all the more terrifying for it. Tales of the Daykiller haunt the nightmares of every child in Temple, and the Minotaurs of Bas Ata still refuse to speak the name of the Dawnborn warleader who nearly conquered their ancient empire in the 5th Age. Indeed, it seems that none of the mortal races are capable of going quite as bad as the Dawnborn, for those that fall from the light still command the same reverence those that walk in the sun&#039;s rays do. One should be wary when around Dawnborn, for many of the shining ones are destined for some kind of greatness- pray that you don&#039;t end up in the way.&lt;br /&gt;
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===Duskborn===&lt;br /&gt;
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+2 to Dexterity or Intelligence&lt;br /&gt;
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Resist negative energy 12+&lt;br /&gt;
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&#039;&#039;&#039;Lurkers in the Dark&#039;&#039;&#039;: In moonlight, Duskborn see as well as if the world was brightly lit. They also gain a +3 to any background check involving stealth, regardless of lighting.&lt;br /&gt;
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&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Extinguish&lt;br /&gt;
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Once per battle, make an &#039;&#039;extinguish&#039;&#039; attack as a quick action with your highest ability score against the highest MD enemy&#039;s MD. On a hit, enemies become vulnerable to your attacks until you critically strike. On a miss, deal negative energy damage equal to your level to a random enemy. In addition, darkness shrouds the area around where you cast this spell for a few minutes. This can give small bonuses to background checks to sneak or intimidate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: Once per battle when attacking a vulnerable enemy, roll three times for your attack roll and pick the highest result.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: The turn you make an &#039;&#039;extinguish&#039;&#039; attack, you can also teleport to any shadowy area before or after the attack as a move action.&lt;br /&gt;
&lt;br /&gt;
Physically, Duskborn resemble humans drained of pigment. Their skin ranges from ash white to charcoal, with most Duskborn falling in the middle of the spectrum. Their hair can be a wide variety of dark and washed-out colors, from midnight blue to stark white. Like the Dawnborn, their eyes lack pupils or irises, glowing in soft shades of white, silver, and pale blue. They tend toward svelte and fragile builds, and the average Duskborn height is several inches below the human norm. Duskborn also possess good night vision and a racial affinity for stealth, causing many Duskborn to live a nocturnal lifestyle. Duskborn tend to unnerve others, seeming to awaken the primal fear of the dark lurking in the minds of the races of the light. As a result, Duskborn flock to the fringes of civilization- the poor and dangerous districts and the caves and wilds outside the walls. There are a number of predominantly Duskborn settlements scattered throughout the light-less places of the world, places that tend to shun outsiders. In the cities, Duskborn&#039;s unique racial traits makes them naturally adapted to careers on the wrong side of the law, giving them a reputation as a race of criminals. This discrimination causes many to treat Duskborn with suspicion, driving them further away from mainstream society, a vicious cycle of discrimination. &lt;br /&gt;
&lt;br /&gt;
This is not to say that Duskborn haven&#039;t contributed to the world. Many of the shadow-dwellers are intellectually gifted, and they are renowned inventors, both mundane and magical. They make excellent scouts and spies, defenders of the people outside the public eye whose deeds go unnoticed. Supposedly, it was a Duskborn mage who created the basic invisibility spell long ago. As adventurers, they gravitate toward positions as rogues, rangers, and wizards, where their talents for stealth and magic thrive. A subset of Duskborn find themselves drawn to the priesthood, seeking acceptance in religion.&lt;br /&gt;
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==Twists==&lt;br /&gt;
&lt;br /&gt;
+2 to Strength, Dexterity, or Constitution&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twisted Form&#039;&#039;&#039;: Pick one permanent mutation from the list below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Warped in Body and Mind&#039;&#039;: Add +2 to two defenses, and subtract 1 from another.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Demonic Corpulence&#039;&#039;: Treat your Constitution modifier as two higher for the purpose of calculating hit points. People may make fun of you for being fat, but it doesn&#039;t have any other mechanical impact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Prehensile Tail&#039;&#039;: Gain a +3 to any background check involving balance or acrobatics. Your tail can be used to hold small objects and creep people out. You can use weapons held in your tail to attack, but it can&#039;t hold two-handed weapons and attacks with one-handed light or heavy weapons are at -2 to attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barbed Claws&#039;&#039;: Your claws count as small one-handed melee weapons, and provide a +3 to any background check involving climbing, grabbing, or holding on to something.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heartfire&#039;&#039;: Your blood burns at unearthly temperatures. Gain resist cold 12+, and a +3 to background checks involving intimidation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Otherworldly Perception&#039;&#039;: Gain a +3 to any background check involving vision. Your eyes can also see something others can&#039;t, subject to GM approval. Here are some examples:&lt;br /&gt;
&lt;br /&gt;
-You can see perfectly in the dark. In fact, you can see slightly better in the dark than when it&#039;s bright out.&lt;br /&gt;
&lt;br /&gt;
-You can see the beating hearts of living things through their chests, but not other obstacles.&lt;br /&gt;
&lt;br /&gt;
-You can see the spirits of the dead.&lt;br /&gt;
&lt;br /&gt;
-You can see the lingering residue of lies for a few hours after they&#039;ve left someone&#039;s lips. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Curse of Chaos&lt;br /&gt;
&lt;br /&gt;
Once per battle as a free action when a nearby enemy rolls a natural 1–5 on an attack or a save, turn their roll into a natural 1 and improvise a further curse that shows how their attempt backfires horribly. A curse should have about the same impact as a typical once-per-battle ability. For example, a typical curse might lead to the cursed attacker dealing half damage to themself with their fumbled attack and being dazed until the end of their next turn. The GM may reward storytelling flair and/or limit the suggested effects of the curse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: Whenever a nearby enemy rolls a natural 1 on an attack against you, you can use &#039;&#039;curse&#039;&#039; of chaos against them without expending it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: You can use &#039;&#039;curse of chaos&#039;&#039; against any odd roll, not just a natural 1-5. The once per battle limit still applies.&lt;br /&gt;
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DESCRIPTION GOES HERE&lt;br /&gt;
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=Abhumans=&lt;br /&gt;
&lt;br /&gt;
Goblins, Dragonics, Minotaurs, and Myclings are often lumped together into the category of &amp;quot;abhuman&amp;quot; for the purpose of categorization and scholarship. This term isn&#039;t used much by the common people, with the four races generally being referred to by their own name except by particularly xenophobic humans. The four races are physically and culturally distinct and share little in common, except for a common sense of being outsiders from human and shardborn communities. Goblins, while perhaps the most accepted of the abhuman races, are still regarded as being clannish because of their large kin-groups. Dragonics and Minotaurs alike have conflicted histories with human empires and are frequently regarded with some fear or suspicion. Myclings are rare and become even more so the further one gets from the Outgrowth, meaning most have no idea what to think of them. The majority of beings have only heard stories about Myclings, and these tales vary between describing the fungaloids as harmless yet bizarre and as implacable warriors in service of the Rotting Multitude&#039;s goals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Goblins==&lt;br /&gt;
&lt;br /&gt;
+2 to Dexterity, Intelligence, or Charisma&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small&#039;&#039;&#039;: Goblins have a +2 AC bonus against opportunity attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goblin Hearing&#039;&#039;&#039;: Goblins have big ears that can hear things other races can&#039;t. This doesn&#039;t provide any mechanical benefits, but it does mean they can perceive frequencies non-goblins can&#039;t, such as Shrill, the goblin language.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Adventurer Feat&#039;&#039;: Gain a +3 to background checks involving hearing, and you don&#039;t suffer any penalties to hearing rolls if you&#039;re asleep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power:&#039;&#039;&#039;: Shifty Retreat&lt;br /&gt;
&lt;br /&gt;
Once per battle when an enemy attack hits you, you can force them to reroll the attack at a -3 penalty. If they miss you with the reroll, you can pop free from them if it was a melee attack and move as a free action. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: The reroll is at a -6 penalty instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Even if the rerolled attack hits you, you only take half damage and can still move as a free action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION GOES HERE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dragonics==&lt;br /&gt;
&lt;br /&gt;
+2 to Strength or Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon-blooded&#039;&#039;&#039;: Dragonics gain +1 to AC, and they can see in the dark.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Survivor&#039;&#039;&#039;: Gain a +3 to background checks to resist the environment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: War Cry&lt;br /&gt;
&lt;br /&gt;
Once per battle as quick action, roll your recovery dice and gain temporary hit points equal to half the result. While any of these temporary hit points remain, add 1 to the results of all your damage dice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: While War Cry is active, enemies that start their turn engaged with you take damage equal to your highest ability modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Once per battle, you can expend all the temporary hit points from &#039;&#039;war cry&#039;&#039; to triple the damage bonus on an attack you make. This must be announced before the attack is made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION GOES HERE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Minotaurs==&lt;br /&gt;
&lt;br /&gt;
+2 to two of Strength, Constitution, or Intelligence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Big&#039;&#039;&#039;: Minotaurs have a -2 AC penalty against opportunity attacks. Minotaur characters probably run into some other problems due to their size, such as difficulty sneaking, breaking weapons that weren&#039;t made for minotaurs, and having to stoop to fit into dwellings of lesser mortals. Essentially, this is license for your GM to make things hard for you due to your size - some form of narrative or mechanical complication or inconvenience once or twice per session is a good benchmark.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vigor&#039;&#039;&#039;: Minotaur characters gain the &#039;&#039;toughness&#039;&#039; feat at 1st level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Horns&#039;&#039;&#039;: Minotaurs count as being armed with a simple two-handed melee weapon the same turn they move into engagement with an enemy. Attacks with their horns don&#039;t suffer class-specific attack penalties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Adventurer Feat&#039;&#039;: The first attack you make with your horns each battle is at +2 to hit and pops free smaller creatures from all engagements on hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Bull Through&lt;br /&gt;
&lt;br /&gt;
Once per battle after damage has been rolled for a successful attack against you, ignore half of the damage and roll a normal save against one ongoing effect as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: When you use &#039;&#039;bull through&#039;&#039;, gain a +2 to your defenses until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: You can use &#039;&#039;bull through&#039;&#039; twice per battle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION GOES HERE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Myclings==&lt;br /&gt;
&lt;br /&gt;
+2 to Strength or Constitution&lt;br /&gt;
&lt;br /&gt;
Myclings count as plants, not humanoids.&lt;br /&gt;
&lt;br /&gt;
Resist poison 8+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mycorrhizae&#039;&#039;&#039;: Myclings can extend their hair-tendrils into surrounding plants and fungi to communicate with them. This works like the druid&#039;s Nature Talking class feature, except uses are unlimited, it takes several minutes instead of a few rounds, and Myclings gain a +5 on any associated skill check. Mycling druids can do it in a few rounds, and they gain a +10 on any associated skill checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Spore Burst&lt;br /&gt;
&lt;br /&gt;
Once per battle, make a &#039;&#039;spore burst&#039;&#039; attack as a standard action using your highest ability score against the PD of 1d3 enemies engaged with you. On a hit, enemies suffer ongoing poison damage equal to 5 x your level. Enemies suffering from this ongoing damage are at a -2 to all their attacks against you. On a miss, deal poison damage equal to your level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: &#039;&#039;Spore burst&#039;&#039; can target 1d3+1 nearby enemies, and deals poison damage equal to twice your level on a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Enemies hit by spore burst are hampered until the end of their next turn.&lt;/div&gt;</summary>
		<author><name>FighterChimp</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shardworld/Races&amp;diff=291447</id>
		<title>Shardworld/Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shardworld/Races&amp;diff=291447"/>
		<updated>2015-10-28T06:11:14Z</updated>

		<summary type="html">&lt;p&gt;FighterChimp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Shardworld:Main Page]]&lt;br /&gt;
&lt;br /&gt;
The Continent is home to a diverse array of races. Most frequent are humans, and the seven human sub-races known as Shardborn, those touched by the energies of another shard. Goblins are an adaptable species of nomads, merchants, and inventors. The Dragonics are descendants of the clan most favored by the Wyrm when he walked the Earth, a long-lived race of nomads and warriors. Minotaurs are native to the isle of Bas Ata, formidable in both body and mind. Finally, the exceedingly rare fungaloid Myclings have wandered the Continent bereft of purpose since their elven creators vanished.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stereotypes:&#039;&#039; Each race has its own common physical features and behavioral inclinations, but these are just the commonly observed patterns, not definite by any means. Thus, suggestions about the personality of each kind of race are just that, suggestions- reserved and emotionally stable vulcans or warm, loving minotaurs, while uncommon, aren&#039;t impossible on the Continent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Monstrous Races and Alignment&#039;&#039;: Wait, aren&#039;t goblins and minotaurs monsters? Shouldn&#039;t any adventurer worth their magic items want to slay them? In Shardworld, unless you want to end up on trial for murder, you should probably treat goblins and minotaurs like the sentient beings they are. Goblins aren&#039;t chronic backstabbers, and are in fact quite loyal to their extended kin-groups, and tend to be more crafty and resourceful than scheming and cowardly. And Minotaurs, while still physically mighty, have a reputation for intelligence and their own complex culture. When it comes to other races classically considered to be monsters, none of the races native to the Continent are inherently evil, although there are certainly plenty of beasts not complex enough to interact with intelligent beings in ways beyond violence. Creatures that originate from and inhabit shardrealms are certainly capable of being innately &amp;quot;evil&amp;quot;(or good, or neutral, or following unfathomable motivations). Overall, though, Shardworld is a setting based on 13th Age, which disregards alignment, and anyone seeking to create a race or monster native to Shardworld should feel free to do likewise.&lt;br /&gt;
&lt;br /&gt;
=Humans=&lt;br /&gt;
&lt;br /&gt;
+2 to one ability score.&lt;br /&gt;
&lt;br /&gt;
Humans gain a bonus feat at 1st level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Quick to Fight&lt;br /&gt;
&lt;br /&gt;
At the start of each battle, roll initiative twice and choose the result you want&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: If you roll a natural 19 or 20 for initiative, increase the escalation die by 1 (usually from 0 to 1 since it&#039;s the start of the battle). This increase doesn&#039;t stack- if there are multiple humans in the party, settling on one to get this feat is wise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Increase the escalation die on a 16+ for initiative, and gain a +2 to your first attack of a battle. &lt;br /&gt;
&lt;br /&gt;
Humans are the majority on the Continent, having spread across the land long ago and propagated since. Humans are key to history, and their determination and adaptability marks them out as arguably the most influential mortal race. All the races except Goblins and Minotaurs can trace their lineage back to humanity. Humans exhibit a diverse range of culture and ethnicities, from the hardy scavengers of the southern badlands to the civilized folk of the cities around the Diamond Sea. Beyond that, they&#039;re humans- you know the drill.&lt;br /&gt;
z&lt;br /&gt;
&lt;br /&gt;
=Shardborn=&lt;br /&gt;
&lt;br /&gt;
The shardborn are born irregularly among humans. The blood of beings of other shards that lies dormant in the blood of humans occasionally flares up, and a shardborn is born to mortal parents. Approximately 1 in 100 human births result in one touched by the energies of another reality, and the child of a shardborn is more likely to be shardborn than a child of two humans. Lineages aren&#039;t always consistent- the child of two vulcans is more likely to be a vulcan than a petrite, but it&#039;s not a sure thing. The shardborn races that most commonly birth their own kind are undines and twists. The shardborn are divided into the four types of genasi, the two races descended from the goddess Selanna, and the twists, corrupted by the demons of the Abyss. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Genasi==&lt;br /&gt;
&lt;br /&gt;
Genasi is the general term given for any Shardborn with an elemental nature. Vulcans are touched by fire, Sylphs air, Gnomics earth, and Undines air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Vulcans===&lt;br /&gt;
&lt;br /&gt;
+2 to Strength or Charisma&lt;br /&gt;
&lt;br /&gt;
Resist fire 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Fiery Outburst&lt;br /&gt;
&lt;br /&gt;
Once per battle, double your bonus to attack granted by the escalation die for one attack, and add the same value to the damage of that attack, hit or miss. Increase the multiplying factor for damage by one at champion and epic tier(Escalation die times three at champion/four at epic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: You also deal ongoing fire damage to one enemy hit by a &#039;&#039;fiery outburst&#039;&#039; attack. This damage is 5 at adventurer, 10 at champion, and 15 at epic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: You also gain temporary hit points equal to half the damage inflicted by your &#039;&#039;fiery outburst&#039;&#039; attack.&lt;br /&gt;
&lt;br /&gt;
Vulcans are also known as flame-kissed. Physically, their skin tone is generally a shade of red or orange, occasionally charcoal black or auburn. Their eyes tend to be warm shades of brown or yellow. Their hair is generally a mix of several shades within one spectrum. Vulcans don&#039;t tend towards any one build, but most build muscle easier than humans. Beyond that, vulcans . Physical quirks exhibited by vulcans include, but aren&#039;t limited to:&lt;br /&gt;
&lt;br /&gt;
-Flame-like hair that flickers like a torch even in the absence of breeze, and becomes brighter as the vulcan becomes angrier&lt;br /&gt;
&lt;br /&gt;
-Teeth or nails of gleaming brass&lt;br /&gt;
&lt;br /&gt;
-Constantly exhaling faint clouds of smoke&lt;br /&gt;
&lt;br /&gt;
-Having a tendency to strengthen fires around them&lt;br /&gt;
&lt;br /&gt;
-Translucent, combustible blood&lt;br /&gt;
&lt;br /&gt;
-Pupils that glow blue like the center of a flame&lt;br /&gt;
&lt;br /&gt;
Behaviorally, vulcans mostly disregard law and order, acting as their whims guide them. They are prone to rapid and extreme swings of emotion, changing from jubilant to somber at a moment&#039;s notice, but usually don&#039;t take long to switch back to their usual high spirits. Vulcans have a reputation for being capricious or disloyal, but an vulcan accused of such things will probably tell you they were just doing what seemed to be most interesting. Vulcans are seen more the closer one gets to centers of population, generally preferring the fast pace of city life. Despite this, many are stricken by wanderlust, and a vulcan is the most common kind of genasi to be found in an adventuring party. Crossing a vulcan is regarded as unwise: when angered, they seethe with the rage of the inferno that birthed them, and won&#039;t stop until the target of their ire is completely annihilated, or their rage causes them to burn themselves out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sylphs===&lt;br /&gt;
&lt;br /&gt;
+2 to Dexterity or Intelligence&lt;br /&gt;
&lt;br /&gt;
Resist lightning 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Swift as the Wind&lt;br /&gt;
&lt;br /&gt;
Once per battle, you can pop free from a number of enemies equal to the escalation die, then move as a quick action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: The enemies you pop free from also have to make a normal save; on a failure, they&#039;re knocked prone by a gust of wind and lose their next move action. Particularly light or heavy enemies may have to make easy or hard saves instead, at your GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Upon activating &#039;&#039;swift as the wind&#039;&#039;, you gain flight until the end of your turn.&lt;br /&gt;
&lt;br /&gt;
Sylphs are touched by the element of air, and move and fight with the grace of wind and the fury of the storm. They&#039;re the most likely of the genasi to be able to pass for human, with frail builds, fair skin, and hair in light shades of blond, grey, and blue. Their eyes are pale shades of any human color, occasionally lacking any color at all. All sylphs seem to be followed by a slight breeze which they must focus to suppress, and that grows stronger during extremes of emotion. Other quirks observed in sylphs are:&lt;br /&gt;
&lt;br /&gt;
-Birthmarks that mimic the scars inflicted by lightning strikes&lt;br /&gt;
&lt;br /&gt;
-The ability to perfectly predict the weather&lt;br /&gt;
&lt;br /&gt;
-A constant static charge that shocks anyone they touch&lt;br /&gt;
&lt;br /&gt;
-Walking on a centimeters thick cushion of air, never actually touching the ground&lt;br /&gt;
&lt;br /&gt;
-Whorls of color that pass across their eyes like clouds&lt;br /&gt;
&lt;br /&gt;
-A slight echo to their voice&lt;br /&gt;
&lt;br /&gt;
Sylphs are regarded as the most aloof of the genasi, with good reason. Most sylphs see no reason to make friends purely for the sake of having them, preferring to be detached from all but a few close friends. They hold little reverence for laws and conventions, motivated mostly by an insatiable curiosity. Sylphs have been known to willingly place themselves in danger just to figure out a piece of information their curiosity has latched onto. They have little regard for privacy, and have turned eavesdropping into an art form. Sylphs are most drawn to careers in scholarship or art. Some sylphs are also drawn to the criminal world, and sylphs are regarded as naturals at second-story work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Petrites===&lt;br /&gt;
&lt;br /&gt;
+2 to Constitution or Wisdom&lt;br /&gt;
&lt;br /&gt;
Resist acid 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Immovable Object&lt;br /&gt;
&lt;br /&gt;
Once per battle, gain resist physical (13 + the escalation die)+ until the beginning of your next turn as a move action. Until then, you can&#039;t be moved if you don&#039;t want to be, but you also can&#039;t willingly move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: You can also rally as a quick action the turn they activate &#039;&#039;immovable object&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: At the beginning of the turn the effect ends, roll a normal save. On a success, &#039;&#039;immovable object&#039;&#039; continues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the creation myths of most cultures, Petrites are regarded as the first genasi to appear, dragging themselves from the earth. Physically, they are sturdily built, and have skin tones mimicking rocky shades of grey, brown, and infrequently green. Their eyes are deep hues of brown, grey, and emerald, and their hair, if they have any, is thick and grows slowly. Every petrite has a gemstone jutting from their skin over their heart, the source of many cultural traditions and superstitions. Many also reflect other elements of the earth that birthed them, such as:&lt;br /&gt;
&lt;br /&gt;
-Faceted, gem-like eyes&lt;br /&gt;
&lt;br /&gt;
-Crystal outcroppings that mimic hair&lt;br /&gt;
&lt;br /&gt;
-Mottled, thick skin the color of granite&lt;br /&gt;
&lt;br /&gt;
-Teeth and nails of obsidian&lt;br /&gt;
&lt;br /&gt;
-Ridges and indents in their skin that create geometric patterns &lt;br /&gt;
&lt;br /&gt;
-Keen sensitivity to the vibrations of the ground &lt;br /&gt;
&lt;br /&gt;
Petrites are renowned as loyal, dependable, and possessing a strong sense of community. They are the least outwardly expressive of the genasi, which is not to say that they don&#039;t feel- they just don&#039;t show their emotional state as strongly as an vulcan or undine, races that many petrites consider flighty and unreliable. While petrites can be integrated in human cities, the majority flock to small villages and enclaves mostly composed of petrites. They naturally adhere to laws and traditions, and are inclined to develop their own unique moral code. Each petrite settlement has a different ideology, and this tends to no small deal of conflict between separate groups of petrite. A petrite is the most common genasi to be found among the ranks of religion, with many settling in and around Temple.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Undines===&lt;br /&gt;
&lt;br /&gt;
+2 to Dexterity or Charisma&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aquatic&#039;&#039;&#039;: Undines gain a +5 bonus to any background check involving swimming, and can hold their breath for a number of hours equal to their level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Flowing Tide&lt;br /&gt;
&lt;br /&gt;
Once per battle,  you can use a standard action to make a basic attack or attack power at any point during your move action. A number of enemies equal to the escalation die, selected by you, can&#039;t intercept or make opportunity attacks against you during this combined attack-move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: You gain a +5 bonus to the attack made during the &#039;&#039;flowing tide&#039;&#039; movement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Any enemy you move next to during the &#039;&#039;flowing tide&#039;&#039; movement must roll a normal save or be dazed.&lt;br /&gt;
&lt;br /&gt;
Undines are said to &amp;quot;bleed saltwater&amp;quot;, due to their being influenced by the element of water. Their skin ranges between the many shades of water, from the sea green of the coast to the murky brown of the swamp. Their irises are universally clear blue, and their hair if they have it is generally wavy or curly, and a slightly lighter or darker shade than their skin. Perhaps the most otherworldly aspect of the undines is their finned ears and webbed hands and feet. Undine generally possess the lithe build of one who spends much time in the water. Beyond that, their physical characteristics vary depending on the body of water they were born closest to, and they can exhibit diverse traits such as:&lt;br /&gt;
&lt;br /&gt;
-Rows of pointed shark teeth&lt;br /&gt;
&lt;br /&gt;
-Voices layered with the faint noise of a babbling brook or the waves of the ocean&lt;br /&gt;
&lt;br /&gt;
-Seaweed or coral outcroppings where hair would grow&lt;br /&gt;
&lt;br /&gt;
-Actually bleeding saltwater&lt;br /&gt;
&lt;br /&gt;
-A second set of translucent eyelids that shuts horizontally&lt;br /&gt;
&lt;br /&gt;
-Swirling, wave-like markings that gently flow across their bodies&lt;br /&gt;
&lt;br /&gt;
Undines are the most variable of the genasi. Aside from their shared physical characteristics, the only common factor shared by most undines is their being born with the innate ability to swim. Undines are divided into a plethora of sub-types too numerous to codify, generally reflecting the characteristics of one body of water and its natural flora and fauna. Undines of the Diamond Sea, for example, are stately and collected natural diplomats, while the Undines of of the glacial north are nomadic and superstitious, and their cold demeanor masks the wild savagery of the icy gale.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Children of Selanna==&lt;br /&gt;
&lt;br /&gt;
Legend states that the god Selanna gave birth to these races at the beginning of the 1st age, creating the first of them over the course of an entire day. Those born in the light of the sun became Dawnborn, and those born under the gaze of the moon became Duskborn. The two races appear as mirrors of each other&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dawnborn===&lt;br /&gt;
&lt;br /&gt;
+2 to Wisdom or Charisma&lt;br /&gt;
&lt;br /&gt;
Resist holy 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sacred Vitality&#039;&#039;&#039;: Dawnborn characters gain an extra recovery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Daybreak&lt;br /&gt;
&lt;br /&gt;
Once per battle, make a &#039;&#039;daybreak&#039;&#039; attack as a quick action using your highest ability score against one nearby enemy&#039;s MD. On a hit, the attack deals 1d4 holy damage per level and they are dazed until the end of their next turn. On a miss, deal holy damage equal to your level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: Your &#039;&#039;daybreak&#039;&#039; attack targets 1d3 nearby enemies instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Targets hit by &#039;&#039;daybreak&#039;&#039; are weakened(save ends) instead of dazed.&lt;br /&gt;
&lt;br /&gt;
The Dawnborn appear as humans, except for skin that shines with a faint luminescence and glowing eyes with no pupils in pale shades of gold and yellow. Their hair varies from rich gold to white-blonde, and their every action seems to exude an otherworldly elegance. The Dawnborn hold a special place in the culture of the greater human race, frequently appearing as the central figure of stories ranging from the epics passed down through word of mouth among the western nomads to love poems recited in the halls of high society. They thrive in positions important to the social or spiritual well-being of those around them, born diplomats and oracles. A smaller portion of Dawnborn are drawn to the arts, and many famed creators of art from every age were Dawnborn. They are found most frequently wherever other people congregate, from the coastal metropolises to the trade caravans winding across the realm. Dawnborn who take to lives of adventure frequently become bards and clerics, roles their mystical and social aptitude make them well suited for. Dawnborn also do well as commanders, and it is said that Dawnborn generals are capable of leading their men to near-suicidal feats of bravery. &lt;br /&gt;
&lt;br /&gt;
This is not to say that the Dawnborn are all charm and grace- even the brightest sun casts shadows. Dawnborn who fall prey to their darker sides are narcissists and manipulators, many of whom discover a natural talent with darker magicks. While stories of villainous Dawnborn are uncommon, they are all the more terrifying for it. Tales of the Daykiller haunt the nightmares of every child in Temple, and the Minotaurs of Bas Ata still refuse to speak the name of the Dawnborn warleader who nearly conquered their ancient empire in the 5th Age. Indeed, it seems that none of the mortal races are capable of going quite as bad as the Dawnborn, for those that fall from the light still command the same reverence those that walk in the sun&#039;s rays do. One should be wary when around Dawnborn, for many of the shining ones are destined for some kind of greatness- pray that you don&#039;t end up in the way.&lt;br /&gt;
&lt;br /&gt;
===Duskborn===&lt;br /&gt;
&lt;br /&gt;
+2 to Dexterity or Intelligence&lt;br /&gt;
&lt;br /&gt;
Resist negative energy 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lurkers in the Dark&#039;&#039;&#039;: In moonlight, Duskborn see as well as if the world was brightly lit. They also gain a +3 to any background check involving stealth, regardless of lighting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Extinguish&lt;br /&gt;
&lt;br /&gt;
Once per battle, make an &#039;&#039;extinguish&#039;&#039; attack as a quick action with your highest ability score against the highest MD enemy&#039;s MD. On a hit, enemies become vulnerable to your attacks until you critically strike. On a miss, deal negative energy damage equal to your level to a random enemy. In addition, darkness shrouds the area around where you cast this spell for a few minutes. This can give small bonuses to background checks to sneak or intimidate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: Once per battle when attacking a vulnerable enemy, roll three times for your attack roll and pick the highest result.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: The turn you make an &#039;&#039;extinguish&#039;&#039; attack, you can also teleport to any shadowy area before or after the attack as a move action.&lt;br /&gt;
&lt;br /&gt;
Physically, Duskborn resemble humans drained of pigment. Their skin ranges from ash white to charcoal, with most Duskborn falling in the middle of the spectrum. Their hair can be a wide variety of dark and washed-out colors, from midnight blue to stark white. Like the Dawnborn, their eyes lack pupils or irises, glowing in soft shades of white, silver, and pale blue. They tend toward svelte and fragile builds, and the average Duskborn height is several inches below the human norm. Duskborn also possess good night vision and a racial affinity for stealth, causing many Duskborn to live a nocturnal lifestyle. Duskborn tend to unnerve others, seeming to awaken the primal fear of the dark lurking in the minds of the races of the light. As a result, Duskborn flock to the fringes of civilization- the poor and dangerous districts and the caves and wilds outside the walls. There are a number of predominantly Duskborn settlements scattered throughout the light-less places of the world, places that tend to shun outsiders. In the cities, Duskborn&#039;s unique racial traits makes them naturally adapted to careers on the wrong side of the law, giving them a reputation as a race of criminals. This discrimination causes many to treat Duskborn with suspicion, driving them further away from mainstream society, a vicious cycle of discrimination. &lt;br /&gt;
&lt;br /&gt;
This is not to say that Duskborn haven&#039;t contributed to the world. Many of the shadow-dwellers are intellectually gifted, and they are renowned inventors, both mundane and magical. They make excellent scouts and spies, defenders of the people outside the public eye whose deeds go unnoticed. Supposedly, it was a Duskborn mage who created the basic invisibility spell long ago. As adventurers, they gravitate toward positions as rogues, rangers, and wizards, where their talents for stealth and magic thrive. A subset of Duskborn find themselves drawn to the priesthood, seeking acceptance in religion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Twists==&lt;br /&gt;
&lt;br /&gt;
+2 to Strength, Dexterity, or Constitution&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twisted Form&#039;&#039;&#039;: Pick one permanent mutation from the list below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Warped in Body and Mind&#039;&#039;: Add +2 to two defenses, and subtract 1 from another.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Demonic Corpulence&#039;&#039;: Treat your Constitution modifier as two higher for the purpose of calculating hit points. People may make fun of you for being fat, but it doesn&#039;t have any other mechanical impact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Prehensile Tail&#039;&#039;: Gain a +3 to any background check involving balance or acrobatics. Your tail can be used to hold small objects and creep people out. You can use weapons held in your tail to attack, but it can&#039;t hold two-handed weapons and attacks with one-handed light or heavy weapons are at -2 to attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barbed Claws&#039;&#039;: Your claws count as small one-handed melee weapons, and provide a +3 to any background check involving climbing, grabbing, or holding on to something.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heartfire&#039;&#039;: Your blood burns at unearthly temperatures. Gain resist cold 12+, and a +3 to background checks involving intimidation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Otherworldly Perception&#039;&#039;: Gain a +3 to any background check involving vision. Your eyes can also see something others can&#039;t, subject to GM approval. Here are some examples:&lt;br /&gt;
&lt;br /&gt;
-You can see perfectly in the dark. In fact, you can see slightly better in the dark than when it&#039;s bright out.&lt;br /&gt;
&lt;br /&gt;
-You can see the beating hearts of living things through their chests, but not other obstacles.&lt;br /&gt;
&lt;br /&gt;
-You can see the spirits of the dead.&lt;br /&gt;
&lt;br /&gt;
-You can see the lingering residue of lies for a few hours after they&#039;ve left someone&#039;s lips. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Curse of Chaos&lt;br /&gt;
&lt;br /&gt;
Once per battle as a free action when a nearby enemy rolls a natural 1–5 on an attack or a save, turn their roll into a natural 1 and improvise a further curse that shows how their attempt backfires horribly. A curse should have about the same impact as a typical once-per-battle ability. For example, a typical curse might lead to the cursed attacker dealing half damage to themself with their fumbled attack and being dazed until the end of their next turn. The GM may reward storytelling flair and/or limit the suggested effects of the curse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: Whenever a nearby enemy rolls a natural 1 on an attack against you, you can use &#039;&#039;curse&#039;&#039; of chaos against them without expending it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: You can use &#039;&#039;curse of chaos&#039;&#039; against any odd roll, not just a natural 1-5. The once per battle limit still applies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION GOES HERE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Abhumans=&lt;br /&gt;
&lt;br /&gt;
Goblins, Dragonics, Minotaurs, and Myclings are often lumped together into the category of &amp;quot;abhuman&amp;quot; for the purpose of categorization and scholarship. This term isn&#039;t used much by the common people, with the four races generally being referred to by their own name except by particularly xenophobic humans. The four races are physically and culturally distinct and share little in common, except for a common sense of being outsiders from human and shardborn communities. Goblins, while perhaps the most accepted of the abhuman races, are still regarded as being clannish because of their large kin-groups. Dragonics and Minotaurs alike have conflicted histories with human empires and are frequently regarded with some fear or suspicion. Myclings are rare and become even more so the further one gets from the Outgrowth, meaning most have no idea what to think of them. The majority of beings have only heard stories about Myclings, and these tales vary between describing the fungaloids as harmless yet bizarre and as implacable warriors in service of the Rotting Multitude&#039;s goals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Goblins==&lt;br /&gt;
&lt;br /&gt;
+2 to Dexterity, Intelligence, or Charisma&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small&#039;&#039;&#039;: Goblins have a +2 AC bonus against opportunity attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goblin Hearing&#039;&#039;&#039;: Goblins have big ears that can hear things other races can&#039;t. This doesn&#039;t provide any mechanical benefits, but it does mean they can perceive frequencies non-goblins can&#039;t, such as Shrill, the goblin language.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Adventurer Feat&#039;&#039;: Gain a +3 to background checks involving hearing, and you don&#039;t suffer any penalties to hearing rolls if you&#039;re asleep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power:&#039;&#039;&#039;: Shifty Retreat&lt;br /&gt;
&lt;br /&gt;
Once per battle when an enemy attack hits you, you can force them to reroll the attack at a -3 penalty. If they miss you with the reroll, you can pop free from them if it was a melee attack and move as a free action. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: The reroll is at a -6 penalty instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Even if the rerolled attack hits you, you only take half damage and can still move as a free action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION GOES HERE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dragonics==&lt;br /&gt;
&lt;br /&gt;
+2 to Strength or Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon-blooded&#039;&#039;&#039;: Dragonics gain +1 to AC, and they can see in the dark.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Survivor&#039;&#039;&#039;: Gain a +3 to background checks to resist the environment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: War Cry&lt;br /&gt;
&lt;br /&gt;
Once per battle as quick action, roll your recovery dice and gain temporary hit points equal to half the result. While any of these temporary hit points remain, add 1 to the results of all your damage dice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: While War Cry is active, enemies that start their turn engaged with you take damage equal to your highest ability modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Once per battle, you can expend all the temporary hit points from &#039;&#039;war cry&#039;&#039; to triple the damage bonus on an attack you make. This must be announced before the attack is made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION GOES HERE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Minotaurs==&lt;br /&gt;
&lt;br /&gt;
+2 to two of Strength, Constitution, or Intelligence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Big&#039;&#039;&#039;: Minotaurs have a -2 AC penalty against opportunity attacks. Minotaur characters probably run into some other problems due to their size, such as difficulty sneaking, breaking weapons that weren&#039;t made for minotaurs, and having to stoop to fit into dwellings of lesser mortals. Essentially, this is license for your GM to make things hard for you due to your size - some form of narrative or mechanical complication or inconvenience once or twice per session is a good benchmark.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vigor&#039;&#039;&#039;: Minotaur characters gain the &#039;&#039;toughness&#039;&#039; feat at 1st level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Horns&#039;&#039;&#039;: Minotaurs count as being armed with a simple two-handed melee weapon the same turn they move into engagement with an enemy. Attacks with their horns don&#039;t suffer class-specific attack penalties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Adventurer Feat&#039;&#039;: The first attack you make with your horns each battle is at +2 to hit and pops free smaller creatures from all engagements on hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Bull Through&lt;br /&gt;
&lt;br /&gt;
Once per battle after damage has been rolled for a successful attack against you, ignore half of the damage and roll a normal save against one ongoing effect as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: When you use &#039;&#039;bull through&#039;&#039;, gain a +2 to your defenses until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: You can use &#039;&#039;bull through&#039;&#039; twice per battle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION GOES HERE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Myclings==&lt;br /&gt;
&lt;br /&gt;
+2 to Strength or Constitution&lt;br /&gt;
&lt;br /&gt;
Myclings count as plants, not humanoids.&lt;br /&gt;
&lt;br /&gt;
Resist poison 8+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mycorrhizae&#039;&#039;&#039;: Myclings can extend their hair-tendrils into surrounding plants and fungi to communicate with them. This works like the druid&#039;s Nature Talking class feature, except uses are unlimited, it takes several minutes instead of a few rounds, and Myclings gain a +5 on any associated skill check. Mycling druids can do it in a few rounds, and they gain a +10 on any associated skill checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Spore Burst&lt;br /&gt;
&lt;br /&gt;
Once per battle, make a &#039;&#039;spore burst&#039;&#039; attack as a standard action using your highest ability score against the PD of 1d3 enemies engaged with you. On a hit, enemies suffer ongoing poison damage equal to 5 x your level. Enemies suffering from this ongoing damage are at a -2 to all their attacks against you. On a miss, deal poison damage equal to your level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: &#039;&#039;Spore burst&#039;&#039; can target 1d3+1 nearby enemies, and deals poison damage equal to twice your level on a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Enemies hit by spore burst are hampered until the end of their next turn.&lt;/div&gt;</summary>
		<author><name>FighterChimp</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shardworld/Summary&amp;diff=291241</id>
		<title>Shardworld/Summary</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shardworld/Summary&amp;diff=291241"/>
		<updated>2015-10-22T07:45:19Z</updated>

		<summary type="html">&lt;p&gt;FighterChimp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Shardworld:Main Page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elevator Pitch&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Shardworld is an inherently broken place. Manyfold shards of existence hang suspended in the primordial weave of creation, intersecting and colliding in ways incomprehensible to the perspective of mere mortals. The central axis of Shardworld is the Prime Material shard, the cosmic weight holding all of reality in pl- yes, that&#039;s where we are. Try to keep up. Where was I? Ah, yes. The Prime Material shard, or The Continent by the lexicon of most peoples, is linked to every other shard, the land itself pulled and warped by the dimensional energies at work upon it. The only reason it hasn&#039;t been ripped apart yet is the sacrifice of the Wyrm. His corpse wraps around the Prime Material, blocking most of the pathways between worlds, stoppering the- It happened a long time ago. &#039;&#039;Yes&#039;&#039;, before even I was born, young one. Before the 1st Age. Ah, well that brings me to my next point. The Continent is in constant flux, and many ages have came and went before us, empires and- Well, what age we&#039;re in depends upon how you measure these things. By the metric of human empires, we&#039;re in the 7th Age. As I was saying...hmm..ah, empires and energies rise and fall according to the vagaries of Fate. The influence of the other shards waxes and wanes, bringing icons to power and casting them down- An icon is just the word us scholarly types use for a being strong enough to survive or leave a legacy across the ages. They&#039;re the closest it gets to a constant in our world of flux, outside the gods of course.&lt;br /&gt;
&lt;br /&gt;
Why yes, icons can die. The High King was assassinated at the end of the last age, and the Low Kings are still jockeying for the power to lead humanity. Most icons don&#039;t last longer than an age, although the titles they wear tend to survive for longer. Beings of such power tend to take issue with the existence of equals. The conflicts of icons have been the driving force behind history through all the ages. Where am I going with this? Ah, well, that takes me to the original point of this speech. If you really wish to take up the mantle of adventurer, just know that The Continent is more dangerous and volatile than it has ever been. Two new icons have arisen to make their place in the 7th age. The truce between mortal kingdoms strains beneath our own conflicts and the machinations of outside forces. Our world is inherently broken, and it seems to crack more and more with each passing year. If you think you can journey out into the conflicts raging across the world and start fixing things...may Fate guide your hand, young one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Campaign Themes and Styles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Obviously, any Shardworld campaign is going to derive a lot of influence from the system and setting it&#039;s (loosely) based on, 13th Age. By extent, it takes a lot of influence from the d20 legacy that influenced 13th Age. So yes, there are dragons, but they range from the classic scheming loner to the likes of The Gold Prince, one of the Low Kings who rules his own human kingdom. And there are dungeons, but some of them are living ones that tunnel up through the earth to break open and spill monsters across the surface like a bursting boil.&lt;br /&gt;
&lt;br /&gt;
Thematically, any Shardworld campaign is going to revolve around how the PCs relate to the icons and influence their struggles. Exploration is encouraged, as the Continent is a vast expanse filled with mighty artifacts, places of power, crumbling ruins, and dark secrets. Beyond the scattered bastions of mortal civilization, most of the known world is a dangerous frontier practically crying out for aid. Even inside the mighty cities of the age, political, economic, and religious power struggles are a rich playing field for PCs to curry favor with the powers that be and shape the future of the Continent&#039;s nations and peoples. Beyond that, individual themes will vary from adventure to adventure and campaign to campaign.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Racially, Shardworld diverges from the classic D&amp;amp;D arrangement. Player racial options include, in order of population size on the Continent:&lt;br /&gt;
&lt;br /&gt;
Humans- You know the drill.&lt;br /&gt;
&lt;br /&gt;
Shardborn- Human sub-races influenced by energies of another Shard. The seven shardborn sub-races are the four variants of elemental Aetherborn, Dawnborn and Duskborn (touched by light and dark, respectively), and demon-blooded twists. The shardborn are mostly integrated into human civilization, except twists, but mechanically, these are all their own race.&lt;br /&gt;
&lt;br /&gt;
Goblins: A widespread race of cosmopolitan traders and inventors, primarily concentrated in the kingdom of Athon.&lt;br /&gt;
&lt;br /&gt;
Dragonics- Humanoids made in the image of the Wyrm, created to be warriors that guard the wild places of the Continent.&lt;br /&gt;
&lt;br /&gt;
Minotaurs: Bull-headed humanoids from the island of Bas Ata, a race of proud warrior-monks and notable seafarers.&lt;br /&gt;
&lt;br /&gt;
And if that doesn&#039;t scratch your itch to play something weird, there are also...&lt;br /&gt;
&lt;br /&gt;
Myclings- Bizarre humanoid fungi, originally a servitor race of the elves, left behind when their masters all vanished from the Continent at the end of the 4th Age.&lt;br /&gt;
&lt;br /&gt;
When it comes to classes, every class from the 13th Age core book and 13 True Ways are available. The [http://13thage.org/index.php/classes/255-the-warlock#!kmt-start=0| Warlock] and [http://13thage.org/index.php/classes/230-auto-generate-from-title| Witch] homebrew classes that can be found on Vault of the 13th Age are available. There&#039;s also a new class unique to the Shardworld, the Wellspring Knight, heavily armored warrior-engineers that channel the magitech energies of the Wellspring Engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Kind of Fantasy is Shardworld?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shardworld is without a doubt a high fantasy world. Magic suffuses the Continent and is accepted among the populace. Even the basest peasant bears witness to things far beyond the mundane, from the flying motes of land crashing through the sky above the Shattercrest Mountains to the self repairing cobblestone paths of the King&#039;s Valley. There are fantastic elements everywhere, all steeped in history: echoes of epic spellcraft from ages past, the great works of icons past and present, and eldritch beasts and beings draped in ancient lore. With that said, most of this magic isn&#039;t beneficial to the everyman, ranging from just being another part of the scenery to actively hazardous.&lt;br /&gt;
&lt;br /&gt;
Being based on 13th Age, Shardworld lends itself to sword-and-sorcery tales of characters exploring and influencing the world. Over the course of campaigns, they grow from competent adventurers whose actions have effects on singular cities and small regions into mighty heroes who change the course of history.&lt;br /&gt;
&lt;br /&gt;
Every fantasy setting comes bundled with a list of expectations and concerns anyone accustomed to the genre is familiar with. How does Shardworld treat the hallmarks of fantasy d20 RPGs?&lt;br /&gt;
&lt;br /&gt;
Adventuring &amp;amp; The World: Shardworld takes inspiration from the setting theme of &amp;quot;points of light&amp;quot; popularized by 4th edition D&amp;amp;D. The world is recovering from the death of the High King and the shattering of the kingdom of Avindras into the five Low Kingdoms, followed by war between the newborn nations and a resurgence of the malevolent powers that had been pushed to the edges of civilization in the last age. These powers were barely held at bay after the Low Kings agreed to a truce, but the damage was already done. Much of the world beyond the scattered bastions of civilization has been partially or entirely overrun by the shadows of these dark forces. Even within the cities, rebels, cults and worse continue to sow the seeds of discord. The truce that has held for three decades shows signs of faltering, and the forces of darkness in the dark places and recesses of the Continent show signs of a renewed assault. All told, there is more need for adventurers today than there has been for a long time, brave men and women who can force back the shadows and reconnect the points of light.&lt;br /&gt;
&lt;br /&gt;
Good vs. Evil: Shardworld follows the trend of subverting the black and white morality of traditional fantasy. While there are certainly plenty of unambiguously wicked, non-human forces set on the end of civilization as we know it - the four villainous icons, in 13th Age terms - the remainder vary between heroic or ambiguous depending on perspective. The six Low Kings rule entire nations, and it is the nature of their responsibilities as kings that they are forced to make difficult choices and be seen as villains by some. The Synod, Locus, and Wildspeaker represent and protect divine, arcane, and druidic magic respectively, and while they generally pursue stability they too are seen as evil by hose they have hurt in their pursuance of the greater good. Finally, the Codex of Whispers varies between acting benevolently and despicably in accordance with unknown motivations. However, none of this means that adventurers need to be morally grey antiheroes, simply that the world is designed in an attempt to portray realistic implications of high fantasy tropes and human nature. And minotaur and goblin nature, as it were. There&#039;s plenty of room for heroes, but it&#039;s likely impossible that a hero would arise whose ideologies align with everyone.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Medieval Stasis&amp;quot;: When it comes to politics, economies, and technology, Shardworld most closely aligns to a post-medieval, early modern/renaissance period. The High King did his best to progress civilization in his 200 year reign, and the world has moved past the decentralized feudal kingdoms of old. Politically, the nations of the Continent all exhibit some form of monarchy or central government with a singular leader, strongest in Dracia and weakest in the Orindi. The Shining Empire is organized into principalities, allowed a degree of independence and a say in affairs that relate to them but required to pay fealty and tribute to the Gold Prince in goods, coin, or soldiers. Athon is likewise organized into several provinces that each send a representative to the Tinker King&#039;s council, with the final decision being solely up to the Tinker. The Kraken Dominion is the second-most decentralized nation, organized into many demesnes and its peoples divided by rigid castes. While the Krakentamer ostensibly holds absolute power, those who hold the title generally see fit to keep to a hands-off approach, as long as each demesne pays taxes. Dracia is a theocracy with the High Militant at its head; nobles hold joint power as land- and business-owners and members of the Church of the Wyrm. The Orindi is vast, inhospitable, and its people value self-sufficiency and freedom - this is reflected in the large amount of independecne the Stormchief allows; order is instead maintained by a social hierarchy with room for mobility. Economically, mercantilism prevails, with trade in coin prevailing over the exchange of goods and advents in magically-aided communication technology promoting national unity. In poorer, isolated areas, barter still thrives, and power is held by land-owners beyond the eyes of the cities, or held by independent villages small enough to be mostly ignored. &amp;quot;Magitech&amp;quot;, while not totally ubiquitous, is a thriving industry and grows more by the day. Approximately 1 in 100 people possess some degree of magical ability. While maybe 1 in 100 of those possess enough power to become true spellcasters, the remainder are those with strange knacks, aetherborn with some ability for elemental manipulation, and those who can learn a few simple spells. Many of the last population become spellsmiths, craftsmen who use their magical talent to create, either innately magical trinkets or mundane goods of consistent and exceptional quality. Their work can be seen across the Continet: the main streets of cities are lit by lightglobes, not torches, and guardsmen and travelers are beginning to substitute lightrods for torches. Nearly every noble house and affluent merchant has an Athonese sending-circle, which can communicate with anyone who possesses one themselves; the sending-circles are also very popular among military officers. Spellsmiths of less than sterling morals make skeleton keys which shape themselves to fit any lock. Specialist spellsmiths create powerful and reliable repeating crossbows for the military, and the rare but powerful eternal wands seen in the troves of collectors and the hands of adventurers. Every nation has some means to mystically bolster harvests, whether arcane, divine, or druidic, enough to increase the effective population by about a quarter-again of what it would be without. &lt;br /&gt;
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Resurrection: If resurrection was common, the kingdoms of man wouldn&#039;t still be in disarray from the death of the High King that heralded the end of the 6th Age. There&#039;s no such thing as a common resurrection spell that every cleric with an acceptable amount of divine power gains access to. This isn&#039;t to say that many of those that command the forces of magic haven&#039;t tried to bring someone back. This generally almost always ends badly, but knowing this hasn&#039;t stopped people from trying. Results range from the corpse merely twitching a little and then returning to death, to spontaneous eruption of necromantic energies that animate corpses and stir vengeful spirits for miles around. Allegedly, an attempt to resurrect the Wyrm brought about the end of the 1st Age. A resurrection ritual succeeds perhaps once or twice a century, and the subject always is or turns out to be a figure of great import to history. The reason given for the inability to properly return a soul to its body varies depending on who you ask. A wizard of the Traveling Tower will likely recite some complex magical theory. A cleric of Yeteli will solemnly state that all souls are owed to their master, and she only releases one when coaxed by Fate. Superstition holds that souls returning bring with them malevolent hangers-on from the space between death and life. In addition, there is the occasional case of spontaneous resurrection, although this tends to be more over-reported the further one gets from centers of medical knowledge. Being someone who has been truly returned to life is a great Unique Thing for characters to have.&lt;br /&gt;
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Divine vs. Arcane Magic: In the realms of arcana and theology, in the lofty spires of wizards and the cloistered depths of temples, there seems to be an eternal debate about the differences between the magic drawn from the energies flowing in to the Prime Material shard and the divine feats performed by the few in the clergy capable of such things. At first glance, it seems obvious that the two fields of magic draw on different sources. Among the wizards, many argue that wielders of the arcane are attuned to a purer source of energy    &lt;br /&gt;
than the likes of cleric and paladins, a position with a solid grounding in magical theory and haughty wizardly superiority, both very important to arcanists. However, an almost equally large proportion of wizards in academia theorize that at the basest level, all energy used to cast spells is fundamentally the same, just colored by its shard of origin and its wielder&#039;s proclivities and beliefs. On the other side of the debate, a significant amount of priestly orders state that wizards and sorcerers are incapable of achieving a connection  to the divine shards where the gods now reside, an argument with a strong backing from the more zealous faiths. And yet, other sects posit that the gods control the font of all energy, and decree who gets to use it and in what way. This belief is championed by the magician-preachers that worship Galdicho, the god of magic. Detractors of this theory point to the fact that Galdicho&#039;s other domains include paradox and narcotics. The issue is muddied further by the existence of a rare few spellcasters referred to as theurges, capable of channeling both arcane and divine magics. Ultimately, it is unlikely an answer will be determined unless the gods decide to speak up sometime. Until then, the debate continues to be a source of rich intellectual stimulation, and the occasional righteous smiting or incensed fireball.&lt;br /&gt;
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*The most common response on the subject from druids is a gruff, noncommittal shrug. The second most common response is a judiciously applied oaken staff to the shin, or the face when it comes to druids with a particular distaste for academia.&lt;br /&gt;
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Plane-hopping: High-level PCs hopping between planes of existence is a hallmark of Gygaxian fantasy. However, Shardworld turns this practice on its head. It&#039;s well known among the scholars that study the shards and the interaction between them that the energies of other shards is antithetical to mortal life. Travel to other shards from the Prime Material, while possible in theory, results in the traveler being overloaded and ripped apart by the cosmic forces at work, a kind of &amp;quot;planar gravity&amp;quot; that violently pulls beings back to their shard of origin. However, since the Continent is at the metaphysical bottom of the Shardworld, it is entirely possible for energy from other shards to enter the Prime Material. Thus, in the places of the Continent where pathways to other shards bypass the almost all-encompassing protection of the Wyrm, the land warps and changes to reflect the energies of the shard funneling down to the Prime Material. These locations, called shardrealms, are scattered across the Continent, and range in size and severity of the change. Some shardrealms seem to be permanent in the absence of outside intervention, while some only last for moments, or change between mundane and mystical erratically. Some powerful monsters and beings create magical ripples that cause minor shardrealm-like effects on the land around them. Shardrealms are also the only places beings from other Shards can pass into the Continent from outside of being summoned. Three examples of shardrealms are detailed below:&lt;br /&gt;
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-The Muck: Located deep in the marshlands to the east of the Obsidian Sea, the Muck is a mile wide pit connected to the Rot, the shard demons call home. The bottom is a pool of inky black and perpetually churning water. Rising from it is a tangled weave of decrepit trees and twisting vines wide enough for three men to walk abreast. Demons spawn from the pool and climb up the flora to plague the surrounding swamp.&lt;br /&gt;
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-Hightemple: The coastal city of Hightemple was the seat of the gods of light when they still inhabited the Continent. Their departure left a portal to the shard they now inhabit, and while its strength has waned over time, Hightemple is still undoubtedly blessed. The city is suffused by a soothing light and the faint smell of incense, cathedrals seem to tower into the heavens, and it is said that miracles occur more in Temple than anywhere else.&lt;br /&gt;
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-The Charred Hills: Suffused with the energies of the shard of fire, this stretch of hilly terrain bordering the southern mountains is covered in blackened, perpetually smoldering scrubland. Streams of lava flow through the terrain, originating from an active volcano in the center of the fragment. Fire elementals wander across the hills in their eternal dance, and soot vultures circle above. The Charred Hills would be uninhabited except for the very brave or very foolish if it wasn&#039;t for the fact that the volcano yields the largest rubies in the Continent.&lt;br /&gt;
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But Where&#039;s My Loot?: The course of adventurers seems to unfailingly bring them into contact with powerful magic items, and no self respecting fantasy hero would be seen without a collection of enchanted armor, trinkets, and weaponry. Shardworld doesn&#039;t deviate from this, and magic items with histories stretching as far back as the 1st Age are scattered across the land. These items range from mighty to bizarre, and some are outright cursed. So don&#039;t worry, players, you&#039;ll get your swag.   &lt;br /&gt;
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&#039;&#039;&#039;Fin&#039;&#039;&#039;&lt;br /&gt;
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So that&#039;s the basics, but there&#039;s still a lot more about Shardworld you&#039;ll want to know before you start the adventuring. I suggest you read the Icons page and at least skim the Traveler&#039;s Guide to start. Then, you can move on to the Races page and start to consider what you want to play.&lt;/div&gt;</summary>
		<author><name>FighterChimp</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shardworld:Main_Page&amp;diff=291239</id>
		<title>Shardworld:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shardworld:Main_Page&amp;diff=291239"/>
		<updated>2015-10-22T05:22:51Z</updated>

		<summary type="html">&lt;p&gt;FighterChimp: &lt;/p&gt;
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&lt;div&gt;[[Category: 13th Age]]&lt;br /&gt;
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This is the hub page for Shardworld, a home-brew fantasy setting designed for use with the 13th Age RPG. My goal with Shardworld is to put my own spin on the &amp;quot;stereotypical d20 setting&amp;quot;, inspired by the worlds of the Kingkiller Chronicles, A Song of Ice and Fire, Warhammer Fantasy, Eberron, the general D&amp;amp;D paradigm, and more.  It began as an adaptation of 13th Age&#039;s default Dragon Empire setting, and evolved from there.&lt;br /&gt;
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The setting is designed to be able to host several campaigns, so feel free to use it. I would appreciate being told about the events of your campaign and how you change the Shardworld, but you&#039;re under no obligation to.&lt;br /&gt;
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[[Shardworld/Summary|Setting Summary]]&lt;br /&gt;
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=Setting Details=&lt;br /&gt;
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[[Shardworld/Cosmology|Cosmology]]-The creation myth of the Shardworld, the laws that govern the world, the nature of divinity and a brief summary of well-known shards.&lt;br /&gt;
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[[Shardworld/History|History]]-A brief history of the past ages, &lt;br /&gt;
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[[Shardworld/Icons|Icons]]-The Icons of the 7th Age, whose will and whims guide history.&lt;br /&gt;
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[[Shardworld/Travel_Guide|Traveler&#039;s Guide to The Continent]]-A brief tour of The Continent, the Material Plane of Shardworld, currently in its 7th Age.&lt;br /&gt;
*[[Shardworld/Addendum_1|Addendum I, Divinity, Folklore, and Philosophy]]-The varied beliefs of the Continent&#039;s peoples, and brief summaries of the known gods.&lt;br /&gt;
*[[Shardworld/Addendum_2|Addendum II, Culture, Commerce, and Travel]]-The traditions and structure of the Continent&#039;s civilizations, and how to get from one to another.&lt;br /&gt;
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=System Details=&lt;br /&gt;
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The new race(s) and class added to the core 13th Age, along with details as to how core races fit into the setting.&lt;br /&gt;
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[[Shardworld/Races|Races]]-The varied races of the Continent and their corresponding rules.&lt;br /&gt;
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[[Shardworld/Wellspring_Knight|Wellspring Knight]]-A new class. A martial sect composed of those born with a connection to the Wellspring Engine, an ancient arcanotech edifice from the 3rd Age. Wellspring Knights cast spells like other classes, and use a new resource called Charge to fuel their spells and martial attacks.&lt;br /&gt;
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[[Shardworld/Errata|Errata]]-House rules, approved supplementary and third party material, new pieces of equipment, and general commentary on how the 13th Age system fits into the Shardworld.&lt;br /&gt;
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=Cast of Characters=&lt;br /&gt;
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&#039;&#039;&#039;Player Characters&#039;&#039;&#039;&lt;br /&gt;
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The figures destined to change the Shardworld forever.&lt;br /&gt;
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&#039;&#039;&#039;NPCs&#039;&#039;&#039;&lt;br /&gt;
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Any NPCs important enough to warrant mention. Icons of Shardworld have their own page.&lt;br /&gt;
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=Links=&lt;br /&gt;
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[http://www.13thagesrd.com/| 13th Age SRD]-The SRD for 13th Age.&lt;br /&gt;
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[http://www.pelgranepress.com/?p=13316| Archmage Engine]-The rule system behind 13th Age.&lt;br /&gt;
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[http://pelgranepress.com/site/wp-content/uploads/2014/06/Santys-Fillable-13th-Age-CS-V5.pdf| Character Sheet]-A blank, fillable character sheet.&lt;br /&gt;
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[http://13thage.org/| Vault of the 13th Age]-A collection of fan-made material for 13th Age.&lt;/div&gt;</summary>
		<author><name>FighterChimp</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shardworld/Summary&amp;diff=291238</id>
		<title>Shardworld/Summary</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shardworld/Summary&amp;diff=291238"/>
		<updated>2015-10-22T05:04:16Z</updated>

		<summary type="html">&lt;p&gt;FighterChimp: &lt;/p&gt;
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&lt;div&gt;[[Shardworld:Main Page]]&lt;br /&gt;
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&#039;&#039;&#039;Elevator Pitch&#039;&#039;&#039;&lt;br /&gt;
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The Shardworld is an inherently broken place. Manyfold shards of existence hang suspended in the primordial weave of creation, intersecting and colliding in ways incomprehensible to the perspective of mere mortals. The central axis of Shardworld is the Prime Material shard, the cosmic weight holding all of reality in pl- yes, that&#039;s where we are. Try to keep up. Where was I? Ah, yes. The Prime Material shard, or The Continent by the lexicon of most peoples, is linked to every other shard, the land itself pulled and warped by the dimensional energies at work upon it. The only reason it hasn&#039;t been ripped apart yet is the sacrifice of the Wyrm. His corpse wraps around the Prime Material, blocking most of the pathways between worlds, stoppering the- It happened a long time ago. &#039;&#039;Yes&#039;&#039;, before even I was born, young one. Before the 1st Age. Ah, well that brings me to my next point. The Continent is in constant flux, and many ages have came and went before us, empires and- Well, what age we&#039;re in depends upon how you measure these things. By the metric of human empires, we&#039;re in the 7th Age. As I was saying...hmm..ah, empires and energies rise and fall according to the vagaries of Fate. The influence of the other shards waxes and wanes, bringing icons to power and casting them down- An icon is just the word us scholarly types use for a being strong enough to survive or leave a legacy across the ages. They&#039;re the closest it gets to a constant in our world of flux, outside the gods of course.&lt;br /&gt;
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Why yes, icons can die. The High King was assassinated at the end of the last age, and the Low Kings are still jockeying for the power to lead humanity. Most icons don&#039;t last longer than an age, although the titles they wear tend to survive for longer. Beings of such power tend to take issue with the existence of equals. The conflicts of icons have been the driving force behind history through all the ages. Where am I going with this? Ah, well, that takes me to the original point of this speech. If you really wish to take up the mantle of adventurer, just know that The Continent is more dangerous and volatile than it has ever been. Two new icons have arisen to make their place in the 7th age. The truce between mortal kingdoms strains beneath our own conflicts and the machinations of outside forces. Our world is inherently broken, and it seems to crack more and more with each passing year. If you think you can journey out into the conflicts raging across the world and start fixing things...may Fate guide your hand, young one.&lt;br /&gt;
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&#039;&#039;&#039;Campaign Themes and Styles&#039;&#039;&#039;&lt;br /&gt;
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Obviously, any Shardworld campaign is going to derive a lot of influence from the system and setting it&#039;s (loosely) based on, 13th Age. By extent, it takes a lot of influence from the d20 legacy that influenced 13th Age. So yes, there are dragons, but they range from the classic scheming loner to the likes of The Gold Prince, one of the Low Kings who rules his own human kingdom. And there are dungeons, but some of them are living ones that tunnel up through the earth to break open and spill monsters across the surface like a bursting boil.&lt;br /&gt;
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Thematically, any Shardworld campaign is going to revolve around how the PCs relate to the icons and influence their struggles. Exploration is encouraged, as the Continent is a vast expanse filled with mighty artifacts, places of power, crumbling ruins, and dark secrets. Beyond the scattered bastions of mortal civilization, most of the known world is a dangerous frontier practically crying out for aid. Even inside the mighty cities of the age, political, economic, and religious power struggles are a rich playing field for PCs to curry favor with the powers that be and shape the future of the Continent&#039;s nations and peoples. Beyond that, individual themes will vary from adventure to adventure and campaign to campaign.&lt;br /&gt;
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&#039;&#039;&#039;Player Options&#039;&#039;&#039;&lt;br /&gt;
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Racially, Shardworld diverges from the classic D&amp;amp;D arrangement. Player racial options include, in order of population size on the Continent:&lt;br /&gt;
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Humans- You know the drill.&lt;br /&gt;
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Shardborn- Human sub-races influenced by energies of another Shard. The seven shardborn sub-races are the four variants of elemental Aetherborn, Dawnborn and Duskborn (touched by light and dark, respectively), and demon-blooded twists. The shardborn are mostly integrated into human civilization, except twists, but mechanically, these are all their own race.&lt;br /&gt;
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Goblins: A widespread race of cosmopolitan traders and inventors, primarily concentrated in the kingdom of Athon.&lt;br /&gt;
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Dragonics- Humanoids made in the image of the Wyrm, created to be warriors that guard the wild places of the Continent.&lt;br /&gt;
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Minotaurs: Bull-headed humanoids from the island of Bas Ata, a race of proud warrior-monks and notable seafarers.&lt;br /&gt;
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And if that doesn&#039;t scratch your itch to play something weird, there are also...&lt;br /&gt;
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Myclings- Bizarre humanoid fungi, originally a servitor race of the elves, left behind when their masters all vanished from the Continent at the end of the 4th Age.&lt;br /&gt;
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When it comes to classes, every class from the 13th Age core book and 13 True Ways are available. The [http://13thage.org/index.php/classes/255-the-warlock#!kmt-start=0| Warlock] and [http://13thage.org/index.php/classes/230-auto-generate-from-title| Witch] homebrew classes that can be found on Vault of the 13th Age are available. There&#039;s also a new class unique to the Shardworld, the Wellspring Knight, heavily armored warrior-engineers that channel the magitech energies of the Wellspring Engine.&lt;br /&gt;
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&#039;&#039;&#039;What Kind of Fantasy is Shardworld?&#039;&#039;&#039;&lt;br /&gt;
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Shardworld is without a doubt a high fantasy world. Magic suffuses the Continent and is accepted among the populace. Even the basest peasant bears witness to things far beyond the mundane, from the flying motes of land crashing through the sky above the Shattercrest Mountains to the self repairing cobblestone paths of the King&#039;s Valley. There are fantastic elements everywhere, all steeped in history: echoes of epic spellcraft from ages past, the great works of icons past and present, and eldritch beasts and beings draped in ancient lore. With that said, most of this magic isn&#039;t beneficial to the everyman, ranging from just being another part of the scenery to actively hazardous.&lt;br /&gt;
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Being based on 13th Age, Shardworld lends itself to sword-and-sorcery tales of characters exploring and influencing the world. Over the course of campaigns, they grow from competent adventurers whose actions have effects on singular cities and small regions into mighty heroes who change the course of history.&lt;br /&gt;
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Every fantasy setting comes bundled with a list of expectations and concerns anyone accustomed to the genre is familiar with. How does Shardworld treat the hallmarks of fantasy d20 RPGs?&lt;br /&gt;
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Adventuring &amp;amp; The World: Shardworld takes inspiration from the setting theme of &amp;quot;points of light&amp;quot; popularized by 4th edition D&amp;amp;D. The world is recovering from the death of the High King and the shattering of the kingdom of Avindras into the five Low Kingdoms, followed by war between the newborn nations and a resurgence of the malevolent powers that had been pushed to the edges of civilization in the last age. These powers were barely held at bay after the Low Kings agreed to a truce, but the damage was already done. Much of the world beyond the scattered bastions of civilization has been partially or entirely overrun by the shadows of these dark forces. Even within the cities, rebels, cults and worse continue to sow the seeds of discord. The truce that has held for three decades shows signs of faltering, and the forces of darkness in the dark places and recesses of the Continent show signs of a renewed assault. All told, there is more need for adventurers today than there has been for a long time, brave men and women who can force back the shadows and reconnect the points of light.&lt;br /&gt;
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Good vs. Evil: Shardworld is, by default, somewhat more morally grey than traditional fantasy. While there are certainly plenty of unambiguously wicked, non-human forces set on the end of civilization as we know it - the four villainous icons, in 13th Age terms - the remainder vary between heroic or ambiguous depending on perspective. The six Low Kings rule entire nations, and it is the nature of their responsibilities as kings that they are forced to make difficult choices and be seen as villains by some. The Synod, Locus, and Wildspeaker represent and protect divine, arcane, and druidic magic respectively, and while they generally pursue stability they too are seen as evil by hose they have hurt in their pursuance of the greater good. Finally, the Codex of Whispers varies between acting benevolently and despicably in accordance with unknown motivations. However, none of this means that adventurers need to be morally grey antiheroes, simply that the world is designed in accordance with human nature. And minotaur and goblin nature, as it were. There&#039;s plenty of room for heroes, but it&#039;s likely impossible that a hero would arise whose ideologies align with everyone.&lt;br /&gt;
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&amp;quot;Medieval Stasis&amp;quot;: When it comes to politics, economies, and technology, Shardworld most closely aligns to a post-medieval, early modern/renaissance period. The High King did his best to progress civilization in his 200 year reign, and the world has moved past the decentralized feudal kingdoms of old. Today, the Continent is best described as a collection of mercantalist monarchies, with trade in coin prevailing over barter and advents in magically-aided communication technology promoting national unity. &lt;br /&gt;
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Resurrection: If resurrection was common, the kingdoms of man wouldn&#039;t still be in disarray from the death of the High King that heralded the end of the 6th Age. There&#039;s no such thing as a common resurrection spell that every cleric with an acceptable amount of divine power gains access to. This isn&#039;t to say that many of those that command the forces of magic haven&#039;t tried to bring someone back. This generally almost always ends badly, but knowing this hasn&#039;t stopped people from trying. Results range from the corpse merely twitching a little and then returning to death, to spontaneous eruption of necromantic energies that animate corpses and stir vengeful spirits for miles around. Allegedly, an attempt to resurrect the Wyrm brought about the end of the 1st Age. A resurrection ritual succeeds perhaps once or twice a century, and the subject always is or turns out to be a figure of great import to history. The reason given for the inability to properly return a soul to its body varies depending on who you ask. A wizard of the Traveling Tower will likely recite some complex magical theory. A cleric of Yeteli will solemnly state that all souls are owed to their master, and she only releases one when coaxed by Fate. Superstition holds that souls returning bring with them malevolent hangers-on from the space between death and life. In addition, there is the occasional case of spontaneous resurrection, although this tends to be more over-reported the further one gets from centers of medical knowledge. Being someone who has been truly returned to life is a great Unique Thing for characters to have.&lt;br /&gt;
&lt;br /&gt;
Divine vs. Arcane Magic: In the realms of arcana and theology, in the lofty spires of wizards and the cloistered depths of temples, there seems to be an eternal debate about the differences between the magic drawn from the energies flowing in to the Prime Material shard and the divine feats performed by the few in the clergy capable of such things. At first glance, it seems obvious that the two fields of magic draw on different sources. Among the wizards, many argue that wielders of the arcane are attuned to a purer source of energy    &lt;br /&gt;
than the likes of cleric and paladins, a position with a solid grounding in magical theory and haughty wizardly superiority, both very important to arcanists. However, an almost equally large proportion of wizards in academia theorize that at the basest level, all energy used to cast spells is fundamentally the same, just colored by its shard of origin and its wielder&#039;s proclivities and beliefs. On the other side of the debate, a significant amount of priestly orders state that wizards and sorcerers are incapable of achieving a connection  to the divine shards where the gods now reside, an argument with a strong backing from the more zealous faiths. And yet, other sects posit that the gods control the font of all energy, and decree who gets to use it and in what way. This belief is championed by the magician-preachers that worship Galdicho, the god of magic. Detractors of this theory point to the fact that Galdicho&#039;s other domains include paradox and narcotics. The issue is muddied further by the existence of a rare few spellcasters referred to as theurges, capable of channeling both arcane and divine magics. Ultimately, it is unlikely an answer will be determined unless the gods decide to speak up sometime. Until then, the debate continues to be a source of rich intellectual stimulation, and the occasional righteous smiting or incensed fireball.&lt;br /&gt;
&lt;br /&gt;
*The most common response on the subject from druids is a gruff, noncommittal shrug. The second most common response is a judiciously applied oaken staff to the shin, or the face when it comes to druids with a particular distaste for academia.&lt;br /&gt;
&lt;br /&gt;
Plane-hopping: High-level PCs hopping between planes of existence is a hallmark of Gygaxian fantasy. However, Shardworld turns this practice on its head. It&#039;s well known among the scholars that study the shards and the interaction between them that the energies of other shards is antithetical to mortal life. Travel to other shards from the Prime Material, while possible in theory, results in the traveler being overloaded and ripped apart by the cosmic forces at work, a kind of &amp;quot;planar gravity&amp;quot; that violently pulls beings back to their shard of origin. However, since the Continent is at the metaphysical bottom of the Shardworld, it is entirely possible for energy from other shards to enter the Prime Material. Thus, in the places of the Continent where pathways to other shards bypass the almost all-encompassing protection of the Wyrm, the land warps and changes to reflect the energies of the shard funneling down to the Prime Material. These locations, called shardrealms, are scattered across the Continent, and range in size and severity of the change. Some shardrealms seem to be permanent in the absence of outside intervention, while some only last for moments, or change between mundane and mystical erratically. Some powerful monsters and beings create magical ripples that cause minor shardrealm-like effects on the land around them. Shardrealms are also the only places beings from other Shards can pass into the Continent from outside of being summoned. Three examples of shardrealms are detailed below:&lt;br /&gt;
&lt;br /&gt;
-The Muck: Located deep in the marshlands to the east of the Obsidian Sea, the Muck is a mile wide pit connected to the Rot, the shard demons call home. The bottom is a pool of inky black and perpetually churning water. Rising from it is a tangled weave of decrepit trees and twisting vines wide enough for three men to walk abreast. Demons spawn from the pool and climb up the flora to plague the surrounding swamp.&lt;br /&gt;
&lt;br /&gt;
-Hightemple: The coastal city of Hightemple was the seat of the gods of light when they still inhabited the Continent. Their departure left a portal to the shard they now inhabit, and while its strength has waned over time, Hightemple is still undoubtedly blessed. The city is suffused by a soothing light and the faint smell of incense, cathedrals seem to tower into the heavens, and it is said that miracles occur more in Temple than anywhere else.&lt;br /&gt;
&lt;br /&gt;
-The Charred Hills: Suffused with the energies of the shard of fire, this stretch of hilly terrain bordering the southern mountains is covered in blackened, perpetually smoldering scrubland. Streams of lava flow through the terrain, originating from an active volcano in the center of the fragment. Fire elementals wander across the hills in their eternal dance, and soot vultures circle above. The Charred Hills would be uninhabited except for the very brave or very foolish if it wasn&#039;t for the fact that the volcano yields the largest rubies in the Continent.&lt;br /&gt;
&lt;br /&gt;
But Where&#039;s My Loot?: The course of adventurers seems to unfailingly bring them into contact with powerful magic items, and no self respecting fantasy hero would be seen without a collection of enchanted armor, trinkets, and weaponry. Shardworld doesn&#039;t deviate from this, and magic items with histories stretching as far back as the 1st Age are scattered across the land. These items range from mighty to bizarre, and some are outright cursed. So don&#039;t worry, players, you&#039;ll get your swag.   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So that&#039;s the basics, but there&#039;s still a lot more about Shardworld you&#039;ll want to know before you start the adventuring. I suggest you read the Icons page and at least skim the Traveler&#039;s Guide to start. Then, you can move on to the Races page and start to consider what you want to play.&lt;/div&gt;</summary>
		<author><name>FighterChimp</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shardworld:Main_Page&amp;diff=291236</id>
		<title>Shardworld:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shardworld:Main_Page&amp;diff=291236"/>
		<updated>2015-10-22T04:50:31Z</updated>

		<summary type="html">&lt;p&gt;FighterChimp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: 13th Age]]&lt;br /&gt;
&lt;br /&gt;
This is the hub page for Shardworld, a home-brew fantasy setting designed for use with the 13th Age RPG. My goal with Shardworld is to put my own spin on the &amp;quot;stereotypical d20 setting&amp;quot;, inspired by the worlds of the Kingkiller Chronicles, A Song of Ice and Fire, Warhammer Fantasy, Eberron, and more.  It began as an adaptation of 13th Age&#039;s default Dragon Empire setting, and evolved from there.&lt;br /&gt;
&lt;br /&gt;
The setting is designed to be able to host several campaigns, so feel free to use it. I would appreciate being told about the events of your campaign and how you change the Shardworld, but you&#039;re under no obligation to.&lt;br /&gt;
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&lt;br /&gt;
[[Shardworld/Summary|Setting Summary]]&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
=Setting Details=&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Cosmology|Cosmology]]-The creation myth of the Shardworld, the laws that govern the world, the nature of divinity and a brief summary of well-known shards.&lt;br /&gt;
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[[Shardworld/History|History]]-A brief history of the past ages, &lt;br /&gt;
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[[Shardworld/Icons|Icons]]-The Icons of the 7th Age, whose will and whims guide history.&lt;br /&gt;
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[[Shardworld/Travel_Guide|Traveler&#039;s Guide to The Continent]]-A brief tour of The Continent, the Material Plane of Shardworld, currently in its 7th Age.&lt;br /&gt;
*[[Shardworld/Addendum_1|Addendum I, Divinity, Folklore, and Philosophy]]-The varied beliefs of the Continent&#039;s peoples, and brief summaries of the known gods.&lt;br /&gt;
*[[Shardworld/Addendum_2|Addendum II, Culture, Commerce, and Travel]]-The traditions and structure of the Continent&#039;s civilizations, and how to get from one to another.&lt;br /&gt;
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&lt;br /&gt;
=System Details=&lt;br /&gt;
&lt;br /&gt;
The new race(s) and class added to the core 13th Age, along with details as to how core races fit into the setting.&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Races|Races]]-The varied races of the Continent and their corresponding rules.&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Wellspring_Knight|Wellspring Knight]]-A new class. A martial sect composed of those born with a connection to the Wellspring Engine, an ancient arcanotech edifice from the 3rd Age. Wellspring Knights cast spells like other classes, and use a new resource called Charge to fuel their spells and martial attacks.&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Errata|Errata]]-House rules, approved supplementary and third party material, new pieces of equipment, and general commentary on how the 13th Age system fits into the Shardworld.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Cast of Characters=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Characters&#039;&#039;&#039;&lt;br /&gt;
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The figures destined to change the Shardworld forever.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPCs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any NPCs important enough to warrant mention. Icons of Shardworld have their own page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
&lt;br /&gt;
[http://www.13thagesrd.com/| 13th Age SRD]-The SRD for 13th Age.&lt;br /&gt;
&lt;br /&gt;
[http://www.pelgranepress.com/?p=13316| Archmage Engine]-The rule system behind 13th Age.&lt;br /&gt;
&lt;br /&gt;
[http://pelgranepress.com/site/wp-content/uploads/2014/06/Santys-Fillable-13th-Age-CS-V5.pdf| Character Sheet]-A blank, fillable character sheet.&lt;br /&gt;
&lt;br /&gt;
[http://13thage.org/| Vault of the 13th Age]-A collection of fan-made material for 13th Age.&lt;/div&gt;</summary>
		<author><name>FighterChimp</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shardworld/Summary&amp;diff=291133</id>
		<title>Shardworld/Summary</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shardworld/Summary&amp;diff=291133"/>
		<updated>2015-10-18T07:13:56Z</updated>

		<summary type="html">&lt;p&gt;FighterChimp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Shardworld:Main Page]]&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Elevator Pitch&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Shardworld is an inherently broken place. Manyfold shards of existence hang suspended in the primordial weave of creation, intersecting and colliding in ways incomprehensible to the perspective of mere mortals. The central axis of Shardworld is the Prime Material shard, the cosmic weight holding all of reality in pl- yes, that&#039;s where we are. Try to keep up. Where was I? Ah, yes. The Prime Material shard, or The Continent by the lexicon of most peoples, is linked to every other shard, the land itself pulled and warped by the dimensional energies at work upon it. The only reason it hasn&#039;t been ripped apart yet is the sacrifice of the Wyrm. His corpse wraps around the Prime Material, blocking most of the pathways between worlds, stoppering the- It happened a long time ago. &#039;&#039;Yes&#039;&#039;, before even I was born, young one. Before the 1st Age. Ah, well that brings me to my next point. The Continent is in constant flux, and many ages have came and went before us, empires and- Well, what age we&#039;re in depends upon how you measure these things. By the metric of human empires, we&#039;re in the 7th Age. As I was saying...hmm..ah, empires and energies rise and fall according to the vagaries of Fate. The influence of the other shards waxes and wanes, bringing icons to power and casting them down- An icon is just the word us scholarly types use for a being strong enough to survive or leave a legacy across the ages. They&#039;re the closest it gets to a constant in our world of flux, outside the gods of course.&lt;br /&gt;
&lt;br /&gt;
Why yes, icons can die. The High King was assassinated at the end of the last age, and the Low Kings are still jockeying for the power to lead humanity. Most icons don&#039;t last longer than an age, although the titles they wear tend to survive for longer. Beings of such power tend to take issue with the existence of equals. The conflicts of icons have been the driving force behind history through all the ages. Where am I going with this? Ah, well, that takes me to the original point of this speech. If you really wish to take up the mantle of adventurer, just know that The Continent is more dangerous and volatile than it has ever been. Two new icons have arisen to make their place in the 7th age. The truce between mortal kingdoms strains beneath our own conflicts and the machinations of outside forces. Our world is inherently broken, and it seems to crack more and more with each passing year. If you think you can journey out into the conflicts raging across the world and start fixing things...may Fate guide your hand, young one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Campaign Themes and Styles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Obviously, any Shardworld campaign is going to derive a lot of influence from the system and setting it&#039;s (loosely) based on, 13th Age. By extent, it takes a lot of influence from the d20 legacy that influenced 13th Age. So yes, there are dragons, but they range from the classic scheming loner to the likes of The Gold Prince, one of the Low Kings who rules his own human kingdom. And there are dungeons, but some of them are living ones that tunnel up through the earth to break open and spill monsters across the surface like a bursting boil.&lt;br /&gt;
&lt;br /&gt;
Thematically, any Shardworld campaign is going to revolve around how the PCs relate to the icons and influence their struggles. Exploration is encouraged, as the Continent is a vast expanse filled with mighty artifacts, places of power, crumbling ruins, and dark secrets. Beyond the scattered bastions of mortal civilization, most of the known world is a dangerous frontier practically crying out for aid. Even inside the mighty cities of the age, political, economic, and religious power struggles are a rich playing field for PCs to curry favor with the powers that be and shape the future of the Continent&#039;s nations and peoples. Beyond that, individual themes will vary from adventure to adventure and campaign to campaign.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Racially, Shardworld diverges from the classic D&amp;amp;D arrangement. Player racial options include, in order of population size on the Continent:&lt;br /&gt;
&lt;br /&gt;
Humans- You know the drill.&lt;br /&gt;
&lt;br /&gt;
Shardborn- Human sub-races influenced by energies of another Shard. The seven shardborn sub-races are the four variants of elemental Aetherborn, Dawnborn and Duskborn (touched by light and dark, respectively), and demon-blooded twists. The shardborn are mostly integrated into human civilization, except twists, but mechanically, these are all their own race.&lt;br /&gt;
&lt;br /&gt;
Goblins: A widespread race of cosmopolitan traders and inventors, primarily concentrated in the kingdom of Athon.&lt;br /&gt;
&lt;br /&gt;
Dragonics- Humanoids made in the image of the Wyrm, created to be warriors that guard the wild places of the Continent.&lt;br /&gt;
&lt;br /&gt;
Minotaurs: Bull-headed humanoids from the island of Bas Ata, a race of proud warrior-monks and notable seafarers.&lt;br /&gt;
&lt;br /&gt;
And if that doesn&#039;t scratch your itch to play something weird, there are also...&lt;br /&gt;
&lt;br /&gt;
Myclings- Bizarre humanoid fungi, originally a servitor race of the elves, left behind when their masters all vanished from the Continent at the end of the 4th Age.&lt;br /&gt;
&lt;br /&gt;
When it comes to classes, every class from the 13th Age core book and 13 True Ways are available. The [http://13thage.org/index.php/classes/255-the-warlock#!kmt-start=0| Warlock] and [http://13thage.org/index.php/classes/230-auto-generate-from-title| Witch] homebrew classes that can be found on Vault of the 13th Age are available. There&#039;s also a new class unique to the Shardworld, the Wellspring Knight, heavily armored warrior-engineers that channel the magitech energies of the Wellspring Engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Kind of Fantasy is Shardworld?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shardworld is without a doubt a high fantasy world. Magic suffuses the Continent and is accepted among the populace. Even the basest peasant bears witness to things far beyond the mundane, from the flying motes of land crashing through the sky above the Shattercrest Mountains to the self repairing cobblestone paths of the King&#039;s Valley. There are fantastic elements everywhere, all steeped in history: echoes of epic spellcraft from ages past, the great works of icons past and present, and eldritch beasts and beings draped in ancient lore. With that said, most of this magic isn&#039;t beneficial to the everyman, ranging from just being another part of the scenery to actively hazardous.&lt;br /&gt;
&lt;br /&gt;
Being based on 13th Age, Shardworld lends itself to sword-and-sorcery tales of characters exploring and influencing the world. Over the course of campaigns, they grow from competent adventurers whose actions have effects on singular cities and small regions into mighty heroes who change the course of history.&lt;br /&gt;
&lt;br /&gt;
Every fantasy setting comes bundled with a list of expectations and concerns anyone accustomed to the genre is familiar with. How does Shardworld treat the hallmarks of fantasy d20 RPGs?&lt;br /&gt;
&lt;br /&gt;
Adventuring &amp;amp; The World: Shardworld takes inspiration from the setting theme of &amp;quot;points of light&amp;quot; popularized by 4th edition D&amp;amp;D. The world is recovering from the death of the High King and the shattering of the kingdom of Avindras into the five Low Kingdoms, followed by war between the newborn nations and a resurgence of the malevolent powers that had been pushed to the edges of civilization in the last age. These powers were barely held at bay after the Low Kings agreed to a truce, but the damage was already done. Much of the world beyond the scattered bastions of civilization has been partially or entirely overrun by the shadows of these dark forces. Even within the cities, rebels, cults and worse continue to sow the seeds of discord. The truce that has held for three decades shows signs of faltering, and the forces of darkness in the dark places and recesses of the Continent show signs of a renewed assault. All told, there is more need for adventurers today than there has been for a long time, brave men and women who can force back the shadows and reconnect the points of light.&lt;br /&gt;
&lt;br /&gt;
Good vs. Evil: Shardworld is, by default, somewhat more morally grey than traditional fantasy. While there are certainly plenty of unambiguously wicked, non-human forces set on the end of civilization as we know it - the four villainous icons, in 13th Age terms - the remainder vary between heroic or ambiguous depending on perspective. The six Low Kings rule entire nations, and it is the nature of their responsibilities as kings that they are forced to make difficult choices and be seen as villains by some. The Synod, Locus, and Wildspeaker represent and protect divine, arcane, and druidic magic respectively, and while they generally pursue stability they too are seen as evil by hose they have hurt in their pursuance of the greater good. Finally, the Codex of Whispers varies between acting benevolently and despicably in accordance with unknown motivations. However, none of this means that adventurers need to be morally grey antiheroes. There&#039;s plenty of room for heroes, but it&#039;s likely impossible that a hero would arise whose ideologies align with everyone.        &lt;br /&gt;
&lt;br /&gt;
Resurrection: If resurrection was common, the kingdoms of man wouldn&#039;t still be in disarray from the death of the High King that heralded the end of the 6th Age. There&#039;s no such thing as a common resurrection spell that every cleric with an acceptable amount of divine power gains access to. This isn&#039;t to say that many of those that command the forces of magic haven&#039;t tried to bring someone back. This generally almost always ends badly, but knowing this hasn&#039;t stopped people from trying. Results range from the corpse merely twitching a little and then returning to death, to spontaneous eruption of necromantic energies that animate corpses and stir vengeful spirits for miles around. Allegedly, an attempt to resurrect the Wyrm brought about the end of the 1st Age. A resurrection ritual succeeds perhaps once or twice a century, and the subject always is or turns out to be a figure of great import to history. The reason given for the inability to properly return a soul to its body varies depending on who you ask. A wizard of the Traveling Tower will likely recite some complex magical theory. A cleric of Yeteli will solemnly state that all souls are owed to their master, and she only releases one when coaxed by Fate. Superstition holds that souls returning bring with them malevolent hangers-on from the space between death and life. In addition, there is the occasional case of spontaneous resurrection, although this tends to be more over-reported the further one gets from centers of medical knowledge. Being someone who has been truly returned to life is a great Unique Thing for characters to have.&lt;br /&gt;
&lt;br /&gt;
Divine vs. Arcane Magic: In the realms of arcana and theology, in the lofty spires of wizards and the cloistered depths of temples, there seems to be an eternal debate about the differences between the magic drawn from the energies flowing in to the Prime Material shard and the divine feats performed by the few in the clergy capable of such things. At first glance, it seems obvious that the two fields of magic draw on different sources. Among the wizards, many argue that wielders of the arcane are attuned to a purer source of energy    &lt;br /&gt;
than the likes of cleric and paladins, a position with a solid grounding in magical theory and haughty wizardly superiority, both very important to arcanists. However, an almost equally large proportion of wizards in academia theorize that at the basest level, all energy used to cast spells is fundamentally the same, just colored by its shard of origin and its wielder&#039;s proclivities and beliefs. On the other side of the debate, a significant amount of priestly orders state that wizards and sorcerers are incapable of achieving a connection  to the divine shards where the gods now reside, an argument with a strong backing from the more zealous faiths. And yet, other sects posit that the gods control the font of all energy, and decree who gets to use it and in what way. This belief is championed by the magician-preachers that worship Galdicho, the god of magic. Detractors of this theory point to the fact that Galdicho&#039;s other domains include paradox and narcotics. The issue is muddied further by the existence of a rare few spellcasters referred to as theurges, capable of channeling both arcane and divine magics. Ultimately, it is unlikely an answer will be determined unless the gods decide to speak up sometime. Until then, the debate continues to be a source of rich intellectual stimulation, and the occasional righteous smiting or incensed fireball.&lt;br /&gt;
&lt;br /&gt;
*The most common response on the subject from druids is a gruff, noncommittal shrug. The second most common response is a judiciously applied oaken staff to the shin, or the face when it comes to druids with a particular distaste for academia.&lt;br /&gt;
&lt;br /&gt;
Plane-hopping: High-level PCs hopping between planes of existence is a hallmark of Gygaxian fantasy. However, Shardworld turns this practice on its head. It&#039;s well known among the scholars that study the shards and the interaction between them that the energies of other shards is antithetical to mortal life. Travel to other shards from the Prime Material, while possible in theory, results in the traveler being overloaded and ripped apart by the cosmic forces at work, a kind of &amp;quot;planar gravity&amp;quot; that violently pulls beings back to their shard of origin. However, since the Continent is at the metaphysical bottom of the Shardworld, it is entirely possible for energy from other shards to enter the Prime Material. Thus, in the places of the Continent where pathways to other shards bypass the almost all-encompassing protection of the Wyrm, the land warps and changes to reflect the energies of the shard funneling down to the Prime Material. These locations, called shardrealms, are scattered across the Continent, and range in size and severity of the change. Some shardrealms seem to be permanent in the absence of outside intervention, while some only last for moments, or change between mundane and mystical erratically. Some powerful monsters and beings create magical ripples that cause minor shardrealm-like effects on the land around them. Shardrealms are also the only places beings from other Shards can pass into the Continent from outside of being summoned. Three examples of shardrealms are detailed below:&lt;br /&gt;
&lt;br /&gt;
-The Muck: Located deep in the marshlands to the east of the Obsidian Sea, the Muck is a mile wide pit connected to the Rot, the shard demons call home. The bottom is a pool of inky black and perpetually churning water. Rising from it is a tangled weave of decrepit trees and twisting vines wide enough for three men to walk abreast. Demons spawn from the pool and climb up the flora to plague the surrounding swamp.&lt;br /&gt;
&lt;br /&gt;
-Hightemple: The coastal city of Hightemple was the seat of the gods of light when they still inhabited the Continent. Their departure left a portal to the shard they now inhabit, and while its strength has waned over time, Hightemple is still undoubtedly blessed. The city is suffused by a soothing light and the faint smell of incense, cathedrals seem to tower into the heavens, and it is said that miracles occur more in Temple than anywhere else.&lt;br /&gt;
&lt;br /&gt;
-The Charred Hills: Suffused with the energies of the shard of fire, this stretch of hilly terrain bordering the southern mountains is covered in blackened, perpetually smoldering scrubland. Streams of lava flow through the terrain, originating from an active volcano in the center of the fragment. Fire elementals wander across the hills in their eternal dance, and soot vultures circle above. The Charred Hills would be uninhabited except for the very brave or very foolish if it wasn&#039;t for the fact that the volcano yields the largest rubies in the Continent.&lt;br /&gt;
&lt;br /&gt;
But Where&#039;s My Loot?: The course of adventurers seems to unfailingly bring them into contact with powerful magic items, and no self respecting fantasy hero would be seen without a collection of enchanted armor, trinkets, and weaponry. Shardworld doesn&#039;t deviate from this, and magic items with histories stretching as far back as the 1st Age are scattered across the land. These items range from mighty to bizarre, and some are outright cursed. So don&#039;t worry, players, you&#039;ll get your swag.   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So that&#039;s the basics, but there&#039;s still a lot more about Shardworld you&#039;ll want to know before you start the adventuring. I suggest you read the Icons page and at least skim the Traveler&#039;s Guide to start. Then, you can move on to the Races page and start to consider what you want to play.&lt;/div&gt;</summary>
		<author><name>FighterChimp</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shardworld/Summary&amp;diff=291125</id>
		<title>Shardworld/Summary</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shardworld/Summary&amp;diff=291125"/>
		<updated>2015-10-18T01:46:01Z</updated>

		<summary type="html">&lt;p&gt;FighterChimp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Shardworld:Main Page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elevator Pitch&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Shardworld is an inherently broken place. Manyfold shards of existence hang suspended in the primordial weave of creation, intersecting and colliding in ways incomprehensible to the perspective of mere mortals. The central axis of Shardworld is the Prime Material shard, the cosmic weight holding all of reality in pl- yes, that&#039;s where we are. Try to keep up. Where was I? Ah, yes. The Prime Material shard, or The Continent by the lexicon of most peoples, is linked to every other shard, the land itself pulled and warped by the dimensional energies at work upon it. The only reason it hasn&#039;t been ripped apart yet is the sacrifice of the Wyrm. His corpse wraps around the Prime Material, blocking most of the pathways between worlds, stoppering the- It happened a long time ago. &#039;&#039;Yes&#039;&#039;, before even I was born, young one. Before the 1st Age. Ah, well that brings me to my next point. The Continent is in constant flux, and many ages have came and went before us, empires and- Well, what age we&#039;re in depends upon how you measure these things. By the metric of human empires, we&#039;re in the 7th Age. As I was saying...hmm..ah, empires and energies rise and fall according to the vagaries of Fate. The influence of the other shards waxes and wanes, bringing icons to power and casting them down- An icon is just the word us scholarly types use for a being strong enough to survive or leave a legacy across the ages. They&#039;re the closest it gets to a constant in our world of flux, outside the gods of course.&lt;br /&gt;
&lt;br /&gt;
Why yes, icons can die. The High King was assassinated at the end of the last age, and the descendants of his Low Kings are still jockeying for the power to lead humanity. Most icons don&#039;t last longer than an age, although the titles they wear tend to survive for longer. Beings of such power tend to take issue with the existence of equals. The conflicts of icons have been the driving force behind history through all the ages. Where am I going with this? Ah, well, that takes me to the original point of this speech. If you really wish to take up the mantle of adventurer, just know that The Continent is more dangerous and volatile than it has ever been. Two new icons have arisen to make their place in the 7th age. The truce between mortal kingdoms strains beneath our own conflicts and the machinations of outside forces. Our world is inherently broken, and it seems to crack more and more with each passing year. If you think you can journey out into the conflicts raging across the world and start fixing things...may Fate guide your hand, young one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Campaign Themes and Styles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Obviously, any Shardworld campaign is going to derive a lot of influence from the system and setting it&#039;s (loosely) based on, 13th Age. By extent, it takes a lot of influence from the d20 legacy that influenced 13th Age. So yes, there are dragons, but they range from the classic scheming loner to the likes of The Gold Prince, one of the Low Kings who rules his own human kingdom. And there are dungeons, but some of them are living ones that tunnel up through the earth to break open and spill monsters across the surface like a bursting boil.&lt;br /&gt;
&lt;br /&gt;
Thematically, any Shardworld campaign is going to revolve around how the PCs relate to the icons and influence their struggles. Exploration is encouraged, as the Continent is a vast expanse filled with mighty artifacts, places of power, crumbling ruins, and dark secrets. Beyond the scattered bastions of mortal civilization, most of the known world is a dangerous frontier practically crying out for aid. Even inside the mighty cities of the age, political, economic, and religious power struggles are a rich playing field for PCs to curry favor with the powers that be and shape the future of the Continent&#039;s nations and peoples. Beyond that, individual themes will vary from adventure to adventure and campaign to campaign.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Racially, Shardworld diverges from the classic D&amp;amp;D arrangement. Player racial options include, in order of population size on the Continent:&lt;br /&gt;
&lt;br /&gt;
Humans- You know the drill.&lt;br /&gt;
&lt;br /&gt;
Shardborn- Human sub-races influenced by energies of another Shard. The seven shardborn sub-races are the four variants of elemental Aetherborn, Dawnborn and Duskborn (touched by light and dark, respectively), and demon-blooded twists. The shardborn are mostly integrated into human civilization, except twists, but mechanically, these are all their own race.&lt;br /&gt;
&lt;br /&gt;
Goblins: A widespread race of cosmopolitan traders and inventors, primarily concentrated in the kingdom of Athon.&lt;br /&gt;
&lt;br /&gt;
Dragonics- Humanoids made in the image of the Wyrm, created to be warriors that guard the wild places of the Continent.&lt;br /&gt;
&lt;br /&gt;
Minotaurs: Bull-headed humanoids from the island of Bas Ata, a race of proud warrior-monks and notable seafarers.&lt;br /&gt;
&lt;br /&gt;
And if that doesn&#039;t scratch your itch to play something weird, there are also...&lt;br /&gt;
&lt;br /&gt;
Myclings- Bizarre humanoid fungi, originally a servitor race of the elves, left behind when their masters all vanished from the Continent at the end of the 4th Age.&lt;br /&gt;
&lt;br /&gt;
When it comes to classes, every class from the 13th Age core book and 13 True Ways are available. The [http://13thage.org/index.php/classes/255-the-warlock#!kmt-start=0| Warlock] and [http://13thage.org/index.php/classes/230-auto-generate-from-title| Witch] homebrew classes that can be found on Vault of the 13th Age are available. There&#039;s also a new class unique to the Shardworld, the Wellspring Knight, heavily armored warrior-engineers that channel the magitech energies of the Wellspring Engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Kind of Fantasy is Shardworld?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shardworld is without a doubt a high fantasy world. Magic suffuses the Continent and is accepted among the populace. Even the basest peasant bears witness to things far beyond the mundane, from the flying motes of land crashing through the sky above the Shattercrest Mountains to the self repairing cobblestone paths of the King&#039;s Valley. There are fantastic elements everywhere, all steeped in history: echoes of epic spellcraft from ages past, the great works of icons past and present, and eldritch beasts and beings draped in ancient lore. With that said, most of this magic isn&#039;t beneficial to the everyman, ranging from just being another part of the scenery to actively hazardous.&lt;br /&gt;
&lt;br /&gt;
Being based on 13th Age, Shardworld lends itself to sword-and-sorcery tales of characters exploring and influencing the world. Over the course of campaigns, they grow from competent adventurers whose actions have effects on singular cities and small regions into mighty heroes who change the course of history.&lt;br /&gt;
&lt;br /&gt;
Every fantasy setting comes bundled with a list of expectations and concerns anyone accustomed to the genre is familiar with. How does Shardworld treat the hallmarks of fantasy d20 RPGs?&lt;br /&gt;
&lt;br /&gt;
Adventuring &amp;amp; The World: Shardworld takes inspiration from the setting theme of &amp;quot;points of light&amp;quot; popularized by 4th edition D&amp;amp;D. The world is recovering from the death of the High King and the shattering of the kingdom of Avindras into the five Low Kingdoms, followed by war between the newborn nations and a resurgence of the malevolent powers that had been pushed to the edges of civilization in the last age. These powers were barely held at bay after the Low Kings agreed to a truce, but the damage was already done. Much of the world beyond the scattered bastions of civilization has been partially or entirely overrun by the shadows of these dark forces. Even within the cities, rebels, cults and worse continue to sow the seeds of discord. The truce that has held for three decades shows signs of faltering, and the forces of darkness in the dark places and recesses of the Continent show signs of a renewed assault. All told, there is more need for adventurers today than there has been for a long time, brave men and women who can force back the shadows and reconnect the points of light.&lt;br /&gt;
&lt;br /&gt;
Good vs. Evil:    &lt;br /&gt;
&lt;br /&gt;
Resurrection: If resurrection was common, the kingdoms of man wouldn&#039;t still be in disarray from the death of the High King that heralded the end of the 6th Age. There&#039;s no such thing as a common resurrection spell that every cleric with an acceptable amount of divine power gains access to. This isn&#039;t to say that many of those that command the forces of magic haven&#039;t tried to bring someone back. This generally almost always ends badly, but knowing this hasn&#039;t stopped people from trying. Results range from the corpse merely twitching a little and then returning to death, to spontaneous eruption of necromantic energies that animate corpses and stir vengeful spirits for miles around. Allegedly, an attempt to resurrect the Wyrm brought about the end of the 1st Age. A resurrection ritual succeeds perhaps once or twice a century, and the subject always is or turns out to be a figure of great import to history. The reason given for the inability to properly return a soul to its body varies depending on who you ask. A wizard of the Traveling Tower will likely recite some complex magical theory. A cleric of Yeteli will solemnly state that all souls are owed to their master, and she only releases one when coaxed by Fate. Superstition holds that souls returning bring with them malevolent hangers-on from the space between death and life. In addition, there is the occasional case of spontaneous resurrection, although this tends to be more over-reported the further one gets from centers of medical knowledge. Being someone who has been truly returned to life is a great Unique Thing for characters to have.&lt;br /&gt;
&lt;br /&gt;
Divine vs. Arcane Magic: In the realms of arcana and theology, in the lofty spires of wizards and the cloistered depths of temples, there seems to be an eternal debate about the differences between the magic drawn from the energies flowing in to the Prime Material shard and the divine feats performed by the few in the clergy capable of such things. At first glance, it seems obvious that the two fields of magic draw on different sources. Among the wizards, many argue that wielders of the arcane are attuned to a purer source of energy    &lt;br /&gt;
than the likes of cleric and paladins, a position with a solid grounding in magical theory and haughty wizardly superiority, both very important to arcanists. However, an almost equally large proportion of wizards in academia theorize that at the basest level, all energy used to cast spells is fundamentally the same, just colored by its shard of origin and its wielder&#039;s proclivities and beliefs. On the other side of the debate, a significant amount of priestly orders state that wizards and sorcerers are incapable of achieving a connection  to the divine shards where the gods now reside, an argument with a strong backing from the more zealous faiths. And yet, other sects posit that the gods control the font of all energy, and decree who gets to use it and in what way. This belief is championed by the magician-preachers that worship Galdicho, the god of magic. Detractors of this theory point to the fact that Galdicho&#039;s other domains include paradox and narcotics. The issue is muddied further by the existence of a rare few spellcasters referred to as theurges, capable of channeling both arcane and divine magics. Ultimately, it is unlikely an answer will be determined unless the gods decide to speak up sometime. Until then, the debate continues to be a source of rich intellectual stimulation, and the occasional righteous smiting or incensed fireball.&lt;br /&gt;
&lt;br /&gt;
*The most common response on the subject from druids is a gruff, noncommittal shrug. The second most common response is a judiciously applied oaken staff to the shin, or the face when it comes to druids with a particular distaste for academia.&lt;br /&gt;
&lt;br /&gt;
Plane-hopping: High-level PCs hopping between planes of existence is a hallmark of Gygaxian fantasy. However, Shardworld turns this practice on its head. It&#039;s well known among the scholars that study the shards and the interaction between them that the energies of other shards is antithetical to mortal life. Travel to other shards from the Prime Material, while possible in theory, results in the traveler being overloaded and ripped apart by the cosmic forces at work, a kind of &amp;quot;planar gravity&amp;quot; that violently pulls beings back to their shard of origin. However, since the Continent is at the metaphysical bottom of the Shardworld, it is entirely possible for energy from other shards to enter the Prime Material. Thus, in the places of the Continent where pathways to other shards bypass the almost all-encompassing protection of the Wyrm, the land warps and changes to reflect the energies of the shard funneling down to the Prime Material. These locations, called shardrealms, are scattered across the Continent, and range in size and severity of the change. Some shardrealms seem to be permanent in the absence of outside intervention, while some only last for moments, or change between mundane and mystical erratically. Some powerful monsters and beings create magical ripples that cause minor shardrealm-like effects on the land around them. Shardrealms are also the only places beings from other Shards can pass into the Continent from outside of being summoned. Three examples of shardrealms are detailed below:&lt;br /&gt;
&lt;br /&gt;
-The Muck: Located deep in the marshlands to the east of the Obsidian Sea, the Muck is a mile wide pit connected to the Rot, the shard demons call home. The bottom is a pool of inky black and perpetually churning water. Rising from it is a tangled weave of decrepit trees and twisting vines wide enough for three men to walk abreast. Demons spawn from the pool and climb up the flora to plague the surrounding swamp.&lt;br /&gt;
&lt;br /&gt;
-Hightemple: The coastal city of Hightemple was the seat of the gods of light when they still inhabited the Continent. Their departure left a portal to the shard they now inhabit, and while its strength has waned over time, Hightemple is still undoubtedly blessed. The city is suffused by a soothing light and the faint smell of incense, cathedrals seem to tower into the heavens, and it is said that miracles occur more in Temple than anywhere else.&lt;br /&gt;
&lt;br /&gt;
-The Charred Hills: Suffused with the energies of the shard of fire, this stretch of hilly terrain bordering the southern mountains is covered in blackened, perpetually smoldering scrubland. Streams of lava flow through the terrain, originating from an active volcano in the center of the fragment. Fire elementals wander across the hills in their eternal dance, and soot vultures circle above. The Charred Hills would be uninhabited except for the very brave or very foolish if it wasn&#039;t for the fact that the volcano yields the largest rubies in the Continent.&lt;br /&gt;
&lt;br /&gt;
But Where&#039;s My Loot?: The course of adventurers seems to unfailingly bring them into contact with powerful magic items, and no self respecting fantasy hero would be seen without a collection of enchanted armor, trinkets, and weaponry. Shardworld doesn&#039;t deviate from this, and magic items with histories stretching as far back as the 1st Age are scattered across the land. These items range from mighty to bizarre, and some are outright cursed. So don&#039;t worry, players, you&#039;ll get your swag.   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So that&#039;s the basics, but there&#039;s still a lot more about Shardworld you&#039;ll want to know before you start the adventuring. I suggest you read the Icons page and at least skim the Traveler&#039;s Guide to start. Then, you can move on to the Races page and start to consider what you want to play.&lt;/div&gt;</summary>
		<author><name>FighterChimp</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shardworld/Summary&amp;diff=291124</id>
		<title>Shardworld/Summary</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shardworld/Summary&amp;diff=291124"/>
		<updated>2015-10-17T23:05:08Z</updated>

		<summary type="html">&lt;p&gt;FighterChimp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Shardworld:Main Page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elevator Pitch&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Shardworld is an inherently broken place. Manyfold shards of existence hang suspended in the primordial weave of creation, intersecting and colliding in ways incomprehensible to the perspective of mere mortals. The central axis of Shardworld is the Prime Material shard, the cosmic weight holding all of reality in pl- yes, that&#039;s where we are. Try to keep up. Where was I? Ah, yes. The Prime Material shard, or The Continent by the lexicon of most peoples, is linked to every other shard, the land itself pulled and warped by the dimensional energies at work upon it. The only reason it hasn&#039;t been ripped apart yet is the sacrifice of the Wyrm. His corpse wraps around the Prime Material, blocking most of the pathways between worlds, stoppering the- It happened a long time ago. &#039;&#039;Yes&#039;&#039;, before even I was born, young one. Before the 1st Age. Ah, well that brings me to my next point. The Continent is in constant flux, and many ages have came and went before us, empires and- Well, what age we&#039;re in depends upon how you measure these things. By the metric of human empires, we&#039;re in the 7th Age. As I was saying...hmm..ah, empires and energies rise and fall according to the vagaries of Fate. The influence of the other shards waxes and wanes, bringing icons to power and casting them down- An icon is just the word us scholarly types use for a being strong enough to survive or leave a legacy across the ages. They&#039;re the closest it gets to a constant in our world of flux, outside the gods of course.&lt;br /&gt;
&lt;br /&gt;
Why yes, icons can die. The High King was assassinated at the end of the last age, and the descendants of his Low Kings are still jockeying for the power to lead humanity. Most icons don&#039;t last longer than an age, although the titles they wear tend to survive for longer. Beings of such power tend to take issue with the existence of equals. The conflicts of icons have been the driving force behind history through all the ages. Where am I going with this? Ah, well, that takes me to the original point of this speech. If you really wish to take up the mantle of adventurer, just know that The Continent is more dangerous and volatile than it has ever been. Two new icons have arisen to make their place in the 7th age. The truce between mortal kingdoms strains beneath our own conflicts and the machinations of outside forces. Our world is inherently broken, and it seems to crack more and more with each passing year. If you think you can journey out into the conflicts raging across the world and start fixing things...may Fate guide your hand, young one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Campaign Themes and Styles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Obviously, any Shardworld campaign is going to derive a lot of influence from the system and setting it&#039;s (loosely) based on, 13th Age. By extent, it takes a lot of influence from the d20 legacy that influenced 13th Age. So yes, there are dragons, but they range from the classic scheming loner to the likes of The Gold Prince, one of the Low Kings who rules his own human kingdom. And there are dungeons, but some of them are living ones that tunnel up through the earth to break open and spill monsters across the surface like a bursting boil.&lt;br /&gt;
&lt;br /&gt;
Thematically, any Shardworld campaign is going to revolve around how the PCs relate to the icons and influence their struggles. Exploration is encouraged, as the Continent is a vast expanse filled with mighty artifacts, places of power, crumbling ruins, and dark secrets. Beyond the scattered bastions of mortal civilization, most of the known world is a dangerous frontier practically crying out for aid. Even inside the mighty cities of the age, political, economic, and religious power struggles are a rich playing field for PCs to curry favor with the powers that be and shape the future of the Continent&#039;s nations and peoples. Beyond that, individual themes will vary from adventure to adventure and campaign to campaign.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Racially, Shardworld diverges from the classic D&amp;amp;D arrangement. Player racial options include, in order of population size on the Continent:&lt;br /&gt;
&lt;br /&gt;
Humans- You know the drill.&lt;br /&gt;
&lt;br /&gt;
Shardborn- Human sub-races influenced by energies of another Shard. The seven shardborn sub-races are the four variants of elemental Aetherborn, Dawnborn and Duskborn (touched by light and dark, respectively), and demon-blooded twists. The shardborn are mostly integrated into human civilization, except twists, but mechanically, these are all their own race.&lt;br /&gt;
&lt;br /&gt;
Goblins: A widespread race of cosmopolitan traders and inventors, primarily concentrated in the kingdom of Athon.&lt;br /&gt;
&lt;br /&gt;
Dragonics- Humanoids made in the image of the Wyrm, created to be warriors that guard the wild places of the Continent.&lt;br /&gt;
&lt;br /&gt;
Minotaurs: Bull-headed humanoids from the island of Bas Ata, a race of proud warrior-monks and notable seafarers.&lt;br /&gt;
&lt;br /&gt;
And if that doesn&#039;t scratch your itch to play something weird, there are also...&lt;br /&gt;
&lt;br /&gt;
Myclings- Bizarre humanoid fungi, originally a servitor race of the elves, left behind when their masters all vanished from the Continent at the end of the 4th Age.&lt;br /&gt;
&lt;br /&gt;
When it comes to classes, every class from the 13th Age core book and 13 True Ways are available. The [http://13thage.org/index.php/classes/255-the-warlock#!kmt-start=0| Warlock] and [http://13thage.org/index.php/classes/230-auto-generate-from-title| Witch] homebrew classes that can be found on Vault of the 13th Age are available. There&#039;s also a new class unique to the Shardworld, the Wellspring Knight, heavily armored warrior-engineers that channel the magitech energies of the Wellspring Engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Kind of Fantasy is Shardworld?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shardworld is without a doubt a high fantasy world. Magic suffuses the Continent and is accepted among the populace. Even the basest peasant bears witness to things far beyond the mundane, from the flying motes of land crashing through the sky above the Shattercrest Mountains to the self repairing cobblestone paths of the King&#039;s Valley. There are fantastic elements everywhere, all steeped in history: echoes of epic spellcraft from ages past, the great works of icons past and present, and eldritch beasts and beings draped in ancient lore. With that said, most of this magic isn&#039;t beneficial to the everyman, ranging from just being another part of the scenery to actively hazardous.&lt;br /&gt;
&lt;br /&gt;
Being based on 13th Age, Shardworld lends itself to sword-and-sorcery tales of characters exploring and influencing the world. Over the course of campaigns, they grow from competent adventurers whose actions have effects on singular cities and small regions into mighty heroes who change the course of history.&lt;br /&gt;
&lt;br /&gt;
Every fantasy setting comes bundled with a list of expectations and concerns anyone accustomed to the genre is familiar with. How does Shardworld treat the hallmarks of fantasy d20 RPGs?&lt;br /&gt;
&lt;br /&gt;
Resurrection: If resurrection was common, the kingdoms of man wouldn&#039;t still be in disarray from the death of the High King that heralded the end of the 6th Age. There&#039;s no such thing as a common resurrection spell that every cleric with an acceptable amount of divine power gains access to. This isn&#039;t to say that many of those that command the forces of magic haven&#039;t tried to bring someone back. This generally almost always ends badly, but knowing this hasn&#039;t stopped people from trying. Results range from the corpse merely twitching a little and then returning to death, to spontaneous eruption of necromantic energies that animate corpses and stir vengeful spirits for miles around. Allegedly, an attempt to resurrect the Wyrm brought about the end of the 1st Age. A resurrection ritual succeeds perhaps once or twice a century, and the subject always is or turns out to be a figure of great import to history. The reason given for the inability to properly return a soul to its body varies depending on who you ask. A wizard of the Traveling Tower will likely recite some complex magical theory. A cleric of Yeteli will solemnly state that all souls are owed to their master, and she only releases one when coaxed by Fate. Superstition holds that souls returning bring with them malevolent hangers-on from the space between death and life. In addition, there is the occasional case of spontaneous resurrection, although this tends to be more over-reported the further one gets from centers of medical knowledge. Being someone who has been truly returned to life is a great Unique Thing for characters to have.&lt;br /&gt;
&lt;br /&gt;
Divine vs. Arcane Magic: In the realms of arcana and theology, in the lofty spires of wizards and the cloistered depths of temples, there seems to be an eternal debate about the differences between the magic drawn from the energies flowing in to the Prime Material shard and the divine feats performed by the few in the clergy capable of such things. At first glance, it seems obvious that the two fields of magic draw on different sources. Among the wizards, many argue that wielders of the arcane are attuned to a purer source of energy    &lt;br /&gt;
than the likes of cleric and paladins, a position with a solid grounding in magical theory and haughty wizardly superiority, both very important to arcanists. However, an almost equally large proportion of wizards in academia theorize that at the basest level, all energy used to cast spells is fundamentally the same, just colored by its shard of origin and its wielder&#039;s proclivities and beliefs. On the other side of the debate, a significant amount of priestly orders state that wizards and sorcerers are incapable of achieving a connection  to the divine shards where the gods now reside, an argument with a strong backing from the more zealous faiths. And yet, other sects posit that the gods control the font of all energy, and decree who gets to use it and in what way. This belief is championed by the magician-preachers that worship Galdicho, the god of magic. Detractors of this theory point to the fact that Galdicho&#039;s other domains include paradox and narcotics. The issue is muddied further by the existence of a rare few spellcasters referred to as theurges, capable of channeling both arcane and divine magics. Ultimately, it is unlikely an answer will be determined unless the gods decide to speak up sometime. Until then, the debate continues to be a source of rich intellectual stimulation, and the occasional righteous smiting or incensed fireball.&lt;br /&gt;
&lt;br /&gt;
*The most common response on the subject from druids is a gruff, noncommittal shrug. The second most common response is a judiciously applied oaken staff to the shin, or the face when it comes to druids with a particular distaste for academia.&lt;br /&gt;
&lt;br /&gt;
Plane-hopping: High-level PCs hopping between planes of existence is a hallmark of Gygaxian fantasy. However, Shardworld turns this practice on its head. It&#039;s well known among the scholars that study the shards and the interaction between them that the energies of other shards is antithetical to mortal life. Travel to other shards from the Prime Material, while possible in theory, results in the traveler being overloaded and ripped apart by the cosmic forces at work, a kind of &amp;quot;planar gravity&amp;quot; that violently pulls beings back to their shard of origin. However, since the Continent is at the metaphysical bottom of the Shardworld, it is entirely possible for energy from other shards to enter the Prime Material. Thus, in the places of the Continent where pathways to other shards bypass the almost all-encompassing protection of the Wyrm, the land warps and changes to reflect the energies of the shard funneling down to the Prime Material. These locations, called shardrealms, are scattered across the Continent, and range in size and severity of the change. Some shardrealms seem to be permanent in the absence of outside intervention, while some only last for moments, or change between mundane and mystical erratically. Some powerful monsters and beings create magical ripples that cause minor shardrealm-like effects on the land around them. Shardrealms are also the only places beings from other Shards can pass into the Continent from outside of being summoned. Three examples of shardrealms are detailed below:&lt;br /&gt;
&lt;br /&gt;
-The Muck: Located deep in the marshlands to the east of the Obsidian Sea, the Muck is a mile wide pit connected to the Rot, the shard demons call home. The bottom is a pool of inky black and perpetually churning water. Rising from it is a tangled weave of decrepit trees and twisting vines wide enough for three men to walk abreast. Demons spawn from the pool and climb up the flora to plague the surrounding swamp.&lt;br /&gt;
&lt;br /&gt;
-Hightemple: The coastal city of Hightemple was the seat of the gods of light when they still inhabited the Continent. Their departure left a portal to the shard they now inhabit, and while its strength has waned over time, Hightemple is still undoubtedly blessed. The city is suffused by a soothing light and the faint smell of incense, cathedrals seem to tower into the heavens, and it is said that miracles occur more in Temple than anywhere else.&lt;br /&gt;
&lt;br /&gt;
-The Charred Hills: Suffused with the energies of the shard of fire, this stretch of hilly terrain bordering the southern mountains is covered in blackened, perpetually smoldering scrubland. Streams of lava flow through the terrain, originating from an active volcano in the center of the fragment. Fire elementals wander across the hills in their eternal dance, and soot vultures circle above. The Charred Hills would be uninhabited except for the very brave or very foolish if it wasn&#039;t for the fact that the volcano yields the largest rubies in the Continent.&lt;br /&gt;
&lt;br /&gt;
But Where&#039;s My Loot?: The course of adventurers seems to unfailingly bring them into contact with powerful magic items, and no self respecting fantasy hero would be seen without a collection of enchanted armor, trinkets, and weaponry. Shardworld doesn&#039;t deviate from this, and magic items with histories stretching as far back as the 1st Age are scattered across the land. These items range from mighty to bizarre, and some are outright cursed. So don&#039;t worry, players, you&#039;ll get your swag.   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So that&#039;s the basics, but there&#039;s still a lot more about Shardworld you&#039;ll want to know before you start the adventuring. I suggest you read the Icons page and at least skim the Traveler&#039;s Guide to start. Then, you can move on to the Races page and start to consider what you want to play.&lt;/div&gt;</summary>
		<author><name>FighterChimp</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shardworld/Races&amp;diff=290746</id>
		<title>Shardworld/Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shardworld/Races&amp;diff=290746"/>
		<updated>2015-10-09T01:16:04Z</updated>

		<summary type="html">&lt;p&gt;FighterChimp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Shardworld:Main Page]]&lt;br /&gt;
&lt;br /&gt;
The Continent is home to a diverse array of races. Most frequent are humans, and the seven human sub-races known as Shardborn, those touched by the energies of another shard. Goblins are an adaptable species of nomads, merchants, and inventors. The Dragonics are descendants of the clan most favored by the Wyrm when he walked the Earth, a long-lived race of nomads and warriors. Minotaurs are native to the isle of Bas Ata, formidable in both body and mind. Finally, the exceedingly rare fungaloid Myclings have wandered the Continent bereft of purpose since their elven creators vanished.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stereotypes:&#039;&#039; Each race has its own common physical features and behavioral inclinations, but these are just the commonly observed patterns, not definite by any means. Thus, suggestions about the personality of each kind of race are just that, suggestions- reserved and emotionally stable vulcans or warm, loving minotaurs, while uncommon, aren&#039;t impossible on the Continent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Monstrous Races and Alignment&#039;&#039;: Wait, aren&#039;t goblins and minotaurs monsters? Shouldn&#039;t any adventurer worth their magic items want to slay them? In Shardworld, unless you want to end up on trial for murder, you should probably treat goblins and minotaurs like the sentient beings they are. Goblins aren&#039;t chronic backstabbers, and are in fact quite loyal to their extended kin-groups, and tend to be more crafty and resourceful than scheming and cowardly. And Minotaurs, while still physically mighty, have a reputation for intelligence and their own complex culture. When it comes to other races classically considered to be monsters, none of the races native to the Continent are inherently evil, although there are certainly plenty of beasts not complex enough to interact with intelligent beings in ways beyond violence. Creatures that originate from and inhabit shardrealms are certainly capable of being innately &amp;quot;evil&amp;quot;(or good, or neutral, or following unfathomable motivations). Overall, though, Shardworld is a setting based on 13th Age, which disregards alignment, and anyone seeking to create a race or monster native to Shardworld should feel free to do likewise.&lt;br /&gt;
&lt;br /&gt;
=Humans=&lt;br /&gt;
&lt;br /&gt;
+2 to one ability score.&lt;br /&gt;
&lt;br /&gt;
Humans gain a bonus feat at 1st level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Quick to Fight&lt;br /&gt;
&lt;br /&gt;
At the start of each battle, roll initiative twice and choose the result you want&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: If you roll a natural 19 or 20 for initiative, increase the escalation die by 1 (usually from 0 to 1 since it&#039;s the start of the battle). This increase doesn&#039;t stack- if there are multiple humans in the party, settling on one to get this feat is wise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Increase the escalation die on a 16+ for initiative, and gain a +2 to your first attack of a battle. &lt;br /&gt;
&lt;br /&gt;
Humans are the majority on the Continent, having spread across the land long ago and propagated since. Humans are key to history, and their determination and adaptability marks them out as arguably the most influential mortal race. All the races except Goblins and Minotaurs can trace their lineage back to humanity. Humans exhibit a diverse range of culture and ethnicities, from the hardy scavengers of the southern badlands to the civilized folk of the cities around the Diamond Sea. Beyond that, they&#039;re humans- you know the drill.&lt;br /&gt;
z&lt;br /&gt;
&lt;br /&gt;
=Shardborn=&lt;br /&gt;
&lt;br /&gt;
The shardborn are born irregularly among humans. The blood of beings of other shards that lies dormant in the blood of humans occasionally flares up, and a shardborn is born to mortal parents. Approximately 1 in 100 human births result in one touched by the energies of another reality, and the child of a shardborn is more likely to be shardborn than a child of two humans. Lineages aren&#039;t always consistent- the child of two vulcans is more likely to be a vulcan than a petrite, but it&#039;s not a sure thing. The shardborn races that most commonly birth their own kind are undines and twists. The shardborn are divided into the four types of genasi, the two races descended from the goddess Selanna, and the twists, corrupted by the demons of the Abyss. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Genasi==&lt;br /&gt;
&lt;br /&gt;
Genasi is the general term given for any Shardborn with an elemental nature. Vulcans are touched by fire, Sylphs air, Gnomics earth, and Undines air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Vulcans===&lt;br /&gt;
&lt;br /&gt;
+2 to Strength or Charisma&lt;br /&gt;
&lt;br /&gt;
Resist fire 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Fiery Outburst&lt;br /&gt;
&lt;br /&gt;
Once per battle, double your bonus to attack granted by the escalation die for one attack, and add the same value to the damage of that attack, hit or miss. Increase the multiplying factor for damage by one at champion and epic tier(Escalation die times three at champion/four at epic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: You also deal ongoing fire damage to one enemy hit by a &#039;&#039;fiery outburst&#039;&#039; attack. This damage is 5 at adventurer, 10 at champion, and 15 at epic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: You also gain temporary hit points equal to half the damage inflicted by your &#039;&#039;fiery outburst&#039;&#039; attack.&lt;br /&gt;
&lt;br /&gt;
Vulcans are also known as flame-kissed. Physically, their skin tone is generally a shade of red or orange, occasionally charcoal black or auburn. Their eyes tend to be warm shades of brown or yellow. Their hair is generally a mix of several shades within one spectrum. Vulcans don&#039;t tend towards any one build, but most build muscle easier than humans. Beyond that, vulcans . Physical quirks exhibited by vulcans include, but aren&#039;t limited to:&lt;br /&gt;
&lt;br /&gt;
-Flame-like hair that flickers like a torch even in the absence of breeze, and becomes brighter as the vulcan becomes angrier&lt;br /&gt;
&lt;br /&gt;
-Teeth or nails of gleaming brass&lt;br /&gt;
&lt;br /&gt;
-Constantly exhaling faint clouds of smoke&lt;br /&gt;
&lt;br /&gt;
-Having a tendency to strengthen fires around them&lt;br /&gt;
&lt;br /&gt;
-Translucent, combustible blood&lt;br /&gt;
&lt;br /&gt;
-Pupils that glow blue like the center of a flame&lt;br /&gt;
&lt;br /&gt;
Behaviorally, vulcans mostly disregard law and order, acting as their whims guide them. They are prone to rapid and extreme swings of emotion, changing from jubilant to somber at a moment&#039;s notice, but usually don&#039;t take long to switch back to their usual high spirits. Vulcans have a reputation for being capricious or disloyal, but an vulcan accused of such things will probably tell you they were just doing what seemed to be most interesting. Vulcans are seen more the closer one gets to centers of population, generally preferring the fast pace of city life. Despite this, many are stricken by wanderlust, and a vulcan is the most common kind of genasi to be found in an adventuring party. Crossing a vulcan is regarded as unwise: when angered, they seethe with the rage of the inferno that birthed them, and won&#039;t stop until the target of their ire is completely annihilated, or their rage causes them to burn themselves out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sylphs===&lt;br /&gt;
&lt;br /&gt;
+2 to Dexterity or Intelligence&lt;br /&gt;
&lt;br /&gt;
Resist lightning 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Swift as the Wind&lt;br /&gt;
&lt;br /&gt;
Once per battle, you can pop free from a number of enemies equal to the escalation die, then move as a quick action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: The enemies you pop free from also have to make a normal save; on a failure, they&#039;re knocked prone by a gust of wind and lose their next move action. Particularly light or heavy enemies may have to make easy or hard saves instead, at your GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Upon activating &#039;&#039;swift as the wind&#039;&#039;, you gain flight until the end of your turn.&lt;br /&gt;
&lt;br /&gt;
Sylphs are touched by the element of air, and move and fight with the grace of wind and the fury of the storm. They&#039;re the most likely of the genasi to be able to pass for human, with frail builds, fair skin, and hair in light shades of blond, grey, and blue. Their eyes are pale shades of any human color, occasionally lacking any color at all. All sylphs seem to be followed by a slight breeze which they must focus to suppress, and that grows stronger during extremes of emotion. Other quirks observed in sylphs are:&lt;br /&gt;
&lt;br /&gt;
-Birthmarks that mimic the scars inflicted by lightning strikes&lt;br /&gt;
&lt;br /&gt;
-The ability to perfectly predict the weather&lt;br /&gt;
&lt;br /&gt;
-A constant static charge that shocks anyone they touch&lt;br /&gt;
&lt;br /&gt;
-Walking on a centimeters thick cushion of air, never actually touching the ground&lt;br /&gt;
&lt;br /&gt;
-Whorls of color that pass across their eyes like clouds&lt;br /&gt;
&lt;br /&gt;
-A slight echo to their voice&lt;br /&gt;
&lt;br /&gt;
Sylphs are regarded as the most aloof of the genasi, with good reason. Most sylphs see no reason to make friends purely for the sake of having them, preferring to be detached from all but a few close friends. They hold little reverence for laws and conventions, motivated mostly by an insatiable curiosity. Sylphs have been known to willingly place themselves in danger just to figure out a piece of information their curiosity has latched onto. They have little regard for privacy, and have turned eavesdropping into an art form. Sylphs are most drawn to careers in scholarship or art. Some sylphs are also drawn to the criminal world, and sylphs are regarded as naturals at second-story work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Petrites===&lt;br /&gt;
&lt;br /&gt;
+2 to Constitution or Wisdom&lt;br /&gt;
&lt;br /&gt;
Resist acid 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Immovable Object&lt;br /&gt;
&lt;br /&gt;
Once per battle, gain resist physical (13 + the escalation die)+ until the beginning of your next turn as a move action. Until then, you can&#039;t be moved if you don&#039;t want to be, but you also can&#039;t willingly move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: You can also rally as a quick action the turn they activate &#039;&#039;immovable object&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: At the beginning of the turn the effect ends, roll a normal save. On a success, &#039;&#039;immovable object&#039;&#039; continues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the creation myths of most cultures, Petrites are regarded as the first genasi to appear, dragging themselves from the earth. Physically, they are sturdily built, and have skin tones mimicking rocky shades of grey, brown, and infrequently green. Their eyes are deep hues of brown, grey, and emerald, and their hair, if they have any, is thick and grows slowly. Every petrite has a gemstone jutting from their skin over their heart, the source of many cultural traditions and superstitions. Many also reflect other elements of the earth that birthed them, such as:&lt;br /&gt;
&lt;br /&gt;
-Faceted, gem-like eyes&lt;br /&gt;
&lt;br /&gt;
-Crystal outcroppings that mimic hair&lt;br /&gt;
&lt;br /&gt;
-Mottled, thick skin the color of granite&lt;br /&gt;
&lt;br /&gt;
-Teeth and nails of obsidian&lt;br /&gt;
&lt;br /&gt;
-Ridges and indents in their skin that create geometric patterns &lt;br /&gt;
&lt;br /&gt;
-Keen sensitivity to the vibrations of the ground &lt;br /&gt;
&lt;br /&gt;
Petrites are renowned as loyal, dependable, and possessing a strong sense of community. They are the least outwardly expressive of the genasi, which is not to say that they don&#039;t feel- they just don&#039;t show their emotional state as strongly as an vulcan or undine, races that many petrites consider flighty and unreliable. While petrites can be integrated in human cities, the majority flock to small villages and enclaves mostly composed of petrites. They naturally adhere to laws and traditions, and are inclined to develop their own unique moral code. Each petrite settlement has a different ideology, and this tends to no small deal of conflict between separate groups of petrite. A petrite is the most common genasi to be found among the ranks of religion, with many settling in and around Temple.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Undines===&lt;br /&gt;
&lt;br /&gt;
+2 to Dexterity or Charisma&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aquatic&#039;&#039;&#039;: Undines gain a +5 bonus to any background check involving swimming, and can hold their breath for a number of hours equal to their level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Flowing Tide&lt;br /&gt;
&lt;br /&gt;
Once per battle,  you can use a standard action to make a basic attack or attack power at any point during your move action. A number of enemies equal to the escalation die, selected by you, can&#039;t intercept or make opportunity attacks against you during this combined attack-move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: You gain a +5 bonus to the attack made during the &#039;&#039;flowing tide&#039;&#039; movement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Any enemy you move next to during the &#039;&#039;flowing tide&#039;&#039; movement must roll a normal save or be dazed.&lt;br /&gt;
&lt;br /&gt;
Undines are said to &amp;quot;bleed saltwater&amp;quot;, due to their being influenced by the element of water. Their skin ranges between the many shades of water, from the sea green of the coast to the murky brown of the swamp. Their irises are universally clear blue, and their hair if they have it is generally wavy or curly, and a slightly lighter or darker shade than their skin. Perhaps the most otherworldly aspect of the undines is their finned ears and webbed hands and feet. Undine generally possess the lithe build of one who spends much time in the water. Beyond that, their physical characteristics vary depending on the body of water they were born closest to, and they can exhibit diverse traits such as:&lt;br /&gt;
&lt;br /&gt;
-Rows of pointed shark teeth&lt;br /&gt;
&lt;br /&gt;
-Voices layered with the faint noise of a babbling brook or the waves of the ocean&lt;br /&gt;
&lt;br /&gt;
-Seaweed or coral outcroppings where hair would grow&lt;br /&gt;
&lt;br /&gt;
-Actually bleeding saltwater&lt;br /&gt;
&lt;br /&gt;
-A second set of translucent eyelids that shuts horizontally&lt;br /&gt;
&lt;br /&gt;
-Swirling, wave-like markings that gently flow across their bodies&lt;br /&gt;
&lt;br /&gt;
Undines are the most variable of the genasi. Aside from their shared physical characteristics, the only common factor shared by most undines is their being born with the innate ability to swim. Undines are divided into a plethora of sub-types too numerous to codify, generally reflecting the characteristics of one body of water and its natural flora and fauna. Undines of the Diamond Sea, for example, are stately and collected natural diplomats, while the Undines of of the glacial north are nomadic and superstitious, and their cold demeanor masks the wild savagery of the icy gale.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Children of Selanna==&lt;br /&gt;
&lt;br /&gt;
Legend states that the god Selanna gave birth to these races at the end of the 1st age, creating the first of them over the course of an entire day. Those born in the light of the sun became Dawnborn, and those born under the gaze of the moon became Duskborn. The two races appear as mirrors of each other&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dawnborn===&lt;br /&gt;
&lt;br /&gt;
+2 to Wisdom or Charisma&lt;br /&gt;
&lt;br /&gt;
Resist holy 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sacred Vitality&#039;&#039;&#039;: Dawnborn characters gain an extra recovery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Daybreak&lt;br /&gt;
&lt;br /&gt;
Once per battle, make a &#039;&#039;daybreak&#039;&#039; attack as a quick action using your highest ability score against one nearby enemy&#039;s MD. On a hit, the attack deals 1d4 holy damage per level and they are dazed until the end of their next turn. On a miss, deal holy damage equal to your level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: Your &#039;&#039;daybreak&#039;&#039; attack targets 1d3 nearby enemies instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Targets hit by &#039;&#039;daybreak&#039;&#039; are weakened(save ends) instead of dazed.&lt;br /&gt;
&lt;br /&gt;
The Dawnborn appear as humans, except for skin that shines with a faint luminescence and glowing eyes with no pupils in pale shades of gold and yellow. Their hair varies from rich gold to white-blonde, and their every action seems to exude an otherworldly elegance. The Dawnborn hold a special place in the culture of the greater human race, frequently appearing as the central figure of stories ranging from the epics passed down through word of mouth among the western nomads to love poems recited in the halls of high society. They thrive in positions important to the social or spiritual well-being of those around them, born diplomats and oracles. A smaller portion of Dawnborn are drawn to the arts, and many famed creators of art from every age were Dawnborn. They are found most frequently wherever other people congregate, from the coastal metropolises to the trade caravans winding across the realm. Dawnborn who take to lives of adventure frequently become bards and clerics, roles their mystical and social aptitude make them well suited for. Dawnborn also do well as commanders, and it is said that Dawnborn generals are capable of leading their men to near-suicidal feats of bravery. &lt;br /&gt;
&lt;br /&gt;
This is not to say that the Dawnborn are all charm and grace- even the brightest sun casts shadows. Dawnborn who fall prey to their darker sides are narcissists and manipulators, many of whom discover a natural talent with darker magicks. While stories of villainous Dawnborn are uncommon, they are all the more terrifying for it. Tales of the Daykiller haunt the nightmares of every child in Temple, and the Minotaurs of Bas Ata still refuse to speak the name of the Dawnborn warleader who nearly conquered their ancient empire in the 5th Age. Indeed, it seems that none of the mortal races are capable of going quite as bad as the Dawnborn, for those that fall from the light still command the same reverence those that walk in the sun&#039;s rays do. One should be wary when around Dawnborn, for many of the shining ones are destined for some kind of greatness- pray that you don&#039;t end up in the way.&lt;br /&gt;
&lt;br /&gt;
===Duskborn===&lt;br /&gt;
&lt;br /&gt;
+2 to Dexterity or Intelligence&lt;br /&gt;
&lt;br /&gt;
Resist negative energy 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lurkers in the Dark&#039;&#039;&#039;: Duskborn can see perfectly in the dark, and gain a +3 to any background check involving stealth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Extinguish&lt;br /&gt;
&lt;br /&gt;
Once per battle, make an &#039;&#039;extinguish&#039;&#039; attack as a quick action with your highest ability score against the highest MD enemy&#039;s MD. On a hit, enemies become vulnerable to your attacks until you critically strike. On a miss, deal negative energy damage equal to your level to a random enemy. In addition, darkness shrouds the area around where you cast this spell for a few minutes. This can give small bonuses to background checks to sneak or intimidate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: Once per battle when attacking a vulnerable enemy, roll three times for your attack roll and pick the highest result.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: The turn you make an &#039;&#039;extinguish&#039;&#039; attack, you can also teleport to any shadowy area before or after the attack as a move action.&lt;br /&gt;
&lt;br /&gt;
Physically, Duskborn resemble humans drained of pigment. Their skin ranges from ash white to charcoal, with most Duskborn falling in the middle of the spectrum. Their hair can be a wide variety of dark and washed-out colors, from midnight blue to stark white. Like the Dawnborn, their eyes lack pupils or irises, glowing in soft shades of white, silver, and pale blue. They tend toward svelte and fragile builds, and the average Duskborn height is several inches below the human norm. Duskborn also possess flawless night vision and a racial affinity for stealth, making them naturally suited to underground environments. Duskborn tend to unnerve others, seeming to awaken the primal fear of the dark lurking in the minds of the races of the light. As a result, Duskborn flock to the fringes of civilization- the poor and dangerous districts and the caves and wilds outside the walls. There are a number of predominantly Duskborn settlements scattered throughout the light-less places of the world, places that tend to shun outsiders. In the cities, Duskborn&#039;s unique racial traits makes them naturally adapted to careers on the wrong side of the law, giving them a reputation as a race of criminals. This discrimination causes many to treat Duskborn with suspicion, driving them further away from mainstream society, a vicious cycle of discrimination. &lt;br /&gt;
&lt;br /&gt;
This is not to say that Duskborn haven&#039;t contributed to the world. Many of the shadow-dwellers are intellectually gifted, and they are renowned inventors, both mundane and magical. They make excellent scouts and spies, defenders of the people outside the public eye whose deeds go unnoticed. Supposedly, it was a Duskborn mage who created the basic invisibility spell long ago. As adventurers, they gravitate toward positions as rogues, rangers, and wizards, where their talents for stealth and magic thrive. A subset of Duskborn find themselves drawn to the priesthood, seeking acceptance in religion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Twists==&lt;br /&gt;
&lt;br /&gt;
+2 to Strength, Dexterity, or Constitution&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twisted Form&#039;&#039;&#039;: Pick one permanent mutation from the list below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Warped in Body and Mind&#039;&#039;: Add +2 to two defenses, and subtract 1 from another.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Demonic Corpulence&#039;&#039;: Treat your Constitution modifier as two higher for the purpose of calculating hit points. People may make fun of you for being fat, but it doesn&#039;t have any other mechanical impact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Prehensile Tail&#039;&#039;: Gain a +3 to any background check involving balance or acrobatics. Your tail can be used to hold small objects and creep people out. You can use weapons held in your tail to attack, but it can&#039;t hold two-handed weapons and attacks with one-handed light or heavy weapons are at -2 to attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barbed Claws&#039;&#039;: Your claws count as small one-handed melee weapons, and provide a +3 to any background check involving climbing, grabbing, or holding on to something.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heartfire&#039;&#039;: Your blood burns at unearthly temperatures. Gain resist cold 12+, and a +3 to background checks involving intimidation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Otherworldly Perception&#039;&#039;: Gain a +3 to any background check involving vision. Your eyes can also see something others can&#039;t, subject to GM approval. Here are some examples:&lt;br /&gt;
&lt;br /&gt;
-You can see perfectly in the dark. In fact, you can see slightly better in the dark than when it&#039;s bright out.&lt;br /&gt;
&lt;br /&gt;
-You can see the beating hearts of living things through their chests, but not other obstacles.&lt;br /&gt;
&lt;br /&gt;
-You can see the spirits of the dead.&lt;br /&gt;
&lt;br /&gt;
-You can see the lingering residue of lies for a few hours after they&#039;ve left someone&#039;s lips. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Curse of Chaos&lt;br /&gt;
&lt;br /&gt;
Once per battle as a free action when a nearby enemy rolls a natural 1–5 on an attack or a save, turn their roll into a natural 1 and improvise a further curse that shows how their attempt backfires horribly. A curse should have about the same impact as a typical once-per-battle ability. For example, a typical curse might lead to the cursed attacker dealing half damage to themself with their fumbled attack and being dazed until the end of their next turn. The GM may reward storytelling flair and/or limit the suggested effects of the curse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: Whenever a nearby enemy rolls a natural 1 on an attack against you, you can use &#039;&#039;curse&#039;&#039; of chaos against them without expending it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: You can use &#039;&#039;curse of chaos&#039;&#039; against any odd roll, not just a natural 1-5. The once per battle limit still applies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION GOES HERE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Abhumans=&lt;br /&gt;
&lt;br /&gt;
Goblins, Dragonics, Minotaurs, and Myclings are often lumped together into the category of &amp;quot;abhuman&amp;quot; for the purpose of categorization and scholarship. This term isn&#039;t used much by the common people, with the four races generally being referred to by their own name except by particularly xenophobic humans. The four races are physically and culturally distinct and share little in common, except for a common sense of being outsiders from human and shardborn communities. Goblins, while perhaps the most accepted of the abhuman races, are still regarded as being clannish because of their large kin-groups. Dragonics and Minotaurs alike have conflicted histories with human empires and are frequently regarded with some fear or suspicion. Myclings are rare and become even more so the further one gets from the Outgrowth, meaning most have no idea what to think of them. The majority of beings have only heard stories about Myclings, and these tales vary between describing the fungaloids as harmless yet bizarre and as implacable warriors in service of the Rotting Multitude&#039;s goals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Goblins==&lt;br /&gt;
&lt;br /&gt;
+2 to Dexterity, Intelligence, or Charisma&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small&#039;&#039;&#039;: Goblins have a +2 AC bonus against opportunity attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goblin Hearing&#039;&#039;&#039;: Goblins have big ears that can hear things other races can&#039;t. This doesn&#039;t provide any mechanical benefits, but it does mean they can perceive frequencies non-goblins can&#039;t, such as Shrill, the goblin language.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Adventurer Feat&#039;&#039;: Gain a +3 to background checks involving hearing, and you don&#039;t suffer any penalties to hearing rolls if you&#039;re asleep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power:&#039;&#039;&#039;: Shifty Retreat&lt;br /&gt;
&lt;br /&gt;
Once per battle when an enemy attack hits you, you can force them to reroll the attack at a -3 penalty. If they miss you with the reroll, you can pop free from them if it was a melee attack and move as a free action. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: The reroll is at a -6 penalty instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Even if the rerolled attack hits you, you only take half damage and can still move as a free action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION GOES HERE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dragonics==&lt;br /&gt;
&lt;br /&gt;
+2 to Strength or Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon-blooded&#039;&#039;&#039;: Dragonics gain +1 to AC, and they can see in the dark.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Survivor&#039;&#039;&#039;: Gain a +3 to background checks to resist the environment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: War Cry&lt;br /&gt;
&lt;br /&gt;
Once per battle as quick action, roll your recovery dice and gain temporary hit points equal to half the result. While any of these temporary hit points remain, add 1 to the results of all your damage dice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: While War Cry is active, enemies that start their turn engaged with you take damage equal to your highest ability modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Once per battle, you can expend all the temporary hit points from &#039;&#039;war cry&#039;&#039; to triple the damage bonus on an attack you make. This must be announced before the attack is made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION GOES HERE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Minotaurs==&lt;br /&gt;
&lt;br /&gt;
+2 to two of Strength, Constitution, or Intelligence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Big&#039;&#039;&#039;: Minotaurs have a -2 AC penalty against opportunity attacks. Minotaur characters probably run into some other problems due to their size, such as difficulty sneaking, breaking weapons that weren&#039;t made for minotaurs, and having to stoop to fit into dwellings of lesser mortals. Essentially, this is license for your GM to make things hard for you due to your size - some form of narrative or mechanical complication or inconvenience once or twice per session is a good benchmark.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vigor&#039;&#039;&#039;: Minotaur characters gain the &#039;&#039;toughness&#039;&#039; feat at 1st level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Horns&#039;&#039;&#039;: Minotaurs count as being armed with a simple two-handed melee weapon the same turn they move into engagement with an enemy. Attacks with their horns don&#039;t suffer class-specific attack penalties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Adventurer Feat&#039;&#039;: The first attack you make with your horns each battle is at +2 to hit and pops free smaller creatures from all engagements on hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Bull Through&lt;br /&gt;
&lt;br /&gt;
Once per battle after damage has been rolled for a successful attack against you, ignore half of the damage and roll a normal save against one ongoing effect as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: When you use &#039;&#039;bull through&#039;&#039;, gain a +2 to your defenses until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: You can use &#039;&#039;bull through&#039;&#039; twice per battle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION GOES HERE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Myclings==&lt;br /&gt;
&lt;br /&gt;
+2 to Strength or Constitution&lt;br /&gt;
&lt;br /&gt;
Myclings count as plants, not humanoids.&lt;br /&gt;
&lt;br /&gt;
Resist poison 8+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mycorrhizae&#039;&#039;&#039;: Myclings can extend their hair-tendrils into surrounding plants and fungi to communicate with them. This works like the druid&#039;s Nature Talking class feature, except uses are unlimited, it takes several minutes instead of a few rounds, and Myclings gain a +5 on any associated skill check. Mycling druids can do it in a few rounds, and they gain a +10 on any associated skill checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Spore Burst&lt;br /&gt;
&lt;br /&gt;
Once per battle, make a &#039;&#039;spore burst&#039;&#039; attack as a standard action using your highest ability score against the PD of 1d3 enemies engaged with you. On a hit, enemies suffer ongoing poison damage equal to 5 x your level. Enemies suffering from this ongoing damage are at a -2 to all their attacks against you. On a miss, deal poison damage equal to your level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: &#039;&#039;Spore burst&#039;&#039; can target 1d3+1 nearby enemies, and deals poison damage equal to twice your level on a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Enemies hit by spore burst are hampered until the end of their next turn.&lt;/div&gt;</summary>
		<author><name>FighterChimp</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shardworld/Icons&amp;diff=290447</id>
		<title>Shardworld/Icons</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shardworld/Icons&amp;diff=290447"/>
		<updated>2015-09-30T10:17:52Z</updated>

		<summary type="html">&lt;p&gt;FighterChimp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Shardworld:Main Page]]&lt;br /&gt;
&lt;br /&gt;
Never before has the balance of power between the icons been so unstable. After decades of war following the High King&#039;s death, five Low Kings have divided his realm between them. The Great Khan has joined the iconic ranks, and his arrival seems to have galvanized other malevolent icons to new action. The Locus, Synod, and Wildspeaker strive to maintain their own forms of cosmic balance, while the Auroch-General seeks to assert the dominance of Bas Ata. And something or someone calling itself the Codex of Whispers has revealed its hands on the strings of civilization. The Continent spins on the needle-point of Fate, and the balance can&#039;t hold for long. That&#039;s where you come in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Icon relationships with Low Kings&#039;&#039;: As always, an icon relationship almost always represents a bond with the icon&#039;s faction-subordinates, messengers, henchmen, and cults of personality, rather than the icon itself. In the case of icon relationships with the Low Kings(Auroch-General, Gold Prince, High Militant, Krakentamer, Stormchief, Tinker King), this represents allies, contacts or enemies in the leadership of that nation, such as a general, prominent merchant with political ties, or attendant in the icon&#039;s court. Individual suggestions can be found in the individual entries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Auroch-General=&lt;br /&gt;
&#039;&#039;Scholar, ruler, and warleader.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Codex of Whispers=&lt;br /&gt;
&#039;&#039;All secrets can be unearthed - for a price.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Gold Prince=&lt;br /&gt;
&#039;&#039;He longs for all the world under his wings.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Usual Location&#039;&#039;&#039;: His palace in Verdrise, the capital city of the Shining Empire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common Knowledge&#039;&#039;&#039;: The Gold Prince is an ancient dragon, the only known direct descendant of the Wyrm itself. It is said that during the beginning of the 6th Age, in the early years of the rebellion led by the man who would become the High King, the Gold Prince descended from the clouds to turn the tide of a battle in favor of the High King. The Prince tied his fortune to humanity as the Wyrm had done many ages ago, and his might and intellect proved instrumental in the High King&#039;s great campaign of unison. Allegedly, it was the Prince&#039;s counsel behind many of the more brutal or pragmatic decisions made during the High King&#039;s rule. After the King&#039;s assassination and the collapse of the Kingdom of Avindras, the dragon claimed the former heartland of the kingdom around the Diamond Sea and named himself the head of a new Shining Empire, claiming he was the only being fit to continue the High King&#039;s ambition and rule humanity. After securing his borders to the south and east, the Gold Prince set about expanding north and west, into the Ørindi and the Veshki Peninsula. The Empire generally begins expanding into a region with attempts at peaceful cohabitation leading into trade and political alliance, with the aim of gradually assimilating a new region; the Shining Empire is the only nation in history to give more acclaim to diplomats than generals. However, the Prince is uncompromising in his goal of regaining unity, and he doesn&#039;t hesitate to order sudden and precise military action when negotiation fails. It is said that when faced with the Shining Empire, the only choices are wine or blood. So far, the strategy has worked-the Shining Empire is the largest, wealthiest, and most politically influential nation on the Continent, with the Gold Prince at its helm looking onwards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characters and the Gold Prince&#039;&#039;&#039;: The Empire always needs capable heroes  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Great Khan=&lt;br /&gt;
&#039;&#039;The doom from the south.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Usual Location&#039;&#039;&#039;: The Khan&#039;s base is a black iron fortress deep in the Southern Scar, and he splits his time between there and the front lines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common Knowledge&#039;&#039;&#039;: The Great Khan marched out of the Southern Range at the beginning of the age, at the front of a horde of orcs- a monstrous race never seen before on the Continent. His initial assault was beaten back only by the hasty alliance of Athon and the Kraken Dominion, but the Khan had already managed to carve out a domain for himself in the arid and inhospitable Southern Scar. The rest of the world took note-who were these orcs, to force two nations to unite merely to stall their assault, and to be able to survive and prosper in such a desolate region? The Khan gave answer-they were the conquerors of the realm here to put an end to the fragile peace of civilization. The other nations assembled the Orcwatch in response, an army made up of soldiers from every Low King. The Khan launched three great offensives during the following decades, and all ended in defeat for the Khan. Furious at his lack of progress, the Khan changed tactics. While he continues to fight small battles with the Orcwatch, his main focus is on mustering forces and attempting to unite the monstrous races of the realm under his banner. At the moment, he has gathered many bugbear tribes and ogre warbands to his side, some twist clans, and an eclectic mix of other monsters, including at least one dragon. In addition, the Khan&#039;s shamans have found a way to dramatically extend the range at which they can create orcpits, the festering sinkholes orcs are spawned from. Orcpits have been observed as far north in Egrond and more continue to spawn, as the Khan prepares to war on the nations of the Continent from within and without.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characters and The Great Khan&#039;&#039;&#039;: Many people have been hurt by the orc plague, from families to empires. Skilled adventurers who can fight back against orcish incursions are in high demand across the Continent. Given the growing frequency of orc-pit emergence, there is no shortage of jobs and prestige available for those willing to fight. Favor with the other icons is likely to be gained by those who strike especially notable blows against the monstrous hordes. Those who aid the Khan&#039;s endeavor to end non-monstrous life are either insane or don&#039;t know they&#039;re helping him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Allies&#039;&#039;&#039;: Considering his stated goal to annihilate civilization, none of the Low Kings proclaim allegiance with him. Rumors that the Auroch-General has been secretly meeting with his envoys are the cause of much concern. Some claim to have seen orcs that exhibit the demonic influence of the Hellmote.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemies&#039;&#039;&#039;: The Wildspeaker burns with fury at the Great Khan&#039;s perversion of nature, and he has vowed to utterly annihilate him and his forces to the last orc. The Tinker King and the Krakentamer, being the closest Low Kings to the Scar, have lost the most during the Orc Wars.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The True Danger&#039;&#039;&#039;: If The Great Khan forges enough allegiances with the monstrous species and creates enough orcs, he will march forth with his horde and the earth itself will tremble.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The High Militant=&lt;br /&gt;
&#039;&#039;The way of the Wyrm enforced, by blade or gavel.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Hellmote=&lt;br /&gt;
&#039;&#039;It births corruption from its maw.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Krakentamer=&lt;br /&gt;
&#039;&#039;Savior and scourge in equal measure.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Locus=&lt;br /&gt;
&#039;&#039;The power of the elements, anchored.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Revenant=&lt;br /&gt;
&#039;&#039;It loathes the living for what they have.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Sleeper Below=&lt;br /&gt;
&#039;&#039;Exiled by gods, accepted by darkness.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Stormchief=&lt;br /&gt;
&#039;&#039;The fury of the tempest made manifest.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Synod=&lt;br /&gt;
&#039;&#039;One mind with many voices.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Tinker King=&lt;br /&gt;
&#039;&#039;Victory through progress.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Wildspeaker=&lt;br /&gt;
&#039;&#039;Defender of the wild places, red in tooth and claw.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IDEAS&lt;br /&gt;
&lt;br /&gt;
-Traveling flying realm that spawns demons. There&#039;s not one individual demonic leader, but the floating fortress has a form of sentience.&lt;br /&gt;
&lt;br /&gt;
-The Synod live in temple&lt;br /&gt;
&lt;br /&gt;
-The Wildspeaker is an eternally reincarnated protector of nature&lt;br /&gt;
&lt;br /&gt;
-The Auroch-General leads the minotaurs, preeminent warrior-scholar&lt;/div&gt;</summary>
		<author><name>FighterChimp</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shardworld:Main_Page&amp;diff=290426</id>
		<title>Shardworld:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shardworld:Main_Page&amp;diff=290426"/>
		<updated>2015-09-30T04:55:46Z</updated>

		<summary type="html">&lt;p&gt;FighterChimp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: 13th Age]]&lt;br /&gt;
&lt;br /&gt;
This is the hub page for Shardworld, a home-brew fantasy setting designed to reflect the classic fantasy setting, with several major changes and alterations to genre standard tropes, cliches, and conventions. It uses 13th Age&#039;s Archmage Engine and aspects of its core setting, with a few additions.&lt;br /&gt;
&lt;br /&gt;
The setting is designed to be able to host several campaigns, so feel free to use it. I would appreciate being told about the events of your campaign and how you change the Shardworld, but you&#039;re under no obligation to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Summary|Setting Summary]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Setting Details=&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Cosmology|Cosmology]]-The creation myth of the Shardworld, the laws that govern the world, the nature of divinity and a brief summary of well-known shards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/History|History]]-A brief history of the past ages, &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Icons|Icons]]-The Icons of the 7th Age, whose will and whims guide history.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Travel_Guide|Traveler&#039;s Guide to The Continent]]-A brief tour of The Continent, the Material Plane of Shardworld, currently in its 7th Age.&lt;br /&gt;
*[[Shardworld/Addendum_1|Addendum I, Divinity, Folklore, and Philosophy]]-The varied beliefs of the Continent&#039;s peoples, and brief summaries of the known gods.&lt;br /&gt;
*[[Shardworld/Addendum_2|Addendum II, Culture, Commerce, and Travel]]-The traditions and structure of the Continent&#039;s civilizations, and how to get from one to another.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=System Details=&lt;br /&gt;
&lt;br /&gt;
The new race(s) and class added to the core 13th Age, along with details as to how core races fit into the setting.&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Races|Races]]-The varied races of the Continent and their corresponding rules.&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Wellspring_Knight|Wellspring Knight]]-A new class. A martial sect composed of those born with a connection to the Wellspring Engine, an ancient arcanotech edifice from the 3rd Age. Wellspring Knights cast spells like other classes, and use a new resource called Charge to fuel their spells and martial attacks.&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Errata|Errata]]-House rules, approved supplementary and third party material, new pieces of equipment, and general commentary on how the 13th Age system fits into the Shardworld.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Cast of Characters=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Characters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The figures destined to change the Shardworld forever.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPCs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any NPCs important enough to warrant mention. Icons of Shardworld have their own page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
&lt;br /&gt;
[http://www.13thagesrd.com/| 13th Age SRD]-The SRD for 13th Age.&lt;br /&gt;
&lt;br /&gt;
[http://www.pelgranepress.com/?p=13316| Archmage Engine]-The rule system behind 13th Age.&lt;br /&gt;
&lt;br /&gt;
[http://pelgranepress.com/site/wp-content/uploads/2014/06/Santys-Fillable-13th-Age-CS-V5.pdf| Character Sheet]-A blank, fillable character sheet.&lt;br /&gt;
&lt;br /&gt;
[http://13thage.org/| Vault of the 13th Age]-A collection of fan-made material for 13th Age.&lt;/div&gt;</summary>
		<author><name>FighterChimp</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shardworld:Main_Page&amp;diff=290425</id>
		<title>Shardworld:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shardworld:Main_Page&amp;diff=290425"/>
		<updated>2015-09-30T04:54:22Z</updated>

		<summary type="html">&lt;p&gt;FighterChimp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: 13th Age]]&lt;br /&gt;
&lt;br /&gt;
This is the hub page for Shardworld, a home-brew fantasy setting designed to reflect the classic fantasy setting, with several major changes and alterations to genre standard tropes, cliches, and conventions. It uses 13th Age&#039;s Archmage Engine and aspects of its core setting, with a few additions.&lt;br /&gt;
&lt;br /&gt;
The setting is designed to be able to host several campaigns, so feel free to use it. I would appreciate being told about the events of your campaign and how you change the Shardworld, but you&#039;re under no obligation to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Summary|Setting Summary]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Setting Details=&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Cosmology|Cosmology]]-The creation myth of the Shardworld, the laws that govern the world, the nature of divinity and a brief summary of well-known shards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/History|History]]-A brief history of the past ages, &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Icons|Icons]]-The Icons of the 7th Age, whose will and whims guide history.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Travel_Guide|Traveler&#039;s Guide to The Continent]]-A brief tour of The Continent, the Material Plane of Shardworld, currently in its 7th Age.&lt;br /&gt;
*[[Shardworld/Addendum_1|Addendum I, Divinity, Folklore, and Philosophy]]-Belief systems of the Continent&#039;s peoples.&lt;br /&gt;
*[[Shardworld/Addendum_2|Addendum II, Culture, Commerce, and Travel]]-The traditions of civilization, and how to get from one to another.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=System Details=&lt;br /&gt;
&lt;br /&gt;
The new race(s) and class added to the core 13th Age, along with details as to how core races fit into the setting.&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Races|Races]]-The varied races of the Continent and their corresponding rules.&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Wellspring_Knight|Wellspring Knight]]-A new class. A martial sect composed of those born with a connection to the Wellspring Engine, an ancient arcanotech edifice from the 3rd Age. Wellspring Knights cast spells like other classes, and use a new resource called Charge to fuel their spells and martial attacks.&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Errata|Errata]]-House rules, approved supplementary and third party material, new pieces of equipment, and general commentary on how the 13th Age system fits into the Shardworld.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Cast of Characters=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Characters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The figures destined to change the Shardworld forever.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPCs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any NPCs important enough to warrant mention. Icons of Shardworld have their own page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
&lt;br /&gt;
[http://www.13thagesrd.com/| 13th Age SRD]-The SRD for 13th Age.&lt;br /&gt;
&lt;br /&gt;
[http://www.pelgranepress.com/?p=13316| Archmage Engine]-The rule system behind 13th Age.&lt;br /&gt;
&lt;br /&gt;
[http://pelgranepress.com/site/wp-content/uploads/2014/06/Santys-Fillable-13th-Age-CS-V5.pdf| Character Sheet]-A blank, fillable character sheet.&lt;br /&gt;
&lt;br /&gt;
[http://13thage.org/| Vault of the 13th Age]-A collection of fan-made material for 13th Age.&lt;/div&gt;</summary>
		<author><name>FighterChimp</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shardworld:Main_Page&amp;diff=290424</id>
		<title>Shardworld:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shardworld:Main_Page&amp;diff=290424"/>
		<updated>2015-09-30T04:53:45Z</updated>

		<summary type="html">&lt;p&gt;FighterChimp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: 13th Age]]&lt;br /&gt;
&lt;br /&gt;
This is the hub page for Shardworld, a home-brew fantasy setting designed to reflect the classic fantasy setting, with several major changes and alterations to genre standard tropes, cliches, and conventions. It uses 13th Age&#039;s Archmage Engine and aspects of its core setting, with a few additions.&lt;br /&gt;
&lt;br /&gt;
The setting is designed to be able to host several campaigns, so feel free to use it. I would appreciate being told about the events of your campaign and how you change the Shardworld, but you&#039;re under no obligation to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Summary|Setting Summary]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Setting Details=&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Cosmology|Cosmology]]-The creation myth of the Shardworld, the laws that govern the world, the nature of divinity and a brief summary of well-known shards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/History|History]]-A brief history of the past ages, &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Icons|Icons]]-The Icons of the 7th Age, whose will and whims guide history.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Travel_Guide|Traveler&#039;s Guide to The Continent]]-A brief tour of The Continent, the Material Plane of Shardworld, currently in its 7th Age.&lt;br /&gt;
    [[Shardworld/Addendum_1|Addendum I, Divinity, Folklore, and Philosophy]]-Belief systems of the Continent&#039;s peoples.&lt;br /&gt;
    [[Shardworld/Addendum_2|Addendum II, Culture, Commerce, and Travel]]-The traditions of civilization, and how to get from one to another.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=System Details=&lt;br /&gt;
&lt;br /&gt;
The new race(s) and class added to the core 13th Age, along with details as to how core races fit into the setting.&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Races|Races]]-The varied races of the Continent and their corresponding rules.&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Wellspring_Knight|Wellspring Knight]]-A new class. A martial sect composed of those born with a connection to the Wellspring Engine, an ancient arcanotech edifice from the 3rd Age. Wellspring Knights cast spells like other classes, and use a new resource called Charge to fuel their spells and martial attacks.&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Errata|Errata]]-House rules, approved supplementary and third party material, new pieces of equipment, and general commentary on how the 13th Age system fits into the Shardworld.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Cast of Characters=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Characters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The figures destined to change the Shardworld forever.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPCs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any NPCs important enough to warrant mention. Icons of Shardworld have their own page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
&lt;br /&gt;
[http://www.13thagesrd.com/| 13th Age SRD]-The SRD for 13th Age.&lt;br /&gt;
&lt;br /&gt;
[http://www.pelgranepress.com/?p=13316| Archmage Engine]-The rule system behind 13th Age.&lt;br /&gt;
&lt;br /&gt;
[http://pelgranepress.com/site/wp-content/uploads/2014/06/Santys-Fillable-13th-Age-CS-V5.pdf| Character Sheet]-A blank, fillable character sheet.&lt;br /&gt;
&lt;br /&gt;
[http://13thage.org/| Vault of the 13th Age]-A collection of fan-made material for 13th Age.&lt;/div&gt;</summary>
		<author><name>FighterChimp</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shardworld:Main_Page&amp;diff=290423</id>
		<title>Shardworld:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shardworld:Main_Page&amp;diff=290423"/>
		<updated>2015-09-30T04:53:22Z</updated>

		<summary type="html">&lt;p&gt;FighterChimp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: 13th Age]]&lt;br /&gt;
&lt;br /&gt;
This is the hub page for Shardworld, a home-brew fantasy setting designed to reflect the classic fantasy setting, with several major changes and alterations to genre standard tropes, cliches, and conventions. It uses 13th Age&#039;s Archmage Engine and aspects of its core setting, with a few additions.&lt;br /&gt;
&lt;br /&gt;
The setting is designed to be able to host several campaigns, so feel free to use it. I would appreciate being told about the events of your campaign and how you change the Shardworld, but you&#039;re under no obligation to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Summary|Setting Summary]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Setting Details=&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Cosmology|Cosmology]]-The creation myth of the Shardworld, the laws that govern the world, the nature of divinity and a brief summary of well-known shards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/History|History]]-A brief history of the past ages, &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Icons|Icons]]-The Icons of the 7th Age, whose will and whims guide history.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Travel_Guide|Traveler&#039;s Guide to The Continent]]-A brief tour of The Continent, the Material Plane of Shardworld, currently in its 7th Age.&lt;br /&gt;
     [[Shardworld/Addendum_1|Addendum I, Divinity, Folklore, and Philosophy]]-Belief systems of the Continent&#039;s peoples.&lt;br /&gt;
     [[Shardworld/Addendum_2|Addendum II, Culture, Commerce, and Travel]]-The traditions of civilization, and how to get from one to another.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=System Details=&lt;br /&gt;
&lt;br /&gt;
The new race(s) and class added to the core 13th Age, along with details as to how core races fit into the setting.&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Races|Races]]-The varied races of the Continent and their corresponding rules.&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Wellspring_Knight|Wellspring Knight]]-A new class. A martial sect composed of those born with a connection to the Wellspring Engine, an ancient arcanotech edifice from the 3rd Age. Wellspring Knights cast spells like other classes, and use a new resource called Charge to fuel their spells and martial attacks.&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Errata|Errata]]-House rules, approved supplementary and third party material, new pieces of equipment, and general commentary on how the 13th Age system fits into the Shardworld.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Cast of Characters=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Characters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The figures destined to change the Shardworld forever.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPCs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any NPCs important enough to warrant mention. Icons of Shardworld have their own page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
&lt;br /&gt;
[http://www.13thagesrd.com/| 13th Age SRD]-The SRD for 13th Age.&lt;br /&gt;
&lt;br /&gt;
[http://www.pelgranepress.com/?p=13316| Archmage Engine]-The rule system behind 13th Age.&lt;br /&gt;
&lt;br /&gt;
[http://pelgranepress.com/site/wp-content/uploads/2014/06/Santys-Fillable-13th-Age-CS-V5.pdf| Character Sheet]-A blank, fillable character sheet.&lt;br /&gt;
&lt;br /&gt;
[http://13thage.org/| Vault of the 13th Age]-A collection of fan-made material for 13th Age.&lt;/div&gt;</summary>
		<author><name>FighterChimp</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shardworld:Main_Page&amp;diff=289938</id>
		<title>Shardworld:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shardworld:Main_Page&amp;diff=289938"/>
		<updated>2015-09-21T08:22:16Z</updated>

		<summary type="html">&lt;p&gt;FighterChimp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: 13th Age]]&lt;br /&gt;
&lt;br /&gt;
This is the hub page for Shardworld, a home-brew fantasy setting designed to reflect the classic fantasy setting, with several major changes and alterations to genre standard tropes, cliches, and conventions. It uses 13th Age&#039;s Archmage Engine and aspects of its core setting, with a few additions.&lt;br /&gt;
&lt;br /&gt;
The setting is designed to be able to host several campaigns, so feel free to use it. I would appreciate being told about the events of your campaign and how you change the Shardworld, but you&#039;re under no obligation to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Summary|Setting Summary]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Setting Details=&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Cosmology|Cosmology]]-The creation myth of the Shardworld, the laws that govern the world, and a brief summary of the most well-known shards and divine entities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/History|History]]-A brief history of the Continent, up to the present day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Icons|Icons]]-The Icons of the 7th Age, whose will and whims guide history.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Travel_Guide|Traveler&#039;s Guide to The Continent]]-A brief tour of The Continent, the Material Plane of Shardworld, currently in its 7th Age.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=System Details=&lt;br /&gt;
&lt;br /&gt;
The new race(s) and class added to the core 13th Age, along with details as to how core races fit into the setting.&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Races|Races]]-The varied races of the Continent and their corresponding rules.&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Wellspring_Knight|Wellspring Knight]]-A new class. A martial sect composed of those born with a connection to the Wellspring Engine, an ancient arcanotech edifice from the 3rd Age. Wellspring Knights cast spells like other classes, and use a new resource called Charge to fuel their spells and martial attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Cast of Characters=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Characters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The figures destined to change the Shardworld forever.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPCs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any NPCs important enough to warrant mention. Icons of Shardworld have their own page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
&lt;br /&gt;
[http://www.13thagesrd.com/| 13th Age SRD]-The SRD for 13th Age.&lt;br /&gt;
&lt;br /&gt;
[http://www.pelgranepress.com/?p=13316| Archmage Engine]-The rule system behind 13th Age.&lt;br /&gt;
&lt;br /&gt;
[http://pelgranepress.com/site/wp-content/uploads/2014/06/Santys-Fillable-13th-Age-CS-V5.pdf| Character Sheet]-A blank, fillable character sheet.&lt;br /&gt;
&lt;br /&gt;
[http://13thage.org/| Vault of the 13th Age]-A collection of fan-made material for 13th Age.&lt;/div&gt;</summary>
		<author><name>FighterChimp</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shardworld:Main_Page&amp;diff=289937</id>
		<title>Shardworld:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shardworld:Main_Page&amp;diff=289937"/>
		<updated>2015-09-21T08:21:45Z</updated>

		<summary type="html">&lt;p&gt;FighterChimp: Undo revision 289936 by FighterChimp (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: 13th Age]]&lt;br /&gt;
&lt;br /&gt;
This is the hub page for Shardworld, a home-brew fantasy setting designed to reflect the classic fantasy setting, with several major changes and alterations to genre standard tropes, cliches, and conventions. It uses 13th Age&#039;s Archmage Engine and aspects of its core setting, with a few additions.&lt;br /&gt;
&lt;br /&gt;
The setting is designed to be able to host several campaigns, so feel free to use it. I would appreciate being told about the events of your campaign and how you change the Shardworld, but you&#039;re under no obligation to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Summary|Setting Summary]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Cast of Characters=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Characters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The figures destined to change the Shardworld forever.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPCs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any NPCs important enough to warrant mention. Icons of Shardworld have their own page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Setting Details=&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Cosmology|Cosmology]]-The creation myth of the Shardworld, the laws that govern the world, and a brief summary of the most well-known shards and divine entities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/History|History]]-A brief history of the Continent, up to the present day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Icons|Icons]]-The Icons of the 7th Age, whose will and whims guide history.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Travel_Guide|Traveler&#039;s Guide to The Continent]]-A brief tour of The Continent, the Material Plane of Shardworld, currently in its 7th Age.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=System Details=&lt;br /&gt;
&lt;br /&gt;
The new race(s) and class added to the core 13th Age, along with details as to how core races fit into the setting.&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Races|Races]]-The varied races of the Continent and their corresponding rules.&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Wellspring_Knight|Wellspring Knight]]-A new class. A martial sect composed of those born with a connection to the Wellspring Engine, an ancient arcanotech edifice from the 3rd Age. Wellspring Knights cast spells like other classes, and use a new resource called Charge to fuel their spells and martial attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
&lt;br /&gt;
[http://www.13thagesrd.com/| 13th Age SRD]-The SRD for 13th Age.&lt;br /&gt;
&lt;br /&gt;
[http://www.pelgranepress.com/?p=13316| Archmage Engine]-The rule system behind 13th Age.&lt;br /&gt;
&lt;br /&gt;
[http://pelgranepress.com/site/wp-content/uploads/2014/06/Santys-Fillable-13th-Age-CS-V5.pdf| Character Sheet]-A blank, fillable character sheet.&lt;br /&gt;
&lt;br /&gt;
[http://13thage.org/| Vault of the 13th Age]-A collection of fan-made material for 13th Age.&lt;/div&gt;</summary>
		<author><name>FighterChimp</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shardworld:Main_Page&amp;diff=289936</id>
		<title>Shardworld:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shardworld:Main_Page&amp;diff=289936"/>
		<updated>2015-09-21T08:21:06Z</updated>

		<summary type="html">&lt;p&gt;FighterChimp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: 13th Age]]&lt;br /&gt;
&lt;br /&gt;
This is the hub page for Shardworld, a home-brew fantasy setting designed to reflect the classic fantasy setting, with several major changes and alterations to genre standard tropes, cliches, and conventions. It uses 13th Age&#039;s Archmage Engine and aspects of its core setting, with a few additions.&lt;br /&gt;
&lt;br /&gt;
The setting is designed to be able to host several campaigns, so feel free to use it. I would appreciate being told about the events of your campaign and how you change the Shardworld, but you&#039;re under no obligation to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Summary|Setting Summary]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Setting Details=&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Cosmology|Cosmology]]-The creation myth of the Shardworld, the laws that govern the world, and a brief summary of the most well-known shards and divine entities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/History|History]]-A brief history of the Continent, up to the present day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Icons|Icons]]-The Icons of the 7th Age, whose will and whims guide history.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Travel_Guide|Traveler&#039;s Guide to The Continent]]-A brief tour of The Continent, the Material Plane of Shardworld, currently in its 7th Age.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=System Details=&lt;br /&gt;
&lt;br /&gt;
The new race(s) and class added to the core 13th Age, along with details as to how core races fit into the setting.&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Races|Races]]-The varied races of the Continent and their corresponding rules.&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Wellspring_Knight|Wellspring Knight]]-A new class. A martial sect composed of those born with a connection to the Wellspring Engine, an ancient arcanotech edifice from the 3rd Age. Wellspring Knights cast spells like other classes, and use a new resource called Charge to fuel their spells and martial attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
&lt;br /&gt;
[http://www.13thagesrd.com/| 13th Age SRD]-The SRD for 13th Age.&lt;br /&gt;
&lt;br /&gt;
[http://www.pelgranepress.com/?p=13316| Archmage Engine]-The rule system behind 13th Age.&lt;br /&gt;
&lt;br /&gt;
[http://pelgranepress.com/site/wp-content/uploads/2014/06/Santys-Fillable-13th-Age-CS-V5.pdf| Character Sheet]-A blank, fillable character sheet.&lt;br /&gt;
&lt;br /&gt;
[http://13thage.org/| Vault of the 13th Age]-A collection of fan-made material for 13th Age.&lt;/div&gt;</summary>
		<author><name>FighterChimp</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shardworld/Summary&amp;diff=289935</id>
		<title>Shardworld/Summary</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shardworld/Summary&amp;diff=289935"/>
		<updated>2015-09-21T07:47:23Z</updated>

		<summary type="html">&lt;p&gt;FighterChimp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Shardworld:Main Page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elevator Pitch&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Shardworld is an inherently broken place. Manyfold shards of existence hang suspended in the primordial weave of creation, intersecting and colliding in ways incomprehensible to the perspective of mere mortals. The central axis of Shardworld is the Prime Material shard, the cosmic weight holding all of reality in pl- yes, that&#039;s where we are. Try to keep up. Where was I? Ah, yes. The Prime Material shard, or The Continent by the lexicon of most peoples, is linked to every other shard, the land itself pulled and warped by the dimensional energies at work upon it. The only reason it hasn&#039;t been ripped apart yet is the sacrifice of the Wyrm. His corpse wraps around the Prime Material, blocking most of the pathways between worlds, stoppering the- It happened a long time ago. &#039;&#039;Yes&#039;&#039;, before even I was born, young one. Before the 1st Age. Ah, well that brings me to my next point. The Continent is in constant flux, and many ages have came and went before us, empires and- Well, what age we&#039;re in depends upon how you measure these things. By the metric of human empires, we&#039;re in the 7th Age. As I was saying...hmm..ah, empires and energies rise and fall according to the vagaries of Fate. The influence of the other shards waxes and wanes, bringing icons to power and casting them down- An icon is just the word us scholarly types use for a being strong enough to survive or leave a legacy across the ages. They&#039;re the closest it gets to a constant in our world of flux, outside the gods of course.&lt;br /&gt;
&lt;br /&gt;
Why yes, icons can die. The High King was assassinated at the end of the last age, and the descendants of his Low Kings are still jockeying for the power to lead humanity. Most icons don&#039;t last longer than an age, although the titles they wear tend to survive for longer. Beings of such power tend to take issue with the existence of equals. The conflicts of icons have been the driving force behind history through all the ages. Where am I going with this? Ah, well, that takes me to the original point of this speech. If you really wish to take up the mantle of adventurer, just know that The Continent is more dangerous and volatile than it has ever been. Two new icons have arisen to make their place in the 7th age. The truce between mortal kingdoms strains beneath our own conflicts and the machinations of outside forces. Our world is inherently broken, and it seems to crack more and more with each passing year. If you think you can journey out into the conflicts raging across the world and start fixing things...may Fate guide your hand, young one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Campaign Themes and Styles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Obviously, any Shardworld campaign is going to derive a lot of influence from the system and setting it&#039;s (loosely) based on, 13th Age. By extent, it takes a lot of influence from the d20 legacy that influenced 13th Age. So yes, there are dragons, but they range from the classic scheming loner to the likes of The Gold Prince, one of the Low Kings who rules his own human kingdom. And there are dungeons, but some of them are living ones that tunnel up through the earth to break open and spill monsters across the surface like a bursting boil.&lt;br /&gt;
&lt;br /&gt;
Thematically, any Shardworld campaign is going to revolve around how the PCs relate to the icons and influence their struggles. Exploration is encouraged, as the Continent is a vast expanse filled with mighty artifacts, places of power, crumbling ruins, and dark secrets. Beyond the scattered bastions of mortal civilization, most of the known world is a dangerous frontier practically crying out for aid. Even inside the mighty cities of the age, political, economic, and religious power struggles are a rich playing field for PCs to curry favor with the powers that be and shape the future of the Continent&#039;s nations and peoples. Beyond that, individual themes will vary from adventure to adventure and campaign to campaign.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Racially, Shardworld diverges from the classic D&amp;amp;D arrangement. Player racial options include, in order of population size on the Continent:&lt;br /&gt;
&lt;br /&gt;
Humans- You know the drill.&lt;br /&gt;
&lt;br /&gt;
Shardborn- Human sub-races influenced by energies of another Shard. The seven shardborn sub-races are the four variants of Primordials, Dawnborn and Duskborn (aasimars and fetchlings, respectively), and twists(tieflings). The shardborn are mostly integrated into human civilization, except twists, but mechanically, these are all their own race.&lt;br /&gt;
&lt;br /&gt;
Goblins: A widespread race of cosmopolitan traders and inventors, primarily concentrated in the southern half of the world.&lt;br /&gt;
&lt;br /&gt;
Dragonics- Humanoids made in the image of the Wyrm, created to be warriors that guard the wild places of the Continent.&lt;br /&gt;
&lt;br /&gt;
Minotaurs: Bull-headed humanoids from the island of Bas Ata, a race of proud warrior-monks and notable seafarers.&lt;br /&gt;
&lt;br /&gt;
And if that doesn&#039;t scratch your itch to play something weird, there are also...&lt;br /&gt;
&lt;br /&gt;
Myclings- Bizarre humanoid fungi, originally a servitor race of the elves, left behind when their masters all vanished from the Continent at the end of the 4th Age.&lt;br /&gt;
&lt;br /&gt;
When it comes to classes, every class from the 13th Age core book and 13 True Ways are available. The [http://13thage.org/index.php/classes/255-the-warlock#!kmt-start=0| Warlock] and [http://13thage.org/index.php/classes/230-auto-generate-from-title| Witch] homebrew classes that can be found on Vault of the 13th Age are available. There&#039;s also a new class unique to the Shardworld, the Wellspring Knight, heavily armored warrior-engineers that channel the magitech energies of the Wellspring Engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Kind of Fantasy is Shardworld?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shardworld is without a doubt a high fantasy world. Magic suffuses the Continent and is accepted among the populace. Even the basest peasant bears witness to things far beyond the mundane, from the flying motes of land crashing through the sky above the Shattercrest Mountains to the self repairing cobblestone paths of the King&#039;s Valley. There are fantastic elements everywhere, all steeped in history: echoes of epic spellcraft from ages past, the great works of icons past and present, and eldritch beasts and beings draped in ancient lore. With that said, most of this magic isn&#039;t beneficial to the everyman, ranging from just being another part of the scenery to actively hazardous.&lt;br /&gt;
&lt;br /&gt;
Being based on 13th Age, Shardworld lends itself to sword-and-sorcery tales of characters exploring and influencing the world. Over the course of campaigns, they grow from competent adventurers whose actions have effects on singular cities and small regions into mighty heroes who change the course of history.&lt;br /&gt;
&lt;br /&gt;
Every fantasy setting comes bundled with a list of expectations and concerns anyone accustomed to the genre is familiar with. How does Shardworld treat the hallmarks of fantasy d20 RPGs?&lt;br /&gt;
&lt;br /&gt;
Resurrection: If resurrection was common, the kingdoms of man wouldn&#039;t still be in disarray from the death of the High King that heralded the end of the 6th Age. There&#039;s no such thing as a common resurrection spell that every cleric with an acceptable amount of divine power gains access to. This isn&#039;t to say that many of those that command the forces of magic haven&#039;t tried to bring someone back. This generally almost always ends badly, but knowing this hasn&#039;t stopped people from trying. Results range from the corpse merely twitching a little and then returning to death, to spontaneous eruption of necromantic energies that animate corpses and stir vengeful spirits for miles around. Allegedly, an attempt to resurrect the Wyrm brought about the end of the 1st Age. A resurrection ritual succeeds perhaps once or twice a century, and the subject always is or turns out to be a figure of great import to history. The reason given for the inability to properly return a soul to its body varies depending on who you ask. A wizard of the Traveling Tower will likely recite some complex magical theory. A cleric of Yeteli will solemnly state that all souls are owed to their master, and she only releases one when coaxed by Fate. Superstition holds that souls returning bring with them malevolent hangers-on from the space between death and life. In addition, there is the occasional case of spontaneous resurrection, although this tends to be more over-reported the further one gets from centers of medical knowledge. Being someone who has been truly returned to life is a great Unique Thing for characters to have.&lt;br /&gt;
&lt;br /&gt;
Divine vs. Arcane Magic: In the realms of arcana and theology, in the lofty spires of wizards and the cloistered depths of temples, there seems to be an eternal debate about the differences between the magic drawn from the energies flowing in to the Prime Material shard and the divine feats performed by the few in the clergy capable of such things. At first glance, it seems obvious that the two fields of magic draw on different sources. Among the wizards, many argue that wielders of the arcane are attuned to a purer source of energy    &lt;br /&gt;
than than the likes of cleric and paladins, a position with a solid grounding in magical theory and haughty wizardly superiority, both very important to arcanists. However, an almost equally large proportion of wizards in academia theorize that at the basest level, all energy used to cast spells is fundamentally the same, just colored by its shard of origin and its wielder&#039;s proclivities and beliefs. On the other side of the debate, a significant amount of priestly orders state that wizards and sorcerers are incapable of achieving a connection  to the divine shards where the gods now reside, an argument with a strong backing from the more zealous faiths. And yet, other sects posit that the gods control the font of all energy, and decree who gets to use it and in what way. This belief is championed by the magician-preachers that worship Galdicho, the god of magic. Detractors of this theory point to the fact that Galdicho&#039;s other domains include paradox and narcotics. The issue is muddied further by the existence of a rare few spellcasters referred to as theurges, capable of channeling both arcane and divine magics. Ultimately, it is unlikely an answer will be determined unless the gods decide to speak up sometime. Until then, the debate continues to be a source of rich intellectual stimulation, and the occasional righteous smiting or incensed fireball.&lt;br /&gt;
&lt;br /&gt;
*The most common response on the subject from druids is a gruff, noncommittal shrug. The second most common response is a judiciously applied oaken staff to the shin, or the face when it comes to druids with a particular distaste for academia.&lt;br /&gt;
&lt;br /&gt;
Plane-hopping: High-level PCs hopping between planes of existence is a hallmark of Gygaxian fantasy. However, Shardworld turns this practice on its head. It&#039;s well known among the scholars that study the shards and the interaction between them that the energies of other shards is antithetical to mortal life. Travel to other shards from the Prime Material, while possible in theory, results in the traveler being overloaded and ripped apart by the cosmic forces at work, a kind of &amp;quot;planar gravity&amp;quot; that violently pulls beings back to their shard of origin. However, since the Continent is at the metaphysical bottom of the Shardworld, it is entirely possible for energy from other shards to enter the Prime Material Thus, in the places of the Continent where pathways to other shards bypass the almost all-encompassing protection of the Wyrm, the land warps and changes to reflect the energies of the shard funneling down to the Prime Material. These locations, called shardrealms, are scattered across the Continent, and range in size and severity of the change. Some shardrealms seem to be permanent in the absence of outside intervention, while some only last for moments, or change between mundane and mystical erratically. Some powerful monsters and beings create magical ripples that cause minor shardrealm-like effects on the land around them. Shardrealms are also the only places beings from other Shards can pass into the Continent from outside of being summoned. Three examples of shardrealms are detailed below:&lt;br /&gt;
&lt;br /&gt;
-The Muck: Located deep in the marshlands to the east of the Obsidian Sea, the Muck is a mile wide pit connected to the Rot, the shard demons call home. The bottom is a pool of inky black and perpetually churning water. Rising from it is a tangled weave of decrepit trees and twisting vines wide enough for three men to walk abreast. Demons spawn from the pool and climb up the flora to plague the surrounding swamp.&lt;br /&gt;
&lt;br /&gt;
-Hightemple: The coastal city of Hightemple was the seat of the gods of light when they still inhabited the Continent. Their departure left a portal to the shard they now inhabit, and while its strength has waned over time, Hightemple is still undoubtedly blessed. The city is suffused by a soothing light and the faint smell of incense, cathedrals seem to tower into the heavens, and it is said that miracles occur more in Temple than anywhere else.&lt;br /&gt;
&lt;br /&gt;
-The Charred Hills: Suffused with the energies of the shard of fire, this stretch of hilly terrain bordering the southern mountains is covered in blackened, perpetually smoldering scrubland. Streams of lava flow through the terrain, originating from an active volcano in the center of the fragment. Fire elementals wander across the hills in their eternal dance, and soot vultures circle above. The Charred Hills would be uninhabited except for the very brave or very foolish if it wasn&#039;t for the fact that the volcano yields the largest rubies in the Continent.&lt;br /&gt;
&lt;br /&gt;
But Where&#039;s My Loot?: The course of adventurers seems to unfailingly bring them into contact with powerful magic items, and no self respecting fantasy hero would be seen without a collection of enchanted armor, trinkets, and weaponry. Shardworld doesn&#039;t deviate from this, and magic items with histories stretching as far back as the 1st Age are scattered across the land. These items range from mighty to bizarre, and some are outright cursed. So don&#039;t worry, players, you&#039;ll get your swag.   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So that&#039;s the basics, but there&#039;s still a lot more about Shardworld you&#039;ll want to know before you start the adventuring. I suggest you read the Icons page and at least skim the Traveler&#039;s Guide to start. Then, you can move on to the Races page and start to consider what you want to play.&lt;/div&gt;</summary>
		<author><name>FighterChimp</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shardworld/Icons&amp;diff=289934</id>
		<title>Shardworld/Icons</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shardworld/Icons&amp;diff=289934"/>
		<updated>2015-09-21T07:25:35Z</updated>

		<summary type="html">&lt;p&gt;FighterChimp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Shardworld:Main Page]]&lt;br /&gt;
&lt;br /&gt;
Never before has the balance of power between the icons been so unstable. After decades of war following the High King&#039;s death, five Low Kings have divided his realm between them. The Great Khan has joined the iconic ranks, and his arrival seems to have galvanized other malevolent icons to new action. The Locus, Synod, and Wildspeaker strive to maintain their own forms of cosmic balance, while the Auroch-General seeks to assert the dominance of Bas Ata. And something or someone calling itself the Codex of Whispers has revealed its hands on the strings of civilization. The Continent spins on the needle-point of Fate, and the balance can&#039;t hold for long. That&#039;s where you come in. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Auroch-General=&lt;br /&gt;
&#039;&#039;Scholar, ruler, and warleader.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Codex of Whispers=&lt;br /&gt;
&#039;&#039;All secrets can be unearthed - for a price.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Gold Prince=&lt;br /&gt;
&#039;&#039;He longs for all the world under his wings.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Great Khan=&lt;br /&gt;
&#039;&#039;The doom from the south.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Usual Location&#039;&#039;&#039;: The Khan&#039;s base is a black iron fortress deep in the Southern Scar, and he splits his time between there and the front lines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common Knowledge&#039;&#039;&#039;: The Great Khan marched out of the Southern range at the beginning of the age, at the front of a horde of orcs- a monstrous race never seen before on the Continent. His initial assault was beaten back by the hasty alliance of the western nomads, the wizards of the Traveling Tower, and the Twist clans of the Obsidian Sea. For nearly a century since, he&#039;s been mustering forces and attempting to unite the monstrous races of the realm under his banner. At the moment, he has gathered many bugbear tribes, hobgoblin companies, and ogre warbands to his side, along with an eclectic mix of other monsters, including at least one dragon. The Khan&#039;s forces engage in frequent skirmishes with the soldiers of the Orcwatch set up to watch for and prevent attacks like his first devastating offensive. However, his main form of attack comes from raising &amp;quot;orc-pits&amp;quot; across the land, festering sinkholes that spawn fully-grown orcs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characters and The Great Khan&#039;&#039;&#039;: Many people have been hurt by the orc plague, from families to empires. Skilled adventurers who can fight back against orcish incursions are in high demand across the Continent. Given the growing frequency of orc-pit emergence, there is no shortage of jobs and prestige available for those willing to fight. Favor with the other icons is likely to be gained by those who strike especially notable blows against the monstrous hordes. Those who aid the Khan&#039;s endeavor to end non-monstrous life are either insane or don&#039;t know they&#039;re helping him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Allies&#039;&#039;&#039;: Considering his stated goal to personally slay the other icons, none openly proclaim allegiance with him. Rumors that the Auroch-General has been secretly meeting with his envoys are the cause of much concern.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemies&#039;&#039;&#039;: The Wildspeaker burns with fury at the Great Khan&#039;s perversion of nature, and he has vowed to utterly annihilate him and his forces to the last orc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The True Danger&#039;&#039;&#039;: If The Great Khan forges enough allegiances with the monstrous species and creates enough orcs, he will march forth with his horde and the earth itself will tremble.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The High Militant=&lt;br /&gt;
&#039;&#039;The way of the Wyrm enforced, by blade or gavel.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Hellmote=&lt;br /&gt;
&#039;&#039;It births corruption from its maw.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Krakentamer=&lt;br /&gt;
&#039;&#039;Savior and scourge in equal measure.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Locus=&lt;br /&gt;
&#039;&#039;The power of the elements, anchored.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Revenant=&lt;br /&gt;
&#039;&#039;It loathes the living for what they have.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Sleeper Below=&lt;br /&gt;
&#039;&#039;Exiled by gods, accepted by darkness.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Stormchief=&lt;br /&gt;
&#039;&#039;The fury of the tempest made manifest.&#039;&#039;&lt;br /&gt;
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&lt;br /&gt;
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=The Synod=&lt;br /&gt;
&#039;&#039;One mind with many voices.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Tinker King=&lt;br /&gt;
&#039;&#039;Victory through progress.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Wildspeaker=&lt;br /&gt;
&#039;&#039;Defender of the wild places, red in tooth and claw.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IDEAS&lt;br /&gt;
&lt;br /&gt;
-Traveling flying realm that spawns demons. There&#039;s not one individual demonic leader, but the floating fortress has a form of sentience.&lt;br /&gt;
&lt;br /&gt;
-The Synod live in temple&lt;br /&gt;
&lt;br /&gt;
-The Wildspeaker is an eternally reincarnated protector of nature&lt;br /&gt;
&lt;br /&gt;
-The Auroch-General leads the minotaurs, preeminent warrior-scholar&lt;/div&gt;</summary>
		<author><name>FighterChimp</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shardworld/Races&amp;diff=289933</id>
		<title>Shardworld/Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shardworld/Races&amp;diff=289933"/>
		<updated>2015-09-21T07:23:39Z</updated>

		<summary type="html">&lt;p&gt;FighterChimp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Shardworld:Main Page]]&lt;br /&gt;
&lt;br /&gt;
The Continent is home to a diverse array of races. Most frequent are humans, and the seven human sub-races known as Shardborn, those touched by the energies of another shard. Goblins are an adaptable species of nomads, merchants, and inventors. The Dragonics are descendants of the clan most favored by the Wyrm when he walked the Earth, a long-lived race of nomads and warriors. Minotaurs are native to the isle of Bas Ata, formidable in both body and mind. Finally, the exceedingly rare fungaloid Myclings have wandered the Continent bereft of purpose since their elven creators vanished.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stereotypes:&#039;&#039; Each race has its own common physical features and behavioral inclinations, but these are just the commonly observed patterns, not definite by any means. Thus, suggestions about the personality of each kind of race are just that, suggestions- reserved and emotionally stable vulcans or warm, loving minotaurs, while uncommon, aren&#039;t impossible on the Continent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Monstrous Races and Alignment&#039;&#039;: Wait, aren&#039;t goblins and minotaurs monsters? Shouldn&#039;t any adventurer worth their magic items want to slay them? In Shardworld, unless you want to end up on trial for murder, you should probably treat goblins and minotaurs like the sentient beings they are. Goblins aren&#039;t chronic backstabbers, and are in fact quite loyal to their extended kin-groups, and tend to be more crafty and resourceful than scheming and cowardly. And Minotaurs, while still physically mighty, have a reputation for intelligence and their own complex culture. When it comes to other races classically considered to be monsters, none of the races native to the Continent are inherently evil, although there are certainly plenty of beasts not complex enough to interact with intelligent beings in ways beyond violence. Creatures that originate from and inhabit shardrealms are certainly capable of being innately &amp;quot;evil&amp;quot;(or good, or neutral, or following unfathomable motivations). Overall, though, Shardworld is a setting based on 13th Age, which disregards alignment, and anyone seeking to create a race or monster native to Shardworld should feel free to do likewise.&lt;br /&gt;
&lt;br /&gt;
=Humans=&lt;br /&gt;
&lt;br /&gt;
+2 to one ability score.&lt;br /&gt;
&lt;br /&gt;
Humans gain a bonus feat at 1st level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Quick to Fight&lt;br /&gt;
&lt;br /&gt;
At the start of each battle, roll initiative twice and choose the result you want&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: If you roll a natural 19 or 20 for initiative, increase the escalation die by 1 (usually from 0 to 1 since it&#039;s the start of the battle). This increase doesn&#039;t stack- if there are multiple humans in the party, settling on one to get this feat is wise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Increase the escalation die on a 16+ for initiative, and gain a +2 to your first attack of a battle. &lt;br /&gt;
&lt;br /&gt;
Humans are the majority on the Continent, having spread across the land long ago and propagated since. Humans are key to history, and their determination and adaptability marks them out as arguably the most influential mortal race. All the races except Goblins and Minotaurs can trace their lineage back to humanity. Humans exhibit a diverse range of culture and ethnicities, from the hardy scavengers of the southern badlands to the civilized folk of the cities around the Diamond Sea. Beyond that, they&#039;re humans- you know the drill.&lt;br /&gt;
z&lt;br /&gt;
&lt;br /&gt;
=Shardborn=&lt;br /&gt;
&lt;br /&gt;
The shardborn are born irregularly among humans. The blood of beings of other shards that lies dormant in the blood of humans occasionally flares up, and a shardborn is born to mortal parents. Approximately 1 in 100 human births result in one touched by the energies of another reality, and the child of a shardborn is more likely to be shardborn than a child of two humans. Lineages aren&#039;t always consistent- the child of two vulcans is more likely to be a vulcan than a petrite, but it&#039;s not a sure thing. The shardborn races that most commonly birth their own kind are undines and twists. The shardborn are divided into the four types of genasi, the two races descended from the goddess Selanna, and the twists, corrupted by the demons of the Abyss. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Genasi==&lt;br /&gt;
&lt;br /&gt;
Genasi is the general term given for any Shardborn with an elemental nature. Vulcans are touched by fire, Sylphs air, Petrites earth, and Undines air.&lt;br /&gt;
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===Vulcans===&lt;br /&gt;
&lt;br /&gt;
+2 to Strength or Charisma&lt;br /&gt;
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Resist fire 12+&lt;br /&gt;
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&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Fiery Outburst&lt;br /&gt;
&lt;br /&gt;
Once per battle, double your bonus to attack granted by the escalation die for one attack, and add the same value to the damage of that attack, hit or miss. Increase the multiplying factor for damage by one at champion and epic tier(Escalation die times three at champion/four at epic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: You also deal (3xLevel) ongoing fire damage to one enemy hit by a &#039;&#039;fiery outburst&#039;&#039; attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: You also gain temporary hit points equal to half the damage inflicted by your &#039;&#039;fiery outburst&#039;&#039; attack.&lt;br /&gt;
&lt;br /&gt;
Vulcans are also known as flame-kissed. Physically, their skin tone is generally a shade of red or orange, occasionally charcoal black or auburn. Their eyes tend to be warm shades of brown or yellow. Their hair is generally a mix of several shades within one spectrum. Vulcans don&#039;t tend towards any one build, but most build muscle easier than humans. Beyond that, vulcans . Physical quirks exhibited by vulcans include, but aren&#039;t limited to:&lt;br /&gt;
&lt;br /&gt;
-Flame-like hair that flickers like a torch even in the absence of breeze, and becomes brighter as the vulcanbecomes angrier&lt;br /&gt;
&lt;br /&gt;
-Teeth or nails of gleaming brass&lt;br /&gt;
&lt;br /&gt;
-Constantly exhaling faint clouds of smoke&lt;br /&gt;
&lt;br /&gt;
-Having a tendency to strengthen fires around them&lt;br /&gt;
&lt;br /&gt;
-Translucent, combustible blood&lt;br /&gt;
&lt;br /&gt;
-Pupils that glow blue like the center of a flame&lt;br /&gt;
&lt;br /&gt;
Behaviorally, vulcans mostly disregard law and order, acting as their whims guide them. They are prone to rapid and extreme swings of emotion, changing from jubilant to somber at a moment&#039;s notice, but usually don&#039;t take long to switch back to their usual high spirits. Vulcans have a reputation for being capricious or disloyal, but an vulcan accused of such things will probably tell you they were just doing what seemed to be most interesting. Vulcans are seen more the closer one gets to centers of population, generally preferring the fast pace of city life. Despite this, many are stricken by wanderlust, and a vulcan is the most common kind of genasi to be found in an adventuring party. Crossing a vulcan is regarded as unwise: when angered, they seethe with the rage of the inferno that birthed them, and won&#039;t stop until the target of their ire is completely annihilated, or their rage causes them to burn themselves out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sylphs===&lt;br /&gt;
&lt;br /&gt;
+2 to Dexterity or Intelligence&lt;br /&gt;
&lt;br /&gt;
Resist lightning 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Swift as the Wind&lt;br /&gt;
&lt;br /&gt;
Once per battle, you can pop free from a number of enemies equal to the escalation die, then move as a quick action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: The enemies you pop free from also have to make a normal save; on a failure, they&#039;re knocked prone by a gust of wind and lose their next move action. Particularly light or heavy enemies may have to make easy or hard saves instead, at your GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Upon activating &#039;&#039;swift as the wind&#039;&#039;, you gain flight until the end of your turn.&lt;br /&gt;
&lt;br /&gt;
Sylphs are touched by the element of air, and move and fight with the grace of wind and the fury of the storm. They&#039;re the most likely of the genasi to be able to pass for human, with frail builds, fair skin, and hair in light shades of blond, grey, and blue. Their eyes are pale shades of any human color, occasionally lacking any color at all. All sylphs seem to be followed by a slight breeze which they must focus to suppress, and that grows stronger during extremes of emotion. Other quirks observed in sylphs are:&lt;br /&gt;
&lt;br /&gt;
-Birthmarks that mimic the scars inflicted by lightning strikes&lt;br /&gt;
&lt;br /&gt;
-The ability to perfectly predict the weather&lt;br /&gt;
&lt;br /&gt;
-A constant static charge that shocks anyone they touch&lt;br /&gt;
&lt;br /&gt;
-Walking on a centimeters thick cushion of air, never actually touching the ground&lt;br /&gt;
&lt;br /&gt;
-Whorls of color that pass across their eyes like clouds&lt;br /&gt;
&lt;br /&gt;
-A slight echo to their voice&lt;br /&gt;
&lt;br /&gt;
Sylphs are regarded as the most aloof of the genasi, with good reason. Most sylphs see no reason to make friends purely for the sake of having them, preferring to be detached from all but a few close friends. They hold little reverence for laws and conventions, motivated mostly by an insatiable curiosity. Sylphs have been known to willingly place themselves in danger just to figure out a piece of information their curiosity has latched onto. They have little regard for privacy, and have turned eavesdropping into an art form. Sylphs are most drawn to careers in scholarship or art. Some sylphs are also drawn to the criminal world, and sylphs are regarded as naturals at second-story work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Petrites===&lt;br /&gt;
&lt;br /&gt;
+2 to Constitution or Wisdom&lt;br /&gt;
&lt;br /&gt;
Resist acid 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Immovable Object&lt;br /&gt;
&lt;br /&gt;
Once per battle, gain resist physical (13 + the escalation die)+ until the beginning of your next turn as a move action. Until then, you can&#039;t be moved if you don&#039;t want to be, but you also can&#039;t willingly move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: You can also rally as a quick action the turn they activate &#039;&#039;immovable object&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: At the beginning of the turn the effect ends, roll a normal save. On a success, &#039;&#039;immovable object&#039;&#039; continues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the creation myths of most cultures, Petrites are regarded as the first genasi to appear, dragging themselves from the earth. Physically, they are sturdily built, and have skin tones mimicking rocky shades of grey, brown, and infrequently green. Their eyes are deep hues of brown, grey, and emerald, and their hair, if they have any, is thick and grows slowly. Every petrite has a gemstone jutting from their skin over their heart, the source of many cultural traditions and superstitions. Many also reflect other elements of the earth that birthed them, such as:&lt;br /&gt;
&lt;br /&gt;
-Faceted, gem-like eyes&lt;br /&gt;
&lt;br /&gt;
-Crystal outcroppings that mimic hair&lt;br /&gt;
&lt;br /&gt;
-Mottled, thick skin the color of granite&lt;br /&gt;
&lt;br /&gt;
-Teeth and nails of obsidian&lt;br /&gt;
&lt;br /&gt;
-Ridges and indents in their skin that create geometric patterns &lt;br /&gt;
&lt;br /&gt;
-Keen sensitivity to the vibrations of the ground &lt;br /&gt;
&lt;br /&gt;
Petrites are renowned as loyal, dependable, and possessing a strong sense of community. They are the least outwardly expressive of the genasi, which is not to say that they don&#039;t feel- they just don&#039;t show their emotional state as strongly as an vulcan or undine, races that many petrites consider flighty and unreliable. While petrites can be integrated in human cities, the majority flock to small villages and enclaves mostly composed of petrites. They naturally adhere to laws and traditions, and are inclined to develop their own unique moral code. Each petrite settlement has a different ideology, and this tends to no small deal of conflict between separate groups of petrite. A petrite is the most common genasi to be found among the ranks of religion, with many settling in and around Temple.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Undines===&lt;br /&gt;
&lt;br /&gt;
+2 to Dexterity or Charisma&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aquatic&#039;&#039;&#039;: Undines gain a +5 bonus to any background check involving swimming, and can hold their breath for a number of hours equal to their level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Flowing Tide&lt;br /&gt;
&lt;br /&gt;
Once per battle,  you can use a standard action to make a basic attack or attack power at any point during your move action. A number of enemies equal to the escalation die, selected by you, can&#039;t intercept or make opportunity attacks against you during this combined attack-move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: You gain a +5 bonus to the attack made during the &#039;&#039;flowing tide&#039;&#039; movement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Any enemy you move next to during the &#039;&#039;flowing tide&#039;&#039; movement must roll a normal save or be dazed.&lt;br /&gt;
&lt;br /&gt;
Undines are said to &amp;quot;bleed saltwater&amp;quot;, due to their being influenced by the element of water. Their skin ranges between the many shades of water, from the sea green of the coast to the murky brown of the swamp. Their irises are universally clear blue, and their hair if they have it is generally wavy or curly, and a slightly lighter or darker shade than their skin. Perhaps the most otherworldly aspect of the undines is their finned ears and webbed hands and feet. Undine generally possess the lithe build of one who spends much time in the water. Beyond that, their physical characteristics vary depending on the body of water they were born closest to, and they can exhibit diverse traits such as:&lt;br /&gt;
&lt;br /&gt;
-Rows of pointed shark teeth&lt;br /&gt;
&lt;br /&gt;
-Voices layered with the faint noise of a babbling brook or the waves of the ocean&lt;br /&gt;
&lt;br /&gt;
-Seaweed or coral outcroppings where hair would grow&lt;br /&gt;
&lt;br /&gt;
-Actually bleeding saltwater&lt;br /&gt;
&lt;br /&gt;
-A second set of translucent eyelids that shuts horizontally&lt;br /&gt;
&lt;br /&gt;
-Swirling, wave-like markings that gently flow across their bodies&lt;br /&gt;
&lt;br /&gt;
Undines are the most variable of the genasi. Aside from their shared physical characteristics, the only common factor shared by most undines is their being born with the innate ability to swim. Undines are divided into a plethora of sub-types too numerous to codify, generally reflecting the characteristics of one body of water and its natural flora and fauna. Undines of the Diamond Sea, for example, are stately and collected natural diplomats, while the Undines of of the glacial north are nomadic and superstitious, and their cold demeanor masks the wild savagery of the icy gale.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Children of Selanna==&lt;br /&gt;
&lt;br /&gt;
Legend states that the god Selanna gave birth to these races at the end of the 1st age, creating the first of them over the course of an entire day. Those born in the light of the sun became Dawnborn, and those born under the gaze of the moon became Duskborn. The two races appear as mirrors of each other&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dawnborn===&lt;br /&gt;
&lt;br /&gt;
+2 to Wisdom or Charisma&lt;br /&gt;
&lt;br /&gt;
Resist holy 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sacred Vitality&#039;&#039;&#039;: Dawnborn characters gain an extra recovery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Daybreak&lt;br /&gt;
&lt;br /&gt;
Once per battle, make a &#039;&#039;daybreak&#039;&#039; attack as a quick action using your highest ability score against one nearby enemy&#039;s MD. On a hit, the attack deals 1d4 holy damage per level and they are dazed until the end of their next turn. On a miss, deal holy damage equal to your level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: Your &#039;&#039;daybreak&#039;&#039; attack targets 1d3 nearby enemies instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Targets hit by &#039;&#039;daybreak&#039;&#039; are weakened(save ends) instead of dazed.&lt;br /&gt;
&lt;br /&gt;
The Dawnborn appear as humans, except for skin that shines with a faint luminescence and glowing eyes with no pupils in pale shades of gold and yellow. Their hair varies from rich gold to white-blonde, and their every action seems to exude an otherworldly elegance. The Dawnborn hold a special place in the culture of the greater human race, frequently appearing as the central figure of stories ranging from the epics passed down through word of mouth among the western nomads to love poems recited in the halls of high society. They thrive in positions important to the social or spiritual well-being of those around them, born diplomats and oracles. A smaller portion of Dawnborn are drawn to the arts, and many famed creators of art from every age were Dawnborn. They are found most frequently wherever other people congregate, from the coastal metropolises to the trade caravans winding across the realm. Dawnborn who take to lives of adventure frequently become bards and clerics, roles their mystical and social aptitude make them well suited for. Dawnborn also do well as commanders, and it is said that Dawnborn generals are capable of leading their men to near-suicidal feats of bravery. &lt;br /&gt;
&lt;br /&gt;
This is not to say that the Dawnborn are all charm and grace- even the brightest sun casts shadows. Dawnborn who fall prey to their darker sides are narcissists and manipulators, many of whom discover a natural talent with darker magicks. While stories of villainous Dawnborn are uncommon, they are all the more terrifying for it. Tales of the Daykiller haunt the nightmares of every child in Temple, and the Minotaurs of Bas Ata still refuse to speak the name of the Dawnborn warleader who nearly conquered their ancient empire in the 5th Age. Indeed, it seems that none of the mortal races are capable of going quite as bad as the Dawnborn, for those that fall from the light still command the same reverence those that walk in the sun&#039;s rays do. One should be wary when around Dawnborn, for many of the shining ones are destined for some kind of greatness- pray that you don&#039;t end up in the way.&lt;br /&gt;
&lt;br /&gt;
===Duskborn===&lt;br /&gt;
&lt;br /&gt;
+2 to Dexterity or Intelligence&lt;br /&gt;
&lt;br /&gt;
Resist negative energy 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lurkers in the Dark&#039;&#039;&#039;: Duskborn can see perfectly in the dark, and gain a +3 to any background check involving stealth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Extinguish&lt;br /&gt;
&lt;br /&gt;
Once per battle, make an &#039;&#039;extinguish&#039;&#039; attack as a quick action with your highest ability score against the highest MD enemy&#039;s MD. On a hit, enemies become vulnerable to your attacks until you critically strike. On a miss, deal negative energy damage equal to your level to a random enemy. In addition, darkness shrouds the area around where you cast this spell for a few minutes. This can give small bonuses to background checks to sneak or intimidate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: Once per battle when attacking a vulnerable enemy, roll three times for your attack roll and pick the highest result.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: The turn you make an &#039;&#039;extinguish&#039;&#039; attack, you can also teleport to any shadowy area before or after the attack as a move action.&lt;br /&gt;
&lt;br /&gt;
Physically, Duskborn resemble humans drained of pigment. Their skin ranges from ash white to charcoal, with most Duskborn falling in the middle of the spectrum. Their hair can be a wide variety of dark and washed-out colors, from midnight blue to stark white. Like the Dawnborn, their eyes lack pupils or irises, glowing in soft shades of white, silver, and pale blue. They tend toward svelte and fragile builds, and the average Duskborn height is several inches below the human norm. Duskborn also possess flawless night vision and a racial affinity for stealth, making them naturally suited to underground environments. Duskborn tend to unnerve others, seeming to awaken the primal fear of the dark lurking in the minds of the races of the light. As a result, Duskborn flock to the fringes of civilization- the poor and dangerous districts and the caves and wilds outside the walls. There are a number of predominantly Duskborn settlements scattered throughout the light-less places of the world, places that tend to shun outsiders. In the cities, Duskborn&#039;s unique racial traits makes them naturally adapted to careers on the wrong side of the law, giving them a reputation as a race of criminals. This discrimination causes many to treat Duskborn with suspicion, driving them further away from mainstream society, a vicious cycle of discrimination. &lt;br /&gt;
&lt;br /&gt;
This is not to say that Duskborn haven&#039;t contributed to the world. Many of the shadow-dwellers are intellectually gifted, and they are renowned inventors, both mundane and magical. They make excellent scouts and spies, defenders of the people outside the public eye whose deeds go unnoticed. Supposedly, it was a Duskborn mage who created the basic invisibility spell long ago. As adventurers, they gravitate toward positions as rogues, rangers, and wizards, where their talents for stealth and magic thrive. A subset of Duskborn find themselves drawn to the priesthood, seeking acceptance in religion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Twists==&lt;br /&gt;
&lt;br /&gt;
+2 to Strength, Dexterity, or Constitution&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twisted Form&#039;&#039;&#039;: Pick one permanent mutation from the list below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Warped in Body and Mind&#039;&#039;: Add +2 to two defenses, and subtract 1 from another.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Demonic Corpulence&#039;&#039;: Treat your Constitution modifier as two higher for the purpose of calculating hit points. People may make fun of you for being fat, but it doesn&#039;t have any other mechanical impact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Prehensile Tail&#039;&#039;: Gain a +3 to any background check involving balance or acrobatics. Your tail can be used to hold small objects and creep people out. You can use weapons held in your tail to attack, but it can&#039;t hold two-handed weapons and attacks with one-handed light or heavy weapons are at -2 to attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barbed Claws&#039;&#039;: Your claws count as small one-handed melee weapons, and provide a +3 to any background check involving climbing, grabbing, or holding on to something.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heartfire&#039;&#039;: Your blood burns at unearthly temperatures. Gain resist cold 12+, and a +3 to background checks involving intimidation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Otherworldly Perception&#039;&#039;: Gain a +3 to any background check involving vision. Your eyes can also see something others can&#039;t, subject to GM approval. Here are some examples:&lt;br /&gt;
&lt;br /&gt;
-You can see perfectly in the dark. In fact, you can see slightly better in the dark than when it&#039;s bright out.&lt;br /&gt;
&lt;br /&gt;
-You can see the beating hearts of living things through their chests, but not other obstacles.&lt;br /&gt;
&lt;br /&gt;
-You can see the spirits of the dead.&lt;br /&gt;
&lt;br /&gt;
-You can see the lingering residue of lies for a few hours after they&#039;ve left someone&#039;s lips. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Curse of Chaos&lt;br /&gt;
&lt;br /&gt;
Once per battle as a free action when a nearby enemy rolls a natural 1–5 on an attack or a save, turn their roll into a natural 1 and improvise a further curse that shows how their attempt backfires horribly. A curse should have about the same impact as a typical once-per-battle ability. For example, a typical curse might lead to the cursed attacker dealing half damage to themself with their fumbled attack and being dazed until the end of their next turn. The GM may reward storytelling flair and/or limit the suggested effects of the curse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: Whenever a nearby enemy rolls a natural 1 on an attack against you, you can use &#039;&#039;curse&#039;&#039; of chaos against them without expending it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: You can use &#039;&#039;curse of chaos&#039;&#039; against any odd roll, not just a natural 1-5. The once per battle limit still applies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION GOES HERE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Abhumans=&lt;br /&gt;
&lt;br /&gt;
Goblins, Dragonics, Minotaurs, and Myclings are often lumped together into the category of &amp;quot;abhuman&amp;quot; for the purpose of categorization and scholarship. This term isn&#039;t used much by the common people, with the four races generally being referred to by their own name except by particularly xenophobic humans. The four races are physically and culturally distinct and share little in common, except for a common sense of being outsiders from human and shardborn communities. Goblins, while perhaps the most accepted of the abhuman races, are still regarded as being clannish because of their large kin-groups. Dragonics and Minotaurs alike have conflicted histories with human empires and are frequently regarded with some fear or suspicion. Myclings are rare and become even more so the further one gets from the Outgrowth, meaning most have no idea what to think of them. The majority of beings have only heard stories about Myclings, and these tales vary between describing the fungaloids as harmless yet bizarre and as implacable warriors in service of the Rotting Multitude&#039;s goals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Goblins==&lt;br /&gt;
&lt;br /&gt;
+2 to Dexterity, Intelligence, or Charisma&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small&#039;&#039;&#039;: Goblins have a +2 AC bonus against opportunity attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goblin Hearing&#039;&#039;&#039;: Goblins have big ears that can hear things other races can&#039;t. This doesn&#039;t provide any mechanical benefits, but it does mean they can perceive frequencies non-goblins can&#039;t, such as Shrill, the goblin language.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Adventurer Feat&#039;&#039;: Gain a +3 to background checks involving hearing, and you don&#039;t suffer any penalties to hearing rolls if you&#039;re asleep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power:&#039;&#039;&#039;: Shifty Retreat&lt;br /&gt;
&lt;br /&gt;
Once per battle when an enemy attack hits you, you can force them to reroll the attack at a -3 penalty. If they miss you with the reroll, you can pop free from them if it was a melee attack and move as a free action. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: The reroll is at a -6 penalty instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Even if the rerolled attack hits you, you only take half damage and can still move as a free action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION GOES HERE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dragonics==&lt;br /&gt;
&lt;br /&gt;
+2 to Strength or Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon-blooded&#039;&#039;&#039;: Dragonics gain +1 to AC, and they can see in the dark.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Survivor&#039;&#039;&#039;: Gain a +3 to background checks to resist the environment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: War Cry&lt;br /&gt;
&lt;br /&gt;
Once per battle as quick action, roll your recovery dice and gain temporary hit points equal to half the result. While any of these temporary hit points remain, add 1 to the results of all your damage dice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: While War Cry is active, enemies that start their turn engaged with you take damage equal to your highest ability modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Once per battle, you can expend all the temporary hit points from &#039;&#039;war cry&#039;&#039; to triple the damage bonus on an attack you make. This must be announced before the attack is made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION GOES HERE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Minotaurs==&lt;br /&gt;
&lt;br /&gt;
+2 to two of Strength, Constitution, or Intelligence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Big&#039;&#039;&#039;: Minotaurs have a -2 AC penalty against opportunity attacks. Minotaur characters probably run into some other problems due to their size, such as difficulty sneaking, breaking weapons that weren&#039;t made for minotaurs, and having to stoop to fit into dwellings of lesser mortals. Essentially, this is license for your GM to make things hard for you due to your size - some form of narrative or mechanical complication or inconvenience once or twice per session is a good benchmark.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vigor&#039;&#039;&#039;: Minotaur characters gain the &#039;&#039;toughness&#039;&#039; feat at 1st level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Horns&#039;&#039;&#039;: Minotaurs count as being armed with a simple two-handed melee weapon the same turn they move into engagement with an enemy. Attacks with their horns don&#039;t suffer class-specific attack penalties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Adventurer Feat&#039;&#039;: The first attack you make with your horns each battle is at +2 to hit and pops free smaller creatures from all engagements on hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Bull Through&lt;br /&gt;
&lt;br /&gt;
Once per battle after damage has been rolled for a successful attack against you, ignore half of the damage and roll a normal save against one ongoing effect as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: When you use &#039;&#039;bull through&#039;&#039;, gain a +2 to your defenses until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: You can use &#039;&#039;bull through&#039;&#039; twice per battle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION GOES HERE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Myclings==&lt;br /&gt;
&lt;br /&gt;
+2 to Strength or Constitution&lt;br /&gt;
&lt;br /&gt;
Myclings count as plants, not humanoids.&lt;br /&gt;
&lt;br /&gt;
Resist poison 8+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mycorrhizae&#039;&#039;&#039;: Myclings can extend their hair-tendrils into surrounding plants and fungi to communicate with them. This works like the druid&#039;s Nature Talking class feature, except uses are unlimited, it takes several minutes instead of a few rounds, and Myclings gain a +5 on any associated skill check. Mycling druids can do it in a few rounds, and they gain a +10 on any associated skill checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Spore Burst&lt;br /&gt;
&lt;br /&gt;
Once per battle, make a &#039;&#039;spore burst&#039;&#039; attack as a standard action using your highest ability score against the PD of 1d3 enemies engaged with you. On a hit, enemies suffer ongoing poison damage equal to 5 x your level. Enemies suffering from this ongoing damage are at a -2 to all their attacks against you. On a miss, deal poison damage equal to your level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: &#039;&#039;Spore burst&#039;&#039; can target 1d3+1 nearby enemies, and deals poison damage equal to twice your level on a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Enemies hit by spore burst are hampered until the end of their next turn.&lt;/div&gt;</summary>
		<author><name>FighterChimp</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shardworld/Races&amp;diff=289932</id>
		<title>Shardworld/Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shardworld/Races&amp;diff=289932"/>
		<updated>2015-09-21T07:23:04Z</updated>

		<summary type="html">&lt;p&gt;FighterChimp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Shardworld:Main Page]]&lt;br /&gt;
&lt;br /&gt;
The Continent is home to a diverse array of races. Most frequent are humans, and the seven human sub-races known as Shardborn, those touched by the energies of another shard. Goblins are an adaptable species of nomads, merchants, and inventors. The Dragonics are descendants of the clan most favored by the Wyrm when he walked the Earth, a long-lived race of nomads and warriors. Minotaurs are native to the isle of Bas Ata, formidable in both body and mind. Finally, the exceedingly rare fungaloid Myclings have wandered the Continent bereft of purpose since their elven creators vanished.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stereotypes:&#039;&#039; Each race has its own common physical features and behavioral inclinations, but these are just the commonly observed patterns, not definite by any means. Thus, suggestions about the personality of each kind of race are just that, suggestions- reserved and emotionally stable vulcans or warm, loving minotaurs, while uncommon, aren&#039;t impossible on the Continent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Monstrous Races&#039;&#039;: Wait, aren&#039;t goblins and minotaurs monsters? Shouldn&#039;t any adventurer worth their magic items want to slay them? In Shardworld, unless you want to end up on trial for murder, you should probably treat goblins and minotaurs like the sentient beings they are. Goblins aren&#039;t chronic backstabbers, and are in fact quite loyal to their extended kin-groups, and tend to be more crafty and resourceful than scheming and cowardly. And Minotaurs, while still physically mighty, have a reputation for intelligence and their own complex culture. When it comes to other races classically considered to be monsters, none of the races native to the Continent are inherently evil, although there are certainly plenty of beasts not complex enough to interact with intelligent beings in ways beyond violence. Creatures that originate from and inhabit shardrealms are certainly capable of being innately &amp;quot;evil&amp;quot;(or good, or neutral, or following unfathomable motivations). Overall, though, Shardworld is a setting based on 13th Age, which disregards alignment, and anyone seeking to create a race or monster native to Shardworld should feel free to do likewise.&lt;br /&gt;
&lt;br /&gt;
=Humans=&lt;br /&gt;
&lt;br /&gt;
+2 to one ability score.&lt;br /&gt;
&lt;br /&gt;
Humans gain a bonus feat at 1st level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Quick to Fight&lt;br /&gt;
&lt;br /&gt;
At the start of each battle, roll initiative twice and choose the result you want&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: If you roll a natural 19 or 20 for initiative, increase the escalation die by 1 (usually from 0 to 1 since it&#039;s the start of the battle). This increase doesn&#039;t stack- if there are multiple humans in the party, settling on one to get this feat is wise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Increase the escalation die on a 16+ for initiative, and gain a +2 to your first attack of a battle. &lt;br /&gt;
&lt;br /&gt;
Humans are the majority on the Continent, having spread across the land long ago and propagated since. Humans are key to history, and their determination and adaptability marks them out as arguably the most influential mortal race. All the races except Goblins and Minotaurs can trace their lineage back to humanity. Humans exhibit a diverse range of culture and ethnicities, from the hardy scavengers of the southern badlands to the civilized folk of the cities around the Diamond Sea. Beyond that, they&#039;re humans- you know the drill.&lt;br /&gt;
z&lt;br /&gt;
&lt;br /&gt;
=Shardborn=&lt;br /&gt;
&lt;br /&gt;
The shardborn are born irregularly among humans. The blood of beings of other shards that lies dormant in the blood of humans occasionally flares up, and a shardborn is born to mortal parents. Approximately 1 in 100 human births result in one touched by the energies of another reality, and the child of a shardborn is more likely to be shardborn than a child of two humans. Lineages aren&#039;t always consistent- the child of two vulcans is more likely to be a vulcan than a petrite, but it&#039;s not a sure thing. The shardborn races that most commonly birth their own kind are undines and twists. The shardborn are divided into the four types of genasi, the two races descended from the goddess Selanna, and the twists, corrupted by the demons of the Abyss. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Genasi==&lt;br /&gt;
&lt;br /&gt;
Genasi is the general term given for any Shardborn with an elemental nature. Vulcans are touched by fire, Sylphs air, Petrites earth, and Undines air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Vulcans===&lt;br /&gt;
&lt;br /&gt;
+2 to Strength or Charisma&lt;br /&gt;
&lt;br /&gt;
Resist fire 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Fiery Outburst&lt;br /&gt;
&lt;br /&gt;
Once per battle, double your bonus to attack granted by the escalation die for one attack, and add the same value to the damage of that attack, hit or miss. Increase the multiplying factor for damage by one at champion and epic tier(Escalation die times three at champion/four at epic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: You also deal (3xLevel) ongoing fire damage to one enemy hit by a &#039;&#039;fiery outburst&#039;&#039; attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: You also gain temporary hit points equal to half the damage inflicted by your &#039;&#039;fiery outburst&#039;&#039; attack.&lt;br /&gt;
&lt;br /&gt;
Vulcans are also known as flame-kissed. Physically, their skin tone is generally a shade of red or orange, occasionally charcoal black or auburn. Their eyes tend to be warm shades of brown or yellow. Their hair is generally a mix of several shades within one spectrum. Vulcans don&#039;t tend towards any one build, but most build muscle easier than humans. Beyond that, vulcans . Physical quirks exhibited by vulcans include, but aren&#039;t limited to:&lt;br /&gt;
&lt;br /&gt;
-Flame-like hair that flickers like a torch even in the absence of breeze, and becomes brighter as the vulcanbecomes angrier&lt;br /&gt;
&lt;br /&gt;
-Teeth or nails of gleaming brass&lt;br /&gt;
&lt;br /&gt;
-Constantly exhaling faint clouds of smoke&lt;br /&gt;
&lt;br /&gt;
-Having a tendency to strengthen fires around them&lt;br /&gt;
&lt;br /&gt;
-Translucent, combustible blood&lt;br /&gt;
&lt;br /&gt;
-Pupils that glow blue like the center of a flame&lt;br /&gt;
&lt;br /&gt;
Behaviorally, vulcans mostly disregard law and order, acting as their whims guide them. They are prone to rapid and extreme swings of emotion, changing from jubilant to somber at a moment&#039;s notice, but usually don&#039;t take long to switch back to their usual high spirits. Vulcans have a reputation for being capricious or disloyal, but an vulcan accused of such things will probably tell you they were just doing what seemed to be most interesting. Vulcans are seen more the closer one gets to centers of population, generally preferring the fast pace of city life. Despite this, many are stricken by wanderlust, and a vulcan is the most common kind of genasi to be found in an adventuring party. Crossing a vulcan is regarded as unwise: when angered, they seethe with the rage of the inferno that birthed them, and won&#039;t stop until the target of their ire is completely annihilated, or their rage causes them to burn themselves out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sylphs===&lt;br /&gt;
&lt;br /&gt;
+2 to Dexterity or Intelligence&lt;br /&gt;
&lt;br /&gt;
Resist lightning 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Swift as the Wind&lt;br /&gt;
&lt;br /&gt;
Once per battle, you can pop free from a number of enemies equal to the escalation die, then move as a quick action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: The enemies you pop free from also have to make a normal save; on a failure, they&#039;re knocked prone by a gust of wind and lose their next move action. Particularly light or heavy enemies may have to make easy or hard saves instead, at your GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Upon activating &#039;&#039;swift as the wind&#039;&#039;, you gain flight until the end of your turn.&lt;br /&gt;
&lt;br /&gt;
Sylphs are touched by the element of air, and move and fight with the grace of wind and the fury of the storm. They&#039;re the most likely of the genasi to be able to pass for human, with frail builds, fair skin, and hair in light shades of blond, grey, and blue. Their eyes are pale shades of any human color, occasionally lacking any color at all. All sylphs seem to be followed by a slight breeze which they must focus to suppress, and that grows stronger during extremes of emotion. Other quirks observed in sylphs are:&lt;br /&gt;
&lt;br /&gt;
-Birthmarks that mimic the scars inflicted by lightning strikes&lt;br /&gt;
&lt;br /&gt;
-The ability to perfectly predict the weather&lt;br /&gt;
&lt;br /&gt;
-A constant static charge that shocks anyone they touch&lt;br /&gt;
&lt;br /&gt;
-Walking on a centimeters thick cushion of air, never actually touching the ground&lt;br /&gt;
&lt;br /&gt;
-Whorls of color that pass across their eyes like clouds&lt;br /&gt;
&lt;br /&gt;
-A slight echo to their voice&lt;br /&gt;
&lt;br /&gt;
Sylphs are regarded as the most aloof of the genasi, with good reason. Most sylphs see no reason to make friends purely for the sake of having them, preferring to be detached from all but a few close friends. They hold little reverence for laws and conventions, motivated mostly by an insatiable curiosity. Sylphs have been known to willingly place themselves in danger just to figure out a piece of information their curiosity has latched onto. They have little regard for privacy, and have turned eavesdropping into an art form. Sylphs are most drawn to careers in scholarship or art. Some sylphs are also drawn to the criminal world, and sylphs are regarded as naturals at second-story work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Petrites===&lt;br /&gt;
&lt;br /&gt;
+2 to Constitution or Wisdom&lt;br /&gt;
&lt;br /&gt;
Resist acid 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Immovable Object&lt;br /&gt;
&lt;br /&gt;
Once per battle, gain resist physical (13 + the escalation die)+ until the beginning of your next turn as a move action. Until then, you can&#039;t be moved if you don&#039;t want to be, but you also can&#039;t willingly move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: You can also rally as a quick action the turn they activate &#039;&#039;immovable object&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: At the beginning of the turn the effect ends, roll a normal save. On a success, &#039;&#039;immovable object&#039;&#039; continues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the creation myths of most cultures, Petrites are regarded as the first genasi to appear, dragging themselves from the earth. Physically, they are sturdily built, and have skin tones mimicking rocky shades of grey, brown, and infrequently green. Their eyes are deep hues of brown, grey, and emerald, and their hair, if they have any, is thick and grows slowly. Every petrite has a gemstone jutting from their skin over their heart, the source of many cultural traditions and superstitions. Many also reflect other elements of the earth that birthed them, such as:&lt;br /&gt;
&lt;br /&gt;
-Faceted, gem-like eyes&lt;br /&gt;
&lt;br /&gt;
-Crystal outcroppings that mimic hair&lt;br /&gt;
&lt;br /&gt;
-Mottled, thick skin the color of granite&lt;br /&gt;
&lt;br /&gt;
-Teeth and nails of obsidian&lt;br /&gt;
&lt;br /&gt;
-Ridges and indents in their skin that create geometric patterns &lt;br /&gt;
&lt;br /&gt;
-Keen sensitivity to the vibrations of the ground &lt;br /&gt;
&lt;br /&gt;
Petrites are renowned as loyal, dependable, and possessing a strong sense of community. They are the least outwardly expressive of the genasi, which is not to say that they don&#039;t feel- they just don&#039;t show their emotional state as strongly as an vulcan or undine, races that many petrites consider flighty and unreliable. While petrites can be integrated in human cities, the majority flock to small villages and enclaves mostly composed of petrites. They naturally adhere to laws and traditions, and are inclined to develop their own unique moral code. Each petrite settlement has a different ideology, and this tends to no small deal of conflict between separate groups of petrite. A petrite is the most common genasi to be found among the ranks of religion, with many settling in and around Temple.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Undines===&lt;br /&gt;
&lt;br /&gt;
+2 to Dexterity or Charisma&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aquatic&#039;&#039;&#039;: Undines gain a +5 bonus to any background check involving swimming, and can hold their breath for a number of hours equal to their level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Flowing Tide&lt;br /&gt;
&lt;br /&gt;
Once per battle,  you can use a standard action to make a basic attack or attack power at any point during your move action. A number of enemies equal to the escalation die, selected by you, can&#039;t intercept or make opportunity attacks against you during this combined attack-move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: You gain a +5 bonus to the attack made during the &#039;&#039;flowing tide&#039;&#039; movement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Any enemy you move next to during the &#039;&#039;flowing tide&#039;&#039; movement must roll a normal save or be dazed.&lt;br /&gt;
&lt;br /&gt;
Undines are said to &amp;quot;bleed saltwater&amp;quot;, due to their being influenced by the element of water. Their skin ranges between the many shades of water, from the sea green of the coast to the murky brown of the swamp. Their irises are universally clear blue, and their hair if they have it is generally wavy or curly, and a slightly lighter or darker shade than their skin. Perhaps the most otherworldly aspect of the undines is their finned ears and webbed hands and feet. Undine generally possess the lithe build of one who spends much time in the water. Beyond that, their physical characteristics vary depending on the body of water they were born closest to, and they can exhibit diverse traits such as:&lt;br /&gt;
&lt;br /&gt;
-Rows of pointed shark teeth&lt;br /&gt;
&lt;br /&gt;
-Voices layered with the faint noise of a babbling brook or the waves of the ocean&lt;br /&gt;
&lt;br /&gt;
-Seaweed or coral outcroppings where hair would grow&lt;br /&gt;
&lt;br /&gt;
-Actually bleeding saltwater&lt;br /&gt;
&lt;br /&gt;
-A second set of translucent eyelids that shuts horizontally&lt;br /&gt;
&lt;br /&gt;
-Swirling, wave-like markings that gently flow across their bodies&lt;br /&gt;
&lt;br /&gt;
Undines are the most variable of the genasi. Aside from their shared physical characteristics, the only common factor shared by most undines is their being born with the innate ability to swim. Undines are divided into a plethora of sub-types too numerous to codify, generally reflecting the characteristics of one body of water and its natural flora and fauna. Undines of the Diamond Sea, for example, are stately and collected natural diplomats, while the Undines of of the glacial north are nomadic and superstitious, and their cold demeanor masks the wild savagery of the icy gale.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Children of Selanna==&lt;br /&gt;
&lt;br /&gt;
Legend states that the god Selanna gave birth to these races at the end of the 1st age, creating the first of them over the course of an entire day. Those born in the light of the sun became Dawnborn, and those born under the gaze of the moon became Duskborn. The two races appear as mirrors of each other&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dawnborn===&lt;br /&gt;
&lt;br /&gt;
+2 to Wisdom or Charisma&lt;br /&gt;
&lt;br /&gt;
Resist holy 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sacred Vitality&#039;&#039;&#039;: Dawnborn characters gain an extra recovery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Daybreak&lt;br /&gt;
&lt;br /&gt;
Once per battle, make a &#039;&#039;daybreak&#039;&#039; attack as a quick action using your highest ability score against one nearby enemy&#039;s MD. On a hit, the attack deals 1d4 holy damage per level and they are dazed until the end of their next turn. On a miss, deal holy damage equal to your level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: Your &#039;&#039;daybreak&#039;&#039; attack targets 1d3 nearby enemies instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Targets hit by &#039;&#039;daybreak&#039;&#039; are weakened(save ends) instead of dazed.&lt;br /&gt;
&lt;br /&gt;
The Dawnborn appear as humans, except for skin that shines with a faint luminescence and glowing eyes with no pupils in pale shades of gold and yellow. Their hair varies from rich gold to white-blonde, and their every action seems to exude an otherworldly elegance. The Dawnborn hold a special place in the culture of the greater human race, frequently appearing as the central figure of stories ranging from the epics passed down through word of mouth among the western nomads to love poems recited in the halls of high society. They thrive in positions important to the social or spiritual well-being of those around them, born diplomats and oracles. A smaller portion of Dawnborn are drawn to the arts, and many famed creators of art from every age were Dawnborn. They are found most frequently wherever other people congregate, from the coastal metropolises to the trade caravans winding across the realm. Dawnborn who take to lives of adventure frequently become bards and clerics, roles their mystical and social aptitude make them well suited for. Dawnborn also do well as commanders, and it is said that Dawnborn generals are capable of leading their men to near-suicidal feats of bravery. &lt;br /&gt;
&lt;br /&gt;
This is not to say that the Dawnborn are all charm and grace- even the brightest sun casts shadows. Dawnborn who fall prey to their darker sides are narcissists and manipulators, many of whom discover a natural talent with darker magicks. While stories of villainous Dawnborn are uncommon, they are all the more terrifying for it. Tales of the Daykiller haunt the nightmares of every child in Temple, and the Minotaurs of Bas Ata still refuse to speak the name of the Dawnborn warleader who nearly conquered their ancient empire in the 5th Age. Indeed, it seems that none of the mortal races are capable of going quite as bad as the Dawnborn, for those that fall from the light still command the same reverence those that walk in the sun&#039;s rays do. One should be wary when around Dawnborn, for many of the shining ones are destined for some kind of greatness- pray that you don&#039;t end up in the way.&lt;br /&gt;
&lt;br /&gt;
===Duskborn===&lt;br /&gt;
&lt;br /&gt;
+2 to Dexterity or Intelligence&lt;br /&gt;
&lt;br /&gt;
Resist negative energy 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lurkers in the Dark&#039;&#039;&#039;: Duskborn can see perfectly in the dark, and gain a +3 to any background check involving stealth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Extinguish&lt;br /&gt;
&lt;br /&gt;
Once per battle, make an &#039;&#039;extinguish&#039;&#039; attack as a quick action with your highest ability score against the highest MD enemy&#039;s MD. On a hit, enemies become vulnerable to your attacks until you critically strike. On a miss, deal negative energy damage equal to your level to a random enemy. In addition, darkness shrouds the area around where you cast this spell for a few minutes. This can give small bonuses to background checks to sneak or intimidate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: Once per battle when attacking a vulnerable enemy, roll three times for your attack roll and pick the highest result.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: The turn you make an &#039;&#039;extinguish&#039;&#039; attack, you can also teleport to any shadowy area before or after the attack as a move action.&lt;br /&gt;
&lt;br /&gt;
Physically, Duskborn resemble humans drained of pigment. Their skin ranges from ash white to charcoal, with most Duskborn falling in the middle of the spectrum. Their hair can be a wide variety of dark and washed-out colors, from midnight blue to stark white. Like the Dawnborn, their eyes lack pupils or irises, glowing in soft shades of white, silver, and pale blue. They tend toward svelte and fragile builds, and the average Duskborn height is several inches below the human norm. Duskborn also possess flawless night vision and a racial affinity for stealth, making them naturally suited to underground environments. Duskborn tend to unnerve others, seeming to awaken the primal fear of the dark lurking in the minds of the races of the light. As a result, Duskborn flock to the fringes of civilization- the poor and dangerous districts and the caves and wilds outside the walls. There are a number of predominantly Duskborn settlements scattered throughout the light-less places of the world, places that tend to shun outsiders. In the cities, Duskborn&#039;s unique racial traits makes them naturally adapted to careers on the wrong side of the law, giving them a reputation as a race of criminals. This discrimination causes many to treat Duskborn with suspicion, driving them further away from mainstream society, a vicious cycle of discrimination. &lt;br /&gt;
&lt;br /&gt;
This is not to say that Duskborn haven&#039;t contributed to the world. Many of the shadow-dwellers are intellectually gifted, and they are renowned inventors, both mundane and magical. They make excellent scouts and spies, defenders of the people outside the public eye whose deeds go unnoticed. Supposedly, it was a Duskborn mage who created the basic invisibility spell long ago. As adventurers, they gravitate toward positions as rogues, rangers, and wizards, where their talents for stealth and magic thrive. A subset of Duskborn find themselves drawn to the priesthood, seeking acceptance in religion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Twists==&lt;br /&gt;
&lt;br /&gt;
+2 to Strength, Dexterity, or Constitution&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twisted Form&#039;&#039;&#039;: Pick one permanent mutation from the list below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Warped in Body and Mind&#039;&#039;: Add +2 to two defenses, and subtract 1 from another.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Demonic Corpulence&#039;&#039;: Treat your Constitution modifier as two higher for the purpose of calculating hit points. People may make fun of you for being fat, but it doesn&#039;t have any other mechanical impact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Prehensile Tail&#039;&#039;: Gain a +3 to any background check involving balance or acrobatics. Your tail can be used to hold small objects and creep people out. You can use weapons held in your tail to attack, but it can&#039;t hold two-handed weapons and attacks with one-handed light or heavy weapons are at -2 to attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barbed Claws&#039;&#039;: Your claws count as small one-handed melee weapons, and provide a +3 to any background check involving climbing, grabbing, or holding on to something.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heartfire&#039;&#039;: Your blood burns at unearthly temperatures. Gain resist cold 12+, and a +3 to background checks involving intimidation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Otherworldly Perception&#039;&#039;: Gain a +3 to any background check involving vision. Your eyes can also see something others can&#039;t, subject to GM approval. Here are some examples:&lt;br /&gt;
&lt;br /&gt;
-You can see perfectly in the dark. In fact, you can see slightly better in the dark than when it&#039;s bright out.&lt;br /&gt;
&lt;br /&gt;
-You can see the beating hearts of living things through their chests, but not other obstacles.&lt;br /&gt;
&lt;br /&gt;
-You can see the spirits of the dead.&lt;br /&gt;
&lt;br /&gt;
-You can see the lingering residue of lies for a few hours after they&#039;ve left someone&#039;s lips. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Curse of Chaos&lt;br /&gt;
&lt;br /&gt;
Once per battle as a free action when a nearby enemy rolls a natural 1–5 on an attack or a save, turn their roll into a natural 1 and improvise a further curse that shows how their attempt backfires horribly. A curse should have about the same impact as a typical once-per-battle ability. For example, a typical curse might lead to the cursed attacker dealing half damage to themself with their fumbled attack and being dazed until the end of their next turn. The GM may reward storytelling flair and/or limit the suggested effects of the curse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: Whenever a nearby enemy rolls a natural 1 on an attack against you, you can use &#039;&#039;curse&#039;&#039; of chaos against them without expending it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: You can use &#039;&#039;curse of chaos&#039;&#039; against any odd roll, not just a natural 1-5. The once per battle limit still applies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION GOES HERE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Abhumans=&lt;br /&gt;
&lt;br /&gt;
Goblins, Dragonics, Minotaurs, and Myclings are often lumped together into the category of &amp;quot;abhuman&amp;quot; for the purpose of categorization and scholarship. This term isn&#039;t used much by the common people, with the four races generally being referred to by their own name except by particularly xenophobic humans. The four races are physically and culturally distinct and share little in common, except for a common sense of being outsiders from human and shardborn communities. Goblins, while perhaps the most accepted of the abhuman races, are still regarded as being clannish because of their large kin-groups. Dragonics and Minotaurs alike have conflicted histories with human empires and are frequently regarded with some fear or suspicion. Myclings are rare and become even more so the further one gets from the Outgrowth, meaning most have no idea what to think of them. The majority of beings have only heard stories about Myclings, and these tales vary between describing the fungaloids as harmless yet bizarre and as implacable warriors in service of the Rotting Multitude&#039;s goals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Goblins==&lt;br /&gt;
&lt;br /&gt;
+2 to Dexterity, Intelligence, or Charisma&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small&#039;&#039;&#039;: Goblins have a +2 AC bonus against opportunity attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goblin Hearing&#039;&#039;&#039;: Goblins have big ears that can hear things other races can&#039;t. This doesn&#039;t provide any mechanical benefits, but it does mean they can perceive frequencies non-goblins can&#039;t, such as Shrill, the goblin language.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Adventurer Feat&#039;&#039;: Gain a +3 to background checks involving hearing, and you don&#039;t suffer any penalties to hearing rolls if you&#039;re asleep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power:&#039;&#039;&#039;: Shifty Retreat&lt;br /&gt;
&lt;br /&gt;
Once per battle when an enemy attack hits you, you can force them to reroll the attack at a -3 penalty. If they miss you with the reroll, you can pop free from them if it was a melee attack and move as a free action. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: The reroll is at a -6 penalty instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Even if the rerolled attack hits you, you only take half damage and can still move as a free action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION GOES HERE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dragonics==&lt;br /&gt;
&lt;br /&gt;
+2 to Strength or Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon-blooded&#039;&#039;&#039;: Dragonics gain +1 to AC, and they can see in the dark.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Survivor&#039;&#039;&#039;: Gain a +3 to background checks to resist the environment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: War Cry&lt;br /&gt;
&lt;br /&gt;
Once per battle as quick action, roll your recovery dice and gain temporary hit points equal to half the result. While any of these temporary hit points remain, add 1 to the results of all your damage dice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: While War Cry is active, enemies that start their turn engaged with you take damage equal to your highest ability modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Once per battle, you can expend all the temporary hit points from &#039;&#039;war cry&#039;&#039; to triple the damage bonus on an attack you make. This must be announced before the attack is made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION GOES HERE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Minotaurs==&lt;br /&gt;
&lt;br /&gt;
+2 to two of Strength, Constitution, or Intelligence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Big&#039;&#039;&#039;: Minotaurs have a -2 AC penalty against opportunity attacks. Minotaur characters probably run into some other problems due to their size, such as difficulty sneaking, breaking weapons that weren&#039;t made for minotaurs, and having to stoop to fit into dwellings of lesser mortals. Essentially, this is license for your GM to make things hard for you due to your size - some form of narrative or mechanical complication or inconvenience once or twice per session is a good benchmark.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vigor&#039;&#039;&#039;: Minotaur characters gain the &#039;&#039;toughness&#039;&#039; feat at 1st level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Horns&#039;&#039;&#039;: Minotaurs count as being armed with a simple two-handed melee weapon the same turn they move into engagement with an enemy. Attacks with their horns don&#039;t suffer class-specific attack penalties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Adventurer Feat&#039;&#039;: The first attack you make with your horns each battle is at +2 to hit and pops free smaller creatures from all engagements on hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Bull Through&lt;br /&gt;
&lt;br /&gt;
Once per battle after damage has been rolled for a successful attack against you, ignore half of the damage and roll a normal save against one ongoing effect as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: When you use &#039;&#039;bull through&#039;&#039;, gain a +2 to your defenses until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: You can use &#039;&#039;bull through&#039;&#039; twice per battle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION GOES HERE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Myclings==&lt;br /&gt;
&lt;br /&gt;
+2 to Strength or Constitution&lt;br /&gt;
&lt;br /&gt;
Myclings count as plants, not humanoids.&lt;br /&gt;
&lt;br /&gt;
Resist poison 8+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mycorrhizae&#039;&#039;&#039;: Myclings can extend their hair-tendrils into surrounding plants and fungi to communicate with them. This works like the druid&#039;s Nature Talking class feature, except uses are unlimited, it takes several minutes instead of a few rounds, and Myclings gain a +5 on any associated skill check. Mycling druids can do it in a few rounds, and they gain a +10 on any associated skill checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Spore Burst&lt;br /&gt;
&lt;br /&gt;
Once per battle, make a &#039;&#039;spore burst&#039;&#039; attack as a standard action using your highest ability score against the PD of 1d3 enemies engaged with you. On a hit, enemies suffer ongoing poison damage equal to 5 x your level. Enemies suffering from this ongoing damage are at a -2 to all their attacks against you. On a miss, deal poison damage equal to your level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: &#039;&#039;Spore burst&#039;&#039; can target 1d3+1 nearby enemies, and deals poison damage equal to twice your level on a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Enemies hit by spore burst are hampered until the end of their next turn.&lt;/div&gt;</summary>
		<author><name>FighterChimp</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shardworld/Icons&amp;diff=289931</id>
		<title>Shardworld/Icons</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shardworld/Icons&amp;diff=289931"/>
		<updated>2015-09-21T07:22:13Z</updated>

		<summary type="html">&lt;p&gt;FighterChimp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Shardworld:Main Page]]&lt;br /&gt;
&lt;br /&gt;
Never before has the balance of power between the icons been so unstable. After decades of war following the High King&#039;s death, five Low Kings have divided his realm between them. The Great Khan has joined the iconic ranks, and his arrival seems to have galvanized other malevolent icons to new action. The Locus, Synod, and Wildspeaker strive to maintain their own forms of cosmic balance, while the Auroch-General seeks to assert the dominance of Bas Ata. And something or someone calling itself the Codex of Whispers has revealed its hands on the strings of civilization. The Continent spins on the needle-point of Fate, and the balance can&#039;t hold for long. That&#039;s where you come in. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Auroch-General=&lt;br /&gt;
&#039;&#039;Scholar, ruler, and warleader.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Codex of Whispers=&lt;br /&gt;
&#039;&#039;All secrets can be unearthed - for a price.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Gold Prince=&lt;br /&gt;
&#039;&#039;He longs for all the world under his wings.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Great Khan=&lt;br /&gt;
&#039;&#039;The doom from the south.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Usual Location&#039;&#039;&#039;: The Khan&#039;s base is a black iron fortress deep in the Southern Scar, and he splits his time between there and the front lines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common Knowledge&#039;&#039;&#039;: The Great Khan marched out of the Southern range at the beginning of the age, at the front of a horde of orcs- a monstrous race never seen before on the Continent. His initial assault was beaten back by the hasty alliance of the western nomads, the wizards of the Traveling Tower, and the Twist clans of the Obsidian Sea. For nearly a century since, he&#039;s been mustering forces and attempting to unite the monstrous races of the realm under his banner. At the moment, he has gathered many bugbear tribes, hobgoblin companies, and ogre warbands to his side, along with an eclectic mix of other monsters, including at least one dragon. The Khan&#039;s forces engage in frequent skirmishes with the soldiers of the Orcwatch set up to watch for and prevent attacks like his first devastating offensive. However, his main form of attack comes from raising &amp;quot;orc-pits&amp;quot; across the land, festering sinkholes that spawn fully-grown orcs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characters and The Great Khan&#039;&#039;&#039;: Many people have been hurt by the orc plague, from families to empires. Skilled adventurers who can fight back against orcish incursions are in high demand across the Continent. Given the growing frequency of orc-pit emergence, there is no shortage of jobs and prestige available for those willing to fight. Favor with the other icons is likely to be gained by those who strike especially notable blows against the monstrous hordes. Those who aid the Khan&#039;s endeavor to end non-monstrous life are either insane or don&#039;t know they&#039;re helping him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Allies&#039;&#039;&#039;: Considering his stated goal to personally slay the other icons, none openly proclaim allegiance with him. Rumors that the Auroch-General has been secretly meeting with his envoys are the cause of much concern.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemies&#039;&#039;&#039;: The Wildspeaker burns with fury at the Great Khan&#039;s perversion of nature, and he has vowed to utterly annihilate him and his forces to the last orc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The True Danger&#039;&#039;&#039;: If The Great Khan forges enough allegiances with the monstrous species and creates enough orcs, he will march forth with his horde and the earth itself will tremble.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The High Militant=&lt;br /&gt;
&#039;&#039;The way of the Wyrm enforced, by blade or gavel.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Hellmote=&lt;br /&gt;
&#039;&#039;It births corruption from its maw.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Krakentamer=&lt;br /&gt;
&#039;&#039;Savior and scourge in equal measure.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Locus=&lt;br /&gt;
&#039;&#039;The power of the elements, anchored.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Revenant=&lt;br /&gt;
&#039;&#039;It loathes the living for what they have.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Sleeper Below=&lt;br /&gt;
&#039;&#039;Exiled by gods, accepted by darkness.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Stormchief=&lt;br /&gt;
&#039;&#039;The fury of the tempest made manifest.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Synod=&lt;br /&gt;
&#039;&#039;One mind with many voices.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Tinker King=&lt;br /&gt;
&#039;&#039;Victory through progress.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Wildspeaker=&lt;br /&gt;
&#039;&#039;Defender of the wild places, red in tooth and claw.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IDEAS&lt;br /&gt;
&lt;br /&gt;
-Traveling flying realm that spawns demons. There&#039;s not one individual demonic leader, but the floating fortress has a form of sentience.&lt;br /&gt;
&lt;br /&gt;
-The Synod live in temple&lt;br /&gt;
&lt;br /&gt;
-The Wildspeaker is an eternally reincarnated protector of nature&lt;br /&gt;
&lt;br /&gt;
-The Auroch-General leads the minotaurs, preeminent warrior-scholar&lt;/div&gt;</summary>
		<author><name>FighterChimp</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shardworld/Icons&amp;diff=289930</id>
		<title>Shardworld/Icons</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shardworld/Icons&amp;diff=289930"/>
		<updated>2015-09-21T07:07:56Z</updated>

		<summary type="html">&lt;p&gt;FighterChimp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Shardworld:Main Page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Auroch-General=&lt;br /&gt;
&#039;&#039;Scholar, ruler, and warleader.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Codex of Whispers=&lt;br /&gt;
&#039;&#039;Everything can be known - for a price.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Gold Prince=&lt;br /&gt;
&#039;&#039;He longs for all the world under his wings.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Great Khan=&lt;br /&gt;
&#039;&#039;The doom from the south.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Usual Location&#039;&#039;&#039;: The Khan&#039;s base is a black iron fortress deep in the Southern Scar, and he splits his time between there and the front lines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common Knowledge&#039;&#039;&#039;: The Great Khan marched out of the Southern range at the beginning of the age, at the front of a horde of orcs- a monstrous race never seen before on the Continent. His initial assault was beaten back by the hasty alliance of the western nomads, the wizards of the Traveling Tower, and the Twist clans of the Obsidian Sea. For nearly a century since, he&#039;s been mustering forces and attempting to unite the monstrous races of the realm under his banner. At the moment, he has gathered many bugbear tribes, hobgoblin companies, and ogre warbands to his side, along with an eclectic mix of other monsters, including at least one dragon. The Khan&#039;s forces engage in frequent skirmishes with the soldiers of the Orcwatch set up to watch for and prevent attacks like his first devastating offensive. However, his main form of attack comes from raising &amp;quot;orc-pits&amp;quot; across the land, festering sinkholes that spawn fully-grown orcs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characters and The Great Khan&#039;&#039;&#039;: Many people have been hurt by the orc plague, from families to empires. Skilled adventurers who can fight back against orcish incursions are in high demand across the Continent. Given the growing frequency of orc-pit emergence, there is no shortage of jobs and prestige available for those willing to fight. Favor with the other icons is likely to be gained by those who strike especially notable blows against the monstrous hordes. Those who aid the Khan&#039;s endeavor to end non-monstrous life are either insane or don&#039;t know they&#039;re helping him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Allies&#039;&#039;&#039;: Considering his stated goal to personally slay the other icons, none openly proclaim allegiance with him. Rumors that the Auroch-General has been secretly meeting with his envoys are the cause of much concern.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemies&#039;&#039;&#039;: The Wildspeaker burns with fury at the Great Khan&#039;s perversion of nature, and he has vowed to utterly annihilate him and his forces to the last orc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The True Danger&#039;&#039;&#039;: If The Great Khan forges enough allegiances with the monstrous species and creates enough orcs, he will march forth with his horde and the earth itself will tremble.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The High Militant=&lt;br /&gt;
&#039;&#039;The way of the Wyrm enforced, by blade or gavel.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Hellmote=&lt;br /&gt;
&#039;&#039;It births corruption from its maw.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Krakentamer=&lt;br /&gt;
&#039;&#039;Savior and scourge in equal measure.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Locus=&lt;br /&gt;
&#039;&#039;The power of the elements, anchored.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Revenant=&lt;br /&gt;
&#039;&#039;It loathes the living for what they have.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Sleeper Below=&lt;br /&gt;
&#039;&#039;Exiled by gods, accepted by darkness.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Stormchief=&lt;br /&gt;
&#039;&#039;The fury of the tempest made manifest.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Synod=&lt;br /&gt;
&#039;&#039;One mind with many voices.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Tinker King=&lt;br /&gt;
&#039;&#039;Victory through progress.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Wildspeaker=&lt;br /&gt;
&#039;&#039;Defender of the wild places, red in tooth and claw.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IDEAS&lt;br /&gt;
&lt;br /&gt;
-Traveling flying realm that spawns demons. There&#039;s not one individual demonic leader, but the floating fortress has a form of sentience.&lt;br /&gt;
&lt;br /&gt;
-The Synod live in temple&lt;br /&gt;
&lt;br /&gt;
-The Wildspeaker is an eternally reincarnated protector of nature&lt;br /&gt;
&lt;br /&gt;
-The Auroch-General leads the minotaurs, preeminent warrior-scholar&lt;/div&gt;</summary>
		<author><name>FighterChimp</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shardworld:Main_Page&amp;diff=289929</id>
		<title>Shardworld:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shardworld:Main_Page&amp;diff=289929"/>
		<updated>2015-09-21T06:55:10Z</updated>

		<summary type="html">&lt;p&gt;FighterChimp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: 13th Age]]&lt;br /&gt;
&lt;br /&gt;
This is the hub page for Shardworld, a home-brew fantasy setting designed to reflect the classic fantasy setting, with several major changes and alterations to genre standard tropes, cliches, and conventions. It uses 13th Age&#039;s Archmage Engine and aspects of its core setting, with a few additions.&lt;br /&gt;
&lt;br /&gt;
The setting is designed to be able to host several campaigns, so feel free to use it. I would appreciate being told about the events of your campaign and how you change the Shardworld, but you&#039;re under no obligation to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Summary|Setting Summary]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Cast of Characters=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Characters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The figures destined to change the Shardworld forever.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPCs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any NPCs important enough to warrant mention. Icons of Shardworld have their own page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Setting Details=&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Cosmology|Cosmology]]-The creation myth of the Shardworld, the laws that govern the world, and a brief summary of the most well-known shards and divine entities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/History|History]]-A brief history of the Continent, up to the present day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Icons|Icons]]-The Icons of the 7th Age, whose will and whims guide history.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Travel_Guide|Traveler&#039;s Guide to The Continent]]-A brief tour of The Continent, the Material Plane of Shardworld, currently in its 7th Age.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=System Details=&lt;br /&gt;
&lt;br /&gt;
The new race(s) and class added to the core 13th Age, along with details as to how core races fit into the setting.&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Races|Races]]-The varied races of the Continent and their corresponding rules.&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Wellspring_Knight|Wellspring Knight]]-A new class. A martial sect composed of those born with a connection to the Wellspring Engine, an ancient arcanotech edifice from the 3rd Age. Wellspring Knights cast spells like other classes, and use a new resource called Charge to fuel their spells and martial attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
&lt;br /&gt;
[http://www.13thagesrd.com/| 13th Age SRD]-The SRD for 13th Age.&lt;br /&gt;
&lt;br /&gt;
[http://www.pelgranepress.com/?p=13316| Archmage Engine]-The rule system behind 13th Age.&lt;br /&gt;
&lt;br /&gt;
[http://pelgranepress.com/site/wp-content/uploads/2014/06/Santys-Fillable-13th-Age-CS-V5.pdf| Character Sheet]-A blank, fillable character sheet.&lt;br /&gt;
&lt;br /&gt;
[http://13thage.org/| Vault of the 13th Age]-A collection of fan-made material for 13th Age.&lt;/div&gt;</summary>
		<author><name>FighterChimp</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shardworld/Summary&amp;diff=289928</id>
		<title>Shardworld/Summary</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shardworld/Summary&amp;diff=289928"/>
		<updated>2015-09-21T06:54:24Z</updated>

		<summary type="html">&lt;p&gt;FighterChimp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Shardworld:Main Page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elevator Pitch&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Shardworld is an inherently broken place. Manyfold shards of existence hang suspended in the primordial weave of creation, intersecting and colliding in ways incomprehensible to the perspective of mere mortals. The central axis of Shardworld is the Prime Material shard, the cosmic weight holding all of reality in pl- yes, that&#039;s where we are. Try to keep up. Where was I? Ah, yes. The Prime Material shard, or The Continent by the lexicon of most peoples, is linked to every other shard, the land itself pulled and warped by the dimensional energies at work upon it. The only reason it hasn&#039;t been ripped apart yet is the sacrifice of the Wyrm. His corpse wraps around the Prime Material, blocking most of the pathways between worlds, stoppering the- It happened a long time ago. &#039;&#039;Yes&#039;&#039;, before even I was born, young one. Before the 1st Age. Ah, well that brings me to my next point. The Continent is in constant flux, and many ages have came and went before us, empires and- Well, what age we&#039;re in depends upon how you measure these things. By the metric of human empires, we&#039;re in the 7th Age. As I was saying...hmm..ah, empires and energies rise and fall according to the vagaries of Fate. The influence of the other shards waxes and wanes, bringing icons to power and casting them down- An icon is just the word us scholarly types use for a being strong enough to survive or leave a legacy across the ages. They&#039;re the closest it gets to a constant in our world of flux, outside the gods of course.&lt;br /&gt;
&lt;br /&gt;
Why yes, icons can die. The High King was assassinated at the end of the last age, and the descendants of his Low Kings are still jockeying for the power to lead humanity. Most icons don&#039;t last longer than an age, although the titles they wear tend to survive for longer. Beings of such power tend to take issue with the existence of equals. The conflicts of icons have been the driving force behind history through all the ages. Where am I going with this? Ah, well, that takes me to the original point of this speech. If you really wish to take up the mantle of adventurer, just know that The Continent is more dangerous and volatile than it has ever been. Two new icons have arisen to make their place in the 7th age. The truce between mortal kingdoms strains beneath our own conflicts and the machinations of outside forces. Our world is inherently broken, and it seems to crack more and more with each passing year. If you think you can journey out into the conflicts raging across the world and start fixing things...may Fate guide your hand, young one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Campaign Themes and Styles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Obviously, any Shardworld campaign is going to derive a lot of influence from the system and setting it&#039;s (loosely) based on, 13th Age. By extent, it takes a lot of influence from the d20 legacy that influenced 13th Age. So yes, there are dragons, but they range from the classic scheming loner to the likes of The Gold Prince, one of the Low Kings who rules his own human kingdom. And there are dungeons, but some of them are living ones that tunnel up through the earth to break open and spill monsters across the surface like a bursting boil.&lt;br /&gt;
&lt;br /&gt;
Thematically, any Shardworld campaign is going to revolve around how the PCs relate to the icons and influence their struggles. Exploration is encouraged, as the Continent is a vast expanse filled with mighty artifacts, places of power, crumbling ruins, and dark secrets. Beyond the scattered bastions of mortal civilization, most of the known world is a dangerous frontier practically crying out for aid. Even inside the mighty cities of the age, political, economic, and religious power struggles are a rich playing field for PCs to curry favor with the powers that be and shape the future of the Continent&#039;s nations and peoples. Beyond that, individual themes will vary from adventure to adventure and campaign to campaign.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Racially, Shardworld diverges from the classic D&amp;amp;D arrangement. Player racial options include, in order of population size on the Continent:&lt;br /&gt;
&lt;br /&gt;
Humans- You know the drill.&lt;br /&gt;
&lt;br /&gt;
Shardborn- Human sub-races influenced by energies of another Shard. The seven shardborn sub-races are the four variants of Primordials, Dawnborn and Duskborn (aasimars and fetchlings, respectively), and twists(tieflings). The shardborn are mostly integrated into human civilization, except twists, but mechanically, these are all their own race.&lt;br /&gt;
&lt;br /&gt;
Goblins: A widespread race of cosmopolitan traders and inventors, primarily concentrated in the southern half of the world.&lt;br /&gt;
&lt;br /&gt;
Dragonics- Humanoids made in the image of the Wyrm, created to be warriors that guard the wild places of the Continent.&lt;br /&gt;
&lt;br /&gt;
Minotaurs: Bull-headed humanoids from the island of Bas Ata, a race of proud warrior-monks and notable seafarers.&lt;br /&gt;
&lt;br /&gt;
And if that doesn&#039;t scratch your itch to play something weird, there are also...&lt;br /&gt;
&lt;br /&gt;
Myclings- Bizarre humanoid fungi, originally a servitor race of the elves, left behind when their masters all vanished from the Continent at the end of the 4th Age.&lt;br /&gt;
&lt;br /&gt;
When it comes to classes, every class from the 13th Age core book and 13 True Ways are available. The [http://13thage.org/index.php/classes/255-the-warlock#!kmt-start=0| Warlock] and [http://13thage.org/index.php/classes/230-auto-generate-from-title| Witch] homebrew classes that can be found on Vault of the 13th Age are available. There&#039;s also a new class unique to the Shardworld, the Wellspring Knight, heavily armored warrior-engineers that channel the magitech energies of the Wellspring Engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Kind of Fantasy is Shardworld?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shardworld is without a doubt high fantasy, a very sword-and-sorcery type world. Magic suffuses the Continent and is accepted among the populace. Even the basest peasant bears witness to things far beyond the mundane, from the flying motes of land crashing through the sky above the Shattercrest Mountains to the self repairing cobblestone paths of the King&#039;s Valley. There are fantastic elements everywhere, all steeped in history: echoes of spellcraft from ages past, the great works of icons past and present, and eldritch beasts and beings draped in ancient lore. With that said, most of this magic isn&#039;t beneficial to the everyman, ranging from just being another part of the scenery to actively hazardous.&lt;br /&gt;
&lt;br /&gt;
Every high fantasy setting comes bundled with a list of expectations and concerns anyone accustomed to the genre is familiar with. How does Shardworld treat the hallmarks of fantasy d20 RPGs?&lt;br /&gt;
&lt;br /&gt;
Resurrection: If resurrection was common, the kingdoms of man wouldn&#039;t still be in disarray from the death of the High King that heralded the end of the 6th Age. There&#039;s no such thing as a common resurrection spell that every cleric with an acceptable amount of divine power gains access to. This isn&#039;t to say that many of those that command the forces of magic haven&#039;t tried to bring someone back. This generally almost always ends badly, but knowing this hasn&#039;t stopped people from trying. Results range from the corpse merely twitching a little and then returning to death, to spontaneous eruption of necromantic energies that animate corpses and stir vengeful spirits for miles around. Allegedly, an attempt to resurrect the Wyrm brought about the end of the 1st Age. A resurrection ritual succeeds perhaps once or twice a century, and the subject always is or turns out to be a figure of great import to history. The reason given for the inability to properly return a soul to its body varies depending on who you ask. A wizard of the Traveling Tower will likely recite some complex magical theory. A cleric of Yeteli will solemnly state that all souls are owed to their master, and she only releases one when coaxed by Fate. Superstition holds that souls returning bring with them malevolent hangers-on from the space between death and life. In addition, there is the occasional case of spontaneous resurrection, although this tends to be more over-reported the further one gets from centers of medical knowledge. When someone does truly return to life without a ritual, they are likely to garner immediate attention from curious icons.  &lt;br /&gt;
&lt;br /&gt;
Divine vs. Arcane Magic: In the realms of arcana and theology, in the lofty spires of wizards and the cloistered depths of temples, there seems to be an eternal debate about the differences between the magic drawn from the energies flowing in to the Prime Material shard and the divine feats performed by the few in the clergy capable of such things. At first glance, it seems obvious that the two fields of magic draw on different sources. Among the wizards, many argue that wielders of the arcane are attuned to a purer source of energy    &lt;br /&gt;
than than the likes of cleric and paladins, a position with a solid grounding in magical theory and haughty wizardly superiority, both very important to arcanists. However, an almost equally large proportion of wizards in academia theorize that at the basest level, all energy used to cast spells is fundamentally the same, just colored by its shard of origin and its wielder&#039;s proclivities and beliefs. On the other side of the debate, a significant amount of priestly orders state that wizards and sorcerers are incapable of achieving a connection  to the divine shards where the gods now reside, an argument with a strong backing from the more zealous faiths. And yet, other sects posit that the gods control the font of all energy, and decree who gets to use it and in what way. This belief is championed by the magician-preachers that worship Galdicho, the god of magic. Detractors of this theory point to the fact that Galdicho&#039;s other domains include paradox and narcotics. The issue is muddied further by the existence of a rare few spellcasters referred to as theurges, capable of channeling both arcane and divine magics. Ultimately, it is unlikely an answer will be determined unless the gods decide to speak up sometime. Until then, the debate continues to be a source of rich intellectual stimulation, and the occasional righteous smiting or incensed fireball.&lt;br /&gt;
&lt;br /&gt;
*The most common response on the subject from druids is a gruff, noncommittal shrug. The second most common response is a judiciously applied oaken staff to the shin, or the face when it comes to druids with a particular distaste for academia.&lt;br /&gt;
&lt;br /&gt;
Plane-hopping: High-level PCs hopping between planes of existence is a hallmark of Gygaxian fantasy. However, Shardworld turns this practice on its head. It&#039;s well known among the scholars that study the shards and the interaction between them that the energies of other shards is antithetical to mortal life. Travel to other shards from the Prime Material, while possible in theory, results in the traveler being overloaded and ripped apart by the cosmic forces at work, a kind of &amp;quot;planar gravity&amp;quot; that pulls beings back to their shard of origin. In a metaphysical sense, the Prime Material is at the bottom of the Shardworld. Thus, in the places of the Continent where pathways to other shards bypass the almost all-encompassing protection of the Wyrm, the land warps and changes to reflect the energies of the shard funneling down to the Prime Material. These locations, called shardrealm, are scattered across the Continent, and range in size and in the severity of the change. They are also the only places beings from other Shards can pass into the Continent from outside of being summoned. Three examples of shardrealms are detailed below:&lt;br /&gt;
&lt;br /&gt;
-The Muck: Located deep in the marshlands to the east of the Obsidian Sea, the Muck is a mile wide pit connected to the Rot, the shard demons call home. The bottom is a pool of inky black and perpetually churning water. Rising from it is a tangled weave of decrepit trees and twisting vines wide enough for three men to walk abreast. Demons spawn from the pool and climb up the flora to plague the surrounding swamp.&lt;br /&gt;
&lt;br /&gt;
-Hightemple: The coastal city of Hightemple was the seat of the gods of light when they still inhabited the Continent. Their departure left a portal to the shard they now inhabit, and while its strength has waned over time, Hightemple is still undoubtedly blessed. The city is suffused by a soothing light and the faint smell of incense, cathedrals seem to tower into the heavens, and it is said that miracles occur more in Temple than anywhere else.&lt;br /&gt;
&lt;br /&gt;
-The Charred Hills: Suffused with the energies of the shard of fire, this stretch of hilly terrain bordering the southern mountains is covered in blackened, perpetually smoldering scrubland. Streams of lava flow through the terrain, originating from an active volcano in the center of the fragment. Fire elementals wander across the hills in their eternal dance, and soot vultures circle above. The Charred Hills would be uninhabited except for the very brave or very foolish if it wasn&#039;t for the fact that the volcano yields the largest rubies in the Continent.&lt;br /&gt;
&lt;br /&gt;
But Where&#039;s My Loot?: The course of adventurers seems to unfailingly bring them into contact with powerful magic items, and no self respecting fantasy hero would be seen without a collection of enchanted armor, trinkets, and weaponry. Shardworld doesn&#039;t deviate from this, and magic items with histories stretching as far back as the 1st Age are scattered across the land. These items range from mighty to bizarre, and some are outright cursed. So don&#039;t worry, players, you&#039;ll get your swag.   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So that&#039;s the basics, but there&#039;s still a lot more about Shardworld you&#039;ll want to know before you start the adventuring. I suggest you read the Icons page and at least skim the Traveler&#039;s Guide to start. Then, you can move on to the Races page and start to consider what you want to play.&lt;/div&gt;</summary>
		<author><name>FighterChimp</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shardworld/Summary&amp;diff=289927</id>
		<title>Shardworld/Summary</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shardworld/Summary&amp;diff=289927"/>
		<updated>2015-09-21T06:53:16Z</updated>

		<summary type="html">&lt;p&gt;FighterChimp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Shardworld:Main Page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elevator Pitch&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Shardworld is an inherently broken place. Manyfold shards of existence hang suspended in the primordial weave of creation, intersecting and colliding in ways incomprehensible to the perspective of mere mortals. The central axis of Shardworld is the Prime Material shard, the cosmic weight holding all of reality in pl- yes, that&#039;s where we are. Try to keep up. Where was I? Ah, yes. The Prime Material shard, or The Continent by the lexicon of most peoples, is linked to every other shard, the land itself pulled and warped by the dimensional energies at work upon it. The only reason it hasn&#039;t been ripped apart yet is the sacrifice of the Wyrm. His corpse wraps around the Prime Material, blocking most of the pathways between worlds, stoppering the- It happened a long time ago. &#039;&#039;Yes&#039;&#039;, before even I was born, young one. Before the 1st Age. Ah, well that brings me to my next point. The Continent is in constant flux, and many ages have came and went before us, empires and- Well, what age we&#039;re in depends upon how you measure these things. By the metric of human empires, we&#039;re in the 7th Age. As I was saying...hmm..ah, empires and energies rise and fall according to the vagaries of Fate. The influence of the other shards waxes and wanes, bringing icons to power and casting them down- An icon is just the word us scholarly types use for a being strong enough to survive or leave a legacy across the ages. They&#039;re the closest it gets to a constant in our world of flux, outside the gods of course.&lt;br /&gt;
&lt;br /&gt;
Why yes, icons can die. The High King was assassinated at the end of the last age, and the descendants of his Low Kings are still jockeying for the power to lead humanity. Most icons don&#039;t last longer than an age, although the titles they wear tend to survive for longer. Beings of such power tend to take issue with the existence of equals. The conflicts of icons have been the driving force behind history through all the ages. Where am I going with this? Ah, well, that takes me to the original point of this speech. If you really wish to take up the mantle of adventurer, just know that The Continent is more dangerous and volatile than it has ever been. Two new icons have arisen to make their place in the 7th age. The truce between mortal kingdoms strains beneath our own conflicts and the machinations of outside forces. Our world is inherently broken, and it seems to crack more and more with each passing year. If you think you can journey out into the conflicts raging across the world and start fixing things...may Fate guide your hand, young one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Campaign Themes and Styles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Obviously, any Shardworld campaign is going to derive a lot of influence from the system and setting it&#039;s (loosely) based on, 13th Age. By extent, it takes a lot of influence from the d20 legacy that influenced 13th Age. So yes, there are dragons, but they range from the classic scheming loner to the likes of The Gold Prince, one of the Low Kings who rules his own human kingdom. And there are dungeons, but some of them are living ones that tunnel up through the earth to break open and spill monsters across the surface like a bursting boil.&lt;br /&gt;
&lt;br /&gt;
Thematically, any Shardworld campaign is going to revolve around how the PCs relate to the icons and influence their struggles. Exploration is encouraged, as the Continent is a vast expanse filled with mighty artifacts, places of power, crumbling ruins, and dark secrets. Beyond the scattered bastions of mortal civilization, most of the known world is a dangerous frontier practically crying out for aid. Even inside the mighty cities of the age, political, economic, and religious power struggles are a rich playing field for PCs to curry favor with the powers that be and shape the future of the Continent&#039;s nations and peoples. Beyond that, individual themes will vary from adventure to adventure and campaign to campaign.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Racially, Shardworld diverges from the classic D&amp;amp;D arrangement. Player racial options include, in order of population size on the Continent:&lt;br /&gt;
&lt;br /&gt;
Humans- You know the drill.&lt;br /&gt;
&lt;br /&gt;
Shardborn- Human sub-races influenced by energies of another Shard. The seven shardborn sub-races are the four variants of Primordials, Dawnborn and Duskborn (aasimars and fetchlings, respectively), and twists(tieflings). The shardborn are mostly integrated into human civilization, except twists, but mechanically, these are all their own race.&lt;br /&gt;
&lt;br /&gt;
Goblins: A widespread race of cosmopolitan traders and inventors, primarily concentrated in the southern half of the world.&lt;br /&gt;
&lt;br /&gt;
Dragonics- Humanoids made in the image of the Wyrm, created to be warriors that guard the wild places of the Continent.&lt;br /&gt;
&lt;br /&gt;
Minotaurs: Bull-headed humanoids from the island of Bas Ata, a race of proud warrior-monks and notable seafarers.&lt;br /&gt;
&lt;br /&gt;
And if that doesn&#039;t scratch your itch to play something weird, there are also...&lt;br /&gt;
&lt;br /&gt;
Myclings- Bizarre humanoid fungi, originally a servitor race of the elves, left behind when their masters all vanished from the Continent at the end of the 4th Age.&lt;br /&gt;
&lt;br /&gt;
When it comes to classes, every class from the 13th Age core book and 13 True Ways are available. The Warlock and Witch homebrew classes that can be found on Vault of the 13th Age are available. There&#039;s also a new class unique to the Shardworld, the Wellspring Knight, heavily armored warrior-engineers that channel the magitech energies of the Wellspring Engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Kind of Fantasy is Shardworld?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shardworld is without a doubt high fantasy, a very sword-and-sorcery type world. Magic suffuses the Continent and is accepted among the populace. Even the basest peasant bears witness to things far beyond the mundane, from the flying motes of land crashing through the sky above the Shattercrest Mountains to the self repairing cobblestone paths of the King&#039;s Valley. There are fantastic elements everywhere, all steeped in history: echoes of spellcraft from ages past, the great works of icons past and present, and eldritch beasts and beings draped in ancient lore. With that said, most of this magic isn&#039;t beneficial to the everyman, ranging from just being another part of the scenery to actively hazardous.&lt;br /&gt;
&lt;br /&gt;
Every high fantasy setting comes bundled with a list of expectations and concerns anyone accustomed to the genre is familiar with. How does Shardworld treat the hallmarks of fantasy d20 RPGs?&lt;br /&gt;
&lt;br /&gt;
Resurrection: If resurrection was common, the kingdoms of man wouldn&#039;t still be in disarray from the death of the High King that heralded the end of the 6th Age. There&#039;s no such thing as a common resurrection spell that every cleric with an acceptable amount of divine power gains access to. This isn&#039;t to say that many of those that command the forces of magic haven&#039;t tried to bring someone back. This generally almost always ends badly, but knowing this hasn&#039;t stopped people from trying. Results range from the corpse merely twitching a little and then returning to death, to spontaneous eruption of necromantic energies that animate corpses and stir vengeful spirits for miles around. Allegedly, an attempt to resurrect the Wyrm brought about the end of the 1st Age. A resurrection ritual succeeds perhaps once or twice a century, and the subject always is or turns out to be a figure of great import to history. The reason given for the inability to properly return a soul to its body varies depending on who you ask. A wizard of the Traveling Tower will likely recite some complex magical theory. A cleric of Yeteli will solemnly state that all souls are owed to their master, and she only releases one when coaxed by Fate. Superstition holds that souls returning bring with them malevolent hangers-on from the space between death and life. In addition, there is the occasional case of spontaneous resurrection, although this tends to be more over-reported the further one gets from centers of medical knowledge. When someone does truly return to life without a ritual, they are likely to garner immediate attention from curious icons.  &lt;br /&gt;
&lt;br /&gt;
Divine vs. Arcane Magic: In the realms of arcana and theology, in the lofty spires of wizards and the cloistered depths of temples, there seems to be an eternal debate about the differences between the magic drawn from the energies flowing in to the Prime Material shard and the divine feats performed by the few in the clergy capable of such things. At first glance, it seems obvious that the two fields of magic draw on different sources. Among the wizards, many argue that wielders of the arcane are attuned to a purer source of energy    &lt;br /&gt;
than than the likes of cleric and paladins, a position with a solid grounding in magical theory and haughty wizardly superiority, both very important to arcanists. However, an almost equally large proportion of wizards in academia theorize that at the basest level, all energy used to cast spells is fundamentally the same, just colored by its shard of origin and its wielder&#039;s proclivities and beliefs. On the other side of the debate, a significant amount of priestly orders state that wizards and sorcerers are incapable of achieving a connection  to the divine shards where the gods now reside, an argument with a strong backing from the more zealous faiths. And yet, other sects posit that the gods control the font of all energy, and decree who gets to use it and in what way. This belief is championed by the magician-preachers that worship Galdicho, the god of magic. Detractors of this theory point to the fact that Galdicho&#039;s other domains include paradox and narcotics. The issue is muddied further by the existence of a rare few spellcasters referred to as theurges, capable of channeling both arcane and divine magics. Ultimately, it is unlikely an answer will be determined unless the gods decide to speak up sometime. Until then, the debate continues to be a source of rich intellectual stimulation, and the occasional righteous smiting or incensed fireball.&lt;br /&gt;
&lt;br /&gt;
*The most common response on the subject from druids is a gruff, noncommittal shrug. The second most common response is a judiciously applied oaken staff to the shin, or the face when it comes to druids with a particular distaste for academia.&lt;br /&gt;
&lt;br /&gt;
Plane-hopping: High-level PCs hopping between planes of existence is a hallmark of Gygaxian fantasy. However, Shardworld turns this practice on its head. It&#039;s well known among the scholars that study the shards and the interaction between them that the energies of other shards is antithetical to mortal life. Travel to other shards from the Prime Material, while possible in theory, results in the traveler being overloaded and ripped apart by the cosmic forces at work, a kind of &amp;quot;planar gravity&amp;quot; that pulls beings back to their shard of origin. In a metaphysical sense, the Prime Material is at the bottom of the Shardworld. Thus, in the places of the Continent where pathways to other shards bypass the almost all-encompassing protection of the Wyrm, the land warps and changes to reflect the energies of the shard funneling down to the Prime Material. These locations, called shardrealm, are scattered across the Continent, and range in size and in the severity of the change. They are also the only places beings from other Shards can pass into the Continent from outside of being summoned. Three examples of shardrealms are detailed below:&lt;br /&gt;
&lt;br /&gt;
-The Muck: Located deep in the marshlands to the east of the Obsidian Sea, the Muck is a mile wide pit connected to the Rot, the shard demons call home. The bottom is a pool of inky black and perpetually churning water. Rising from it is a tangled weave of decrepit trees and twisting vines wide enough for three men to walk abreast. Demons spawn from the pool and climb up the flora to plague the surrounding swamp.&lt;br /&gt;
&lt;br /&gt;
-Hightemple: The coastal city of Hightemple was the seat of the gods of light when they still inhabited the Continent. Their departure left a portal to the shard they now inhabit, and while its strength has waned over time, Hightemple is still undoubtedly blessed. The city is suffused by a soothing light and the faint smell of incense, cathedrals seem to tower into the heavens, and it is said that miracles occur more in Temple than anywhere else.&lt;br /&gt;
&lt;br /&gt;
-The Charred Hills: Suffused with the energies of the shard of fire, this stretch of hilly terrain bordering the southern mountains is covered in blackened, perpetually smoldering scrubland. Streams of lava flow through the terrain, originating from an active volcano in the center of the fragment. Fire elementals wander across the hills in their eternal dance, and soot vultures circle above. The Charred Hills would be uninhabited except for the very brave or very foolish if it wasn&#039;t for the fact that the volcano yields the largest rubies in the Continent.&lt;br /&gt;
&lt;br /&gt;
But Where&#039;s My Loot?: The course of adventurers seems to unfailingly bring them into contact with powerful magic items, and no self respecting fantasy hero would be seen without a collection of enchanted armor, trinkets, and weaponry. Shardworld doesn&#039;t deviate from this, and magic items with histories stretching as far back as the 1st Age are scattered across the land. These items range from mighty to bizarre, and some are outright cursed. So don&#039;t worry, players, you&#039;ll get your swag.   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So that&#039;s the basics, but there&#039;s still a lot more about Shardworld you&#039;ll want to know before you start the adventuring. I suggest you read the Icons page and at least skim the Traveler&#039;s Guide to start. Then, you can move on to the Races page and start to consider what you want to play.&lt;/div&gt;</summary>
		<author><name>FighterChimp</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shardworld:Main_Page&amp;diff=289926</id>
		<title>Shardworld:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shardworld:Main_Page&amp;diff=289926"/>
		<updated>2015-09-21T06:52:00Z</updated>

		<summary type="html">&lt;p&gt;FighterChimp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: 13th Age]]&lt;br /&gt;
&lt;br /&gt;
This is the hub page for Shardworld, a home-brew fantasy setting designed to reflect the classic fantasy setting, with several major changes and alterations to genre standard tropes, cliches, and conventions. It uses 13th Age&#039;s Archmage Engine and aspects of its core setting, with a few additions.&lt;br /&gt;
&lt;br /&gt;
The setting is designed to be able to host several campaigns, so feel free to use it. I would appreciate being told about the events of your campaign and how you change the Shardworld, but you&#039;re under no obligation to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Summary|Setting Summary]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Cast of Characters=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Characters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The figures destined to change the Shardworld forever.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPCs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any NPCs important enough to warrant mention. Icons of Shardworld have their own page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Setting Details=&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Cosmology|Cosmology]]-The creation myth of the Shardworld, the laws that govern the world, and a brief summary of the most well-known shards and the divine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/History|History]]-A brief history of the Continent, up to the present day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Icons|Icons]]-The Icons of the 7th Age, whose will and whims guide history.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Travel_Guide|Traveler&#039;s Guide to The Continent]]-A brief tour of The Continent, the Material Plane of Shardworld, currently in its 7th Age.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=System Details=&lt;br /&gt;
&lt;br /&gt;
The new race(s) and class added to the core 13th Age, along with details as to how core races fit into the setting.&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Races|Races]]-The varied races of the Continent and their corresponding rules.&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Wellspring_Knight|Wellspring Knight]]-A new class. A martial sect composed of those born with a connection to the Wellspring Engine, an ancient arcanotech edifice from the 3rd Age. Wellspring Knights cast spells like other classes, and use a new resource called Charge to fuel their spells and martial attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
&lt;br /&gt;
[http://www.13thagesrd.com/| 13th Age SRD]-The SRD for 13th Age.&lt;br /&gt;
&lt;br /&gt;
[http://www.pelgranepress.com/?p=13316| Archmage Engine]-The rule system behind 13th Age.&lt;br /&gt;
&lt;br /&gt;
[http://pelgranepress.com/site/wp-content/uploads/2014/06/Santys-Fillable-13th-Age-CS-V5.pdf| Character Sheet]-A blank, fillable character sheet.&lt;br /&gt;
&lt;br /&gt;
[http://13thage.org/| Vault of the 13th Age]-A collection of fan-made material for 13th Age.&lt;/div&gt;</summary>
		<author><name>FighterChimp</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shardworld/Icons&amp;diff=289703</id>
		<title>Shardworld/Icons</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shardworld/Icons&amp;diff=289703"/>
		<updated>2015-09-18T07:57:06Z</updated>

		<summary type="html">&lt;p&gt;FighterChimp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Shardworld:Main Page]]&lt;br /&gt;
&lt;br /&gt;
=The Great Khan=&lt;br /&gt;
&#039;&#039;The doom from the south.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Usual Location&#039;&#039;&#039;: The Khan&#039;s base is a black iron fortress deep in the Southern Scar, and he splits his time between there and the front lines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common Knowledge&#039;&#039;&#039;: The Great Khan marched out of the Southern range at the beginning of the age, at the front of a horde of orcs- a monstrous race never seen before on the Continent. His initial assault was beaten back by the hasty alliance of the western nomads, the wizards of the Traveling Tower, and the Twist clans of the Obsidian Sea. For nearly a century since, he&#039;s been mustering forces and attempting to unite the monstrous races of the realm under his banner. At the moment, he has gathered many bugbear tribes, hobgoblin companies, and ogre warbands to his side, along with an eclectic mix of other monsters, including at least one dragon. The Khan&#039;s forces engage in frequent skirmishes with the soldiers of the Orcwatch set up to watch for and prevent attacks like his first devastating offensive. However, his main form of attack comes from raising &amp;quot;orc-pits&amp;quot; across the land, festering sinkholes that spawn fully-grown orcs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characters and The Great Khan&#039;&#039;&#039;: Many people have been hurt by the orc plague, from families to empires. Skilled adventurers who can fight back against orcish incursions are in high demand across the Continent. Given the growing frequency of orc-pit emergence, there is no shortage of jobs and prestige available for those willing to fight. Favor with the other icons is likely to be gained by those who strike especially notable blows against the monstrous hordes. Those who aid the Khan&#039;s endeavor to end non-monstrous life are either insane or don&#039;t know they&#039;re helping him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Allies&#039;&#039;&#039;: Considering his stated goal to personally slay the other icons, none openly proclaim allegiance with him. Rumors that the Auroch-General has been secretly meeting with his envoys are the cause of much concern.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemies&#039;&#039;&#039;: The Wildspeaker burns with fury at the Great Khan&#039;s perversion of nature, and he has vowed to utterly annihilate him and his forces to the last orc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The True Danger&#039;&#039;&#039;: If The Great Khan forges enough allegiances with the monstrous species and creates enough orcs, he will march forth with his horde and the earth itself will tremble.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Locus=&lt;br /&gt;
&#039;&#039;The power of the elements, anchored.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Wildspeaker=&lt;br /&gt;
&#039;&#039;Defender of the wild places, red in tooth and claw.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Synod=&lt;br /&gt;
&#039;&#039;One mind with many voices.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Auroch-General=&lt;br /&gt;
&#039;&#039;Scholar, ruler, and warleader.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Sleeper Below=&lt;br /&gt;
&#039;&#039;Exiled by gods, accepted by darkness.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The High Militant=&lt;br /&gt;
&#039;&#039;The way of the Wyrm enforced, by blade or gavel.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Codex of Whispers=&lt;br /&gt;
&#039;&#039;Everything can be known - for a price.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Revenant=&lt;br /&gt;
&#039;&#039;It loathes the living for what they have.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Gold Prince=&lt;br /&gt;
&#039;&#039;He longs for all the world under his wings.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Hellmote=&lt;br /&gt;
&#039;&#039;It births corruption from its maw.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Tinker King=&lt;br /&gt;
&#039;&#039;Victory through progress.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Stormchief=&lt;br /&gt;
&#039;&#039;He speaks with the fury of the tempest.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IDEAS&lt;br /&gt;
&lt;br /&gt;
-Traveling flying realm that spawns demons. There&#039;s not one individual demonic leader, but the floating fortress has a form of sentience.&lt;br /&gt;
&lt;br /&gt;
-The Synod live in temple&lt;br /&gt;
&lt;br /&gt;
-The Wildspeaker is an eternally reincarnated protector of nature&lt;br /&gt;
&lt;br /&gt;
-The Auroch-General leads the minotaurs, preeminent warrior-scholar&lt;/div&gt;</summary>
		<author><name>FighterChimp</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shardworld/Summary&amp;diff=289696</id>
		<title>Shardworld/Summary</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shardworld/Summary&amp;diff=289696"/>
		<updated>2015-09-18T02:22:40Z</updated>

		<summary type="html">&lt;p&gt;FighterChimp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Shardworld:Main Page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elevator Pitch&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Shardworld is an inherently broken place. Manyfold shards of existence hang suspended in the primordial weave of creation, intersecting and colliding in ways incomprehensible to the perspective of mere mortals. The central axis of Shardworld is the Prime Material shard, the cosmic weight holding all of reality in pl- yes, that&#039;s where we are. Try to keep up. Where was I? Ah, yes. The Prime Material shard, or The Continent by the lexicon of most peoples, is linked to every other shard, the land itself pulled and warped by the dimensional energies at work upon it. The only reason it hasn&#039;t been ripped apart yet is the sacrifice of the Wyrm. His corpse wraps around the Prime Material, blocking most of the pathways between worlds, stoppering the- It happened a long time ago. &#039;&#039;Yes&#039;&#039;, before even I was born, young one. Before the 1st Age. Ah, well that brings me to my next point. The Continent is in constant flux, and many ages have came and went before us, empires and- Well, what age we&#039;re in depends upon how you measure these things. By the metric of human empires, we&#039;re in the 7th Age. As I was saying...hmm..ah, empires and energies rise and fall according to the vagaries of Fate. The influence of the other shards waxes and wanes, bringing icons to power and casting them down- An icon is just the word us scholarly types use for a being strong enough to survive or leave a legacy across the ages. They&#039;re the closest it gets to a constant in our world of flux, outside the gods of course.&lt;br /&gt;
&lt;br /&gt;
Why yes, icons can die. The High King was assassinated at the end of the last age, and the descendants of his Low Kings are still jockeying for the power to lead humanity. Most icons don&#039;t last longer than an age, although the titles they wear tend to survive for longer. Beings of such power tend to take issue with the existence of equals. The conflicts of icons have been the driving force behind history through all the ages. Where am I going with this? Ah, well, that takes me to the original point of this speech. If you really wish to take up the mantle of adventurer, just know that The Continent is more dangerous and volatile than it has ever been. Two new icons have arisen to make their place in the 7th age. The truce between mortal kingdoms strains beneath our own conflicts and the machinations of outside forces. Our world is inherently broken, and it seems to crack more and more with each passing year. If you think you can journey out into the conflicts raging across the world and start fixing things...may Fate guide your hand, young one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Campaign Themes and Styles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Obviously, any Shardworld campaign is going to derive a lot of influence from the system and setting it&#039;s (loosely) based on, 13th Age. By extent, it takes a lot of influence from the d20 legacy that influenced 13th Age. So yes, there are dragons, but they range from the classic scheming loner to the likes of The Gold Prince, one of the Low Kings who rules his own human kingdom. And there are dungeons, but some of them are living ones that tunnel up through the earth to break open and spill monsters across the surface like a bursting boil.&lt;br /&gt;
&lt;br /&gt;
Thematically, any Shardworld campaign is going to revolve around how the PCs relate to the icons and influence their struggles. Exploration is encouraged, as the Continent is a vast expanse filled with mighty artifacts, places of power, crumbling ruins, and dark secrets. Beyond the scattered bastions of mortal civilization, most of the known world is a dangerous frontier practically crying out for aid. Even inside the mighty cities of the age, political, economic, and religious power struggles are a rich playing field for PCs to curry favor with the powers that be and shape the future of the Continent&#039;s nations and peoples. Beyond that, individual themes will vary from adventure to adventure and campaign to campaign.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Racially, Shardworld diverges from the classic D&amp;amp;D arrangement. Player racial options include, in order of population size on the Continent:&lt;br /&gt;
&lt;br /&gt;
Humans- You know the drill.&lt;br /&gt;
&lt;br /&gt;
Shardborn- Human sub-races influenced by energies of another Shard. The seven shardborn sub-races are the four variants of Primordials, Dawnborn and Duskborn (aasimars and fetchlings, respectively), and twists(tieflings). The shardborn are mostly integrated into human civilization, except twists, but mechanically, these are all their own race.&lt;br /&gt;
&lt;br /&gt;
Goblins: A widespread race of cosmopolitan traders and inventors, primarily concentrated in the southern half of the world.&lt;br /&gt;
&lt;br /&gt;
Dragonics- Humanoids made in the image of the Wyrm, created to be warriors that guard the wild places of the Continent.&lt;br /&gt;
&lt;br /&gt;
Minotaurs: Bull-headed humanoids from the island of Bas Ata, a race of proud warrior-monks and notable seafarers.&lt;br /&gt;
&lt;br /&gt;
And if that doesn&#039;t scratch your itch to play something weird, there are also...&lt;br /&gt;
&lt;br /&gt;
Myclings- Bizarre humanoid fungi, originally a servitor race of the elves, left behind when their masters all vanished from the Continent at the end of the 4th Age.&lt;br /&gt;
&lt;br /&gt;
When it comes to classes, every class from the 13th Age core book and 13 True Ways are available. There&#039;s also a new class unique to the Shardworld, the Wellspring Knight, heavily armored warrior-engineers that channel the magitech energies of the Wellspring Engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Kind of Fantasy is Shardworld?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shardworld is without a doubt high fantasy, a very sword-and-sorcery type world. Magic suffuses the Continent and is accepted among the populace. Even the basest peasant bears witness to things far beyond the mundane, from the flying motes of land crashing through the sky above the Shattercrest Mountains to the self repairing cobblestone paths of the King&#039;s Valley. There are fantastic elements everywhere, all steeped in history: echoes of spellcraft from ages past, the great works of icons past and present, and eldritch beasts and beings draped in ancient lore. With that said, most of this magic isn&#039;t beneficial to the everyman, ranging from just being another part of the scenery to actively hazardous.&lt;br /&gt;
&lt;br /&gt;
Every high fantasy setting comes bundled with a list of expectations and concerns anyone accustomed to the genre is familiar with. How does Shardworld treat the hallmarks of fantasy d20 RPGs?&lt;br /&gt;
&lt;br /&gt;
Resurrection: If resurrection was common, the kingdoms of man wouldn&#039;t still be in disarray from the death of the High King that heralded the end of the 6th Age. There&#039;s no such thing as a common resurrection spell that every cleric with an acceptable amount of divine power gains access to. This isn&#039;t to say that many of those that command the forces of magic haven&#039;t tried to bring someone back. This generally almost always ends badly, but knowing this hasn&#039;t stopped people from trying. Results range from the corpse merely twitching a little and then returning to death, to spontaneous eruption of necromantic energies that animate corpses and stir vengeful spirits for miles around. Allegedly, an attempt to resurrect the Wyrm brought about the end of the 1st Age. A resurrection ritual succeeds perhaps once or twice a century, and the subject always is or turns out to be a figure of great import to history. The reason given for the inability to properly return a soul to its body varies depending on who you ask. A wizard of the Traveling Tower will likely recite some complex magical theory. A cleric of Yeteli will solemnly state that all souls are owed to their master, and she only releases one when coaxed by Fate. Superstition holds that souls returning bring with them malevolent hangers-on from the space between death and life. In addition, there is the occasional case of spontaneous resurrection, although this tends to be more over-reported the further one gets from centers of medical knowledge. When someone does truly return to life without a ritual, they are likely to garner immediate attention from curious icons.  &lt;br /&gt;
&lt;br /&gt;
Divine vs. Arcane Magic: In the realms of arcana and theology, in the lofty spires of wizards and the cloistered depths of temples, there seems to be an eternal debate about the differences between the magic drawn from the energies flowing in to the Prime Material shard and the divine feats performed by the few in the clergy capable of such things. At first glance, it seems obvious that the two fields of magic draw on different sources. Among the wizards, many argue that wielders of the arcane are attuned to a purer source of energy    &lt;br /&gt;
than than the likes of cleric and paladins, a position with a solid grounding in magical theory and haughty wizardly superiority, both very important to arcanists. However, an almost equally large proportion of wizards in academia theorize that at the basest level, all energy used to cast spells is fundamentally the same, just colored by its shard of origin and its wielder&#039;s proclivities and beliefs. On the other side of the debate, a significant amount of priestly orders state that wizards and sorcerers are incapable of achieving a connection  to the divine shards where the gods now reside, an argument with a strong backing from the more zealous faiths. And yet, other sects posit that the gods control the font of all energy, and decree who gets to use it and in what way. This belief is championed by the magician-preachers that worship Galdicho, the god of magic. Detractors of this theory point to the fact that Galdicho&#039;s other domains include paradox and narcotics. The issue is muddied further by the existence of a rare few spellcasters referred to as theurges, capable of channeling both arcane and divine magics. Ultimately, it is unlikely an answer will be determined unless the gods decide to speak up sometime. Until then, the debate continues to be a source of rich intellectual stimulation, and the occasional righteous smiting or incensed fireball.&lt;br /&gt;
&lt;br /&gt;
*The most common response on the subject from druids is a gruff, noncommittal shrug. The second most common response is a judiciously applied oaken staff to the shin, or the face when it comes to druids with a particular distaste for academia.&lt;br /&gt;
&lt;br /&gt;
Plane-hopping: High-level PCs hopping between planes of existence is a hallmark of Gygaxian fantasy. However, Shardworld turns this practice on its head. It&#039;s well known among the scholars that study the shards and the interaction between them that the energies of other shards is antithetical to mortal life. Travel to other shards from the Prime Material, while possible in theory, results in the traveler being overloaded and ripped apart by the cosmic forces at work, a kind of &amp;quot;planar gravity&amp;quot; that pulls beings back to their shard of origin. In a metaphysical sense, the Prime Material is at the bottom of the Shardworld. Thus, in the places of the Continent where pathways to other shards bypass the almost all-encompassing protection of the Wyrm, the land warps and changes to reflect the energies of the shard funneling down to the Prime Material. These locations, called shardrealm, are scattered across the Continent, and range in size and in the severity of the change. They are also the only places beings from other Shards can pass into the Continent from outside of being summoned. Three examples of shardrealms are detailed below:&lt;br /&gt;
&lt;br /&gt;
-The Muck: Located deep in the marshlands to the east of the Obsidian Sea, the Muck is a mile wide pit connected to the Rot, the shard demons call home. The bottom is a pool of inky black and perpetually churning water. Rising from it is a tangled weave of decrepit trees and twisting vines wide enough for three men to walk abreast. Demons spawn from the pool and climb up the flora to plague the surrounding swamp.&lt;br /&gt;
&lt;br /&gt;
-Hightemple: The coastal city of Hightemple was the seat of the gods of light when they still inhabited the Continent. Their departure left a portal to the shard they now inhabit, and while its strength has waned over time, Hightemple is still undoubtedly blessed. The city is suffused by a soothing light and the faint smell of incense, cathedrals seem to tower into the heavens, and it is said that miracles occur more in Temple than anywhere else.&lt;br /&gt;
&lt;br /&gt;
-The Charred Hills: Suffused with the energies of the shard of fire, this stretch of hilly terrain bordering the southern mountains is covered in blackened, perpetually smoldering scrubland. Streams of lava flow through the terrain, originating from an active volcano in the center of the fragment. Fire elementals wander across the hills in their eternal dance, and soot vultures circle above. The Charred Hills would be uninhabited except for the very brave or very foolish if it wasn&#039;t for the fact that the volcano yields the largest rubies in the Continent.&lt;br /&gt;
&lt;br /&gt;
But Where&#039;s My Loot?: The course of adventurers seems to unfailingly bring them into contact with powerful magic items, and no self respecting fantasy hero would be seen without a collection of enchanted armor, trinkets, and weaponry. Shardworld doesn&#039;t deviate from this, and magic items with histories stretching as far back as the 1st Age are scattered across the land. These items range from mighty to bizarre, and some are outright cursed. So don&#039;t worry, players, you&#039;ll get your swag.   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So that&#039;s the basics, but there&#039;s still a lot more about Shardworld you&#039;ll want to know before you start the adventuring. I suggest you read the Icons page and at least skim the Traveler&#039;s Guide to start. Then, you can move on to the Races page and start to consider what you want to play.&lt;/div&gt;</summary>
		<author><name>FighterChimp</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shardworld/Summary&amp;diff=289694</id>
		<title>Shardworld/Summary</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shardworld/Summary&amp;diff=289694"/>
		<updated>2015-09-18T02:19:02Z</updated>

		<summary type="html">&lt;p&gt;FighterChimp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Shardworld:Main Page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elevator Pitch&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Shardworld is an inherently broken place. Manyfold shards of existence hang suspended in the primordial weave of creation, intersecting and colliding in ways incomprehensible to the perspective of mere mortals. The central axis of Shardworld is the Prime Material shard, the cosmic weight holding all of reality in pl- yes, that&#039;s where we are. Try to keep up. Where was I? Ah, yes. The Prime Material shard, or The Continent by the lexicon of most peoples, is linked to every other shard, the land itself pulled and warped by the dimensional energies at work upon it. The only reason it hasn&#039;t been ripped apart yet is the sacrifice of the Wyrm. His corpse wraps around the Prime Material, blocking most of the pathways between worlds, stoppering the- It happened a long time ago. &#039;&#039;Yes&#039;&#039;, before even I was born, young one. Before the 1st Age. Ah, well that brings me to my next point. The Continent is in constant flux, and many ages have came and went before us, empires and- Well, what age we&#039;re in depends upon how you measure these things. By the metric of human empires, we&#039;re in the 7th Age. As I was saying...hmm..ah, empires and energies rise and fall according to the vagaries of Fate. The influence of the other shards waxes and wanes, bringing icons to power and casting them down- An icon is just the word us scholarly types use for a being strong enough to survive or leave a legacy across the ages. They&#039;re the closest it gets to a constant in our world of flux, outside the gods of course.&lt;br /&gt;
&lt;br /&gt;
Why yes, icons can die. The High King was assassinated at the end of the last age, and the descendants of his Low Kings are still jockeying for the power to lead humanity. Most icons don&#039;t last longer than an age, although the titles they wear tend to survive for longer. Beings of such power tend to take issue with the existence of equals. The conflicts of icons have been the driving force behind history through all the ages. Where am I going with this? Ah, well, that takes me to the original point of this speech. If you really wish to take up the mantle of adventurer, just know that The Continent is more dangerous and volatile than it has ever been. Two new icons have arisen to make their place in the 7th age. The truce between mortal kingdoms strains beneath our own conflicts and the machinations of outside forces. Our world is inherently broken, and it seems to crack more and more with each passing year. If you think you can journey out into the conflicts raging across the world and start fixing things...may Fate guide your hand, young one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Campaign Themes and Styles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Obviously, any Shardworld campaign is going to derive a lot of influence from the system and setting it&#039;s (loosely) based on, 13th Age. By extent, it takes a lot of influence from the d20 legacy that influenced 13th Age. So yes, there are dragons, but they range from the classic scheming loner to the likes of The Gold Prince, one of the Low Kings who rules his own human kingdom. And there are dungeons, but some of them are living ones that tunnel up through the earth to break open and spill monsters across the surface like a bursting boil.&lt;br /&gt;
&lt;br /&gt;
Thematically, any Shardworld campaign is going to revolve around how the PCs relate to the icons and influence their struggles. Exploration is encouraged, as the Continent is a vast expanse filled with mighty artifacts, places of power, crumbling ruins, and dark secrets. Beyond the scattered bastions of mortal civilization, most of the known world is a dangerous frontier practically crying out for aid. Even inside the mighty cities of the age, political, economic, and religious power struggles are a rich playing field for PCs to curry favor with the powers that be and shape the future of the Continent&#039;s nations and peoples. Beyond that, individual themes will vary from adventure to adventure and campaign to campaign.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Racially, Shardworld diverges from the classic D&amp;amp;D arrangement. Player racial options include, in order of population size on the Continent:&lt;br /&gt;
&lt;br /&gt;
Humans- You know the drill.&lt;br /&gt;
&lt;br /&gt;
Shardborn- Human sub-races influenced by energies of another Shard. The seven shardborn sub-races are the four variants of Primordials, Dawnborn and Duskborn (aasimars and fetchlings, respectively), and twists(tieflings). The shardborn are mostly integrated into human civilization, except twists, but mechanically, these are all their own race.&lt;br /&gt;
&lt;br /&gt;
Goblins: A widespread race of cosmopolitan traders and inventors, primarily concentrated in the southern half of the world.&lt;br /&gt;
&lt;br /&gt;
Dragonics- Humanoids made in the image of the Wyrm, created to be warriors that guard the wild places of the Continent.&lt;br /&gt;
&lt;br /&gt;
Minotaurs: Bull-headed humanoids from the island of Bas Ata, a race of proud warrior-monks and notable seafarers.&lt;br /&gt;
&lt;br /&gt;
And if that doesn&#039;t scratch your itch to play something weird, there are also...&lt;br /&gt;
&lt;br /&gt;
Myclings- Bizarre humanoid fungi, originally a servitor race of the elves, left behind when their masters all vanished from the Continent at the end of the 4th Age.&lt;br /&gt;
&lt;br /&gt;
When it comes to classes, every class from the 13th Age core book and 13 True Ways are available. There&#039;s also a new class unique to the Shardworld, the Wellspring Knight, heavily armored warrior-engineers that channel the magitech energies of the Wellspring Engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Kind of Fantasy is Shardworld?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shardworld is without a doubt high fantasy, a very sword-and-sorcery type world. Magic suffuses the Continent and is accepted among the populace. Even the basest peasant bears witness to things far beyond the mundane, from the flying motes of land crashing through the sky above the Shattercrest Mountains to the self repairing cobblestone paths of the King&#039;s Valley. There are fantastic elements everywhere, all steeped in history: echoes of spellcraft from ages past, the great works of icons past and present, and eldritch beasts and beings draped in ancient lore. With that said, most of this magic isn&#039;t beneficial to the everyman, ranging from just being another part of the scenery to actively hazardous.&lt;br /&gt;
&lt;br /&gt;
Every high fantasy setting comes bundled with a list of expectations and concerns anyone accustomed to the genre is familiar with. How does Shardworld treat the hallmarks of fantasy d20 RPGs?&lt;br /&gt;
&lt;br /&gt;
Resurrection: If resurrection was common, the kingdoms of man wouldn&#039;t still be in disarray from the death of the High King that heralded the end of the 6th Age. There&#039;s no such thing as a common resurrection spell that every cleric with an acceptable amount of divine power gains access to. This isn&#039;t to say that many of those that command the forces of magic haven&#039;t tried to bring someone back. This generally almost always ends badly, but knowing this hasn&#039;t stopped people from trying. Results range from the corpse merely twitching a little and then returning to death, to spontaneous eruption of necromantic energies that animate corpses and stir vengeful spirits for miles around. Allegedly, an attempt to resurrect the Wyrm brought about the end of the 1st Age. A resurrection ritual succeeds perhaps once or twice a century, and the subject always is or turns out to be a figure of great import to history. The reason given for the inability to properly return a soul to its body varies depending on who you ask. A wizard of the Traveling Tower will likely recite some complex magical theory. A cleric of Yeteli will solemnly state that all souls are owed to their master, and she only releases one when coaxed by Fate. Superstition holds that souls returning bring with them malevolent hangers-on from the space between death and life. In addition, there is the occasional case of spontaneous resurrection, although this tends to be more over-reported the further one gets from centers of medical knowledge. When someone does truly return to life without a ritual, they are likely to garner immediate attention from curious icons.  &lt;br /&gt;
&lt;br /&gt;
Divine vs. Arcane Magic: In the realms of arcana and theology, in the lofty spires of wizards and the cloistered depths of temples, there seems to be an eternal debate about the differences between the magic drawn from the energies flowing in to the Prime Material shard and the divine feats performed by the few in the clergy capable of such things. At first glance, it seems obvious that the two fields of magic draw on different sources. Among the wizards, many argue that wielders of the arcane are attuned to a purer source of energy    &lt;br /&gt;
than than the likes of cleric and paladins, a position with a solid grounding in magical theory and haughty wizardly superiority, both very important to arcanists. However, an almost equally large proportion of wizards in academia theorize that at the basest level, all energy used to cast spells is fundamentally the same, just colored by its shard of origin and its wielder&#039;s proclivities and beliefs. On the other side of the debate, a significant amount of priestly orders state that wizards and sorcerers are incapable of achieving a connection  to the divine shards where the gods now reside, an argument with a strong backing from the more zealous faiths. And yet, other sects posit that the gods control the font of all energy, and decree who gets to use it and in what way. This belief is championed by the magician-preachers that worship Galdicho, the god of magic. Detractors of this theory point to the fact that Galdicho&#039;s other domains include paradox and narcotics. The issue is muddied further by the existence of a rare few spellcasters referred to as theurges, capable of channeling both arcane and divine magics. Ultimately, it is unlikely an answer will be determined unless the gods decide to speak up sometime. Until then, the debate continues to be a source of rich intellectual stimulation, and the occasional righteous smiting or incensed fireball.&lt;br /&gt;
&lt;br /&gt;
*The most common response on the subject from druids is a gruff, noncommittal shrug. The second most common response is a judiciously applied oaken staff to the shin, or the face when it comes to druids with a particular distaste for academia.&lt;br /&gt;
&lt;br /&gt;
Plane-hopping: High-level PCs hopping between planes of existence is a hallmark of Gygaxian fantasy. However, Shardworld turns this practice on its head. It&#039;s well known among the scholars that study the shards and the interaction between them that the energies of other shards is antithetical to mortal life. Travel to other shards from the Prime Material, while possible in theory, results in the traveler being overloaded and ripped apart by the cosmic forces at work, a kind of &amp;quot;planar gravity&amp;quot; that pulls beings back to their shard of origin. In a metaphysical sense, the Prime Material is at the bottom of the Shardworld. Thus, in the places of the Continent where pathways to other shards bypass the almost all-encompassing protection of the Wyrm, the land warps and changes to reflect the energies of the shard funneling down to the Prime Material. These locations, called shardrealm, are scattered across the Continent, and range in size and in the severity of the change. They are also the only places beings from other Shards can pass into the Continent from outside of being summoned. Three examples of shardrealms are detailed below:&lt;br /&gt;
&lt;br /&gt;
-The Muck: Located deep in the marshlands to the east of the Obsidian Sea, the Muck is a mile wide pit connected to the , the shard demons call home. The bottom is a pool of inky black and perpetually churning water. Rising from it is a tangled weave of decrepit trees and twisting vines wide enough for three men to walk abreast. Demons spawn from the pool and climb up the flora to plague the surrounding swamp.&lt;br /&gt;
&lt;br /&gt;
-Hightemple: The coastal city of Hightemple was the seat of the gods of light when they still inhabited the Continent. Their departure left a portal to the radiant shard they now inhabit, and while its strength has waned over time, Hightemple is still undoubtedly blessed. The city is suffused by a soothing light and the faint smell of incense, cathedrals seem to tower into the heavens, and it is said that miracles occur more in Temple than anywhere else.&lt;br /&gt;
&lt;br /&gt;
-The Charred Hills: Suffused with the energies of the shard of fire, this stretch of hilly terrain bordering the southern mountains is covered in blackened, perpetually smoldering scrubland. Streams of lava flow through the terrain, originating from an active volcano in the center of the fragment. Fire elementals wander across the hills in their eternal dance, and soot vultures circle above. The Charred Hills would be uninhabited except for the very brave or very foolish if it wasn&#039;t for the fact that the volcano yields the largest rubies in the Continent.&lt;br /&gt;
&lt;br /&gt;
But Where&#039;s My Loot?: The course of adventurers seems to unfailingly bring them into contact with powerful magic items, and no self respecting fantasy hero would be seen without a collection of enchanted armor, trinkets, and weaponry. Shardworld doesn&#039;t deviate from this, and magic items with histories stretching as far back as the 1st Age are scattered across the land. These items range from mighty to bizarre, and some are outright cursed. So don&#039;t worry, players, you&#039;ll get your swag.   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So that&#039;s the basics, but there&#039;s still a lot more about Shardworld you&#039;ll want to know before you start the adventuring. I suggest you read the Icons page and at least skim the Traveler&#039;s Guide to start. Then, you can move on to the Races page and start to consider what you want to play.&lt;/div&gt;</summary>
		<author><name>FighterChimp</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shardworld/Summary&amp;diff=289693</id>
		<title>Shardworld/Summary</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shardworld/Summary&amp;diff=289693"/>
		<updated>2015-09-18T02:07:04Z</updated>

		<summary type="html">&lt;p&gt;FighterChimp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Shardworld:Main Page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elevator Pitch&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Shardworld is an inherently broken place. Manyfold shards of existence hang suspended in the primordial weave of creation, intersecting and colliding in ways incomprehensible to the perspective of mere mortals. The central axis of Shardworld is the Prime Material shard, the cosmic weight holding all of reality in pl- yes, that&#039;s where we are. Try to keep up. Where was I? Ah, yes. The Prime Material shard, or The Continent by the lexicon of most peoples, is linked to every other shard, the land itself pulled and warped by the dimensional energies at work upon it. The only reason it hasn&#039;t been ripped apart yet is the sacrifice of the Wyrm. His corpse wraps around the Prime Material, blocking most of the pathways between worlds, stoppering the- It happened a long time ago. &#039;&#039;Yes&#039;&#039;, before even I was born, young one. Before the 1st Age. Ah, well that brings me to my next point. The Continent is in constant flux, and many ages have came and went before us, empires and- Well, what age we&#039;re in depends upon how you measure these things. By the metric of human empires, we&#039;re in the 7th Age. As I was saying...hmm..ah, empires and energies rise and fall according to the vagaries of Fate. The influence of the other shards waxes and wanes, bringing icons to power and casting them down- An icon is just the word us scholarly types use for a being strong enough to survive or leave a legacy across the ages. They&#039;re the closest it gets to a constant in our world of flux, outside the gods of course.&lt;br /&gt;
&lt;br /&gt;
Why yes, icons can die. The High King was assassinated at the end of the last age, and the descendants of his Low Kings are still jockeying for the power to lead humanity. Most icons don&#039;t last longer than an age, although the titles they wear tend to survive for longer. Beings of such power tend to take issue with the existence of equals. The conflicts of icons have been the driving force behind history through all the ages. Where am I going with this? Ah, well, that takes me to the original point of this speech. If you really wish to take up the mantle of adventurer, just know that The Continent is more dangerous and volatile than it has ever been. Two new icons have arisen to make their place in the 7th age. The truce between mortal kingdoms strains beneath our own conflicts and the machinations of outside forces. Our world is inherently broken, and it seems to crack more and more with each passing year. If you think you can journey out into the conflicts raging across the world and start fixing things...may Fate guide your hand, young one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Campaign Themes and Styles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Obviously, any Shardworld campaign is going to derive a lot of influence from the system and setting it&#039;s (loosely) based on, 13th Age. By extent, it takes a lot of influence from the d20 legacy that influenced 13th Age. So yes, there are dragons, but they range from the classic scheming loner to the likes of The Gold Prince, one of the Low Kings who rules his own human kingdom. And there are dungeons, but some of them are living ones that tunnel up through the earth to break open and spill monsters across the surface like a bursting boil.&lt;br /&gt;
&lt;br /&gt;
Thematically, any Shardworld campaign is going to revolve around how the PCs relate to the icons and influence their struggles. Exploration is encouraged, as the Continent is a vast expanse filled with mighty artifacts, places of power, crumbling ruins, and dark secrets. Beyond the scattered bastions of mortal civilization, most of the known world is a dangerous frontier practically crying out for aid. Even inside the mighty cities of the age, political, economic, and religious power struggles are a rich playing field for PCs to curry favor with the powers that be and shape the future of the Continent&#039;s nations and peoples. Beyond that, individual themes will vary from adventure to adventure and campaign to campaign.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Racially, Shardworld diverges from the classic D&amp;amp;D arrangement. Player racial options include, in order of population size on the Continent:&lt;br /&gt;
&lt;br /&gt;
Humans- You know the drill.&lt;br /&gt;
&lt;br /&gt;
Shardborn- Human sub-races influenced by energies of another Shard. The seven shardborn sub-races are the four variants of Primordials, Dawnborn and Duskborn (aasimars and fetchlings, respectively), and twists(tieflings). The shardborn are mostly integrated into human civilization, except twists, but mechanically, these are all their own race.&lt;br /&gt;
&lt;br /&gt;
Goblins: A widespread race of cosmopolitan traders and inventors, primarily concentrated in the southern half of the world.&lt;br /&gt;
&lt;br /&gt;
Dragonics- Humanoids made in the image of the Wyrm, created to be warriors that guard the wild places of the Continent.&lt;br /&gt;
&lt;br /&gt;
Minotaurs: Bull-headed humanoids from the island of Bas Ata, a race of proud warrior-monks and notable seafarers.&lt;br /&gt;
&lt;br /&gt;
And if that doesn&#039;t scratch your itch to play something weird, there are also...&lt;br /&gt;
&lt;br /&gt;
Myclings- Bizarre humanoid fungi, originally a servitor race of the elves, left behind when their masters all vanished from the Continent at the end of the 4th Age.&lt;br /&gt;
&lt;br /&gt;
When it comes to classes, every class from the 13th Age core book and 13 True Ways are available. There&#039;s also a new class unique to the Shardworld, the Wellspring Knight, heavily armored warrior-engineers that channel the magitech energies of the Wellspring Engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Kind of Fantasy is Shardworld?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shardworld is without a doubt high fantasy, a very sword-and-sorcery type world. Magic suffuses the Continent and is accepted among the populace. Even the basest peasant bears witness to things far beyond the mundane, from the flying motes of land crashing through the sky above the Shattercrest Mountains to the self repairing cobblestone paths of the King&#039;s Valley. There are fantastic elements everywhere, all steeped in history: echoes of spellcraft from ages past, the great works of icons past and present, and eldritch beasts and beings draped in ancient lore. With that said, most of this magic isn&#039;t beneficial to the everyman, ranging from just being another part of the scenery to actively hazardous.&lt;br /&gt;
&lt;br /&gt;
Every high fantasy setting comes bundled with a list of expectations and concerns anyone accustomed to the genre is familiar with. How does Shardworld treat the hallmarks of fantasy d20 RPGs?&lt;br /&gt;
&lt;br /&gt;
Resurrection: If resurrection was common, the kingdoms of man wouldn&#039;t still be in disarray from the death of the High King that heralded the end of the 6th Age. There&#039;s no such thing as a common resurrection spell that every cleric with an acceptable amount of divine power gains access to. This isn&#039;t to say that many of those that command the forces of magic haven&#039;t tried to bring someone back. This generally almost always ends badly, but knowing this hasn&#039;t stopped people from trying. Results range from the corpse merely twitching a little and then returning to death, to spontaneous eruption of necromantic energies that animate corpses and stir vengeful spirits for miles around. Allegedly, an attempt to resurrect the Wyrm brought about the end of the 1st Age. A resurrection ritual succeeds perhaps once or twice a century, and the subject always is or turns out to be a figure of great import to history. The reason given for the inability to properly return a soul to its body varies depending on who you ask. A wizard of the Traveling Tower will likely recite some complex magical theory. A cleric of Yeteli will solemnly state that all souls are owed to their master, and she only releases one when coaxed by Fate. Superstition holds that souls returning bring with them malevolent hangers-on from the space between death and life. In addition, there is the occasional case of spontaneous resurrection, although this tends to be more over-reported the further one gets from centers of medical knowledge. When someone does truly return to life without a ritual, they are likely to garner immediate attention from curious icons.  &lt;br /&gt;
&lt;br /&gt;
Divine vs. Arcane Magic: In the realms of arcana and theology, in the lofty spires of wizards and the cloistered depths of temples, there seems to be an eternal debate about the differences between the magic drawn from the energies flowing in to the Prime Material shard and the divine feats performed by the few in the clergy capable of such things. At first glance, it seems obvious that the two fields of magic draw on different sources. Among the wizards, many argue that wielders of the arcane are attuned to a purer source of energy    &lt;br /&gt;
than than the likes of cleric and paladins, a position with a solid grounding in magical theory and haughty wizardly superiority, both very important to arcanists. However, an almost equally large proportion of wizards in academia theorize that at the basest level, all energy used to cast spells is fundamentally the same, just colored by its shard of origin and its wielder&#039;s proclivities and beliefs. On the other side of the debate, a significant amount of priestly orders state that wizards and sorcerers are incapable of achieving a connection  to the divine shard where the gods now reside, an argument with a strong backing from the more zealous faiths. And yet, other sects posit that the gods control the font of all energy, and decree who gets to use it and in what way. This belief is championed by the magician-preachers that worship Galdicho, the god of magic. Detractors of this theory point to the fact that Galdicho&#039;s other domains include paradox and narcotics. The issue is muddied further by the existence of a rare few spellcasters referred to as theurges, capable of channeling both arcane and divine magics. Ultimately, it is unlikely an answer will be determined unless the gods decide to speak up sometime. Until then, the debate continues to be a source of rich intellectual stimulation, and the occasional righteous smiting or incensed fireball.&lt;br /&gt;
&lt;br /&gt;
*The most common response on the subject from druids is a gruff, noncommittal shrug. The second most common response is a judiciously applied oaken staff to the shin, or the face when it comes to druids with a particular distaste for academia.&lt;br /&gt;
&lt;br /&gt;
Plane-hopping: High-level PCs hopping between planes of existence is a hallmark of Gygaxian fantasy. However, Shardworld turns this practice on its head. It&#039;s well known among the scholars that study the shards and the interaction between them that the energies of other shards is antithetical to mortal life. Travel to other shards from the Prime Material, while possible in theory, results in the traveler being overloaded and ripped apart by the cosmic forces at work, a kind of &amp;quot;planar gravity&amp;quot; that pulls beings back to their shard of origin. In a metaphysical sense, the Prime Material is at the bottom of the Shardworld. Thus, in the places of the Continent where pathways to other shards bypass the almost all-encompassing protection of the Wyrm, the land warps and changes to reflect the energies of the shard funneling down to the Prime Material. These locations, called shardrealm, are scattered across the Continent, and range in size and in the severity of the change. They are also the only places beings from other Shards can pass into the Continent from outside of being summoned. Three examples of shardrealms are detailed below:&lt;br /&gt;
&lt;br /&gt;
-The Muck: Located deep in the marshlands to the east of the Obsidian Sea, the Muck is a mile wide pit connected to the Abyss, the shard demons call home. The bottom is a pool of inky black and perpetually churning water. Rising from it is a tangled weave of decrepit trees and twisting vines wide enough for three men to walk abreast. Demons spawn from the pool and climb up the flora to plague the surrounding swamp.&lt;br /&gt;
&lt;br /&gt;
-Temple: The coastal city of Temple was the seat of the gods of light when they still inhabited the Continent. Their departure left a portal to the radiant Shard they now inhabit, and while its strength has waned over time, Temple is still undoubtedly blessed. The city is suffused by a soothing light and the faint smell of incense, cathedrals seem to tower into the heavens, and it is said that miracles occur more in Temple than anywhere else.&lt;br /&gt;
&lt;br /&gt;
-The Charred Hills: Suffused with the energies of the Shard of fire, this stretch of hilly terrain is covered in blackened, perpetually smoldering scrubland. Streams of lava flow through the terrain, originating from an active volcano in the center of the fragment. Fire elementals wander across the hills in their eternal dance, and soot vultures circle above. The Charred Hills would be uninhabited except for the very brave or very foolish if it wasn&#039;t for the fact that the volcano yields the largest rubies in the Continent.&lt;br /&gt;
&lt;br /&gt;
But Where&#039;s My Loot?: The course of adventurers seems to unfailingly bring them into contact with powerful magic items, and no self respecting fantasy hero would be seen without a collection of enchanted armor, trinkets, and weaponry. Shardworld doesn&#039;t deviate from this, and magic items with histories stretching as far back as the 1st Age are scattered across the land. These items range from mighty to bizarre, and some are outright cursed. So don&#039;t worry, players, you&#039;ll get your swag.   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
So that&#039;s the basics, but there&#039;s still a lot more about Shardworld you&#039;ll want to know before you start the adventuring. I suggest you read the Icons page and at least skim the Traveler&#039;s Guide to start. Then, you can move on to the Races page and start to consider what you want to play.&lt;/div&gt;</summary>
		<author><name>FighterChimp</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shardworld:Main_Page&amp;diff=289689</id>
		<title>Shardworld:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shardworld:Main_Page&amp;diff=289689"/>
		<updated>2015-09-18T01:34:16Z</updated>

		<summary type="html">&lt;p&gt;FighterChimp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: 13th Age]]&lt;br /&gt;
&lt;br /&gt;
This is the hub page for Shardworld, a home-brew fantasy setting designed to reflect the classic fantasy setting, with several major changes and alterations to genre standard tropes, cliches, and conventions. It uses 13th Age&#039;s Archmage Engine and aspects of its core setting, with a few additions.&lt;br /&gt;
&lt;br /&gt;
The setting is designed to be able to host several campaigns, so feel free to use it. I would appreciate being told about the events of your campaign and how you change the Shardworld, but you&#039;re under no obligation to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Summary|Setting Summary]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Cast of Characters=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Characters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The figures destined to change the Shardworld forever.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPCs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any NPCs important enough to warrant mention. Icons of Shardworld have their own page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Setting Details=&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Cosmology|Cosmology]]-The creation myth of the Shardworld, the laws that govern the world, and a brief summary of the most well-known shards and the divine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/History|History]]-A brief history of the Continent, up to the present day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Icons|Icons]]-The Icons of the 7th Age, whose will and whims guide history.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Travel_Guide|Traveler&#039;s Guide to The Continent]]-A brief tour of The Continent, the Material Plane of Shardworld, currently in its 7th Age.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=System Details=&lt;br /&gt;
&lt;br /&gt;
The new race(s) and class added to the core 13th Age, along with details as to how core races fit into the setting.&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Races|Races]]-The varied races of the Continent and their corresponding rules.&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Wellspring_Knight|Wellspring Knight]]-A new class. A martial sect composed of those born with a connection to the Wellspring Engine, an ancient arcanotech edifice from the 3rd Age. Wellspring Knights cast spells like other classes, and use a new resource called Charge to fuel their spells and martial attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
&lt;br /&gt;
[http://www.13thagesrd.com/| 13th Age SRD]-The SRD for 13th Age.&lt;br /&gt;
&lt;br /&gt;
[http://www.pelgranepress.com/?p=13316| Archmage Engine]]-The engine that fuels 13th Age.&lt;br /&gt;
&lt;br /&gt;
[http://pelgranepress.com/site/wp-content/uploads/2014/06/Santys-Fillable-13th-Age-CS-V5.pdf| Character Sheet]-A blank, fillable character sheet.&lt;/div&gt;</summary>
		<author><name>FighterChimp</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shardworld:Main_Page&amp;diff=289688</id>
		<title>Shardworld:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shardworld:Main_Page&amp;diff=289688"/>
		<updated>2015-09-18T01:33:41Z</updated>

		<summary type="html">&lt;p&gt;FighterChimp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: 13th Age]]&lt;br /&gt;
&lt;br /&gt;
This is the hub page for Shardworld, a home-brew fantasy setting designed to reflect the classic fantasy setting, with several major changes and alterations to genre standard tropes, cliches, and conventions. It uses 13th Age&#039;s Archmage Engine and aspects of its core setting, with a few additions.&lt;br /&gt;
&lt;br /&gt;
The setting is designed to be able to host several campaigns, so feel free to use it. I would appreciate being told about the events of your campaign and how you change the Shardworld, but you&#039;re under no obligation to.&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Summary|Setting Summary]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Cast of Characters=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Characters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The figures destined to change the Shardworld forever.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPCs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any NPCs important enough to warrant mention. Icons of Shardworld have their own page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Setting Details=&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Cosmology|Cosmology]]-The creation myth of the Shardworld, the laws that govern the world, and a brief summary of the most well-known shards and the divine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/History|History]]-A brief history of the Continent, up to the present day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Icons|Icons]]-The Icons of the 7th Age, whose will and whims guide history.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Travel_Guide|Traveler&#039;s Guide to The Continent]]-A brief tour of The Continent, the Material Plane of Shardworld, currently in its 7th Age.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=System Details=&lt;br /&gt;
&lt;br /&gt;
The new race(s) and class added to the core 13th Age, along with details as to how core races fit into the setting.&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Races|Races]]-The varied races of the Continent and their corresponding rules.&lt;br /&gt;
&lt;br /&gt;
[[Shardworld/Wellspring_Knight|Wellspring Knight]]-A new class. A martial sect composed of those born with a connection to the Wellspring Engine, an ancient arcanotech edifice from the 3rd Age. Wellspring Knights cast spells like other classes, and use a new resource called Charge to fuel their spells and martial attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
&lt;br /&gt;
[http://www.13thagesrd.com/| 13th Age SRD]-The SRD for 13th Age.&lt;br /&gt;
&lt;br /&gt;
[http://www.pelgranepress.com/?p=13316| Archmage Engine]]-The engine that fuels 13th Age.&lt;br /&gt;
&lt;br /&gt;
[http://pelgranepress.com/site/wp-content/uploads/2014/06/Santys-Fillable-13th-Age-CS-V5.pdf| Character Sheet]-A blank, fillable character sheet.&lt;/div&gt;</summary>
		<author><name>FighterChimp</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shardworld/Icons&amp;diff=286487</id>
		<title>Shardworld/Icons</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shardworld/Icons&amp;diff=286487"/>
		<updated>2015-08-01T00:07:11Z</updated>

		<summary type="html">&lt;p&gt;FighterChimp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Shardworld:Main Page]]&lt;br /&gt;
&lt;br /&gt;
=The Great Khan=&lt;br /&gt;
&#039;&#039;The doom from the south.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Usual Location&#039;&#039;&#039;: The Khan&#039;s base is a black iron fortress deep in the Southern Scar, and he splits his time between there and the front lines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common Knowledge&#039;&#039;&#039;: The Great Khan marched out of the Southern range at the beginning of the age, at the front of a horde of orcs- a monstrous race never seen before on the Continent. His initial assault was beaten back by the hasty alliance of the western nomads, the wizards of the Traveling Tower, and the Twist clans of the Obsidian Sea. For nearly a century since, he&#039;s been mustering forces and attempting to unite the monstrous races of the realm under his banner. At the moment, he has gathered many bugbear tribes, hobgoblin companies, and ogre warbands to his side, along with an eclectic mix of other monsters, including at least one dragon. The Khan&#039;s forces engage in frequent skirmishes with the soldiers of the Orcwatch set up to watch for and prevent attacks like his first devastating offensive. However, his main form of attack comes from raising &amp;quot;orc-pits&amp;quot; across the land, festering sinkholes that spawn fully-grown orcs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characters and The Great Khan&#039;&#039;&#039;: Many people have been hurt by the orc plague, from families to empires. Skilled adventurers who can fight back against orcish incursions are in high demand across the Continent. Given the growing frequency of orc-pit emergence, there is no shortage of jobs and prestige available for those willing to fight. Favor with the other icons is likely to be gained by those who strike especially notable blows against the monstrous hordes. Those who aid the Khan&#039;s endeavor to end non-monstrous life are either insane or don&#039;t know they&#039;re helping him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Allies&#039;&#039;&#039;: Considering his stated goal to personally slay the other icons, none openly proclaim allegiance with him. Rumors that the Auroch-General has been secretly meeting with his envoys are the cause of much concern.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemies&#039;&#039;&#039;: The Wildspeaker burns with fury at the Great Khan&#039;s perversion of nature, and he has vowed to utterly annihilate him and his forces to the last orc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The True Danger&#039;&#039;&#039;: If The Great Khan forges enough allegiances with the monstrous species and creates enough orcs, he will march forth with his horde and the earth itself will tremble.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Locus=&lt;br /&gt;
&#039;&#039;The power of the elements, anchored.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IDEAS&lt;br /&gt;
&lt;br /&gt;
-Traveling flying realm that spawns demons. There&#039;s not one individual demonic leader, but the floating fortress has a form of sentience.&lt;br /&gt;
&lt;br /&gt;
-The Oracle lives in Temple, spiritual authority who can supposedly hear the gods&lt;br /&gt;
&lt;br /&gt;
-The Wildspeaker is an eternally reincarnated protector of nature&lt;br /&gt;
&lt;br /&gt;
-The Auroch-General leads the minotaurs, preeminent warrior-scholar&lt;br /&gt;
&lt;br /&gt;
-The Rotting Multitude is a magical, fungus organism living in the bodies of the dead Elven Council, progenitor of the myclings. Hostile to life; want to replace all living organisms with fungus equivalents.&lt;/div&gt;</summary>
		<author><name>FighterChimp</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shardworld/Races&amp;diff=284981</id>
		<title>Shardworld/Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shardworld/Races&amp;diff=284981"/>
		<updated>2015-06-22T10:06:06Z</updated>

		<summary type="html">&lt;p&gt;FighterChimp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Shardworld:Main Page]]&lt;br /&gt;
&lt;br /&gt;
The Continent is home to a diverse array of races. Most frequent are humans, and the seven human sub-races known as Shardborn, those touched by the energies of another shard. Goblins are an adaptable species of nomads, merchants, and inventors. The Dragonics are descendants of the clan most favored by the Wyrm when he walked the Earth, a long-lived race of nomads and warriors. Minotaurs are native to the isle of Bas Ata, formidable in both body and mind. Finally, the exceedingly rare fungaloid Myclings have wandered the Continent bereft of purpose since their elven creators vanished.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stereotypes:&#039;&#039; Each race has its own common physical features and behavioral inclinations, but these are just the commonly observed patterns, not definite by any means. Thus, suggestions about the personality of each kind of race are just that, suggestions- reserved and emotionally stable vulcans or warm, loving minotaurs, while uncommon, aren&#039;t impossible on the Continent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Monstrous Races&#039;&#039;: Wait, aren&#039;t goblins and minotaurs monsters? Shouldn&#039;t any adventurer worth their magic items want to slay them? In Shardworld, unless you want to end up in trouble for murder, you should probably treat goblins and minotaurs like the sentient beings they are. Goblins aren&#039;t chronic backstabbers, and are in fact quite loyal to their extended kin-groups, and tend to be more crafty and resourceful than scheming and cowardly. And Minotaurs, while still physically mighty, have a reputation for intelligence and their own complex culture. When it comes to other races classically considered to be monsters, none of the races native to the Continent are inherently evil, although there are certainly plenty of beasts not complex enough to interact with intelligent beings in ways beyond violence. Creatures that originate from and inhabit shardrealms are certainly capable of being innately &amp;quot;evil&amp;quot;(or good, or neutral, or following unfathomable motivations). Overall, though, Shardworld is a setting based on 13th Age, which disregards alignment, and anyone seeking to create a race or monster native to Shardworld should feel free to do likewise.&lt;br /&gt;
&lt;br /&gt;
=Humans=&lt;br /&gt;
&lt;br /&gt;
+2 to one ability score.&lt;br /&gt;
&lt;br /&gt;
Humans gain a bonus feat at 1st level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Quick to Fight&lt;br /&gt;
&lt;br /&gt;
At the start of each battle, roll initiative twice and choose the result you want&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: If you roll a natural 19 or 20 for initiative, increase the escalation die by 1 (usually from 0 to 1 since it&#039;s the start of the battle). This increase doesn&#039;t stack- if there are multiple humans in the party, settling on one to get this feat is wise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Increase the escalation die on a 16+ for initiative, and gain a +2 to your first attack of a battle. &lt;br /&gt;
&lt;br /&gt;
Humans are the majority on the Continent, having spread across the land long ago and propagated since. Humans are key to history, and their determination and adaptability marks them out as arguably the most influential mortal race. All the races except Goblins and Minotaurs can trace their lineage back to humanity. Humans exhibit a diverse range of culture and ethnicities, from the hardy scavengers of the southern badlands to the civilized folk of the cities around the Diamond Sea. Beyond that, they&#039;re humans- you know the drill.&lt;br /&gt;
z&lt;br /&gt;
&lt;br /&gt;
=Shardborn=&lt;br /&gt;
&lt;br /&gt;
The shardborn are born irregularly among humans. The blood of beings of other shards that lies dormant in the blood of humans occasionally flares up, and a shardborn is born to mortal parents. Approximately 1 in 100 human births result in one touched by the energies of another reality, and the child of a shardborn is more likely to be shardborn than a child of two humans. Lineages aren&#039;t always consistent- the child of two vulcans is more likely to be a vulcan than a petrite, but it&#039;s not a sure thing. The shardborn races that most commonly birth their own kind are undines and twists. The shardborn are divided into the four types of genasi, the two races descended from the goddess Selanna, and the twists, corrupted by the demons of the Abyss. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Genasi==&lt;br /&gt;
&lt;br /&gt;
Genasi is the general term given for any Shardborn with an elemental nature. Vulcans are touched by fire, Sylphs air, Petrites earth, and Undines air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Vulcans===&lt;br /&gt;
&lt;br /&gt;
+2 to Strength or Charisma&lt;br /&gt;
&lt;br /&gt;
Resist fire 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Fiery Outburst&lt;br /&gt;
&lt;br /&gt;
Once per battle, double your bonus to attack granted by the escalation die for one attack, and add the same value to the damage of that attack, hit or miss. Increase the multiplying factor for damage by one at champion and epic tier(Escalation die times three at champion/four at epic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: You also deal (3xLevel) ongoing fire damage to one enemy hit by a &#039;&#039;fiery outburst&#039;&#039; attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: You also gain temporary hit points equal to half the damage inflicted by your &#039;&#039;fiery outburst&#039;&#039; attack.&lt;br /&gt;
&lt;br /&gt;
Vulcans are also known as flame-kissed. Physically, their skin tone is generally a shade of red or orange, occasionally charcoal black or auburn. Their eyes tend to be warm shades of brown or yellow. Their hair is generally a mix of several shades within one spectrum. Vulcans don&#039;t tend towards any one build, but most build muscle easier than humans. Beyond that, vulcans . Physical quirks exhibited by vulcans include, but aren&#039;t limited to:&lt;br /&gt;
&lt;br /&gt;
-Flame-like hair that flickers like a torch even in the absence of breeze, and becomes brighter as the vulcanbecomes angrier&lt;br /&gt;
&lt;br /&gt;
-Teeth or nails of gleaming brass&lt;br /&gt;
&lt;br /&gt;
-Constantly exhaling faint clouds of smoke&lt;br /&gt;
&lt;br /&gt;
-Having a tendency to strengthen fires around them&lt;br /&gt;
&lt;br /&gt;
-Translucent, combustible blood&lt;br /&gt;
&lt;br /&gt;
-Pupils that glow blue like the center of a flame&lt;br /&gt;
&lt;br /&gt;
Behaviorally, vulcans mostly disregard law and order, acting as their whims guide them. They are prone to rapid and extreme swings of emotion, changing from jubilant to somber at a moment&#039;s notice, but usually don&#039;t take long to switch back to their usual high spirits. Vulcans have a reputation for being capricious or disloyal, but an vulcan accused of such things will probably tell you they were just doing what seemed to be most interesting. Vulcans are seen more the closer one gets to centers of population, generally preferring the fast pace of city life. Despite this, many are stricken by wanderlust, and a vulcan is the most common kind of genasi to be found in an adventuring party. Crossing a vulcan is regarded as unwise: when angered, they seethe with the rage of the inferno that birthed them, and won&#039;t stop until the target of their ire is completely annihilated, or their rage causes them to burn themselves out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sylphs===&lt;br /&gt;
&lt;br /&gt;
+2 to Dexterity or Intelligence&lt;br /&gt;
&lt;br /&gt;
Resist lightning 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Swift as the Wind&lt;br /&gt;
&lt;br /&gt;
Once per battle, you can pop free from a number of enemies equal to the escalation die, then move as a quick action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: The enemies you pop free from also have to make a normal save; on a failure, they&#039;re knocked prone by a gust of wind and lose their next move action. Particularly light or heavy enemies may have to make easy or hard saves instead, at your GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Upon activating &#039;&#039;swift as the wind&#039;&#039;, you gain flight until the end of your turn.&lt;br /&gt;
&lt;br /&gt;
Sylphs are touched by the element of air, and move and fight with the grace of wind and the fury of the storm. They&#039;re the most likely of the genasi to be able to pass for human, with frail builds, fair skin, and hair in light shades of blond, grey, and blue. Their eyes are pale shades of any human color, occasionally lacking any color at all. All sylphs seem to be followed by a slight breeze which they must focus to suppress, and that grows stronger during extremes of emotion. Other quirks observed in sylphs are:&lt;br /&gt;
&lt;br /&gt;
-Birthmarks that mimic the scars inflicted by lightning strikes&lt;br /&gt;
&lt;br /&gt;
-The ability to perfectly predict the weather&lt;br /&gt;
&lt;br /&gt;
-A constant static charge that shocks anyone they touch&lt;br /&gt;
&lt;br /&gt;
-Walking on a centimeters thick cushion of air, never actually touching the ground&lt;br /&gt;
&lt;br /&gt;
-Whorls of color that pass across their eyes like clouds&lt;br /&gt;
&lt;br /&gt;
-A slight echo to their voice&lt;br /&gt;
&lt;br /&gt;
Sylphs are regarded as the most aloof of the genasi, with good reason. Most sylphs see no reason to make friends purely for the sake of having them, preferring to be detached from all but a few close friends. They hold little reverence for laws and conventions, motivated mostly by an insatiable curiosity. Sylphs have been known to willingly place themselves in danger just to figure out a piece of information their curiosity has latched onto. They have little regard for privacy, and have turned eavesdropping into an art form. Sylphs are most drawn to careers in scholarship or art. Some sylphs are also drawn to the criminal world, and sylphs are regarded as naturals at second-story work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Petrites===&lt;br /&gt;
&lt;br /&gt;
+2 to Constitution or Wisdom&lt;br /&gt;
&lt;br /&gt;
Resist acid 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Immovable Object&lt;br /&gt;
&lt;br /&gt;
Once per battle, gain resist physical (13 + the escalation die)+ until the beginning of your next turn as a move action. Until then, you can&#039;t be moved if you don&#039;t want to be, but you also can&#039;t willingly move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: You can also rally as a quick action the turn they activate &#039;&#039;immovable object&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: At the beginning of the turn the effect ends, roll a normal save. On a success, &#039;&#039;immovable object&#039;&#039; continues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the creation myths of most cultures, Petrites are regarded as the first genasi to appear, dragging themselves from the earth. Physically, they are sturdily built, and have skin tones mimicking rocky shades of grey, brown, and infrequently green. Their eyes are deep hues of brown, grey, and emerald, and their hair, if they have any, is thick and grows slowly. Every petrite has a gemstone jutting from their skin over their heart, the source of many cultural traditions and superstitions. Many also reflect other elements of the earth that birthed them, such as:&lt;br /&gt;
&lt;br /&gt;
-Faceted, gem-like eyes&lt;br /&gt;
&lt;br /&gt;
-Crystal outcroppings that mimic hair&lt;br /&gt;
&lt;br /&gt;
-Mottled, thick skin the color of granite&lt;br /&gt;
&lt;br /&gt;
-Teeth and nails of obsidian&lt;br /&gt;
&lt;br /&gt;
-Ridges and indents in their skin that create geometric patterns &lt;br /&gt;
&lt;br /&gt;
-Keen sensitivity to the vibrations of the ground &lt;br /&gt;
&lt;br /&gt;
Petrites are renowned as loyal, dependable, and possessing a strong sense of community. They are the least outwardly expressive of the genasi, which is not to say that they don&#039;t feel- they just don&#039;t show their emotional state as strongly as an vulcan or undine, races that many petrites consider flighty and unreliable. While petrites can be integrated in human cities, the majority flock to small villages and enclaves mostly composed of petrites. They naturally adhere to laws and traditions, and are inclined to develop their own unique moral code. Each petrite settlement has a different ideology, and this tends to no small deal of conflict between separate groups of petrite. A petrite is the most common genasi to be found among the ranks of religion, with many settling in and around Temple.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Undines===&lt;br /&gt;
&lt;br /&gt;
+2 to Dexterity or Charisma&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aquatic&#039;&#039;&#039;: Undines gain a +5 bonus to any background check involving swimming, and can hold their breath for a number of hours equal to their level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Flowing Tide&lt;br /&gt;
&lt;br /&gt;
Once per battle,  you can use a standard action to make a basic attack or attack power at any point during your move action. A number of enemies equal to the escalation die, selected by you, can&#039;t intercept or make opportunity attacks against you during this combined attack-move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: You gain a +5 bonus to the attack made during the &#039;&#039;flowing tide&#039;&#039; movement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Any enemy you move next to during the &#039;&#039;flowing tide&#039;&#039; movement must roll a normal save or be dazed.&lt;br /&gt;
&lt;br /&gt;
Undines are said to &amp;quot;bleed saltwater&amp;quot;, due to their being influenced by the element of water. Their skin ranges between the many shades of water, from the sea green of the coast to the murky brown of the swamp. Their irises are universally clear blue, and their hair if they have it is generally wavy or curly, and a slightly lighter or darker shade than their skin. Perhaps the most otherworldly aspect of the undines is their finned ears and webbed hands and feet. Undine generally possess the lithe build of one who spends much time in the water. Beyond that, their physical characteristics vary depending on the body of water they were born closest to, and they can exhibit diverse traits such as:&lt;br /&gt;
&lt;br /&gt;
-Rows of pointed shark teeth&lt;br /&gt;
&lt;br /&gt;
-Voices layered with the faint noise of a babbling brook or the waves of the ocean&lt;br /&gt;
&lt;br /&gt;
-Seaweed or coral outcroppings where hair would grow&lt;br /&gt;
&lt;br /&gt;
-Actually bleeding saltwater&lt;br /&gt;
&lt;br /&gt;
-A second set of translucent eyelids that shuts horizontally&lt;br /&gt;
&lt;br /&gt;
-Swirling, wave-like markings that gently flow across their bodies&lt;br /&gt;
&lt;br /&gt;
Undines are the most variable of the genasi. Aside from their shared physical characteristics, the only common factor shared by most undines is their being born with the innate ability to swim. Undines are divided into a plethora of sub-types too numerous to codify, generally reflecting the characteristics of one body of water and its natural flora and fauna. Undines of the Diamond Sea, for example, are stately and collected natural diplomats, while the Undines of of the glacial north are nomadic and superstitious, and their cold demeanor masks the wild savagery of the icy gale.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Children of Selanna==&lt;br /&gt;
&lt;br /&gt;
Legend states that the god Selanna gave birth to these races at the end of the 1st age, creating the first of them over the course of an entire day. Those born in the light of the sun became Dawnborn, and those born under the gaze of the moon became Duskborn. The two races appear as mirrors of each other&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dawnborn===&lt;br /&gt;
&lt;br /&gt;
+2 to Wisdom or Charisma&lt;br /&gt;
&lt;br /&gt;
Resist holy 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sacred Vitality&#039;&#039;&#039;: Dawnborn characters gain an extra recovery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Daybreak&lt;br /&gt;
&lt;br /&gt;
Once per battle, make a &#039;&#039;daybreak&#039;&#039; attack as a quick action using your highest ability score against one nearby enemy&#039;s MD. On a hit, the attack deals 1d4 holy damage per level and they are dazed until the end of their next turn. On a miss, deal holy damage equal to your level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: Your &#039;&#039;daybreak&#039;&#039; attack targets 1d3 nearby enemies instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Targets hit by &#039;&#039;daybreak&#039;&#039; are weakened(save ends) instead of dazed.&lt;br /&gt;
&lt;br /&gt;
The Dawnborn appear as humans, except for skin that shines with a faint luminescence and glowing eyes with no pupils in pale shades of gold and yellow. Their hair varies from rich gold to white-blonde, and their every action seems to exude an otherworldly elegance. The Dawnborn hold a special place in the culture of the greater human race, frequently appearing as the central figure of stories ranging from the epics passed down through word of mouth among the western nomads to love poems recited in the halls of high society. They thrive in positions important to the social or spiritual well-being of those around them, born diplomats and oracles. A smaller portion of Dawnborn are drawn to the arts, and many famed creators of art from every age were Dawnborn. They are found most frequently wherever other people congregate, from the coastal metropolises to the trade caravans winding across the realm. Dawnborn who take to lives of adventure frequently become bards and clerics, roles their mystical and social aptitude make them well suited for. Dawnborn also do well as commanders, and it is said that Dawnborn generals are capable of leading their men to near-suicidal feats of bravery. &lt;br /&gt;
&lt;br /&gt;
This is not to say that the Dawnborn are all charm and grace- even the brightest sun casts shadows. Dawnborn who fall prey to their darker sides are narcissists and manipulators, many of whom discover a natural talent with darker magicks. While stories of villainous Dawnborn are uncommon, they are all the more terrifying for it. Tales of the Daykiller haunt the nightmares of every child in Temple, and the Minotaurs of Bas Ata still refuse to speak the name of the Dawnborn warleader who nearly conquered their ancient empire in the 5th Age. Indeed, it seems that none of the mortal races are capable of going quite as bad as the Dawnborn, for those that fall from the light still command the same reverence those that walk in the sun&#039;s rays do. One should be wary when around Dawnborn, for many of the shining ones are destined for some kind of greatness- pray that you don&#039;t end up in the way.&lt;br /&gt;
&lt;br /&gt;
===Duskborn===&lt;br /&gt;
&lt;br /&gt;
+2 to Dexterity or Intelligence&lt;br /&gt;
&lt;br /&gt;
Resist negative energy 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lurkers in the Dark&#039;&#039;&#039;: Duskborn can see perfectly in the dark, and gain a +3 to any background check involving stealth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Extinguish&lt;br /&gt;
&lt;br /&gt;
Once per battle, make an &#039;&#039;extinguish&#039;&#039; attack as a quick action with your highest ability score against the highest MD enemy&#039;s MD. On a hit, enemies become vulnerable to your attacks until you critically strike. On a miss, deal negative energy damage equal to your level to a random enemy. In addition, darkness shrouds the area around where you cast this spell for a few minutes. This can give small bonuses to background checks to sneak or intimidate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: Once per battle when attacking a vulnerable enemy, roll three times for your attack roll and pick the highest result.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: The turn you make an &#039;&#039;extinguish&#039;&#039; attack, you can also teleport to any shadowy area before or after the attack as a move action.&lt;br /&gt;
&lt;br /&gt;
Physically, Duskborn resemble humans drained of pigment. Their skin ranges from ash white to charcoal, with most Duskborn falling in the middle of the spectrum. Their hair can be a wide variety of dark and washed-out colors, from midnight blue to stark white. Like the Dawnborn, their eyes lack pupils or irises, glowing in soft shades of white, silver, and pale blue. They tend toward svelte and fragile builds, and the average Duskborn height is several inches below the human norm. Duskborn also possess flawless night vision and a racial affinity for stealth, making them naturally suited to underground environments. Duskborn tend to unnerve others, seeming to awaken the primal fear of the dark lurking in the minds of the races of the light. As a result, Duskborn flock to the fringes of civilization- the poor and dangerous districts and the caves and wilds outside the walls. There are a number of predominantly Duskborn settlements scattered throughout the light-less places of the world, places that tend to shun outsiders. In the cities, Duskborn&#039;s unique racial traits makes them naturally adapted to careers on the wrong side of the law, giving them a reputation as a race of criminals. This discrimination causes many to treat Duskborn with suspicion, driving them further away from mainstream society, a vicious cycle of discrimination. &lt;br /&gt;
&lt;br /&gt;
This is not to say that Duskborn haven&#039;t contributed to the world. Many of the shadow-dwellers are intellectually gifted, and they are renowned inventors, both mundane and magical. They make excellent scouts and spies, defenders of the people outside the public eye whose deeds go unnoticed. Supposedly, it was a Duskborn mage who created the basic invisibility spell long ago. As adventurers, they gravitate toward positions as rogues, rangers, and wizards, where their talents for stealth and magic thrive. A subset of Duskborn find themselves drawn to the priesthood, seeking acceptance in religion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Twists==&lt;br /&gt;
&lt;br /&gt;
+2 to Strength, Dexterity, or Constitution&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twisted Form&#039;&#039;&#039;: Pick one permanent mutation from the list below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Warped in Body and Mind&#039;&#039;: Add +2 to two defenses, and subtract 1 from another.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Demonic Corpulence&#039;&#039;: Treat your Constitution modifier as two higher for the purpose of calculating hit points. People may make fun of you for being fat, but it doesn&#039;t have any other mechanical impact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Prehensile Tail&#039;&#039;: Gain a +3 to any background check involving balance or acrobatics. Your tail can be used to hold small objects and creep people out. You can use weapons held in your tail to attack, but it can&#039;t hold two-handed weapons and attacks with one-handed light or heavy weapons are at -2 to attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barbed Claws&#039;&#039;: Your claws count as small one-handed melee weapons, and provide a +3 to any background check involving climbing, grabbing, or holding on to something.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heartfire&#039;&#039;: Your blood burns at unearthly temperatures. Gain resist cold 12+, and a +3 to background checks involving intimidation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Otherworldly Perception&#039;&#039;: Gain a +3 to any background check involving vision. Your eyes can also see something others can&#039;t, subject to GM approval. Here are some examples:&lt;br /&gt;
&lt;br /&gt;
-You can see perfectly in the dark. In fact, you can see slightly better in the dark than when it&#039;s bright out.&lt;br /&gt;
&lt;br /&gt;
-You can see the beating hearts of living things through their chests, but not other obstacles.&lt;br /&gt;
&lt;br /&gt;
-You can see the spirits of the dead.&lt;br /&gt;
&lt;br /&gt;
-You can see the lingering residue of lies for a few hours after they&#039;ve left someone&#039;s lips. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Curse of Chaos&lt;br /&gt;
&lt;br /&gt;
Once per battle as a free action when a nearby enemy rolls a natural 1–5 on an attack or a save, turn their roll into a natural 1 and improvise a further curse that shows how their attempt backfires horribly. A curse should have about the same impact as a typical once-per-battle ability. For example, a typical curse might lead to the cursed attacker dealing half damage to themself with their fumbled attack and being dazed until the end of their next turn. The GM may reward storytelling flair and/or limit the suggested effects of the curse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: Whenever a nearby enemy rolls a natural 1 on an attack against you, you can use &#039;&#039;curse&#039;&#039; of chaos against them without expending it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: You can use &#039;&#039;curse of chaos&#039;&#039; against any odd roll, not just a natural 1-5. The once per battle limit still applies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION GOES HERE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Abhumans=&lt;br /&gt;
&lt;br /&gt;
Goblins, Dragonics, Minotaurs, and Myclings are often lumped together into the category of &amp;quot;abhuman&amp;quot; for the purpose of categorization and scholarship. This term isn&#039;t used much by the common people, with the four races generally being referred to by their own name except by particularly xenophobic humans. The four races are physically and culturally distinct and share little in common, except for a common sense of being outsiders from human and shardborn communities. Goblins, while perhaps the most accepted of the abhuman races, are still regarded as being clannish because of their large kin-groups. Dragonics and Minotaurs alike have conflicted histories with human empires and are frequently regarded with some fear or suspicion. Myclings are rare and become even more so the further one gets from the Outgrowth, meaning most have no idea what to think of them. The majority of beings have only heard stories about Myclings, and these tales vary between describing the fungaloids as harmless yet bizarre and as implacable warriors in service of the Rotting Multitude&#039;s goals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Goblins==&lt;br /&gt;
&lt;br /&gt;
+2 to Dexterity, Intelligence, or Charisma&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small&#039;&#039;&#039;: Goblins have a +2 AC bonus against opportunity attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goblin Hearing&#039;&#039;&#039;: Goblins have big ears that can hear things other races can&#039;t. This doesn&#039;t provide any mechanical benefits, but it does mean they can perceive frequencies non-goblins can&#039;t, such as Shrill, the goblin language.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Adventurer Feat&#039;&#039;: Gain a +3 to background checks involving hearing, and you don&#039;t suffer any penalties to hearing rolls if you&#039;re asleep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power:&#039;&#039;&#039;: Shifty Retreat&lt;br /&gt;
&lt;br /&gt;
Once per battle when an enemy attack hits you, you can force them to reroll the attack at a -3 penalty. If they miss you with the reroll, you can pop free from them if it was a melee attack and move as a free action. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: The reroll is at a -6 penalty instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Even if the rerolled attack hits you, you only take half damage and can still move as a free action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION GOES HERE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dragonics==&lt;br /&gt;
&lt;br /&gt;
+2 to Strength or Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon-blooded&#039;&#039;&#039;: Dragonics gain +1 to AC, and they can see in the dark.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Survivor&#039;&#039;&#039;: Gain a +3 to background checks to resist the environment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: War Cry&lt;br /&gt;
&lt;br /&gt;
Once per battle as quick action, roll your recovery dice and gain temporary hit points equal to half the result. While any of these temporary hit points remain, add 1 to the results of all your damage dice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: While War Cry is active, enemies that start their turn engaged with you take damage equal to your highest ability modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Once per battle, you can expend all the temporary hit points from &#039;&#039;war cry&#039;&#039; to triple the damage bonus on an attack you make. This must be announced before the attack is made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION GOES HERE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Minotaurs==&lt;br /&gt;
&lt;br /&gt;
+2 to two of Strength, Constitution, or Intelligence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Big&#039;&#039;&#039;: Minotaurs have a -2 AC penalty against opportunity attacks. Minotaur characters probably run into some other problems due to their size, such as difficulty sneaking, breaking weapons that weren&#039;t made for minotaurs, and having to stoop to fit into dwellings of lesser mortals. Essentially, this is license for your GM to make things hard for you due to your size - some form of narrative or mechanical complication or inconvenience once or twice per session is a good benchmark.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vigor&#039;&#039;&#039;: Minotaur characters gain the &#039;&#039;toughness&#039;&#039; feat at 1st level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Horns&#039;&#039;&#039;: Minotaurs count as being armed with a simple two-handed melee weapon the same turn they move into engagement with an enemy. Attacks with their horns don&#039;t suffer class-specific attack penalties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Adventurer Feat&#039;&#039;: The first attack you make with your horns each battle is at +2 to hit and pops free smaller creatures from all engagements on hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Bull Through&lt;br /&gt;
&lt;br /&gt;
Once per battle after damage has been rolled for a successful attack against you, ignore half of the damage and roll a normal save against one ongoing effect as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: When you use &#039;&#039;bull through&#039;&#039;, gain a +2 to your defenses until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: You can use &#039;&#039;bull through&#039;&#039; twice per battle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION GOES HERE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Myclings==&lt;br /&gt;
&lt;br /&gt;
+2 to Strength or Constitution&lt;br /&gt;
&lt;br /&gt;
Myclings count as plants, not humanoids.&lt;br /&gt;
&lt;br /&gt;
Resist poison 8+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mycorrhizae&#039;&#039;&#039;: Myclings can extend their hair-tendrils into surrounding plants and fungi to communicate with them. This works like the druid&#039;s Nature Talking class feature, except uses are unlimited, it takes several minutes instead of a few rounds, and Myclings gain a +5 on any associated skill check. Mycling druids can do it in a few rounds, and they gain a +10 on any associated skill checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Spore Burst&lt;br /&gt;
&lt;br /&gt;
Once per battle, make a &#039;&#039;spore burst&#039;&#039; attack as a standard action using your highest ability score against the PD of 1d3 enemies engaged with you. On a hit, enemies suffer ongoing poison damage equal to 5 x your level. Enemies suffering from this ongoing damage are at a -2 to all their attacks against you. On a miss, deal poison damage equal to your level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: &#039;&#039;Spore burst&#039;&#039; can target 1d3+1 nearby enemies, and deals poison damage equal to twice your level on a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Enemies hit by spore burst are hampered until the end of their next turn.&lt;/div&gt;</summary>
		<author><name>FighterChimp</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shardworld/Races&amp;diff=284980</id>
		<title>Shardworld/Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shardworld/Races&amp;diff=284980"/>
		<updated>2015-06-22T10:05:48Z</updated>

		<summary type="html">&lt;p&gt;FighterChimp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Shardworld:Main Page]]&lt;br /&gt;
&lt;br /&gt;
The Continent is home to a diverse array of races. Most frequent are humans, and the seven human sub-races known as Shardborn, those touched by the energies of another shard. Goblins are an adaptable species of nomads, merchants, and inventors. The Dragonics are descendants of the clan most favored by the Wyrm when he walked the Earth, a long-lived race of nomads and warriors. Minotaurs are native to the isle of Bas Ata, formidable in both body and mind. Finally, the exceedingly rare fungaloid Myclings have wandered the Continent bereft of purpose since their elven creators vanished.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stereotypes:&#039;&#039; Each race has its own common physical features and behavioral inclinations, but these are just the commonly observed patterns, not definite by any means. Thus, suggestions about the personality of each kind of race are just that, suggestions- reserved and emotionally stable vulcans or warm, loving minotaurs, while uncommon, aren&#039;t impossible on the Continent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Monstrous Races&#039;&#039;: Wait, aren&#039;t goblins and minotaurs monsters? Shouldn&#039;t any adventurer worth their magic items want to slay them? In Shardworld, unless you want to end up in trouble for murder, you should probably treat goblins and minotaurs like the sentient beings they are. Goblins aren&#039;t chronic backstabbers, and are in fact quite loyal to their extended kin-groups, and tend to be more crafty and resourceful than scheming and cowardly. And Minotaurs, while still physically mighty, have a reputation for intelligence and their own complex culture. When it comes to other races classically considered to be monsters, none of the races native to the Continent are inherently evil, although there are certainly plenty of beasts not complex enough to interact with intelligent beings in ways beyond violence. Creatures that originate from and inhabit shardrealms are certainly capable of being innately &amp;quot;evil&amp;quot;(or good, or neutral, or following unfathomable motivations). Overall, though, Shardworld is a setting based on 13th Age, which disregards alignment, and anyone seeking to create a race or monster native to Shardworld should feel free to do likewise.&lt;br /&gt;
&lt;br /&gt;
=Humans=&lt;br /&gt;
&lt;br /&gt;
+2 to one ability score.&lt;br /&gt;
&lt;br /&gt;
Humans gain a bonus feat at 1st level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Quick to Fight&lt;br /&gt;
&lt;br /&gt;
At the start of each battle, roll initiative twice and choose the result you want&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: If you roll a natural 19 or 20 for initiative, increase the escalation die by 1 (usually from 0 to 1 since it&#039;s the start of the battle). This increase doesn&#039;t stack- if there are multiple humans in the party, settling on one to get this feat is wise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Increase the escalation die on a 16+ for initiative, and gain a +2 to your first attack of a battle. &lt;br /&gt;
&lt;br /&gt;
Humans are the majority on the Continent, having spread across the land long ago and propagated since. Humans are key to history, and their determination and adaptability marks them out as arguably the most influential mortal race. All the races except Goblins and Minotaurs can trace their lineage back to humanity. Humans exhibit a diverse range of culture and ethnicities, from the hardy scavengers of the southern badlands to the civilized folk of the cities around the Diamond Sea. Beyond that, they&#039;re humans- you know the drill.&lt;br /&gt;
z&lt;br /&gt;
&lt;br /&gt;
=Shardborn=&lt;br /&gt;
&lt;br /&gt;
The shardborn are born irregularly among humans. The blood of beings of other shards that lies dormant in the blood of humans occasionally flares up, and a shardborn is born to mortal parents. Approximately 1 in 100 human births result in one touched by the energies of another reality, and the child of a shardborn is more likely to be shardborn than a child of two humans. Lineages aren&#039;t always consistent- the child of two vulcans is more likely to be a vulcan than a petrite, but it&#039;s not a sure thing. The shardborn races that most commonly birth their own kind are undines and twists. The shardborn are divided into the four types of genasi, the two races descended from the goddess Selanna, and the twists, corrupted by the demons of the Abyss. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Genasi==&lt;br /&gt;
&lt;br /&gt;
Genasi is the general term given for any Shardborn with an elemental nature. Vulcans are touched by fire, Sylphs air, Petrites earth, and Undines air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Vulcans===&lt;br /&gt;
&lt;br /&gt;
+2 to Strength or Charisma&lt;br /&gt;
&lt;br /&gt;
Resist fire 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Fiery Outburst&lt;br /&gt;
&lt;br /&gt;
Once per battle, double your bonus to attack granted by the escalation die for one attack, and add the same value to the damage of that attack, hit or miss. Increase the multiplying factor for damage by one at champion and epic tier(Escalation die times three at champion/four at epic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: You also deal (3xLevel) ongoing fire damage to one enemy hit by a &#039;&#039;fiery outburst&#039;&#039; attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: You also gain temporary hit points equal to half the damage inflicted by your &#039;&#039;fiery outburst&#039;&#039; attack.&lt;br /&gt;
&lt;br /&gt;
Vulcans are also known as flame-kissed. Physically, their skin tone is generally a shade of red or orange, occasionally charcoal black or auburn. Their eyes tend to be warm shades of brown or yellow. Their hair is generally a mix of several shades within one spectrum. Vulcans don&#039;t tend towards any one build, but most build muscle easier than humans. Beyond that, vulcans . Physical quirks exhibited by vulcans include, but aren&#039;t limited to:&lt;br /&gt;
&lt;br /&gt;
-Flame-like hair that flickers like a torch even in the absence of breeze, and becomes brighter as the vulcanbecomes angrier&lt;br /&gt;
&lt;br /&gt;
-Teeth or nails of gleaming brass&lt;br /&gt;
&lt;br /&gt;
-Constantly exhaling faint clouds of smoke&lt;br /&gt;
&lt;br /&gt;
-Having a tendency to strengthen fires around them&lt;br /&gt;
&lt;br /&gt;
-Translucent, combustible blood&lt;br /&gt;
&lt;br /&gt;
-Pupils that glow blue like the center of a flame&lt;br /&gt;
&lt;br /&gt;
Behaviorally, vulcans mostly disregard law and order, acting as their whims guide them. They are prone to rapid and extreme swings of emotion, changing from jubilant to somber at a moment&#039;s notice, but usually don&#039;t take long to switch back to their usual high spirits. Vulcans have a reputation for being capricious or disloyal, but an vulcan accused of such things will probably tell you they were just doing what seemed to be most interesting. Vulcans are seen more the closer one gets to centers of population, generally preferring the fast pace of city life. Despite this, many are stricken by wanderlust, and a vulcan is the most common kind of genasi to be found in an adventuring party. Crossing a vulcan is regarded as unwise: when angered, they seethe with the rage of the inferno that birthed them, and won&#039;t stop until the target of their ire is completely annihilated, or their rage causes them to burn themselves out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sylphs===&lt;br /&gt;
&lt;br /&gt;
+2 to Dexterity or Intelligence&lt;br /&gt;
&lt;br /&gt;
Resist lightning 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Swift as the Wind&lt;br /&gt;
&lt;br /&gt;
Once per battle, you can pop free from a number of enemies equal to the escalation die, then move as a quick action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: The enemies you pop free from also have to make a normal save; on a failure, they&#039;re knocked prone by a gust of wind and lose their next move action. Particularly light or heavy enemies may have to make easy or hard saves instead, at your GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Upon activating &#039;&#039;swift as the wind&#039;&#039;, you gain flight until the end of your turn.&lt;br /&gt;
&lt;br /&gt;
Sylphs are touched by the element of air, and move and fight with the grace of wind and the fury of the storm. They&#039;re the most likely of the genasi to be able to pass for human, with frail builds, fair skin, and hair in light shades of blond, grey, and blue. Their eyes are pale shades of any human color, occasionally lacking any color at all. All sylphs seem to be followed by a slight breeze which they must focus to suppress, and that grows stronger during extremes of emotion. Other quirks observed in sylphs are:&lt;br /&gt;
&lt;br /&gt;
-Birthmarks that mimic the scars inflicted by lightning strikes&lt;br /&gt;
&lt;br /&gt;
-The ability to perfectly predict the weather&lt;br /&gt;
&lt;br /&gt;
-A constant static charge that shocks anyone they touch&lt;br /&gt;
&lt;br /&gt;
-Walking on a centimeters thick cushion of air, never actually touching the ground&lt;br /&gt;
&lt;br /&gt;
-Whorls of color that pass across their eyes like clouds&lt;br /&gt;
&lt;br /&gt;
-A slight echo to their voice&lt;br /&gt;
&lt;br /&gt;
Sylphs are regarded as the most aloof of the genasi, with good reason. Most sylphs see no reason to make friends purely for the sake of having them, preferring to be detached from all but a few close friends. They hold little reverence for laws and conventions, motivated mostly by an insatiable curiosity. Sylphs have been known to willingly place themselves in danger just to figure out a piece of information their curiosity has latched onto. They have little regard for privacy, and have turned eavesdropping into an art form. Sylphs are most drawn to careers in scholarship or art. Some sylphs are also drawn to the criminal world, and sylphs are regarded as naturals at second-story work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Petrite===&lt;br /&gt;
&lt;br /&gt;
+2 to Constitution or Wisdom&lt;br /&gt;
&lt;br /&gt;
Resist acid 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Immovable Object&lt;br /&gt;
&lt;br /&gt;
Once per battle, gain resist physical (13 + the escalation die)+ until the beginning of your next turn as a move action. Until then, you can&#039;t be moved if you don&#039;t want to be, but you also can&#039;t willingly move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: You can also rally as a quick action the turn they activate &#039;&#039;immovable object&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: At the beginning of the turn the effect ends, roll a normal save. On a success, &#039;&#039;immovable object&#039;&#039; continues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the creation myths of most cultures, Petrites are regarded as the first genasi to appear, dragging themselves from the earth. Physically, they are sturdily built, and have skin tones mimicking rocky shades of grey, brown, and infrequently green. Their eyes are deep hues of brown, grey, and emerald, and their hair, if they have any, is thick and grows slowly. Every petrite has a gemstone jutting from their skin over their heart, the source of many cultural traditions and superstitions. Many also reflect other elements of the earth that birthed them, such as:&lt;br /&gt;
&lt;br /&gt;
-Faceted, gem-like eyes&lt;br /&gt;
&lt;br /&gt;
-Crystal outcroppings that mimic hair&lt;br /&gt;
&lt;br /&gt;
-Mottled, thick skin the color of granite&lt;br /&gt;
&lt;br /&gt;
-Teeth and nails of obsidian&lt;br /&gt;
&lt;br /&gt;
-Ridges and indents in their skin that create geometric patterns &lt;br /&gt;
&lt;br /&gt;
-Keen sensitivity to the vibrations of the ground &lt;br /&gt;
&lt;br /&gt;
Petrites are renowned as loyal, dependable, and possessing a strong sense of community. They are the least outwardly expressive of the genasi, which is not to say that they don&#039;t feel- they just don&#039;t show their emotional state as strongly as an vulcan or undine, races that many petrites consider flighty and unreliable. While petrites can be integrated in human cities, the majority flock to small villages and enclaves mostly composed of petrites. They naturally adhere to laws and traditions, and are inclined to develop their own unique moral code. Each petrite settlement has a different ideology, and this tends to no small deal of conflict between separate groups of petrite. A petrite is the most common genasi to be found among the ranks of religion, with many settling in and around Temple.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Undine===&lt;br /&gt;
&lt;br /&gt;
+2 to Dexterity or Charisma&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aquatic&#039;&#039;&#039;: Undines gain a +5 bonus to any background check involving swimming, and can hold their breath for a number of hours equal to their level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Flowing Tide&lt;br /&gt;
&lt;br /&gt;
Once per battle,  you can use a standard action to make a basic attack or attack power at any point during your move action. A number of enemies equal to the escalation die, selected by you, can&#039;t intercept or make opportunity attacks against you during this combined attack-move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: You gain a +5 bonus to the attack made during the &#039;&#039;flowing tide&#039;&#039; movement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Any enemy you move next to during the &#039;&#039;flowing tide&#039;&#039; movement must roll a normal save or be dazed.&lt;br /&gt;
&lt;br /&gt;
Undines are said to &amp;quot;bleed saltwater&amp;quot;, due to their being influenced by the element of water. Their skin ranges between the many shades of water, from the sea green of the coast to the murky brown of the swamp. Their irises are universally clear blue, and their hair if they have it is generally wavy or curly, and a slightly lighter or darker shade than their skin. Perhaps the most otherworldly aspect of the undines is their finned ears and webbed hands and feet. Undine generally possess the lithe build of one who spends much time in the water. Beyond that, their physical characteristics vary depending on the body of water they were born closest to, and they can exhibit diverse traits such as:&lt;br /&gt;
&lt;br /&gt;
-Rows of pointed shark teeth&lt;br /&gt;
&lt;br /&gt;
-Voices layered with the faint noise of a babbling brook or the waves of the ocean&lt;br /&gt;
&lt;br /&gt;
-Seaweed or coral outcroppings where hair would grow&lt;br /&gt;
&lt;br /&gt;
-Actually bleeding saltwater&lt;br /&gt;
&lt;br /&gt;
-A second set of translucent eyelids that shuts horizontally&lt;br /&gt;
&lt;br /&gt;
-Swirling, wave-like markings that gently flow across their bodies&lt;br /&gt;
&lt;br /&gt;
Undines are the most variable of the genasi. Aside from their shared physical characteristics, the only common factor shared by most undines is their being born with the innate ability to swim. Undines are divided into a plethora of sub-types too numerous to codify, generally reflecting the characteristics of one body of water and its natural flora and fauna. Undines of the Diamond Sea, for example, are stately and collected natural diplomats, while the Undines of of the glacial north are nomadic and superstitious, and their cold demeanor masks the wild savagery of the icy gale.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Children of Selanna==&lt;br /&gt;
&lt;br /&gt;
Legend states that the god Selanna gave birth to these races at the end of the 1st age, creating the first of them over the course of an entire day. Those born in the light of the sun became Dawnborn, and those born under the gaze of the moon became Duskborn. The two races appear as mirrors of each other&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dawnborn===&lt;br /&gt;
&lt;br /&gt;
+2 to Wisdom or Charisma&lt;br /&gt;
&lt;br /&gt;
Resist holy 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sacred Vitality&#039;&#039;&#039;: Dawnborn characters gain an extra recovery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Daybreak&lt;br /&gt;
&lt;br /&gt;
Once per battle, make a &#039;&#039;daybreak&#039;&#039; attack as a quick action using your highest ability score against one nearby enemy&#039;s MD. On a hit, the attack deals 1d4 holy damage per level and they are dazed until the end of their next turn. On a miss, deal holy damage equal to your level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: Your &#039;&#039;daybreak&#039;&#039; attack targets 1d3 nearby enemies instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Targets hit by &#039;&#039;daybreak&#039;&#039; are weakened(save ends) instead of dazed.&lt;br /&gt;
&lt;br /&gt;
The Dawnborn appear as humans, except for skin that shines with a faint luminescence and glowing eyes with no pupils in pale shades of gold and yellow. Their hair varies from rich gold to white-blonde, and their every action seems to exude an otherworldly elegance. The Dawnborn hold a special place in the culture of the greater human race, frequently appearing as the central figure of stories ranging from the epics passed down through word of mouth among the western nomads to love poems recited in the halls of high society. They thrive in positions important to the social or spiritual well-being of those around them, born diplomats and oracles. A smaller portion of Dawnborn are drawn to the arts, and many famed creators of art from every age were Dawnborn. They are found most frequently wherever other people congregate, from the coastal metropolises to the trade caravans winding across the realm. Dawnborn who take to lives of adventure frequently become bards and clerics, roles their mystical and social aptitude make them well suited for. Dawnborn also do well as commanders, and it is said that Dawnborn generals are capable of leading their men to near-suicidal feats of bravery. &lt;br /&gt;
&lt;br /&gt;
This is not to say that the Dawnborn are all charm and grace- even the brightest sun casts shadows. Dawnborn who fall prey to their darker sides are narcissists and manipulators, many of whom discover a natural talent with darker magicks. While stories of villainous Dawnborn are uncommon, they are all the more terrifying for it. Tales of the Daykiller haunt the nightmares of every child in Temple, and the Minotaurs of Bas Ata still refuse to speak the name of the Dawnborn warleader who nearly conquered their ancient empire in the 5th Age. Indeed, it seems that none of the mortal races are capable of going quite as bad as the Dawnborn, for those that fall from the light still command the same reverence those that walk in the sun&#039;s rays do. One should be wary when around Dawnborn, for many of the shining ones are destined for some kind of greatness- pray that you don&#039;t end up in the way.&lt;br /&gt;
&lt;br /&gt;
===Duskborn===&lt;br /&gt;
&lt;br /&gt;
+2 to Dexterity or Intelligence&lt;br /&gt;
&lt;br /&gt;
Resist negative energy 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lurkers in the Dark&#039;&#039;&#039;: Duskborn can see perfectly in the dark, and gain a +3 to any background check involving stealth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Extinguish&lt;br /&gt;
&lt;br /&gt;
Once per battle, make an &#039;&#039;extinguish&#039;&#039; attack as a quick action with your highest ability score against the highest MD enemy&#039;s MD. On a hit, enemies become vulnerable to your attacks until you critically strike. On a miss, deal negative energy damage equal to your level to a random enemy. In addition, darkness shrouds the area around where you cast this spell for a few minutes. This can give small bonuses to background checks to sneak or intimidate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: Once per battle when attacking a vulnerable enemy, roll three times for your attack roll and pick the highest result.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: The turn you make an &#039;&#039;extinguish&#039;&#039; attack, you can also teleport to any shadowy area before or after the attack as a move action.&lt;br /&gt;
&lt;br /&gt;
Physically, Duskborn resemble humans drained of pigment. Their skin ranges from ash white to charcoal, with most Duskborn falling in the middle of the spectrum. Their hair can be a wide variety of dark and washed-out colors, from midnight blue to stark white. Like the Dawnborn, their eyes lack pupils or irises, glowing in soft shades of white, silver, and pale blue. They tend toward svelte and fragile builds, and the average Duskborn height is several inches below the human norm. Duskborn also possess flawless night vision and a racial affinity for stealth, making them naturally suited to underground environments. Duskborn tend to unnerve others, seeming to awaken the primal fear of the dark lurking in the minds of the races of the light. As a result, Duskborn flock to the fringes of civilization- the poor and dangerous districts and the caves and wilds outside the walls. There are a number of predominantly Duskborn settlements scattered throughout the light-less places of the world, places that tend to shun outsiders. In the cities, Duskborn&#039;s unique racial traits makes them naturally adapted to careers on the wrong side of the law, giving them a reputation as a race of criminals. This discrimination causes many to treat Duskborn with suspicion, driving them further away from mainstream society, a vicious cycle of discrimination. &lt;br /&gt;
&lt;br /&gt;
This is not to say that Duskborn haven&#039;t contributed to the world. Many of the shadow-dwellers are intellectually gifted, and they are renowned inventors, both mundane and magical. They make excellent scouts and spies, defenders of the people outside the public eye whose deeds go unnoticed. Supposedly, it was a Duskborn mage who created the basic invisibility spell long ago. As adventurers, they gravitate toward positions as rogues, rangers, and wizards, where their talents for stealth and magic thrive. A subset of Duskborn find themselves drawn to the priesthood, seeking acceptance in religion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Twists==&lt;br /&gt;
&lt;br /&gt;
+2 to Strength, Dexterity, or Constitution&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twisted Form&#039;&#039;&#039;: Pick one permanent mutation from the list below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Warped in Body and Mind&#039;&#039;: Add +2 to two defenses, and subtract 1 from another.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Demonic Corpulence&#039;&#039;: Treat your Constitution modifier as two higher for the purpose of calculating hit points. People may make fun of you for being fat, but it doesn&#039;t have any other mechanical impact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Prehensile Tail&#039;&#039;: Gain a +3 to any background check involving balance or acrobatics. Your tail can be used to hold small objects and creep people out. You can use weapons held in your tail to attack, but it can&#039;t hold two-handed weapons and attacks with one-handed light or heavy weapons are at -2 to attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barbed Claws&#039;&#039;: Your claws count as small one-handed melee weapons, and provide a +3 to any background check involving climbing, grabbing, or holding on to something.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heartfire&#039;&#039;: Your blood burns at unearthly temperatures. Gain resist cold 12+, and a +3 to background checks involving intimidation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Otherworldly Perception&#039;&#039;: Gain a +3 to any background check involving vision. Your eyes can also see something others can&#039;t, subject to GM approval. Here are some examples:&lt;br /&gt;
&lt;br /&gt;
-You can see perfectly in the dark. In fact, you can see slightly better in the dark than when it&#039;s bright out.&lt;br /&gt;
&lt;br /&gt;
-You can see the beating hearts of living things through their chests, but not other obstacles.&lt;br /&gt;
&lt;br /&gt;
-You can see the spirits of the dead.&lt;br /&gt;
&lt;br /&gt;
-You can see the lingering residue of lies for a few hours after they&#039;ve left someone&#039;s lips. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Curse of Chaos&lt;br /&gt;
&lt;br /&gt;
Once per battle as a free action when a nearby enemy rolls a natural 1–5 on an attack or a save, turn their roll into a natural 1 and improvise a further curse that shows how their attempt backfires horribly. A curse should have about the same impact as a typical once-per-battle ability. For example, a typical curse might lead to the cursed attacker dealing half damage to themself with their fumbled attack and being dazed until the end of their next turn. The GM may reward storytelling flair and/or limit the suggested effects of the curse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: Whenever a nearby enemy rolls a natural 1 on an attack against you, you can use &#039;&#039;curse&#039;&#039; of chaos against them without expending it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: You can use &#039;&#039;curse of chaos&#039;&#039; against any odd roll, not just a natural 1-5. The once per battle limit still applies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION GOES HERE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Abhumans=&lt;br /&gt;
&lt;br /&gt;
Goblins, Dragonics, Minotaurs, and Myclings are often lumped together into the category of &amp;quot;abhuman&amp;quot; for the purpose of categorization and scholarship. This term isn&#039;t used much by the common people, with the four races generally being referred to by their own name except by particularly xenophobic humans. The four races are physically and culturally distinct and share little in common, except for a common sense of being outsiders from human and shardborn communities. Goblins, while perhaps the most accepted of the abhuman races, are still regarded as being clannish because of their large kin-groups. Dragonics and Minotaurs alike have conflicted histories with human empires and are frequently regarded with some fear or suspicion. Myclings are rare and become even more so the further one gets from the Outgrowth, meaning most have no idea what to think of them. The majority of beings have only heard stories about Myclings, and these tales vary between describing the fungaloids as harmless yet bizarre and as implacable warriors in service of the Rotting Multitude&#039;s goals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Goblins==&lt;br /&gt;
&lt;br /&gt;
+2 to Dexterity, Intelligence, or Charisma&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small&#039;&#039;&#039;: Goblins have a +2 AC bonus against opportunity attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goblin Hearing&#039;&#039;&#039;: Goblins have big ears that can hear things other races can&#039;t. This doesn&#039;t provide any mechanical benefits, but it does mean they can perceive frequencies non-goblins can&#039;t, such as Shrill, the goblin language.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Adventurer Feat&#039;&#039;: Gain a +3 to background checks involving hearing, and you don&#039;t suffer any penalties to hearing rolls if you&#039;re asleep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power:&#039;&#039;&#039;: Shifty Retreat&lt;br /&gt;
&lt;br /&gt;
Once per battle when an enemy attack hits you, you can force them to reroll the attack at a -3 penalty. If they miss you with the reroll, you can pop free from them if it was a melee attack and move as a free action. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: The reroll is at a -6 penalty instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Even if the rerolled attack hits you, you only take half damage and can still move as a free action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION GOES HERE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dragonics==&lt;br /&gt;
&lt;br /&gt;
+2 to Strength or Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon-blooded&#039;&#039;&#039;: Dragonics gain +1 to AC, and they can see in the dark.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Survivor&#039;&#039;&#039;: Gain a +3 to background checks to resist the environment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: War Cry&lt;br /&gt;
&lt;br /&gt;
Once per battle as quick action, roll your recovery dice and gain temporary hit points equal to half the result. While any of these temporary hit points remain, add 1 to the results of all your damage dice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: While War Cry is active, enemies that start their turn engaged with you take damage equal to your highest ability modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Once per battle, you can expend all the temporary hit points from &#039;&#039;war cry&#039;&#039; to triple the damage bonus on an attack you make. This must be announced before the attack is made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION GOES HERE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Minotaurs==&lt;br /&gt;
&lt;br /&gt;
+2 to two of Strength, Constitution, or Intelligence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Big&#039;&#039;&#039;: Minotaurs have a -2 AC penalty against opportunity attacks. Minotaur characters probably run into some other problems due to their size, such as difficulty sneaking, breaking weapons that weren&#039;t made for minotaurs, and having to stoop to fit into dwellings of lesser mortals. Essentially, this is license for your GM to make things hard for you due to your size - some form of narrative or mechanical complication or inconvenience once or twice per session is a good benchmark.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vigor&#039;&#039;&#039;: Minotaur characters gain the &#039;&#039;toughness&#039;&#039; feat at 1st level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Horns&#039;&#039;&#039;: Minotaurs count as being armed with a simple two-handed melee weapon the same turn they move into engagement with an enemy. Attacks with their horns don&#039;t suffer class-specific attack penalties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Adventurer Feat&#039;&#039;: The first attack you make with your horns each battle is at +2 to hit and pops free smaller creatures from all engagements on hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Bull Through&lt;br /&gt;
&lt;br /&gt;
Once per battle after damage has been rolled for a successful attack against you, ignore half of the damage and roll a normal save against one ongoing effect as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: When you use &#039;&#039;bull through&#039;&#039;, gain a +2 to your defenses until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: You can use &#039;&#039;bull through&#039;&#039; twice per battle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION GOES HERE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Myclings==&lt;br /&gt;
&lt;br /&gt;
+2 to Strength or Constitution&lt;br /&gt;
&lt;br /&gt;
Myclings count as plants, not humanoids.&lt;br /&gt;
&lt;br /&gt;
Resist poison 8+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mycorrhizae&#039;&#039;&#039;: Myclings can extend their hair-tendrils into surrounding plants and fungi to communicate with them. This works like the druid&#039;s Nature Talking class feature, except uses are unlimited, it takes several minutes instead of a few rounds, and Myclings gain a +5 on any associated skill check. Mycling druids can do it in a few rounds, and they gain a +10 on any associated skill checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Spore Burst&lt;br /&gt;
&lt;br /&gt;
Once per battle, make a &#039;&#039;spore burst&#039;&#039; attack as a standard action using your highest ability score against the PD of 1d3 enemies engaged with you. On a hit, enemies suffer ongoing poison damage equal to 5 x your level. Enemies suffering from this ongoing damage are at a -2 to all their attacks against you. On a miss, deal poison damage equal to your level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: &#039;&#039;Spore burst&#039;&#039; can target 1d3+1 nearby enemies, and deals poison damage equal to twice your level on a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Enemies hit by spore burst are hampered until the end of their next turn.&lt;/div&gt;</summary>
		<author><name>FighterChimp</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shardworld/Races&amp;diff=284909</id>
		<title>Shardworld/Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shardworld/Races&amp;diff=284909"/>
		<updated>2015-06-20T09:57:01Z</updated>

		<summary type="html">&lt;p&gt;FighterChimp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Shardworld:Main Page]]&lt;br /&gt;
&lt;br /&gt;
The Continent is home to a diverse array of races. Most frequent are humans, and the seven human sub-races known as Shardborn, those touched by the energies of another shard. Goblins are an adaptable species of nomads, merchants, and inventors. The Dragonics are descendants of the clan most favored by the Wyrm when he walked the Earth, a long-lived race of nomads and warriors. Minotaurs are native to the isle of Bas Ata, formidable in both body and mind. Finally, the exceedingly rare fungaloid Myclings have wandered the Continent bereft of purpose since their elven creators vanished.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stereotypes:&#039;&#039; Each race has its own common physical features and behavioral inclinations, but these are just the commonly observed patterns, not definite by any means. Thus, suggestions about the personality of each kind of race are just that, suggestions- reserved and emotionally stable ifrit or warm, loving minotaurs, while uncommon, aren&#039;t impossible on the Continent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Monstrous Races&#039;&#039;: Wait, aren&#039;t goblins and minotaurs monsters? Shouldn&#039;t any adventurer worth their magic items want to slay them? In Shardworld, unless you want to end up in trouble for murder, you should probably treat goblins and minotaurs like the sentient beings they are. Goblins aren&#039;t chronic backstabbers, and are in fact quite loyal to their extended kin-groups, and tend to be more crafty and resourceful than scheming and cowardly. And Minotaurs, while still physically mighty, have a reputation for intelligence and their own complex culture. When it comes to other races classically considered to be monsters, none of the races native to the Continent are inherently evil, although there are certainly plenty of beasts not complex enough to interact with intelligent beings in ways beyond violence. Creatures that originate from and inhabit shardrealms are certainly capable of being innately &amp;quot;evil&amp;quot;(or good, or neutral, or following unfathomable motivations). Overall, though, Shardworld is a setting based on 13th Age, which disregards alignment, and anyone seeking to create a race or monster native to Shardworld should feel free to do likewise.&lt;br /&gt;
&lt;br /&gt;
=Humans=&lt;br /&gt;
&lt;br /&gt;
+2 to one ability score.&lt;br /&gt;
&lt;br /&gt;
Humans gain a bonus feat at 1st level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Quick to Fight&lt;br /&gt;
&lt;br /&gt;
At the start of each battle, roll initiative twice and choose the result you want&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: If you roll a natural 19 or 20 for initiative, increase the escalation die by 1 (usually from 0 to 1 since it&#039;s the start of the battle). This increase doesn&#039;t stack- if there are multiple humans in the party, settling on one to get this feat is wise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Increase the escalation die on a 16+ for initiative, and gain a +2 to your first attack of a battle. &lt;br /&gt;
&lt;br /&gt;
Humans are the majority on the Continent, having spread across the land long ago and propagated since. Humans are key to history, and their determination and adaptability marks them out as arguably the most influential mortal race. All the races except Goblins and Minotaurs can trace their lineage back to humanity. Humans exhibit a diverse range of culture and ethnicities, from the hardy scavengers of the southern badlands to the civilized folk of the cities around the Diamond Sea. Beyond that, they&#039;re humans- you know the drill.&lt;br /&gt;
z&lt;br /&gt;
&lt;br /&gt;
=Shardborn=&lt;br /&gt;
&lt;br /&gt;
The shardborn are born irregularly among humans. The blood of beings of other shards that lies dormant in the blood of humans occasionally flares up, and a shardborn is born to mortal parents. Approximately 1 in 100 human births result in one touched by the energies of another reality, and the child of a shardborn is more likely to be shardborn than a child of two humans. Lineages aren&#039;t always consistent- the child of two ifrit is more likely to be an ifrit than an oread, but it&#039;s not a sure thing. The shardborn races that most commonly birth their own kind are undines and twists. The shardborn are divided into the four types of genasi, the two races descended from the goddess Selanna, and the twists, corrupted by the demons of the Abyss. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Genasi==&lt;br /&gt;
&lt;br /&gt;
Genasi is the general term given for any Shardborn with an elemental nature. Ifrits are touched by fire, Sylphs air, Oreads earth, and Undines air. Each type of genasi have their own shared physical quirks and behavioral inclinations, but these are just the commonly observed patterns, not definite by any means. Thus, suggestions about the personality of each kind of genasi are just that, suggestions- reserved and emotionally stable ifrit or warm, loving sylphs aren&#039;t uncommon on the Continent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ifrit===&lt;br /&gt;
&lt;br /&gt;
+2 to Strength or Charisma&lt;br /&gt;
&lt;br /&gt;
Resist fire 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Fiery Outburst&lt;br /&gt;
&lt;br /&gt;
Once per battle, double your bonus to attack granted by the escalation die for one attack, and add the same value to the damage of that attack, hit or miss. Increase the multiplying factor for damage by one at champion and epic tier(Escalation die times three at champion/four at epic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: You also deal (3xLevel) ongoing fire damage to one enemy hit by a &#039;&#039;fiery outburst&#039;&#039; attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: You also gain temporary hit points equal to half the damage inflicted by your &#039;&#039;fiery outburst&#039;&#039; attack.&lt;br /&gt;
&lt;br /&gt;
Ifrit are also known as flame-kissed. Physically, their skin tone is generally a shade of red or orange, occasionally charcoal black or auburn. Their eyes tend to be warm shades of brown or yellow. Ifrit don&#039;t tend towards any one build, but most build muscle easier than humans. Beyond that, ifrit are the most variable of genasi. Physical quirks exhibited by ifrit include, but aren&#039;t limited to:&lt;br /&gt;
&lt;br /&gt;
-Flame-like hair that flickers like a torch even in the absence of breeze, and becomes brighter as the ifrit becomes angrier&lt;br /&gt;
&lt;br /&gt;
-Teeth or nails of gleaming brass&lt;br /&gt;
&lt;br /&gt;
-Constantly exhaling faint clouds of smoke&lt;br /&gt;
&lt;br /&gt;
-Having a tendency to strengthen fires around them&lt;br /&gt;
&lt;br /&gt;
-Translucent, combustible blood&lt;br /&gt;
&lt;br /&gt;
-Pupils that glow blue like the center of a flame&lt;br /&gt;
&lt;br /&gt;
Behaviorally, ifrits mostly disregard law and order, acting as their whims guide them. They are prone to rapid and extreme swings of emotion, changing from jubilant to somber at a moment&#039;s notice, but usually don&#039;t take long to switch back to their usual high spirits. Ifrit have a reputation for being capricious or disloyal, but an ifrit accused of such things will probably tell you they were just doing what seemed to be most interesting. Ifrit are seen more the closer one gets to centers of population, generally preferring the fast pace of city life. Despite this, many are stricken by wanderlust, and an ifrit is the most common kind of genasi to be found in an adventuring party. Crossing an ifrit is regarded as unwise: when angered, they seethe with the rage of the inferno that birthed them, and won&#039;t stop until the target of their ire is completely annihilated, or their rage causes them to burn themselves out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sylphs===&lt;br /&gt;
&lt;br /&gt;
+2 to Dexterity or Intelligence&lt;br /&gt;
&lt;br /&gt;
Resist lightning 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Swift as the Wind&lt;br /&gt;
&lt;br /&gt;
Once per battle, you can pop free from a number of enemies equal to the escalation die, then move as a quick action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: The enemies you pop free from also have to make a normal save; on a failure, they&#039;re knocked prone by a gust of wind and lose their next move action. Particularly light or heavy enemies may have to make easy or hard saves instead, at your GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Upon activating &#039;&#039;swift as the wind&#039;&#039;, you gain flight until the end of your turn.&lt;br /&gt;
&lt;br /&gt;
Sylphs are touched by the element of air, and move and fight with the grace of wind and the fury of the storm. They&#039;re the most likely of the genasi to be able to pass for human, with frail builds, fair skin, and hair in light shades of blond, grey, and blue. Their eyes are pale shades of any human color, occasionally lacking any color at all. All sylphs seem to be followed by a slight breeze which they must focus to suppress, and that grows stronger during extremes of emotion. Other quirks observed in sylphs are:&lt;br /&gt;
&lt;br /&gt;
-Birthmarks that mimic the scars inflicted by lightning strikes&lt;br /&gt;
&lt;br /&gt;
-The ability to perfectly predict the weather&lt;br /&gt;
&lt;br /&gt;
-A constant static charge that shocks anyone they touch&lt;br /&gt;
&lt;br /&gt;
-Walking on a centimeters thick cushion of air, never actually touching the ground&lt;br /&gt;
&lt;br /&gt;
-Whorls of color that pass across their eyes like clouds&lt;br /&gt;
&lt;br /&gt;
-A slight echo to their voice&lt;br /&gt;
&lt;br /&gt;
Sylphs are regarded as the most aloof of the genasi, with good reason. Most sylphs see no reason to make friends purely for the sake of having them, preferring to be detached from all but a few close friends. They hold little reverence for laws and conventions, motivated mostly by an insatiable curiosity. Sylphs have been known to willingly place themselves in danger just to figure out a piece of information their curiosity has latched onto. They have little regard for privacy, and have turned eavesdropping into an art form. Sylphs are most drawn to careers in scholarship or art. Some sylphs are also drawn to the criminal world, and sylphs are regarded as naturals at second-story work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Oread===&lt;br /&gt;
&lt;br /&gt;
+2 to Constitution or Wisdom&lt;br /&gt;
&lt;br /&gt;
Resist acid 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Immovable Object&lt;br /&gt;
&lt;br /&gt;
Once per battle, gain resist physical (13 + the escalation die)+ until the beginning of your next turn as a move action. Until then, you can&#039;t be moved if you don&#039;t want to be, but you also can&#039;t willingly move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: The Oread can also rally as a quick action the turn they activate &#039;&#039;immovable object&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: At the beginning of the turn the effect ends, roll a normal save. On a success, &#039;&#039;immovable object&#039;&#039; continues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the creation myths of most cultures, Oread are regarded as the first genasi to appear, dragging themselves from the earth. Physically, they are sturdily built, and have skin tones mimicking rocky shades of grey, brown, and infrequently green. Their eyes are deep hues of brown, grey, and emerald, and their hair, if they have any, is thick and grows slowly. Every Oread has a gemstone jutting from their skin over their heart, the source of many cultural traditions and superstitions. Many also reflect other elements of the earth that birthed them, such as:&lt;br /&gt;
&lt;br /&gt;
-Faceted, gem-like eyes&lt;br /&gt;
&lt;br /&gt;
-Crystal outcroppings that mimic hair&lt;br /&gt;
&lt;br /&gt;
-Mottled, thick skin the color of granite&lt;br /&gt;
&lt;br /&gt;
-Teeth and nails of obsidian&lt;br /&gt;
&lt;br /&gt;
-Ridges and indents in their skin that create geometric patterns &lt;br /&gt;
&lt;br /&gt;
-Keen sensitivity to the vibrations of the ground &lt;br /&gt;
&lt;br /&gt;
Oread are renowned as loyal, dependable, and possessing a strong sense of community. They are the least outwardly expressive of the genasi, which is not to say that they don&#039;t feel- they just don&#039;t show their emotional state as strongly as an ifrit or undine, races that many oread consider flighty and unreliable. While oread can be integrated in human cities, the majority flock to small villages and enclaves mostly composed of oread. They naturally adhere to laws and traditions, and are inclined to develop their own unique moral code. Each oread settlement has a different ideology, and this tends to no small deal of conflict between separate groups of oread. An oread is the most common genasi to be found among the ranks of religion, with many settling in and around Temple.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Undine===&lt;br /&gt;
&lt;br /&gt;
+2 to Dexterity or Charisma&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aquatic&#039;&#039;&#039;: Undines gain a +5 bonus to any background check involving swimming, and can hold their breath for a number of hours equal to their level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Flowing Tide&lt;br /&gt;
&lt;br /&gt;
Once per battle,  you can use a standard action to make a basic attack or attack power at any point during your move action. A number of enemies equal to the escalation die, selected by you, can&#039;t intercept or make opportunity attacks against you during this combined attack-move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: You gain a +5 bonus to the attack made during the &#039;&#039;flowing tide&#039;&#039; movement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Any enemy you move next to during the &#039;&#039;flowing tide&#039;&#039; movement must roll a normal save or be dazed.&lt;br /&gt;
&lt;br /&gt;
Undines are said to &amp;quot;bleed saltwater&amp;quot;, due to their being influenced by the element of water. Their skin ranges between the many shades of water, from the sea green of the coast to the murky brown of the swamp. Their irises are universally clear blue, and their hair if they have it is generally wavy or curly, and a slightly lighter or darker shade than their skin. Perhaps the most otherworldly aspect of the undines is their finned ears and webbed hands and feet. Undine generally possess the lithe build of one who spends much time in the water. Beyond that, their physical characteristics vary depending on the body of water they were born closest to, and they can exhibit diverse traits such as:&lt;br /&gt;
&lt;br /&gt;
-Rows of pointed shark teeth&lt;br /&gt;
&lt;br /&gt;
-Voices layered with the faint noise of a babbling brook or the waves of the ocean&lt;br /&gt;
&lt;br /&gt;
-Seaweed or coral outcroppings where hair would grow&lt;br /&gt;
&lt;br /&gt;
-Actually bleeding saltwater&lt;br /&gt;
&lt;br /&gt;
-A second set of translucent eyelids that shuts horizontally&lt;br /&gt;
&lt;br /&gt;
-Swirling, wave-like markings that gently flow across their bodies&lt;br /&gt;
&lt;br /&gt;
Undines are the most variable of the genasi. Aside from their shared physical characteristics, the only common factor shared by most undines is their being born with the innate ability to swim. Undines are divided into a plethora of sub-types too numerous to codify, generally reflecting the characteristics of one body of water and its natural flora and fauna. Undines of the Diamond Sea, for example, are stately and collected natural diplomats, while the Undines of of the glacial north are nomadic and superstitious, and their cold demeanor masks the wild savagery of the icy gale.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Children of Selanna==&lt;br /&gt;
&lt;br /&gt;
Legend states that the god Selanna gave birth to these races at the end of the 1st age, creating the first of them over the course of an entire day. Those born in the light of the sun became Dawnborn, and those born under the gaze of the moon became Duskborn. While the two races appear to be exact opposites, beneath the surface all children of Selanna possess many similarities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dawnborn===&lt;br /&gt;
&lt;br /&gt;
+2 to Wisdom or Charisma&lt;br /&gt;
&lt;br /&gt;
Resist holy 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sacred Vitality&#039;&#039;&#039;: Dawnborn characters gain an extra recovery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Daybreak&lt;br /&gt;
&lt;br /&gt;
Once per battle, make a &#039;&#039;daybreak&#039;&#039; attack as a quick action using your highest ability score against one nearby enemy&#039;s MD. On a hit, the attack deals 1d4 holy damage per level and they are dazed until the end of their next turn. On a miss, deal holy damage equal to your level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: Your &#039;&#039;daybreak&#039;&#039; attack targets 1d3 nearby enemies instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Targets hit by &#039;&#039;daybreak&#039;&#039; are weakened(save ends) instead of dazed.&lt;br /&gt;
&lt;br /&gt;
The Dawnborn appear as humans, except for skin that shines with a faint luminescence and glowing eyes with no pupils in pale shades of gold and yellow. Their hair varies from rich gold to white-blonde, and their every action seems to exude an otherworldly elegance. The Dawnborn hold a special place in the culture of the greater human race, frequently appearing as the central figure of stories ranging from the epics passed down through word of mouth among the western nomads to love poems recited in the halls of high society. They thrive in positions important to the social or spiritual well-being of those around them, born diplomats and oracles. A smaller portion of Dawnborn are drawn to the arts, and many famed creators of art from every age were Dawnborn. They are found most frequently wherever other people congregate, from the coastal metropolises to the trade caravans winding across the realm. Dawnborn who take to lives of adventure frequently become bards and clerics, roles their mystical and social aptitude make them well suited for. Dawnborn also do well as commanders, and it is said that Dawnborn generals are capable of leading their men to near-suicidal feats of bravery. &lt;br /&gt;
&lt;br /&gt;
This is not to say that the Dawnborn are all charm and grace- even the brightest sun casts shadows. Dawnborn who fall prey to their darker sides are narcissists and manipulators, many of whom discover a natural talent with darker magicks. While stories of villainous Dawnborn are less common, they are all the more terrifying for it. Tales of the Daykiller haunt the nightmares of every child in Temple, and the Minotaurs of Bas Ata still refuse to speak the name of the Dawnborn warleader who nearly conquered their ancient empire. Indeed, it seems that none of the mortal races are capable of going quite as bad as the Dawnborn, for those that fall from the light still command the same reverence those that walk in the sun&#039;s rays do. One should be wary when around Dawnborn, for many of the shining ones are destined for some kind of greatness- pray that you don&#039;t end up in the way.&lt;br /&gt;
&lt;br /&gt;
===Duskborn===&lt;br /&gt;
&lt;br /&gt;
+2 to Dexterity or Intelligence&lt;br /&gt;
&lt;br /&gt;
Resist negative energy 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lurkers in the Dark&#039;&#039;&#039;: Duskborn can see perfectly in the dark, and gain a +3 to any background check involving stealth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Extinguish&lt;br /&gt;
&lt;br /&gt;
Once per battle, make an &#039;&#039;extinguish&#039;&#039; attack as a quick action with your highest ability score against the highest MD enemy&#039;s MD. On a hit, enemies become vulnerable to your attacks until you critically strike. On a miss, deal negative energy damage equal to your level to a random enemy. In addition, darkness shrouds the area around where you cast this spell for a few minutes. This can give small bonuses to background checks to sneak or intimidate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: Once per battle when attacking a vulnerable enemy, roll three times for your attack roll and pick the highest result.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: The turn you make an &#039;&#039;extinguish&#039;&#039; attack, you can also teleport to any shadowy area before or after the attack as a move action.&lt;br /&gt;
&lt;br /&gt;
Physically, Duskborn resemble humans drained of pigment. Their skin ranges from ash white to charcoal, with most Duskborn falling in the middle of the spectrum. Their hair can be a wide variety of dark and washed-out colors, from midnight blue to stark white. Like the Dawnborn, their eyes lack pupils or irises, glowing in soft shades of white, silver, and pale blue. They tend toward svelte and fragile builds, and the average Duskborn height is several inches below the human norm. Duskborn also possess flawless night vision and a racial affinity for stealth, making them naturally suited to underground environments. Duskborn tend to unnerve others, seeming to awaken the primal fear of the dark lurking in the minds of the races of the light. As a result, Duskborn flock to the fringes of civilization- the poor and dangerous districts and the caves and wilds outside the walls. There are a number of predominantly Duskborn settlements scattered throughout the light-less places of the world, places that tend to shun outsiders. In the cities, Duskborn&#039;s unique racial traits makes them naturally adapted to careers on the wrong side of the law, giving them a reputation as a race of criminals. This discrimination causes many to treat Duskborn with suspicion, driving them further away from mainstream society, a vicious cycle of discrimination. &lt;br /&gt;
&lt;br /&gt;
This is not to say that Duskborn haven&#039;t contributed to the world. Many of the shadow-dwellers are intellectually gifted, and they are renowned inventors, both mundane and magical. They make excellent scouts and spies, defenders of the people outside the public eye whose deeds go unnoticed. Supposedly, it was a Duskborn mage who created the basic invisibility spell long ago. As adventurers, they gravitate toward positions as rogues, rangers, and wizards, where their talents for stealth and magic thrive. A subset of Duskborn find themselves drawn to the priesthood, seeking acceptance in religion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Twists==&lt;br /&gt;
&lt;br /&gt;
+2 to Strength, Dexterity, or Constitution&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twisted Form&#039;&#039;&#039;: Pick one permanent mutation from the list below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Warped in Body and Mind&#039;&#039;: Add +2 to two defenses, and subtract 1 from another.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Demonic Corpulence&#039;&#039;: Treat your Constitution modifier as two higher for the purpose of calculating hit points. People may make fun of you for being fat, but it doesn&#039;t have any other mechanical impact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Prehensile Tail&#039;&#039;: Gain a +3 to any background check involving balance or acrobatics. Your tail can be used to hold small objects and creep people out. You can use weapons held in your tail to attack, but it can&#039;t hold two-handed weapons and attacks with one-handed light or heavy weapons are at -2 to attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barbed Claws&#039;&#039;: Your claws count as small one-handed melee weapons, and provide a +3 to any background check involving climbing, grabbing, or holding on to something.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heartfire&#039;&#039;: Your blood burns at unearthly temperatures. Gain resist cold 12+, and a +3 to background checks involving intimidation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Otherworldly Perception&#039;&#039;: Gain a +3 to any background check involving vision. Your eyes can also see something others can&#039;t, subject to GM approval. Here are some examples:&lt;br /&gt;
&lt;br /&gt;
-You can see perfectly in the dark. In fact, you can see slightly better in the dark than when it&#039;s bright out.&lt;br /&gt;
&lt;br /&gt;
-You can see the beating hearts of living things through their chests, but not other obstacles.&lt;br /&gt;
&lt;br /&gt;
-You can see the spirits of the dead.&lt;br /&gt;
&lt;br /&gt;
-You can see the lingering residue of lies for a few hours after they&#039;ve left someone&#039;s lips. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Curse of Chaos&lt;br /&gt;
&lt;br /&gt;
Once per battle as a free action when a nearby enemy rolls a natural 1–5 on an attack or a save, turn their roll into a natural 1 and improvise a further curse that shows how their attempt backfires horribly. A curse should have about the same impact as a typical once-per-battle ability. For example, a typical curse might lead to the cursed attacker dealing half damage to themself with their fumbled attack and being dazed until the end of their next turn. The GM may reward storytelling flair and/or limit the suggested effects of the curse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: Whenever a nearby enemy rolls a natural 1 on an attack against you, you can use &#039;&#039;curse&#039;&#039; of chaos against them without expending it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: You can use &#039;&#039;curse of chaos&#039;&#039; against any odd roll, not just a natural 1-5. The once per battle limit still applies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION GOES HERE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Abhumans=&lt;br /&gt;
&lt;br /&gt;
Goblins, Dragonics, Minotaurs, and Myclings are often lumped together into the category of &amp;quot;abhuman&amp;quot; for the purpose of categorization and scholarship. This term isn&#039;t used much by the common people, with the four races generally being referred to by their own name except by particularly xenophobic humans. The four races are physically and culturally distinct and share little in common, except for a common sense of being outsiders from human and shardborn communities. Goblins, while perhaps the most accepted of the abhuman races, are still regarded as being clannish because of their large kin-groups. Dragonics and Minotaurs alike have conflicted histories with human empires and are frequently regarded with some fear or suspicion. Myclings are rare and become even more so the further one gets from the Outgrowth, meaning most have no idea what to think of them. The majority of beings have only heard stories about Myclings, and these tales vary between describing the fungaloids as harmless yet bizarre and as implacable warriors in service of the Rotting Multitude&#039;s goals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Goblins==&lt;br /&gt;
&lt;br /&gt;
+2 to Dexterity, Intelligence, or Charisma&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small&#039;&#039;&#039;: Goblins have a +2 AC bonus against opportunity attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goblin Hearing&#039;&#039;&#039;: Goblins have big ears that can hear things other races can&#039;t. This doesn&#039;t provide any mechanical benefits, but it does mean they can perceive frequencies non-goblins can&#039;t, such as Shrill, the goblin language.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Adventurer Feat&#039;&#039;: Gain a +3 to background checks involving hearing, and you don&#039;t suffer any penalties to hearing rolls if you&#039;re asleep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power:&#039;&#039;&#039;: Shifty Retreat&lt;br /&gt;
&lt;br /&gt;
Once per battle when an enemy attack hits you, you can force them to reroll the attack at a -3 penalty. If they miss you with the reroll, you can pop free from them if it was a melee attack and move as a free action. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: The reroll is at a -6 penalty instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Even if the rerolled attack hits you, you only take half damage and can still move as a free action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION GOES HERE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dragonics==&lt;br /&gt;
&lt;br /&gt;
+2 to Strength or Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon-blooded&#039;&#039;&#039;: Dragonics gain +1 to AC, and they can see in the dark.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Survivor&#039;&#039;&#039;: Gain a +3 to background checks to resist the environment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: War Cry&lt;br /&gt;
&lt;br /&gt;
Once per battle as quick action, roll your recovery dice and gain temporary hit points equal to half the result. While any of these temporary hit points remain, add 1 to the results of all your damage dice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: While War Cry is active, enemies that start their turn engaged with you take damage equal to your highest ability modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Once per battle, you can expend all the temporary hit points from &#039;&#039;war cry&#039;&#039; to triple the damage bonus on an attack you make. This must be announced before the attack is made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION GOES HERE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Minotaurs==&lt;br /&gt;
&lt;br /&gt;
+2 to two of Strength, Constitution, or Intelligence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Big&#039;&#039;&#039;: Minotaurs have a -2 AC penalty against opportunity attacks. Minotaur characters probably run into some other problems due to their size, such as difficulty sneaking, breaking weapons that weren&#039;t made for minotaurs, and having to stoop to fit into dwellings of lesser mortals. Essentially, this is license for your GM to make things hard for you due to your size - some form of narrative or mechanical complication or inconvenience once or twice per session is a good benchmark.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vigor&#039;&#039;&#039;: Minotaur characters gain the &#039;&#039;toughness&#039;&#039; feat at 1st level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Horns&#039;&#039;&#039;: Minotaurs count as being armed with a simple two-handed melee weapon the same turn they move into engagement with an enemy. Attacks with their horns don&#039;t suffer class-specific attack penalties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Adventurer Feat&#039;&#039;: The first attack you make with your horns each battle is at +2 to hit and pops free smaller creatures from all engagements on hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Bull Through&lt;br /&gt;
&lt;br /&gt;
Once per battle after damage has been rolled for a successful attack against you, ignore half of the damage and roll a normal save against one ongoing effect as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: When you use &#039;&#039;bull through&#039;&#039;, gain a +2 to your defenses until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: You can use &#039;&#039;bull through&#039;&#039; twice per battle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION GOES HERE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Myclings==&lt;br /&gt;
&lt;br /&gt;
+2 to Strength or Constitution&lt;br /&gt;
&lt;br /&gt;
Myclings count as plants, not humanoids.&lt;br /&gt;
&lt;br /&gt;
Resist poison 8+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mycorrhizae&#039;&#039;&#039;: Myclings can extend their hair-tendrils into surrounding plants and fungi to communicate with them. This works like the druid&#039;s Nature Talking class feature, except uses are unlimited, it takes several minutes instead of a few rounds, and Myclings gain a +5 on any associated skill check. Mycling druids can do it in a few rounds, and they gain a +10 on any associated skill checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Spore Burst&lt;br /&gt;
&lt;br /&gt;
Once per battle, make a &#039;&#039;spore burst&#039;&#039; attack as a standard action using your highest ability score against the PD of 1d3 enemies engaged with you. On a hit, enemies suffer ongoing poison damage equal to 5 x your level. Enemies suffering from this ongoing damage are at a -2 to all their attacks against you. On a miss, deal poison damage equal to your level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: &#039;&#039;Spore burst&#039;&#039; can target 1d3+1 nearby enemies, and deals poison damage equal to twice your level on a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Enemies hit by spore burst are hampered until the end of their next turn.&lt;/div&gt;</summary>
		<author><name>FighterChimp</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shardworld/Races&amp;diff=284906</id>
		<title>Shardworld/Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shardworld/Races&amp;diff=284906"/>
		<updated>2015-06-20T04:48:28Z</updated>

		<summary type="html">&lt;p&gt;FighterChimp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Shardworld:Main Page]]&lt;br /&gt;
&lt;br /&gt;
The Continent is home to a diverse array of races. Most frequent are humans, and the seven human sub-races known as Shardborn, those touched by the energies of another shard. Goblins are an adaptable species of nomads, merchants, and inventors. The Dragonics are descendants of the clan most favored by the Wyrm when he walked the Earth, a long-lived race of nomads and warriors. Minotaurs are native to the isle of Bas Ata, formidable in both body and mind. Finally, the exceedingly rare fungaloid Myclings have wandered the Continent bereft of purpose since their elven creators vanished.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stereotypes:&#039;&#039; Each race has its own common physical features and behavioral inclinations, but these are just the commonly observed patterns, not definite by any means. Thus, suggestions about the personality of each kind of race are just that, suggestions- reserved and emotionally stable ifrit or warm, loving minotaurs, while uncommon, aren&#039;t impossible on the Continent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Monstrous Races&#039;&#039;: Wait, aren&#039;t goblins and minotaurs monsters? Shouldn&#039;t any adventurer worth their magic items want to slay them? In Shardworld, unless you want to end up in trouble for murder, you should probably treat goblins and minotaurs like the sentient beings they are. Goblins aren&#039;t chronic backstabbers, and are in fact quite loyal to their extended kin-groups, and tend to be more crafty and resourceful than scheming and cowardly. And Minotaurs, while still physically mighty, have a reputation for intelligence and their own complex culture. When it comes to other races classically considered to be monsters, none of the races native to the Continent are inherently evil, although there are certainly plenty of beasts not complex enough to interact with intelligent beings in ways beyond violence. Creatures that originate from and inhabit shardrealms are certainly capable of being innately &amp;quot;evil&amp;quot;(or good, or neutral, or following unfathomable motivations). Overall, though, Shardworld is a setting based on 13th Age, which disregards alignment, and anyone seeking to create a race or monster native to Shardworld should feel free to do likewise.&lt;br /&gt;
&lt;br /&gt;
=Humans=&lt;br /&gt;
&lt;br /&gt;
+2 to one ability score.&lt;br /&gt;
&lt;br /&gt;
Humans gain a bonus feat at 1st level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Quick to Fight&lt;br /&gt;
&lt;br /&gt;
At the start of each battle, roll initiative twice and choose the result you want&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: If you roll a natural 19 or 20 for initiative, increase the escalation die by 1 (usually from 0 to 1 since it&#039;s the start of the battle). This increase doesn&#039;t stack- if there are multiple humans in the party, settling on one to get this feat is wise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Increase the escalation die on a 16+ for initiative, and gain a +2 to your first attack of a battle. &lt;br /&gt;
&lt;br /&gt;
Humans are the majority on the Continent, having spread across the land long ago and propagated since. Humans are key to history, and their determination and adaptability marks them out as arguably the most influential mortal race. All the races except Goblins and Minotaurs can trace their lineage back to humanity. Humans exhibit a diverse range of culture and ethnicities, from the hardy scavengers of the southern badlands to the civilized folk of the cities around the Diamond Sea. Beyond that, they&#039;re humans- you know the drill.&lt;br /&gt;
z&lt;br /&gt;
&lt;br /&gt;
=Shardborn=&lt;br /&gt;
&lt;br /&gt;
The shardborn are born irregularly among humans. The blood of beings of other shards that lies dormant in the blood of humans occasionally flares up, and a shardborn is born to mortal parents. Approximately 1 in 100 human births result in one touched by the energies of another reality, and the child of a shardborn is more likely to be shardborn than a child of two humans. Lineages aren&#039;t always consistent- the child of two ifrit is more likely to be an ifrit than an oread, but it&#039;s not a sure thing. The shardborn races that most commonly birth their own kind are undines and twists. The shardborn are divided into the four types of genasi, the two races descended from the goddess Selanna, and the twists, corrupted by the demons of the Abyss. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Genasi==&lt;br /&gt;
&lt;br /&gt;
Genasi is the general term given for any Shardborn with an elemental nature. Ifrits are touched by fire, Sylphs air, Oreads earth, and Undines air. Each type of genasi have their own shared physical quirks and behavioral inclinations, but these are just the commonly observed patterns, not definite by any means. Thus, suggestions about the personality of each kind of genasi are just that, suggestions- reserved and emotionally stable ifrit or warm, loving sylphs aren&#039;t uncommon on the Continent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ifrit===&lt;br /&gt;
&lt;br /&gt;
+2 to Strength or Charisma&lt;br /&gt;
&lt;br /&gt;
Resist fire 8+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Fiery Outburst&lt;br /&gt;
&lt;br /&gt;
Once per battle, double your bonus to attack granted by the escalation die for one attack, and add the same value to the damage of that attack, hit or miss. Increase the multiplying factor by one at champion and epic tier(Escalation die times three at champion/four at epic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: You also deal (3xLevel) ongoing fire damage to enemies targeted by &#039;&#039;fiery outburst&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: You also gain temporary hit points equal to half the damage inflicted by your &#039;&#039;fiery outburst&#039;&#039; attack.&lt;br /&gt;
&lt;br /&gt;
Ifrit are also known as flame-kissed. Physically, their skin tone is generally a shade of red or orange, occasionally charcoal black or auburn. Their eyes tend to be warm shades of brown or yellow. Ifrit don&#039;t tend towards any one build, but most build muscle easier than humans. Beyond that, ifrit are the most variable of genasi. Physical quirks exhibited by ifrit include, but aren&#039;t limited to:&lt;br /&gt;
&lt;br /&gt;
-Flame-like hair that flickers like a torch even in the absence of breeze, and becomes brighter as the ifrit becomes angrier&lt;br /&gt;
&lt;br /&gt;
-Teeth or nails of gleaming brass&lt;br /&gt;
&lt;br /&gt;
-Constantly exhaling faint clouds of smoke&lt;br /&gt;
&lt;br /&gt;
-Having a tendency to strengthen fires around them&lt;br /&gt;
&lt;br /&gt;
-Translucent, combustible blood&lt;br /&gt;
&lt;br /&gt;
-Pupils that glow blue like the center of a flame&lt;br /&gt;
&lt;br /&gt;
Behaviorally, ifrits mostly disregard law and order, acting as their whims guide them. They are prone to rapid and extreme swings of emotion, changing from jubilant to somber at a moment&#039;s notice, but usually don&#039;t take long to switch back to their usual high spirits. Ifrit have a reputation for being capricious or disloyal, but an ifrit accused of such things will probably tell you they were just doing what seemed to be most interesting. Ifrit are seen more the closer one gets to centers of population, generally preferring the fast pace of city life. Despite this, many are stricken by wanderlust, and an ifrit is the most common kind of genasi to be found in an adventuring party. Crossing an ifrit is regarded as unwise: when angered, they seethe with the rage of the inferno that birthed them, and won&#039;t stop until the target of their ire is completely annihilated, or their rage causes them to burn themselves out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sylphs===&lt;br /&gt;
&lt;br /&gt;
+2 to Dexterity or Intelligence&lt;br /&gt;
&lt;br /&gt;
Resist lightning 8+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Swift as the Wind&lt;br /&gt;
&lt;br /&gt;
Once per battle, you can pop free from a number of enemies equal to the escalation die, then move as a quick action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: The enemies you pop free from also have to make a normal save; on a failure, they&#039;re knocked prone by a gust of wind and lose their next move action. Particularly light or heavy enemies may have to make easy or hard saves instead, at your GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Upon activating &#039;&#039;swift as the wind&#039;&#039;, you gain flight until the end of your turn.&lt;br /&gt;
&lt;br /&gt;
Sylphs are touched by the element of air, and move and fight with the grace of wind and the fury of the storm. They&#039;re the most likely of the genasi to be able to pass for human, with frail builds, fair skin, and hair in light shades of blond, grey, and blue. Their eyes are pale shades of any human color, occasionally lacking any color at all. All sylphs seem to be followed by a slight breeze which they must focus to suppress, and that grows stronger during extremes of emotion. Other quirks observed in sylphs are:&lt;br /&gt;
&lt;br /&gt;
-Birthmarks that mimic the scars inflicted by lightning strikes&lt;br /&gt;
&lt;br /&gt;
-The ability to perfectly predict the weather&lt;br /&gt;
&lt;br /&gt;
-A constant static charge that shocks anyone they touch&lt;br /&gt;
&lt;br /&gt;
-Walking on a centimeters thick cushion of air, never actually touching the ground&lt;br /&gt;
&lt;br /&gt;
-Whorls of color that pass across their eyes like clouds&lt;br /&gt;
&lt;br /&gt;
-A slight echo to their voice&lt;br /&gt;
&lt;br /&gt;
Sylphs are regarded as the most aloof of the genasi, with good reason. Most sylphs see no reason to make friends purely for the sake of having them, preferring to be detached from all but a few close friends. They hold little reverence for laws and conventions, motivated mostly by an insatiable curiosity. Sylphs have been known to willingly place themselves in danger just to figure out a piece of information their curiosity has latched onto. They have little regard for privacy, and have turned eavesdropping into an art form. Sylphs are most drawn to careers in scholarship or art. Some sylphs are also drawn to the criminal world, and sylphs are regarded as naturals at second-story work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Oread===&lt;br /&gt;
&lt;br /&gt;
+2 to Constitution or Wisdom&lt;br /&gt;
&lt;br /&gt;
Resist acid 8+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Immovable Object&lt;br /&gt;
&lt;br /&gt;
Once per battle, gain resist physical (13 + the escalation die)+ until the beginning of your next turn as a move action. Until then, you can&#039;t be moved if you don&#039;t want to be, but you also can&#039;t willingly move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: The Oread can also rally as a quick action the turn they activate &#039;&#039;immovable object&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: At the beginning of the turn the effect ends, roll a normal save. On a success, &#039;&#039;immovable object&#039;&#039; continues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the creation myths of most cultures, Oread are regarded as the first genasi to appear, dragging themselves from the earth. Physically, they are sturdily built, and have skin tones mimicking rocky shades of grey, brown, and infrequently green. Their eyes are deep hues of brown, grey, and emerald, and their hair, if they have any, is thick and grows slowly. Every Oread has a gemstone jutting from their skin over their heart, the source of many cultural traditions and superstitions. Many also reflect other elements of the earth that birthed them, such as:&lt;br /&gt;
&lt;br /&gt;
-Faceted, gem-like eyes&lt;br /&gt;
&lt;br /&gt;
-Crystal outcroppings that mimic hair&lt;br /&gt;
&lt;br /&gt;
-Mottled, thick skin the color of granite&lt;br /&gt;
&lt;br /&gt;
-Teeth and nails of obsidian&lt;br /&gt;
&lt;br /&gt;
-Ridges and indents in their skin that create geometric patterns &lt;br /&gt;
&lt;br /&gt;
-Keen sensitivity to the vibrations of the ground &lt;br /&gt;
&lt;br /&gt;
Oread are renowned as loyal, dependable, and possessing a strong sense of community. They are the least outwardly expressive of the genasi, which is not to say that they don&#039;t feel- they just don&#039;t show their emotional state as strongly as an ifrit or undine, races that many oread consider flighty and unreliable. While oread can be integrated in human cities, the majority flock to small villages and enclaves mostly composed of oread. They naturally adhere to laws and traditions, and are inclined to develop their own unique moral code. Each oread settlement has a different ideology, and this tends to no small deal of conflict between separate groups of oread. An oread is the most common genasi to be found among the ranks of religion, with many settling in and around Temple.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Undine===&lt;br /&gt;
&lt;br /&gt;
+2 to Dexterity or Charisma&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aquatic&#039;&#039;&#039;: Undines gain a +5 bonus to any background check involving swimming, and can hold their breath for a number of hours equal to their level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Flowing Tide&lt;br /&gt;
&lt;br /&gt;
Once per battle,  you can use a standard action to make a basic attack or attack power at any point during your move action. A number of enemies equal to the escalation die, selected by you, can&#039;t intercept or make opportunity attacks against you during this combined attack-move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: You gain a +5 bonus to the attack made during the &#039;&#039;flowing tide&#039;&#039; movement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Any enemy you move next to during the &#039;&#039;flowing tide&#039;&#039; movement must roll a normal save or be dazed.&lt;br /&gt;
&lt;br /&gt;
Undines are said to &amp;quot;bleed saltwater&amp;quot;, due to their being influenced by the element of water. Their skin ranges between the many shades of water, from the sea green of the coast to the murky brown of the swamp. Their irises are universally clear blue, and their hair if they have it is generally wavy or curly, and a slightly lighter or darker shade than their skin. Perhaps the most otherworldly aspect of the undines is their finned ears and webbed hands and feet. Undine generally possess the lithe build of one who spends much time in the water. Beyond that, their physical characteristics vary depending on the body of water they were born closest to, and they can exhibit diverse traits such as:&lt;br /&gt;
&lt;br /&gt;
-Rows of pointed shark teeth&lt;br /&gt;
&lt;br /&gt;
-Voices layered with the faint noise of a babbling brook or the waves of the ocean&lt;br /&gt;
&lt;br /&gt;
-Seaweed or coral outcroppings where hair would grow&lt;br /&gt;
&lt;br /&gt;
-Actually bleeding saltwater&lt;br /&gt;
&lt;br /&gt;
-A second set of translucent eyelids that shuts horizontally&lt;br /&gt;
&lt;br /&gt;
-Swirling, wave-like markings that gently flow across their bodies&lt;br /&gt;
&lt;br /&gt;
Undines are the most variable of the genasi. Aside from their shared physical characteristics, the only common factor shared by most undines is their being born with the innate ability to swim. Undines are divided into a plethora of sub-types too numerous to codify, generally reflecting the characteristics of one body of water and its natural flora and fauna. Undines of the Diamond Sea, for example, are stately and collected natural diplomats, while the Undines of of the glacial north are nomadic and superstitious, and their cold demeanor masks the wild savagery of the icy gale.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Children of Selanna==&lt;br /&gt;
&lt;br /&gt;
Legend states that the god Selanna gave birth to these races at the end of the 1st age, creating the first of them over the course of an entire day. Those born in the light of the sun became Dawnborn, and those born under the gaze of the moon became Duskborn. While the two races appear to be exact opposites, beneath the surface all children of Selanna possess many similarities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dawnborn===&lt;br /&gt;
&lt;br /&gt;
+2 to Wisdom or Charisma&lt;br /&gt;
&lt;br /&gt;
Resist holy 8+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sacred Vitality&#039;&#039;&#039;: Dawnborn characters gain an extra recovery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Daybreak&lt;br /&gt;
&lt;br /&gt;
Once per battle, make a &#039;&#039;daybreak&#039;&#039; attack as a quick action using your highest ability score against one nearby enemy&#039;s MD. On a hit, the attack deals 1d4 holy damage per level and they are dazed until the end of their next turn. On a miss, deal holy damage equal to your level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: Your &#039;&#039;daybreak&#039;&#039; attack targets 1d3 nearby enemies instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Targets hit by &#039;&#039;daybreak&#039;&#039; are weakened(save ends) instead of dazed.&lt;br /&gt;
&lt;br /&gt;
The Dawnborn appear as humans, except for skin that shines with a faint luminescence and glowing eyes with no pupils in pale shades of gold and yellow. Their hair varies from rich gold to white-blonde, and their every action seems to exude an otherworldly elegance. The Dawnborn hold a special place in the culture of the greater human race, frequently appearing as the central figure of stories ranging from the epics passed down through word of mouth among the western nomads to love poems recited in the halls of high society. They thrive in positions important to the social or spiritual well-being of those around them, born diplomats and oracles. A smaller portion of Dawnborn are drawn to the arts, and many famed creators of art from every age were Dawnborn. They are found most frequently wherever other people congregate, from the coastal metropolises to the trade caravans winding across the realm. Dawnborn who take to lives of adventure frequently become bards and clerics, roles their mystical and social aptitude make them well suited for. Dawnborn also do well as commanders, and it is said that Dawnborn generals are capable of leading their men to near-suicidal feats of bravery. &lt;br /&gt;
&lt;br /&gt;
This is not to say that the Dawnborn are all charm and grace- even the brightest sun casts shadows. Dawnborn who fall prey to their darker sides are narcissists and manipulators, many of whom discover a natural talent with darker magicks. While stories of villainous Dawnborn are less common, they are all the more terrifying for it. Tales of the Daykiller haunt the nightmares of every child in Temple, and the Minotaurs of Bas Ata still refuse to speak the name of the Dawnborn warleader who nearly conquered their ancient empire. Indeed, it seems that none of the mortal races are capable of going quite as bad as the Dawnborn, for those that fall from the light still command the same reverence those that walk in the sun&#039;s rays do. One should be wary when around Dawnborn, for many of the shining ones are destined for some kind of greatness- pray that you don&#039;t end up in the way.&lt;br /&gt;
&lt;br /&gt;
===Duskborn===&lt;br /&gt;
&lt;br /&gt;
+2 to Dexterity or Intelligence&lt;br /&gt;
&lt;br /&gt;
Resist negative energy 8+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lurkers in the Dark&#039;&#039;&#039;: Duskborn can see perfectly in the dark, and gain a +3 to any background check involving stealth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Extinguish&lt;br /&gt;
&lt;br /&gt;
Once per battle, make an &#039;&#039;extinguish&#039;&#039; attack as a quick action with your highest ability score against the highest MD enemy&#039;s MD. On a hit, enemies become vulnerable to your attacks until you critically strike. On a miss, deal negative energy damage equal to your level to a random enemy. In addition, darkness shrouds the area around where you cast this spell for a few minutes. This can give small bonuses to background checks to sneak or intimidate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: Once per battle when attacking a vulnerable enemy, roll three times for your attack roll and pick the highest result.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: The turn you make an &#039;&#039;extinguish&#039;&#039; attack, you can also teleport to any shadowy area before or after the attack as a move action.&lt;br /&gt;
&lt;br /&gt;
Physically, Duskborn resemble humans drained of pigment. Their skin ranges from ash white to charcoal, with most Duskborn falling in the middle of the spectrum. Their hair can be a wide variety of dark and washed-out colors, from midnight blue to stark white. Like the Dawnborn, their eyes lack pupils or irises, glowing in soft shades of white, silver, and pale blue. They tend toward svelte and fragile builds, and the average Duskborn height is several inches below the human norm. Duskborn also possess flawless night vision and a racial affinity for stealth, making them naturally suited to underground environments. Duskborn tend to unnerve others, seeming to awaken the primal fear of the dark lurking in the minds of the races of the light. As a result, Duskborn flock to the fringes of civilization- the poor and dangerous districts and the caves and wilds outside the walls. There are a number of predominantly Duskborn settlements scattered throughout the light-less places of the world, places that tend to shun outsiders. In the cities, Duskborn&#039;s unique racial traits makes them naturally adapted to careers on the wrong side of the law, giving them a reputation as a race of criminals. This discrimination causes many to treat Duskborn with suspicion, driving them further away from mainstream society, a vicious cycle of discrimination. &lt;br /&gt;
&lt;br /&gt;
This is not to say that Duskborn haven&#039;t contributed to the world. Many of the shadow-dwellers are intellectually gifted, and they are renowned inventors, both mundane and magical. They make excellent scouts and spies, defenders of the people outside the public eye whose deeds go unnoticed. Supposedly, it was a Duskborn mage who created the basic invisibility spell long ago. As adventurers, they gravitate toward positions as rogues, rangers, and wizards, where their talents for stealth and magic thrive. A subset of Duskborn find themselves drawn to the priesthood, seeking acceptance in religion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Twists==&lt;br /&gt;
&lt;br /&gt;
+2 to Strength, Dexterity, or Constitution&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twisted Form&#039;&#039;&#039;: Pick one permanent mutation from the list below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Warped in Body and Mind&#039;&#039;: Gain a permanent +1 to your defenses. However, your confidence in your demonic toughness causes you to ignore danger- vulnerability expands the crit range of attacks against you by 4 instead of 2. Your GM is encouraged to use monsters that cause vulnerability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Demonic Corpulence&#039;&#039;: Treat your Constitution modifier as two higher for the purpose of calculating hit points. People may make fun of you for being fat, but it doesn&#039;t have any other mechanical impact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Prehensile Tail&#039;&#039;: Gain a +3 to any background check involving balance or acrobatics. Your tail can be used to hold small objects and creep people out. You can use weapons held in your tail to attack, but it can&#039;t hold two-handed weapons and attacks with one-handed light or heavy weapons are at -2 to attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barbed Claws&#039;&#039;: Your claws count as small one-handed melee weapons, and provide a +3 to any background check involving climbing, grabbing, or holding on to something.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Otherworldly Perception&#039;&#039;: Gain a +3 to any background check involving vision. Your eyes can also see something others can&#039;t, subject to GM approval. Here are some examples:&lt;br /&gt;
&lt;br /&gt;
-You can see perfectly in the dark. In fact, you can see slightly better in the dark than when it&#039;s bright out.&lt;br /&gt;
&lt;br /&gt;
-You can see the beating hearts of living things through their chests, but not other obstacles.&lt;br /&gt;
&lt;br /&gt;
-You can see the spirits of the dead.&lt;br /&gt;
&lt;br /&gt;
-You can see the lingering residue of lies for a few hours after they&#039;ve left someone&#039;s lips. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Curse of Chaos&lt;br /&gt;
&lt;br /&gt;
Once per battle as a free action when a nearby enemy rolls a natural 1–5 on an attack or a save, turn their roll into a natural 1 and improvise a further curse that shows how their attempt backfires horribly. A curse should have about the same impact as a typical once-per-battle ability. For example, a typical curse might lead to the cursed attacker dealing half damage to themself with their fumbled attack and being dazed until the end of their next turn. The GM may reward storytelling flair and/or limit the suggested effects of the curse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: Whenever a nearby enemy rolls a natural 1 on an attack against you, you can use &#039;&#039;curse&#039;&#039; of chaos against them without expending it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: You can use &#039;&#039;curse of chaos&#039;&#039; against any odd roll, not just a natural 1-5. The once per battle limit still applies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION GOES HERE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Abhumans=&lt;br /&gt;
&lt;br /&gt;
Goblins, Dragonics, Minotaurs, and Myclings are often lumped together into the category of &amp;quot;abhuman&amp;quot; for the purpose of categorization and scholarship. This term isn&#039;t used much by the common people, with the four races generally being referred to by their own name except by particularly xenophobic humans. The four races are physically and culturally distinct and share little in common, except for a common sense of being outsiders from human and shardborn communities. Goblins, while perhaps the most accepted of the abhuman races, are still regarded as being clannish because of their large kin-groups. Dragonics and Minotaurs alike have conflicted histories with human empires and are frequently regarded with some fear or suspicion. Myclings are rare and become even more so the further one gets from the Outgrowth, meaning most have no idea what to think of them. The majority of beings have only heard stories about Myclings, and these tales vary between describing the fungaloids as harmless yet bizarre and as implacable warriors in service of the Rotting Multitude&#039;s goals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Goblins==&lt;br /&gt;
&lt;br /&gt;
+2 to Dexterity, Intelligence, or Charisma&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small&#039;&#039;&#039;: Goblins have a +2 AC bonus against opportunity attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goblin Hearing&#039;&#039;&#039;: Goblins have big ears that can hear things other races can&#039;t. This doesn&#039;t provide any mechanical benefits, but it does mean they can perceive frequencies non-goblins can&#039;t, such as Shrill, the goblin language.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Adventurer Feat&#039;&#039;: Gain a +3 to background checks involving hearing, and you don&#039;t suffer any penalties to hearing rolls if you&#039;re asleep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power:&#039;&#039;&#039;: Shifty Retreat&lt;br /&gt;
&lt;br /&gt;
Once per battle when an enemy attack hits you, you can force them to reroll the attack at a -3 penalty. If they miss you with the reroll, you can pop free from them if it was a melee attack and move as a free action. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: The reroll is at a -6 penalty instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Even if the rerolled attack hits you, you only take half damage and can still move as a free action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION GOES HERE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dragonics==&lt;br /&gt;
&lt;br /&gt;
+2 to Strength or Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon-blooded&#039;&#039;&#039;: Dragonics gain +1 to AC, and they can see in the dark.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Survivor&#039;&#039;&#039;: Gain a +3 to background checks to resist the environment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: War Cry&lt;br /&gt;
&lt;br /&gt;
Once per battle as quick action, roll your recovery dice and gain temporary hit points equal to half the result. While any of these temporary hit points remain, add 1 to the results of all your damage dice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: While War Cry is active, enemies that start their turn engaged with you take damage equal to your highest ability modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Once per battle, you can expend all the temporary hit points from &#039;&#039;war cry&#039;&#039; to triple the damage bonus on an attack you make. This must be announced before the attack is made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION GOES HERE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Minotaurs==&lt;br /&gt;
&lt;br /&gt;
+2 to two of Strength, Constitution, or Intelligence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Big&#039;&#039;&#039;: Minotaurs have a -2 AC penalty against opportunity attacks. Minotaur characters probably run into some other problems due to their size, such as difficulty sneaking, breaking weapons that weren&#039;t made for minotaurs, and having to stoop to fit into dwellings of lesser mortals. Essentially, this is license for your GM to make things hard for you due to your size - some form of narrative or mechanical complication or inconvenience once or twice per session is a good benchmark.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vigor&#039;&#039;&#039;: Minotaur characters gain the &#039;&#039;toughness&#039;&#039; feat at 1st level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Horns&#039;&#039;&#039;: Minotaurs count as being armed with a simple two-handed melee weapon the same turn they move into engagement with an enemy. Attacks with their horns don&#039;t suffer class-specific attack penalties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Adventurer Feat&#039;&#039;: The first attack you make with your horns each battle is at +2 to hit and pops free smaller creatures from all engagements on hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Bull Through&lt;br /&gt;
&lt;br /&gt;
Once per battle after damage has been rolled for a successful attack against you, ignore half of the damage and roll a normal save against one ongoing effect as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: When you use &#039;&#039;bull through&#039;&#039;, gain a +2 to your defenses until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: You can use &#039;&#039;bull through&#039;&#039; twice per battle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION GOES HERE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Myclings==&lt;br /&gt;
&lt;br /&gt;
+2 to Strength or Constitution&lt;br /&gt;
&lt;br /&gt;
Myclings count as plants, not humanoids.&lt;br /&gt;
&lt;br /&gt;
Resist poison 8+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mycorrhizae&#039;&#039;&#039;: Myclings can extend their hair-tendrils into surrounding plants and fungi to communicate with them. This works like the druid&#039;s Nature Talking class feature, except uses are unlimited, it takes several minutes instead of a few rounds, and Myclings gain a +5 on any associated skill check. Mycling druids can do it in a few rounds, and they gain a +10 on any associated skill checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Spore Burst&lt;br /&gt;
&lt;br /&gt;
Once per battle, make a &#039;&#039;spore burst&#039;&#039; attack as a standard action using your highest ability score against the PD of 1d3 enemies engaged with you. On a hit, enemies suffer ongoing poison damage equal to 5 x your level. Enemies suffering from this ongoing damage are at a -2 to all their attacks against you. On a miss, deal poison damage equal to your level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: &#039;&#039;Spore burst&#039;&#039; can target 1d3+1 nearby enemies, and deals poison damage equal to twice your level on a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Enemies hit by spore burst are hampered until the end of their next turn.&lt;/div&gt;</summary>
		<author><name>FighterChimp</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shardworld/Races&amp;diff=284902</id>
		<title>Shardworld/Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shardworld/Races&amp;diff=284902"/>
		<updated>2015-06-20T02:57:10Z</updated>

		<summary type="html">&lt;p&gt;FighterChimp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Shardworld:Main Page]]&lt;br /&gt;
&lt;br /&gt;
The Continent is home to a diverse array of races. Most frequent are humans, and the seven human sub-races known as Shardborn, those touched by the energies of another shard. Goblins are an adaptable species of nomads, merchants, and inventors. The Dragonics are descendants of the clan most favored by the Wyrm when he walked the Earth, a long-lived race of nomads and warriors. Minotaurs are native to the isle of Bas Ata, formidable in both body and mind. Finally, the exceedingly rare fungaloid Myclings have wandered the Continent bereft of purpose since their elven creators vanished.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stereotypes:&#039;&#039; Each race has its own common physical features and behavioral inclinations, but these are just the commonly observed patterns, not definite by any means. Thus, suggestions about the personality of each kind of race are just that, suggestions- reserved and emotionally stable ifrit or warm, loving minotaurs, while uncommon, aren&#039;t impossible on the Continent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Monstrous Races&#039;&#039;: Wait, aren&#039;t goblins and minotaurs monsters? Shouldn&#039;t any adventurer worth their magic items want to slay them? In Shardworld, unless you want to end up in trouble for murder, you should probably treat goblins and minotaurs like the sentient beings they are. Goblins aren&#039;t chronic backstabbers, and are in fact quite loyal to their extended kin-groups, and tend to be more crafty and resourceful than scheming and cowardly. And Minotaurs, while still physically mighty, have a reputation for intelligence and their own complex culture. When it comes to other races classically considered to be monsters, none of the races native to the Continent are inherently evil, although there are certainly plenty of beasts not complex enough to interact with intelligent beings in ways beyond violence. Creatures that originate from and inhabit shardrealms are certainly capable of being innately &amp;quot;evil&amp;quot;(or good, or neutral, or following unfathomable motivations). Overall, though, Shardworld is a setting based on 13th Age, which disregards alignment, and anyone seeking to create a race or monster native to Shardworld should feel free to do likewise.&lt;br /&gt;
&lt;br /&gt;
=Humans=&lt;br /&gt;
&lt;br /&gt;
+2 to one ability score.&lt;br /&gt;
&lt;br /&gt;
Humans gain a bonus feat at 1st level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Quick to Fight&lt;br /&gt;
&lt;br /&gt;
At the start of each battle, roll initiative twice and choose the result you want&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: If you roll a natural 19 or 20 for initiative, increase the escalation die by 1 (usually from 0 to 1 since it&#039;s the start of the battle). This increase doesn&#039;t stack- if there are multiple humans in the party, settling on one to get this feat is wise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Increase the escalation die on a 16+ for initiative, and gain a +2 to your first attack of a battle. &lt;br /&gt;
&lt;br /&gt;
Humans are the majority on the Continent, having spread across the land long ago and propagated since. Humans are key to history, and their determination and adaptability marks them out as arguably the most influential mortal race. All the races except Goblins and Minotaurs can trace their lineage back to humanity. Humans exhibit a diverse range of culture and ethnicities, from the hardy scavengers of the southern badlands to the civilized folk of the cities around the Diamond Sea. Beyond that, they&#039;re humans- you know the drill.&lt;br /&gt;
z&lt;br /&gt;
&lt;br /&gt;
=Shardborn=&lt;br /&gt;
&lt;br /&gt;
The shardborn are born irregularly among humans. The blood of beings of other shards that lies dormant in the blood of humans occasionally flares up, and a shardborn is born to mortal parents. Approximately 1 in 100 human births result in one touched by the energies of another reality, and the child of a shardborn is more likely to be shardborn than a child of two humans. Lineages aren&#039;t always consistent- the child of two ifrit is more likely to be an ifrit than an oread, but it&#039;s not a sure thing. The shardborn races that most commonly birth their own kind are undines and twists. The shardborn are divided into the four types of genasi, the two races descended from the goddess Selanna, and the twists, corrupted by the demons of the Abyss. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Genasi==&lt;br /&gt;
&lt;br /&gt;
Genasi is the general term given for any Shardborn with an elemental nature. Ifrits are touched by fire, Sylphs air, Oreads earth, and Undines air. Each type of genasi have their own shared physical quirks and behavioral inclinations, but these are just the commonly observed patterns, not definite by any means. Thus, suggestions about the personality of each kind of genasi are just that, suggestions- reserved and emotionally stable ifrit or warm, loving sylphs aren&#039;t uncommon on the Continent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ifrit===&lt;br /&gt;
&lt;br /&gt;
+2 to Strength or Charisma&lt;br /&gt;
&lt;br /&gt;
Resist fire 8+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Fiery Outburst&lt;br /&gt;
&lt;br /&gt;
Once per battle, double your bonus to attack granted by the escalation die for one attack, and add the same value to the damage of that attack, hit or miss. Increase the multiplying factor by one at champion and epic tier(Escalation die times three at champion/four at epic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: You also deal (3xLevel) ongoing fire damage to enemies targeted by &#039;&#039;fiery outburst&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: You also gain temporary hit points equal to half the damage inflicted by your &#039;&#039;fiery outburst&#039;&#039; attack.&lt;br /&gt;
&lt;br /&gt;
Ifrit are also known as flame-kissed. Physically, their skin tone is generally a shade of red or orange, occasionally charcoal black or auburn. Their eyes tend to be warm shades of brown or yellow. Ifrit don&#039;t tend towards any one build, but most build muscle easier than humans. Beyond that, ifrit are the most variable of genasi. Physical quirks exhibited by ifrit include, but aren&#039;t limited to:&lt;br /&gt;
&lt;br /&gt;
-Flame-like hair that flickers like a torch even in the absence of breeze, and becomes brighter as the ifrit becomes angrier&lt;br /&gt;
&lt;br /&gt;
-Teeth or nails of gleaming brass&lt;br /&gt;
&lt;br /&gt;
-Constantly exhaling faint clouds of smoke&lt;br /&gt;
&lt;br /&gt;
-Having a tendency to strengthen fires around them&lt;br /&gt;
&lt;br /&gt;
-Translucent, combustible blood&lt;br /&gt;
&lt;br /&gt;
-Pupils that glow blue like the center of a flame&lt;br /&gt;
&lt;br /&gt;
Behaviorally, ifrits mostly disregard law and order, acting as their whims guide them. They are prone to rapid and extreme swings of emotion, changing from jubilant to somber at a moment&#039;s notice, but usually don&#039;t take long to switch back to their usual high spirits. Ifrit have a reputation for being capricious or disloyal, but an ifrit accused of such things will probably tell you they were just doing what seemed to be most interesting. Ifrit are seen more the closer one gets to centers of population, generally preferring the fast pace of city life. Despite this, many are stricken by wanderlust, and an ifrit is the most common kind of genasi to be found in an adventuring party. Crossing an ifrit is regarded as unwise: when angered, they seethe with the rage of the inferno that birthed them, and won&#039;t stop until the target of their ire is completely annihilated, or their rage causes them to burn themselves out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sylphs===&lt;br /&gt;
&lt;br /&gt;
+2 to Dexterity or Intelligence&lt;br /&gt;
&lt;br /&gt;
Resist lightning 8+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Swift as the Wind&lt;br /&gt;
&lt;br /&gt;
Once per battle, you can pop free from a number of enemies equal to the escalation die, then move as a quick action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: The enemies you pop free from also have to make a normal save; on a failure, they&#039;re knocked prone by a gust of wind and lose their next move action. Particularly light or heavy enemies may have to make easy or hard saves instead, at your GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Upon activating &#039;&#039;swift as the wind&#039;&#039;, you gain flight until the end of your turn.&lt;br /&gt;
&lt;br /&gt;
Sylphs are touched by the element of air, and move and fight with the grace of wind and the fury of the storm. They&#039;re the most likely of the genasi to be able to pass for human, with frail builds, fair skin, and hair in light shades of blond, grey, and blue. Their eyes are pale shades of any human color, occasionally lacking any color at all. All sylphs seem to be followed by a slight breeze which they must focus to suppress, and that grows stronger during extremes of emotion. Other quirks observed in sylphs are:&lt;br /&gt;
&lt;br /&gt;
-Birthmarks that mimic the scars inflicted by lightning strikes&lt;br /&gt;
&lt;br /&gt;
-The ability to perfectly predict the weather&lt;br /&gt;
&lt;br /&gt;
-A constant static charge that shocks anyone they touch&lt;br /&gt;
&lt;br /&gt;
-Walking on a centimeters thick cushion of air, never actually touching the ground&lt;br /&gt;
&lt;br /&gt;
-Whorls of color that pass across their eyes like clouds&lt;br /&gt;
&lt;br /&gt;
-A slight echo to their voice&lt;br /&gt;
&lt;br /&gt;
Sylphs are regarded as the most aloof of the genasi, with good reason. Most sylphs see no reason to make friends purely for the sake of having them, preferring to be detached from all but a few close friends. They hold little reverence for laws and conventions, motivated mostly by an insatiable curiosity. Sylphs have been known to willingly place themselves in danger just to figure out a piece of information their curiosity has latched onto. They have little regard for privacy, and have turned eavesdropping into an art form. Sylphs are most drawn to careers in scholarship or art. Some sylphs are also drawn to the criminal world, and sylphs are regarded as naturals at second-story work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Oread===&lt;br /&gt;
&lt;br /&gt;
+2 to Constitution or Wisdom&lt;br /&gt;
&lt;br /&gt;
Resist acid 8+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Immovable Object&lt;br /&gt;
&lt;br /&gt;
Once per battle, gain resist physical (13 + the escalation die)+ until the beginning of your next turn as a move action. Until then, you can&#039;t be moved if you don&#039;t want to be, but you also can&#039;t willingly move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: The Oread can also rally as a quick action the turn they activate &#039;&#039;immovable object&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: At the beginning of the turn the effect ends, roll a normal save. On a success, &#039;&#039;immovable object&#039;&#039; continues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the creation myths of most cultures, Oread are regarded as the first genasi to appear, dragging themselves from the earth. Physically, they are sturdily built, and have skin tones mimicking rocky shades of grey, brown, and infrequently green. Their eyes are deep hues of brown, grey, and emerald, and their hair, if they have any, is thick and grows slowly. Every Oread has a gemstone jutting from their skin over their heart, the source of many cultural traditions and superstitions. Many also reflect other elements of the earth that birthed them, such as:&lt;br /&gt;
&lt;br /&gt;
-Faceted, gem-like eyes&lt;br /&gt;
&lt;br /&gt;
-Crystal outcroppings that mimic hair&lt;br /&gt;
&lt;br /&gt;
-Mottled, thick skin the color of granite&lt;br /&gt;
&lt;br /&gt;
-Teeth and nails of obsidian&lt;br /&gt;
&lt;br /&gt;
-Ridges and indents in their skin that create geometric patterns &lt;br /&gt;
&lt;br /&gt;
-Keen sensitivity to the vibrations of the ground &lt;br /&gt;
&lt;br /&gt;
Oread are renowned as loyal, dependable, and possessing a strong sense of community. They are the least outwardly expressive of the genasi, which is not to say that they don&#039;t feel- they just don&#039;t show their emotional state as strongly as an ifrit or undine, races that many oread consider flighty and unreliable. While oread can be integrated in human cities, the majority flock to small villages and enclaves mostly composed of oread. They naturally adhere to laws and traditions, and are inclined to develop their own unique moral code. Each oread settlement has a different ideology, and this tends to no small deal of conflict between separate groups of oread. An oread is the most common genasi to be found among the ranks of religion, with many settling in and around Temple.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Undine===&lt;br /&gt;
&lt;br /&gt;
+2 to Dexterity or Charisma&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aquatic&#039;&#039;&#039;: Undines gain a +5 bonus to any background check involving swimming, and can hold their breath for a number of hours equal to their level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Flowing Tide&lt;br /&gt;
&lt;br /&gt;
Once per battle,  you can use a standard action to make a basic attack or attack power at any point during your move action. A number of enemies equal to the escalation die, selected by you, can&#039;t intercept or make opportunity attacks against you during this combined attack-move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: You gain a +5 bonus to the attack made during the &#039;&#039;flowing tide&#039;&#039; movement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Any enemy you move next to during the &#039;&#039;flowing tide&#039;&#039; movement must roll a normal save or be dazed.&lt;br /&gt;
&lt;br /&gt;
Undines are said to &amp;quot;bleed saltwater&amp;quot;, due to their being influenced by the element of water. Their skin ranges between the many shades of water, from the sea green of the coast to the murky brown of the swamp. Their irises are universally clear blue, and their hair if they have it is generally wavy or curly, and a slightly lighter or darker shade than their skin. Perhaps the most otherworldly aspect of the undines is their finned ears and webbed hands and feet. Undine generally possess the lithe build of one who spends much time in the water. Beyond that, their physical characteristics vary depending on the body of water they were born closest to, and they can exhibit diverse traits such as:&lt;br /&gt;
&lt;br /&gt;
-Rows of pointed shark teeth&lt;br /&gt;
&lt;br /&gt;
-Voices layered with the faint noise of a babbling brook or the waves of the ocean&lt;br /&gt;
&lt;br /&gt;
-Seaweed or coral outcroppings where hair would grow&lt;br /&gt;
&lt;br /&gt;
-Actually bleeding saltwater&lt;br /&gt;
&lt;br /&gt;
-A second set of translucent eyelids that shuts horizontally&lt;br /&gt;
&lt;br /&gt;
-Swirling, wave-like markings that gently flow across their bodies&lt;br /&gt;
&lt;br /&gt;
Undines are the most variable of the genasi. Aside from their shared physical characteristics, the only common factor shared by most undines is their being born with the innate ability to swim. Undines are divided into a plethora of sub-types too numerous to codify, generally reflecting the characteristics of one body of water and its natural flora and fauna. Undines of the Diamond Sea, for example, are stately and collected natural diplomats, while the Undines of of the glacial north are nomadic and superstitious, and their cold demeanor masks the wild savagery of the icy gale.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Children of Selanna==&lt;br /&gt;
&lt;br /&gt;
Legend states that the god Selanna gave birth to these races at the end of the 1st age, creating the first of them over the course of an entire day. Those born in the light of the sun became Dawnborn, and those born under the gaze of the moon became Duskborn. While the two races appear to be exact opposites, beneath the surface all children of Selanna possess many similarities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dawnborn===&lt;br /&gt;
&lt;br /&gt;
+2 to Wisdom or Charisma&lt;br /&gt;
&lt;br /&gt;
Resist holy 8+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sacred Vitality&#039;&#039;&#039;: Dawnborn characters gain an extra recovery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Daybreak&lt;br /&gt;
&lt;br /&gt;
Once per battle, make a &#039;&#039;daybreak&#039;&#039; attack as a quick action using your highest ability score against one nearby enemy&#039;s MD. On a hit, the attack deals 1d4 holy damage per level and they are dazed until the end of their next turn. On a miss, deal holy damage equal to your level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: Your &#039;&#039;daybreak&#039;&#039; attack targets 1d3 nearby enemies instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Targets hit by &#039;&#039;daybreak&#039;&#039; are weakened(save ends) instead of dazed.&lt;br /&gt;
&lt;br /&gt;
The Dawnborn appear as humans, except for skin that shines with a faint luminescence and glowing eyes with no pupils in pale shades of gold and yellow. Their hair varies from rich gold to white-blonde, and their every action seems to exude an otherworldly elegance. The Dawnborn hold a special place in the culture of the greater human race, frequently appearing as the central figure of stories ranging from the epics passed down through word of mouth among the western nomads to love poems recited in the halls of high society. They thrive in positions important to the social or spiritual well-being of those around them, born diplomats and oracles. A smaller portion of Dawnborn are drawn to the arts, and many famed creators of art from every age were Dawnborn. They are found most frequently wherever other people congregate, from the coastal metropolises to the trade caravans winding across the realm. Dawnborn who take to lives of adventure frequently become bards and clerics, roles their mystical and social aptitude make them well suited for. Dawnborn also do well as commanders, and it is said that Dawnborn generals are capable of leading their men to near-suicidal feats of bravery. &lt;br /&gt;
&lt;br /&gt;
This is not to say that the Dawnborn are all charm and grace- even the brightest sun casts shadows. Dawnborn who fall prey to their darker sides are narcissists and manipulators, many of whom discover a natural talent with darker magicks. While stories of villainous Dawnborn are less common, they are all the more terrifying for it. Tales of the Daykiller haunt the nightmares of every child in Temple, and the Minotaurs of Bas Ata still refuse to speak the name of the Dawnborn warleader who nearly conquered their ancient empire. Indeed, it seems that none of the mortal races are capable of going quite as bad as the Dawnborn, for those that fall from the light still command the same reverence those that walk in the sun&#039;s rays do. One should be wary when around Dawnborn, for many of the shining ones are destined for some kind of greatness- pray that you don&#039;t end up in the way.&lt;br /&gt;
&lt;br /&gt;
===Duskborn===&lt;br /&gt;
&lt;br /&gt;
+2 to Dexterity or Intelligence&lt;br /&gt;
&lt;br /&gt;
Resist negative energy 8+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lurkers in the Dark&#039;&#039;&#039;: Duskborn can see perfectly in the dark, and gain a +3 to any background check involving stealth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Extinguish&lt;br /&gt;
&lt;br /&gt;
Once per battle, make an &#039;&#039;extinguish&#039;&#039; attack as a quick action with your highest ability score against the highest MD enemy&#039;s MD. On a hit, enemies become vulnerable to your attacks until you critically strike. On a miss, deal negative energy damage equal to your level to a random enemy. In addition, darkness shrouds the area around where you cast this spell for a few minutes. This can give small bonuses to background checks to sneak or intimidate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: Once per battle when attacking a vulnerable enemy, roll three times for your attack roll and pick the highest result.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: The turn you make an &#039;&#039;extinguish&#039;&#039; attack, you can also teleport to any shadowy area before or after the attack as a move action.&lt;br /&gt;
&lt;br /&gt;
Physically, Duskborn resemble humans drained of pigment. Their skin ranges from ash white to charcoal, with most Duskborn falling in the middle of the spectrum. Their hair can be a wide variety of dark and washed-out colors, from midnight blue to stark white. Like the Dawnborn, their eyes lack pupils or irises, glowing in soft shades of white, silver, and pale blue. They tend toward svelte and fragile builds, and the average Duskborn height is several inches below the human norm. Duskborn also possess flawless night vision and a racial affinity for stealth, making them naturally suited to underground environments. Duskborn tend to unnerve others, seeming to awaken the primal fear of the dark lurking in the minds of the races of the light. As a result, Duskborn flock to the fringes of civilization- the poor and dangerous districts and the caves and wilds outside the walls. There are a number of predominantly Duskborn settlements scattered throughout the light-less places of the world, places that tend to shun outsiders. In the cities, Duskborn&#039;s unique racial traits makes them naturally adapted to careers on the wrong side of the law, giving them a reputation as a race of criminals. This discrimination causes many to treat Duskborn with suspicion, driving them further away from mainstream society, a vicious cycle of discrimination. &lt;br /&gt;
&lt;br /&gt;
This is not to say that Duskborn haven&#039;t contributed to the world. Many of the shadow-dwellers are intellectually gifted, and they are renowned inventors, both mundane and magical. They make excellent scouts and spies, defenders of the people outside the public eye whose deeds go unnoticed. Supposedly, it was a Duskborn mage who created the basic invisibility spell long ago. As adventurers, they gravitate toward positions as rogues, rangers, and wizards, where their talents for stealth and magic thrive. A subset of Duskborn find themselves drawn to the priesthood, seeking acceptance in religion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Twists==&lt;br /&gt;
&lt;br /&gt;
+2 to Strength, Dexterity, or Constitution&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twisted Form&#039;&#039;&#039;: Pick one permanent mutation from the list below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Warped in Body and Mind&#039;&#039;: Gain a permanent +1 to your defenses. However, your confidence in your demonic toughness causes you to ignore danger- vulnerability expands the crit range of attacks against you by 4 instead of 2. Your GM is encouraged to use monsters that cause vulnerability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Demonic Corpulence&#039;&#039;: Treat your Constitution modifier as two higher for the purpose of calculating hit points. People may make fun of you for being fat, but it doesn&#039;t have any other mechanical impact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Prehensile Tail&#039;&#039;: Gain a +3 to any background check involving balance or acrobatics. Your tail can be used to hold small objects and creep people out. You can use weapons held in your tail to attack, but it can&#039;t hold two-handed weapons and attacks with one-handed light or heavy weapons are at -2 to attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barbed Claws&#039;&#039;: Your claws count as small one-handed melee weapons, and provide a +3 to any background check involving climbing, grabbing, or holding on to something.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Otherworldly Perception&#039;&#039;: Gain a +3 to any background check involving vision. Your eyes can also see something others can&#039;t, subject to GM approval. Here are some examples:&lt;br /&gt;
&lt;br /&gt;
-You can see perfectly in the dark. In fact, you can see slightly better in the dark than when it&#039;s bright out.&lt;br /&gt;
&lt;br /&gt;
-You can see the beating hearts of living things through their chests, but not other obstacles.&lt;br /&gt;
&lt;br /&gt;
-You can see the spirits of the dead.&lt;br /&gt;
&lt;br /&gt;
-You can see the lingering residue of lies for a few hours after they&#039;ve left someone&#039;s lips. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Curse of Chaos&lt;br /&gt;
&lt;br /&gt;
Once per battle as a free action when a nearby enemy rolls a natural 1–5 on an attack or a save, turn their roll into a natural 1 and improvise a further curse that shows how their attempt backfires horribly. A curse should have about the same impact as a typical once-per-battle ability. For example, a typical curse might lead to the cursed attacker dealing half damage to themself with their fumbled attack and being dazed until the end of their next turn. The GM may reward storytelling flair and/or limit the suggested effects of the curse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: Whenever a nearby enemy rolls a natural 1 on an attack against you, you can use &#039;&#039;curse&#039;&#039; of chaos against them without expending it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: You can use &#039;&#039;curse of chaos&#039;&#039; against any odd roll, not just a natural 1-5. The once per battle limit still applies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION GOES HERE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Abhumans=&lt;br /&gt;
&lt;br /&gt;
Goblins, Dragonics, Minotaurs, and Myclings are often lumped together into the category of &amp;quot;abhuman&amp;quot; for the purpose of categorization and scholarship. This term isn&#039;t used much by the common people, with the four races generally being referred to by their own name except by particularly xenophobic humans. The four races are physically and culturally distinct and share little in common, except for a common sense of being outsiders from human and shardborn communities. Goblins, while perhaps the most accepted of the abhuman races, are still regarded as being clannish because of their large kin-groups. Dragonics and Minotaurs alike have conflicted histories with human empires and are frequently regarded with some fear or suspicion. Myclings are rare and become even more so the further one gets from the Outgrowth, meaning most have no idea what to think of them. The majority of beings have only heard stories about Myclings, and these tales vary between describing the fungaloids as harmless yet bizarre and as implacable warriors in service of the Rotting Multitude&#039;s goals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Goblins==&lt;br /&gt;
&lt;br /&gt;
+2 to Dexterity, Intelligence, or Charisma&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small&#039;&#039;&#039;: Goblins have a +2 AC bonus against opportunity attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goblin Hearing&#039;&#039;&#039;: Goblins have big ears that can hear things other races can&#039;t. This doesn&#039;t provide any mechanical benefits, but it does mean they can perceive frequencies non-goblins can&#039;t, such as Shrill, the goblin language.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Adventurer Feat&#039;&#039;: Gain a +3 to background checks involving hearing, and you don&#039;t suffer any penalties to hearing rolls if you&#039;re asleep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power:&#039;&#039;&#039;: Shifty Retreat&lt;br /&gt;
&lt;br /&gt;
Once per battle when an enemy attack hits you, you can force them to reroll the attack at a -3 penalty. If they miss you with the reroll, you can pop free from them if it was a melee attack and move as a free action. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: The reroll is at a -6 penalty instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Even if the rerolled attack hits you, you only take half damage and can still move as a free action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION GOES HERE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dragonics==&lt;br /&gt;
&lt;br /&gt;
+2 to Strength or Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon-blooded&#039;&#039;&#039;: Dragonics gain +1 to AC, and they can see in the dark.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Survivor&#039;&#039;&#039;: Gain a +3 to background checks to resist the environment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: War Cry&lt;br /&gt;
&lt;br /&gt;
Once per battle as quick action, roll your recovery dice and gain temporary hit points equal to half the result. While any of these temporary hit points remain, add 1 to the results of all your damage dice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: While War Cry is active, enemies that start their turn engaged with you take damage equal to your highest ability modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Once per battle, you can expend all the temporary hit points from &#039;&#039;war cry&#039;&#039; to triple the damage bonus on an attack you make. This must be announced before the attack is made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION GOES HERE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Minotaurs==&lt;br /&gt;
&lt;br /&gt;
+2 to two of Strength, Constitution, or Intelligence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Big&#039;&#039;&#039;: Minotaurs have a -2 AC penalty against opportunity attacks. Minotaur characters probably run into some other problems due to their size, such as difficulty sneaking, breaking weapons that weren&#039;t made for minotaurs, and having to stoop to fit into dwellings of lesser mortals. Essentially, this is license for your GM to make things hard for you due to your size - some form of narrative or mechanical complication or inconvenience once or twice per session is a good benchmark.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vigor&#039;&#039;&#039;: Minotaur characters gain the &#039;&#039;toughness&#039;&#039; feat at 1st level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Horns&#039;&#039;&#039;: Minotaurs count as being armed with a simple two-handed melee weapon the same turn they move into engagement with an enemy. Attacks with their horns don&#039;t suffer class-specific attack penalties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Adventurer Feat&#039;&#039;: The first attack you make with your horns each battle is at +2 to hit and pops free smaller creatures from all engagements on hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Bull Through&lt;br /&gt;
&lt;br /&gt;
Once per battle after damage has been rolled for a successful attack against you, ignore half of the damage and roll a normal save against one ongoing effect as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: When you use &#039;&#039;bull through&#039;&#039;, gain a +2 to your defenses until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: You can use &#039;&#039;bull through&#039;&#039; twice per battle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION GOES HERE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Myclings==&lt;br /&gt;
&lt;br /&gt;
+2 to Strength or Constitution&lt;br /&gt;
&lt;br /&gt;
Myclings count as plants, not humanoids.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fungal Regeneration&#039;&#039;&#039;: Myclings regain an additional hit point per level whenever they use a recovery. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mycorrhizae&#039;&#039;&#039;: Myclings can extend their hair-tendrils into surrounding plants and fungi to communicate with them. This works like the druid&#039;s Nature Talking class feature, except uses are unlimited, it takes several minutes instead of a few rounds, and Myclings gain a +5 on any associated skill check. Mycling druids can do it in a few rounds, and they gain a +10 on any associated skill checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Spore Burst&lt;br /&gt;
&lt;br /&gt;
Once per battle, make a &#039;&#039;spore burst&#039;&#039; attack as a standard action using your highest ability score against the PD of 1d3 enemies engaged with you. On a hit, enemies suffer ongoing poison damage equal to 5 x your level. Enemies suffering from this ongoing damage are at a -2 to all their attacks against you. On a miss, deal poison damage equal to twice your level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: &#039;&#039;Spore burst&#039;&#039; can target 1d3+1 nearby enemies, and deals poison damage equal to four times your level on a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Enemies hit by spore burst are hampered until the end of their next turn.&lt;/div&gt;</summary>
		<author><name>FighterChimp</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shardworld/Races&amp;diff=284782</id>
		<title>Shardworld/Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shardworld/Races&amp;diff=284782"/>
		<updated>2015-06-18T21:12:25Z</updated>

		<summary type="html">&lt;p&gt;FighterChimp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Shardworld:Main Page]]&lt;br /&gt;
&lt;br /&gt;
The Continent is home to a diverse array of races. Most frequent are humans, and the seven human sub-races known as Shardborn, those touched by the energies of another shard. Goblins are an adaptable species of nomads, merchants, and inventors. The Dragonics are descendants of the clan most favored by the Wyrm when he walked the Earth, a long-lived race of nomads and warriors. Minotaurs are native to the isle of Bas Ata, formidable in both body and mind. Finally, the exceedingly rare fungaloid Myclings have wandered the Continent bereft of purpose since their elven creators vanished.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stereotypes:&#039;&#039; Each race has its own common physical features and behavioral inclinations, but these are just the commonly observed patterns, not definite by any means. Thus, suggestions about the personality of each kind of race are just that, suggestions- reserved and emotionally stable ifrit or warm, loving minotaurs, while uncommon, aren&#039;t impossible on the Continent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Monstrous Races&#039;&#039;: Wait, aren&#039;t goblins and minotaurs monsters? Shouldn&#039;t any adventurer worth their magic items want to slay them? In Shardworld, unless you want to end up in trouble for murder, you should probably treat goblins and minotaurs like the sentient beings they are. Goblins aren&#039;t chronic backstabbers, and are in fact quite loyal to their extended kin-groups, and tend to be more crafty and resourceful than scheming and cowardly. And Minotaurs, while still physically mighty, have a reputation for intelligence and their own complex culture. When it comes to other races classically considered to be monsters, none of the races native to the Continent are inherently evil, although there are certainly plenty of beasts not complex enough to interact with intelligent beings in ways beyond violence. Creatures that originate from and inhabit shardrealms are certainly capable of being innately &amp;quot;evil&amp;quot;(or good, or neutral, or following unfathomable motivations). Overall, though, Shardworld is a setting based on 13th Age, which disregards alignment, and anyone seeking to create a race or monster native to Shardworld should feel free to do likewise.&lt;br /&gt;
&lt;br /&gt;
=Humans=&lt;br /&gt;
&lt;br /&gt;
+2 to one ability score.&lt;br /&gt;
&lt;br /&gt;
Humans gain a bonus feat at 1st level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Quick to Fight&lt;br /&gt;
&lt;br /&gt;
At the start of each battle, roll initiative twice and choose the result you want&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: If you roll a natural 19 or 20 for initiative, increase the escalation die by 1 (usually from 0 to 1 since it&#039;s the start of the battle). This increase doesn&#039;t stack- if there are multiple humans in the party, settling on one to get this feat is wise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Increase the escalation die on a 16+ for initiative, and gain a +2 to your first attack of a battle. &lt;br /&gt;
&lt;br /&gt;
Humans are the majority on the Continent, having spread across the land long ago and propagated since. Humans are key to history, and their determination and adaptability marks them out as arguably the most influential mortal race. All the races except Goblins and Minotaurs can trace their lineage back to humanity. Humans exhibit a diverse range of culture and ethnicities, from the hardy scavengers of the southern badlands to the civilized folk of the cities around the Diamond Sea. Beyond that, they&#039;re humans- you know the drill.&lt;br /&gt;
z&lt;br /&gt;
&lt;br /&gt;
=Shardborn=&lt;br /&gt;
&lt;br /&gt;
The shardborn are born irregularly among humans. The blood of beings of other shards that lies dormant in the blood of humans occasionally flares up, and a shardborn is born to mortal parents. Approximately 1 in 100 human births result in one touched by the energies of another reality, and the child of a shardborn is more likely to be shardborn than a child of two humans. Lineages aren&#039;t always consistent- the child of two ifrit is more likely to be an ifrit than an oread, but it&#039;s not a sure thing. The shardborn races that most commonly birth their own kind are undines and twists. The shardborn are divided into the four types of genasi, the two races descended from the goddess Selanna, and the twists, corrupted by the demons of the Abyss. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Genasi==&lt;br /&gt;
&lt;br /&gt;
Genasi is the general term given for any Shardborn with an elemental nature. Ifrits are touched by fire, Sylphs air, Oreads earth, and Undines air. Each type of genasi have their own shared physical quirks and behavioral inclinations, but these are just the commonly observed patterns, not definite by any means. Thus, suggestions about the personality of each kind of genasi are just that, suggestions- reserved and emotionally stable ifrit or warm, loving sylphs aren&#039;t uncommon on the Continent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ifrit===&lt;br /&gt;
&lt;br /&gt;
+2 to Strength or Charisma&lt;br /&gt;
&lt;br /&gt;
Resist fire 8+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Fiery Outburst&lt;br /&gt;
&lt;br /&gt;
Once per battle, double your bonus to attack granted by the escalation die for one attack, and add the same value to the damage of that attack, hit or miss. Increase the multiplying factor by one at champion and epic tier(Escalation die times three at champion/four at epic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: You also deal (3xLevel) ongoing fire damage to enemies targeted by &#039;&#039;fiery outburst&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: You also gain temporary hit points equal to half the damage inflicted by your &#039;&#039;fiery outburst&#039;&#039; attack.&lt;br /&gt;
&lt;br /&gt;
Ifrit are also known as flame-kissed. Physically, their skin tone is generally a shade of red or orange, occasionally charcoal black or auburn. Their eyes tend to be warm shades of brown or yellow. Ifrit don&#039;t tend towards any one build, but most build muscle easier than humans. Beyond that, ifrit are the most variable of genasi. Physical quirks exhibited by ifrit include, but aren&#039;t limited to:&lt;br /&gt;
&lt;br /&gt;
-Flame-like hair that flickers like a torch even in the absence of breeze, and becomes brighter as the ifrit becomes angrier&lt;br /&gt;
&lt;br /&gt;
-Teeth or nails of gleaming brass&lt;br /&gt;
&lt;br /&gt;
-Constantly exhaling faint clouds of smoke&lt;br /&gt;
&lt;br /&gt;
-Having a tendency to strengthen fires around them&lt;br /&gt;
&lt;br /&gt;
-Translucent, combustible blood&lt;br /&gt;
&lt;br /&gt;
-Pupils that glow blue like the center of a flame&lt;br /&gt;
&lt;br /&gt;
Behaviorally, ifrits mostly disregard law and order, acting as their whims guide them. They are prone to rapid and extreme swings of emotion, changing from jubilant to somber at a moment&#039;s notice, but usually don&#039;t take long to switch back to their usual high spirits. Ifrit have a reputation for being capricious or disloyal, but an ifrit accused of such things will probably tell you they were just doing what seemed to be most interesting. Ifrit are seen more the closer one gets to centers of population, generally preferring the fast pace of city life. Despite this, many are stricken by wanderlust, and an ifrit is the most common kind of genasi to be found in an adventuring party. Crossing an ifrit is regarded as unwise: when angered, they seethe with the rage of the inferno that birthed them, and won&#039;t stop until the target of their ire is completely annihilated, or their rage causes them to burn themselves out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sylphs===&lt;br /&gt;
&lt;br /&gt;
+2 to Dexterity or Intelligence&lt;br /&gt;
&lt;br /&gt;
Resist lightning 8+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Swift as the Wind&lt;br /&gt;
&lt;br /&gt;
Once per battle, you can pop free from a number of enemies equal to the escalation die, then move as a quick action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: The enemies you pop free from also have to make a normal save; on a failure, they&#039;re knocked prone by a gust of wind and lose their next move action. Particularly light or heavy enemies may have to make easy or hard saves instead, at your GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Upon activating &#039;&#039;swift as the wind&#039;&#039;, you gain flight until the end of your turn.&lt;br /&gt;
&lt;br /&gt;
Sylphs are touched by the element of air, and move and fight with the grace of wind and the fury of the storm. They&#039;re the most likely of the genasi to be able to pass for human, with frail builds, fair skin, and hair in light shades of blond, grey, and blue. Their eyes are pale shades of any human color, occasionally lacking any color at all. All sylphs seem to be followed by a slight breeze which they must focus to suppress, and that grows stronger during extremes of emotion. Other quirks observed in sylphs are:&lt;br /&gt;
&lt;br /&gt;
-Birthmarks that mimic the scars inflicted by lightning strikes&lt;br /&gt;
&lt;br /&gt;
-The ability to perfectly predict the weather&lt;br /&gt;
&lt;br /&gt;
-A constant static charge that shocks anyone they touch&lt;br /&gt;
&lt;br /&gt;
-Walking on a centimeters thick cushion of air, never actually touching the ground&lt;br /&gt;
&lt;br /&gt;
-Whorls of color that pass across their eyes like clouds&lt;br /&gt;
&lt;br /&gt;
-A slight echo to their voice&lt;br /&gt;
&lt;br /&gt;
Sylphs are regarded as the most aloof of the genasi, with good reason. Most sylphs see no reason to make friends purely for the sake of having them, preferring to be detached from all but a few close friends. They hold little reverence for laws and conventions, motivated mostly by an insatiable curiosity. Sylphs have been known to willingly place themselves in danger just to figure out a piece of information their curiosity has latched onto. They have little regard for privacy, and have turned eavesdropping into an art form. Sylphs are most drawn to careers in scholarship or art. Some sylphs are also drawn to the criminal world, and sylphs are regarded as naturals at second-story work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Oread===&lt;br /&gt;
&lt;br /&gt;
+2 to Constitution or Wisdom&lt;br /&gt;
&lt;br /&gt;
Resist acid 8+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Immovable Object&lt;br /&gt;
&lt;br /&gt;
Once per battle, gain resist physical (13 + the escalation die)+ until the beginning of your next turn as a move action. Until then, you can&#039;t be moved if you don&#039;t want to be, but you also can&#039;t willingly move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: The Oread can also rally as a quick action the turn they activate &#039;&#039;immovable object&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: At the beginning of the turn the effect ends, roll a normal save. On a success, &#039;&#039;immovable object&#039;&#039; continues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the creation myths of most cultures, Oread are regarded as the first genasi to appear, dragging themselves from the earth. Physically, they are sturdily built, and have skin tones mimicking rocky shades of grey, brown, and infrequently green. Their eyes are deep hues of brown, grey, and emerald, and their hair, if they have any, is thick and grows slowly. Every Oread has a gemstone jutting from their skin over their heart, the source of many cultural traditions and superstitions. Many also reflect other elements of the earth that birthed them, such as:&lt;br /&gt;
&lt;br /&gt;
-Faceted, gem-like eyes&lt;br /&gt;
&lt;br /&gt;
-Crystal outcroppings that mimic hair&lt;br /&gt;
&lt;br /&gt;
-Mottled, thick skin the color of granite&lt;br /&gt;
&lt;br /&gt;
-Teeth and nails of obsidian&lt;br /&gt;
&lt;br /&gt;
-Ridges and indents in their skin that create geometric patterns &lt;br /&gt;
&lt;br /&gt;
-Keen sensitivity to the vibrations of the ground &lt;br /&gt;
&lt;br /&gt;
Oread are renowned as loyal, dependable, and possessing a strong sense of community. They are the least outwardly expressive of the genasi, which is not to say that they don&#039;t feel- they just don&#039;t show their emotional state as strongly as an ifrit or undine, races that many oread consider flighty and unreliable. While oread can be integrated in human cities, the majority flock to small villages and enclaves mostly composed of oread. They naturally adhere to laws and traditions, and are inclined to develop their own unique moral code. Each oread settlement has a different ideology, and this tends to no small deal of conflict between separate groups of oread. An oread is the most common genasi to be found among the ranks of religion, with many settling in and around Temple.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Undine===&lt;br /&gt;
&lt;br /&gt;
+2 to Dexterity or Charisma&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aquatic&#039;&#039;&#039;: Undines gain a +5 bonus to any background check involving swimming, and can hold their breath for a number of hours equal to their level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Flowing Tide&lt;br /&gt;
&lt;br /&gt;
Once per battle,  you can use a standard action to make a basic attack or attack power at any point during your move action. A number of enemies equal to the escalation die, selected by you, can&#039;t intercept or make opportunity attacks against you during this combined attack-move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: You gain a +5 bonus to the attack made during the &#039;&#039;flowing tide&#039;&#039; movement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Any enemy you move next to during the &#039;&#039;flowing tide&#039;&#039; movement must roll a normal save or be dazed.&lt;br /&gt;
&lt;br /&gt;
Undines are said to &amp;quot;bleed saltwater&amp;quot;, due to their being influenced by the element of water. Their skin ranges between the many shades of water, from the sea green of the coast to the murky brown of the swamp. Their irises are universally clear blue, and their hair if they have it is generally wavy or curly, and a slightly lighter or darker shade than their skin. Perhaps the most otherworldly aspect of the undines is their finned ears and webbed hands and feet. Undine generally possess the lithe build of one who spends much time in the water. Beyond that, their physical characteristics vary depending on the body of water they were born closest to, and they can exhibit diverse traits such as:&lt;br /&gt;
&lt;br /&gt;
-Rows of pointed shark teeth&lt;br /&gt;
&lt;br /&gt;
-Voices layered with the faint noise of a babbling brook or the waves of the ocean&lt;br /&gt;
&lt;br /&gt;
-Seaweed or coral outcroppings where hair would grow&lt;br /&gt;
&lt;br /&gt;
-Actually bleeding saltwater&lt;br /&gt;
&lt;br /&gt;
-A second set of translucent eyelids that shuts horizontally&lt;br /&gt;
&lt;br /&gt;
-Swirling, wave-like markings that gently flow across their bodies&lt;br /&gt;
&lt;br /&gt;
Undines are the most variable of the genasi. Aside from their shared physical characteristics, the only common factor shared by most undines is their being born with the innate ability to swim. Undines are divided into a plethora of sub-types too numerous to codify, generally reflecting the characteristics of one body of water and its natural flora and fauna. Undines of the Diamond Sea, for example, are stately and collected natural diplomats, while the Undines of of the glacial north are nomadic and superstitious, and their cold demeanor masks the wild savagery of the icy gale.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Children of Selanna==&lt;br /&gt;
&lt;br /&gt;
Legend states that the god Selanna gave birth to these races at the end of the 1st age, creating the first of them over the course of an entire day. Those born in the light of the sun became Dawnborn, and those born under the gaze of the moon became Duskborn. While the two races appear to be exact opposites, beneath the surface all children of Selanna possess many similarities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dawnborn===&lt;br /&gt;
&lt;br /&gt;
+2 to Wisdom or Charisma&lt;br /&gt;
&lt;br /&gt;
Resist holy 8+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sacred Vitality&#039;&#039;&#039;: Dawnborn characters gain an extra recovery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Daybreak&lt;br /&gt;
&lt;br /&gt;
Once per battle, make a &#039;&#039;daybreak&#039;&#039; attack as a quick action using your highest ability score against one nearby enemy&#039;s MD. On a hit, the attack deals 1d4 holy damage per level and they are dazed until the end of their next turn. On a miss, deal holy damage equal to your level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: Your &#039;&#039;daybreak&#039;&#039; attack targets 1d3 nearby enemies instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Targets hit by &#039;&#039;daybreak&#039;&#039; are weakened(save ends) instead of dazed.&lt;br /&gt;
&lt;br /&gt;
The Dawnborn appear as humans, except for skin that shines with a faint luminescence and glowing eyes with no pupils in pale shades of gold and yellow. Their hair varies from rich gold to white-blonde, and their every action seems to exude an otherworldly elegance. The Dawnborn hold a special place in the culture of the greater human race, frequently appearing as the central figure of stories ranging from the epics passed down through word of mouth among the western nomads to love poems recited in the halls of high society. They thrive in positions important to the social or spiritual well-being of those around them, born diplomats and oracles. A smaller portion of Dawnborn are drawn to the arts, and many famed creators of art from every age were Dawnborn. They are found most frequently wherever other people congregate, from the coastal metropolises to the trade caravans winding across the realm. Dawnborn who take to lives of adventure frequently become bards and clerics, roles their mystical and social aptitude make them well suited for. Dawnborn also do well as commanders, and it is said that Dawnborn generals are capable of leading their men to near-suicidal feats of bravery. &lt;br /&gt;
&lt;br /&gt;
This is not to say that the Dawnborn are all charm and grace- even the brightest sun casts shadows. Dawnborn who fall prey to their darker sides are narcissists and manipulators, many of whom discover a natural talent with darker magicks. While stories of villainous Dawnborn are less common, they are all the more terrifying for it. Tales of the Daykiller haunt the nightmares of every child in Temple, and the Minotaurs of Bas Ata still refuse to speak the name of the Dawnborn warleader who nearly conquered their ancient empire. Indeed, it seems that none of the mortal races are capable of going quite as bad as the Dawnborn, for those that fall from the light still command the same reverence those that walk in the sun&#039;s rays do. One should be wary when around Dawnborn, for many of the shining ones are destined for some kind of greatness- pray that you don&#039;t end up in the way.&lt;br /&gt;
&lt;br /&gt;
===Duskborn===&lt;br /&gt;
&lt;br /&gt;
+2 to Dexterity or Intelligence&lt;br /&gt;
&lt;br /&gt;
Resist negative energy 8+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lurkers in the Dark&#039;&#039;&#039;: Duskborn can see perfectly in the dark, and gain a +3 to any background check involving stealth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Extinguish&lt;br /&gt;
&lt;br /&gt;
Once per battle, make an &#039;&#039;extinguish&#039;&#039; attack as a quick action with your highest ability score against the highest MD enemy&#039;s MD. On a hit, enemies become vulnerable to your attacks until you critically strike. On a miss, deal negative energy damage equal to your level to a random enemy. In addition, darkness shrouds the area around where you cast this spell for a few minutes. This can give small bonuses to background checks to sneak or intimidate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: Once per battle when attacking a vulnerable enemy, roll three times for your attack roll and pick the highest result.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: The turn you make an &#039;&#039;extinguish&#039;&#039; attack, you can also teleport to any shadowy area before or after the attack as a move action.&lt;br /&gt;
&lt;br /&gt;
Physically, Duskborn resemble humans drained of pigment. Their skin ranges from ash white to charcoal, with most Duskborn falling in the middle of the spectrum. Their hair can be a wide variety of dark and washed-out colors, from midnight blue to stark white. Like the Dawnborn, their eyes lack pupils or irises, glowing in soft shades of white, silver, and pale blue. They tend toward svelte and fragile builds, and the average Duskborn height is several inches below the human norm. Duskborn also possess flawless night vision and a racial affinity for stealth, making them naturally suited to underground environments. Duskborn tend to unnerve others, seeming to awaken the primal fear of the dark lurking in the minds of the races of the light. As a result, Duskborn flock to the fringes of civilization- the poor and dangerous districts and the caves and wilds outside the walls. There are a number of predominantly Duskborn settlements scattered throughout the light-less places of the world, places that tend to shun outsiders. In the cities, Duskborn&#039;s unique racial traits makes them naturally adapted to careers on the wrong side of the law, giving them a reputation as a race of criminals. This discrimination causes many to treat Duskborn with suspicion, driving them further away from mainstream society, a vicious cycle of discrimination. &lt;br /&gt;
&lt;br /&gt;
This is not to say that Duskborn haven&#039;t contributed to the world. Many of the shadow-dwellers are intellectually gifted, and they are renowned inventors, both mundane and magical. They make excellent scouts and spies, defenders of the people outside the public eye whose deeds go unnoticed. Supposedly, it was a Duskborn mage who created the basic invisibility spell long ago. As adventurers, they gravitate toward positions as rogues, rangers, and wizards, where their talents for stealth and magic thrive. A subset of Duskborn find themselves drawn to the priesthood, seeking acceptance in religion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Twists==&lt;br /&gt;
&lt;br /&gt;
+2 to Strength, Dexterity, or Constitution&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twisted Form&#039;&#039;&#039;: Pick one permanent mutation from the list below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Warped in Body and Mind&#039;&#039;: Gain a permanent +1 to your defenses. However, your confidence in your demonic toughness causes you to ignore danger- vulnerability expands the crit range of attacks against you by 4 instead of 2. Your GM is encouraged to use monsters that cause vulnerability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Demonic Corpulence&#039;&#039;: Treat your Constitution modifier as two higher for the purpose of calculating hit points. People may make fun of you for being fat, but it doesn&#039;t have any other mechanical impact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Prehensile Tail&#039;&#039;: Gain a +3 to any background check involving balance or acrobatics. Your tail can be used to hold small objects and creep people out. You can use weapons held in your tail to attack, but it can&#039;t hold two-handed weapons and attacks with one-handed light or heavy weapons are at -2 to attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barbed Claws&#039;&#039;: Your claws count as small one-handed melee weapons, and provide a +3 to any background check involving climbing, grabbing, or holding on to something.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Otherworldly Perception&#039;&#039;: Gain a +3 to any background check involving vision. Your eyes can also see something others can&#039;t, subject to GM approval. Here are some examples:&lt;br /&gt;
&lt;br /&gt;
-You can see perfectly in the dark. In fact, you can see slightly better in the dark than when it&#039;s bright out.&lt;br /&gt;
&lt;br /&gt;
-You can see the beating hearts of living things through their chests, but not other obstacles.&lt;br /&gt;
&lt;br /&gt;
-You can see the spirits of the dead.&lt;br /&gt;
&lt;br /&gt;
-You can see the lingering residue of lies for a few hours after they&#039;ve left someone&#039;s lips. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Curse of Chaos&lt;br /&gt;
&lt;br /&gt;
Once per battle as a free action when a nearby enemy rolls a natural 1–5 on an attack or a save, turn their roll into a natural 1 and improvise a further curse that shows how their attempt backfires horribly. A curse should have about the same impact as a typical once-per-battle ability. For example, a typical curse might lead to the cursed attacker dealing half damage to themself with their fumbled attack and being dazed until the end of their next turn. The GM may reward storytelling flair and/or limit the suggested effects of the curse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: Whenever a nearby enemy rolls a natural 1 on an attack against you, you can use &#039;&#039;curse&#039;&#039; of chaos against them without expending it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: You can use &#039;&#039;curse of chaos&#039;&#039; against any odd roll, not just a natural 1-5. The once per battle limit still applies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION GOES HERE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Abhumans=&lt;br /&gt;
&lt;br /&gt;
Goblins, Dragonics, Minotaurs, and Myclings are often lumped together into the category of &amp;quot;abhuman&amp;quot; for the purpose of categorization and scholarship. This term isn&#039;t used much by the common people, with the four races generally being referred to by their own name except by particularly xenophobic humans. The four races are physically and culturally distinct and share little in common, except for a common sense of being outsiders from human and shardborn communities. Goblins, while perhaps the most accepted of the abhuman races, are still regarded as being clannish because of their large kin-groups. Dragonics and Minotaurs alike have conflicted histories with human empires and are frequently regarded with some fear or suspicion. Myclings are rare and become even more so the further one gets from the Outgrowth, meaning most have no idea what to think of them. The majority of beings have only heard stories about Myclings, and these tales vary between describing the fungaloids as harmless yet bizarre and as implacable warriors in service of the Rotting Multitude&#039;s goals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Goblins==&lt;br /&gt;
&lt;br /&gt;
+2 to Dexterity, Intelligence, or Charisma&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small&#039;&#039;&#039;: Goblins have a +2 AC bonus against opportunity attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goblin Hearing&#039;&#039;&#039;: Goblins have big ears that can hear things other races can&#039;t. This doesn&#039;t provide any mechanical benefits, but it does mean they can perceive frequencies non-goblins can&#039;t, such as Shrill, the goblin language.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Adventurer Feat&#039;&#039;: Gain a +3 to background checks involving hearing, and you don&#039;t suffer any penalties to hearing rolls if you&#039;re asleep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power:&#039;&#039;&#039;: Shifty Retreat&lt;br /&gt;
&lt;br /&gt;
Once per battle when an enemy attack hits you, you can force them to reroll the attack at a -3 penalty. If they miss you with the reroll, you can pop free from them if it was a melee attack and move as a free action. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: The reroll is at a -6 penalty instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Even if the rerolled attack hits you, you only take half damage and can still move as a free action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION GOES HERE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dragonics==&lt;br /&gt;
&lt;br /&gt;
+2 to Strength or Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon-blooded&#039;&#039;&#039;: Dragonics gain +1 to AC, and they can see in the dark.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Survivor&#039;&#039;&#039;: Gain a +3 to background checks to resist the environment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: War Cry&lt;br /&gt;
&lt;br /&gt;
Once per battle as quick action, roll your recovery dice and gain temporary hit points equal to half the result. While any of these temporary hit points remain, add 1 to the results of all your damage dice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: While War Cry is active, enemies that start their turn engaged with you take damage equal to your highest ability modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Once per battle, you can expend all the temporary hit points from &#039;&#039;war cry&#039;&#039; to triple the damage bonus on an attack you make. This must be announced before the attack is made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION GOES HERE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Minotaurs==&lt;br /&gt;
&lt;br /&gt;
+2 to two of Strength, Constitution, or Intelligence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Big&#039;&#039;&#039;: Minotaurs have a -2 AC penalty against opportunity attacks. Minotaur characters probably run into some other problems due to their size, such as difficulty sneaking, breaking weapons that weren&#039;t made for minotaurs, and having to stoop to fit into dwellings of lesser mortals. Essentially, this is license for your GM to make things hard for you due to your size - some form of narrative or mechanical complication or inconvenience once or twice per session is a good benchmark.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vigor&#039;&#039;&#039;: Minotaur characters gain the &#039;&#039;toughness&#039;&#039; feat at 1st level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Horns&#039;&#039;&#039;: Minotaurs count as being armed with a simple two-handed melee weapon the same turn they move into engagement with an enemy. Attacks with their horns don&#039;t suffer class-specific attack penalties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Adventurer Feat&#039;&#039;: The first attack you make with your horns each battle is at +2 to hit and pops free smaller creatures from all engagements on hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Bull Through&lt;br /&gt;
&lt;br /&gt;
Once per battle after damage has been rolled for a successful attack against you, ignore half of the damage and roll a normal save against one ongoing effect as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: Roll an easy save instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: You can use &#039;&#039;bull through&#039;&#039; twice per battle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION GOES HERE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Myclings==&lt;br /&gt;
&lt;br /&gt;
+2 to Strength or Constitution&lt;br /&gt;
&lt;br /&gt;
Myclings count as plants, not humanoids.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fungal Regeneration&#039;&#039;&#039;: Myclings regain an additional hit point per level whenever they use a recovery. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mycorrhizae&#039;&#039;&#039;: Myclings can extend their hair-tendrils into surrounding plants and fungi to communicate with them. This works like the druid&#039;s Nature Talking class feature, except uses are unlimited, it takes several minutes instead of a few rounds, and Myclings gain a +5 on any associated skill check. Mycling druids can do it in a few rounds, and they gain a +10 on any associated skill checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Spore Burst&lt;br /&gt;
&lt;br /&gt;
Once per battle, make a &#039;&#039;spore burst&#039;&#039; attack as a standard action using your highest ability score against the PD of 1d3 enemies engaged with you. On a hit, enemies suffer ongoing poison damage equal to 5 x your level. Enemies suffering from this ongoing damage are at a -2 to all their attacks against you. On a miss, deal poison damage equal to twice your level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: &#039;&#039;Spore burst&#039;&#039; can target 1d3+1 nearby enemies, and deals poison damage equal to four times your level on a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Enemies hit by spore burst are hampered until the end of their next turn.&lt;/div&gt;</summary>
		<author><name>FighterChimp</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shardworld/Races&amp;diff=284748</id>
		<title>Shardworld/Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shardworld/Races&amp;diff=284748"/>
		<updated>2015-06-18T10:23:25Z</updated>

		<summary type="html">&lt;p&gt;FighterChimp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Shardworld:Main Page]]&lt;br /&gt;
&lt;br /&gt;
The Continent is home to a diverse array of races. Most frequent are humans, and the seven human sub-races known as Shardborn, those touched by the energies of another shard. Goblins are an adaptable species of nomads, merchants, and inventors. The Dragonics are descendants of the clan most favored by the Wyrm when he walked the Earth, a long-lived race of nomads and warriors. Minotaurs are native to the isle of Bas Ata, formidable in both body and mind. Finally, the exceedingly rare fungaloid Myclings have wandered the Continent bereft of purpose since their elven creators vanished.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stereotypes:&#039;&#039; Each race has its own common physical features and behavioral inclinations, but these are just the commonly observed patterns, not definite by any means. Thus, suggestions about the personality of each kind of race are just that, suggestions- reserved and emotionally stable ifrit or warm, loving minotaurs, while uncommon, aren&#039;t impossible on the Continent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Monstrous Races&#039;&#039;: Wait, aren&#039;t goblins and minotaurs monsters? Shouldn&#039;t any adventurer worth their magic items want to slay them? In Shardworld, unless you want to end up in trouble for murder, you should probably treat goblins and minotaurs like the sentient beings they are. Goblins aren&#039;t chronic backstabbers, and are in fact quite loyal to their extended kin-groups, and tend to be more crafty and resourceful than scheming and cowardly. And Minotaurs, while still physically mighty, have a reputation for intelligence and their own complex culture. When it comes to other races classically considered to be monsters, none of the races native to the Continent are inherently evil, although there are certainly plenty of beasts not complex enough to interact with intelligent beings in ways beyond violence. Creatures that originate from and inhabit shardrealms are certainly capable of being innately &amp;quot;evil&amp;quot;(or good, or neutral, or following unfathomable motivations). Overall, though, Shardworld is a setting based on 13th Age, which disregards alignment, and anyone seeking to create a race or monster native to Shardworld should feel free to do likewise.&lt;br /&gt;
&lt;br /&gt;
=Humans=&lt;br /&gt;
&lt;br /&gt;
+2 to one ability score.&lt;br /&gt;
&lt;br /&gt;
Humans gain a bonus feat at 1st level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Quick to Fight&lt;br /&gt;
&lt;br /&gt;
At the start of each battle, roll initiative twice and choose the result you want&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: If you roll a natural 19 or 20 for initiative, increase the escalation die by 1 (usually from 0 to 1 since it&#039;s the start of the battle). This increase doesn&#039;t stack- if there are multiple humans in the party, settling on one to get this feat is wise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Increase the escalation die on a 16+ for initiative, and gain a +2 to your first attack of a battle. &lt;br /&gt;
&lt;br /&gt;
Humans are the majority on the Continent, having spread across the land long ago and propagated since. Humans are key to history, and their determination and adaptability marks them out as arguably the most influential mortal race. All the races except Goblins and Minotaurs can trace their lineage back to humanity. Humans exhibit a diverse range of culture and ethnicities, from the hardy scavengers of the southern badlands to the civilized folk of the cities around the Diamond Sea. Beyond that, they&#039;re humans- you know the drill.&lt;br /&gt;
z&lt;br /&gt;
&lt;br /&gt;
=Shardborn=&lt;br /&gt;
&lt;br /&gt;
The shardborn are born irregularly among humans. The blood of beings of other shards that lies dormant in the blood of humans occasionally flares up, and a shardborn is born to mortal parents. Approximately 1 in 100 human births result in one touched by the energies of another reality, and the child of a shardborn is more likely to be shardborn than a child of two humans. Lineages aren&#039;t always consistent- the child of two ifrit is more likely to be an ifrit than an oread, but it&#039;s not a sure thing. The shardborn races that most commonly birth their own kind are undines and twists. The shardborn are divided into the four types of genasi, the two races descended from the goddess Selanna, and the twists, corrupted by the demons of the Abyss. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Genasi==&lt;br /&gt;
&lt;br /&gt;
Genasi is the general term given for any Shardborn with an elemental nature. Ifrits are touched by fire, Sylphs air, Oreads earth, and Undines air. Each type of genasi have their own shared physical quirks and behavioral inclinations, but these are just the commonly observed patterns, not definite by any means. Thus, suggestions about the personality of each kind of genasi are just that, suggestions- reserved and emotionally stable ifrit or warm, loving sylphs aren&#039;t uncommon on the Continent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ifrit===&lt;br /&gt;
&lt;br /&gt;
+2 to Strength or Charisma&lt;br /&gt;
&lt;br /&gt;
Resist fire 8+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Fiery Outburst&lt;br /&gt;
&lt;br /&gt;
Once per battle, double your bonus to attack granted by the escalation die for one attack, and add the same value to the damage of that attack, hit or miss. Increase the multiplying factor by one at champion and epic tier(Escalation die times three at champion/four at epic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: You also deal (3xLevel) ongoing fire damage to enemies targeted by &#039;&#039;fiery outburst&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: You also gain temporary hit points equal to half the damage inflicted by your &#039;&#039;fiery outburst&#039;&#039; attack.&lt;br /&gt;
&lt;br /&gt;
Ifrit are also known as flame-kissed. Physically, their skin tone is generally a shade of red or orange, occasionally charcoal black or auburn. Their eyes tend to be warm shades of brown or yellow. Ifrit don&#039;t tend towards any one build, but most build muscle easier than humans. Beyond that, ifrit are the most variable of genasi. Physical quirks exhibited by ifrit include, but aren&#039;t limited to:&lt;br /&gt;
&lt;br /&gt;
-Flame-like hair that flickers like a torch even in the absence of breeze, and becomes brighter as the ifrit becomes angrier&lt;br /&gt;
&lt;br /&gt;
-Teeth or nails of gleaming brass&lt;br /&gt;
&lt;br /&gt;
-Constantly exhaling faint clouds of smoke&lt;br /&gt;
&lt;br /&gt;
-Having a tendency to strengthen fires around them&lt;br /&gt;
&lt;br /&gt;
-Translucent, combustible blood&lt;br /&gt;
&lt;br /&gt;
-Pupils that glow blue like the center of a flame&lt;br /&gt;
&lt;br /&gt;
Behaviorally, ifrits mostly disregard law and order, acting as their whims guide them. They are prone to rapid and extreme swings of emotion, changing from jubilant to somber at a moment&#039;s notice, but usually don&#039;t take long to switch back to their usual high spirits. Ifrit have a reputation for being capricious or disloyal, but an ifrit accused of such things will probably tell you they were just doing what seemed to be most interesting. Ifrit are seen more the closer one gets to centers of population, generally preferring the fast pace of city life. Despite this, many are stricken by wanderlust, and an ifrit is the most common kind of genasi to be found in an adventuring party. Crossing an ifrit is regarded as unwise: when angered, they seethe with the rage of the inferno that birthed them, and won&#039;t stop until the target of their ire is completely annihilated, or their rage causes them to burn themselves out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sylphs===&lt;br /&gt;
&lt;br /&gt;
+2 to Dexterity or Intelligence&lt;br /&gt;
&lt;br /&gt;
Resist lightning 8+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Swift as the Wind&lt;br /&gt;
&lt;br /&gt;
Once per battle, you can pop free from a number of enemies equal to the escalation die, then move as a quick action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: The enemies you pop free from also have to make a normal save; on a failure, they&#039;re knocked prone by a gust of wind and lose their next move action. Particularly light or heavy enemies may have to make easy or hard saves instead, at your GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Upon activating &#039;&#039;swift as the wind&#039;&#039;, you gain flight until the end of your turn.&lt;br /&gt;
&lt;br /&gt;
Sylphs are touched by the element of air, and move and fight with the grace of wind and the fury of the storm. They&#039;re the most likely of the genasi to be able to pass for human, with frail builds, fair skin, and hair in light shades of blond, grey, and blue. Their eyes are pale shades of any human color, occasionally lacking any color at all. All sylphs seem to be followed by a slight breeze which they must focus to suppress, and that grows stronger during extremes of emotion. Other quirks observed in sylphs are:&lt;br /&gt;
&lt;br /&gt;
-Birthmarks that mimic the scars inflicted by lightning strikes&lt;br /&gt;
&lt;br /&gt;
-The ability to perfectly predict the weather&lt;br /&gt;
&lt;br /&gt;
-A constant static charge that shocks anyone they touch&lt;br /&gt;
&lt;br /&gt;
-Walking on a centimeters thick cushion of air, never actually touching the ground&lt;br /&gt;
&lt;br /&gt;
-Whorls of color that pass across their eyes like clouds&lt;br /&gt;
&lt;br /&gt;
-A slight echo to their voice&lt;br /&gt;
&lt;br /&gt;
Sylphs are regarded as the most aloof of the genasi, with good reason. Most sylphs see no reason to make friends purely for the sake of having them, preferring to be detached from all but a few close friends. They hold little reverence for laws and conventions, motivated mostly by an insatiable curiosity. Sylphs have been known to willingly place themselves in danger just to figure out a piece of information their curiosity has latched onto. They have little regard for privacy, and have turned eavesdropping into an art form. Sylphs are most drawn to careers in scholarship or art. Some sylphs are also drawn to the criminal world, and sylphs are regarded as naturals at second-story work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Oread===&lt;br /&gt;
&lt;br /&gt;
+2 to Constitution or Wisdom&lt;br /&gt;
&lt;br /&gt;
Resist acid 8+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Immovable Object&lt;br /&gt;
&lt;br /&gt;
Once per battle, gain resist physical (13 + the escalation die)+ until the beginning of your next turn as a move action. Until then, you can&#039;t be moved if you don&#039;t want to be, but you also can&#039;t willingly move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: The Oread can also rally as a quick action the turn they activate &#039;&#039;immovable object&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: At the beginning of the turn the effect ends, roll a normal save. On a success, &#039;&#039;immovable object&#039;&#039; continues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the creation myths of most cultures, Oread are regarded as the first genasi to appear, dragging themselves from the earth. Physically, they are sturdily built, and have skin tones mimicking rocky shades of grey, brown, and infrequently green. Their eyes are deep hues of brown, grey, and emerald, and their hair, if they have any, is thick and grows slowly. Every Oread has a gemstone jutting from their skin over their heart, the source of many cultural traditions and superstitions. Many also reflect other elements of the earth that birthed them, such as:&lt;br /&gt;
&lt;br /&gt;
-Faceted, gem-like eyes&lt;br /&gt;
&lt;br /&gt;
-Crystal outcroppings that mimic hair&lt;br /&gt;
&lt;br /&gt;
-Mottled, thick skin the color of granite&lt;br /&gt;
&lt;br /&gt;
-Teeth and nails of obsidian&lt;br /&gt;
&lt;br /&gt;
-Ridges and indents in their skin that create geometric patterns &lt;br /&gt;
&lt;br /&gt;
-Keen sensitivity to the vibrations of the ground &lt;br /&gt;
&lt;br /&gt;
Oread are renowned as loyal, dependable, and possessing a strong sense of community. They are the least outwardly expressive of the genasi, which is not to say that they don&#039;t feel- they just don&#039;t show their emotional state as strongly as an ifrit or undine, races that many oread consider flighty and unreliable. While oread can be integrated in human cities, the majority flock to small villages and enclaves mostly composed of oread. They naturally adhere to laws and traditions, and are inclined to develop their own unique moral code. Each oread settlement has a different ideology, and this tends to no small deal of conflict between separate groups of oread. An oread is the most common genasi to be found among the ranks of religion, with many settling in and around Temple.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Undine===&lt;br /&gt;
&lt;br /&gt;
+2 to Dexterity or Charisma&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aquatic&#039;&#039;&#039;: Undines gain a +5 bonus to any background check involving swimming, and can hold their breath for a number of hours equal to their level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Flowing Tide&lt;br /&gt;
&lt;br /&gt;
Once per battle,  you can use a standard action to make a basic attack or attack power at any point during your move action. A number of enemies equal to the escalation die, selected by you, can&#039;t intercept or make opportunity attacks against you during this combined attack-move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: You gain a +5 bonus to the attack made during the &#039;&#039;flowing tide&#039;&#039; movement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Any enemy you move next to during the &#039;&#039;flowing tide&#039;&#039; movement must roll a normal save or be dazed.&lt;br /&gt;
&lt;br /&gt;
Undines are said to &amp;quot;bleed saltwater&amp;quot;, due to their being influenced by the element of water. Their skin ranges between the many shades of water, from the sea green of the coast to the murky brown of the swamp. Their irises are universally clear blue, and their hair if they have it is generally wavy or curly, and a slightly lighter or darker shade than their skin. Perhaps the most otherworldly aspect of the undines is their finned ears and webbed hands and feet. Undine generally possess the lithe build of one who spends much time in the water. Beyond that, their physical characteristics vary depending on the body of water they were born closest to, and they can exhibit diverse traits such as:&lt;br /&gt;
&lt;br /&gt;
-Rows of pointed shark teeth&lt;br /&gt;
&lt;br /&gt;
-Voices layered with the faint noise of a babbling brook or the waves of the ocean&lt;br /&gt;
&lt;br /&gt;
-Seaweed or coral outcroppings where hair would grow&lt;br /&gt;
&lt;br /&gt;
-Actually bleeding saltwater&lt;br /&gt;
&lt;br /&gt;
-A second set of translucent eyelids that shuts horizontally&lt;br /&gt;
&lt;br /&gt;
-Swirling, wave-like markings that gently flow across their bodies&lt;br /&gt;
&lt;br /&gt;
Undines are the most variable of the genasi. Aside from their shared physical characteristics, the only common factor shared by most undines is their being born with the innate ability to swim. Undines are divided into a plethora of sub-types too numerous to codify, generally reflecting the characteristics of one body of water and its natural flora and fauna. Undines of the Diamond Sea, for example, are stately and collected natural diplomats, while the Undines of of the glacial north are nomadic and superstitious, and their cold demeanor masks the wild savagery of the icy gale.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Children of Selanna==&lt;br /&gt;
&lt;br /&gt;
Legend states that the god Selanna gave birth to these races at the end of the 1st age, creating the first of them over the course of an entire day. Those born in the light of the sun became Dawnborn, and those born under the gaze of the moon became Duskborn. While the two races appear to be exact opposites, beneath the surface all children of Selanna possess many similarities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dawnborn===&lt;br /&gt;
&lt;br /&gt;
+2 to Wisdom or Charisma&lt;br /&gt;
&lt;br /&gt;
Resist holy 8+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sacred Vitality&#039;&#039;&#039;: Dawnborn characters gain an extra recovery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Daybreak&lt;br /&gt;
&lt;br /&gt;
Once per battle, make a &#039;&#039;daybreak&#039;&#039; attack as a quick action using your highest ability score against one nearby enemy&#039;s MD. On a hit, the attack deals 1d4 holy damage per level and they are dazed until the end of their next turn. On a miss, deal holy damage equal to your level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: Your &#039;&#039;daybreak&#039;&#039; attack targets 1d3 nearby enemies instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Targets hit by &#039;&#039;daybreak&#039;&#039; are weakened(save ends) instead of dazed.&lt;br /&gt;
&lt;br /&gt;
The Dawnborn appear as humans, except for skin that shines with a faint luminescence and glowing eyes with no pupils in pale shades of gold and yellow. Their hair varies from rich gold to white-blonde, and their every action seems to exude an otherworldly elegance. The Dawnborn hold a special place in the culture of the greater human race, frequently appearing as the central figure of stories ranging from the epics passed down through word of mouth among the western nomads to love poems recited in the halls of high society. They thrive in positions important to the social or spiritual well-being of those around them, born diplomats and oracles. A smaller portion of Dawnborn are drawn to the arts, and many famed creators of art from every age were Dawnborn. They are found most frequently wherever other people congregate, from the coastal metropolises to the trade caravans winding across the realm. Dawnborn who take to lives of adventure frequently become bards and clerics, roles their mystical and social aptitude make them well suited for. Dawnborn also do well as commanders, and it is said that Dawnborn generals are capable of leading their men to near-suicidal feats of bravery. &lt;br /&gt;
&lt;br /&gt;
This is not to say that the Dawnborn are all charm and grace- even the brightest sun casts shadows. Dawnborn who fall prey to their darker sides are narcissists and manipulators, many of whom discover a natural talent with darker magicks. While stories of villainous Dawnborn are less common, they are all the more terrifying for it. Tales of the Daykiller haunt the nightmares of every child in Temple, and the Minotaurs of Bas Ata still refuse to speak the name of the Dawnborn warleader who nearly conquered their ancient empire. Indeed, it seems that none of the mortal races are capable of going quite as bad as the Dawnborn, for those that fall from the light still command the same reverence those that walk in the sun&#039;s rays do. One should be wary when around Dawnborn, for many of the shining ones are destined for some kind of greatness- pray that you don&#039;t end up in the way.&lt;br /&gt;
&lt;br /&gt;
===Duskborn===&lt;br /&gt;
&lt;br /&gt;
+2 to Dexterity or Intelligence&lt;br /&gt;
&lt;br /&gt;
Resist negative energy 8+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lurkers in the Dark&#039;&#039;&#039;: Duskborn can see perfectly in the dark, and gain a +3 to any background check involving stealth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Extinguish&lt;br /&gt;
&lt;br /&gt;
Once per battle, make an &#039;&#039;extinguish&#039;&#039; attack as a quick action with your highest ability score against the highest MD enemy&#039;s MD. On a hit, enemies become vulnerable to your attacks until you critically strike. On a miss, deal negative energy damage equal to your level to a random enemy. In addition, darkness shrouds the area around where you cast this spell for a few minutes. This can give small bonuses to background checks to sneak or intimidate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: Once per battle when attacking a vulnerable enemy, roll three times for your attack roll and pick the highest result.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: The turn you make an &#039;&#039;extinguish&#039;&#039; attack, you can also teleport to any shadowy area before or after the attack as a move action.&lt;br /&gt;
&lt;br /&gt;
Physically, Duskborn resemble humans drained of pigment. Their skin ranges from ash white to charcoal, with most Duskborn falling in the middle of the spectrum. Their hair can be a wide variety of dark and washed-out colors, from midnight blue to stark white. Like the Dawnborn, their eyes lack pupils or irises, glowing in soft shades of white, silver, and pale blue. They tend toward svelte and fragile builds, and the average Duskborn height is several inches below the human norm. Duskborn also possess flawless night vision and a racial affinity for stealth, making them naturally suited to underground environments. Duskborn tend to unnerve others, seeming to awaken the primal fear of the dark lurking in the minds of the races of the light. As a result, Duskborn flock to the fringes of civilization- the poor and dangerous districts and the caves and wilds outside the walls. There are a number of predominantly Duskborn settlements scattered throughout the light-less places of the world, places that tend to shun outsiders. In the cities, Duskborn&#039;s unique racial traits makes them naturally adapted to careers on the wrong side of the law, giving them a reputation as a race of criminals. This discrimination causes many to treat Duskborn with suspicion, driving them further away from mainstream society, a vicious cycle of discrimination. &lt;br /&gt;
&lt;br /&gt;
This is not to say that Duskborn haven&#039;t contributed to the world. Many of the shadow-dwellers are intellectually gifted, and they are renowned inventors, both mundane and magical. They make excellent scouts and spies, defenders of the people outside the public eye whose deeds go unnoticed. Supposedly, it was a Duskborn mage who created the basic invisibility spell long ago. As adventurers, they gravitate toward positions as rogues, rangers, and wizards, where their talents for stealth and magic thrive. A subset of Duskborn find themselves drawn to the priesthood, seeking acceptance in religion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Twists==&lt;br /&gt;
&lt;br /&gt;
+2 to Strength, Dexterity, or Constitution&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twisted Form&#039;&#039;&#039;: Pick one permanent mutation from the list below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Warped in Body and Mind&#039;&#039;: Gain a permanent +1 to your defenses. However, your confidence in your demonic toughness causes you to ignore danger- vulnerability expands the crit range of attacks against you by 4 instead of 2. Your GM is encouraged to use monsters that cause vulnerability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Demonic Corpulence&#039;&#039;: Treat your Constitution modifier as two higher for the purpose of calculating hit points. People may make fun of you for being fat, but it doesn&#039;t have any other mechanical impact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Prehensile Tail&#039;&#039;: Gain a +3 to any background check involving balance or acrobatics. Your tail can be used to hold small objects and creep people out. You can use weapons held in your tail to attack, but it can&#039;t hold two-handed weapons and attacks with one-handed light or heavy weapons are at -2 to attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barbed Claws&#039;&#039;: Your claws count as small one-handed melee weapons, and provide a +3 to any background check involving climbing, grabbing, or holding on to something.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Otherworldly Perception&#039;&#039;: Gain a +3 to any background check involving vision. Your eyes can also see something others can&#039;t, subject to GM approval. Here are some examples:&lt;br /&gt;
&lt;br /&gt;
-You can see perfectly in the dark. In fact, you can see slightly better in the dark than when it&#039;s bright out.&lt;br /&gt;
&lt;br /&gt;
-You can see the beating hearts of living things through their chests, but not other obstacles.&lt;br /&gt;
&lt;br /&gt;
-You can see the spirits of the dead.&lt;br /&gt;
&lt;br /&gt;
-You can see the lingering residue of lies for a few hours after they&#039;ve left someone&#039;s lips. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Curse of Chaos&lt;br /&gt;
&lt;br /&gt;
Once per battle as a free action when a nearby enemy rolls a natural 1–5 on an attack or a save, turn their roll into a natural 1 and improvise a further curse that shows how their attempt backfires horribly. A curse should have about the same impact as a typical once-per-battle ability. For example, a typical curse might lead to the cursed attacker dealing half damage to themself with their fumbled attack and being dazed until the end of their next turn. The GM may reward storytelling flair and/or limit the suggested effects of the curse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: Whenever a nearby enemy rolls a natural 1 on an attack against you, you can use &#039;&#039;curse&#039;&#039; of chaos against them without expending it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: You can use &#039;&#039;curse of chaos&#039;&#039; against any odd roll, not just a natural 1-5. The once per battle limit still applies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION GOES HERE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Abhumans=&lt;br /&gt;
&lt;br /&gt;
Goblins, Dragonics, Minotaurs, and Myclings are often lumped together into the category of &amp;quot;abhuman&amp;quot; for the purpose of categorization and scholarship. This term isn&#039;t used much by the common people, with the four races generally being referred to by their own name except by particularly xenophobic humans. The four races are physically and culturally distinct and share little in common, except for a common sense of being outsiders from human and shardborn communities. Goblins, while perhaps the most accepted of the abhuman races, are still regarded as being clannish because of their large kin-groups. Dragonics and Minotaurs alike have conflicted histories with human empires and are frequently regarded with some fear or suspicion. Myclings are rare and become even more so the further one gets from the Outgrowth, meaning most have no idea what to think of them. The majority of beings have only heard stories about Myclings, and these tales vary between describing the fungaloids as harmless yet bizarre and as implacable warriors in service of the Rotting Multitude&#039;s goals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Goblins==&lt;br /&gt;
&lt;br /&gt;
+2 to Dexterity, Intelligence, or Charisma&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small&#039;&#039;&#039;: Goblins have a +2 AC bonus against opportunity attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goblin Hearing&#039;&#039;&#039;: Goblins have big ears that can hear things other races can&#039;t. This doesn&#039;t provide any mechanical benefits, but it does mean they can perceive frequencies non-goblins can&#039;t, such as Shrill, the goblin language.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Adventurer Feat&#039;&#039;: Gain a +3 to background checks involving hearing, and you don&#039;t suffer any penalties to hearing rolls if you&#039;re asleep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power:&#039;&#039;&#039;: Shifty Retreat&lt;br /&gt;
&lt;br /&gt;
Once per battle when an enemy attack hits you, you can force them to reroll the attack at a -3 penalty. If they miss you with the reroll, you can pop free from them if it was a melee attack and move as a free action. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: The reroll is at a -6 penalty instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Even if the rerolled attack hits you, you only take half damage and can still move as a free action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION GOES HERE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dragonics==&lt;br /&gt;
&lt;br /&gt;
+2 to Strength or Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon-blooded&#039;&#039;&#039;: Dragonics gain +1 to AC, and they can see in the dark.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Survivor&#039;&#039;&#039;: Gain a +3 to background checks to resist the environment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: War Cry&lt;br /&gt;
&lt;br /&gt;
Once per battle as quick action, roll your recovery dice and gain temporary hit points equal to half the result. While any of these temporary hit points remain, add 1 to the results of all your damage dice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: While War Cry is active, enemies that start their turn engaged with you take damage equal to your highest ability modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Once per battle, you can expend all the temporary hit points from &#039;&#039;war cry&#039;&#039; to triple the damage bonus on an attack you make. This must be announced before the attack is made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION GOES HERE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Minotaurs==&lt;br /&gt;
&lt;br /&gt;
+2 to two of Strength, Constitution, or Intelligence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Big&#039;&#039;&#039;: Minotaurs have a -2 AC penalty against opportunity attacks. Minotaur characters probably run into some other problems due to their size, such as difficulty sneaking, breaking weapons that weren&#039;t made for minotaurs, and having to stoop to fit into dwellings of lesser mortals. Essentially, this is license for your GM to make things hard for you due to your size - some form of narrative or mechanical complication or inconvenience once or twice per session is a good benchmark.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vigor&#039;&#039;&#039;: Minotaur characters gain the &#039;&#039;toughness&#039;&#039; feat at 1st level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Horns&#039;&#039;&#039;: Minotaurs count as being armed with a simple two-handed melee weapon the same turn they move into engagement with an enemy. Attacks with their horns don&#039;t suffer class-specific attack penalties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Adventurer Feat&#039;&#039;: The first attack you make with your horns each battle is at +2 to hit and pops free smaller creatures from all engagements on hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Bull Through&lt;br /&gt;
&lt;br /&gt;
Once per battle after damage has been rolled for a successful attack against you, roll a hard save. On a success, you ignore half of the damage and any negative effects or conditions the attack inflicted. On a failure, you still ignore half the damage but suffer any negative effects&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: When you use &#039;&#039;bull through&#039;&#039;, you can roll a save against one ongoing effect as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: The save becomes an normal save, and you can use &#039;&#039;bull through&#039;&#039; twice per battle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION GOES HERE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Myclings==&lt;br /&gt;
&lt;br /&gt;
+2 to Strength or Constitution&lt;br /&gt;
&lt;br /&gt;
Myclings count as plants, not humanoids.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fungal Regeneration&#039;&#039;&#039;: Myclings regain an additional hit point per level whenever they roll their recovery dice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mycorrhizae&#039;&#039;&#039;: Myclings can extend their hair-tendrils into surrounding plants and fungi to communicate with them. This works like the druid&#039;s Nature Talking class feature, except uses are unlimited, it takes several minutes instead of a few rounds, and Myclings gain a +5 on any associated skill check. Mycling druids can do it in a few rounds, and they gain a +10 on any associated skill checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Spore Burst&lt;br /&gt;
&lt;br /&gt;
Once per battle, make a &#039;&#039;spore burst&#039;&#039; attack as a standard action using your highest ability score against the PD of 1d3 enemies engaged with you. On a hit, enemies suffer ongoing poison damage equal to 5 x your level. Enemies suffering from this ongoing damage are at a -2 to all their attacks against you. On a miss, deal poison damage equal to twice your level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: &#039;&#039;Spore burst&#039;&#039; can target 1d3+1 nearby enemies, and deals poison damage equal to four times your level on a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Enemies hit by spore burst are hampered until the end of their next turn.&lt;/div&gt;</summary>
		<author><name>FighterChimp</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shardworld/Races&amp;diff=284698</id>
		<title>Shardworld/Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shardworld/Races&amp;diff=284698"/>
		<updated>2015-06-17T10:03:46Z</updated>

		<summary type="html">&lt;p&gt;FighterChimp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Shardworld:Main Page]]&lt;br /&gt;
&lt;br /&gt;
The Continent is home to a diverse array of races. Most frequent are humans, and the seven human sub-races known as Shardborn, those touched by the energies of another shard. Goblins are an adaptable species of nomads, merchants, and inventors. The Dragonics are descendants of the clan most favored by the Wyrm when he walked the Earth, a long-lived race of nomads and warriors. Minotaurs are native to the isle of Bas Ata, formidable in both body and mind. Finally, the exceedingly rare fungaloid Myclings have wandered the Continent bereft of purpose since their elven creators vanished.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stereotypes:&#039;&#039; Each race has its own common physical features and behavioral inclinations, but these are just the commonly observed patterns, not definite by any means. Thus, suggestions about the personality of each kind of race are just that, suggestions- reserved and emotionally stable ifrit or warm, loving minotaurs, while uncommon, aren&#039;t impossible on the Continent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Monstrous Races&#039;&#039;: Wait, aren&#039;t goblins and minotaurs monsters? Shouldn&#039;t any adventurer worth their magic items want to slay them? In Shardworld, unless you want to end up in trouble for murder, you should probably treat goblins and minotaurs like the sentient beings they are. Goblins aren&#039;t chronic backstabbers, and are in fact quite loyal to their extended kin-groups, and tend to be more crafty and resourceful than scheming and cowardly. And Minotaurs, while still physically mighty, have a reputation for intelligence and their own complex culture. When it comes to other races classically considered to be monsters, none of the races native to the Continent are inherently evil, although there are certainly plenty of beasts not complex enough to interact with intelligent beings in ways beyond violence. Creatures that originate from and inhabit shardrealms are certainly capable of being innately &amp;quot;evil&amp;quot;(or good, or neutral, or following unfathomable motivations). Overall, though, Shardworld is a setting based on 13th Age, which disregards alignment, and anyone seeking to create a race or monster native to Shardworld should feel free to do likewise.&lt;br /&gt;
&lt;br /&gt;
=Humans=&lt;br /&gt;
&lt;br /&gt;
+2 to one ability score.&lt;br /&gt;
&lt;br /&gt;
Humans gain a bonus feat at 1st level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Quick to Fight&lt;br /&gt;
&lt;br /&gt;
At the start of each battle, roll initiative twice and choose the result you want&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: If you roll a natural 19 or 20 for initiative, increase the escalation die by 1 (usually from 0 to 1 since it&#039;s the start of the battle). This increase doesn&#039;t stack- if there are multiple humans in the party, settling on one to get this feat is wise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Increase the escalation die on a 16+ for initiative, and gain a +2 to your first attack of a battle. &lt;br /&gt;
&lt;br /&gt;
Humans are the majority on the Continent, having spread across the land long ago and propagated since. Humans are key to history, and their determination and adaptability marks them out as arguably the most influential mortal race. All the races except Goblins and Minotaurs can trace their lineage back to humanity. Humans exhibit a diverse range of culture and ethnicities, from the hardy scavengers of the southern badlands to the civilized folk of the cities around the Diamond Sea. Beyond that, they&#039;re humans- you know the drill.&lt;br /&gt;
z&lt;br /&gt;
&lt;br /&gt;
=Shardborn=&lt;br /&gt;
&lt;br /&gt;
The shardborn are born irregularly among humans. The blood of beings of other shards that lies dormant in the blood of humans occasionally flares up, and a shardborn is born to mortal parents. Approximately 1 in 100 human births result in one touched by the energies of another reality, and the child of a shardborn is more likely to be shardborn than a child of two humans. Lineages aren&#039;t always consistent- the child of two ifrit is more likely to be an ifrit than an oread, but it&#039;s not a sure thing. The shardborn races that most commonly birth their own kind are undines and twists. The shardborn are divided into the four types of genasi, the two races descended from the goddess Selanna, and the twists, corrupted by the demons of the Abyss. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Genasi==&lt;br /&gt;
&lt;br /&gt;
Genasi is the general term given for any Shardborn with an elemental nature. Ifrits are touched by fire, Sylphs air, Oreads earth, and Undines air. Each type of genasi have their own shared physical quirks and behavioral inclinations, but these are just the commonly observed patterns, not definite by any means. Thus, suggestions about the personality of each kind of genasi are just that, suggestions- reserved and emotionally stable ifrit or warm, loving sylphs aren&#039;t uncommon on the Continent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ifrit===&lt;br /&gt;
&lt;br /&gt;
+2 to Strength or Charisma&lt;br /&gt;
&lt;br /&gt;
Resist fire 8+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Fiery Outburst&lt;br /&gt;
&lt;br /&gt;
Once per battle, double your bonus to attack granted by the escalation die for one attack, and add the same value to the damage of that attack, hit or miss. Increase the multiplying factor by one at champion and epic tier(Escalation die times three at champion/four at epic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: You also deal (3xLevel) ongoing fire damage to enemies targeted by &#039;&#039;fiery outburst&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: You also gain temporary hit points equal to half the damage inflicted by your &#039;&#039;fiery outburst&#039;&#039; attack.&lt;br /&gt;
&lt;br /&gt;
Ifrit are also known as flame-kissed. Physically, their skin tone is generally a shade of red or orange, occasionally charcoal black or auburn. Their eyes tend to be warm shades of brown or yellow. Ifrit don&#039;t tend towards any one build, but most build muscle easier than humans. Beyond that, ifrit are the most variable of genasi. Physical quirks exhibited by ifrit include, but aren&#039;t limited to:&lt;br /&gt;
&lt;br /&gt;
-Flame-like hair that flickers like a torch even in the absence of breeze, and becomes brighter as the ifrit becomes angrier&lt;br /&gt;
&lt;br /&gt;
-Teeth or nails of gleaming brass&lt;br /&gt;
&lt;br /&gt;
-Constantly exhaling faint clouds of smoke&lt;br /&gt;
&lt;br /&gt;
-Having a tendency to strengthen fires around them&lt;br /&gt;
&lt;br /&gt;
-Translucent, combustible blood&lt;br /&gt;
&lt;br /&gt;
-Pupils that glow blue like the center of a flame&lt;br /&gt;
&lt;br /&gt;
Behaviorally, ifrits mostly disregard law and order, acting as their whims guide them. They are prone to rapid and extreme swings of emotion, changing from jubilant to somber at a moment&#039;s notice, but usually don&#039;t take long to switch back to their usual high spirits. Ifrit have a reputation for being capricious or disloyal, but an ifrit accused of such things will probably tell you they were just doing what seemed to be most interesting. Ifrit are seen more the closer one gets to centers of population, generally preferring the fast pace of city life. Despite this, many are stricken by wanderlust, and an ifrit is the most common kind of genasi to be found in an adventuring party. Crossing an ifrit is regarded as unwise: when angered, they seethe with the rage of the inferno that birthed them, and won&#039;t stop until the target of their ire is completely annihilated, or their rage causes them to burn themselves out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sylphs===&lt;br /&gt;
&lt;br /&gt;
+2 to Dexterity or Intelligence&lt;br /&gt;
&lt;br /&gt;
Resist lightning 8+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Swift as the Wind&lt;br /&gt;
&lt;br /&gt;
Once per battle, you can pop free from a number of enemies equal to the escalation die, then move as a quick action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: The enemies you pop free from also have to make a normal save; on a failure, they&#039;re knocked prone by a gust of wind and lose their next move action. Particularly light or heavy enemies may have to make easy or hard saves instead, at your GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Upon activating &#039;&#039;swift as the wind&#039;&#039;, you gain flight until the end of your turn.&lt;br /&gt;
&lt;br /&gt;
Sylphs are touched by the element of air, and move and fight with the grace of wind and the fury of the storm. They&#039;re the most likely of the genasi to be able to pass for human, with frail builds, fair skin, and hair in light shades of blond, grey, and blue. Their eyes are pale shades of any human color, occasionally lacking any color at all. All sylphs seem to be followed by a slight breeze which they must focus to suppress, and that grows stronger during extremes of emotion. Other quirks observed in sylphs are:&lt;br /&gt;
&lt;br /&gt;
-Birthmarks that mimic the scars inflicted by lightning strikes&lt;br /&gt;
&lt;br /&gt;
-The ability to perfectly predict the weather&lt;br /&gt;
&lt;br /&gt;
-A constant static charge that shocks anyone they touch&lt;br /&gt;
&lt;br /&gt;
-Walking on a centimeters thick cushion of air, never actually touching the ground&lt;br /&gt;
&lt;br /&gt;
-Whorls of color that pass across their eyes like clouds&lt;br /&gt;
&lt;br /&gt;
-A slight echo to their voice&lt;br /&gt;
&lt;br /&gt;
Sylphs are regarded as the most aloof of the genasi, with good reason. Most sylphs see no reason to make friends purely for the sake of having them, preferring to be detached from all but a few close friends. They hold little reverence for laws and conventions, motivated mostly by an insatiable curiosity. Sylphs have been known to willingly place themselves in danger just to figure out a piece of information their curiosity has latched onto. They have little regard for privacy, and have turned eavesdropping into an art form. Sylphs are most drawn to careers in scholarship or art. Some sylphs are also drawn to the criminal world, and sylphs are regarded as naturals at second-story work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Oread===&lt;br /&gt;
&lt;br /&gt;
+2 to Constitution or Wisdom&lt;br /&gt;
&lt;br /&gt;
Resist acid 8+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Immovable Object&lt;br /&gt;
&lt;br /&gt;
Once per battle, gain resist physical (13 + the escalation die)+ until the beginning of your next turn as a move action. Until then, you can&#039;t be moved if you don&#039;t want to be, but you also can&#039;t willingly move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: The Oread can also rally as a quick action the turn they activate &#039;&#039;immovable object&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: At the beginning of the turn the effect ends, roll a normal save. On a success, &#039;&#039;immovable object&#039;&#039; continues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the creation myths of most cultures, Oread are regarded as the first genasi to appear, dragging themselves from the earth. Physically, they are sturdily built, and have skin tones mimicking rocky shades of grey, brown, and infrequently green. Their eyes are deep hues of brown, grey, and emerald, and their hair, if they have any, is thick and grows slowly. Every Oread has a gemstone jutting from their skin over their heart, the source of many cultural traditions and superstitions. Many also reflect other elements of the earth that birthed them, such as:&lt;br /&gt;
&lt;br /&gt;
-Faceted, gem-like eyes&lt;br /&gt;
&lt;br /&gt;
-Crystal outcroppings that mimic hair&lt;br /&gt;
&lt;br /&gt;
-Mottled, thick skin the color of granite&lt;br /&gt;
&lt;br /&gt;
-Teeth and nails of obsidian&lt;br /&gt;
&lt;br /&gt;
-Ridges and indents in their skin that create geometric patterns &lt;br /&gt;
&lt;br /&gt;
-Keen sensitivity to the vibrations of the ground &lt;br /&gt;
&lt;br /&gt;
Oread are renowned as loyal, dependable, and possessing a strong sense of community. They are the least outwardly expressive of the genasi, which is not to say that they don&#039;t feel- they just don&#039;t show their emotional state as strongly as an ifrit or undine, races that many oread consider flighty and unreliable. While oread can be integrated in human cities, the majority flock to small villages and enclaves mostly composed of oread. They naturally adhere to laws and traditions, and are inclined to develop their own unique moral code. Each oread settlement has a different ideology, and this tends to no small deal of conflict between separate groups of oread. An oread is the most common genasi to be found among the ranks of religion, with many settling in and around Temple.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Undine===&lt;br /&gt;
&lt;br /&gt;
+2 to Dexterity or Charisma&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aquatic&#039;&#039;&#039;: Undines gain a +5 bonus to any background check involving swimming, and can hold their breath for a number of hours equal to their level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Flowing Tide&lt;br /&gt;
&lt;br /&gt;
Once per battle,  you can use a standard action to make a basic attack or attack power at any point during your move action. A number of enemies equal to the escalation die, selected by you, can&#039;t intercept or make opportunity attacks against you during this combined attack-move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: You gain a +5 bonus to the attack made during the &#039;&#039;flowing tide&#039;&#039; movement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Any enemy you move next to during the &#039;&#039;flowing tide&#039;&#039; movement must roll a normal save or be dazed.&lt;br /&gt;
&lt;br /&gt;
Undines are said to &amp;quot;bleed saltwater&amp;quot;, due to their being influenced by the element of water. Their skin ranges between the many shades of water, from the sea green of the coast to the murky brown of the swamp. Their irises are universally clear blue, and their hair if they have it is generally wavy or curly, and a slightly lighter or darker shade than their skin. Perhaps the most otherworldly aspect of the undines is their finned ears and webbed hands and feet. Undine generally possess the lithe build of one who spends much time in the water. Beyond that, their physical characteristics vary depending on the body of water they were born closest to, and they can exhibit diverse traits such as:&lt;br /&gt;
&lt;br /&gt;
-Rows of pointed shark teeth&lt;br /&gt;
&lt;br /&gt;
-Voices layered with the faint noise of a babbling brook or the waves of the ocean&lt;br /&gt;
&lt;br /&gt;
-Seaweed or coral outcroppings where hair would grow&lt;br /&gt;
&lt;br /&gt;
-Actually bleeding saltwater&lt;br /&gt;
&lt;br /&gt;
-A second set of translucent eyelids that shuts horizontally&lt;br /&gt;
&lt;br /&gt;
-Swirling, wave-like markings that gently flow across their bodies&lt;br /&gt;
&lt;br /&gt;
Undines are the most variable of the genasi. Aside from their shared physical characteristics, the only common factor shared by most undines is their being born with the innate ability to swim. Undines are divided into a plethora of sub-types too numerous to codify, generally reflecting the characteristics of one body of water and its natural flora and fauna. Undines of the Diamond Sea, for example, are stately and collected natural diplomats, while the Undines of of the glacial north are nomadic and superstitious, and their cold demeanor masks the wild savagery of the icy gale.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Children of Selanna==&lt;br /&gt;
&lt;br /&gt;
Legend states that the god Selanna gave birth to these races at the end of the 1st age, creating the first of them over the course of an entire day. Those born in the light of the sun became Dawnborn, and those born under the gaze of the moon became Duskborn. While the two races appear to be exact opposites, beneath the surface all children of Selanna possess many similarities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dawnborn===&lt;br /&gt;
&lt;br /&gt;
+2 to Wisdom or Charisma&lt;br /&gt;
&lt;br /&gt;
Resist holy 8+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sacred Vitality&#039;&#039;&#039;: Dawnborn characters gain an extra recovery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Daybreak&lt;br /&gt;
&lt;br /&gt;
Once per battle, make a &#039;&#039;daybreak&#039;&#039; attack as a quick action using your highest ability score against one nearby enemy&#039;s MD. On a hit, the attack deals 1d4 holy damage per level and they are dazed until the end of their next turn. On a miss, deal holy damage equal to your level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: Your &#039;&#039;daybreak&#039;&#039; attack targets 1d3 nearby enemies instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Targets hit by &#039;&#039;daybreak&#039;&#039; are weakened(save ends) instead of dazed.&lt;br /&gt;
&lt;br /&gt;
The Dawnborn appear as humans, except for skin that shines with a faint luminescence and glowing eyes with no pupils in pale shades of gold and yellow. Their hair varies from rich gold to white-blonde, and their every action seems to exude an otherworldly elegance. The Dawnborn hold a special place in the culture of the greater human race, frequently appearing as the central figure of stories ranging from the epics passed down through word of mouth among the western nomads to love poems recited in the halls of high society. They thrive in positions important to the social or spiritual well-being of those around them, born diplomats and oracles. A smaller portion of Dawnborn are drawn to the arts, and many famed creators of art from every age were Dawnborn. They are found most frequently wherever other people congregate, from the coastal metropolises to the trade caravans winding across the realm. Dawnborn who take to lives of adventure frequently become bards and clerics, roles their mystical and social aptitude make them well suited for. Dawnborn also do well as commanders, and it is said that Dawnborn generals are capable of leading their men to near-suicidal feats of bravery. &lt;br /&gt;
&lt;br /&gt;
This is not to say that the Dawnborn are all charm and grace- even the brightest sun casts shadows. Dawnborn who fall prey to their darker sides are narcissists and manipulators, many of whom discover a natural talent with darker magicks. While stories of villainous Dawnborn are less common, they are all the more terrifying for it. Tales of the Daykiller haunt the nightmares of every child in Temple, and the Minotaurs of Bas Ata still refuse to speak the name of the Dawnborn warleader who nearly conquered their ancient empire. Indeed, it seems that none of the mortal races are capable of going quite as bad as the Dawnborn, for those that fall from the light still command the same reverence those that walk in the sun&#039;s rays do. One should be wary when around Dawnborn, for many of the shining ones are destined for some kind of greatness- pray that you don&#039;t end up in the way.&lt;br /&gt;
&lt;br /&gt;
===Duskborn===&lt;br /&gt;
&lt;br /&gt;
+2 to Dexterity or Intelligence&lt;br /&gt;
&lt;br /&gt;
Resist negative energy 8+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lurkers in the Dark&#039;&#039;&#039;: Duskborn can see perfectly in the dark, and gain a +3 to any background check involving stealth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Extinguish&lt;br /&gt;
&lt;br /&gt;
Once per battle, make an &#039;&#039;extinguish&#039;&#039; attack as a quick action with your highest ability score against the highest MD enemy&#039;s MD. On a hit, enemies become vulnerable to your attacks until you critically strike. On a miss, deal negative energy damage equal to your level to a random enemy. In addition, darkness shrouds the area around where you cast this spell for a few minutes. This can give small bonuses to background checks to sneak or intimidate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: Once per battle when attacking a vulnerable enemy, roll three times for your attack roll and pick the highest result.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: The turn you make an &#039;&#039;extinguish&#039;&#039; attack, you can also teleport to any shadowy area before or after the attack as a move action.&lt;br /&gt;
&lt;br /&gt;
Physically, Duskborn resemble humans drained of pigment. Their skin ranges from ash white to charcoal, with most Duskborn falling in the middle of the spectrum. Their hair can be a wide variety of dark and washed-out colors, from midnight blue to stark white. Like the Dawnborn, their eyes lack pupils or irises, glowing in soft shades of white, silver, and pale blue. They tend toward svelte and fragile builds, and the average Duskborn height is several inches below the human norm. Duskborn also possess flawless night vision and a racial affinity for stealth, making them naturally suited to underground environments. Duskborn tend to unnerve others, seeming to awaken the primal fear of the dark lurking in the minds of the races of the light. As a result, Duskborn flock to the fringes of civilization- the poor and dangerous districts and the caves and wilds outside the walls. There are a number of predominantly Duskborn settlements scattered throughout the light-less places of the world, places that tend to shun outsiders. In the cities, Duskborn&#039;s unique racial traits makes them naturally adapted to careers on the wrong side of the law, giving them a reputation as a race of criminals. This discrimination causes many to treat Duskborn with suspicion, driving them further away from mainstream society, a vicious cycle of discrimination. &lt;br /&gt;
&lt;br /&gt;
This is not to say that Duskborn haven&#039;t contributed to the world. Many of the shadow-dwellers are intellectually gifted, and they are renowned inventors, both mundane and magical. They make excellent scouts and spies, defenders of the people outside the public eye whose deeds go unnoticed. Supposedly, it was a Duskborn mage who created the basic invisibility spell long ago. As adventurers, they gravitate toward positions as rogues, rangers, and wizards, where their talents for stealth and magic thrive. A subset of Duskborn find themselves drawn to the priesthood, seeking acceptance in religion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Twists==&lt;br /&gt;
&lt;br /&gt;
+2 to Strength, Dexterity, or Constitution&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twisted Form&#039;&#039;&#039;: Pick one permanent mutation from the list below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Warped in Body and Mind&#039;&#039;: Gain a permanent +1 to your defenses. However, your confidence in your demonic toughness causes you to ignore danger- vulnerability expands the crit range of attacks against you by 4 instead of 2. Your GM is encouraged to use monsters that cause vulnerability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Demonic Corpulence&#039;&#039;: Treat your Constitution modifier as two higher for the purpose of calculating hit points. People may make fun of you for being fat, but it doesn&#039;t have any other mechanical impact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Prehensile Tail&#039;&#039;: Gain a +3 to any background check involving balance or acrobatics. Your tail can be used to hold small objects and creep people out. You can use weapons held in your tail to attack, but it can&#039;t hold two-handed weapons and one-handed attacks with light or heavy weapons are at -2 to attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barbed Claws&#039;&#039;: Your claws count as small one-handed melee weapons, and provide a +3 to any background check involving climbing, grabbing, or holding on to &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Otherworldly Perception&#039;&#039;: Gain a +3 to any background check involving vision. Your eyes can also see something others can&#039;t, subject to GM approval. Here are some examples:&lt;br /&gt;
&lt;br /&gt;
-You can see perfectly in the dark. In fact, you can see slightly better in the dark than when it&#039;s bright out.&lt;br /&gt;
&lt;br /&gt;
-You can see the beating hearts of living things through their chests, but not other obstacles.&lt;br /&gt;
&lt;br /&gt;
-You can see the spirits of the dead.&lt;br /&gt;
&lt;br /&gt;
-You can see the lingering residue of lies for a few hours after they&#039;ve left someone&#039;s lips. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Curse of Chaos&lt;br /&gt;
&lt;br /&gt;
Once per battle as a free action when a nearby enemy rolls a natural 1–5 on an attack or a save, turn their roll into a natural 1 and improvise a further curse that shows how their attempt backfires horribly. A curse should have about the same impact as a typical once-per-battle ability. For example, a typical curse might lead to the cursed attacker dealing half damage to themself with their fumbled attack and being dazed until the end of their next turn. The GM may reward storytelling flair and/or limit the suggested effects of the curse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: Whenever a nearby enemy rolls a natural 1 on an attack against you, you can use &#039;&#039;curse&#039;&#039; of chaos against them without expending it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: You can use &#039;&#039;curse of chaos&#039;&#039; against any odd roll, not just a natural 1-5. The once per battle limit still applies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION GOES HERE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Abhumans=&lt;br /&gt;
&lt;br /&gt;
Goblins, Dragonics, Minotaurs, and Myclings are often lumped together into the category of &amp;quot;abhuman&amp;quot; for the purpose of categorization and scholarship. This term isn&#039;t used much by the common people, with the four races generally being referred to by their own name except by particularly xenophobic humans. The four races are physically and culturally distinct and share little in common, except for a common sense of being outsiders from human and shardborn communities. Goblins, while perhaps the most accepted of the abhuman races, are still regarded as being clannish because of their large kin-groups. Dragonics and Minotaurs alike have conflicted histories with human empires and are frequently regarded with some fear or suspicion. Myclings are rare and become even more so the further one gets from the Outgrowth, meaning most have no idea what to think of them. The majority of beings have only heard stories about Myclings, and these tales vary between describing the fungaloids as harmless yet bizarre and as implacable warriors in service of the Rotting Multitude&#039;s goals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Goblins==&lt;br /&gt;
&lt;br /&gt;
+2 to Dexterity, Intelligence, or Charisma&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small&#039;&#039;&#039;: Goblins have a +2 AC bonus against opportunity attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goblin Hearing&#039;&#039;&#039;: Goblins have big ears that can hear things other races can&#039;t. This doesn&#039;t provide any mechanical benefits, but it does mean they can perceive frequencies non-goblins can&#039;t, such as Shrill, the goblin language.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Adventurer Feat&#039;&#039;: Gain a +3 to background checks involving hearing, and you don&#039;t suffer any penalties to hearing rolls if you&#039;re asleep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power:&#039;&#039;&#039;: Shifty Retreat&lt;br /&gt;
&lt;br /&gt;
Once per battle when an enemy attack hits you, you can force them to reroll the attack at a -3 penalty. If they miss you with the reroll, you can pop free from them if it was a melee attack and move as a free action. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: The reroll is at a -6 penalty instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Even if the rerolled attack hits you, you only take half damage and can still move as a free action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION GOES HERE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dragonics==&lt;br /&gt;
&lt;br /&gt;
+2 to Strength or Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon-blooded&#039;&#039;&#039;: Dragonics gain +1 to AC, and they can see in the dark.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Survivor&#039;&#039;&#039;: Gain a +3 to background checks to resist the environment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: War Cry&lt;br /&gt;
&lt;br /&gt;
Once per battle as quick action, roll your recovery dice and gain temporary hit points equal to half the result. While any of these temporary hit points remain, add 1 to the results of all your damage dice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: While War Cry is active, enemies that start their turn engaged with you take damage equal to your Constitution modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Once per battle, you can expend all the temporary hit points from &#039;&#039;war cry&#039;&#039; to triple the damage bonus on an attack you make. This must be announced before the attack is made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION GOES HERE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Minotaurs==&lt;br /&gt;
&lt;br /&gt;
+2 to two of Strength, Constitution, or Intelligence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Big&#039;&#039;&#039;: Minotaurs have a -2 AC penalty against opportunity attacks. Minotaur characters probably run into some other problems due to their size, such as difficulty sneaking, breaking weapons that weren&#039;t made for minotaurs, and having to stoop to fit into dwellings of lesser mortals. Essentially, this is license for your GM to make things hard for you due to your size - some form of narrative or mechanical complication or inconvenience once or twice per session is a good benchmark.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vigor&#039;&#039;&#039;: Minotaur characters gain the &#039;&#039;toughness&#039;&#039; feat at 1st level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Horns&#039;&#039;&#039;: Minotaurs count as being armed with a simple two-handed melee weapons the same turn they move into engagement with an enemy. Attacks with their horns don&#039;t suffer class-specific attack penalties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Adventurer Feat&#039;&#039;: The first attack you make with your horns each battle is at +2 to hit and pops free smaller creatures from all engagements on hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Bull Through&lt;br /&gt;
&lt;br /&gt;
Once per battle after damage has been rolled for a successful attack against you, roll a normal save. On a success, you ignore half of the damage and any negative effects or conditions the attack inflicted. On a failure, you still ignore half the damage but suffer any negative effects&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: When you use &#039;&#039;bull through&#039;&#039;, you can roll a save against one ongoing effect as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: The save becomes an easy save, and you can use &#039;&#039;bull through&#039;&#039; twice per battle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION GOES HERE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Myclings==&lt;br /&gt;
&lt;br /&gt;
+2 to Strength or Constitution&lt;br /&gt;
&lt;br /&gt;
Myclings count as plants, not humanoids.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fungal Regeneration&#039;&#039;&#039;: Myclings regain an additional hit point per level whenever they roll their recovery dice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mycorrhizae&#039;&#039;&#039;: Myclings can extend their hair-tendrils into surrounding plants and fungi to communicate with them. This works like the druid&#039;s Nature Talking class feature, except uses are unlimited, it takes several minutes instead of a few rounds, and Myclings gain a +5 on any associated skill check. Mycling druids can do it in a few rounds, and they gain a +10 on any associated skill checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Power&#039;&#039;&#039;: Spore Burst&lt;br /&gt;
&lt;br /&gt;
Once per battle, make a &#039;&#039;spore burst&#039;&#039; attack as a standard action using your highest ability score against the PD of 1d3 enemies engaged with you. On a hit, enemies suffer ongoing poison damage equal to 5 x your level. Enemies suffering from this ongoing damage are at a -2 to all their attacks against you. On a miss, deal poison damage equal to twice your level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion Feat&#039;&#039;: &#039;&#039;Spore burst&#039;&#039; can target 1d3+1 nearby enemies, and deals poison damage equal to four times your level on a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Epic Feat&#039;&#039;: Enemies hit by spore burst are hampered until the end of their next turn.&lt;/div&gt;</summary>
		<author><name>FighterChimp</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shardworld/Summary&amp;diff=284164</id>
		<title>Shardworld/Summary</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shardworld/Summary&amp;diff=284164"/>
		<updated>2015-06-09T09:24:35Z</updated>

		<summary type="html">&lt;p&gt;FighterChimp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Shardworld:Main Page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elevator Pitch&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Shardworld is an inherently broken place. Manyfold shards of existence hang suspended in the primordial weave of creation, intersecting and colliding in ways incomprehensible to the perspective of mere mortals. The central axis of Shardworld is the Prime Material shard, the cosmic weight holding all of reality in pl- yes, that&#039;s where we are. Try to keep up. Where was I? Ah, yes. The Prime Material shard, or The Continent by the lexicon of most peoples, is linked to every other shard, the land itself pulled and warped by the dimensional energies at work upon it. The only reason it hasn&#039;t been ripped apart yet is the sacrifice of the Wyrm. His corpse wraps around the Prime Material, blocking most of the pathways between worlds, stoppering the- It happened a long time ago. &#039;&#039;Yes&#039;&#039;, before even I was born, young one. Before the 1st Age. Ah, well that brings me to my next point. The Continent is in constant flux, and many ages have came and went before us, empires and- Well, what age we&#039;re in depends upon how you measure these things. By the metric of human empires, we&#039;re in the 7th Age. As I was saying...hmm..ah, empires and energies rise and fall according to the vagaries of Fate. The influence of the other shards waxes and wanes, bringing icons to power and casting them down- An icon is just the word us scholarly types use for a being strong enough to survive or leave a legacy across the ages. They&#039;re the closest it gets to a constant in our world of flux, outside the gods of course.&lt;br /&gt;
&lt;br /&gt;
Why yes, icons can die. The High King was assassinated at the end of the last age, and the descendants of his Low Kings are still jockeying for the power to lead humanity. Most icons don&#039;t last longer than an age, although the titles they wear tend to survive for longer. Beings of such power tend to take issue with the existence of equals. The conflicts of icons have been the driving force behind history through all the ages. Where am I going with this? Ah, well, that takes me to the original point of this speech. If you really wish to take up the mantle of adventurer, just know that The Continent is more dangerous and volatile than it has ever been. Two new icons have arisen to make their place in the 7th age. The truce between mortal kingdoms strains beneath our own conflicts and the machinations of outside forces. Our world is inherently broken, and it seems to crack more and more with each passing year. If you think you can journey out into the conflicts raging across the world and start fixing things...may Fate guide your hand, young one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Campaign Themes and Styles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Obviously, any Shardworld campaign is going to derive a lot of influence from the system and setting it&#039;s (loosely) based on, 13th Age. By extent, it takes a lot of influence from the d20 legacy that influenced 13th Age. So yes, there are dragons, but they range from the classic scheming loner to the likes of The Gold Prince, one of the Low Kings who rules his own human kingdom. And there are dungeons, but some of them are living ones that tunnel up through the earth to break open and spill monsters across the surface like a bursting boil.&lt;br /&gt;
&lt;br /&gt;
Thematically, any Shardworld campaign is going to revolve around how the PCs relate to the icons and influence their struggles. Exploration is encouraged, as the Continent is a vast expanse filled with mighty artifacts, places of power, crumbling ruins, and dark secrets. Beyond the scattered bastions of mortal civilization, most of the known world is a dangerous frontier practically crying out for aid. Even inside the mighty cities of the age, political, economic, and religious power struggles are a rich playing field for PCs to curry favor with the powers that be and shape the future of the Continent&#039;s nations and peoples. Beyond that, individual themes will vary from adventure to adventure and campaign to campaign.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player Options&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Racially, Shardworld diverges from the classic D&amp;amp;D arrangement. Player racial options include, in order of population size on the Continent:&lt;br /&gt;
&lt;br /&gt;
Humans- You know the drill.&lt;br /&gt;
&lt;br /&gt;
Shardborn- Human sub-races influenced by energies of another Shard. The seven shardborn sub-races are the four variants of Genasi, Dawnborn and Duskborn (aasimars and fetchlings, respectively), and twists(tieflings). Mechanically, these are all their own race.&lt;br /&gt;
&lt;br /&gt;
Wyrmspawn/Dragonics- Humanoids made in the image of the Wyrm, spawned by the energy of his sacrifice taking mortal form.&lt;br /&gt;
&lt;br /&gt;
Goblins: A widespread race of nomadic traders and cosmopolitan inventors.&lt;br /&gt;
&lt;br /&gt;
Minotaurs: Bull-headed humanoids from the island of Bas Ata, a race of proud warrior-monks and notable seafarers.&lt;br /&gt;
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And if that doesn&#039;t scratch your itch to play something weird, there are also...&lt;br /&gt;
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Myclings- Bizarre humanoid fungi, originally a servitor race of the elves, left behind when their masters all vanished from the Continent at the end of the 4th Age.&lt;br /&gt;
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When it comes to classes, every class from the 13th Age core book and 13 True Ways are available. There&#039;s also a new class unique to the Shardworld, the Wellspring Knight, heavily armored warrior-engineers that channel the magitechnical energies of the Wellspring Engine.&lt;br /&gt;
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&#039;&#039;&#039;What Kind of Fantasy is Shardworld?&#039;&#039;&#039;&lt;br /&gt;
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Shardworld is without a doubt high fantasy, a very sword-and-sorcery type world. Magic suffuses the Continent and is accepted among the populace. Even the basest peasant bears witness to things far beyond the mundane, from the flying motes of land crashing through the sky above the Shattercrest Mountains to the self repairing cobblestone paths of the King&#039;s Valley. There are fantastic elements everywhere, all steeped in history: echoes of spellcraft from ages past, the great works of icons past and present, and eldritch beasts and beings draped in ancient lore. With that said, most of this magic isn&#039;t beneficial to the everyman, ranging from just being another part of the scenery to actively hazardous.&lt;br /&gt;
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Every high fantasy setting comes bundled with a list of expectations and concerns anyone accustomed to the genre is familiar with. How does Shardworld treat the hallmarks of fantasy d20 RPGs?&lt;br /&gt;
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Resurrection: If resurrection was common, the kingdoms of man wouldn&#039;t still be in disarray from the death of the High King that heralded the end of the 6th Age. There&#039;s no such thing as a common resurrection spell that every cleric with an acceptable amount of divine power gains access to. This isn&#039;t to say that many of those that command the forces of magic haven&#039;t tried to bring someone back. This generally almost always ends badly, but knowing this hasn&#039;t stopped people from trying. Results range from the corpse merely twitching a little and then returning to death, to spontaneous eruption of necromantic energies that animate corpses and stir vengeful spirits for miles around. Allegedly, an attempt to resurrect the Wyrm brought about the end of the 1st Age. A resurrection ritual succeeds perhaps once or twice a century, and the subject always is or turns out to be a figure of great import to history. The reason given for the inability to properly return a soul to its body varies depending on who you ask. A wizard of the Traveling Tower will likely recite some complex magical theory. A cleric of Yeteli will solemnly state that all souls are owed to their master, and she only releases one when coaxed by Fate. Superstition holds that souls returning bring with them malevolent hangers-on from the space between death and life. In addition, there is the occasional case of spontaneous resurrection, although this tends to be more over-reported the further one gets from centers of medical knowledge. When someone does truly return to life without a ritual, they are likely to garner immediate attention from curious icons.  &lt;br /&gt;
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Divine vs. Arcane Magic: In the realms of arcana and theology, in the lofty spires of wizards and the cloistered depths of temples, there seems to be an eternal debate about the differences between the magic drawn from the energies flowing in to the Prime Material shard and the divine feats performed by the few in the clergy capable of such things. At first glance, it seems obvious that the two fields of magic draw on different sources. Among the wizards, many argue that wielders of the arcane are attuned to a purer source of energy    &lt;br /&gt;
than than the likes of cleric and paladins, a position with a solid grounding in magical theory and haughty wizardly superiority, both very important to arcanists. However, an almost equally large proportion of wizards in academia theorize that at the basest level, all energy used to cast spells is fundamentally the same, just colored by its shard of origin and its wielder&#039;s proclivities and beliefs. On the other side of the debate, a significant amount of priestly orders state that wizards and sorcerers are incapable of achieving a connection  to the divine shard where the gods now reside, an argument with a strong backing from the more zealous faiths. And yet, other sects posit that the gods control the font of all energy, and decree who gets to use it and in what way. This belief is championed by the magician-preachers that worship Galdicho, the god of magic. Detractors of this theory point to the fact that Galdicho&#039;s other domains include paradox and narcotics. The issue is muddied further by the existence of a rare few spellcasters referred to as theurges, capable of channeling both arcane and divine magics. Ultimately, it is unlikely an answer will be determined unless the gods decide to speak up sometime. Until then, the debate continues to be a source of rich intellectual stimulation, and the occasional righteous smiting or incensed fireball.&lt;br /&gt;
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*The most common response on the subject from druids is a gruff, noncommittal shrug. The second most common response is a judiciously applied oaken staff to the shin, or the face when it comes to druids with a particular distaste for academia.&lt;br /&gt;
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Plane-hopping: High-level PCs hopping between planes of existence is a hallmark of Gygaxian fantasy. However, Shardworld turns this practice on its head. It&#039;s well known among the scholars that study the shards and the interaction between them that the energies of other shards is antithetical to mortal life. Travel to other shards from the Prime Material, while possible in theory, results in the traveler being overloaded and ripped apart by the cosmic forces at work, a kind of &amp;quot;planar gravity&amp;quot; that pulls beings back to their shard of origin. In a metaphysical sense, the Prime Material is at the bottom of the Shardworld. Thus, in the places of the Continent where pathways to other shards bypass the almost all-encompassing protection of the Wyrm, the land warps and changes to reflect the energies of the shard funneling down to the Prime Material. These locations, called shardrealm, are scattered across the Continent, and range in size and in the severity of the change. They are also the only places beings from other Shards can pass into the Continent from outside of being summoned. Three examples of shardrealms are detailed below:&lt;br /&gt;
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-The Muck: Located deep in the marshlands to the east of the Obsidian Sea, the Muck is a mile wide pit connected to the Abyss, the shard demons call home. The bottom is a pool of inky black and perpetually churning water. Rising from it is a tangled weave of decrepit trees and twisting vines wide enough for three men to walk abreast. Demons spawn from the pool and climb up the flora to plague the surrounding swamp.&lt;br /&gt;
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-Temple: The coastal city of Temple was the seat of the gods of light when they still inhabited the Continent. Their departure left a portal to the radiant Shard they now inhabit, and while its strength has waned over time, Temple is still undoubtedly blessed. The city is suffused by a soothing light and the faint smell of incense, cathedrals seem to tower into the heavens, and it is said that miracles occur more in Temple than anywhere else.&lt;br /&gt;
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-The Charred Hills: Suffused with the energies of the Shard of fire, this stretch of hilly terrain is covered in blackened, perpetually smoldering scrubland. Streams of lava flow through the terrain, originating from an active volcano in the center of the fragment. Fire elementals wander across the hills in their eternal dance, and soot vultures circle above. The Charred Hills would be uninhabited except for the very brave or very foolish if it wasn&#039;t for the fact that the volcano yields the largest rubies in the Continent.&lt;br /&gt;
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But Where&#039;s My Loot?: The course of adventurers seems to unfailingly bring them into contact with powerful magic items, and no self respecting fantasy hero would be seen without a collection of enchanted armor, trinkets, and weaponry. Shardworld doesn&#039;t deviate from this, and magic items with histories stretching as far back as the 1st Age are scattered across the land. These items range from mighty to bizarre, and some are outright cursed. So don&#039;t worry, players, you&#039;ll get your swag.   &lt;br /&gt;
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&#039;&#039;&#039;Fin&#039;&#039;&#039;&lt;br /&gt;
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So that&#039;s the basics, but there&#039;s still a lot more about Shardworld you&#039;ll want to know before you start the adventuring. I suggest you read the Icons page and at least skim the Traveler&#039;s Guide to start. Then, you can move on to the Races page and start to consider what you want to play.&lt;/div&gt;</summary>
		<author><name>FighterChimp</name></author>
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