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New Class: Sha'ir

By : LeonDelgado
The legendary sha’irs were tale-spinners and advisors to desert chieftains. They were imbued with great wisdom, and boasted the power to communicate with the desert’s awesome spirits, the genies. But in the resent ages the sha’ir become powerful adventures and explores that serve to no one except themselves.

Members of the sha’ir class are often found alone, as free agents, unfettered by social requirement and position. They may be found in the city as well as the desert, commanding great power from their dealings with genies. Instead of merely advising rulers, they may be rulers.

Adventures: Sha’ir are legendary figures – free agents, unfettered by social requirement and position they live as theywish. Sha’irs are not at all common in the Land of Fate. These rare and mysterious figures make their own way in life, a luxury afforded to few.

Good Sha’ir seek to use their gifts to the betterment of the common folk and deal with the fickle wishes of the genies whom they summon. Evil Sha’ir are as a desert sand storm. They enslave genies and pursue their own selfish interests – no matter the cost.

Sha’irs are a precious commodity in the Land of Fate. Their power over genies is particularly useful in the Land of Fate. Indeed, even inexperienced Sha’ir often find themselves sought by powerful merchants and rulers.

Characteristics: Sha’irs are unique and mysterious figures in the Land of Fate. Unlike traditional Zakharan spellcasters, their spells do not come from as a result of years of study. Sha’irs acquire their magicks and enchantments through the workings of genies.

Accomplished sha’irs have genies at their very command, and they alone possess the secrets of geniekind. Sha’irs draw their magicks from the planes themselves, unburdened by such concepts as provinces and piety.

Religion: Sha’irs are ever wary and watchful of the Gods. Like all Sethrarans sha’irs accept the existence and superiority of the great gods. Unlike their fellow Sethrarans, however, sha’ir rarely choose to actively venerate any particular god. Their dealings with their genie and gen occupy most of their time and the little contact they do have with the church is almost always negative. Sha’ir’s free use of divine magic garners them no favor from the servants of the Gods.

Background: Many Sha’ir are drawn to the art as a result of some past encounter with genies, drawn to the power and allure that the genies wield. Sha’irs can (and do) teach their art, and some Sha’ir seek out powerful Sha’ir for guidance and instruction in the art. Sha’ir take apprentices much less frequently then other spellcasters, but once basic instruction is completed the Sha’ir requires little more; they perfect their art as they wish, each to his own.

Races: The will to command the genies and their kind springs forth in the hearts of nearly all the enlightened races. The ogre and the half-elf are just as likely to become sha’irs as humans. The one exception to this is dwarves, who often resist the allure of the sha’irs power. Although as accomplished at the profession as any of another race, their natural distaste for the arcane arts keeps them from embracing the teachings of Jafar al-Samal, first of the sha’ir.

GAME RULE INFORMATION
Sha'ir have the following game statistics.
Abilities: Charisma determines how quickly a sha’irs gen can find a spell, the chance of the gen locating the spell, and how hard the spell is to resist. The Difficulty Class of a saving throw against a sha’ir’s spell is 10 + the spell’s level + the sha’ir charisma modifier. Charisma, Intelligence, and Wisdom are important for many of the sha’irs class skills.
Alignment: Any (though it must share at least one aspect of the gen familiar’s alignment).
Vitality Die: d4.

GAME RULE INFORMATION
Sha'ir have the following game statistics.
Abilities: Charisma determines how quickly a sha’irs gen can find a spell, the chance of the gen locating the spell, and how hard the spell is to resist. The Difficulty Class of a saving throw against a sha’ir’s spell is 10 + the spell’s level + the sha’ir charisma modifier. Charisma, Intelligence, and Wisdom are important for many of the sha’irs class skills.
Alignment: Any (though it must share at least one aspect of the gen familiar’s alignment).
Hit Dice: d4.



CLASS SKILLS
A 1st level Sha'ir character get 2 bonus skills from the following list of Class Skills [General] Concentration (Con), Craft (Int), Heal (Wis), Diplomacy (Cha), [Profession] Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int). See the Book of Legends Chapter 6: Skills for skill descriptions.
Trained Skills at 1st Level: 5 + Int modifier.

Table X-X: the sha'ir
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Magic
Points/
Day
Maximum Spell Level Known
1st
+0
+0
+0
+2
Summon Gen familiar
4
1st
2nd
+1
+0
+0
+3

10
1st
3rd
+1
+1
+1
+3
Recognize genie works
17
2nd
4th
+2
+1
+1
+4

21
2nd
5th
+2
+1
+1
+4
Elemental protection
28
3rd
6th
+3
+2
+2
+5

35
3rd
7th
+3
+2
+2
+5
Call Genie 1/day
42
4th
8th
+4
+2
+2
+6

49
4th
9th
+4
+3
+3
+6
Elemental travel (1/day)
56
5th
10th
+5
+3
+3
+7

63
5th
11th
+5
+3
+3
+7
Greater Call genie (any genie) 2/day
70
6th
12th
+6/+1
+4
+4
+8

77
6th
13th
+6/+1
+4
+4
+8
Craft genie prison
84
7th
14th
+7/+2
+4
+4
+9

91
7th
15th
+7/+2
+5
+5
+9
Elemental travel (2/day), Call Genie 3/day
98
8th
16th
+8/+3
+5
+5
+10

105
8th
17th
+8/+3
+5
+5
+10

112
9th
18th
+9/+4
+6
+6
+11
Elemental travel (at will)
119
9th
19th
+9/+4
+6
+6
+11

126
9th
20th
+10/+5
+6
+6
+12
Call Genie 4/day
134
9th

Class Features
All of the following are class features of the sha'ir.
Training Bonus to Defense: The Hakima gets a Basic Training to his defense.
Weapon and Armor Proficiency: Sha'irs are proficient with all simple weapons, but not with any type of armor or shield. Armor of any type interferes with a sha'ir's arcane gestures, which can cause his spells with somatic components to fail.

Spells: A sha'ir's spells must be retrieved from the elemental planes by his familiar, an Spirit called a gen. Once retrieved, a spell remains set in the sha'ir's memory, like a Cleric's prepared spell, until a day is past (28 hours). A sha'ir is capable of extraordinarily versatile spellcasting because he can use arcane spells as well as a limited selection of divine spells. A sha'ir's familiar can retrieve any spell on the sorcerer/ wizard spell list, plus any spell from the Air, Chaos, Earth, Fire, Knowledge, Law, Luck, Sun, and Water domain spell lists. Even though the sha'ir has access to certain domain spells, he gains no other benefit of the cleric class, including the granted powers of those domains.

To learn or cast a spell, a sha'ir must have a Charisma score equal to at least 10 + the spell level.
The Difficulty Class for a saving throw against a sha'ir's spell is 10 + spell level + the sha'ir's Cha modifier.

To cast a spell a sha'ir need to select the spell from his prepare spells and pay the MP cost appropriated for the spell level; this cost is described in the chapter 10: magic if the Book of Heroes.

Casting Limit: When you cast a spell you spend MP, the maximum number of MP that you can spend in a single spell (including metamagic feats, see chapter 5: feats of the Book of Legends) is equal to your caster level +1.

Magic Points/Day: A sha'ir’s ability to cast spells is limited by the Magic points he has available. His base daily allotment of Magic points is given on Table X-X: The sha'ir. In addition, he receives bonus Magic points per day if he has a high Charisma score (see chapter 2 of the Book of Legends). His race may also provide bonus spell points per day, as may certain feats and items.
After a good night’s sleep a sha'ir regain his spend magic points.

Prepare Spells: Sha'ir’s do not acquire their spells from books or scrolls, nor prepare them through study. A sha'ir decides what spell might be useful and sends out his familiar to retrieve it from the spirit world. To do this, the sha'ir must summon his gen and tell it the name of the spell he seeks. The gen immediately plane shifts to seek the spell in the spirit world. After one hour the gen reappears within 5 feet of its master and imparts to him the power to cast the spell.

The Gen can bestow the power of cast 4 spells of each spell level that the sha'ir can cast to his master, those spells are selected from the sorcerer/ wizard spell list, plus any spell from the Air, Chaos, Earth, Fire, Knowledge, Law, Luck, Sun, and Water domain spell lists.

So a 1st level Sha'ir can cast four 0 level Sha'ir spells and four 1st level Sha'ir spells, meanwhile a 20 level Sha'ir know 4 spells of each spell level (from 0 to 9th). When a Sha'ir can cast a new level of spells he can ask his Gen for 4 new spells of that level automatically.

Each day the Sha'ir can change the list of Spells that his Gen retrieve from the spirit world, let it him to have a vast option of spells. A Sha'ir can only sent his Gen once at day to the Spirit world.

Metamagic Feats: A sha'ir may use metamagic feats he possesses to modify the spells his gen fetches. The gen simply fetches the spell with the metamagic feats applied. Unlike the sorcerer, the sha'ir does not need to take a full-round action to cast such spells.

Bonus Languages: A sha'ir may substitute Aquan, Auran, Ignan, or Terran for any of the bonus languages available to his race. Sha'irs are expected to have a great deal of contact with elemental entities, and apprentice sha'irs often study the languages that such creatures speak.

Summon Gen Familiar: A sha'ir must obtain a gen familiar (see Gen Familiars) at 1st level. A gen familiar is an intelligent outsider that resembles a small elemental. The creature serves as a companion and servant to the sha'ir. The sha'ir may choose the elemental type of the gen he summons, and its alignment matches his own. The summoning takes 12 hours and consumes raw materials that cost 100 gp.

A gen can retrieve spells for the sha'ir, as indicated above. As the sha'ir advances in level, the gen increases in power similar to the manner that a normal familiar gains power. A gen advances as a normal familiar, gaining all the normal benefits described in the

Familiars section on page 52 of the Player's Handbook, except that its Intelligence does not increase and it can speak the languages noted in the gen's description (see below). It retains the outsider type.

If a gen familiar dies or is dismissed by the sha'ir, the sha'ir must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sha'ir level; success reduces the loss to one-half that amount. However, a sha'ir's experience point total can never go below 0 as the result of a gen's demise or dismissal. A slain or dismissed gen can be replaced the following day, but since it is an outsider, it cannot be raised from the dead.

A sha'ir with more than one class that grants a familiar may have only one familiar at a time.

Recognize Genie Works: At 3rd level, a sha'ir can recognize the craftsmanship of any item or magical effect created by geniekind (Identify invisible, disguised, or polymorphed genies, recognize items created by genies). To use this ability, the sha'ir must make a successful DC 20 Knowledge (the planes) check. The sha'ir receives a bonus on this check equal to his sha'ir level.

Elemental Protection: At 5th level, a sha'ir gains resistance to acid 5, cold 5, electricity 5, and fire 5. He also gains damage reduction 2/— against attacks made by any creature with the air, earth, fire, or water subtype.

The resistance increases to 10 against the energy type to which his gen is immune (see below), and the damage reduction increases to 4/— against attacks made by creatures of his gen's elemental subtype. He also gains a +2 bonus on all saves against acid-, cold-, electricity-, and fire-based attacks, and this bonus increases to +4 against attacks that deal the energy damage to which his gen is immune.

Call Genie (Sp): A 7th-level or higher sha'ir may call a Gennie to aid her. She has two options, the first is call a Djinni or up to two jannis to aid her once per day in combat during a short period of time, this function as summon monster IV spell.

The second option is that the Sha'ir can ask for a longer and more complex favor from the Djinni  or a Janni, this functions as the lesser planar ally spell except that the Sha'ir can only call a Djinni or a janni. The sha'ir must pay the spell's XP cost and bargain with the Djinni  or janni as normal. Caster level is equal to the sha'ir's class level.

Elemental Travel (Sp): At 9th level, a sha'ir can plane shift once per day, as the spell, to the spirit world or from it to the Material Plane. At 15th level, the sha'ir may use this ability twice per day, and at 18th level, the sha'ir may use this ability at will. Caster level is equal to the sha'ir's class level.

Greater Call Genie (Sp): An 11th-level or higher sha'ir may call any type of genie to aid him twice per day. This functions as the planar ally spell except that the Sha'ir can only call one dao (see the Manual of the Planes), djinni, efreeti, or marid (see the Manual of the Planes), or two jann. The sha'ir must pay the spell's XP cost and bargain with the genie or jann as normal. Caster level is equal to the sha'ir's class level.
  
When you use your Call gennie ability you are considered to have the Augment Summoning feat for this summoning alone. At Level 15th you can use this ability 3 times per day and finally 4 times at level 20th.

Elemental Travel (Sp): At 9th level, a sha'ir can plane shift once per day, as the spell, to the spirit world or from it to the Material Plane. At 15th level, the sha'ir may use this ability twice per day, and at 18th level, the sha'ir may use this ability at will. Caster level is equal to the sha'ir's class level.
  
Craft Genie Prison (Ex): At 13th level, a sha'ir gains the benefit of the Craft Wondrous Item feat, except that he can use it only to create genie prisons. A genie prison is created in die same way as an iron flask and functions identically to that device, except that it can hold only geniekind.


GEN FAMILIARS [Sidebar]

A gen is an Spirit similar to a genie, but much smaller and far less powerful. Like genies, gens are native to the various elemental planes.

COMBAT
All gens have certain traits in common. They prefer to avoid combat, a task that is easy for them since they can travel to the elemental planes at will and survive equally well in any of them.

Elemental Endurance (Ex): A gen can survive on the Spirit world regions of elements like a native. On the Elemental region of Fire, a gen is immune to fire damage. On the Elemental region of Water, a gen can breathe water and has a swim speed equal to its fly speed (gaining the normal +8 racial bonus on Swim checks). On the Elemental region of Earth, a gen has a burrow speed equal to its land speed, leaving no tunnel or sign of its passage as though it has the earth glide ability of a xorn (see the Monster Manual).

Elemental Travel (Sp): A gen can plane shift at will to any of the Elemental Planes or from any elemental plane to the Material Plane. This ability transports the gen only. It is otherwise identical to the plane shift spell (caster level 13th).

Fetch Spells (Ex): A gen can find and deliver spells to a sha'ir from the elemental planes. See the sha'ir description.

AIR GEN
Tiny Outsider (Air, Spirit, Extraplanar)
HP:  5 hp (1d8+1)
Initiative: +2
Speed: 20 ft. (4 squares), fly 70 ft. (perfect)
Defense: 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13
Base Attack: +1
CMD/ CMB: 13/ -9
Attack: Slam +5 melee (1d2 plus 1 electric)
Full Attack: 2 slams +5 melee (1d2 plus 1 electric)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks:
Special Qualities: Air mastery, darkvision 60 ft., elemental endurance, fetch spells, immunity to electricity, elemental travel, vulnerability to acid
Saves: Fort +3, Ref +4, Will +4
Abilities: Str 7, Dex 14, Con 12, Int 13, Wis 15, Cha 10
Skills (Level bonus +0): Concentration +5, Knowledge (arcana) +5, Knowledge (the planes) +5, Stealth +6, Perception +7, Spellcraft +5, Survival +6
Feats: Combat CastingB, Weapon Finesse
Environment: Any elemental plane
Organization: Solitary
Challenge Rating: 1
Treasure: Standard
Alignment: Often chaotic good
Advancement: 2-3 HD (Tiny); 4-6 HD (Small)
Level Adjustment:
This creature resembles a pale-skinned humanoid surrounded by misty vapors.
Air gens often dwell on the Elemental Plane of Air. Thought to be related to the djinn, they are often found within djinn cities, although they travel almost constantly.
Air gens speak one regional language and Auran.

COMBAT
Air gens avoid combat whenever possible. When they must fight, they slam opponents with their fists.
Air Mastery (Ex): An airborne creature takes a -1 penalty on attack and damage rolls against an air gen.

EARTH GEN
Tiny Outsider (Earth, Spirit, Extraplanar)
HP: 6 HP (1d8+2)
Initiative: +1
Speed: 20 ft. (4 squares), fly 60 ft. (perfect)
Defense: 16 (+2 size, +1 Dex, +3 natural), touch 13, flat-footed 15
Base Attack: +1
CMD/CMB: 14/-8
Attack: Slam +5 melee (1d2+1)
Full Attack: 2 slams +5 melee (1d2+1)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks:
Special Qualities: Darkvision 60 ft., earth mastery, elemental endurance, fetch spells, immunity to acid, elemental travel, vulnerability to electricity
Saves: Fort+3,Ref+3,Will+4
Abilities: Str 12, Dex 12, Con 14, Int 13, Wis 15, Cha 10
Skills Level bonus +0): Concentration +5, Knowledge (arcana) +5, Knowledge (the planes) +5, Perception +6, Stealth +5, Search +5, Spellcraft +5, Survival +6
Feats: Combat Casting, Weapon Finesse
Environment: Any elemental plane
Organization: Solitary
Challenge Rating: 1
Treasure: Standard
Alignment: Often chaotic evil
Advancement: 2-3 HD (Tiny); 4-6 HD (Small)
Level Adjustment:
This creature resembles a muscular, dusky-skinned humanoid. Tiny gems stud its skin.
Earth gens usually dwell on the Elemental Plane of Earth. Thought to be related to the dao, they are often found within dao cities, although they travel almost constantly.
Earth gens speak one regional language and Terran.
COMBAT
Earth gens avoid combat whenever possible. When they must fight, they slam opponents with their fists.
Earth Mastery (Ex): An earth gen gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the gen takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)


FIRE GEN
Tiny Outsider (Spirit, Extraplanar, Fire)
HP: 5 hp (1d8+1)
Initiative: +2
Speed: 20 ft. (4 squares), fly 60 ft. (perfect)
Defense: 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13
Base Attack/Grapple: +1
CMD/ CMB: 13/-9
Attack: Slam +5 melee (1d2 plus 1 fire)
Full Attack: 2 slams +5 melee (1d2 plus 1 fire)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Heat
Special Qualities: Darkvision 60 ft., elemental endurance, fetch spells, immunity to fire, elemental travel, vulnerability to cold
Saves: Fort+2,Ref+4,Will+4
Abilities: Str 7, Dex 14, Con 10, Int 13, Wis 15, Cha 10
Skills: Concentration +4, Knowledge (arcana) +5, Knowledge (the planes) +5, Perception +5, Stealth +5, Spellcraft +5, Survival +6
Feats: Combat Casting, Weapon Finesse
Environment: Any elemental plane
Organization: Solitary
Challenge Rating: 1
Treasure: Standard
Alignment: Often neutral evil
Advancement: 2-3 HD (Tiny); 4-6 HD (Small)
Level Adjustment: —
This creature resembles a ruddy-skinned humanoid with hair like crackling flames.
Fire gens can usually be found on the Spirit world, in the Elemental region of Fire. Thought to be related to the efreet, they are often found within efreeti cities, although they travel almost constantly.
Fire gens speak one regional language and Ignan.
COMBAT
Fire gens avoid combat whenever possible. When they must fight, they slam opponents with their fists.
Heat (Ex): A fire gen's red-hot body deals 1 point of extra fire damage whenever it hits in melee, or in each round that it maintains a hold while grappling.
  
WATER GEN
Tiny Outsider (Spirit, Aquatic, Extraplanar, Water)
HP: 5 hp (1d8+1)
Initiative: +1
Speed: 20 ft. (4 squares), fly 60 ft. (perfect), swim 20 ft.
Defense: 14 (+2 size, +1 Dex, +1 natural), touch 13, flat-footed 13
Base Attack: +1
CMD/ CMB: 14/-9
Attack: Slam +5 melee (1d2 plus 1 ice)
Full Attack: 2 slams +5 melee (1d2 plus 1 ice)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks:
Special Qualities: Amphibious, darkvision 60 ft., elemental endurance, fetch spells, immunity to cold, elemental travel, vulnerability to fire
Saves: Fort +4, Ref +3, Will +4
Abilities: Str 7, Dex 12, Con 14, Int 13, Wis 15, Cha 10
Skills: Concentration +6, Knowledge (arcana) +5, Knowledge (the planes) +5, Perception +5, Stealth +5, Spellcraft +5, Survival +6, Swim +6
Feats: Combat CastingB, Weapon Finesse
Environment: Any elemental plane
Organization: Solitary
Challenge Rating: 1/2
Treasure: Standard
Alignment: Often chaotic neutral
Advancement: 2-3 HD (Tiny); 4-6 HD (Small)
Level Adjustment:
This creature resembles a blue-skinned humanoid with hair like waving seaweed.
Water gens often dwell on the spirit world in the Elemental regions of Water. Thought to be related to the marids, they are often found within marid cities, although they travel almost constantly.
Water gens speak one regional language and Aquan.
COMBAT
Water gens avoid combat whenever possible. When they must fight, they slam opponents with their fists.
Amphibious (Ex): Although water gens are aquatic, they can survive indefinitely on land.












Quick Rules fix: Training Bonus, Armor and skills

By : LeonDelgado


This is An Amend to the Rules presented in the book, this will be soon fix in the PDF in a close future. 

Training Bonus to Defense: As part of their adventure life characters learn how to avoid to be hit, this is the reason all classes grant a Training bonus to Defense. This section details which kind of training bonus the character gets to his defense. There are four types of Defense: Basic training, Low training, Medium training, and Heavy training.

Some classes have a bigger enfasis on the practice to avoid attacks than others, this is reflected on the type of Defense bonus that the class grant to the character. To improve a character defense, this can take one or more levels in another class, because a character always use the best Training between of all his classes. If a character takes levels in another class with a better defense (like a rouge that take one level of fighter) he select the better defense between his classes.

Table: Training Bonus
Type
Bonus
Basic
+1
Low
+2
Medium
+3
Heavy
+4

Armor Table



Missing: The Ligth Domain
Here is the missing Domain from the book.

Ligth DOMAIN
Deities: Artigol
Granted Power: Whenever you release Bright energy with your Divine blast ability to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their turn resistance to their saves when you channel positive energy.
Power of Command (Su): You can command any Outsider of the Archon Subtype.
Light Domain Spells
1 Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
2 Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
3 Searing Light: Ray deals 3d8 damage, more against undead.
4 Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
5 Mirage Arcana: As hallucinatory terrain, plus structures.
6 Mislead: Turns you invisible and creates illusory double.
7 Prismatic Spray: Rays hit subjects with variety of effects.
8 Prismatic Wall: Wall’s colors have array of effects.

9 Prismatic Sphere: As prismatic wall, but surrounds on all sides.


New skill rule (in testing) 

Class Skills: This section of a class description gives the class’s list of class skills and the number of trained skills the character starts with at 1st level. You can select to train any skill that you want to your character, if you select to train an that skill get a training bonus of +4.

    For example, Valeera is a half-elf druid, so she gets 4 trained skills at first level plus his Int bonus. She has a +1 Intelligence modifier, so that goes up to 5 trained skills plus 2 skills from the Druid list of Class skills. At 1st level, she selects four skills knowledge Nature, Concentration, Sense motive, Survival, Perception and she get 2 additional skills from her list of Class skills, she selects Diplomacy and Spellcraft.

She later take a level on Cleric, as such she can add one of the 2 bonus skills from cleric to her list of trained skills, if she later take a second level she can add the second (and last) skill from the list of bonus skills of the cleric.


Class Skills [Barbarian]
A 1st level barbarian character get 2 bonus skills from the following list of Class Skills:  [General Skills] Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Perception (Wis), Ride (Dex), Survival (Wis), Swim (Str) and [Advance Skills] Handle Animal (Cha). See Chapter 6: Skills for skill descriptions.
Trained Skills at 1st Level: 4 + Int modifier.

Class Skills [Cleric]
A 1st level Cleric character get 2 bonus skills from the following list of Class Skills:  [General Skills] Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), and [Advance Skills] Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int). See Chapter 6: Skills for skill descriptions.

Domains and Class Skills: A cleric who chooses the Animal or Plant domain adds Knowledge (nature) (Int) to the cleric options of class skills listed above. A cleric who chooses the Knowledge domain adds all Knowledge (Int) skills to the list. A cleric who chooses the Travel domain adds Survival (Wis) to the list. A cleric who chooses the Trickery domain adds Bluff (Cha), Disguise (Cha), and Stealth (Dex) to the list. See Deity, Domains, and Domain Spells, below, for more information.
Trained Skills at 1st Level: 4 + Int modifier.

Class Skills [druid]
A 1st level Druid character get 2 bonus skills from the following list of Class Skills:  [General Skills] Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Perception (Wis), Ride (Dex), Survival (Wis), Swim (Str), and [Advance Skills] Handle Animal (Cha), Knowledge (nature) (Int), Profession (Wis), Spellcraft (Int). See Chapter 6: Skills for skill descriptions.
Trained Skills at 1st Level: 4 + Int modifier

Class Skills [figther]
A 1st level Fighter character get 2 bonus skills from the following list of Class Skills: [General Skills] Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Ride (Dex), Swim (Str), and [Advance Skills] Handle Animal (Cha). See Chapter 6: Skills for skill descriptions.
Trained Skills at 1st Level: 3 + Int modifier

Class Skills [Mechanic]
A 1st level Mechanic character get 2 bonus skills from the following list of Class Skills:  [General Skills] Appraise (Int), Concentration (Con), Craft (technological device) (Int), Craft (Firearms) (Int), Craft (Arms & Armour), Search (Int), Perception (Int) and [Advance Skills] Disable Device (Int), Knowledge (Architecture and engineering) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Firearms) (Int), Knowledge (Mechanical Clockworks & Engines) (Int), Profession (Engineer) (Wis), Use Technological Device (Int). See Chapter 6: Skills for skill descriptions.
Skill Known at 1st level: 6 + Int modifier.

Class Skills [Minstrel]
A 1st level Minstrel character get 2 bonus skills from the following list of Class Skills:  Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Stealth (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha). See Chapter 4: Skills for skill descriptions.
Trained Skills at 1st Level: 6 + Int modifier.

Class Skills [Paladin]
1st level Paladin character get 2 bonus skills from the following list of Class Skills:   Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
Trained Skills at 1st Level: 3 + Int modifier.

Class Skills [psion]
1st level Psion character get 2 bonus skills from the following list of Class Skills:   [General Skills] Concentration (Con), Craft (Int), and [Advance Skills] Knowledge (all skills, taken individually) (Int), Profession (Wis), Psicraft (Int). See Chapter 6: Skills for skill descriptions. In addition, a psion gains access to additional class skills based on his discipline, see discipline class feature below.
Trained Skills at 1st Level: 4 + Int modifier.

Class Skills [Psychic warrior]
1st level Pychic warrior character get 2 bonus skills from the following list of Class Skills:   [General Skills] Autohypnosis (Wis), Climb (Str), Concentration (Con), Craft (Int), Jump (Str), Ride (Dex), Search (Int), Swim (Str), and [Advance Skills] Knowledge (psionics) (Int), Profession (Wis). See Chapter 6: Skills for skill descriptions.
Trained Skills at 1st level: 3 + Int modifier.

Class Skills [Ranger]
1st level Ranger character get 2 bonus skills from the following list of Class Skills:    [General Skills] Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Search (int), Stealth (Dex), Jump (Str), Perception (Wis), Ride (Dex), Search (Int), Survival (Wis), Swim (Str), and [Advance Skills] Handle Animal (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Profession (Wis). See Chapter 6: Skills for skill descriptions.
Trained Skills at 1st Level: 6 + Int modifier

Class Skills [rogue]
1st level Rogue character get 2 bonus skills from the following list of Class Skills: [General Skills] Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Perception (Wis), Search (Int), Sense Motive (Wis), Stealth (Dex), Swim (Str), and [Advance Skills] Decipher Script (Int), Demolitions* (Int), Disable Device (Int), Forgery (Int), Knowledge (local) (Int), Perform (Cha), Profession (Wis), Use Magic Device (Cha). See Chapter 6: Skills for skill descriptions.
*the demolitions skills is only available in the countries of Sparta, Drimad or in places where a character has access to gunpowder, this is a discretion of the Storyteller.
Trained Skills at 1st Level: 8 + Int modifier

Class Skills [Sorcerer]
1st level Sorcerer character get 2 bonus skills from the following list of Class Skills: [General Skills] Bluff (Cha), Concentration (Con), Craft (Int), and [Advance Skills] Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int). See Chapter 6: Skills for skill descriptions.
Trained Skills at 1st Level: 3 + Int modifier

Class Skills [wilder]
1st level Wilder character get 2 bonus skills from the following list of Class Skills:  [General Skills] Acrobatic (Dex), Autohypnosis (Wis), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Perception (Wis), Sense Motive (Wis), Stealth (Dex) Swim (Str), and [Advance Skills] Knowledge (psionics) (Int), Psicraft (Int), Profession (Wis). See Chapter 6: Skills for skill descriptions.
Trained Skills at 1st level: 3 + Int modifier.

Class Skills [wizard]
1st level Wizard character get 2 bonus skills from the following list of Class Skills:   [General Skills] Concentration (Con), Craft (Int), and [Profession Skills] Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int). See Chapter 6: Skills for skill descriptions.
Trained Skills at 1st level: 6 + Int modifier.

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Legacy of Fire (02): Battle on the fields and Death on the river

By : LeonDelgado

The Heroes started to keep a watch of the town, soon they view a group of Pugwampis marching from the temple of Ra with offerings for the gods (the Gnolls). This creatures marched through the abandoned field around the town in the middle of the night.

The group follow them, ignoring that the fields were the hunting grounds of a Dust digger, a large aberrant monster, who try to eat them. This started a fast and tense battle where Ariadna (the Gnomeran Oracle) was almost kill.

The sound of the battle bring a group of Gnolls guide by a harpy to the fields, and the heroes use the night to make and ambush, soon the sky was set a fire by the spells of Aurora as she and Trellian battled the harpy and in the ground Alav, Lucio, Tempercraft and Ariadna defeated the Gnolls.

After this the group retreated and set a camp crossing the river, hoping to have time to fight the Gnolls in the coming days.

Whoever, the next morning, the caravan was wake up by the powerful calls of a group of Gnolls guide by a Janni, this was the leader of pack that held control of the ruins of the town, his name: Kardswann.

The group challenge Kardswann to battle and he agreed. This was a climatic battle where Ariadna sacrifice her life and Alav the Mamluc almost die (he has to burn destiny to survive), but finally the group kill the powerful Janni, and the Gnolls flee in fear leaving the town to the heroes.

Legacy of Fire (01): Fire in the caravan

By : LeonDelgado

After several days travelling to the city of Kelmarane the caravan stops when a fire start. Unexpected the chariot of the caravan sage is engulf in flames and the caravan members try to save the occupant and avoid the flames to scatter to other chariots.

The heroes run to help, as Trellian fly and drop sand into the flames, Aurora send her fire janni to rescue the Sage and the rest help with water to control the fire. Soon the fire is over and the Caravan is grateful with the heroes as they not just save the life of the Sage but prevented more damages.

After this many people, including Almah, started to try find out how the fire started and who may be the responsible. For many the clear target of the blame was the suspicious Dashiki, the person hired by Almah as a Gnoll expert. This man, whoever clamed that he was innocent and the fire was probably started by a creature indigenous of this region: a Pugwampi.

The group started the investigation and looked like in fact the shady Dashiki was right, and soon found the trail of a Pugwampi who not just started the fire but also stole a goat from the caravan.

Following the trail the group find the creature near a mountain, and after capturing it (and escaping a giant vulture who lived there) they returned to the caravan, where Aurora (who speak Gnoll) interrogated the creature, learning that the Pugwampis in the region live near the town of Kelmarane, in an abandoned temple of Ra, where they worshiped the Gnolls as living gods.

With this information the group reached soon the valley where Kelmarane is set, next to the river Khelmar. Soon they realised that near was the temple of Ra, as the Pugwampi told them, and the Gnolls were set in the ruins of the town.







Legacy of Fire: Prologe, the metting at Altaruk

By : LeonDelgado

The small caravan of the High elve sorcerer Kaldrass had traveled for three weeks across the sands of the region of Masir, moving towards the small city port of Altaruk. For this travel Kaldrass have hired the services of five mercenaries:

- Trellian, an Aquilar rouge (Mark)
- Aurora, an Avalar elve Shair - master of Gennies (Vanessa)
-Tempercraft, a Gnomeran mechanic (Steve)
- Ala'i (ah-LAH-wee) a human Mamluk warrior (class Samurai) (Louie)
- Lucio, a Half Derme necromancer (Levi).

The story started in the last nigth of the travel, when the caravan is close to the city and prepare to sleep. The mercenaries were tasked with the night guard, always in company of some of the personal guards of Kaldrass.

During the first watch the players shared some moments with the caravan members, but during the second watch some of the players notice an stranger coming by the old road.

Trellian when to his encounter and noticing that was apparently a menace he invite it to share some food and salt at the camp. The traveller name himself as Gaffar, and explained that he was travelling to the city of Altaruk after attending the burry of his cousin in a distant city, and he was thankful with all for the welcoming, sharing some food and departing early in the morning.


The next day the caravan arrived at midday to the city. Going stray to the town marked and getting ready to sell the products in the afternoon rush of costumers.
This was the moment that the players expected to get pay by Kaldrass, but the Neidar elf had other plans.

When the players when to reclaim their money, Kaldrass mercenaries surrounded them and deman their surrendering, as the Neidar never planned to pay then, instead he wanted to sell them as slaves in the marked that same day. The mercenaries wont allow this and a vicious fight started right in that moment, and was only stoped when the city guard arrived.
Image result for elegant semi naked male high elf


Kaldrass claimed that the mercenaries were slaves that were trying to escape, and those clamed that was a lie from Kaldrass. The captain of the watch decided that this was better to be clarified by a Quadip (judge) and bring all to the city court.

There for the good forture of the group a familiar face where the Judge: Gaffar. The Quadip recognise the people that give him hospitality and set them free, and punish Kaldrass with 5 years of slavery as punish for his crime. The Quadip also granted the Rasalan (a gigantic mount/tent) of Kaldrass to the group as payment for the money that this elf owe to them.




Kaldrass (picture)

Image result for legacy of fire GaravelWith this the group of mercenaries were free, and going out of the palace of justice meet a new face: Garavel. This person were looking for brave warriors to help his matron, and invite the mercenaries to a meeting in the city bath house to discuss a business. Everybody accede to meet and discuss there and departure.









Image result for legacy of fire almahLater that day everybody meet at the bath house and there they meet Almah, a beautiful woman that under the command of the Packlords is leading a group to the city of Kelmarane, that is now under Gnoll control, to clear the city of bandits in order to make it a prosper town.

With some payment in advance the players agree to work with her and depart to the city of  Kelmarane.






The region of Masir, introduction to the campaign Legacy of Fire

By : LeonDelgado
Related image

Were Sethra as bleak and barren as tales of its trackless plains and vast deserts suggest, there would be little opportunity for adventurous spirits to take up arms and seek fame amid such merciless wilds. As any Solku guardsman or Sethra trader can relate, such is not the case. Gnolls, rocs, and beasts of legend from the Brazen Peaks prey upon the unwitting residents of the central veldt, and in the cities stalk beings from ancient lore and countless strange lands. Sethra is a land of mystery and menace, yet there is no end to the number of brave souls who rise to confront such dangers.

The Region of Masir is one of the eastern region of Sethra, close to the frontier with the kingdom of Elsmore and next to the Baridatan Sea.

The central of commerce and culture of Masir is the cityt of Katapesh - the bronze city, that in the old legendary times were the capital of all the region. In the present many cities in Masir are independent states, but the bronze city remains as the biggest city, under the control of the mysterious Packlords, after those take control of the city from the Dragon caliph Hurzett.

- Disclaimer-

This is the adaptation of the Pathfinder Adventure Path: Legacy of Fire, that I plan to run in the following months, this amazing adventure is being adapted here or "localize" to the world of Arcadia, so some changes and names will be made but I will try to keep the original spirit intact and at the same time make this campaing my "own".

L. Delgado.


The People of Sethra
The Land of Fate is a true melting pot, peopled by men in all shapes, sizes, and colors (and both genders, too). Here the generalized “men” refers not only to humans—the most common race—but also to elves, half-elves, dwarves, Visgan, Gnomeran, Mutawas, and even ogres. For the most part, Sethra lacks the racial prejudice and segregation of less civilized realms. For instance, the concept of a separate “elven” society is foreign here. While there are indeed a few areas where elves outnumber humans, the elves don’t consider themselves a separate nation or people. Nor do humans view the elves that way. Not even ogres are shunned in Sethra. Although some ogres are brutes, as surly and crude as their foreign counterparts, Sethrans do not allow the rough-tempered minority to color their opinions of the entire group.

Lifestyle—not race—tends to separate Sethrans. In the Land of Fate, people fall into one of two broad groups: those who are nomads and those who are not. The nomads, or Al-Badia (ahl-BAH-dee-ya), dwell in the most hostile areas of Sethra, where men are as near to the gods as they are to death. They are driven  by the search for simple necessities: water, food, and grazing land to sustain their herds. As a result, the nomads are a sinewy breed with keen senses. Sloth and obesity are virtually unknown to them; many subsist on a little more than few dates and a flask of sour milk each day. With so little food, and only a goat’s-hair tent to provide shelter, the Al-Badia are more impoverished than many can imagine. Yet they consider themselves to be the richest of all Sethrans. Their wealth lies not in possessions. Nomads do not value gaudy clothing, a warm house, or a mass of personal fortune. They value their independence.

Although nomadic life is fairly insular, the necessity of trade brings the Al-Badia into contact with the “other half”, of Sethra’s culture: the Al-Hadhar (ahl- HAH-dar), whose lifestyles are stationary. Artisans, merchants, craftsmen—all are Al-Hadhar. Even the wandering tinker belongs to this group, because his life is inexorably linked to the village or city bazaar, and therefore to the trappings of settled men.

Virtually all Al-Hadhar know more creature comforts than the nomads. Only a few, however, are truly flush with silver, belonging to the Al-Hadhar’s upper class. Such wealthy men and women usually dwell in cities, though many own land in far-flung towns. The sweat and labor of the lower classes makes their existence possible.

For the most part, the Al-Hadhar are poor. Their homes are small and simple, made of mud brick or thatch, huddled around an oasis or a single well. Some are laborers. Others are farmers, residing on land that belongs to another, tending dates, wheat, and other paltry crops in exchange for a small share of the harvest. Their plots are small. In comparison to the farmers of other realms, most are little more than gardeners. But from a tiny patch of desert, they can create a paradise.

The Al-Badia and the Al-Hadhar tend to view one another with pity if not with a touch of disdain. Even the poorest villagers believe themselves to be more culture and more civilized than the nomads. Through the eyes of the Al-Hadhar, the nomads “madly” choose an austere existence, while the Al-Hadhar dwell in luxury. (Certainly most villagers can boast a roof over their heads, fresh water, and a full stomach, as well as a regular bath.) Further, the Al-Hadhar worship their gods in impressive mosques, with the benefit of “educated” priests to guide them. Hence, the settled Sethrans believe themselves to be more pious than the Al-Badia, and therefore closer to the gods.

The nomads, of course, maintain the opposite opinion. After all, what could be holier than living beneath the expanse of the heavens and placing oneself directly at the mercy of the gods? The Al-Badia pity the Al-Hadhar for their softness, which results from their ardent pursuit of material comforts. Moreover, the nomads pity the Al-Hadhar for their lack of freedom and their inequality.

The nomads bow down to no one but the gods, while the Al-Hadhar, say the nomads, must kneel to other men. All nomads believe themselves equal before the gods and before Fate. The same cannot be said for the Al-Hadhar. Though some disparities in nomadic wealth exist, they are small compared to that of city dwellers, and a sheikh who is not generous with his tribe does not retain his position.

Nomadic women also know greater freedom than their settled counterparts. The family cannot survive without every nomad’s work; in turn, the women share equally in the rewards. In contrast, many city-dwelling women live like prisoners or slaves. The fact that they are “pampered” slaves only brings further pity or disdain from the nomads.

Despite these differences in lifestyle, the Al-Badia and Al-Hadhar coexist in peace. Ultimately, both the nomads and the city dwellers believe that a man and a woman should be judged on their own merit—not by the construction of their house. At least in principle, a person’s ability and strength of character outweigh any other distinction.

Races
One of Sethra’s greatest wonders is the size and exotic nature of its incredible markets. Yet for all of the treasures up for sale, it’s the diversity of people and merging of cultures from across Arcadia that make the cities of Sethra and the lands beyond true wonders.

Traditional Standard races of Arcadia (those found in the Legend of Arcadia book) are present all over Sethra, being the humans one of the most common.

Classes
With demand comes opportunity, drawing peoples of all walks to the wild frontiers and bustling cities of Sethra. Whether as sojourners seeking to tame the rugged wilds, or as opportunists chasing fame and fortune, in this land of riches and wonders, anyone with skill and tenacity might become a legend.

Barbarians
For all of Sethra’s endless markets and gold-lined streets, many of the country’s natives still live their lives simply, adhering to ancient traditions and the whims of nature. Sethrans nomads travel the country’s central deserts and plains, journeying from oasis to oasis, ever on the defensive against the deadly creatures of those bleak wilds. For centuries the nomads have defended their territories against interlopers and each other—the varied clans holding tightly to an elaborate hierarchy of grudges and alliances— becoming skilled in the art of battle. Several tribes claim fertile lands and bountiful oases as theirs, and woe to the unwary who would unwittingly steal from these proud people. Aside from the nomads of Sethra’s interior, the gnolls of the Brazen Peaks and wild elves from the Mwangi Expanse both occasionally wander among the country’s more civilized peoples, bringing with them skills and savagery unknown to everyday guards and mercenaries.

Minstrels (Bards)
Sethra has a long tradition of skilled entertainers. From incredible storytellers capable of bringing ancient fantasies to life, to the veiled dancers of incense-filled courts, the exotic and entrancing ways of the Sethrans marvel audiences the world over.. Storytelling holds a vaunted place among the region’s art forms, with accomplished tale tellers winning respect and great honor, especially among the country’s native peoples. Lords, sailors, and wide-eyed wanderers venture into steamy dens to watch the silk-shrouded gyrations of ecdysiasts and listen to the philosophizing orators. Musicians hone their craft, mastering age-old melodies on stringed ouds, recorderlike zurnas, finely decorated qanuns, or simple zills. Entertainers of all types find high demand throughout the country, with the best enjoying incredible luxuries among the entourages of wealthy nobles and merchant lords. The most exceptional of these are the elven minstrels who abilities are almost magical, and are blessed by the goddess Atma.

Clerics
Few can ignore the priests of Mitra as they move through the crowded streets, their robes like woven silver and their turbans adorned with gems. Easily the most spread religion in the east, the Mitrans work to assure that trade continues smoothly and fairly, while their Silver-domed temple-banks attract hordes of adherents and merchants on a daily basis. In the east, Ra’s following holds greater sway, all natives knowing to fear and respect the power of the scorching sun. The Sethrans view the Supreme king as a more demanding god than most, praying for her mercy and aid, yet wisely not expecting her intervention. From Solku, the church of Heres attracts the faith of those who face the dangers of the Brazen Peaks and other wilds. Faira and Anubis find significant followings throughout the country, as worshipers seek to unlock secrets of both the mind and body through ancient art forms and drugenhanced meditations.
  
Druids
Although arid deserts and featureless veldts typify the nation’s interior, Sethra is far from a barren land. From the rugged coasts to the sheer mountains, the cracked uplands to verdant desert oases, strange beasts and exotic plants form a harshly beautiful ecology, one stoically guarded by the nation’s few druids. Committed to protecting their homelands, members of Sethra’s nomadic tribes occasionally leave their people to “stare the lion in the eyes,” a journey into the wilderness that proves both literal and figurative as the traveller confronts the region’s deadliest beasts. Those who survive often form bonds with the animals of the land, claiming whole territories or prides of beasts as being under their protection. Water druids hold the respect of those in Sethra’s most parched environs, valued for their skill in sustaining those creatures and respectful peoples who struggle to make the deserts their home.

Fighters
Capable warriors never lack for work in Sethra. In the cities, wary merchants hire trustworthy watchmen while fearful nobles employ mercenary armies to serve as their personal guards. Bands of thieves and brigands take on muscle for all manner of capers, and in the dens below the bustle of city streets, pit fighters and brawlers of all sorts spar in brutal blood sports. Outside of Sethra’s city walls, the nomads of the barrens hone lethal skills, whirling scimitars with deadly expertise, while on the trade roads caravans place their fortunes in the hands of guards who are often more daring than skilled. Farther east, the rural communities and frontier villages endlessly want for skilled hunters, soldiers, and protectors to fend off the hordes of gnolls and even deadlier beasts.

Paladins
To combat the decadence of a country steeped in vices, the holy warriors of numerous faiths maintain dutiful vigil over their deities’ interests in Sethra. As the patron of cities and trade, Mitra sends Silver-armored soldiers to Sethra to guard his temple-banks, encourage commerce, and weed out corruption. Ra supports an especially active knighthood in the region, though her warriors are more altruistic, seeking to aid those who settle in dangerous lands and keeping the roads safe from ravening beasts. Of special note are the crusaders of Solku’s Dawn Vigil, who serve the God Ra in fighting back bands of gnolls and other deadly creatures on Sethra’s western frontiers. Perhaps most famous are Here’s paladins, who in recent years turned back the gnoll siege of Solku at the Battle of Red Hail, and remain heroes throughout the realm.

Psion and Psionic Warriors
Masters of the mind, for most creatures on Sethra, becoming a psion is not a destiny, but a discovery. Some psions, it is true, showed their first signs of mental powers from the age of a few years old, and a greater number began to manifest their psionic powers in puberty. But many psions, if not most, lack the time, inclination, tutelage, or will to develop their latent power. Most first-level psions do not consider themselves psionicists at all, but bearers of a freak psionic “gift” or “knack” that may come in handy, but is hardly the focus of their lives.

When Psion develop their powers become powerful rulers and conquerors, sometime being also advisors of great Sultans or traveler adventurers. Many Wizards learn how to face this estrange "spellcasters" in the cities of Sethra.

Some Psion develop a more physical power, where their mind bend their bodies and realities, learning how to fight and survive, this being a common in the Psion's that live in the poor streets of Sethra and never find a tutor that help them to develop their powers in a more structure way, thus becoming Psionic warriors or in some cases Wilders.


Mechanics
Mechanics thrive in Sethra, their machines are well appreciated by the people of the cities and in some cases the caravans of merchants that could use better transportations means on the hard desert.

Only one guild of Mechanics exist in Sethra and that is the Copper hats on the city of Katapesh, but some mechanics learn their trade from tutors or family members.

Rangers
Hunters of beasts and men find easy work in Sethra. In the west, the deadly monsters and savage humanoids of the Brazen Peaks place skilled rangers in high demand, and some travel from village to village selling their abilities and the fabulous pelts of their more exotic kills. In the east, within the city of Katapesh and its ever-changing crowds, those able to track people and find lost souls command high prices, freeing kidnapped slaves, hunting thieves, and dealing with creatures like undead and vermin that infest populous communities. There are also those distrustful of Sethra’s more exotic visitors, remembering tales of fiery wars and fiendish incursions; such hunters stand ready to defend their country from outsiders and elementals.

Rogues
Those with deft tongues, light fingers, and quick feet find endless opportunities in the cities of Sethra and beyond. Whether as solo pickpockets and confidence men or among organized guilds of thieves, the criminals of the city of Katapesh are legion, and in some markets—like the Nightstalls—there’s little difference between the merchants and the crooks. Yet not all sharp-witted Katapeshi are criminals. Wealthy newcomers to the city pay high prices for the talents of guides who know the local ins and outs, and even lifelong residents hire personal buyers and bargainers who know where to procure anything. Outside the city, skilled spies and scouts keep tabs on dangerous savages and search for new opportunities in the metal-rich mountains and plains fertile enough to raise pesh or other valuable crops.

Sorcerers
Although rare, genies and their power over the elements feature prominently in the legends and folklore of Sethra. Thus, it is no surprise that many sorcerers claim to have genie blood. Where in many countries such assertions would sound like foolish boasting, in Sethra there’s a chance it’s true. While sorcerers might be found throughout the country, native sorcerers usually rise from the west, typically among rural communities and nomads—many of whom claim to be ancestors of great heroes from magical lands. Traders from far and wide bring their own arcane heritages to the cities, from fiend-blooded tieflings to the naga-kin of Vudra and the sea-speakers of the distant south. Sorcery is pervasive in Sethra, but never common.

Wizards
The magic of Sethra borrows much from the arcane traditions of its neighbors. Mystical scholars delve deep into the cultic lore of ancient Celestial empire, attempting to tap into secrets lost to the deserts long ago. The arcane societies of the south influence the studies of native wizards, with bombastic Elsmore transmuters and stoic Ditian necromancers trading their secrets for veiled arcana. Sethra -born wizards have their own traditions, with control over weather, taming of the elements, and creation of supplies especially vaunted. The greatest Sethra wizards are the genie-binders—summoners possessing their nation’s talent for haggling—who ensnare powerful genies and can remake the world through the wishes of their elemental slaves.



Characters from the Campaing: "The Fracture of a Kingdom"

By : LeonDelgado
Regalis (Player Jay)


Born in the Mitrellas house as a Half-dragon from a Silmar mother, Regalis was shun down from birth. Only Allowed to live as this was his mother choice. His father Gadiel Thodenhir (his real dragon name was Deomyr) lived for two millennia in the region of Gyrilenth hiding the fact that he was a Blue Dragon. He participated and helped the house of Mitrellas for all this time, falling in love with the beautiful Anuel, the granddaughter of Nestarion.

Anuel was a famous Mistrel, and a follower of Atma, and is said that she had the most beautiful voice, and her sing could heal wounds, call for the summer in the middle of the winter and raise the dead. She was invited to the halls of Faira once to sing for her, and Veles give her as reward power over the dead.

They both married and lived in a secluded place, hiding the birth of their son Regalis, until one day when Anuel returned to the city of Sidryon (the capital of Gyrilenth) with his young son Regalis, his father vanished and their house was destroyed. She refuse to reveal what happened, and remained in silence, only communicating with her eyes and gestures, becoming silent since then.

Only her eyes convice Nestarion to let live Regalis, and raise him as one of the Mitrellas house. The joung half dragon whoever had a hard life, only finding peace on the workshops of Seliun Germael, one of the best mechanics of the House. Over time Seliun move to the small city of Arandur, and Regalis march with him.

In Arandur meet the joung Blethzuu and both forge a friendship.

Recently, a mission bring him back to Sidryon, and to face his past. 


Blethzuu (Player Laurence)


Born in the Mitrellas house, Blethzuu is a Silvari elf between two worlds. His father Itgran Darthnall was a Silvari exile that found a place within the Mitrellas house.

Called the Troll slayer, Itgran was a fierce warrior, with a great hatred for the Trolls and many fey creatures. He found some peace when he married Alenty, a lady of the house. When his son was born he taught him all about the spirit walk and how to reach the spirit world, but for some reason he always avoided going into it.

Since a young age Blethzuu show great affinity for the elements, and Seliun Germael, one of the best mechanics of the House Mitrellas accept him as one of this pupils.

Over the years Blethzuu become an orphan as her mother died of a mysterious disease, followed by his father, who was killed in a mission over the north wall when he served the house Kaylanden. 

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