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Chapter two: races

The “common races” described in the


Player’s Handbook— dwarves, elves, and so HUMAN
on—are not necessarily common or even Humans are the common race in Ryukan
known in an Oriental Adventures campaign. Oriental Adventures, as they are in the
The lands of Oriental Adventures have their Player’s Handbook. In the featured campaign
own common races, in addition to humans: setting of Ryukan, they are the more common
hengeyokai, korobokuru, nezumi, spirit folk, race in the mighty Jade Empire, though they
and vanara. As described in the Player’s are one of youngest race on Arcadia. The
Handbook, a character’s race is an important humans of Ryukan group themselves into
factor in determining ability score nine mayor clans, each tracing its ancestry to
adjustments, favored class, starting one of the twelve great holy warriors blessed
languages, and special characteristics, as by the goddess Amateratsu. The members of
well as more intangible qualities such as these clans share a divine bloodline and a
personality traits, possible motivations for strong sense of heritage and identity. Certain
adventuring, and likely names. Table 1–1: traits and tendencies, from physical
Racial Ability Adjustments shows the ability characteristics to particular aptitudes and
score adjustments and favored class for each social roles, define each clan
of the five common races of Oriental
Adventures. In the Age of chaos, the goddess departs
from the world and gives to each one of the
Table 2–1: Racial Ability Adjustments twelve holy warriors one sacred scroll with
Race Ability Favored the secrets of the spirits. Each one of the
Adjustments Class warriors created a Clan, and live to protect
Human None Any Ryukan, but one of the clans betray the
Hengeyokai –2 Wis Wu Jen others and destroy two of the others clans.
Nezumi +2 Con, –2 Cha Rogue
Korobokuru +2 Con, –2 Int Barbarian In the ancient times, after the war of the gods,
Spirit Folk None Any the Dragons fall from the sky and take the
Vanara +2 Int, +2 Wis, –2 Shaman control of Ryukan and divide the land, the
Str twelve clans fight against the Dragons of

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metal and colour, with the aid of the Lung
Dragons. But then, in the middle of the war
the door of the spirit world was destroyed
creating the Yomotsu and the spirits became
mad. The clans take the hard choice to unite
to the Dragons and fight against the akuryō
(evil spirits) and then save their families and
lands.

After the final battle, the clans looking for the


peace make a pact with the Dragons and
swear loyalty with them in exchange of lands
and civil rights. But one of the twelve clans
sees this pact as dishonour and betrays the
others, leaving Ryukan and marching to the
Yomotsu.

The remaining nine clans divide then in


several paths, each path to the service of one
dragon clan. For example, the black crane
are descendents of the Crane clan that swear
loyalty to the black dragons, meanwhile the
gold crane are descendents of the Crane clan
that swear loyalty to the gold dragons. At the
same time each path divides in several
families that are members of the clan.

Clan designations or paths, however, mean


little to the masses of peasants and outcasts,
lower-class humans whose only loyalty to the you play a lower-caste human, the culture of
clans is in the form of the taxes they pay to Ryukan limits your options somewhat.
the lords who rule and protect them. A heimin
(peasant) farmer may live in Emerald Mantis If you are not playing in the featured
lands, send tithes of food to Emerald Mantis campaign setting of Ryukan, check with your
castles, and rely on the Emerald Mantis army Dungeon Master. Social class and status may
for protection, but he is not a Mantis —he is be less important in your campaign than they
heimin. Criminals, actors, geisha, gamblers, are in a Ryukan-based one, and humans may
the eta, and others whose professions make or may not be divided into clans.
them unclean are known as hinin (outcasts).
Like the heimins, hinins are not members of Personality: Humans in Ryukan share
the great clans, though they or their personality characteristics with others of their
ancestors might have been at one time. clans, as detailed below.
Ronins (samurai with no family and no clan),
though they are technically members of the Members of the Bear clan tend to be crude
noble caste, also lie outside the clan and violent; they tend to be great warriors
structure. and barbarians. They don’t have a path, and
live in the region of Yeren. They have one
If you want to play a noble samurai or only goal: recover their land from the scar of
spellcasting shugenja, you should play a the Nem, and vengeance of they fallen in the
human from the noble caste of the great long war against the orders of the Enma Dai-
clans. If you’re interested in a different Ō. They believe in duty over honor and are
character type—an outland barbarian, a always ready for a fight.
trained peasant soldier, a monk, a rogue, or a
sorcerer—then a lower-caste character will Members of the Mantis clan tend to be swift
work as well. If you play a human from the and expert warriors, and masters of the
great clans, most options are open to you. If arcane arts. This clan develops two paths:

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the Emerald Mantis on the service of the Phoenix clan are the Gold phoenix from the
Emerald dragons in the island of Aligarey and island of Yaban, the Yagairene Phoenix from
the red mantis in the desert regions of the island of Aikiaren and the Silver phoenix
Raidigae. Those two paths has different fron the region of Aligarey.
goals, the Emeralds mantis are strongly
dedicated to their clan’s sworn duty: The greatest shugenjas of Ryukan belong to
protecting the Jade Empire from the akuryō. the Scorpio clan. They have a deep love of
But the Red mantis always looks the way to magic and knowledge, creating the five great
obtain power and wealth using any necessary temples of light and shadows in the region of
way. Midorye, were they serve the crystal dragons.

The Eagle clan is made up of diplomats and The Snake is the most savage and distant
courtiers. Graceful, elegant, and noble, they clan members of Ryukan. They swear loyalty
are masters of iaijutsu (the speed draw) and to the white dragons in the cold mountains
duels of honor. They serve the Lung Dragons and plains of Hyeren. Usually cold and distant
of the region of Aoiren. warriors and shamans, most of them are
barbaric riders with aggressive dispositions.
Mysterious and reclusive, the scholars and Mounted combat is their specialty, and their
warriors of the Crane clan are devoted to riding skills are second to none. Those
exploring the secrets of the universe. All tend members that not are warriors tend to be
to speak in enigmatic riddles, though shugenjas or wizards, clerics or monks are
members of the mysterious order of tattooed rare in this clan.
monks (see Chapter 3: Prestige Classes) are
especially known for this. This clan has to In Ryukan, humans without clan affiliation
mayor paths: the Astral crane and the Bronze vary widely in personality, though in general
crane. The astral Crane swears loyalty to the they tend to be rude and uncouth by the
Lung dragons of the lands of the Akaido, standards of the noble caste. Bushido (a
where they create the seven great temples of code of honor, loyalty, and obedience), with
wisdom. The Bronze crane meanwhile its dictates of honor, means nothing to these
swears loyalty to the Bronze dragons of the people. Heimins and hinins usually remain
lands of Henzeyrey, where they create the humble and unassuming in the presence of
seven temples of knowledge. their betters, but ronins sometimes publicly
flaunt social conventions.
Tiger are the noble warriors of Ryukan. They
are warlike and aggressive but devoted to the In other campaign settings, humans share the
honor of the samurai. This clan is from the same traits described in the Player’s
region of Seryan and serves the Amethyst Handbook: They tend to be adaptable,
dragons and they swear to dedicated their flexible, and ambitious when compared to the
life’s to their clan’s sworn duty: protecting the other races of Oriental Adventures. Without
Jade Empire from the enemies inside the such strong ties to the spirit realm as other
empire. races have, humans make their own way in a
mysterious world and adapt to their
The members of the spider clan are the environment in diverse ways. In Oriental
manipulators of Ryukan, masters of secrets Adventures, they share certain cultural
and lies. They love to set intricate plans and traits—perhaps derived from real world
traps, using the opponent’s strengths against Japanese, Chinese, Korean, Indian, or
himself. They swear loyalty to the black Southeast Asian cultures. These include a
dragons of the region of Akumuren. tendency toward discipline and order, a
respect for honor, and an appreciation of the
The Phoenix clan is closer to the teachings of cycles of the natural and spiritual worlds.
the divine, the best shamans, clerics and
paladins devotes to Amateratsu lays in this Physical Description: Physical
clan. They have a great mayor goal since characteristics, like personality traits, vary
they divide into paths: the purification of the depending on clan affiliation for humans in
Nem and bring hope to the people of the Ryukan.
Jade empire. The two great paths of the

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Members of the Bear and Snake clan are Red mantis clans are engaged in active
large and powerful, muscular and crude. warfare, as are the Astral crane and the
They tend to be heavily scarred and lightly Spider clan. On a person-to-person level,
bathed. They have black hair and eyes, and though, individuals have their own goals and
their features are square. aspirations and may well work with people
from other clans, even rival clans, out of
Eagles and Cranes tend to be tall and sheer pragmatism.
slender, with soft features. Many—particularly
members of the Doji family—have white hair, The humans of Ryukan have forged alliances
and their eyes are usually blue or light gray. with Silmar Elves, the Dwarfs, the
They exude an air of nobility and confidence. Hengeyokai, the nezumi (sometimes called
“ratlings”) and the dragons, and all five races
Scorpion’s clan members are tall with fine jointly fight against the common threat of the
features. They are elegant, agile and share a Yomotsu-Doa and the Nem. Few humans
certain common beauty, having great clear outside the Bear clan show much respect
eyes and white or silver hair as a common toward the ratlings, however, and the Silmar
trait. are viewed with some fear and only limited
trust even by their closest allies.
Members of the Mantis clan practice martial
arts to keep their bodies as well as their In other campaign settings, humans tend to
spirits honed. Physically, they run the gamut look down on the korobokurus, and not just
from lean and wiry to large and muscular. because of their height—some humans view
the diminutive folk as barbaric and crude.
Tigers are trained soldiers and look the part: Hengeyokai and spirit folk command
well-developed muscles and a warrior’s somewhat more respect, since they belong to
poise. They have wide facial features, with a spirit world that humans can glimpse only in
hair that ranges from black toward brown or fleeting visions. Humans view vanaras with a
reddish and brown to hazel eyes. mixture of amusement and admiration.

Members of the Phoenix clan are tall with fine Alignment: The humans of Ryukan live in a
features and a regal bearing. They share a rigidly lawful society, and most members of
certain avian grace, with long necks, angular that society share a lawful alignment. They
features, and piercing stares. nevertheless run the spectrum of good and
evil, even when united against the
Spider’s clan members are tough and wiry, overwhelming evil of the Yomotsu-Doa.
and they usually wear smug. Their skin tones
are more olive than those of other Ryukan Beyond Ryukan, humans display the same
natives. Spiders often wear their hair long wide range of alignment tendencies
and loose described in the Player’s Handbook, though
they do tend toward lawful alignments.
Humans without clan affiliation, as well as
those in other campaign settings, run the Human Lands: Dragons dominate the Jade
gamut of human physical features, within the Empire of Ryukan, but the humans are the
limits of the setting’s ethnic variety. Humans ones that run the empire and work the lands.
in Oriental Adventures generally have black Because of this they are the common race in
eyes and straight black hair. Eye shape, skin the continent of Ryukan and in they near
coloration, height, build, and facial features islands. Humans also have political and
vary widely. administrative charges in the empire, as
Shoguns and land lords. In contrast to the
Relations: Rivalries and outright warfare rapidly fluctuating politics of human lands
among the clans (and sometimes within the described in the Player’s Handbook, the Jade
clans) have been the rule in Ryukan since the Empire has proven remarkably stable for
Empire’s founding. Only a significant outside more than a thirty thousand years, despite
threat such as the Yomotsu-Doa can ever unceasing internal conflict.
unite the warring clans, and even then not for
long. Currently, the Gold Phoenix and the

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Outside Ryukan, human lands range from Moto, Shinjo, Utaku; (Mantis) Aihara, Acera,
mighty empires to petty city-states. Human Anzai, Asano, Date, Endo, Fukuda, Hattori,
nations in Oriental Adventures tend to have Heiko, Hida, Kajiwara, Kano, Katsukawa,
established institutions and long-standing Kase, Koga, Matokai, Matoke, Miyazaki,
traditions, often including fairly rigid class or Nishio, Ono, Sayuki, Yoshizawa: (Spider)
caste systems, that provide more stability Akamatsu, Akaike, Arihyoshi, Deguchi,
than in the standard D&D world. Innovation Gensai, Hideki, Hino, Iseki, Itagaki, Katsu,
and independent thinking are not so richly Kozu, Matsuo, Nanami, Okano, Saboya,
rewarded here as they are in other worlds, Shobo, Tsumura, Buhara; (other) Abukara,
and society as a whole tends to bestrongly Anzai, Hantei, Miya, Moshi, Otomo, Seppun,
conservative. Toturi, Yoritomo.

Religion: The religion of Ryukan is a collage Ryukani Male Names: Akahito, Bokaru,
of piety directed toward the spirits (Kali), this Dajan, Hochiu, Imura, Kaigen, Mekumu,
regilion reveres a host of greater and lesser Renshi, Tenkazu, and Yasumoto.
spirits. The greatest of these spirits may be
venerated as deities (as Ra, Amateratsu, Ryukani Female Names: Ameiko, Emiko,
etc), but all spirits are worthy of respect and Hotaki, Katsako, Mochiko, Oyumi, Sadako,
sacrifice. A human in Oriental Adventures Tsubeko, Yashiko, and Zanako.
may offer prayers and sacrifices to a host of
deities and spirits, a single patron deity, or Adventurers: Human adventurers tend to be
none at all. Those who choose this last option driven— whether by a desire to earn glory, a
usually follow a philosophical path of need to gain (or regain) honor, a thirst for
meditation and discipline. vengeance, a lust for power and wealth, or
some other strong passion. In a society that
Language: All Humans in Ryukan speak demands composure, restraint, and civility,
Ryunen as a common imperial language. In adventurers often defy those norms by living
other campaign settings, humans can be according to their true desires instead of
assumed to speak Common. They are not as following the expectations imposed upon
likely as humans in other worlds to them. As a result, adventurers— while they
incorporate many borrowed words from other are usually respected for their heroic deeds—
races’ languages into their speech. are generally viewed with an uncomfortable
wariness, the same respect one gives a wild
Names: In Ryukan, members of the noble animal.
caste carry two names: a family name (which
always comes first) and a given name that is HUMAN RACIAL TRAITS
bestowed on a samurai at the coming-of-age • Medium-size: As Medium-size creatures,
ceremony (gempukku). Before coming of age, humans have no special bonuses or penalties
a child uses only a nickname—often a simple due to their size.
word meaning, for example, “first child” or • Human base speed is 30 feet.
“third daughter.” • 1 extra Destiny point at each level. The
maximum number of destiny points allowed to
Heimins (including most monks), hinins, and a human character increase in one. So, at 1st
ronins do not use the names of their families. level the character star with 6 destiny points
Each uses only a single, given name. Other (instead of 5) and when he reach the
campaign settings may or may not follow a maximum destiny points at level 20, he gets
similar naming system. 16 instead of 15. See “Legends of Arcadia”
campaign setting rule book for more details
Rokugani Family Names: (Bear) Fujishima, about destiny points.
Hida, Hiruma, Kaiu, Kuni, Yasuki; (Crane) • 1 extra feat at 1st level, because humans
Doji, Daidoji, Asahina, Kakita; (Scorpion) are quick to master specialized tasks and
Mirumoto, Hitomi, Kitsuki, Tamori, Togashi; varied in their talents. If the character comes
(Tiger) Akodo, Ikoma, Kitsu, Matsu; (Phoenix) from one of the great clans, this feat must be
Ando, Agasha, Asako, Isawa, Shiba; an ancestor feat. Otherwise, it may be any
(Scorpion) Bayushi, Shosuro, Soshi, Yogo; feat.
(Snake) Hiraki, Deushi, Chiba, Ide, Iuchi,

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• 4 extra skill points at 1st level and 1 extra • Favored Class: Shugenja.
skill point at each additional level, since
humans are versatile and capable. (The 4 SNAKE
skill points at 1st level are added on as a • Ride is a class skill.
bonus, not multiplied in.) • Favored Class: Barbarian.
• Automatic Language: Ryunen (in Ryukan)
or Common (in other settings). Bonus
Languages: Any. Humans mingle with all HENGEYOKAI
kinds of other folk and thus can learn any
language found in the world.
• Additional traits depend on a human’s clan
of origin, if any:

BEAR
• Knowledge (Yomotsu-Doa) is a class skill.
• Favored Class: Fighter.

EMERALD MANTIS
• Knowledge (war) is a class skill.
• Favored Class: Samurai.

RED MANTIS
• Knowledge (war) is a class skill.
• Favored Class: Fighter.

CRANE (all paths)


• Diplomacy is a class skill.
• Favored Class: Monk.

EAGLE
• Diplomacy is a class skill.
• Favored Class: Samurai.
Hengeyokai are intelligent, shapechanging
TIGER animals, able to shift freely between human
• Search is a class skill. and animal forms, as well as a bipedal,
• Favored Class: Samurai. animalistic form. They descend from nine
mystical animals that once help the goddess
SPIDER Amateratsu, and in reward the goddess gave
• Sense motive is a class skill. them de power to take humanoid form.
• Favored Class: Ninja or Rouge. At the Several sub races exist, defined by the kind
moment of take one of this class (ninja or of animal form they can assume. They are
Rouge) this class became the favored class typically found on the fringes of human-
for the character, and he can only have one settled lands, where they can mingle in
favored class. human form but retreat to solitude when they
desire.
PHOENIX (all paths)
• Knowledge (Yomotsu-Doa) is a class skill. Personality: Hengeyokai tend to be
• Favored Class: Cleric or Paladin of secretive, reclusive, and solitary, dwelling
Amateratsu. At the moment of take one of alone or in small bands. They often display
this class (Cleric or Paladin of Amateratsu) personality traits similar to their animal type—
this class became the favored class for the so monkey hengeyokai are curious and
character, and he can only have one favored inquisitive, hare hengeyokai are peaceful but
class. easily startled, and so on. Hengeyokai usually
do not try to fit into human society, knowing
SCORPION that they are different and believing that they
• Knowledge (arcana) is a class skill.

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are more closely connected to the spirit Hengeyokai Lands: Hengeyokai do not have
world. lands of their own. They live—alone or in
small bands—near human communities,
Physical Description: In animal form, usually on the edge of civilization, near
hengeyokai are almost indistinguishable from regions of unsettled wilderness. Given their
normal animals except through magic. strong chaotic streak, hengeyokai are
Naturally, their behavior often provides proof frequently on the move, particularly when the
of their intelligence, so careful observation of advance of civilization turns their wilderness
a hengeyokai in animal form can reveal that it retreats into bustling metropolitan areas.
is not what it appears to be.
Religion: Hengeyokai do not worship the
Hengeyokai can also assume a bipedal, spirits that humans venerate—they consider
animalistic (“hybrid”) form. They stand on themselves the spirits’ equals.
their hind legs (or similar appendages) to the Hengeyokaimay practice the disciplines of a
height of their human form. The front paws, philosophical school, sharing a spiritual
wings, or fins change into hands, capable of orientation with certain monks. Hengeyokai
gripping and using normal equipment. The shamans command the power of the spirits
rest of the body retains the general not through veneration, like human shamans,
appearance of the animal, including fur, but through partnership.
feathers, wings, tail, and other characteristic
features, but in the overall shape of a Language: Hengeyokai speak their own
humanoid head and torso. language, which is common to all hengeyokai
regardless of animal type.
In human form, hengeyokai look exactly like
normal humans, though (like lycanthropes) Names: Hengeyokai names follow human
they often display some feature associated patterns in whatever lands they dwell.
with their animal form. For example, a
sparrow hengeyokai might have a sharply Adventurers: Hengeyokai are commonly
pointed nose, while a rat hengeyokai might adventurers, since the sedentary life of a
have beady eyes and a long mustache. commoner or expert holds little appeal for
them. They are usually motivated by little
Relations: Hengeyokai often live near more than wanderlust, or perhaps curiosity
humans, and good hengeyokai sometimes about the world.
assume a protective role over a nearby
community. A hengeyokai never feels a part HENGEYOKAI RACIAL
of a human community, however, even when
grateful villagers offer food or gifts to reward TRAITS
the hengeyokai for the protection she offers. • –2 Wisdom. Hengeyokai tend to be flighty
Evil hengeyokai instead prey on human and weak-willed. A hengeyokai’s physical
communities, and are rewarded with fear and ability scores vary widely in its animal and
hatred. hybrid forms; the character’s generated ability
scores apply to its human form. In hybrid
Hengeyokai believe themselves to be closer form, a hengeyokai gains a +2 adjustment to
to the spirit world than humans, and therefore one physical ability score, as shown on Table
feel a closer affinity for spirit folk when the 1–2: Hengeyokai Hybrid Forms. Its physical
two races come into contact. ability scores in animal form are average for
its animal type, as shown on Table 1–3:
Alignment: Most hengeyokai are chaotic, Hengeyokai Animal Forms (page 12).
with a strong independent streak. They are • In human form, hengeyokai are Medium-
wild and value freedom—theirs and others’. size. As Mediumsize creatures, hengeyokai
Some types of hengeyokai strongly favor have no special bonuses or penalties due to
good or evil: carp, crane, dog, hare, and size.
sparrow hengeyokai are usually good, while • In human form, hengeyokai base speed is
badger, fox, raccoon dog, rat, and weasel 30 feet.
hengeyokai are usually evil. • Alternate Form: Hengeyokai can change
shape, assuming one of three possible forms.

7
This supernatural ability functions like the Table 2–2: Hengeyokai Hybrid Forms
polymorph other spell, but a hengeyokai can Ability Modifier Special
change form a number of times per day equal Badger +2 Con Speed 20 ft.,
to 1 plus his character level. Thus, a 1st-level burrow 10 ft.
hengeyokai can switch from human form to Carp +2 Dex Speed 10 ft.,
animal form and back again in a single day. swim 30 ft.
Changing form is a full-round action that does Cat +2 Dex +4 Balance
provoke attacks of opportunity, as with the Crane +2 Dex Speed 20 ft.,
fly 20 ft.
polymorph self spell.
Fox 2 Dex +4 Escape
A hengeyokai’s animal form is a normal
Artist
animal of Small or smaller size. Possible Monkey +2 Dex +4 Climb
animal forms include badger, carp, cat, crab, Rat +2 Dex +4 Hide
crane, dog, fox, hare, monkey, raccoon dog, Sparrow +2 Dex Speed 20 ft.,
rat, sparrow, and weasel. Equipment the fly 20 ft.
hengeyokai is wearing or carrying transforms Weasel +2 Con +4 Move
to become part of the animal form (as with Silently
polymorph other), and magic items cease modification, but wearing heavy armor is
functioning while the hengeyokai remains in impossible. Equipment worn or carried by a
animal form. In animal form, thehengeyokai hengeyokai in human form does not
has low-light vision and the supernatural transform when the hengeyokai assumes
abilityto communicate with other animals of hybrid form. When a hengeyokai in animal
its kind. This is the same as a familiar’s ability form assumes hybrid form, her equipment
to speak with animals of its type. returns to its normal form and magic items
resume functioning.
Hengeyokai have the size, speed, AC,
damage rating, and physical ability scores • Shapechanger: Hengeyokai are
shown on Table 1–3: Hengeyokai Animal shapechangers, not humanoids.
Forms. In animal form, a hengeyokai is As such, they are immune to spells that
effectively disguised as an animal, gaining a specifically target humanoids (including
+10 bonus on Disguise checks while in this charm person and hold person), but are
form. Hengeyokai in hybrid form retain their susceptible to any spells that target
low-light vision and the ability to communicate shapechangers.
with animals of their type. • Automatic Languages: Common,
Hengeyokai. Bonus Languages: Giant,
Their physical characteristics are based on Goblin, Nezumi, Spirit Tongue.
their abilities in human form, modified as • Favored Class: Wu jen. A multiclass
shown on Table 1–2: Hengeyokai Hybrid hengeyokai’s wu jen class does not count
Forms. In this form, a hengeyokai can when determining whether he suffers an XP
typically wear light or medium armor without penalty.
Table 2–3: Hengeyokai Animal Forms
Size Speed AC Damage Str Dex Con
Badger Tiny 30 ft., 15 (+2 size, +3 2 claws 1d2–1, bite 8 17 15
burrow 10 ft Dex) 1d3–1
Carp Diminutive Swim 10 ft. 19 (+4 size, +5 - 1 20 10
Dex)
Cat Tiny 30 ft. 14 (+2 size, +2 2 claws 1d2–4, bite 3 15 10
Dex) 1d3–4
Crane Small 5 ft., 14 (+1 size, Bite 1d4–2 6 16 10
fly 60 ft. +3 Dex)
Fox Small 15 (+1 size, Bite 1d4 11 19 11
+4 Dex)
Monkey Tiny 30 ft., climb 14 (+2 size, +2 Bite 1d3–4 3 15 10
30 ft. Dex)
Rat Tiny 15 ft., climb 14 (+2 size, +2 Bite 1 2 15 10
15 ft. Dex)
Sparrow Fine 1 ft., fly 50 24 (+8 size, +6 Bite 1 1 23 10
ft. Dex)
Weasel Tiny 20 ft., climb 14 (+2 size, +2 Bite 1 3 15 10
20 ft. Dex)
8
• Level Adjustment +1: Hengeyokai are Level Adjustment sidebar for more
slightly more powerful and gain levels more information.
slowly than the other common races. See the

LEVEL ADJUSTMENT
Hengeyokai is a more powerful race than the others listed here and in the Player’s Handbook. You
need your DM’s approval before playing a character of such a race. To maintain the balance of
power between player characters, adjustments have to be made to hengeyokai characters so that
the game remains fair and enjoyable for all.

When creating a character of this race, add the level adjustment to the character level of the
creature. The DM determines how many experience points she lets your new character start with.
If a race’s minimum experience point requirement is higher than this number, you can’t be a
member of this race. Your character’s beginning equipment is based on his effective level, not his
class level.

For example, the PC group is 3rd and 4th level, so the DM decides to allow new PCs to start with
2,000 XP rather than 0. A player can therefore play a hengeyokai. Because a hengeyokai
character possesses a higher level than just his character level alone, he does not gain levels as
fast as a normal character. Add the character level adjustment to your character level to arrive at
your effective character level (ECL). Thus, a 1st level hengeyokai samurai has an ECL of 2. From
now on, this character uses his ECL to determine how many experience points he needs to reach
a new level. You still use the character’s actual level for everything else (when you acquire feats,
skill point acquisition, and so on).

Essentially, instead of needing your character level × 1,000 to reach the next level, your character
needs your ECL × 1,000 to reach the next level.

Class ECL ECL ECL ECL ECL ECL


Level XP +0 +1 +2 +3 +4 +5
1 0 1 - - - - -
2 1,000 2 1 - - - -
3 3,000 3 2 1 - -
4 6,000 4 3 2 1 - -
5 10,000 5 4 3 2 1 -
6 15,000 6 5 4 3 2 1
7 21,000 7 6 5 4 3 2
8 28,000 8 7 6 5 4 3
9 36,000 9 8 7 6 5 4
10 45,000 10 9 8 7 6 5
11 55,000 11 10 9 8 7 6
12 66,000 12 11 10 9 8 7
13 78,000 13 12 11 10 9 8
14 91,000 14 13 12 11 10 9
15 105,000 15 14 13 12 11 10
16 120,000 16 15 14 13 12 11
17 136,000 17 16 15 14 13 12
18 153,000 18 17 16 15 14 13
19 171,000 19 18 17 16 15 14
20 190,000 20 19 18 17 16 15

9
KOROBOKURU Relations: Most other races find korobokurus
Korobokurus are dwarflike humanoids that primitive and inferior, and rarely embrace
live in barren wilderness areas where they them as equals. In return, they become
seldom come into contact with humans. They insular and don’t seek interaction with
descend from the Mountain Dwarfs, but after outsiders. They particularly despise goblinoid
the war of the spirits they lost their mountains creatures and initially react to other races
holds and flee to the wilderness, now they with suspicion. Members of other races need
have a new life and barely resembles their to earn their trust.
ancestors. They live in simple villages,
tending small farms in secluded areas. They Alignment: Korobokurus resist hierarchy and
typically avoid any contact or involvement in authority, leaning strongly toward chaotic
the affairs of the world outside their farms, but alignments. Most of them hate evil creatures
occasional individuals, driven by wanderlust and value life and good.
or inspired by some contact with human
civilization, find their way into human lands. Korobokuru Lands: Korobokurus dwell in
remote sites of great natural beauty, such as
Personality: Humans and Dwarfs look down lush mountain valleys, sprawling tropical
on korobokurus in more ways than one, and forests, snowy wooded mountainsides, and
stereotype them as being rude, belligerent, crater lakes in ancient volcanoes. They live in
boastful, and somewhat comical. simple villages or camps, erecting crude
Korobokurus resent this reputation, but buildings with thatched roofs and walls
generally do little to disprove it. That aside, formed of mud, sticks, and rocks. A typical
they have simple tastes, enjoying community korobokuru village consists of a single
life in their small villages, telling wildly fanciful extended family.
stories around a fire, simple arts, and
collecting treasure. They consider it poor Korobokurus who venture into human lands
taste to display their wealth, and usually carry may support themselves with their simple arts
only a few coins on their person. (paintings, woodcuttings, or carved
statuettes) or through an adventuring life.
Physical Description: Korobokurus stand Such individuals are quite rare.
about 4 feet tall. Their arms and legs are
slightly longer in proportion to their bodies Religion: Korobokurus follow the Shinto
than those of a human. They are leaner than doctrines, usually venerate the nature spirits
dwarves, averaging 120 to 140 pounds. Most that reside near their communities— spirits of
are bowlegged. They have big, bright eyes, the forest, the rivers, and the mountains.
usually blue, green, or brown. Their ears are Often, they adopt the greatest spirit of the
small and somewhat pointed. Their noses are region as something like a patron deity,
round with flaring nostrils, and their lips are naming their clan after that spirit and making
wide and full. Thick hair, usually light brown offerings to it above all others.
or blond, covers their arms and legs and
grows in wild tangles from their heads. Most Language: Korobokurus speak a dialect of
adult males have sparse beards, and even a Dwarven, but they do not have a script.
few women have short whiskers sprouting Literate korobokurus (who are rare) use the
beneath their chins. Common script to read and write.

Korobokurus look wild and unkempt. They Names: Like other dwarves, korobokurus
favour simple clothing, such as cotton shirts bear names that are bestowed by the clan
and trousers, or a kimono tied at the waist elder. Their names are simple and usually
with a rope sash. Their clothing is often loose denote natural features such as plants, small
or oversized, wrinkled but clean. They shun animals, brooks, or stones.
bright colours in favour of earth tones. They Male Names: Bun, Bod, Dath, Fek, Mog,
avoid gaudy jewellery, but often wear Tod, and Vun.
colourful stones on leather straps around Female Names: Bin, Dim, Fain, Gim, Mem,
their necks and sometimes decorate their hair Mon, Tas, and Wan.
with flowers.

10
Clan Names: Kuo-ban, Gia-mun, Hua-kag, • Favored Class: Barbarian. A multiclass
Jun-tua, Ten-min, and Yak-rui. korobokuru’s barbarian class does not count
when determining whether he suffers an XP
Adventurers: A korobokuru adventurer is penalty for multiclassing. Korobokurus are
usually motivated by the needs of his people. naturally wild and fierce in battle.
If a korobokuru community faces a problem it
does not know how to handle, it typically falls
to a single hero—whether a volunteer or a NEZUMI
candidate chosen by the elders—to venture
into the outside world to find a solution.

KOROBOKURU RACIAL
TRAITS
• +2 Constitution, –2 Intelligence.
Korobokurus are extremely hardy, but not
exceptionally bright.
• Small: As Small creatures, korobokurus gain
a +1 size bonus to Armor Class, a +1 size
bonus on attack rolls, and a +4 size bonus on
Hide checks, but they must use smaller
weapons than humans use, and their lifting
and carrying limits are three-quarters of those
of Medium-size characters.
• Korobokuru base speed is 20 feet.
• Darkvision: Korobokurus can see in the dark
up to 60 feet. Darkvision is black and white
only, but it is otherwise like normal sight, and
korobokurus can function just fine with no
light at all.
• +2 racial bonus on saving throws against The nezumi, or “ratlings” as they are often
poison: Korobokurus are hardy and resistant called by humans, are a race of bipedal
to toxins. ratlike humanoids. Desendans from
• +2 racial bonus on saving throws against Hengeyokai rats and humans, the Nezumi
spells and spelllike effects. live the island were the great Kami Veles
• +1 racial bonus on attack rolls against created the door to the spiritual world, the
goblinoids (goblins, hobgoblins, bugbears, Yomotsu. With the years the Nezumi create a
bakemono, and goblin rats): Korobokurus are small kingmdon with the permission of the Li
trained in the special combat techniques that Lung dragons of the island. Before the
allow them to fight their common enemies destruction of the Yomotsu and the war of the
more effectively. Kamis (before the Age of chaos), the ratlings
• +4 dodge bonus against giants: This bonus of Ryukan lived in small cities of his island
represents special training that korobokurus apart of the other races.
undergo, during which they learn tricks that
previous generations developed in their The apocalyptic day that nezumi legend dubs
battles with ogres. Note that any time a “the day that the kindom and the door was
character loses his positive Dexterity bonus destroyed” was the day when the black
to Armor Class, such as when he’s caught dragons came to the island and destroy the
flat-footed, he loses his dodge bonus, too. door and create the Nem, destroying the
• +2 racial bonus on Wilderness Lore checks: kingdom of the Nezumi and almost killing
Korobokurus are familiar with the wild lands thousand of them in a single day. In the
in which they dwell. aftermath of that event, the ratlings have
• Automatic Languages: Common and become hardy and wily scavengers, eking out
Dwarven. Bonus Languages: Giant, Goblin, a meager existence in the midst of Ryukan’s
Hengeyokai, and Sylvan. greatest horrors.

11
Personality: Nezumi are wild, fierce, and are rarely evil, being sworn enemies of the
primitive. They are survivalists in a grim Enma Dai-Ō and its creatures. In other
terrain, and their outlook is colored by the campaign settings, many nezumi are evil—
harsh realities of their existence: barren land, whether by nature or simply because they are
hazardous natural features, and deadly so often suspected of evil.
predators, from ogres and goblins to terrible
oni. For all the evil that surrounds them, the Nezumi Lands: Nezumi are nomadic,
nezumi have somehow escaped the Nem wandering in packs or tribes along a more or
Taint, remaining uncorrupted by their less fixed migratory cycle. In Ryukan, they
surroundings. generally confine themselves to the Bōgyo-
daichi, the five defending islands that separes
Physical Description: Nezumi look like the Yomotsu- doa from Ryukan. They travel
nothing so much as humanoid rats. They to the island of Aligarei for food and
stand upright, roughly as tall as a human equipment, and they have some communities
(averaging about 5 1/2 feet tall and 155 in the region of Yeren, where they help the
pounds). They have long snouts, pink ears, Bear clan to dissipate the Nem.
and pronounced incisors, like ordinary
rodents. Their bodies are covered with rough Religion: Nezumi do not venerate ancestors
fur, ranging in shade from white through grey or spirits. Rather, they believe that an
and brown to black, sometimes solid and individual’s ki shapes the universe, making
sometimes patterned. Fur patterns tend to each individual life—as well as the collective
run in ratling families. life of a pack or the entire race—inherently
valuable.
The nezumi have five-fingered hands,
opposable thumbs, and sharp claws. Their Language: The native nezumi language is a
long tails are mostly hairless and have the chittering combination of barks, squeaks, and
same pink coloration as their ears and palms. clicks, bearing a strong resemblance to the
Their legs are bent like those of rats and have noises of common rodents. It has its own
only three toes. Like human barbarians, script, but it is rarely used except to leave
nezumi often wear earrings in their pierced warnings or directions for other packs.
ears, necklaces made of bone or teeth, and Nezumi usually learn to speak Rokugani or
similar ornamentation that humans usually Common, though they punctuate it with clicks
consider savage. and squeaksand a peculiar stuttering
repetition.
Relations: In Ryukan, the nezumi are
staunch allies of the Bear and Emerald Names: A nezumi name consists of three to
Mantis who defend the Empire from the Nem. five syllables, separated by an apostrophe
They often work closely with the scouts of the (which represents a pause in some dialects, a
Hiruma family. Other humans of Ryukan, clicking sound in others), and ending with the
however, view the ratlings in a less positive name of the individual’s clan, such as chek,
light. Superstitious folk believe they carry the tch, tck, tek, tuk, or uk. Sometimes the
evil of the Nem with them, and their disregard syllable oh- is added to the beginning of a
for the culture and customs of Ryukan lowers name to designate an individual of great age
them in human estimation. Their scavenging and wisdom. (Ohchi’chek is a respected elder
habits—sometimes extending as far as of the chek, or Teachers, tribe.) To show that
graverobbing— deeply offend the Ryugani a nezumi has gained great honor in his tribe,
sense of propriety. the syllable ti- is added before the name of
the tribe. (Rik’tik’tichek has distinguished
In Ryukan the nezumi are often confused with himself in the Teachers tribe.) Only
rat hengeyokai or goblin rats (evil occasionally do ratlings adopt nicknames,
lycanthropes) and suspected of being just as such as “Longsnout.” Nicknames are most
evil as those races. common among ratlings who work closely
with humans, since humans often have
Alignment: Lacking a sense of property, trouble pronouncing ratling names.
home, or community, nezumi tend strongly
toward chaotic alignments. In Ryukan, they

12
Names: At’tok’tuk, Chet’rop’tik, from each other by scent than by sight. As a
Chit’i’tchik’kan, Mack’uk, Mat’irt’chuk, Mat’tck, feat, a nezumi with a Wisdom of 11 or higher
Oh-chi’chek, Rik’tik’tichek, Ropp’tch’tch, can take Scent. This feat lets a nezumi detect
Ruantek, T’tep’mok, Tchick’chuk, Tir’chik’tep, approaching enemies, sniff out hidden foes,
and Z’orr’tek. and track by sense of smell.

Adventurers: The step from the nezumi’s A nezumi with the Scent feat can detect
scavenging lifestyle to the life of an opponents by sense of smell as a free action,
adventurer is not a large one, and nezumi generally within 30 feet. If the opponent is
adventurers are usually motivated by the upwind, the range is 60 feet. If it is downwind,
simple desire to make the most of their short the range is 15 feet. The nezumi can detect
lives that they can. strong scents, such as smoke or rotting
garbage, at twice these ranges. The nezumi
NEZUMI RACIAL TRAITS can detect overpowering scents, such as
• +2 Constitution, –2 Charisma. Nezumi are skunk musk or troglodyte stench, at three
hale and hardy but rather crude by human times these ranges. The nezumi detects
standards. another creature’s presence but not its
specific location. Noting the direction of the
• Medium-size: As Medium-size creatures, scent is a move-equivalent action. If he
nezumi have no special bonuses or penalties moves within 5 feet of the scent’s source, the
due to size. nezumi can pinpoint that source.

• Nezumi base speed is 40 feet. A nezumi with the Scent feat can follow
tracks by smell, making a Wisdom check to
• Low-light Vision: Nezumi can see twice as find or follow a track. The typical DC for a
far as a human in starlight, moonlight, fresh trail is 10. The DC increases or
torchlight, and similar conditions of poor decreases depending on how strong the
illumination. They retain the ability to quarry’s odor is, the number of creatures, and
distinguish color and detail under these the age of the trail. For each hour that the trail
conditions. is cold, the DC increases by 2. The ability
otherwise follows the rules for the Track feat.
• +2 racial bonus on Hide and Move Silently Nezumi tracking by scent ignore the effects of
checks. Nezumi are naturally stealthy. surface conditions and poor visibility. Nezumi
with the Scent feat can identify familiar odors
• +2 racial bonus on saving throws against just as humans do familiar sights.
poison and disease: Nezumi are resistant to
illness and toxins. Water, particularly running water, ruins a trail.
False, powerful odors can easily mask other
• Immune to the Nem Taint: Nezumi can scents. The presence of such an odor
never acquire a Taint score, and suffer no ill completely spoils the ability to properly detect
effects from exposure to the Nem. Effects or identify creatures, and the base
such as the cloud of Taint spell or the special Wilderness
attacks of Nem creatures can still harm them, Lore DC to track becomes 20 rather than 10.
however.
• Automatic Languages: Rokugani, Nezumi.
• A ratling’s sharp claws and teeth deal 1d4 Bonus Languages: Bakemono, Shadowlands.
points of normal damage with a successful
unarmed strike. A ratling can make only one • Favored Class: Rogue. A multiclass
unarmed attack per round, using either claw nezumi’s rogue class does not count when
or a bite attack. determining whether he suffers an XP penalty
for multiclassing.
• Keen Scent: Nezumi have a better sense of
smell than humans do, and are often more
able to distinguish humans

13
SPIRIT FOLK ancestry is known. They are members of
human clans, citizens of human nations, and
have blood relations who are entirely human.
At the same time, they are part of the spirit
world, and never feel completely at home in
the mundane life of a human village.

As spirits, spirit folk often get along well with


hengeyokai, and they may have friends and
allies among other spirit races as well.

Alignment: Perhaps because of their strong


ties to the natural world, spirit folk tend to
seek balance between extremes. They tend
toward neutral alignments.

Spirit Folk Lands: Spirit folk live among


humans, but usually near regions of
untouched wilderness—uncut bamboo
groves, pure streams and rivers, and deep
ocean waters. Unlike hengeyokai, they are
more tightly integrated into human
communities, bound by family ties. They do
not usually join in communities with other
spirit folk.

Religion: Spirit folk share the religious habits


of humans, venerating a host of spirits and
Spirit folk are the descendants of humans Fortunes. They typically venerate their human
and various spirits of nature. Spirit folk have ancestors as well as their spirit forebears.
three distinct races—bamboo, river, and sea
spirit folk. All tie very strongly to the natural Language: Spirit folk speak Ryunen
world as well as to the society of humans. (Common) in their human communities, but
can also converse in the Spirit Tongue that is
Personality: Spirit folk tend to be serene and used among spirit creatures.
calm attuned to their surroundings and at
peace with the world. Their spirit ancestry Names: Spirit folk usually have human
gives them an awareness of the spirit world, names, though their given names often reflect
and they show little desire to manipulate that their ancestry.
world through magic. They manifest a love
and enjoyment of life that many humans can Adventurers: Some spirit folk feel their
only envy. difference from their human neighbors more
acutely than others of their kind, and take up
Physical Description: Spirit folk look human. the life of an adventurer in order to find their
Their eyes are slender and their mouths are own way in the world. Sometimes, sheer
small. Their eyebrows are very thin and their wanderlust drives a spirit folk to explore the
complexions are very pale or golden. They world.
have no facial or body hair, but the hair on
their heads is thick and luxurious. They
appear in all the diversity of humans, and
SPIRIT FOLK RACIAL TRAITS
many come close to the ideal of human These abilities are common to all three
beauty in their society. subraces of spirit folk.
• Medium-size: As Medium-size creatures,
Relations: Spirit folk typically live as part of spirit folk have no special bonuses or
human society, and are accepted as equals penalties due to size.
in human communities, even when their true • Spirit folk base speed is 30 feet.

14
• Low-light Vision: Spirit folk can see twice as hazard, and they can always choose to take
far as a human in starlight, moonlight, 10 on these checks, even if rushed or
torchlight, and similar conditions of poor threatened when swimming.
illumination. They retain the ability to They can use the run action while swimming,
distinguish color and detail under these provided they swim in a straight line.
conditions. • +2 racial bonus on saving throws against
• Spirit Subtype: Spirit folk have the spirit spells and spelllike effects with the word
subtype, which means they can be affected “water” in the name of the effect, shugenja
by spells that specifically target spirits, such spells of the water element, and wu jen spells
as protection from spirits and invisibility to connected to water.
spirits. Their human ancestry makes them • Once per day a river spirit folk can use
humanoids, however, so they are also speak with animals to speak with any fish.
affected by spells such as hold person and This ability is innate to river spirit folk. It has a
charm person. duration of 1 minute (the spirit folk is
• Automatic Languages: Common and Spirit considered a 1st-level caster when using this
Tongue. Bonus Languages: Aquan, Giant, ability, regardless of actual level). See the
Goblin, Hengeyokai, Nezumi. speak with animals spell description in the
• Favored Class: Any. When determining Player’s Handbook.
whether a multiclass spirit folk suffers an XP
penalty, her highest-level class does not SEA SPIRIT FOLK
count. Sea spirit folk have these additional
characteristics.
BAMBOO SPIRIT FOLK • Water Breathing: Sea spirit folk can breathe
Bamboo spirit folk have these additional water as easily as they breathe air.
characteristics. • Sea spirit folk have a base swimming speed
• +2 racial bonus on Survival checks. of 30 feet. They do not need to make Swim
• +4 racial bonus on Hide checks when in checks to swim normally. They gain a +8
woods or forest. racial bonus on any Swim check to perform
• Trackless Step: Bamboo spirit folk leave no some special action or avoid a hazard, and
trail in natural surroundings and cannot be they can always choose to take 10 on these
tracked. checks, even if rushed or threatened when
• +2 racial bonus on saving throws against swimming. They can use the run action while
spells and spell-like effects with the words swimming, provided they swim in a straight
“earth,” “rock,” “stone,” or “wood” in the name line.
of the effect, shugenja spells of the earth • +2 racial bonus on saving throws against
element, and wu jen spells connected to spells and spell-like effects with the fire
earth or wood. descriptor.
• Once per day a bamboo spirit folk can use • A sea spirit folk can make a Knowledge
speak with animals to speak with any animal. (nature) check (or an untrained Intelligence
This ability is innate to bamboo spirit folk. It check) with a +2 racial bonus to predict the
has a duration of 1 minute (the spirit folk is weather for the next 24 hours. The DC is 15.
considered a 1st-level caster when using this
ability, regardless of actual level). See the
speak with animals spell description in the VANARA
Player’s Handbook. Vanaras are a race of monkeylike
humanoids, possessing brave hearts and
RIVER SPIRIT FOLK inquisitive minds.
River spirit folk have these additional Vanaras are not found in Ryukan, but if your
characteristics. DM wishes to allow this race on his Ryukan
• Water Breathing: River spirit folk can campaign, they are usually found in the
breathe water as easily as they breathe air. Aligarei Island and the Akaido region.
• River spirit folk have a base swimming
speed of 30 feet. They do not need to make Personality: Vanaras are often viewed with
Swim checks to swim normally. They gain a amusement or even exasperation by
+8 racial bonus on any Swim check to members of other races, who find their
perform some special action or avoid a personalities childish and irritating. They are

15
stodginess. They get along well with other
good-aligned races as well, as long as the
other race will tolerate them. They loathe evil,
however, and their opinion of an entire race
or kind can be soured by their experience
with one wicked individual.

Alignment: Vanaras are strongly chaotic but


equally strongly good. They show little or no
respect for social mores, rules with no
purpose they can understand, or codes of
discipline, and hate tyranny and oppression.
Their only concession to social order is their
acceptance of caste systems. Their religion
allows for the possibility that different divine
gifts might be given to different people,
although it rejects any different valuation of
those gifts. Vanaras, therefore, might respect
that religion is the province of the priestly
caste among humans, but do not necessarily
accord that caste the respect and veneration
human priests might expect.

Vanara Lands: Vanaras dwell in deep forests


and high mountains, building their villages
and towns in such a way as to make a
minimal impact on their natural surroundings.
curious in the extreme, frequently badgering They gather in loose clans, but do not keep
people with questions (sometimes very track of kinship at all, so “clan” is a very loose
personal questions), picking small items up to term for their associations. They subsist
examine them, opening doors to see where largely by hunting and gathering, rather than
they lead, and generally exploring places farming the land. They rarely come into
where the human sense of propriety and contact with other races, and do not seek
order would demand they not go. They also them out.
tend to be bluntly honest, never couching a
negative opinion in gentle terms or hiding Religion: The vanaras revere the greatest of
their true feelings about anything. At the the nature spirits (greater Kamis)—spirits of
same time, they are incredibly loyal, quite the sun, the highest mountains, the oldest
brave when the situation requires it, and forests, and the widest rivers. They revere
genuinely kind. these spirits with deep personal devotion,
offering prayers and songs to these deity like
Physical Description: Vanaras are slightly beings at least daily.
shorter than humans, standing 4 1/2 to 5 1/2
feet tall and typically weighing 90 to 140 Language: Vanaras speak Vanaran, which is
pounds. Their bodies are covered with light written in the Ryunen (Common) script.
fur, ranging from white through light blue to Humans complain that Vanaran sounds like
brown and black. Their faces are distinctly nothing but screeches and chattering, but it is
monkeylike, with protruding muzzles, furred a complex and subtle language.
cheeks, and wide, lipless mouths. They have
long, semiprehensile tails, long fingers and Names: A vanara receives a name within a
toes, and large ears, but their arms, legs, and week after birth, as soon as the parents
torsos are proportioned like those of humans. observe some sign or portent that suggests
an appropriate name for the child. The vanara
Relations: Vanaras are very fond of humans, keeps this name through life, and considers it
admiring them and respecting their power shameful to use any other name, such as a
while laughing quietly at their conservative nickname or honorific.

16
determining whether he suffers an XP
Male Names: Amanu, Khanu, Mindra, Rava, penalty.
Thetsu, Vaki, and Vindu.

Female Names: Aki, Kiri, Ghuna, Lakshi, Races of Arcadia


Sitha, Tani, and Vina. In other Oriental Adventures campaigns, the
races described in this chapter (Human,
Adventurers: The arrival of a human or a Hengeyokai, Nezumi, Korobokuru, Spirit Folk
member of another race in a vanara and Vanara) are normally the only ones
community usually sparks a rash of vanara available for characters. This is because
adventurers, as young vanaras—curious those are the typical fantastic races of the
about the foreign society from which the oriental myths. But however, Legends of
visitor came—venture forth to learn about the Arcadia, the world were Ryukan lies,
wider world. Vanara adventurers often attach introduce powerful races that interact each
themselves to humans, following them with other. Is logical that those races has an
tremendous loyalty and devotion. impact in Ryukan, this is why you can find in
Ryukan Elves (Silmars and Silvan), Dwarfs
VANARA RACIAL TRAITS (Hill) and Nerian (Bankenkoro).
• +2 Intelligence, +2 Wisdom, –2 Strength.
Vanaras are clever and inquisitive and have
keen senses. Their small build detracts from
DWARVES
their physical strength, however.
• Medium-size: As Medium-size creatures,
vanaras have no special bonuses or penalties
due to their size.
• Vanara base speed is 30 feet.
• Vanaras have a base climb speed of 20
feet. They gain a +8 racial bonus on all Climb
checks, and use either their Strength modifier
or their Dexterity modifier, whichever is
higher. They can always choose to take 10,
even if rushed or threatened when climbing. If
a vanara chooses an accelerated climb (see
the Climb skill in the Player’s Handbook), he
moves at a speed of 30 feet and makes a
single Climb check each round at a –5
penalty.
• Low-light Vision: Vanaras can see twice as
far as a human in starlight, moonlight,
torchlight, and similar conditions of poor
illumination. They retain the ability to
distinguish color and detail under these
conditions.
• +4 racial bonus on Balance and Jump
checks. Vanaras are agile and athletic,
climbing, leaping, and swinging in trees.
• +2 racial bonus on Hide and Move Silently
checks. Though they enjoy making noise,
The Asgrim Dwarfs (hill Dwarfs) are miners
vanaras can be very stealthy when the
and blacksmiths of great repute who live in
situation demands it.
massive halls beneath the mountains.
• Automatic Languages: Common and
Dwarves are known for their skill in warfare,
Vanara. Bonus Languages: Giant, Goblin,
their ability to withstand physical and magical
Spirit Tongue, Sylvan.
punishment, their knowledge of the earth’s
• Favored Class: Shaman. A multiclass
secrets, their hard work, and their capacity for
vanara’s shaman class does not count when
drinking sake.

17
• +2 racial bonus on saving throws against
Their mysterious kingdoms, carved out from poison.
the insides of mountains, are renowned for • +2 racial bonus on saving throws against
the marvelous treasures that they produce as spells and spell-like effects.
gifts or for trade. Their sense of honor equals • +1 racial bonus on attack rolls against
that of the noblest human samurai, and their bakemonos and goblin rats as well as
accomplishments in the art of war are no less goblins, hobgoblins, bugbears, orcs and
impressive. Dwarves are master builders, and goblinoids.
they constructed the great fortress of the • +4 dodge bonus to Armor Class against
emperor Susano, and other great monsters of the giant type. Any time a
constructions for the Jade Empire. Their creature loses its Dexterity bonus (if any) to
society tends to be martial; feuds between Armor Class, such as when it’s caught flat-
dwarven warlords and their loyal samurai are footed, it loses its dodge bonus, too.
all too common. • +2 racial bonus on Appraise checks that are
related to stone or metal items.
DWARF RACIAL TRAITS • +2 racial bonus on Craft checks that are
• +2 Constitution, –2 Charisma. related to stone or metal.
• Medium: As Medium creatures, dwarves • Automatic Languages: Common and
have no special bonuses or penalties due to Dwarven. Bonus Languages: Giant, Gnome,
their size. Goblin, Orc, Terran, and Undercommon.
• Dwarf base land speed is 20 feet. However, • Favored Class: Fighter. A multiclass dwarf
dwarves can move at this speed even when ’s fighter class does not count when
wearing medium or heavy armor or when determining whether he takes an experience
carrying a medium or heavy load (unlike other point penalty for multiclassing
creatures, whose speed is reduced in such • Dwarf characters can choose either fighter
situations). or samurai as their favored class.
• Darkvision: Dwarves can see in the dark up
to 60 feet. Darkvision is black and white only, ELVES
but it is otherwise like normal sight, and Elves in the lands of Ryukan are divided into
dwarves can function just fine with no light at two sub races: the Sylvan elves (wood elves)
all. and the Silmar Elves (high elves). The Sylvan
• Stonecunning: This ability grants a dwarf a elves are found in pristine woodlands,
+2 racial bonus on Search checks to notice secluded from the warfare and politics of
unusual stonework, such as sliding walls, human realms, in the realms of Aikado, were
stonework traps, new construction (even they lived under the ruler of the Lung
when built to match the old), unsafe stone dragons. The Sylvan elves can be found also
surfaces, shaky stone ceilings, and the like. in the island of Aligarey, were they serve the
Something that isn’t stone but that is Emerald dragons and live in tight union with
disguised as stone also counts as unusual the humans of Ryukan.
stonework. A dwarf who merely comes within
10 feet of unusual stonework can make a The Silmar elves are faund in many regions
Search check as if he were actively of Ryukan, but their principal cities are foun in
searching, and a dwarf can use the Search the island of Yaban and in the region of
skill to find stonework traps as a rogue can. A Henzeyrey, were they are very thick on the
dwarf can also intuit depth, sensing his empire politics. The Silmar elves are well
approximate depth underground as naturally known as diplomats and courtiers in the halls
as a human can sense which way is up. of the daimyos.
• Weapon Familiarity: Dwarves may treat
dwarven waraxes and dwarven urgroshes as
martial weapons, rather than exotic weapons. Sylvan Elves traits
• Stability: A dwarf gains a +4 bonus on ability • +2 STR, +2 DEX y -2 CON.
checks made to resist being bull rushed or • Medium: As Medium creatures, Sylvan
tripped when standing on the ground (but not elves have no special bonuses or penalties
when climbing, flying, riding, or otherwise not due to their size.
standing firmly on the ground). • Elf base land speed is 30 feet.

18
• Immunity to magic sleep effects, and a +2 Silmar Elves traits
racial saving throw bonus against • +2 DEX y -2 CON.
enchantment spells or effects. • Medium: As Medium creatures, Silmar elves
• Low-Light Vision: An elf can see twice as far have no special bonuses or penalties due to
as a human in starlight, moonlight, torchlight, their size.
and similar conditions of poor illumination. • Elf base land speed is 30 feet.
She retains the ability to distinguish color and • Immunity to magic sleep effects, and a +2
detail under these conditions. racial saving throw bonus against
• Weapon Proficiency: Elves receive the enchantment spells or effects.
Martial Weapon Proficiency feats for the • Low-Light Vision: An elf can see twice as far
Elvensword, Nagamaki, Katana, Elvenbow as a human in starlight, moonlight, torchlight,
(including composite Elvenbow), and and similar conditions of poor illumination.
shortbow (including composite shortbow) as She retains the ability to distinguish color and
bonus feats. detail under these conditions.
• +2 racial bonus on Listen, Search, and Spot • Weapon Proficiency: Elves receive the
checks. An elf who merely passes within 5 Martial Weapon Proficiency feats for the
feet of a secret or concealed door is entitled Elvensword, Nagamaki, Katana, Elvenbow
to a Search check to notice it as if she were (including composite Elvenbow), and
actively looking for it. shortbow (including composite shortbow) as
• +2 racial bonus on Listen, Search, and Spot bonus feats.
checks. An elf who merely passes within 5 • +2 racial bonus on Listen, Search, and Spot
feet of a secret or concealed door is entitled checks. An Silmar elf who merely passes
to a Search check to notice it as if she were within 5 feet of a secret or concealed door is
actively looking for it. entitled to a Search check to notice it as if
• +4 racial bonus on Survival in the woods: she were actively looking for it.
the Sylvan elves know the animals and • Automatic Languages: Ryunen and Elven.
nature of the woods, and the known how to Bonus Languages: Draconic, Gnoll, Gnome,
survive on them. Goblin, Orc, and Sylvan.
• +6 racial bonus on Hide checks to hide in • Favored Class: wizard or wu jen. A
the woods: the Sylvan elves know how to use multiclass elf ’s wizard or wu jen class does
the nature to hide themselves in the woods to not count when determining whether she
stalk on their preys and enemies. takes an experience point penalty for
• Trackless Step: Sylvan elves leave no trail multiclassing. At the moment of take one of
in natural surroundings and cannot be this class (wizard or wu jen) this class
tracked. became the favored class for the character,
• Automatic Languages: Ryunen, Sylvan and and he can only have one favored class.
Elven. Bonus Languages: Draconic, Gnoll,
Gnome, Goblin, Orc, and Sylvan.
• Favored Class: Ranger. A multiclass elf ’s GNOMES
Ranger class does not count when In a culture that revere elders and respect
determining whether she takes an experience education, gnomes often find high station—
point penalty for multiclassing. though usually behind the thrones of power.
• Level Adjustment +1: Sylvan elves are Gnomes are the master bureaucrats in the
slightly more powerful and gain levels more society of Ryukan, often tutoring younger
slowly than the other common races. See the humans in preparation for the examinations
Level Adjustment sidebar for more that are required to enter and advance in the
information. complex machinery of government. They
retain their traditional affinity for more
concrete machinery as well, devising
fireworks, kites, and clockwork items.

19
This adjustment stacks with those from
similar effects.
• +1 racial bonus on attack rolls against
bakemonos and goblin rats as well as
goblins, hobgoblins, bugbears, and
goblinoids.
• +4 dodge bonus to Armor Class against
monsters of the giant type. Any time a
creature loses its Dexterity bonus (if any) to
Armor Class, such as when it’s caught flat-
footed, it loses its dodge bonus, too.
• +2 racial bonus on Listen checks.
• +2 racial bonus on Craft (alchemy) checks.
• Automatic Languages: Common and
Gnome. Bonus Languages: Draconic,
Dwarven, Elven, Giant, Goblin, and Orc. In
addition, a gnome can speak with a
burrowing mammal (a badger, fox, rabbit, or
the like, see below). This ability is innate to
gnomes. See the speak with animals spell
description.
• Spell-Like Abilities: 1/day—speak with
animals (burrowing mammal only, duration 1
minute). A gnome with a Charisma score of at
least 10 also has the following spell-like
abilities: 1/day—dancing lights, ghost sound,
prestidigitation. Caster level 1st; save DC 10
+ gnome’s Cha modifier + spell level.
• Favored Class: illusionist or wu jen. A
multiclass gnome’s illusionist or wu jen class
does not count when determining whether he
takes an experience point penalty. At the
Gnome traits moment of take one of this class (illusionist or
• +2 Constitution, –2 Strength. wu jen) this class became the favored class
• Small: As a Small creature, a gnome gains for the character, and he can only have one
a +1 size bonus to Armor Class, a +1 size favored class.
bonus on attack rolls, and a +4 size bonus on
Hide checks, but he uses smaller weapons HALF-ELVES (SORAKU)
than humans use, and his lifting and carrying Because the Elves (usually Silmar elves) are
limits are three-quarters of those of a Medium common and well accepted in the Jade
character. Empire, the half-elves are extremely
• Gnome base land speed is 20 feet. common, accepted among both humans and
• Low-Light Vision: A gnome can see twice as elves, and generally quite adept and
far as a human in starlight, moonlight, manoeuvring among both societies. They are
torchlight, and similar conditions of poor common called Soraku, from the Ryunen
illumination. He retains the ability to Sora –Heaven- and Shisoko-son.
distinguish color and detail under these
conditions.
• Weapon Familiarity: Gnomes may treat Half Elves traits
gnome hooked hammers as martial weapons • +1 DEX y -1 CON.
rather than exotic weapons. • Medium: As Medium creatures, half-elves
• +2 racial bonus on saving throws against have no special bonuses or penalties due to
illusions. their size.
• Add +1 to the Difficulty Class for all saving • Half-elf base land speed is 30 feet.
throws against illusion spells cast by gnomes.

20
• Immunity to sleep spells and similar magical and are often mistaken for fighters, paladins, or
effects, and a +2 racial bonus on saving rangers.
throws against enchantment spells or effects.
• Low-Light Vision: A half-elf can see twice as Physical Description: Nerians look human.
far as a human in starlight, moonlight, Their eyes are slender and their mouths are
torchlight, and similar conditions of poor small. Their eyebrows are very thin and their
illumination. She retains the ability to complexions are very pale or golden. They
distinguish color and detail under these have no facial or body hair, but the hair on
conditions. their heads is thick and luxurious.
• Weapon Proficiency: Elves receive the
Martial Weapon Proficiency feats for the Their skin glows with an inner light when they
Elvensword, Nagamaki, Katana, Elvenbow use their supernatural abilities. When they
(including composite Elvenbow), and hunt akuryō (evil spirits) or take on a mission
shortbow (including composite shortbow) as to avenge mortals, they arm themselves to
bonus feats. the teeth. Nerians, like most spirits, are
• +1 racial bonus on Listen, Search, and Spot immortal, not dying except through violence.
checks. When slain, a Nerian’s body glows and fades
• +2 racial bonus on Diplomacy and Gather away, leaving a shard of bone carved with
Information checks. letters in spirit tongue.
• Elven Blood: For all effects related to race, a
half-elf is considered an elf. Relations: Nerians love most mortals, and
• Automatic Languages: Common and Elven. when they must spend time with a certain
Bonus Languages: Any (other than secret race they study up on that race’s likes and
languages, such as Druidic). interests so they can converse appropriately.
• Favored Class: Any. When determining They dislike beings that associate with or
whether a multiclass half-elf takes an worship fiends (such as Ogres), and have a
experience point penalty, her highest-level hard time accepting tieflings and similar fiend-
class does not count. touched creatures regardless of their
alignment and any professed aversion to evil.
When traveling incognito among mortals,
Nerian (Bankenkoro) Nerians pretend to be nomads, paladins, or
Created by the great Kami Veles to watch the rangers.
soul and guide the spirits to the spirit world,
the Nerian, also called Bankenkoro (soul Alignment: Nerians are usually good, and
guardians in Ryunen) are outsiders native to they police their own kind for those who slip
Arcadia. When the Enma Dai-Ō break the from goodness into neutrality. They see such
door of the souls (Yomotsu) and create the a thing as one step away from falling.
Nem, the Nerian joind the efforts of the Created to support mortals and destroy
people of Ryukan to control the akuryō (evil beings that would corrupt them, Nerians tend
spirits). In the last millennia, the Nerian has toward law, though some of the more
only one goal: restore the equilibrium in the vengeful ones are very independent and
spirit world and destroy the Enma Dai-Ō. chaotic in their behavior. Most Nerians are
lawful good, though some neutral good and a
Personality: Nerian are observant and stern, but few chaotic good ones exist.
also caring. Their concern for mortals of all kinds
can lead them astray, and to compensate they Language: Nerian speak Celestial and spirit
have developed a gruff exterior that makes them tongue, and like most exiles they can
less likely to make foolish mistakes on behalf of communicate as if using a tongues spell.
mortals. They become energized in the pursuit of Many study mortal languages to better
akuryō (evil spirits), giving no quarter, though understand then.
they always pause for a sympathetic moment
when they must slay a fallen Nerian.
Names: Nerian in Ryukan take human
names, but usually they don’t have a family
Nerian tend to grow melancholy when left to their
own thoughts, reflecting on the friends they have name.
lost to the War or to falling. Depending upon their
current mission, Nerians dress for battle or travel,

21
Tabla 2-4: The Nerian
Class Base Attack Outsider Hit Fort Ref Will
Level Bonus Dice (d8) Save Save Save Especial
1 +0 1d8 +0 +0 +2 Spell-Like Abilities, Bonus Feat
2 +1 +0 +0 +3 Bonus Feat
3 +2 2d8 +1 +1 +3 Summon Celestial Ally
4 +3 +1 +1 +4 Bonus Feat, Governance of the Soul
Adventurers: Nerian adventurers can be (always active), immunity to electricity and
found searching for akuryō, helping people in petrification, +4 racial bonus to Fortitude
need, and guiding lost souls. Capable of saves against poison, low-light vision,
great gentleness and great anger, they will darkvision 60 feet.
speak or fight as necessary. Nerian gain • Automatic Language: Celestial
status among their kind by counting the souls • Favored Class: Nerian. A multiclassed
they have rescued, people they have saved, Nerian favored class does not count when
and demons they have slain, determining whether she takes an experience
point penalty for multiclassing.
Nerian Characteristics
• +2 Constitution,+2 Wisdom,+2 Charisma: Nerian Levels
Nerians are strong, tough, and self-assured. Nerian has to take up to four levels in
• Medium Size: As Medium creatures, “Nerian” at the beginning of his career.
Nerians have no special bonuses or penalties Nerians are Exiles that watch and protect the
due to their size. mortals and his souls.
• Nerian base land speed is 30 feet. Hit Dice: d8
• Outsider Subtype: Nerians are outsider, Skill Points at 1st Character Level: 4+Int
originally from the spirit world, now they are modifier.
native of Arcadia. Skill Points at Each Additional Level: 4 +
• Spirit Subtype: Nerian have the spirit Int modifier.
subtype, which means they can be affected “Class” Skills: Bluff, Concentration, Craft,
by spells that specifically target spirits, such Diplomacy, Gather Information, Heal,
as protection from spirits and invisibility to Intimidate, Knowledge (local), Knowledge
spirits. Their human ancestry makes them (The Planes), Knowledge (Religion),
humanoids, however, so they are also Profession, Sense Motive, Speak Language,
affected by spells such as hold person and and Spot
charm person. Weapon and Armor Proficiency: Nerian
• Good Subtype: Nerians are creatures of characters with levels only in “Narian” (no
innate good, even if they serve nongood actual class levels) are proficient in the use of
deities or are themselves not of good simple weapons, all swords and medium
alignment. A Nerian natural weapons, as well shields and with light and medium armor.
as any weapons she wields, are treated as • Spell-Like Abilities: At will—detect evil,
good-aligned for the purpose of overcoming detect undead, disrupt undead, detect poison,
damage reduction. guidance, resistance. 1/day—bless, bless
• +4 racial bonus to Diplomacy, Intimidate, weapon (personal weapon only), calm
and Spot checks: Nerian are stern, emotions, protection from evil. Caster level
authoritative, and notice important details. 2nd; save DC 10 + Nerian Charisma modifier
• Resistances (Ex): Cold and fire resistance + spell level.
5. • Bonus Feat (Ex): At 1st level the Nerian
• Natural Armor +2: Nerian are made of receive one bonus feat, this feat could be any
stronger stuff than mortal flesh. feat that the character meets the
• Damage Reduction 5/Magic: To better prerequisites. At 2nd & 4th level the Nerian
serve as the guardians and shepherds of gets another feat.
mortals, • Summon Celestial Ally (Sp): Once per day
dynamis are made difficult to hurt with a Nerian may summon a Outsider of Good
mundane weapons. align as if using summon monster II (caster
• Celestial Traits: Speak with any creature level 3rd).
that has a language as though using a • Governance of the Soul (Su): As the
tongues spell cast by a 14th-level sorcerer wardens of the souls of mortals, the Nerian

22
knows the laws and powers of the spirit world • Half-orc traits are unchanged from those
set by Veles and Faira. When a Nerian described in the Player’s Handbook.
reaches 4th level, he gains the supernatural
ability to turn undead as a good cleric of level Halflings: Certain halfling bands fill the
2. The Nerian can use this ability a number of unique role of merchants and ambassadors
times per day equal to 3 + his Charisma to cultures beyond the central lands of
modifier. The Nerian can use this power to Oriental Adventures. They may even carry
give rest to the spirits, when an undead is silk to distant lands where paladins and
turn, the undead has to make a successful druids replace samurai and shugenjas! Other
Will save (DC equal to 10+1/2 the Nerian halflings are fierce nomads who ride shaggy
character level) or be destroyed and send to warponies on the steppes just beyond
the spirit realm. Additionally this power grant civilized society. These warlike halflings may
a +4 sacred bonus to saves against death be the people whose invasions the dwarfbuilt
effects and any effects that directly attack Great Wall was built to repel.
souls (such as the trap the soul spell) to all • Halfling traits are unchanged from those
creatures within 10 feet. They themselves are described in the Player’s Handbook
immune to death effects and effects that
directly attack souls.

If a Nerian take levels of cleric or paladin, he


adds his outsider hit dice (2) to determine the
level of the turning, for example, a Nerian
cleric level 7 is going to make a turning check
he is treated as a level 9 cleric for all effects
of this check, and all undead affects by his
turning checks has to make a will save or be
destroyed.

OTHER RACES
A variant campaign may include some or all
of the standard races described in the
Player’s Handbook—dwarves, elves,
gnomes, half-elves, halflings, and half-orcs—
depending on the desires of the Dungeon
Master. The standard races could each have
their niche in an Oriental Adventures
campaign, just as humans do.

Half-Orcs: Oddly enough, some societies in


the lands of Oriental Adventures accept orcs
as equal members of a large and orderly
nation. Such societies are rare, but they do
exist. Most orcs, even in such munificent
cultures, find themselves at the bottom rungs
of society, unable to rise high in societies that
prize intelligence and education. Half-orcs are
nevertheless common in such societies,
though they almost always come from
common backgrounds. A half-orc’s highest
ambition is usually to serve as a temple or
palace guard. In empires where eunuchs are
important, many half-orcs become eunuchs,
and even eunuch warlocks (see the prestige
class description).

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