Instead of the usual XP accrual, players are awarded levels for the number of gaming sessions they have attended. As characters progress in power, so too does the amount of time it takes to 'ding' up. This tends to level off in certain brackets, but scales up rapidly for the final levels.
1st level (0 sessions)
2nd level (1 session)
3rd level (3 sessions)
4th level (6 sessions)
5th level (10 sessions)
6th level (15 sessions)
7th level (20 sessions)
8th level (25 sessions)
9th level (30 sessions)
10th level (35 sessions)
11th level (41 sessions)
12th level (47 sessions)
13th level (53 sessions)
14th level (60 sessions)
15th level (66 sessions)
16th level (73 sessions)
17th level (80 sessions)
18th level (87 sessions)
19th level (94 sessions)
20th level (101 sessions)
21st level (109 sessions)
22nd level (117 sessions)
23rd level (125 sessions)
24th level (133 sessions)
25th level (141 sessions)
26th level (150 sessions)
27th level (160 sessions)
28th level (171 sessions)
29th level (183 sessions)
30th level (196 sessions)
Remember that not all new characters in the tabletop and online groups start at level 1, but at one level below the party average (noted at the right of the blog under the Player Character roster). Other, newer campaigns will not likely be included in this average, but have their own.
In order to read the exact number of sessions your character has earned:
1. First, note the level he/she began with, then mark the corresponding # of sessions.
2. Add the number of sessions you've played.
3. Add any 'bump' sessions the DM awarded you either for some arbitrary reason or for being 'grandfathered' due to your level being too low for the party average.
So, for example, if Dick Bentley of the Foggy Gorge begins as a 4th level swamp herder, showed up for eight physical game sessions and then got a sympathy nudge for 1 session from the DM, the math would look like:
8 sessions (4th/+1), or six sessions (4th level) plus eight plus one, totaling 15 (6th level).
Remember that you count as having played the session AFTER the session, not before.
Showing posts with label characters. Show all posts
Showing posts with label characters. Show all posts
Thursday, June 14, 2012
Wednesday, April 14, 2010
Character Generation
Level: All characters begin at level one level below the average of the party. This is listed in the right sidebar below the roster on the front page of the blog.
Ability Scores: We will be using the Standard Point Buy method from pg. 169 of the Dungeon Master's Guide. Please add any racial adjustments AFTER distributing your 25 points. You can use this handy calculator to total up your 25 points.
Races & Classes: These have been detailed for you in previous points. You can select any race or class from the Player's Handbook. More options will become available later. To see how the core races and classes fit in to the current setting, you can visit their respective posts here on the blog.
Hit Points: You begin play with maximum hit points at first level, but if you're starting higher than first, the rest will be rolled with a witness (usually the DM). If you're playing a creature with a level adjustment and bonus hit dice, you maximize one of those HD and then roll the rest (as well as all your additional levels). In addition, you do NOT maximize the first level HD of any new class you adopt (prestige or otherwise).
Alignment: You can choose any alignment you'd like other than lawful or chaotic evil (or any restricted from your class), but keep in mind that a choice of 'neutral evil' may come with inherent problems, and the more difficult it may become for your character, especially if the other players are NOT evil. While I'm willing to remain flexible with most players' choices, this is NOT a 'villain' campaign, so please try to create a situation in which your aims/goals can run in sync with the largely good or neutral tendencies of the majority.
Wealth: All characters begin with the 'average' wealth of their class from table 7-1 in the Player's Handbook. You can use this to purchase any weapons and equipment from the Player's Handbook. If you are starting at a level higher than 1st, use table 4-23 from the Dungeon Master's Guide (NPC Gear Value) to determine your total starting wealth. Up to 75% of such wealth can be used on magic items from that book, but only 10% of your total can be spent on magical consumables (potions, scrolls, and other one use items). Example: I'm level 8, I get 9400gp worth of equipment, 7050 of which can be spent on magic items, and 940 of that on consumable magic. Please note that your 'masterwork' cost for weapons and armor can be drawn from the mundane half of your wealth. Also: characters working for the Eidolorn Empire in a direct capacity related to the plot of the campaign will receive an additional 1000gp to spend however they wish, whether they are members of the Last Eidolorn, Church of Eleste, or Arkana Arkiva attaches assigned to the PCs' unit. PCs will inevitably be able to access the Party Treasure as well.
Background: Character backgrounds may be further developed later, but all initial PCs will begin in the employ of the Last Eidolorn guard, either as a Private ranked soldier (barbarian, bard, fighter, monk, ranger), an envoy of Eleste (cleric, paladin), an envoy of the Arkana Arkiva (sorcerer, wizard), or a 'contract' agent (druid, rogue). Those re-rolling after character deaths should try to make something that fits into the central theme/plot. Please establish in advance a relationship amongst your characters to save the trouble of introductions, or if you're coming in late, work with the DM to arrive at a plausible intro.
Ability Scores: We will be using the Standard Point Buy method from pg. 169 of the Dungeon Master's Guide. Please add any racial adjustments AFTER distributing your 25 points. You can use this handy calculator to total up your 25 points.
Races & Classes: These have been detailed for you in previous points. You can select any race or class from the Player's Handbook. More options will become available later. To see how the core races and classes fit in to the current setting, you can visit their respective posts here on the blog.
Hit Points: You begin play with maximum hit points at first level, but if you're starting higher than first, the rest will be rolled with a witness (usually the DM). If you're playing a creature with a level adjustment and bonus hit dice, you maximize one of those HD and then roll the rest (as well as all your additional levels). In addition, you do NOT maximize the first level HD of any new class you adopt (prestige or otherwise).
Alignment: You can choose any alignment you'd like other than lawful or chaotic evil (or any restricted from your class), but keep in mind that a choice of 'neutral evil' may come with inherent problems, and the more difficult it may become for your character, especially if the other players are NOT evil. While I'm willing to remain flexible with most players' choices, this is NOT a 'villain' campaign, so please try to create a situation in which your aims/goals can run in sync with the largely good or neutral tendencies of the majority.
Wealth: All characters begin with the 'average' wealth of their class from table 7-1 in the Player's Handbook. You can use this to purchase any weapons and equipment from the Player's Handbook. If you are starting at a level higher than 1st, use table 4-23 from the Dungeon Master's Guide (NPC Gear Value) to determine your total starting wealth. Up to 75% of such wealth can be used on magic items from that book, but only 10% of your total can be spent on magical consumables (potions, scrolls, and other one use items). Example: I'm level 8, I get 9400gp worth of equipment, 7050 of which can be spent on magic items, and 940 of that on consumable magic. Please note that your 'masterwork' cost for weapons and armor can be drawn from the mundane half of your wealth. Also: characters working for the Eidolorn Empire in a direct capacity related to the plot of the campaign will receive an additional 1000gp to spend however they wish, whether they are members of the Last Eidolorn, Church of Eleste, or Arkana Arkiva attaches assigned to the PCs' unit. PCs will inevitably be able to access the Party Treasure as well.
Background: Character backgrounds may be further developed later, but all initial PCs will begin in the employ of the Last Eidolorn guard, either as a Private ranked soldier (barbarian, bard, fighter, monk, ranger), an envoy of Eleste (cleric, paladin), an envoy of the Arkana Arkiva (sorcerer, wizard), or a 'contract' agent (druid, rogue). Those re-rolling after character deaths should try to make something that fits into the central theme/plot. Please establish in advance a relationship amongst your characters to save the trouble of introductions, or if you're coming in late, work with the DM to arrive at a plausible intro.
Classes of Udders Well
Barbarian: Though a barbarian would be an anomaly within the Vernal Valley region, especially within Floivin Keep, it is possible that they might filter through en route to other lands of the Eidolorn Empire, or perhaps escaped from Sothos Karr to the South (humans and half-orcs), seeking employment within a more pastoral area. Several barbarians are known to have settled the Valley and turned to lives as farmers or woodsmen.
Bard: A good number of entertainers and troubadours pass through Floivin Keep and the surrounding communities, and some are home-bred, like the almost famous gnome minstrel Heckler Ronn, or the enchanting muse Mercede, daughter of Regent Bauerkroft, who is known to give public recitals at important events. Bards are also common within the elf bands of the Frail Forest.
Beguiler: Often used as spies and saboteurs throughout the Eidolorn, beguilers most often operate solo, however others have been known to coordinate groups of villains. One of the PCs' most persistent enemies, Shalabar Klasp, exhibits abilities that likely pin him as a beguiler.
Cleric: Almost all clerics in the Udders Well area follow Eleste, Warrior-Saint of the Eidolorn Empire. They are known for their flowing silver and white robes over armor, and the jeweled long swords they wield in her honor. However, there are many who favor Crake, the Raven Lord, a patron of travelers and revelry. Crake is most popular among halfings and elves, but even human travelers are known to offer him a limerick or prayer to guide them safely through the lands. Crake's clerics wield road-tested quarterstaves and are known to bless travelers with wreathes of pine cones, berries and raven feathers. Further information on clerics can be found in a further post.
Dragon Shamans: There are a great many regions of Thault wherein dragons reign or hunt, and its quite likely that dragon shamans might be connected (or severed) from an older true dragon. So this is a viable character option, if not a common one. If interested in this path, speak with the DM to determine an origin and possibly a dragon with which your character will have some connection, maybe even serve.
Druid: A small sect of Crake's following, the Circle of the Crow, has invested themselves more closely in the landscape of the Vernal Valley, and attempt to curb the farmers into practices most safe for themselves and the wildlife of the Valley. They are few in number, and the only druids known for many miles about.
Duskblade: These hybrid spellcaster/warriors are trained in the distant Southern land of Mitruul, so it's highly unlikely they would be discovered elsewhere. However, expatriates and adventurers have been known to wander far afield and teach the secrets and techniques of the trade to their distant elven and half-elven kin. It's possible that through some blood bond or other situation a non-elf could be trained in the class, but this would be such a rare case that the DM should be consulted first.
Favored Soul: Favored souls are often counted among the clergies of the various deities, though few if any have yet to be encountered in Floivin Province, with the possible exception of Everett Tasker, companion to Betrice Othen and possible favored of Eleste. It is assumed that such individuals also exist in the followings of Crake, Gruumsh, and Moradin.
Fighter: Fighters make up the crux of the class population in Udders Well, whether they're soldiers of the Last Eidolorn or adventurers for hire. Archers and melee men both are common amongst all the races of the Vernal Valley, and the orcs of Sothos Karr.
Healer: Specialists in battling wounds and ailments, healers are likely drawn from the ranks of adepts, civilian herbalists and other individuals who work behind the scenes. After the battle for Floivin Province against the ravenous undead hordes and goblin tribes, a number of folks surfaced who might possess these abilities.
Hexblade: Like warlocks, hexblades are a truly rare commodity among the adventuring types of the Eidolorn Empire. However, that doesn't mean they do not exist, and in fact the PCs might have already met one in their journeys.
Knight: Noblemen or chivalrous upstarts, they are usually encountered in Carbadi, the capital province of the Eidolorn Empire, where they have various order represented at the Court of the Emperor. The warring barons of Braul are also known to have knights in their service, but they are rarely found in the Western regions of Thault.
Monk: A monk is another rarity in Udders Well, and most encountered are likely to be mere passers through. However, it is not unheard of for an aesthetic monk to take residence in some tranquil area in the Vernal Valley, and there is supposedly a secret order hidden within the barrens of the Fyreklaw where ex-slaves train themselves to overthrow the tyrannical Dror Gheel.
Paladin: The clergy of the Warrior-Saint Eleste is also home to a small number of paladins, who serve as strong arms and complements to the ranks of the Last Eidolorn. Some are often given other goals which they work towards in the company of adventurers.
Ranger: Woodsmen and trackers are fairly common in the Udders Well region, especially the Frail Forest. Some work independently as hunters and guides, some alongside the Circle of the Crow, and others are found within the ranks of the Last Eidolorn as scouts and vanguards.
Rogue: Thieves and cheats are an unfortunate byproduct of Floivin Keep society, especially in spring and summer months when the population swells through a large number of travelers and traders. The halflings of the Hosspotch are widely suspected to contain many rogues among them, but they've been crafty enough to avoid any major incident with the law.
Scout: Scouts are used as vanguards and patrolmen by the Last Eidolorn guard, just as they would be in other military hosts. A few exist within the surviving ranks of the local Floivin infantry, though the one known scout, Pvt. Rigley of the Fourth Eidolorn who fought in the Commander's Cup and later traveled with Doorjamb, was slain.
Shadow Mage: Though a rare practice, there is one Arkana Arkiva professor (Koss Karn) who has studied in both shadow magic and necromancy. Now that Karn has been freed from the Astral Plane, where he was being held prisoner with numerous other staff, he can teach interested parties in this class, making it available to Floivin Province and surrounding regions.
Sorcerer: The sorcerer is perhaps the rarest class in the Udders Well region, practically an anomaly, but like most wizards in the region, they would be expected to report themselves to the Arkana Arkiva, a council of wizards in Floivin Keep presided over by Spurr the Meticulous, counselor of Regent Bauerkroft.
Spellthief: Spellthieves are in general looked down upon by the magic using community, but Grandmother is known to keep a few of her Hosspotches trained in this art to deal with magical threats, and any further inquiries to be trained in the technique should be directed at the clan, though some serious compensation might be required.
Spirit Shaman: Theoretically, spirit shamans would draw their number among the more primitive humanoid or demi-human trives of Thault. Thus far, none have been encountered in Floivin Province, but if one were to search, one might seek out the troglodyte, kobold or goblins and inquire with them...
Swashbuckler: Rare, dashing swordsmen and duelists who favor a lighter form of combat, the swashbuckler is not someone you normally find within the ranks of the Last Eidolorn. However, in his service, Doorjamb Grizzlebeard has encountered one individual who might fit this bill en route to Littlewolf, an elf named Grail 'Whistleblade'. Interested parties might seek him out.
Warlock: These strange spellcasters generally keep to themselves, a rarity not found often in the Eidolorn Empire, but possible to encounter individually. There are rumors of a warlock in the Wizards Elite of Toul Tabor, somewhere in the city of Tarair which the PCs have visited, but the exact identity is unknown.
Warmage: Though there is no active warmage trainer currently available at the Arkana Arkiva, there are surely a number of them belonging to the Wizards Elite of Toul Tabor, so those interested in this rare specialist class should inquire at one of the Elite Chantries in the major cities there.
Wizard: The magical arts are the province of the Arkana Arkiva, a guild-council of wizards that meets at Flabbergast Manor in Floivin Keep, so-named for its unusual, shifting appearance and location throughout the town. The master of this order, Spurr the Meticulous, serves as counselor and right hand man to Regent Bauerkroft, who has asked that the order keep a tight watch on who is performing magic in the area. Specialist wizards of all stripes exist within the Arkiva, and the Wizards Elite of Toul Tabor.
All classes use the standard spells and abilities found in the Player's Handbook 3.5. There are also additional NPC classes from the Dungeon Master's Guide: Adept, Aristocrat, Commoner, Expert and Warrior which make up much of the region's population, but these are not adequate for PC options.
Prestige Class Trainers
Animal Lord: unknown
Arcane Archer: Madolan Roodeye (Floivin Province)
Arcane Trickster: Basqiam (Delvesh, Toul Tabor)
Archmage: Spurr the Meticulous (Floivin Keep), Regent Dharmark 'Spellhammer' (Olgest, Toul Tabor)
Argent Savant: unknown
Assassin: The Hello Men (Toul Tabor)
Avenging Executioner: unknown
Battle Trickster: Nesh (Frail Forest)
Bear Warrior: Skaff (Gronggen, Wintersbreath)
Beastmaster: unknown
Black Flame Zealot: unknown
Blackguard: Balann Du'arr (Vhorinyr)
Bladesinger: unknown
Blighter: unknown
Blood Magus: unknown
Bloodhound: Kalkan (Floivin Keep?)
Bonded Summoner: unknown
Cavalier: unknown
Church Inquisitor: unknown
Cloaked Dancer: unknown
Combat Trapsmith: Hayden Groyd (Span Rapids, Toul Tabor)
Consecrated Harrier: Chath Mulforth (Tarair, Toul Tabor)
Contemplative: unknown
Dark Hunter: unknown
Darkwood Stalker: unknown
Dervish: unknown
Divine Crusader: unknown
Divine Oracle: unknown
Dragon Disciple: Bledd Wardai (Sothos Karr)
Dread Pirate: unknown
Drunken Master: unknown
Duelist: Rumbolt Roy ('Castle' Roy)
Dungeon Delver: Hroemer (Floivin Province)
Dwarven Defender: Captain Krennyk (Floivin Keep)
Effigy Master: unknown
Eldritch Disciple: unknown
Eldritch Knight: Asmalix (Faenak, Toul Tabor)
Eldritch Theurge: unknown
Elemental Savant: unknown
Enlightened Fist: unknown
Enlightened Spirit: unknown
Entropomancer: unknown
Evangelist: unknown
Exemplar: unknown
Exotic Weapon Master: Baxter the Mighty (Toul Tabor)
Eye of Gruumsh: Kraalt Zu'ut (Sothos Karr)
Fatespinner: Wuzowark (Faenak, Toul Tabor)
Fortune's Friend: unknown
Frenzied Berserker: Butcher Krazz (Floivin Province)
Geomancer: unknown
Geometer: unknown
Ghost-Faced Killer: unknown
Gnome Giant-Slayer: Krory Batts (Osgot, Wintersbreath)
Gray Guard: unknown
Halfling Outrider: unknown
Havoc Mage: unknown
Hierophant: Greatblade Grast, Favored Blade Fulkrek (Olgest, Toul Tabor)
Highland Stalker: unknown
Holy Liberator: unknown
Holy Scourge: unknown
Horizon Walker: Scott Morrow (Flovin Keep)
Hospitaler: unknown
Hulking Hurler: unknown
Hunter of the Dead: unknown
Initiate of the Sevenfold Veil: unknown
Invisible Blade: unknown
Justiciar: unknown
Knight of the Chalice: unknown
Knight Protector: unknown
Loremaster: Monch Gnarlbottom (Floivin Keep)
Lyric Thaumaturge: unknown
Maester: unknown
Mage of the Arcane Order: unknown
Magical Trickster: unknown
Malconvoker: unknown
Master of Many Forms: unknown
Master of Masks: unknown
Master of the Unseen Hand: unknown
Master Specialist: unknown
Master Thrower: unknown
Master Transmogrifist: unknown
Mindbender: unknown
Mindspy: unknown
Mountebank: D'loss Tarr (Toul Tabor)
Mystic Theurge: Mistlethroe (Arkana Arkiva)
Nature's Warrior: unknown
Nightmare Spinner: unknown
Occult Slayer: unknown
Ollum: unknown
Order of the Bow Initiate: Flelech Rabbitsbane (Thulemoot, Toul Tabor)
Pious Templar: Retta Bethrak (The Mimresh)
Rage Mage: unknown
Rainbow Servant: unknown
Reaping Mauler: unknown
Red Wizard: Merevos 'Melek' Tha (Floivin Keep?)
Sacred Exorcist: unknown
Sacred Fist: unknown
Seeker of the Song: unknown
Shadowdancer: Grandmother Hosspotch (Hobfast)
Shadowmind: unknown
Skullclan Hunter: unknown
Spellsword: unknown
Spellwarp Sniper: unknown
Spymaster: unknown
Stonelord: unknown
Stormlord: unknown
Streetfighter: unknown
Sublime Chord: unknown
Tactical Soldier: unknown
Tattooed Monk: unknown
Tempest: unknown
Thaumaturgist: Mottle Thronn (Vettlar)
Thief-Acrobat: unknown
Ultimate Magus: unknown
Uncanny Trickster: unknown
Unseen Seer: unknown
Ur-Priest: unknown
Vigilante: unknown
Virtuoso: unknown
Void Disciple: unknown
War Chanter: unknown
War Hulk: unknown
Warchief: Ex-Chief Chizel (Sothos Karr)
Warpriest: Favored Blade Jast Thumbyr (Olgest, Toul Tabor), Bishop Brandler (Floivin Keep)
Warshaper: unknown
Wayfarer Guide: unknown
Wild Mage: unknown
Wild Plains Outrider: unknown
Wild Soul: unknown
Barred Classes/Prestige Classes: Daggerspell Mage/Shaper, Dragon Samurai, Fochluchan Lyrist, Green Star Adept, Kensai, Nightsong Enforcer/Infiltrator, Ninja, Psibond Agent, Purple Dragon Knight, Radiant Servant of Pelor, Ravager, Ronin, Samurai, Seeker of the Mystic Isle, Shadowbane Inquisitor/Stalker, Shining Blade of Heironeous, Shugenja, Suel Arcanamach, Temple Raider of Olidammara, Thayan Knight, Wu Jen, or anything from a source the DM has yet to unlock.
Bard: A good number of entertainers and troubadours pass through Floivin Keep and the surrounding communities, and some are home-bred, like the almost famous gnome minstrel Heckler Ronn, or the enchanting muse Mercede, daughter of Regent Bauerkroft, who is known to give public recitals at important events. Bards are also common within the elf bands of the Frail Forest.
Beguiler: Often used as spies and saboteurs throughout the Eidolorn, beguilers most often operate solo, however others have been known to coordinate groups of villains. One of the PCs' most persistent enemies, Shalabar Klasp, exhibits abilities that likely pin him as a beguiler.
Cleric: Almost all clerics in the Udders Well area follow Eleste, Warrior-Saint of the Eidolorn Empire. They are known for their flowing silver and white robes over armor, and the jeweled long swords they wield in her honor. However, there are many who favor Crake, the Raven Lord, a patron of travelers and revelry. Crake is most popular among halfings and elves, but even human travelers are known to offer him a limerick or prayer to guide them safely through the lands. Crake's clerics wield road-tested quarterstaves and are known to bless travelers with wreathes of pine cones, berries and raven feathers. Further information on clerics can be found in a further post.
Dragon Shamans: There are a great many regions of Thault wherein dragons reign or hunt, and its quite likely that dragon shamans might be connected (or severed) from an older true dragon. So this is a viable character option, if not a common one. If interested in this path, speak with the DM to determine an origin and possibly a dragon with which your character will have some connection, maybe even serve.
Druid: A small sect of Crake's following, the Circle of the Crow, has invested themselves more closely in the landscape of the Vernal Valley, and attempt to curb the farmers into practices most safe for themselves and the wildlife of the Valley. They are few in number, and the only druids known for many miles about.
Duskblade: These hybrid spellcaster/warriors are trained in the distant Southern land of Mitruul, so it's highly unlikely they would be discovered elsewhere. However, expatriates and adventurers have been known to wander far afield and teach the secrets and techniques of the trade to their distant elven and half-elven kin. It's possible that through some blood bond or other situation a non-elf could be trained in the class, but this would be such a rare case that the DM should be consulted first.
Favored Soul: Favored souls are often counted among the clergies of the various deities, though few if any have yet to be encountered in Floivin Province, with the possible exception of Everett Tasker, companion to Betrice Othen and possible favored of Eleste. It is assumed that such individuals also exist in the followings of Crake, Gruumsh, and Moradin.
Fighter: Fighters make up the crux of the class population in Udders Well, whether they're soldiers of the Last Eidolorn or adventurers for hire. Archers and melee men both are common amongst all the races of the Vernal Valley, and the orcs of Sothos Karr.
Healer: Specialists in battling wounds and ailments, healers are likely drawn from the ranks of adepts, civilian herbalists and other individuals who work behind the scenes. After the battle for Floivin Province against the ravenous undead hordes and goblin tribes, a number of folks surfaced who might possess these abilities.
Hexblade: Like warlocks, hexblades are a truly rare commodity among the adventuring types of the Eidolorn Empire. However, that doesn't mean they do not exist, and in fact the PCs might have already met one in their journeys.
Knight: Noblemen or chivalrous upstarts, they are usually encountered in Carbadi, the capital province of the Eidolorn Empire, where they have various order represented at the Court of the Emperor. The warring barons of Braul are also known to have knights in their service, but they are rarely found in the Western regions of Thault.
Monk: A monk is another rarity in Udders Well, and most encountered are likely to be mere passers through. However, it is not unheard of for an aesthetic monk to take residence in some tranquil area in the Vernal Valley, and there is supposedly a secret order hidden within the barrens of the Fyreklaw where ex-slaves train themselves to overthrow the tyrannical Dror Gheel.
Paladin: The clergy of the Warrior-Saint Eleste is also home to a small number of paladins, who serve as strong arms and complements to the ranks of the Last Eidolorn. Some are often given other goals which they work towards in the company of adventurers.
Ranger: Woodsmen and trackers are fairly common in the Udders Well region, especially the Frail Forest. Some work independently as hunters and guides, some alongside the Circle of the Crow, and others are found within the ranks of the Last Eidolorn as scouts and vanguards.
Rogue: Thieves and cheats are an unfortunate byproduct of Floivin Keep society, especially in spring and summer months when the population swells through a large number of travelers and traders. The halflings of the Hosspotch are widely suspected to contain many rogues among them, but they've been crafty enough to avoid any major incident with the law.
Scout: Scouts are used as vanguards and patrolmen by the Last Eidolorn guard, just as they would be in other military hosts. A few exist within the surviving ranks of the local Floivin infantry, though the one known scout, Pvt. Rigley of the Fourth Eidolorn who fought in the Commander's Cup and later traveled with Doorjamb, was slain.
Shadow Mage: Though a rare practice, there is one Arkana Arkiva professor (Koss Karn) who has studied in both shadow magic and necromancy. Now that Karn has been freed from the Astral Plane, where he was being held prisoner with numerous other staff, he can teach interested parties in this class, making it available to Floivin Province and surrounding regions.
Sorcerer: The sorcerer is perhaps the rarest class in the Udders Well region, practically an anomaly, but like most wizards in the region, they would be expected to report themselves to the Arkana Arkiva, a council of wizards in Floivin Keep presided over by Spurr the Meticulous, counselor of Regent Bauerkroft.
Spellthief: Spellthieves are in general looked down upon by the magic using community, but Grandmother is known to keep a few of her Hosspotches trained in this art to deal with magical threats, and any further inquiries to be trained in the technique should be directed at the clan, though some serious compensation might be required.
Spirit Shaman: Theoretically, spirit shamans would draw their number among the more primitive humanoid or demi-human trives of Thault. Thus far, none have been encountered in Floivin Province, but if one were to search, one might seek out the troglodyte, kobold or goblins and inquire with them...
Swashbuckler: Rare, dashing swordsmen and duelists who favor a lighter form of combat, the swashbuckler is not someone you normally find within the ranks of the Last Eidolorn. However, in his service, Doorjamb Grizzlebeard has encountered one individual who might fit this bill en route to Littlewolf, an elf named Grail 'Whistleblade'. Interested parties might seek him out.
Warlock: These strange spellcasters generally keep to themselves, a rarity not found often in the Eidolorn Empire, but possible to encounter individually. There are rumors of a warlock in the Wizards Elite of Toul Tabor, somewhere in the city of Tarair which the PCs have visited, but the exact identity is unknown.
Warmage: Though there is no active warmage trainer currently available at the Arkana Arkiva, there are surely a number of them belonging to the Wizards Elite of Toul Tabor, so those interested in this rare specialist class should inquire at one of the Elite Chantries in the major cities there.
Wizard: The magical arts are the province of the Arkana Arkiva, a guild-council of wizards that meets at Flabbergast Manor in Floivin Keep, so-named for its unusual, shifting appearance and location throughout the town. The master of this order, Spurr the Meticulous, serves as counselor and right hand man to Regent Bauerkroft, who has asked that the order keep a tight watch on who is performing magic in the area. Specialist wizards of all stripes exist within the Arkiva, and the Wizards Elite of Toul Tabor.
All classes use the standard spells and abilities found in the Player's Handbook 3.5. There are also additional NPC classes from the Dungeon Master's Guide: Adept, Aristocrat, Commoner, Expert and Warrior which make up much of the region's population, but these are not adequate for PC options.
Prestige Class Trainers
Abjurant Champion: unknown
Acolyte of the Skin: 'Breather' Bem (Tarair, Toul Tabor)
Alienist: Teven 'the Worm' (Vettlar or Floivin Keep)Acolyte of the Skin: 'Breather' Bem (Tarair, Toul Tabor)
Animal Lord: unknown
Arcane Archer: Madolan Roodeye (Floivin Province)
Arcane Trickster: Basqiam (Delvesh, Toul Tabor)
Archmage: Spurr the Meticulous (Floivin Keep), Regent Dharmark 'Spellhammer' (Olgest, Toul Tabor)
Argent Savant: unknown
Assassin: The Hello Men (Toul Tabor)
Avenging Executioner: unknown
Battle Trickster: Nesh (Frail Forest)
Bear Warrior: Skaff (Gronggen, Wintersbreath)
Beastmaster: unknown
Black Flame Zealot: unknown
Blackguard: Balann Du'arr (Vhorinyr)
Bladesinger: unknown
Blighter: unknown
Blood Magus: unknown
Bloodhound: Kalkan (Floivin Keep?)
Bonded Summoner: unknown
Cavalier: unknown
Church Inquisitor: unknown
Cloaked Dancer: unknown
Combat Trapsmith: Hayden Groyd (Span Rapids, Toul Tabor)
Consecrated Harrier: Chath Mulforth (Tarair, Toul Tabor)
Contemplative: unknown
Dark Hunter: unknown
Darkwood Stalker: unknown
Dervish: unknown
Divine Crusader: unknown
Divine Oracle: unknown
Dragon Disciple: Bledd Wardai (Sothos Karr)
Dread Pirate: unknown
Drunken Master: unknown
Duelist: Rumbolt Roy ('Castle' Roy)
Dungeon Delver: Hroemer (Floivin Province)
Dwarven Defender: Captain Krennyk (Floivin Keep)
Effigy Master: unknown
Eldritch Disciple: unknown
Eldritch Knight: Asmalix (Faenak, Toul Tabor)
Eldritch Theurge: unknown
Elemental Savant: unknown
Enlightened Fist: unknown
Enlightened Spirit: unknown
Entropomancer: unknown
Evangelist: unknown
Exemplar: unknown
Exotic Weapon Master: Baxter the Mighty (Toul Tabor)
Eye of Gruumsh: Kraalt Zu'ut (Sothos Karr)
Fatespinner: Wuzowark (Faenak, Toul Tabor)
Fortune's Friend: unknown
Frenzied Berserker: Butcher Krazz (Floivin Province)
Geomancer: unknown
Geometer: unknown
Ghost-Faced Killer: unknown
Gnome Giant-Slayer: Krory Batts (Osgot, Wintersbreath)
Gray Guard: unknown
Halfling Outrider: unknown
Havoc Mage: unknown
Hierophant: Greatblade Grast, Favored Blade Fulkrek (Olgest, Toul Tabor)
Highland Stalker: unknown
Holy Liberator: unknown
Holy Scourge: unknown
Horizon Walker: Scott Morrow (Flovin Keep)
Hospitaler: unknown
Hulking Hurler: unknown
Hunter of the Dead: unknown
Initiate of the Sevenfold Veil: unknown
Invisible Blade: unknown
Justiciar: unknown
Knight of the Chalice: unknown
Knight Protector: unknown
Loremaster: Monch Gnarlbottom (Floivin Keep)
Lyric Thaumaturge: unknown
Maester: unknown
Mage of the Arcane Order: unknown
Magical Trickster: unknown
Malconvoker: unknown
Master of Many Forms: unknown
Master of Masks: unknown
Master of the Unseen Hand: unknown
Master Specialist: unknown
Master Thrower: unknown
Master Transmogrifist: unknown
Mindbender: unknown
Mindspy: unknown
Mountebank: D'loss Tarr (Toul Tabor)
Mystic Theurge: Mistlethroe (Arkana Arkiva)
Nature's Warrior: unknown
Nightmare Spinner: unknown
Occult Slayer: unknown
Ollum: unknown
Order of the Bow Initiate: Flelech Rabbitsbane (Thulemoot, Toul Tabor)
Pious Templar: Retta Bethrak (The Mimresh)
Rage Mage: unknown
Rainbow Servant: unknown
Reaping Mauler: unknown
Red Wizard: Merevos 'Melek' Tha (Floivin Keep?)
Sacred Exorcist: unknown
Sacred Fist: unknown
Seeker of the Song: unknown
Shadowdancer: Grandmother Hosspotch (Hobfast)
Shadowmind: unknown
Skullclan Hunter: unknown
Spellsword: unknown
Spellwarp Sniper: unknown
Spymaster: unknown
Stonelord: unknown
Stormlord: unknown
Streetfighter: unknown
Sublime Chord: unknown
Tactical Soldier: unknown
Tattooed Monk: unknown
Tempest: unknown
Thaumaturgist: Mottle Thronn (Vettlar)
Thief-Acrobat: unknown
Ultimate Magus: unknown
Uncanny Trickster: unknown
Unseen Seer: unknown
Ur-Priest: unknown
Vigilante: unknown
Virtuoso: unknown
Void Disciple: unknown
War Chanter: unknown
War Hulk: unknown
Warchief: Ex-Chief Chizel (Sothos Karr)
Warpriest: Favored Blade Jast Thumbyr (Olgest, Toul Tabor), Bishop Brandler (Floivin Keep)
Warshaper: unknown
Wayfarer Guide: unknown
Wild Mage: unknown
Wild Plains Outrider: unknown
Wild Soul: unknown
Barred Classes/Prestige Classes: Daggerspell Mage/Shaper, Dragon Samurai, Fochluchan Lyrist, Green Star Adept, Kensai, Nightsong Enforcer/Infiltrator, Ninja, Psibond Agent, Purple Dragon Knight, Radiant Servant of Pelor, Ravager, Ronin, Samurai, Seeker of the Mystic Isle, Shadowbane Inquisitor/Stalker, Shining Blade of Heironeous, Shugenja, Suel Arcanamach, Temple Raider of Olidammara, Thayan Knight, Wu Jen, or anything from a source the DM has yet to unlock.
Races of Udders Well
Bugbear: Several of the major humanoid threats, including the Blooded Lash, Blood Eagles and Skull Collars are comprised of a large number of bugbears. In particular, the Blood Eagles are drawn exclusively from this stock (with a handful of goblin slaves and cannon fodder). Any PC bugbear would likely be an expatriate of the Skull Collars who has seen what the group can do and respects them, preferring to fight for the 'winning side'. But be warned, this choice will bring instant hostility from many of the 'standard' races in the setting, and you have to have a damn good reason for becoming a hero. Level adjustment has been upped to +2 from the original +1, however this does not retroactively effect the current PC (Gruulsh) who already chose this race before my change.
Dwarf: Floivin Keep and the surrounding lands were once the territories of old King Kleeth of the Gnarlbottom Clan, but were annexed by the Eidolorn Empire during the Expansion Wars, some 150 years past. To this day, dwarves still exist in the area, many the direct descends of Gnarlbottom, eking out lives as smiths, craftsmen and wishful prospectors in the Vernal Valley. Many still hold a grudge against their human 'benefactors'.
Dwarf, Glacier: This variant race should be applied to those dwarves born and reared in far northern regions, or the province of Wintersbreath. Like their southern cousins, glacier dwarves once held more sway than they do at current, but their population is still pretty solid among the human settlers. Though they were never at the level of influence that as, say, the Gnarlbottom Clan, they once had their own kings and built ruins that are now found across all the North.
Elf: Two small bands of forest elves are known to inhabit the Frail Forest east of Udders Well, the Roodeyes and the Reddenbalms. They roam the the land like gypsies, serving as entertainers and guides to the communities of Livenoak and Littlewolf, and some claim that the two are highly competitive with one another for both resources and human audiences.
Githzerai: A group of githzerai on the Astral Plane have been contacted by the PCs, while several of them were attempting to save the Arkana Arkiva instructors from a githyanki queen. T'kalat, a githzerai agent operating out of Tashek're, the githyanki citadel, met with Mudgol, Mistlethroe and Rumpridge, and was given directions and information about Floivin Province on their particular Prime Material Plane. Due to this, the githzerai have established contact with Flabbergast Manor, and it is highly possible that a refugee of this species might make for a great PC prospect in the future. Level adjustment +2
Gnome: These small folk are very rare indeed within the confines of the Vernal Valley, and those who are encountered tend to be small families or individuals passing through the Udders Well region to the heartlands of the Eidolorn Empire. Gnomes are occasionally found in Floivin Keep as street peddlers and magicians.
Goblin: The slightest of the goblinoids are quite common in Floivin Province and surrounding regions, both as small independent warbands or members of larger tribes like the Skull Collar mercenaries, the Blooded Lash out of Haunted Horrn or the Blood Eagles (where they are not treated well). A PC goblin would likely be a wanderer who comes across the PCs and thinks he or she has something to offer, or an expatriate from the Skull Collars, or perhaps a slave of the Blood Eagles who has escaped their grasp. As with bugbears, there must be a damn good reason why one would show up as a PC, and they face the same racial hostility, especially from dwarves.
Half-elf: Within the Vernal Valley, it is not unheard of that a human and forest elf will couple, usually the result of some drunken revelry. The unfortunate offspring are generally sent to live within Floivin Keep and the surrounding human communities, though the Roodeyes and Reddenbalms often find it entertaining to impose them upon some distant relative in the opposing clan.
Half-ogre: The rare product of an ogre-human union, often one of revulsion and/or violation, half-ogres are not generally tolerated within the lands of the Eidolorn Empire due to their crude dispositions and size. The exception has often been made, as for Commander Brygmog 'The Gutter' of the Fourth Eidolorn army, but these are exceptions who had to prove themselves through a number of beneficial deeds, such as routing clear enemies and years of good service under human superiors. Level adjustment +1
Half-orc: South of Udders Well and the Vernal Valley, beyond the terrible tower of Mimresh, lies the Fyreklaw, a hostile and volcanic barrens in which only the vile orcs have managed to carve out a civilization, under the iron rule of Dror Gheel, Slavemaster of Sothos Karr. Gheel is himself a half-orc, and it highly possible some unfortunate offspring of the Fyreklaw orcs and captured humans slaves have managed to escaped through the Mimresh into the Udders Well region.
Halfling: Though no person claims to know precisely when and how they arrived, it seems these small folk have taken up residence in Floivin Keep and the surrounding communities. Most of the local halflings belong to the Hosspotch, both a family and guild of peddlers and wheelers who have their stubby fingers dipped in many of the local merchant ventures, both the legal and illicit.
Hobgoblin: The same restrictions apply for hobgoblins as their bugbear and goblin cousins, in terms of needing a great reason to be PCs and the racial enmity they will face from the majority of others they encounter. However, hobgoblins are somewhat more rare in the setting. They usually serve as elite troops in the Blooded Lash or the Skull Collars, weapons trainers or other roles fitting their martial, regimented nature. In fact, hobgoblins are infrequent enough that the PCs have known most by the very names of those they've defeated (Ironballs, Dvagol). The level adjustment for this race has been removed.
Human: The dominant race within Floivin Keep and the surrounding region. The humans of Udders Well are fair-skinned, with a mixture of Franco, English and Germanic features and names. Most humans in Floivin Province and spread throughout the Eidolorn Empire, Alkinarre, Quelm and several other areas of Thault are known as the 'Riven', cut off from a far East continent which they fled at one point. The Riven have lived on Thault already for many centuries, sometimes in conflict with the Shann, the native human stock who are rougher, heartier and in general crueler folk populating lands like Vandrokk, Dashnear, Braul and Thelos Retch. There is a third breed, whose features are duskier and darker colored (think Southeast Asian) called the Lhazon who too have populated parts of Thault (Durindesh and the Robber-Kings) from a far off land.
Kobold: Not a popular species among the folk of the Eidolorn provinces, but at the same time kobolds are considered rather harmless by comparison to the organized bands of bugbears, hobgoblins and such that fester and rise in the corners of the Empire. In Floivin, for example, there are various bands of kobolds found raiding along the Pinewater river, or in the depths of the Udders Well sewer system. Kobolds run the same risk as other evil humanoids of total social castigation, even when going 'good', but it's certainly possible that a few might break the shackles of their race's stereotype and take up the mantle of adventurer.
Lizardfolk: Encountered rarely outside of the Tooth Marsh in Floivin Province, perhaps some other swamps in the region; the Lizardfolk have only recently come into the public's awareness, through a parlay with Major Doorjamb Grizzlebeard in the Marsh. At least one family has recently moved into the abandoned lair Cheeky's Hollow, and PC lizardfolk might come from this or another local group. They are sympathetic to the Floivin plight and possess an utter loathing for the local humanoid tribes like the Skull Collars and Blooded Lash, who have run skirmishes against their kind as they moved against the Eidolorn. Level adjustment +1
Ogre: Though the majority of ogres belong to treacherous, violent warbands or hostile, cannibalistic family groups, it's possible that changing times might prompt one into a life of trade or labor at the hands of one of the more dominant races in the Eidolorn Empire. Note that ogres face severe social restrictions, to the extent that they're not allowed within the cities and towns of settled Empire lands, and this might not always be the most opportunistic choice for a character interested in social interaction. In fact, Eidolorn soldiers are likely to take down any ogres who don't immediately surrender themselves or their weapons and prove their peaceful intent. Level adjustment has been upped to +3 from the original +2
Troglodyte: Most commonly encountered in the Skunk Ridge region of Floivin Province and the Vernal Wall, troglodytes tend to dwell deep underground in caverns and ruins, foraging the hills and tombs for whatever they can trade or sell to competing tribes. There are also rumors of a more massive troglodyte civilization in the mountains, perhaps somewhere beneath the Crowslode. The Marrow Sucker tribe has been encountered on numerous occasions, including the late sorcerer Fisslakk. Again, as with other monstrous humanoids, trogs are not likely to find acceptance in the communities of the Empire, so one choosing this race should expect strong opposition running to open hostility. Level adjustment +2
Troll: Similar to ogres, PC trolls are very likely to be either outcasts or those who grew tired of fighting on the 'losing' team, especially once their local warbands have been destroyed by other characters or the local Eidolorn armies. However, they are arguably even more hideous and difficult to housebreak than their giant kin, and suffer the most severe social restrictions of any currently allowed PC race. Most troll characters are exceptions to their species, laborers or hunters who just wish to keep to themselves and resist the call of chaos, warfare and pillage. Perhaps they've been spurned by the lesser races they once served as front line shock troopers, or the betrayal of more cunning employers. Still, a troll is a MONSTER. It is not allowed in Eidolorn cities or towns without some sort of deep magical disguise (or through sheer force), and players should really come up with a great background if they wish to pursue this choice. Level adjustment +5
All races use their standardized racial traits and stats from the 3.5 edition Player's Handbook, Frostburn, the Monster Manual (level adjustments included), or Savage Species.
Dwarf: Floivin Keep and the surrounding lands were once the territories of old King Kleeth of the Gnarlbottom Clan, but were annexed by the Eidolorn Empire during the Expansion Wars, some 150 years past. To this day, dwarves still exist in the area, many the direct descends of Gnarlbottom, eking out lives as smiths, craftsmen and wishful prospectors in the Vernal Valley. Many still hold a grudge against their human 'benefactors'.
Dwarf, Glacier: This variant race should be applied to those dwarves born and reared in far northern regions, or the province of Wintersbreath. Like their southern cousins, glacier dwarves once held more sway than they do at current, but their population is still pretty solid among the human settlers. Though they were never at the level of influence that as, say, the Gnarlbottom Clan, they once had their own kings and built ruins that are now found across all the North.
Elf: Two small bands of forest elves are known to inhabit the Frail Forest east of Udders Well, the Roodeyes and the Reddenbalms. They roam the the land like gypsies, serving as entertainers and guides to the communities of Livenoak and Littlewolf, and some claim that the two are highly competitive with one another for both resources and human audiences.
Githzerai: A group of githzerai on the Astral Plane have been contacted by the PCs, while several of them were attempting to save the Arkana Arkiva instructors from a githyanki queen. T'kalat, a githzerai agent operating out of Tashek're, the githyanki citadel, met with Mudgol, Mistlethroe and Rumpridge, and was given directions and information about Floivin Province on their particular Prime Material Plane. Due to this, the githzerai have established contact with Flabbergast Manor, and it is highly possible that a refugee of this species might make for a great PC prospect in the future. Level adjustment +2
Gnome: These small folk are very rare indeed within the confines of the Vernal Valley, and those who are encountered tend to be small families or individuals passing through the Udders Well region to the heartlands of the Eidolorn Empire. Gnomes are occasionally found in Floivin Keep as street peddlers and magicians.
Goblin: The slightest of the goblinoids are quite common in Floivin Province and surrounding regions, both as small independent warbands or members of larger tribes like the Skull Collar mercenaries, the Blooded Lash out of Haunted Horrn or the Blood Eagles (where they are not treated well). A PC goblin would likely be a wanderer who comes across the PCs and thinks he or she has something to offer, or an expatriate from the Skull Collars, or perhaps a slave of the Blood Eagles who has escaped their grasp. As with bugbears, there must be a damn good reason why one would show up as a PC, and they face the same racial hostility, especially from dwarves.
Half-elf: Within the Vernal Valley, it is not unheard of that a human and forest elf will couple, usually the result of some drunken revelry. The unfortunate offspring are generally sent to live within Floivin Keep and the surrounding human communities, though the Roodeyes and Reddenbalms often find it entertaining to impose them upon some distant relative in the opposing clan.
Half-ogre: The rare product of an ogre-human union, often one of revulsion and/or violation, half-ogres are not generally tolerated within the lands of the Eidolorn Empire due to their crude dispositions and size. The exception has often been made, as for Commander Brygmog 'The Gutter' of the Fourth Eidolorn army, but these are exceptions who had to prove themselves through a number of beneficial deeds, such as routing clear enemies and years of good service under human superiors. Level adjustment +1
Half-orc: South of Udders Well and the Vernal Valley, beyond the terrible tower of Mimresh, lies the Fyreklaw, a hostile and volcanic barrens in which only the vile orcs have managed to carve out a civilization, under the iron rule of Dror Gheel, Slavemaster of Sothos Karr. Gheel is himself a half-orc, and it highly possible some unfortunate offspring of the Fyreklaw orcs and captured humans slaves have managed to escaped through the Mimresh into the Udders Well region.
Halfling: Though no person claims to know precisely when and how they arrived, it seems these small folk have taken up residence in Floivin Keep and the surrounding communities. Most of the local halflings belong to the Hosspotch, both a family and guild of peddlers and wheelers who have their stubby fingers dipped in many of the local merchant ventures, both the legal and illicit.
Hobgoblin: The same restrictions apply for hobgoblins as their bugbear and goblin cousins, in terms of needing a great reason to be PCs and the racial enmity they will face from the majority of others they encounter. However, hobgoblins are somewhat more rare in the setting. They usually serve as elite troops in the Blooded Lash or the Skull Collars, weapons trainers or other roles fitting their martial, regimented nature. In fact, hobgoblins are infrequent enough that the PCs have known most by the very names of those they've defeated (Ironballs, Dvagol). The level adjustment for this race has been removed.
Human: The dominant race within Floivin Keep and the surrounding region. The humans of Udders Well are fair-skinned, with a mixture of Franco, English and Germanic features and names. Most humans in Floivin Province and spread throughout the Eidolorn Empire, Alkinarre, Quelm and several other areas of Thault are known as the 'Riven', cut off from a far East continent which they fled at one point. The Riven have lived on Thault already for many centuries, sometimes in conflict with the Shann, the native human stock who are rougher, heartier and in general crueler folk populating lands like Vandrokk, Dashnear, Braul and Thelos Retch. There is a third breed, whose features are duskier and darker colored (think Southeast Asian) called the Lhazon who too have populated parts of Thault (Durindesh and the Robber-Kings) from a far off land.
Kobold: Not a popular species among the folk of the Eidolorn provinces, but at the same time kobolds are considered rather harmless by comparison to the organized bands of bugbears, hobgoblins and such that fester and rise in the corners of the Empire. In Floivin, for example, there are various bands of kobolds found raiding along the Pinewater river, or in the depths of the Udders Well sewer system. Kobolds run the same risk as other evil humanoids of total social castigation, even when going 'good', but it's certainly possible that a few might break the shackles of their race's stereotype and take up the mantle of adventurer.
Lizardfolk: Encountered rarely outside of the Tooth Marsh in Floivin Province, perhaps some other swamps in the region; the Lizardfolk have only recently come into the public's awareness, through a parlay with Major Doorjamb Grizzlebeard in the Marsh. At least one family has recently moved into the abandoned lair Cheeky's Hollow, and PC lizardfolk might come from this or another local group. They are sympathetic to the Floivin plight and possess an utter loathing for the local humanoid tribes like the Skull Collars and Blooded Lash, who have run skirmishes against their kind as they moved against the Eidolorn. Level adjustment +1
Ogre: Though the majority of ogres belong to treacherous, violent warbands or hostile, cannibalistic family groups, it's possible that changing times might prompt one into a life of trade or labor at the hands of one of the more dominant races in the Eidolorn Empire. Note that ogres face severe social restrictions, to the extent that they're not allowed within the cities and towns of settled Empire lands, and this might not always be the most opportunistic choice for a character interested in social interaction. In fact, Eidolorn soldiers are likely to take down any ogres who don't immediately surrender themselves or their weapons and prove their peaceful intent. Level adjustment has been upped to +3 from the original +2
Troglodyte: Most commonly encountered in the Skunk Ridge region of Floivin Province and the Vernal Wall, troglodytes tend to dwell deep underground in caverns and ruins, foraging the hills and tombs for whatever they can trade or sell to competing tribes. There are also rumors of a more massive troglodyte civilization in the mountains, perhaps somewhere beneath the Crowslode. The Marrow Sucker tribe has been encountered on numerous occasions, including the late sorcerer Fisslakk. Again, as with other monstrous humanoids, trogs are not likely to find acceptance in the communities of the Empire, so one choosing this race should expect strong opposition running to open hostility. Level adjustment +2
Troll: Similar to ogres, PC trolls are very likely to be either outcasts or those who grew tired of fighting on the 'losing' team, especially once their local warbands have been destroyed by other characters or the local Eidolorn armies. However, they are arguably even more hideous and difficult to housebreak than their giant kin, and suffer the most severe social restrictions of any currently allowed PC race. Most troll characters are exceptions to their species, laborers or hunters who just wish to keep to themselves and resist the call of chaos, warfare and pillage. Perhaps they've been spurned by the lesser races they once served as front line shock troopers, or the betrayal of more cunning employers. Still, a troll is a MONSTER. It is not allowed in Eidolorn cities or towns without some sort of deep magical disguise (or through sheer force), and players should really come up with a great background if they wish to pursue this choice. Level adjustment +5
All races use their standardized racial traits and stats from the 3.5 edition Player's Handbook, Frostburn, the Monster Manual (level adjustments included), or Savage Species.
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