Doria

The Dorians rule a rather large continental landmass North of the main continent, across the Interranuic Ocean. Based out of the city of Pax Morgan, the Kingdom of Doria rules the entire landmass. Humans, lizard men and demihumans make up the continent's population. The humans divide themselves up into three distinct sub-cultures: the Dorics (the dominant human culture of Doria, who founded the Kingdom and conquered the landmass), the Gypsies (who used to call the forests East of Pax Morgan their homeland, but are now nomadic) and the Barbarians (who live far to the South, on an island off the Elven peninsula).
The Kingdom of Doria is a feudal state, with power resting in the hands of a strong King, supported by Knights who serve as local lords. The current King, Morgan XVI, is dealing with discontent among some of the lords of the Western fiefdoms. Despite the somewhat backwards political condition of the state, Doria boasts great freedoms for its citizenry, and the Kingdom is defended by one of the most impressive land and sea militaries in the world -- the former rivalled perhaps only by the Pallinite Armada. It should be mentioned that the Dorians also field the largest force of cavaliers and paladins out of any of the major nations.
Geopolitical Background
The power in Doria is centered in Pax Morgan, where a human King manages to tie together the dwarves of Dundan, the halflings of Hillshire and the Elves of Baye along with the human fiefdoms of the West. Dundan, Hillshire and Baye are each permitted to send an ambassador to the capital, where each race's voice has the King's ear.Doria has long held a contentious military rivalry with the Hordelands. Now, the Dorians feel pressed on both sides, with their Horde enemies just across the water to the West, and Pallin conquering everything in sight sown in the South East. A strong militarized presence along the southern edges of the Elven peninsula has thus far kept Doria free from Pallinite invasion.
Internal Background
As if external pressures were not enough, several of the Western lords are outright rebelling against the King. There are whispers of a dark and shadowy power being behind the rebellion, and that someone from the Hordelands (whether it's Blacktooth the Warlock himself or someone else) has a hand in the troubles. Indeed, Orcs and Ogres and other humanoids have been found in increasing numbers in Doria, acting as mercenaries or bandits (and often either in the employ of the rebels or else acting independently against the Crown's interests).
The Dorian government has downplayed the significance of the rebellion, largely to avoid a dangerous display of weakness in front of the Pallinites. To avoid the fate of the Saqqans, King Morgan has brokered an alliance with King Toric of Ghed, who has sent five spelljamming ships to support the crown of Pax Morgan. King Morgan also hopes the appearance of Ghedan spelljammers in the Dorian sky will deter any thoughts of a Pallinite conquest.Pax Morgan is the Dorian capital, the seat of King Morgan XVI's power. In Castle Morgana, the King holds court with the Council of Ambassadors. Currently, the Council's primary focus is containing the rebellion in the Western fiefdoms.
The Western Fiefdoms are the breadbasket of the Kingdom, lying within the vast plainsland between Pax Morgan and the West Coast, at the center of which is the city of Dale. Several of the knights and lords tasked by the King to govern the Fiefdoms are in open rebellion. Dorian soldiers and hired mercenaries are mustering in Dale for the sole purpose of putting down the worst of the rebel uprisings and keeping grain and other goods moving along the trade roads.
Aster is the Kingdom's magical capital, where Doria's premier arcane academy is located. Most of Doria's wizards trained here for some length of time (though a good number of them matriculate to the Armistice Academy after a while).
Dundan is the capital of Dwarvendom in Doria, an expansive undermountain empire peopled with Dwarves and Gnomes.
Hillshire is the home of Halflings in Doria. The Halflings boast a modest rural economy in their small corner of the Kingdom, but in the wake of the flaring tensions between the Crown and the Fiefdoms, Hillshire has contributed a much larger share of its crop yield to the main human market. This has made Hillshire very rich, but is also beginning to put a strain on the Halflings' ability to produce and meet demands.
Baye is the capital of what once was a large Elven empire along the southernmost peninsula of the Dorian mainland. The Elves stand by the Crown in their struggle against the Western rebels -- but only because the Kingdom has promised to help protect them from Pallin (which has already conquered the Elven island of Alfland).
Rhea is the capital of the Barbarian civilization, on the Barbarian Isle far to the south. Rhea and the Barbarian Island are considered part of the Dorian continent, but little control from Pax Morgan is exercised here, and the Barbarians don't immediately recognize the King's sovereignty.
There are three subcultures within the larger Kingdom of Doria:
the Dorics (who live primarily in the Northern and Western parts of
the continent), the Gypsies (who are nomadic, and move between the
human and elven lands) and the Barbarians (who live on the island of
Barbarians, appropriately enough).
The Dorics dominate the Kingdom, and have cultivated a feudal
society. Individuals retain significant social rights within Doria,
though politically few are truly enfranchised.
Ability Score Adjustments: None.
Class Restrictions:
Multi-Class Allowances: None. Humans, as standard, may dual-class instead.
Kit Allowances: The kits below are from the appropriate Brown Book.
Hit Dice: By class.
Natural Armor Class/Move Rate: 10; Humans move at rate 12.
Bonus Languages: Common.
Special Advantages:
(Dorics)
Multi-classed Priests: Doric priests of the Five
Elemental Deities can take on a special multi-classed option: Fire,
Air, Water and Earth priests can multiclass as an appropriate
Elementalist Wizard, while Psi priests can multi-class as
Psionicists. In all cases, alignment and ability score requirements
must be met.
(Gypsies)
Multi-classed Gypsies: Gypsies who belong to the
Gypsy class can multi-class with any other available non-Rogue class.
(Gypsy-Fighter, Gypsy-Ranger, Gypsy-Wizard, Gypsy-Priest) In all
cases, alignment and ability score requirements must be met.
(Barbarians)
Multi-classed Barbarians: Barbarians who belong to
the Barbarian class can multi-class with any other available
non-Warrior class. (Barbarian-Priest, Barbarian-Skald) In all cases,
alignment and ability score requirements must be met.
Special Disadvantages:
Dual-classing restriction: In the cases above where a
Dorian opts for his subculture's multi-classing option, that
character is not allowed to dual-class.
The Dwarves of Dundan are a mixture of Hill and Mountain Dwarven stock. They rule the northeastern most corner of the Dorian mainland, and have long been allied with the crown of Pax Morgan.
Ability Score Adjustments: +1 Constitution, -1 Charisma.
Class Restrictions:
Multi-Class Allowances: Fighter-Cleric, Fighter-Thief, Fighter-Psionicist, Psionicist-Thief.
Kit Allowances: The kits below are drawn from the Complete Dwarf's handbook.
Hit Dice: By class.
Natural Armor Class/Move Rate: 10; Dwarves move at rate 6.
Bonus Languages: Dwarven, Common.
Special Advantages:
Dwarven Resistances: Due to their hardy, non-magical
natures, Dwarves are exceptionally resistant to poisons and spells.
Against such attacks, Dwarves gain a +1 bonus to save for every 3.5
points of Constitution.
Infravision: 60 foot range.
Racial Enmities: Born from a pure hatred instinctively
driven into the Dwarven race, Dwarves gain a +1 bonus to hit Orcs,
Half-Orcs, Goblins and Hobgoblins. When attacked by Ogres, Trolls,
Ogre-Magi, Giants or Titans, Dwarves gain a +4 AC bonus.
Mining Detection: When within 10', Dwarves can detect
the following information about their subterranean surroundings:
|
Detect Grade/Slope in Passage |
1-5 on 1d6 |
|
Detect New Tunnel/Passage Construction |
1-5 on 1d6 |
|
Detect Sliding/Shifting Walls or Rooms |
1-4 on 1d6 |
|
Detect Stonework Traps, Pits and Deadfalls |
1-3 on 1d6 |
|
Determine Approximate Depth Underground |
1-3 on 1d6 |
Special Disadvantages:
Magic Item Failure: Due to their non-magic natures,
Dwarves have a 20% chance to fail whenever they attempt to activate a
magical item.
The Elves of Doria are High, Gray and Sylvan Elves. Their empire once controlled all of the Southern Peninsula, but their reliance on the protection offered by the Kingdom's military has rendered their nation a vassal state of the Dorian King. The Elves of Baye once had friendly relations with the nation of Alfland, but the Alflanders' capitulation to the Pallinites has strained that friendship.
Ability Score Adjustments: Gray Elves: +2 to Intelligence, +1 Dexterity, -2 Constitution and -1 Strength. High Elves: +1 Dexterity and -1 Constitution. Sylvan Elves: +1 Strength and Dexterity, -1 Charisma and Constitution.
Class Restrictions:
Multi-Class Allowances: Fighter-Mage, Fighter-Thief, Mage-Thief, Fighter-Mage-Thief
Kit Allowances: The kits below are drawn from the Complete Book of Elves.
Hit Dice: By class.
Natural Armor Class/Move Rate: 10; Elves move on land at a rate of 12.
Bonus Languages: Elves begin play knowing how to speak Elven and Common.
Special Advantages:
(High Elves)
Infravision: 60' range.
Magic Resistance: Elves enjoy a 90% resistance to Sleep
and Charm-based effects. Even if their resistance fails, they still
get a normal save against the effect.
Door Detection: Elven senses allow them to locate secret
or concealed doors. Passing within 10 feet of a secret door, Elves
will detect the opening on a roll of 1 on 1d6. If a Elf is actively
searching for secret doors, this chance increases to 1 or 2 on 1d6.
Concealed doors can be detected by Elves on a roll of 1, 2 or 3 on
1d6.
Weapon Affinity: Elves have a +1 bonus to hit with Long
and Short Swords, and Long and Short Bows.
Elven Stealth: Elves can move almost invisibly through
forests and other natural terrain; so long as they are not attacking,
they can only be seen by those with the ability to detect invisible
creatures. Elves impose a -4 penalty to an enemy surprise check, but
only if the Elf is wearing non-metal armor and the rest of his party
is either similarly stealthy (that is, possessing a similar Stealth
racial ability) or else 90' away.
(Gray Elves)
Infravision: 60' range.
Gray Elven Libraries: Gray Elves of any class may
purchase the Sage Knowledge proficiency without a cross-class
penalty. Further, when consulting Gray Elf sages, a Gray Elf pays a
reduced price for information than he would elsewhere.
Magic Resistance: Elves enjoy a 90% resistance to Sleep
and Charm-based effects. Even if their resistance fails, they still
get a normal save against the effect.
Door Detection: Elven senses allow them to locate secret
or concealed doors. Passing within 10 feet of a secret door, Elves
will detect the opening on a roll of 1 on 1d6. If a Elf is actively
searching for secret doors, this chance increases to 1 or 2 on 1d6.
Concealed doors can be detected by Elves on a roll of 1, 2 or 3 on
1d6.
Weapon Affinity: Elves have a +1 bonus to hit with Long
and Short Swords, and Long and Short Bows.
Elven Stealth: Elves can move almost invisibly through
forests and other natural terrain; so long as they are not attacking,
they can only be seen by those with the ability to detect invisible
creatures. Elves impose a -4 penalty to an enemy surprise check, but
only if the Elf is wearing non-metal armor and the rest of his party
is either similarly stealthy (that is, possessing a similar Stealth
racial ability) or else 90' away.
(Sylvan Elves)
Infravision: 60' range.
Magic Resistance: Elves enjoy a 90% resistance to Sleep
and Charm-based effects. Even if their resistance fails, they still
get a normal save against the effect.
Animal Empathy: Sylvan Elves can easily befriend natural
woodland creatures, in a manner similar to Rangers. This ability only
functions on non-hostile natural animals native to a forest
setting.
Weapon Affinity: Elves have a +1 bonus to hit with Long
and Short Swords, and Long and Short Bows.
Elven Stealth: Elves can move almost invisibly through
forests and other natural terrain; so long as they are not attacking,
they can only be seen by those with the ability to detect invisible
creatures. Elves impose a -4 penalty to an enemy surprise check, but
only if the Elf is wearing non-metal armor and the rest of his party
is either similarly stealthy (that is, possessing a similar Stealth
racial ability) or else 90' away.
Special Disadvantages:
(Gray Elves)
Haughtiness: Because of their arrogance, Gray Elves
suffer a -3 reaction adjustment penalty when dealing with non-elves.
This penalty is reduced (but still in effect!) to -1 when dealing
with other Elven subraces. There is no penalty when dealing with
other Gray Elves.
(Sylvan Elves)
Neuroses: Sylvan Elves are uncomfortable in most
settings other than the forest. When indoors or underground,
claustrophobia sets in, and Sylvan Elves also have an irrational
dislike of travelling across the sea. Whenever forced into any one of
the above mentioned situations, a Sylvan Elf suffers -2 to all
attack, damage, ability check and proficiency check rolls, and
endures a 20% chance of spell failure. A Sylvan Elf may learn to cope
with civilization and being inside buildings by purchasing the
Survival non-weapon proficiency (specific to Indoors), but the
claustrophobia from being underground and the distaste for sea travel
are not so easily overcome.
Only Rock and Forest Gnomes are native to Doria. Their populations are spread apart by considerable distance: the Rock Gnomes co-habitate with the Dwarves of Dundan, while the Forest Gnomes dwell alongside the Elves of Baye. Neither race has a representative in the Council of Ambassadors, instead entrusting their stake in the Kingdom to the Dwarves and Elves.
Ability Score Adjustments: Rock Gnomes: +1 to Intelligence and -1 to Wisdom. Forest Gnomes: +1 Dexterity and Wisdom, -1 Strength and Intelligence.
Class Restrictions:
Multi-Class Allowances: Fighter-Cleric, Fighter-Illusionist, Fighter-Thief, Cleric-Illusionist, Cleric-Thief, Illusionist-Thief.
Kit Allowances: From the Complete Book of Gnomes and Halflings.
Hit Dice: By class.
Natural Armor Class/Move Rate: 10; Rock Gnomes move on land at a rate of 6. Forest Gnomes move at rate 12.
Bonus Languages: Gnome, Common. Additionally, Rock Gnomes speak the language of burrowing mammals, and Forest Gnomes speak the language of forest mammals.
Special Advantages:
(Rock Gnomes)
Infravision: 60' range.
Magic Resistance: Gnomes gain a +1 bonus to their saving
throws vs. magic for every 3.5 points of Constitution.
Combat Bonuses: Due to their size and quickness, Forest
Gnomes have a +4 AC bonus when being attacked by Gnolls, Trolls,
Bugbears, Ogres, Ogre-Magi, Giants or Titans.
Racial Enmities: Forest Gnomes have a +1 bonus to hit
Goblins and Kobolds.
Mining Detection: When within 10', Gnomes can detect the
following information about their subterranean surroundings:
|
Detect Grade/Slope in Passage |
1-5 on 1d6 |
|
Detect Unsafe Walls/Ceilings/Floors |
1-7 on 1d10 |
|
Determine Approximate Direction Underground |
1-3 on 1d6 |
|
Determine Approximate Depth Underground |
1-4 on 1d6 |
(Forest Gnomes)
Pass Without Trace: Forest Gnomes can move through
any kind of wooded terrain without leaving a sign of his or her
passage.
Magic Resistance: Forest Gnomes gain a +1 bonus to their
saving throws vs. magic for every 3.5 points of Constitution.
Hide in Woods: Forest Gnomes have a 90% chance to Hide
in natural surroundings.
Combat Bonuses: Due to their size and quickness, Forest
Gnomes have a +4 AC bonus when being attacked by Gnolls, Trolls,
Bugbears, Ogres, Ogre-Magi, Giants or Titans.
Racial Enmities: Forest Gnomes have a +1 bonus to hit
Orcs, Lizardmen, Troglodytes or any creature which they have observed
directly damaging woodlands.
Special Disadvantages:
None.
Sharing the blood of humans and elves, the Half-Elves of Doria are found in the societies of either parent. Half-Elves can come from Doric, Gypsy, Barbarian or Elven households equally as often. Among Gypsies and Barbarians, Half-Elves are respected and judged as individuals rather than the sum of their blood. In Elven and Doric society, however, there is sometimes racial prejudice levied against them.
Ability Score Adjustments: None.
Class Restrictions:
Multi-Class Allowances: Fighter-Cleric, Fighter-Druid, Fighter-Thief, Fighter-Mage, Cleric-Ranger, Ranger-Druid, Cleric-Mage, Druid-Mage, Thief-Mage, Fighter-Mage-Thief, Fighter-Mage-Cleric, Fighter-Mage-Druid.
Kit Allowances: The kits below are from the appropriate Brown Book.
Hit Dice: By class.
Natural Armor Class/Move Rate: 10; Half-Elves move on land at a rate of 12.
Bonus Languages: Elven, Common.
Special Advantages:
Infravision: 60' range.
Magic Resistance: Half-Elves enjoy a 30% resistance to
Sleep and Charm-based effects. Even if their resistance fails, they
still get a normal save against the effect.
Door Detection: Elven senses allow Half-Elves to locate
secret or concealed doors. Passing within 10 feet of a secret door,
Elves will detect the opening on a roll of 1 on 1d6. If a Elf is
actively searching for secret doors, this chance increases to 1 or 2
on 1d6. Concealed doors can be detected by Elves on a roll of 1, 2 or
3 on 1d6.
Special Disadvantages:
None.
The Halflings of Hillshire have been trading partners with the human Kingdom for many years. Now, as vassals of Pax Morgan, the Halflings are allied with the Crown against the Western rebels.
Ability Score Adjustments: Hairfoots: +1 Dexterity, -1 Strength. Stouts: -1 Strength, +1 to either Dexterity or Constitution. Tallfellow: -1 Strength, +1 to either Dexterity or Wisdom.
Class Restrictions:
Multi-Class Allowances: Fighter-Thief, Fighter-Psionicist, Psionicist-Thief.
Kit Allowances: The kits below are drawn from the Complete Book of Gnomes and Halflings.
Hit Dice: By class.
Natural Armor Class/Move Rate: 10; Halflings move on land at a rate of 9.
Bonus Languages: Halfling, Common. Additionally, Stouts speak Dwarven, and Tallfellows speak Elven.
Special Advantages:
(Hairfeet)
Weapon Affinity: +1 to hit with slings, thrown weapons
and shortbows.
Halfling Stealth: Halflings impose a -4 penalty to an
enemy surprise check, but only if the Halfling is wearing non-metal
armor and the rest of his party is either similarly stealthy (that
is, possessing a similar Stealth racial ability) or else 90'
away.
Halfling Resistances: Halflings are exceptionally
resistant to poisons and spells. Against such attacks, Halflings gain
a +1 bonus to save for every 3.5 points of Constitution.
Human Affinity: +2 to reaction rolls with human
NPCs.
(Stout)
Weapon Affinity: +1 to hit with slings, thrown weapons
and shortbows.
Infravision: 60' range.
Halfling Stealth: Halflings impose a -4 penalty to an
enemy surprise check, but only if the Halfling is wearing non-metal
armor and the rest of his party is either similarly stealthy (that
is, possessing a similar Stealth racial ability) or else 90'
away.
Halfling Resistances: Halflings are exceptionally
resistant to poisons and spells. Against such attacks, Halflings gain
a +1 bonus to save for every 3.5 points of Constitution.
Mining Detection: Stouts have a 75% chance to detect
sloping passageways and a 50% chance to determine direction
underground.
(Tallfellow)
Weapon Affinity: +1 to hit with slings, thrown weapons
and shortbows.
Halfling Stealth: Halflings impose a -4 penalty to an
enemy surprise check, but only if the Halfling is wearing non-metal
armor and the rest of his party is either similarly stealthy (that
is, possessing a similar Stealth racial ability) or else 90'
away.
Surprise Rolls: Tallfellows have a +2 bonus to surprise
rolls when in a forest or wooded terrain.
Door Detection: Tallfellows can recognize a secret door
on a roll of 1 in 1d6.
Halfling Resistances: Halflings are exceptionally
resistant to poisons and spells. Against such attacks, Halflings gain
a +1 bonus to save for every 3.5 points of Constitution.
Special Disadvantages:
None.
Frequent contact between the Hordelands and Doria has resulted in the occasional occurence of Half-Orc, Half-Human offspring. Half-Orcs only rarely find true acceptance in Dorian society; even after earning any modicum of local trust, a Half-Orc is still always burdened by his goblinoid ancestry.
Ability Score Adjustments: +1 Strength and Constitution, -2 Charisma.
Class Restrictions:
Multi-Class Allowances: Fighter-Cleric, Fighter-Shaman, Fighter-Witch Doctor, Fighter-Thief, Cleric-Thief, Shaman-Thief, Witch Doctor-Thief, Fighter-Assassin, Cleric-Assassin.
Kit Allowances: The kits below are from the appropriate Brown Book, and also the Complete Book of Humanoids.
Hit Dice: By class.
Natural Armor Class/Move Rate: 10; Half-Orcs move on land at a rate of 12.
Bonus Languages: Orcish, Common.
Special Advantages:
Infravision: 60' range.
Level Limits: Single-classed Half-Orcs with high prime
requisite ability scores can increase their racial level limits. For
each point of the class' prime requisite (Strength for Fighters,
Dexterity for Thieves and Wisdom for Priests) over 16, the Half-Orc
adds 1 level to his level limit.
Hardiness: Half-Orcs have a 25% chance to resist any
effect that would stun, paralyze, or render them unconscious.
Special Disadvantages:
None.
The Lizard Men of Doria, and their kin who were forced to migrate
from the Hordelands, belong to the Exxen Tribe. The Exxen inhabit the
marshlands that dot the forests of the Elven peninsula. In general,
the Lizard Men tend to respect nature and the natural balance, and so
get along well with their Elven and Human neighbors. Lizard Men are
sometimes at odds with the communities of Forest Gnomes; the two
races have never seen eye-to-eye with regard to their roles as
custodians of nature. As a race they do not have a member of the
Council of Ambassadors, instead trusting the Elves to represent their
interests with the Human kingdom.
Lizard Men used to be common in the southern regions of the
Hordelands, but the Trolls of Gruula wiped out their villages and
forced several colonies of refugees to flee to Doria for shelter.
The Exxen are distantly related to the Lizard Kin races of the Far
World: the Caymas, Gurrash and Shazaks. In particular, the Exxen are
most physically similar to the Shazaks.
Ability Score Adjustments: None.
Class Restrictions:
Multi-Class Allowances: Fighter-Shaman, Fighter-Thief.
Kit Allowances: The kits below are from the Complete Book of Humanoids.
Hit Dice: By class.
Natural Armor Class/Move Rate: 5; Lizard Men move on land at a rate of 6, and swim at rate 12.
Bonus Languages: Lizard Man, Common.
Special Advantages:
Hold Breath: Lizard Men can remain underwater for long
periods of time before they need to draw air: up to 2/3 his
Constitution score in rounds (round up).
Natural Attacks: An unarmed Lizard Man can attack with
his claws (1d2, 2 attacks) and a tail slap (1d6) in battle. Armed
Lizard Men may attack with a weapon and their tail slap in the same
round.
Distant Kin: Exxen relate well with Shazaks, Caymas and
Gurrash. Reactions from other Lizard tribes will always be favorable
toward a member of the Exxen tribe.
Special Disadvantages:
Primitive Culture: Lizard Man warriors begin play with
only two weapon proficiencies. Other classes start play with just
one.
Easily Distracted: If food (which includes fallen foes)
or treasure appear during a battle, a Lizard Man must make a
successful Wisdom check to keep his mind on the task at hand. Failure
means he turns away from the fight to feast or gather spoils. This
distraction lasts at least one round. Every additional round, the
Lizard Man can attempt to break away from the distraction by making
another Wisdom check.