Rathe Player's Handbook Appendix

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Contents

Resources Allowed

Complete X Books, Core Books

Not Allowed: Magic of Incarnum

All else by DM Approval


Additional Uses of Heal

Allowing individuals in negative HPs to be "woken up" by another PC with a DC 15 Heal Check (drawn from the 10% chance to stabilize- DC 15 Heal Check to stabilize, and then extended to the 10% chance for an individual in negatives to wake up). It doesn't heal any hit points, but does mean the PC is awake and can act if they must.


Animal Companions

Not Allowed: Fleshraker and Bloodstriker dinosaurs (MM III).

Level Availability Change: Dire Tortoise is available at level 16.


Feats

Not Allowed: vow of poverty (BoED)

New: Animal Companion, Req. Druid, This feat allows the druid to gain an animal companion, using the standard Druid animal companion rules. Reason for creation: Shapeshift, which replaces Wildshape, removes the druid’s animal companion.


Divine Favors

Limited uses of a domain special ability rewarded to individuals by the gods

Divine Prayers (su):

Divine Prayers take a standard action to make. They can only be used for spells, and an individual can only have as many as their HD ready for use at any given time. The cost is Spell Level x Caster Level x 100 GP

Spontaneous prayers, as opposed to requests in advance, cost Spell Level x Caster Level x 200 GP, and require one free prayer slot to be used.

Application of metamagic feats to a prayer is possible, but the cost is reflected in the higher spell level and caster level, such as quickening a spell would be a spell 4 levels higher than normal.


Polymorph

Will be restricted: See Polymorph Restriction for further details, such as spells and prestige classes affected.


Reincarnate

When returning as a race other than one started out as, all original racial modifiers are removed, and all new racial modifiers are applied, this includes the loss/gain of skill points and bonus feats. Racial HD further lower Character Level, and Level Adjustment is applied incrementally.


Shapeshift/Wild Shape

Rathe uses the Shapeshift variant for druids (see PHB II) instead of standard Wild Shape rules. The Feats used for Wild Shape do not exist, therefore, in Rathe.


Material Planes

Rathe – world of mixed terrains.

Kalnas – Otherworld of predominantly mountains (87%)

Medhyos Steigh – Otherworld of predominantly hill terrain (83%)

Gernom – Otherworld of predominantly plains (81%)

Yugom – Otherworld of predominantly marshes (82%)

Ter Sausos – Otherworld of predominantly deserts (83%)

Loukos – Otherworld of predominantly forests (86%)

Aus – Otherworld of predominantly aquatic terrain (86%)


Elemental Planes

Apos – plane of water

Nebhos – plane of air

Dhegwah – plane of fire

Bhudh Ashma – plane of earth


Planes of Energy

Leuk – positive energy plane

Nowkt – negative energy plane


Possible dangers on the Otherworlds

Mountains: high altitude,

Hills: breaking your crown whilst in pursuit of pails of water.

Plains:

Marshes: corrosive gases

Deserts: salt fields

Forests:

Water:

Races & Subraces

Dwarves

Hill – temperate mountains 40-50% LG

Deep – underground 50%+ LN/NN

Duergar – underground 40-50% LE

Mountain – temperate mountains 40-50% LG


Elves

High – temperate forests 50%+ CG

Half-Elf – temperate forests 50%+ CG

Aquatic – temperate aquatic 50%+ CG

Gray – temperate mountains 50%+ CG

Wild – warm forests 50%+ CG

Wood – temperate forests 50%+ NN

Drow – underground 50%+ NE


Gnomes

Rock - temperate hills 50%+ NG

Svirfneblin – underground 50%+ NG

Forest – temperate forests 50%+ NG


Halflings

Lightfoot – warm plains 50%+ NN

Deep – warm hills 50%+ NN

Tallfellow – temperate forests 50%+ NN


Miscellaneous

Bugbear (goblinoid) – temperate mountains 50%+ CE

Githyanki – astral plane 50%+ E(any) (perhaps lost Teuta on the astral plane?)

Githzerai – ever changing chaos of limbo (needs adjustment for campaign purposes) 50%+ N(any)

Gnoll – warm plains 50%+ CE

Goblin (goblinoid) – temperate plains 50%+ NE

Kobold – temperate forests 50%+ LE

Hobgoblin (goblinoid) – warm hills 50%+ LE

Lizardfolk – temperate marshes 50%+ NN

Locathah – warm aquatic 50%+ NN

Merfolk – temperate aquatic 50%+ NN

Orc – temperate hills 50%+ CE

Troglodyte – underground 50%+ CE


An expanded timeline

· 20,000 BCE – Elves begin the start of the Bronze Age; Elven civilization is on the upswing in the forests of Rathe

· 15,000 BCE – Elven civilization is in full bloom during the Bronze Age. Contact with the forest Otherworld Loukos is established as Elves establish colonies there.

· 14,000 BCE – Dwarven civilization begins to flourish in the mountains of Rathe, thus beginning the Dwarven Bronze Age.

· 13,000 BCE – Elven civilization begins to suffer hardships as climate patterns begin to shift; the Elves adapt and continue to thrive.

· 11,000 BCE – Abrupt worldwide climate shifts have caused massive die outs of arboreal regions. Elven Bronze Age culture collapses as food supplies run out and many elves seek alternative regions in which to live, some taking to the mountains, others to the sea’s archipelagoes, and contact with Loukos is severed. The Elven Dark Age begins.

· 11,000 BCE – In the hills of Rathe, the Gnomish Bronze Age begins.

· 10,500 BCE – The Dwarven Bronze Age reaches it’s peak as the Dwarves build Shadow Gates in their mightiest city, establishing contact with the Otherworld Medhyos Steigh.

· 9,000 BCE – The Elven Dark Age ends as elves begin their Iron Age. Limited contact with other elves is established.

· 8,750 BCE – Dwarven Bronze Age civilization begins to suffer hardships as readily available resources begin to run low. The Dwarves respond by driving their mines deeper underground.

· 8,250 BCE – Elven culture begins to revive on its own as limited contact with the Otherworld Loukos is reestablished; some Elves left there begin to return to Rathe.

· 8,250 BCE – Gnomish Bronze Age civilization begins its height as innovation flourishes; Gnomes begin construction of the “Teutan Conduit”

· 7,750 BCE – The major Dwarven city suffers a catastrophe; miners deep below the city strike a pressurized pocket of corrosive gas, which floods the city in minutes. With the source of Dwarven government and cultivation destroyed in such an instance, the Dwarven Bronze Age comes to a dead stop. The Dwarven Shadow Gates are abandoned, communication with the Otherworld Medhyos Steigh ceases, and the city itself is forgotten. This begins the Dwarven Dark Age.

· 7,500 BCE – Elven culture is on the upswing, as literature and arts are once more explored.

· 6,750 BCE – Elven communities are once more connected through trade and cultural interaction; Elven Iron Age civilization continues to revive, as Elven kingdoms blossom throughout Rathe, bound to one another through familial ties.

· 6,750 BCE – Gnomish Bronze civilization continues to thrive as construction of the “Teutan Conduit” is completed. However, cracks within the Gnomish society begin to become apparent.

· 6,000 BCE – The Dwarven Iron Age begins as the Dark Age of Dwarves ends. The Dwarven tribes reestablish communication with one another, as well as trade.

· 5,750 BCE – The Gnomish Bronze Age ends in the span of 30 days due to a mishap in the “Chamber of the Conduit.” With the destruction of the Gnomish capitol, Gnomish civilization enters a Dark Age. There is a diaspora of Gnomes from the destroyed capitol.

· 5,500 BCE – Dwarven society begins to once again explore the crafts of stone masonry and metal smithy. Iron Age civilization continues to improve.

· 5,250 BCE – The Elven Kingdoms unite under one banner as an aristocratic empire. This begins the early empire. The united lands stretch from the seacoast to the mountains, and deep underground. The Elves are united for the first time since the collapse of their Bronze Age civilization.

· 5,000 BCE – Dwarven society perfects its crafts as the Iron Age of Dwarves continues to improve. Communities of Dwarves still consist primarily of individual clans.

· 4,875 BCE – Halfling society begins their Bronze Age as small nomadic tribes wondering across Rathe.

· 4,500 BCE – The Elven Empire enters the middle years, marked by the transfer of power from the first lords to the second. The old Bronze Age settlements on Loukos are reestablished.

· 4,500 BCE – The Gnomes emerge from the Dark Age, with communities now scattered about in various terrains. This begins the Iron Age of Gnomes.

· 4,375 BCE – The Dwarven peoples begin to form tightly knit kingdoms as their civilization thrives throughout Rathe, in the mountains, hills, and deep underground.

· 4,125 BCE – Gnomish inventors once again begin their crafts as inventors as the Gnomish Iron Age continues to improve.

· 3,875 BCE – The Late Elven Empire begins, marked by the transfer of power from the second Elven Lords to the third. Cracks begin to show in the empire as various Elven Lords begin to disagree with one another over various issues.

· 3,750 BCE – Gnomish invention hits a markedly professional level, as communication between Gnomish Settlements continues to improve.

· 3,375 BCE – The Dwarves rediscover the Ancient Bronze Age Capitol of their forbearers. The clan responsible for this discovery gains immense prestige as other clans flock to the city. A king, from the discovering clan, is crowned for the first time since the Bronze Age, and the Dwarven Empire begins.

· 3,375 BCE – Halfling society continues to grow as the small-ones find numerous terrains they can inhabit. The Halfling Bronze Age thrives as the Halflings discover vast secrets hidden away throughout Rathe.

· 3,250 BCE – The Elven Empire breaks into civil war, beginning the Great Decline of Elven culture. The Lords employ all their resources at their disposal, draining the Elven cities of their strength. The Elven subspecies fragment off from one another and begin to become isolationist.

· 3,250 BCE – Gnomish society continues to strengthen as the individual city-states perfect the innovation art. Having heard of the Dwarven success in discovering their once long forgotten Capitol, various Gnome cities send out exploration teams to find their ancestral metropolis.

· 3,000 BCE – Human Bronze Age civilization begins along the coast in the Sea’s archipelagoes.

· 2,875 BCE – The middle empire of the Dwarven Iron Age begins as Dwarves begin to colonize further on Medhyos Steigh, and additional Otherworlds begin to be explored.

· 2,750 BCE – The Halfling Bronze Age begins to show signs of fatigue as the wondering tribes begin to come across other more aggressive species, although Halfling society continues to thrive as they avoid such threats.

· 2,375 BCE – The Dwarven Iron Age moves into the Late Empire, marked by the death of the last direct descendent of the Dwarven Kings. The Empire passes into the hands of the last kings 2nd cousin. Fatigue is beginning to show in the empire however, as hostilities with other intelligent species begin to grow.

· 2,375 BCE – The Gnomish Empire begins as the Iron Age of Gnomes continues to strengthen. Having failed to find their lost city, the Gnomes begin construction of a new one. The Gnomish Empire is ruled by a senate of inventors.

· 2,250 BCE – The free wondering of Halfling culture comes to an end as an aggressive plague sweeps through the Halfling tribes across Rathe, the result of which is a massive population decline and disruption of the Halfling Bronze Age trade. This begins the Halfling Dark Age as the Halflings are forced to take refuge in limited terrains that favor them most.

· 2,000 BCE – Years of hostilities with other species, such as Giants, Goblinoids, and renegade Dwarves have drained the coffers of the Empire. As these foes push their assault upon the Dwarves, the Dwarves are fragmented once more into tribes and fall back upon their previous strongholds. The Empire comes to a crashing end as the last Seven Crowned King dies defending the Dwarven Capitol. This begins the Great Decline of Dwarven civilization.

· 2,000 BCE – The Gnomish Empire enters its midlife as the Dwarven Wars have left a void in which the Gnomes begin to thrive. The Gnomish Empire begins to enjoy the peak of its civilization and their society continues to strengthen.

· 2,000 BCE – Human Bronze Age civilization continues to bloom, left unscathed by the conflict being inflicted upon the other races. Commerce within Human settlements is fair and is beginning to be drawn towards one particular island.

· 1,625 BCE – The Gnomish Empire faces its worst conflicts yet, as a Dwarven renegade begins raiding numerous Gnomish outposts and settlements, all the while eluding capture. In addition, other species begin to compete with the Gnomish Empire for resources, territory, and prestige. These years of turmoil mark the Late Empire of the Gnomish Iron Age.

· 1,625 BCE – Halfling civilization emerges from the Dark Age tattered and near ruin. However, they have found spots throughout the land where they are able to live in relative peace and begin to thrive once more.

· 1,500 BCE – Human civilization moves into the late Bronze Age as they interact to a greater degree with one another. Commerce is now dominated by one island in particular, and things are going well for humanity as a whole.

· 1,375 BCE – Halflings once again begin to explore their surroundings as their population increases.

· 1,250 BCE – The Gnomish Empire is crippled, which marks the beginning of the Gnomish Dark Age. The years of conflict with the Dwarven renegade became a full war as the Empire came under additional stresses. The killing blow is dealt with the capture of the Gnomish capital.

· 1,250 BCE – As the Halflings continue to explore Rathe, they once again come in contact with one another, establishing better relations. The Iron Age of Halflings is in an upswing.

· 1,250 BCE – Dwarven and Elven sages record a mysterious explosion having occurred in the inner sea. A tsunami is also recorded as having occurred hours later, washing nearly all that is upon the coastline away with it. The Human Bronze Age comes to an abrupt end as many Human settlements are destroyed, as well as the island that dominated Human culture. This begins the Dark Age of Humans.

· 1,000 BCE – Halfling culture enjoys the perfection of their traveling ways, as communication continues to improve between the wondering tribes.

· 750 BCE – Humans emerge quickly from their Dark Age, although with little knowledge of language, history, or civilized arts. Trade being reestablished between human settlements along the seacoast marks the beginning of the Human Iron Age.

· 625 BCE – Human civilization continues to revive as they begin to improve upon their domestic and intellectual arts. Clashes between various city-states and nations occur, yet Human civilization continues to improve.

· 500 BCE – Halfling culture is tied together through trading tribes, lead at the forefront by one merchant family. Halfling society enjoys lucrative profits as they interact with the various otherwise unconnected races. This marks the early Halfling Empire.

· 500 BCE – Humanity continues to improve upon their arts. Clashes between various city-states ends as a balance of power is established between nine dominant nations: Roarstone, Harrone, Drogen, Ulmast, Fainst, Lorshen, Quain, Cardisburn, and Aemist.

· 375 BCE – The Middle Empire of Halfling culture begins as further resources are drawn in towards the upper echelons of Halfling trading families.

· 300 BCE – War breaks out between the nations as the 200-year balance of power ends. The disruption begins as Ulmast begins total war with its neighbors: Quain, Cardisburn, and Aemist. The premise for the war is religion. The war devastates the nations involved as several truces are established, but broken in land grabs. Roarstone and Drogen close their southern boarders to prevent the war from involving them.

· 250 BCE – The Elven civilization begins to recover from their decline. Things having settled down, for the most part, Elven society begins its slow recovery. The various subspecies have long since lacked interaction with their brethren and each society begins to develop their unique cultures further. This marks the Elven Revival.

· 200 BCE – Human civilization continues to improve as the war of religion ends. The governments of Ulmast, Quain, Cardisburn, and Aemist collapse due to economic exhaustion and the land is left unclaimed except by anarchy. Roarstone, Harrone, and Drogen are on good relations as talks of marriage between the nobility are begun. Fainst and Lorshen are trading partners across the inner lake.

· 150 BCE – The human nobility of Roarstone, Harrone, and Drogen are connected through marriage and blood. Slow expansion of these territories is underway. A plague breaks out in Lorshen and decimates the population. Fainst breaks off trading relations and closes its boarders to prevent the plague from spreading

· 125 BCE – The Halfling Empire is beginning to weaken, as the dominant trading family is unable to keep hegemony on the art of commerce due to the strengthening of other races, most importantly Humans.

· 125 BCE – The royal family of Harrone and Drogen are united through marriage, merging the two nations into the Harrodrogen Kingdom. The remaining nations expand their territories, absorbing the remaining populations of the old human kingdoms.

· 100 BCE – Territorial expansion between Roarstone and Fainst increases tensions between the two nations and minor conflicts break out as the tensions escalate.

· 25 BCE – The royal families of the Harrodrogen Kingdom and the Roarstone Kingdom are bound to one another through marriage. The new Harrodrogen-Roarstone kingdom wages war against Fainst.

· 1 BCE / 1 CE – The Halfling Empire crumbles, although without spectacular display as others have done. With the increased strength of the Humans, Halfling society begins to decline. Some of the tribes respond to this by recoiling to their native lands or incorporating themselves into other species’ cultures.

· 1 BCE / 1 CE – The Human Empire begins as the Harrodrogen-Roarstone Kingdom defeats Fainst in battle, and Fainst collapses. With the defeat of Fainst, thus begins the Harrodridic Empire, ruled by the Harrodrogen-Roarstone royal family. With the decline of the Halflings in progress, Human civilization begins to enjoy the benefits of trade hegemony, and Human culture continues to improve in turn.

· 125 CE – After a bloody coup, the Harrodridic Empire is taken over by another of the royal family. This transition of power marks the beginning of the Middle Empire.

· 250 CE – Dwarven society finally pulls through their years of decline. Dwarven civilization begins the Revival as conditions gradually improve.

· 300 CE – Turmoil exists within the Human Empire after the last direct descended Emperor dies. One of his generals begins slaughtering the remaining extended royal family who offer opposition and the general and assumes control of the Empire. His reign will not last long as the Late Empire is typified by constant power struggles and transitions. The Harrodridic Empire continues to weaken itself as wealth is squandered and war is waged.

· 475 CE – The Human Empire begins suffering turmoil as the Fainst Territory destabilizes and minor rebellions break out. A failed coup for power by a Harrodridic general in Fainst causes a split between leniency and punishment against the inhabitants of the Fainst Territories. Leniency wins out.

· 485 CE – In the Human Empire, due to political instability and a weakened monetary reserve, the hawk party wins support for subjugation of the Fainst Territory shortly after a second attempted rebellion. Refugees begin to emigrate from the Empire.

· 525 CE – The Empire falls into civil war following the death of a particularly brutal Emperor. Dominant factions vie for power and split the Empire into numerous self-proclaimed kingdoms claiming legitimacy for the throne.

· 550 CE – No kingdom or dominant faction has emerged to claim the throne as the civil war causes economic depression to set in upon the Human lands as the wars bring plagues, destruction, and massive population decline. This fracture of power causes Humanity to decline in prestige and stability and the empire is officially dead.

· 625 CE – Gnomish civilization pulls out from their decline as their society stabilizes and communication between each society improves. Contact is only decent within each subspecies; otherwise it is limited.

· 875 CE – Halfling society pulls out of their decline as the tribes have found secure sites to live.

· 1,000 CE – Human civilization pulls out from their decline, as society stabilizes. The kingdoms that have emerged since the collapse of the empire have reestablished a balance of power and renewed economic growth. Expansion of territories has once again begun.


See Also

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