The Races of Zendikar
Vampires
Vampires live openly in Guul Draz and are famed for the decadence and perversion of their lifestyle. Bloodchiefs, the progenitors of their race, control the opulent city of Malakir. Vampire society is divided by "family" allegiances, each family beholden to its Bloodchief. Each family controls a small amount of territory and routes through the swamp, although the main currency of any family is in its connections and relationships. The tastes and passions of the Bloodchief tend to be imprinted on the vampires he or she creates.
Vampires live openly in Guul Draz and are famed for the decadence and perversion of their lifestyle. Bloodchiefs, the progenitors of their race, control the opulent city of Malakir. Vampire society is divided by "family" allegiances, each family beholden to its Bloodchief. Each family controls a small amount of territory and routes through the swamp, although the main currency of any family is in its connections and relationships. The tastes and passions of the Bloodchief tend to be imprinted on the vampires he or she creates.

There are five greater families in Guul Draz: Nirkana, Kalastria, Emevera, Urnaav, and Ghet. Dozens of other lesser families are scattered across Guul Draz, each with a contingent of undead nulls appropriate to their place in vampire society. Whenever a vampire fully drains the blood of a living creature without destroying the husk, a vampire null is created from the body. If nulls are left without orders, they will hunt and kill living things that they can find.
Racial Traits for Guul Draz Vampire:
Type - Humanoid (As apposed to vampires from other planes, Guul Draz Vampires are not considered Undead)
Size - Medium
Base Speed - Normal
Ability Score Modifier - (+2Dex, +2Charisma )
Languages - Guul Draz vampires begin with common and vampire. Guul Draz vampires with high intelligence may also learn Abyssal, Aklo, Ancient, Elvish, Infernal, Sylvan, and Aquan.
Racial Traits:
Blood Thirst - Guul Draz Vampires, unlike other humanoids, cannot survive on food or water. They must consume a minimum of 1 liter of blood daily. They may consume humanoid, animal, or dragon blood. If the Guul Draz Vampire goes without their required amount of blood they suffer -2 to all mental stats and +1 to all physical stats. These effects stack daily for every additional day that the Guul Draz Vampire goes unfed. All stats changed by the Blood Thirst trait resets the moment the Guul Draz drinks their minimul amount of daily blood.
Vulnerable to Sunlight - Guul Draz Vampires suffer 1 point of Constitution damage for ever hour exposed to direct sunlight.
Flight - Flying speed of 30 feet with clumsy maneuvering.
Bloodchief Allegiance - Select a Bloodchief to whom your Guul Draz Vampire is aligned and add the associated bonus to your character. Going against the will of your Bloodchief will negate your bonus. You may regain the bonus of your Bloodchief if you offer a Guul Draz Tribute as penance.
Nirkana - +2 Stealth, +2 Disguise
Kalastria - +2 Diplomacy, +2 Intimidate
Emevera - +2 Handle Animal, +2 Knowledge(Religion)
Urnaav - +2 Knowledge(Nature), +2 Perception
Ghet - +2 Bluff, +2 Survival
Null Master - Handle Animal is considered specialized trait when making Handle Animal Roles for Nulls.
Null Lord - Any Humanoid that is unconscious and bleeding can be turned into a null by a Guul Draz Vampire by it drinking the fallen humanoid's remaining blood until it has died. After 24 hours the dead creature awakes as a Null and the Guul Draz Vampire may perform a Handle Animal Check of 10 + the vampire's current level. If the role succeeds the Vampire controls the Null as if it were a trained animal. It begins having the Attack trick already learned. If the Guul Draz Vampire Fails its Hand Animal Check then the Null becomes hostile towards him or her. A Guul Draz Vampire can only control 1 Null/ level at a time. All other Nulls exceeding the Guul Draz's limit will awaken hostile toward him or her. If during the 24 hour period of time the humanoid/Null is transforming it suffers over 6 points of damage or greater, it perishes, and the transformation is canceled.
Guul Draz Tribute - If you lose the favor of your Bloodchief or wish to gain further favor you may offer a Guul Draz Tribute. This must take the form of a living creature or intellegent magical item with a 8 intelligence or greater. You can either present your prize to your Bloodchief directly or to one of his or her representatives.
Follow the human Age, height and weight guide to determine the Guul Draz Vampire's Age, height and weight.
Kor
The kor live a spare and nomadic existence. They travel mercilessly light, carrying with them only the essentials, valuing the portability of individual skill and strength of character over more "static" virtues. "We were not meant to put down roots," they say. "The heart is a moving organ." Despite their constant motion, the kor revere locations in a deep sense. They travel in small bands along one of several pilgrimage routes, visiting dozens of sacred sites across Zendikar. Each pilgrimage circuit takes decades, and many are lost to Zendikar's dangers along the way.
The kor live a spare and nomadic existence. They travel mercilessly light, carrying with them only the essentials, valuing the portability of individual skill and strength of character over more "static" virtues. "We were not meant to put down roots," they say. "The heart is a moving organ." Despite their constant motion, the kor revere locations in a deep sense. They travel in small bands along one of several pilgrimage routes, visiting dozens of sacred sites across Zendikar. Each pilgrimage circuit takes decades, and many are lost to Zendikar's dangers along the way.

The kor are masters of ropes and hooks, using them to travel and to hunt, and incorporating them into their spirituality. They rarely use unreliable devices such as crossbows to propel their grappling hooks onto cliff faces or into flying game, relying instead on simple, sturdy rope and the skill of the arm. A hooked line is also a social and sacred symbol for the kor, representing their connection to each other and to the world around them.
Racial Traits for the Kor
Type - Humanoid
Size - Medium
Base Speed - Normal
Ability Score Modifier - (+2Dex, -2Con, +2Int)
Languages - Kor begin with common and Kor. Kor with high intelligence may also learn Goblin, Auren, Terran, Elvish, Sylvan, Giant, and Draconic.
Racial Traits:
Climb - Climb Speed (20ft), add 8 to as racial bonus to climb checks
Mountaineer - Immune to altitude sickness, Does not lose AC when making acrobatics or climb checks when traveling through slippery or narrow surfaces.
Bond to the land - Receives a +2 to dodge when in Mountainous terrain
Skill Training(Climb, and Acrobatics) - Climb and Acrobatics are always considered trained skills
Follow the human age, height, and weight guide to determine the Kor's age, height and weight.
Merfolk
More merfolk live in Tazeem than elsewhere, but they can be found on every continent in Zendikar. Although the merfolk are born in the water, they have adapted to life on land. Curious, thoughtful, and analytical, the merfolk are natural explorers. Merfolk tend to be more solitary than other races and don't cultivate large communities. But even merfolk who spend most of their time exploring will establish a home base, a place they return to before setting out again.
More merfolk live in Tazeem than elsewhere, but they can be found on every continent in Zendikar. Although the merfolk are born in the water, they have adapted to life on land. Curious, thoughtful, and analytical, the merfolk are natural explorers. Merfolk tend to be more solitary than other races and don't cultivate large communities. But even merfolk who spend most of their time exploring will establish a home base, a place they return to before setting out again.

Run by merfolk scholars, the Lighthouse at Sea Gate is the center of learning for explorers of all races. A library filled with scrolls, and maps, and writings about the lost civilization, this is a storehouse of all the collected knowledge about Zendikar.
Goblins
Goblins thrive in Akoum, Murasa, and Ondu as well as in most settlements and outposts. Although there are numerous tribes, the Tuktuk and Grotag tribes boast the largest warrens. Much of a goblin's life is devoted to finding and plundering ruin sites. The goblins choose their tribal leaders by their perceived industriousness. The goblin that leads is the one who has managed to retrieve the most interesting or powerful object from a ruin. In Affa, the main settlement in Akoum, many goblins hire themselves out as guides or trapfinders. Of course, the normal plan is to help find something of value, trigger a trap intentionally, steal the object, and run away.
Goblins thrive in Akoum, Murasa, and Ondu as well as in most settlements and outposts. Although there are numerous tribes, the Tuktuk and Grotag tribes boast the largest warrens. Much of a goblin's life is devoted to finding and plundering ruin sites. The goblins choose their tribal leaders by their perceived industriousness. The goblin that leads is the one who has managed to retrieve the most interesting or powerful object from a ruin. In Affa, the main settlement in Akoum, many goblins hire themselves out as guides or trapfinders. Of course, the normal plan is to help find something of value, trigger a trap intentionally, steal the object, and run away.

Elves
Bala Ged is the homeland of the Joraga elves and the planeswalker Nissa Revane. The Joraga elves have little respect for any other race or even other elves. They see the survival of their nation as most important, and jealously guard their traditions. Many outsiders view their nomadic clans as roving bands of murderers, but there is a complex culture behind their aggressive exterior.
Bala Ged is the homeland of the Joraga elves and the planeswalker Nissa Revane. The Joraga elves have little respect for any other race or even other elves. They see the survival of their nation as most important, and jealously guard their traditions. Many outsiders view their nomadic clans as roving bands of murderers, but there is a complex culture behind their aggressive exterior.

After splitting from the Joraga Nation, the Tajuru elves settled in Murasa and Tazeem. Large numbers of Joraga have made homes in the towering trees of the Oran-Rief forest, where they inhabit villages suspended from the treetops. The Tajuru are rumored to be the best guides in Zendikar. Using zip-lines and expert climbing techniques, the elves fearlessly span the gaps between branches or cliff faces.
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