RACES - Havarian
HAVARIAN
Extra-planar Earth Fey
Havarians are generally hamster-like creatures with a human form, similar to fey creatures yet different, for they are not beings of ‘just another plane’. Havarians value their traditions and their freedom, they have the natural ability to make friends with nearly anyone else, but not everyone will be a close comrade. Havarians are close to nature, due to the fact that they used to be animals. Havarians who live in the desert, their natural habitat, are able to burrow into the ground to avoid the scathing heat of the Sun and they gain resistance to heat. However, Havarians who did not live in the desert for their childhood do not gain any resistances.
Physical Description:
Havarians are shorter than humans, but what discerns them from humans are the huge round ears and hamster face. Havarians can be slim or have a great physique. They have whiskers which act as natural antennae, however, since it is a fairly ‘young’ race, they have less experience in the ways of the world.
Society: Many Havarians who live in the desert stay in different Clans, but the Clans generally harbor no grudges against each other as resources are plentiful and trade is good, thanks to their alliance with the elves. Havarians are well-versed in both the finer arts and manipulating stone and steel, they are an Ideal Choice for Eldritch Knights.
Relations:
Havarians generally have good relations with every other race, but they only consider people who are worthy in personality to be their closest comrades. They are excellent judges of character and they always point out the characteristics of a person the first time they meet them, this is presumed to be so they can make people become better through criticism.
Alignment and Religion: Havarians are natural diplomats, they like arguing and mediating. Most Havarians are Neutral. They worship the Fallen Third Lord of Fate, Azreth. Since Azreth was raised by the Guardians of the Seasons, clerics of Azreth have different bonuses and penalties every season.
Names: Ventus, Ephtimus, Ham, Lirion, Sivilar, Nivrus, Clarion
Havarian Racial Traits
+2 to Strength, +4 to Intelligence,
Masters of Will: +3 to Will
Medium: Havarians are medium creatures, even if they may be slightly smaller than humans.
Normal Speed: Havarians have a base speed of 30ft.
Martial Weapon Proficiency: No penalty on attacks made with one martial weapon
Caffeine-Induced Awakening: It is said that in the plane which hamsters originated from, there existed a substance which keep people awake. Havarians are immune to sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Sharp Scent: Havarians get a Scent bonus of 90ft. as they have to smell their way through the desert underground sometimes.
All-Natural Mediator: Havarians get a bonus of +2 to diplomacy and nature checks.
Fright Night: Sometimes, Havarians have to resort to heated statements just to prove their points. +4 to intimidate.
Low-light Vision: Havarians can see in low-light as they have been living underground in the desert.
Metamorph: Havarians may metamorph into hamster form. (refer to Animal Form 1)
Lightweight Fall: Havarians in hamster form, when falling from a high place, may use Lightweight fall which slows down their fall and make them get no damage.
Seasoning: Havarians get a bonus and/or penalty to their stats depending on the season.
Spring: They have an increased speed of 10ft, and get Fire or Cold Resist 5.
Summer: They get Fire Resist 10 and get claws as weapons which deal 2d6 Primary attack damage..
Autumn: They get a +1 bonus to their forage checks and get a extra burrow speed of 10ft.
Winter: They get Cold Resist 10 and a +3 to their will saves and a -1 to their fort saves
Languages: Haravian, Common. Haravians with high intelligence can choose from the following languages: Old Common, Celestial, Abyssal, Infernal, Goblin, Elven, Dwarven
Race: Tyfornians
Race: Tyfornians
Creature Type: Fey
Stats Adjustment: +4 Dex, +2 Int, -2 Con
Quick Reactions: Improved Initiative, 40 ft land movement, Mobility
Keen Senses:+2 to perception
Survival Instincts: +2 to Survival,
Tyfornia Immunity: +2 Save against Enchantment, +2 Save against Poison
Low-Light vision
Nature Affinity: Speak with animal(at-will), Charm Animal(2/day), Speak
with plants(at-will), Summon Nature's ally(Total Level = Effective Druid Level)(1/day), Pass without Trace(always on)
Fighting Dirty : Natural Weapon – 1d8
Nature's Gift : Natural Armor - +1AC, +2 to Knowledge(nature)
Languages: Sylvan and Common. Tyfornians with high intelligence scores can choose from the following: Old Common, Common, Sylvan
Race : Desira
Race: Desira (LA+1)
Creature Type: Demon
Stats Adjustment: +4 Charisma, +2 Wisdom, -2 Constitution
Racial Feature: Akara's Embrace - The Desira gains a +6 bonus to grapple checks and CMD checks against grapples. Her attempts to grapple does not provoke attack of opportunities.
Saves: Will +3
Speed: Land 30fts | Fly(Average) 30fts)
Natural Weapon: The Desira can focus the feathers on her wings to form sharp edges as a free action. The Bladed Wing, also called the Akara's Wrath, deals 1d12 damage.
Spell-Like Abilities: Akara's Charm (Charm Person),Akara's Seduction (Suggestion. Casted as a swift action when the Desira grapples the target.) Akara's Caress(Vampiric Touch. Conditional modifier, target must be in the embrace of the Desireen)
Languages: Common, Old Common, Infernal. Desiras with high intelligence scores can choose from the following: Draconic, Elven, Dwarven, Vraki, Sylvan, Abyssal
A Desireen is a variation of a Succubus, created when a female is under the corruption of Lust. The corruption would normally turn a woman into a Succubus. But she resisted the corruption and the morphing turns out warped. She now possess similar angelic beauty as the succubus and has black, flowing wings. Her personality and allignment remains the same, however, she now has the tendency to answer most problem with charm and her inhuman beauty.
A Desireen rarely has opposition, because of the alluring aura and smooth, enchanting voice she possesses. Also because the fact that even before she uses Akara's Charm, people are so hopelessly captivated by her beauty if not fall in love with her immediately. However, in the rare case where she faces opponents, she would press her feathers together, forming sharp edges and slaughter her opponent with her bladed wings. She can also choose a more beautiful way, using her feathers to bind and draw the opponent into her embrace. She then follows up with a affectionate stroke on the cheek with her hands, draining some lifeforce of the target and leaving the target weakened.
Autumn 2
Hey everybody, it's Ham! I take on the new job of governing the website and summarizing whatever was earned, special events, new NPCs. I will also be keeping track of the items and such.
ITEMS
Rabbit - 1800 EXP/ LVL 4
Items:
Necklace of Truth
Master Leatherwork Armor
Flurry The Arcane bonded masterwork soon-to-be-enchanted Bow with Scope of True Sight
Bracer of true sight
Soul has been sacrificed
Ephtimus Lunitar - 4030 EXP/ LVL 4
Flurry the Bow with scope of true sight
3 Potions of CSW
Book of Undeniable Fire
Book of Pantheons
Pendant of Mental Might
Glove of Magic Missile
Wand of Suggestion 5 Charges
Ring of Wizardry 2
Ritual Page
Asheara Moonsong - 3940 EXP/ LVL 4
Fluffy the bow
Guardian's Ankh
Endless Rain [Quiver of Unlimited Arrows]
Akara's Allure [Robe of Influence]
Wand of Charm Person 20 Charges
The Elemental Wards
The Guardian
Ivarajovial
SPECIAL EVENTS
Birth of Fred the ??? Abnormal Mindflayer
Firal Kills Xan
House Dune Sieged
Escape of House Dune, resulting in
Firal's Soul Sacrificed
Refuge in House Agrach, also under siege
Organization of Fighting Forces
Controlling the Monolith
Breaking into the Library of Sylvan Keep
Attaining the Juggernaut destruction quest
Fight in the Void
NEW NPCS
Lady of the Lake
Lye [Librarian]
Blue Men of the Lady of the Lake
Daylen, Kingdom of Hope

In the aftermath of the Veon Invasion, little was left that was not enslaved by the vile Veolithans. Most of the gods and their followers have been hunted down, one by one, by the zealous followers of the Overmind. And in Akronos darkest hour, one god made a dark pact with the Overmind in exchange for a city.
Erathis, the goddess of civilization, watched as her brethren and allies fell to the Overmind's crushing might. She even saw some of them become enslaved, to become nothing more than dolls and toys to the Overmind. She became more desperate, her followers cried out to her for her guidance and help but she could offer none, lest she be found by the Veons. In her desperation, she decided to negotiate with the Overmind, to find some way to protect the civilization that she had worked so hard to create.
She exchanged her divinity and much more for one city, free of the veolithan's rule. Nobody knew what else she exchanged, but on that day, most of her followers vanished. The city she gained was called Daylen, a small run-down place in the Varadian Marsh. With her magic and influence, she tamed the wild things of the marsh and created farmland from previously barren lands. Through her guidance, the city grew and became a metropolis. People from all over the world came to Daylen to escape the Veolithan's harsh rule. Everyone knows the city as Daylen, the City of Hope, proof that freedom still exists in the Overmind's Reign.
Population: 8 Million, 35% Humans, 20% Elves, 10% Halflings, 10% Barbarian, 5% Dwarves, 5% Fey-blood, 15% other
Alignment: Chaotic Good
Languages: Old Common, Elven, Vakrien
Religion: Lost Erathis, Lolth, Vakar
Form of Government: Democracy