Ruins of Adventure
- Races: Any
- Classes: Any
- Ability Requirements: none
- Alignments: Any
- Starting Cash: 3d4 x10gp
- Bonus Languages: Easting
- Recommended Languages: Aglarondan, Tharian, Auld Cormanthan, Allesian, Rasallesian, Chardic, Naric, Telpi, Thayan
- Local Religions: Ilmater, Lliira, Selune, Tymora, Valkur
- Weapon Slots: +1 slot
- Non-weapon Slots: By class
- Available Categories: By class
- Bonus Proficiencies: Appraising
- Required Proficiencies: none
- Recommended Proficiencies: none
- Pick Pockets: —
- Open Locks: —
- Find/Remove Traps: —
- Move Silently: —
- Hide in Shadows: —
- Hear Noise: —
- Climb Walls: —
- Read Languages: —
Overview: Although they are often portrayed as military powers, the united city-states that compose this realm have little taste for war. They know that no country can long survive as a warrior realm, for it suffers as much as its enemies. Still, the rulers of Impiltur recognize they live on the frontiers of the civilized world and must maintain a strong military as a protection against the unknown. The true strength of Impiltur, however, lies in the savvy of its rulers and the vast resources upon which its economy is based.
Description: Adventurers of Impiltur are generally not easy to pick out of a crowd. They favor the dress of the common man or that of the nobility if they are moving in such circles. They aren’t attempting to disguise themselves or otherwise hide their true profession; it is just that they are used to and appreciate the culture of their homeland.
Role-Playing: The people of Impiltur have that spark of curiosity and can do mentality so often found in adventurers. They tend to adopt the same no-nonsense approach to adventuring that their country takes toward foreign policy. If something seems to offer sufficient reward for the risk entailed, then they pursue. If not, the venture is deemed unworthy and is forgotten. Some have described these characters as unfeeling and cold. While this might seem to be the case on the surface, the truth is actually quite different. Impilturans are very careful to base their decisions only on the logic of a given situation. In times of stress, therefore, they often seem cold and calculating. When with their friends and loved ones, however, they are warm and amiable.
- Impilturans are always ready for tasks that call for their martial skills. When rolling initiative, an Impilturan gets a -1 bonus.
- Since Impiltur is a frontier nation brimming with potential dangers, every Impilturan starts the game with one free melee weapon from his family or the person who taught him his fighting skills.
- Characters from Impiltur can accurately be described as gutsy. They gain a +1 bonus to their saving throws vs fear. If circumstances exist where no saving throw is allowed against fear or panic effects, Impilturans get a saving throw without their usual bonus.
- Impilturans have a pronounced fondness for precious metals. Even the most radiant fire opal or scintillating diamond hasn’t the appeal of a finely wrought piece of silver or gold jewelry. These characters receive a +2 bonus to his appraise checks when used to evaluate the worth of an item made from precious metal. When appraising anything else, they suffer a -2 penalty.
- The knowledge and affinity these characters possess for things made of precious metals allows them great insights into the nature of such objects. By simply examining an item made from precious metals, these characters can sense if it has magical properties. Any attempt to do this requires the character to make a successful saving throw vs. breath weapon. If the roll succeeds, the results are just as if the character had cast a detect magic spell on the object.
- The calm and rational nature of these characters is invaluable in times of crisis. In game terms this is reflected in an adjustment to the Leadership score of the character. When an Impilturan advances to a new level of experience, the player rolls a 20-sided die. If the result of that roll equals or exceeds the Leadership score of the character, this ability increases by 1 point. In time, such a character’s Leadership could rise as high as 21.
- Impilturans radiate such an aura of confidence and leadership that the Morale rating of any allies within 25 feet of their location is increased one step.
- Impilturans believe that knowledge is power. To increase their own power, they seek to assemble as great a store of skills and talents as possible. They believe this wealth of information is far more useful than any specialization in a single area could be. As a result, these characters cannot allocate proficiency slots to skills beyond those needed to purchase them in the first place. Additional slots cannot be used to increase the characters chances of success with the skill. This applies to weapon specialization and style specialization, as well as improving non-weapon proficiencies.
- The ease with which Impilturans cope with even the most stressful situation is one of their greatest advantages. It is also the source of their single most pronounced weakness. Because they have devoted so much time to mastering their own fears and thoughts, they are unable to affect those of others. This means that no spellcaster from Impiltur can cast spells that affect the minds or emotions of others and that all spells from the Enchantment school or Charm sphere are forbidden. This prohibition extends even to magical items, so no Impilturan is able to employ a ring of human influence or drums of panic.
Return to Homelands.