Ghosts of the Past: Background Specifics & House Rules


Humans are the most prevelant race within the empire, the rivalries between differing factions are largely forgotten. Humans are the dominant force within the empire's command structure.


Mysterious and rare, these creatures live in their own land far to the east. Nobody who enters their land ever returns. To see an elf in the land of humans is a rare thing indeed. Elves within the land of humans are treated with awe and suspicion. (+2 intimidate)


Most people consider Halflings to be a myth, happy wee folk that appear in stories of laughter and merriment. However halflings do exist, though they are scattered to the four winds and rarely seen. Any player playing a halfling gain "Child Like" as a bonus feat at level 1, as when seen by other races they are almost always mistaken for children.

Unlike standard rules, this feat is "always on" and offers a passive DC of 15.

The Halfing can go out of their way to prove they are not a child (I.E: grow a beard) in which case the effect is negated.

The Halfing can go out of their way to exploit their child like qualities. In which case they role a disguise roll when they get ready, adding any bonuses including child like, and that is the DC for that period.

Halflings were often used as couriers during the great war.


Gnomes are a myth, they do not exist. Or if they do there are no records proving their existance and they have not been seen in many a long year…


A stalwart ally in the great war, the dwarvish race was decimated in the course of fighting back the hordes. Currently the dwarves are rebuilding in secret places below the mountains. Dwarves are treated with great respect within the realms of humans. (+2 CHA Mod when dealing with Humans or Halflings as they are respected and trusted)

Orcs and goblins

Orcs and goblins are greatly reduced in number due to the war and most of those that are left are slaves to the collar (see below), used for menial tasks humans don't wish to do themselves. Those that are free are hunted down and either captured or killed. Subsequently, those that are still free are the hardiest of the bunch.

Half breeds

Half breeds are treated with distain and scorn. Half elves are avoided and distrusted, and half orcs treated as little more than slaves. (Think being black in the deep south in the early 20th century or of being a chinese railway worker in the old west).

Though half orcs are not subjected to the collar as a matter of course, they often find themselves treated as if they were.


Most common language is Taldane, otherwise known as, funnily enough common, this is the language of the common folk and spoken throughout the empire.

Goblins and Orcs now have this as their primary language as they are "domesticated".

High Imperium
The official Imperial language, all proclomations, laws, imperial warrants, etc. are penned in this language. Also all Ministry paperwork are in High Imperium.

The Empires Reach


-Map Here-

Traits and Flaws

Darling of the Ministry

You are a poster child for what it is to be a Ministry member. Because of this you gain a +2 Diplomacy bonus when dealing the Ministry.

You also have access to buy restricted magics that would not be available to standard practitioners or "normals", such as "The Box" or magical items above the level of "Minor".

You would have little trouble joining the Ministry as an active member should you so wish.

Taint Free

A person with taint free comes from a blood line that has never been tained by an extra planar being, this means that they do not have the spark that makes magic possible.

Taint free means that you cannot become any sort of arcane magic user, and magic from a non divine source is simply beyond you.

Also, using magical arcane magical items is much harder for you as you do not have the afinity for it. You recieve a -5 to all use rolls for arcane magical items. Item's that do not need a roll for the arcane portion of their usage do no suffer this penalty.

Using a +5 Longsword would incur no penalty.
Using a +5 fiery Longsword (1D6 Fire Damage) would hit and do normal damage without penalty, but would do 1D6-5 Fire damage (Min 1)
Rolling for the effect of a "deck of many things" would be 1D100 -5.


You either don't believe in, or don't trust divine entities and find that your subconscious aversion makes you incapable of divine magic and renders healing magic less effective on you. Conjuration Healing spells heal 1 point less per spell level when used upon a character with the irreligious flaw.

Magical Items

The Collar (& The Controller)
Aura: Major abjuration, Minor divination, Minor transformation
CL: Unknown, see below.
Slot: Neck (Collar), Wrist (Controller)
Price: N\A, see below.
Weight: 2 lbs

Both the Collar and it's associated controller are simple metal bands with no visible markings or clasps. They have though made from bronze they are nearly indestructable and have a strange silvery sheen.

The Collar is the mainstay of the Empire's crime and punishment program. The collar performs several different functions:

1) The wearer of the controller knows where the wearer of the collar is at all times.

2) The wearer of the collar is subdued and forced to a lawful, non evil alignment, even if their race or class would normally not allow it (this does not effect race or class abilities).

3) The wearer of the controller can cause pain or pleasure to the wearer of the collar, to the point of unconciousness.

4) Should the owner of the controller be incapcitated, the wearer of the collar will be compelled to help them and return them to the nearest imperial garrison. Should the wearer of the collar be killed, the wearer of the collar will be compelled to go to the nearest imperial garrison and take the body if possible.

Neither the collar or controller has a visible clasp and are opened and closed by a command word that the owner of the controller sets when they first put it on.

Nobody else can remove the collar or controller short of removing the head or hand of the user and it will automattically resize itself for the owner, no matter the size.

A controller can be associated with multiple collars, allowing a single user to manage a "chain gang".

The manufacture of these items are a closely guarded secret, only known to the highest echelon of the Ministry.

The Box

Aura: Moderate divination
CL: 10th
Slot: N\A
Price: 4,000gp
Weight: 5 lbs

An invention of the ministry, this box small unadorned box has two slots it it, one in the top and one at the front that is the perfect size for a standard imperial form.

When any parchment is fed into the machine, it automatically translates in into High Imperium. This process is almost instantainious and can translate any language known by the user. It cannot translate any language the user does not already know. Should the parchment contain multiple languages, it will translate all of the languages known by the user, and leave the rest untouched.

As the operation is dependant on the user, if the user "thinks" he knows the meaning of a word or phrase but in fact does not, the box will produce a bad translation.

These units are exclusively used by imperial garrisons and ministry offices to translate forms and documents before official storage and the person assigned to operate it is usually a very skilled linguist.

The Pouch of Sharing

Aura: Moderate conjuration;
CL: 9th
Slot: N\A
Price: 2500gp per bag, see below.
Weight: 2lbs

The Pouch of Sharing is similar in nature to a typical bag of holding. However it can only hold a maximum of 60Lbs\Cubic feet and can only take items of a small size (eg: daggers, potions, coins, etc.) due to the size of the opening at the top of the pouch.

The other unique feature of this item is that up to eight of these items can be linked. Meaning that multiple pouches link to the same extra planar space. This allows one person to put something into the pouch, then another can remove the same item leagues away.

This effect has no range, but must be on the same plane of existance to work.

In all other ways this pouch functions like a bag of holding. And cost wise is the cost of a Bag I per pouch produced. All pouches must be produced at the same time, others cannot be added later.