Since the beginning of goblin kind, they have looked up to the sky in envy of the flying feather-snacks above. While most are fine wallowing in their self pity like the lowly worms they are, others take it as a challenge to become more than themselves. And there is little that a goblin strapped to several Nitro-Blast Hyper Rockets can't accomplish.
When any sentient race in Orn takes in too much of an alien magic, it completely changes their physiology.
This change makes them less susceptible to diseases, but the trauma makes them more susceptible to compulsion.
If used by a player, they must use their previous racial requirements, but add changes to their physical body, skin, growths, eyes, or something else that makes the mutation obvious when seen.
A machine built to last and thrash, often created for the sole purpose of guarding something
A machine that is built to stay in one place and fire projectiles at enemies. Excellent for guarding a place that people aren't allowed to be.
Rats, Squirrels, Rabbits, any rodents that scurry the ground and gnaw on food and foes. At higher levels starts to gain resistance to most damage until poisoned.
Nothing can survive the void. The area trapped between the shards. A vast space of terminal magic born of The Shattering. But what would happen if an arcane anomaly such as an immortal artifact or more was introduced that activated the lost souls trapped there? Like backwash to that which devours all, the Null are the vacant husks that have been tainted by the void. Their physical form takes the appearance of who they were before they entered the void, but their flesh is tainted gray and unstable, prone to turning ethereal.
Scorpions in Orn range from the common tiny version to twenty foot long monsters that lurk in dark places underground or in tombs. One must take particular care of the tail of one of these insects, for their sting is said to weaken even the strongest adventurer.
The aranox are dangerous, intelligent arachnids that weave vast, invisible webs in the darkness between aetheric realms. They prey upon travelers, remaining out of phase and unseen as they lie in wait for the unwary to wander into their traps. They also like to hunt in the mortal realm, where they can instinctively sense creatures who are out of phase.