Chapter Seven: City in the Storm
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The family is well known for its magical craftsmanship. Although they normally leave weaponsmithing to the dwarves of the Drellos clan, they are responsible for the creation of the renowned elemental blades (see page 89). Minor Bloodline Ability: The spells you cast with this ability active are treated as being cast by someone of +5 levels when determining how hard they are to dispel. This is true of the caster level of magic items you create as well, but for purposes of dispelling only. Major Bloodline Ability: You may speak aloud the name of a single creature you know and inflict upon that creature a –5 luck penalty for saving throws against spells you cast with this ability active. You may target only one named creature per use of this ability.
Ursad Ursad was a barbarian from the far south. While his descendants have taken to living in a highly magical and sophisticated city, they retain a few of their barbaric ways— particularly when it comes to fighting. The family holds a reputation of being stalwart and trustworthy, but often a bit too quick to anger. And they hold a grudge better than anyone else could imagine. The Ursad family is strongly allied with Ethrochals and shares their affection for the sohr. Minor Bloodline Ability: You gain the ability to rage like a barbarian. If you already possess this ability, you gain an additional +2 bonus to your Strength score when you rage (with this ability active). Major Bloodline Ability: You gain a +8 enhancement bonus to your Strength score.
Using This Location in Your Campaign Sanneth is a place full of potential adventure. The various important families vie (usually nonviolently) for influence, yet work together against the threat of the thunderkin. The characters might need to find Sanneth as a part of their quest. Perhaps they heard a legend that the object most imporPlacing the Portal tant to them (perhaps one of the swords of The portal from the Nexus should be placed in the Scions of Storm and Earth) lies within a the middle of the city of Sanneth, allowing city at the heart of a storm. Eventually, they characters to encounter residents from several different families almost discover Sanneth and how to get there, but immediately upon their arrival. must help fight the thunderkin to complete their quest. Alternatively, the PCs could come to the city to learn the secret of creating creatures of the mist (see page 84). Or, they might somehow end up in Sanneth by accident, perhaps coming through the Nexus inadvertently. They must befriend someone there with the knowledge of how to escape back through the storm, either magically or by riding a sohr. While there, they find themselves embroiled in the politics of the city. Another way to integrate this setting into your campaign is to have one or more PCs descend from one of the named families (or a unique family that you create). The player characters must find Sanneth to learn how to activate their bloodline abilities.
Alternate Use The city of Sanneth has already been conquered by the T’kraam and their evil cloud giant allies. A number of refugees, flying on sohr, escaped down to the ground near where the PCs live. They attempt to find adventurers brave enough and capable enough to help free their floating city from the clutches of evil.