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Regarding Angels
It is important, when discussing angels to put aside your faith in the Sisters, and swallow one truth. The angels are not of the Sisters. They are not Alicorns, were not created by them, nor are they related to them in any fashion. Their bold appearance owes more to the beliefs and faith of the ponies of this world, it reflects back onto them what we expect, indeed as is the case with all Outsiders.
Nay, it is more accurate to consider the Angelic host akin to the sundry Elementals that conjurers and summoners alike invoke. They are things of elemental good and light. More concept than physical creature.
That is not to say that you should be overly wary of them. If you hold no evil in your heart… They possess a boundless compassion, an empathy for all things. The greatest of Angels, it is said, would accept its own destruction, if it meant saving even a single foal’s life.
Grimoire, of the First Circle
Excerpt from Grimoire’s letters to her students
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Character Ashley
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I've commissioned a series of character themes for my ongoing Welara campaign, and will upload them, shortly.
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Currencies of Welara
Equestrian Bit
In many ways the Equestrian Bit is considered the world standard, and many other countries (specifically those with large pony populations) use it as their official currency.
The Bit is a thick, heavy Golden coin, with an equally heavy Silver denomination.
Bits do not come in Copper, nor Platinum, however, their sheer heft means that they are valued at twice the worth of the equivalent Welaren coin. (Welaren Value 2x)
Welaren Crown
Welarens are unusual amongst primarily pony states, in that they mint their own currency, and are damn proud of the fact. The only other pony nation, in the current era, to do so is Unicornia.
The Welaren Crown is a slightly oblong coin, with a square whole in the center. It is common for Welarens to loop string or chains through these holes in lieu of carrying their coins in a pouch.
Welaren coins come in Platinum, Gold, Silver, and Copper, but all of them are composed primarily of silver, except for copper, which is indeed pure copper.
Gryphon Ducat and Fiat
Gryphons actually mint more than one form of currency, however the term Ducat refers specifically to the golden coins, while Fiat refers to a sort of ceramic disc that Gryphons carry while abroad.
The Ducat is a wide, but extremely thin and soft golden coin, with a very small hole in the center. Along the coin's edges are notches.
The Ducat is meant to be cut into pieces, and as such, no silver, or copper variations of this coin exist. A whole complete Gryphon Ducat is worth roughly half the value of a Welaren Crown (Welaren Value 1/2)
Fiats
The Fiat is a thin, but sturdy ceramic disc that has no value of its own, but is often traded amongst Gryphons outside of their territory, as if it were gold. Fiats can then be exchanged for Ducats upon return home.
A Fiat is considered to be roughly the value of 20 Ducats, and can be broken as needed, in much the same fashion as a Ducat.
Fiats are not considered currency in most of the world, as the Gryphon empire does not recognise non-Gryphons as persons, and thus will not exchange Fiats for Ducats to them.
Zebran Birr
In an odd quirk, Zebra always shared nearly identical currencies with the Abyssinian people, such to the point that both nations now use the same shared currency.
The Zebran Birr is a bronze coin, of varying sizes, depending on its worth. The standard Birr has about the same weight and heft of a Golden Equestrian Bit, but with rounded soft edges, giving it the appearance of a pebble made of bronze.
As Birrs are only made of copper, they don't tend to be valued very highly. They are worth about the same amount as a Welaren Copper piece, with lesser denominations having exceedingly lower value. (Welaren Value 1% or lower)
Unicornian Drachma
The ponies of Unicornia never stopped using their ancient currency, in their isolation.
The Unicornian Drachma is a heavy golden coin with a heavily ridged edge, and an intricate relief in three dimensions. Unlike other currencies, the Unicornian Drachma also acts as a magical sponge or battery of sorts, capable of holding and releasing small amounts of magic (up to 1st level spells).
Other nations will not trade actively in Unicornian Drachmas, and Unicornia refuses to trade in any other form of currency. Officially speaking, Unicornian Drachmas have no value as coins, but... because of their rarity, and their unusual properties, they have been known to sell for very high amounts to collectors and spellcasters, alike. (Welaren Value either 0 or 100x + )
A Note on Dragon's Hordes - Dragons in their own nation have no currency of their own, and mint no currency, instead, they regularly actively trade valuable gemstones with other nations, specifically to acquire precious metals for their hordes
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Zebras
Standard Racial Traits
Ability Score Racial Traits: Zebras gain +2 Wis, -2 Dex, and a +2 to an attribute of choice (except Wis)
Type: Zebras are Ungulates with the Zebra subtype.
Size: Zebras are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Zebras have a base speed of 40 feet.
Bonus Language: Zebracant
Feat and Skill Racial Traits
Skilled: Zebras gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level.
Focused Study: At 1st, 8th, and 16th level, a zebra gains Skill Focus in a skill of her choice as a bonus feat.
Skill Training: Heal and Knowledge (Nature) are always considered class skills for zebras.
Skill Bonus: Zebras have a +2 racial bonus on Craft (Alchemy) skill checks.
Offense Racial Traits
Poison Use: Zebras are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons.
Senses Racial Traits
Low-Light Vision: Zebras can see twice as far as a race with normal vision in conditions of dim light.
Other Racial Traits
Quadruped: Multiply the values corresponding to the creature's Strength score from Carrying Capacity Table by ×1-1/2.
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Unicorns
Standard Racial Traits
Ability Score Racial Traits: Unicorns gain +2 Int, -2 Con, and +2 to an attribute of choice (except Int)
Type: Unicorns are Ungulates with the Unicorn subtype.
Size: Unicorns are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Unicorns have a base speed of 40 feet. They may move in a Bipedal fashion at a rate of 20 feet.
Feat and Skill Racial Traits
Talent: Unicorns select one extra feat at 1st level.
Skill Training: Spellcraft and Use Magic Device are always considered class skills for unicorns.
Magical Racial Traits
Spell-like abilities: Unicorns can cast light 3 times per day as a spell-like ability. The caster level for this ability equals the Unicorn's class level.
Unicorn Telekinesis: Unicorns possess the ability to lift and manipulate objects with their magic, as if they were using an invisible limb. This ability uses the character's Intelligence score divided by half, as if it were a Strength score for how much a Unicorn may lift. Any weapons or shields wielded with this ability are considered untrained, regardless of actual proficiency (special training is needed for that). A Unicorn's Telekinesis has a reach of 5 feet. There is no limit to how often a Unicorn may use this ability, but they may only lift/manipulate one object at a time. This counts as a Supernatural Ability.
Senses Racial Traits
Low-Light Vision: Unicorns can see twice as far as a race with normal vision in conditions of dim light.
Other Racial Traits
Quadruped: Multiply the values corresponding to the creature's Strength score from Carrying Capacity Table by ×1-1/2.
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Sea Ponies
This race of Sea Ponies was designed before the recent movie, thus they bear only superficial resemblance to those appearing in the movie (and no relation, at all, to Hippogriffs)
Standard Racial Traits
Ability Score Racial Traits: Sea ponies gain +2 Wis, -2 Dex, +2 Con, and +2 to an attribute of choice (except Wis).
Type: Sea ponies are Ungulates with the Sea Pony subtype.
Size: Sea ponies are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Sea ponies have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. They also have a swim speed of 40 feet, which also grants them a +8 racial bonus on Swim checks.
Bonus Language: Seawen.
Defense Racial Traits
Natural Armor: Sea ponies have a +1 natural armor bonus to their Armor Class.
Bond to the Sea: Sea ponies have a +2 dodge bonus to AC when in the water.
Feat and Skill Racial Traits
Special Talent: Sea ponies select one extra feat at 1st level.
Senses Racial Traits
Low-Light Vision: Sea ponies can see twice as far as a race with normal vision in conditions of dim light.
Deepsight: Sea ponies are specially adapted to the lightless depths of the oceans, but not to air-filled environments. They can see in the dark up to 120 feet while underwater, but do not gain this benefit out of water.
Other Racial Traits
Amphibious: Sea ponies are amphibious and can breathe both air and water.
Tripod: Sea Ponies possess a pair of forelegs and a large fish-like tail. They can only move on land with difficulty, but in the water their speed increases to 40 feet. In addition, Multiply the values corresponding to the creature's Strength score from Carrying Capacity Table by ×1-1/2.
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Saddle Arabians
Standard Racial Traits
Ability Score Racial Traits: Saddle-Arabians gain +4 Str, -4 Dex, and +2 to an attribute of choice (except Str).
Type: Saddle-Arabians are Ungulates with the Saddle-Arabian subtype.
Size: Saddle-Arabians are Large creatures and thus take a -1 size penalty to their AC, a -1 size penalty on attack rolls, a +1 bonus to their CMB and CMD, and a -4 size penalty on Stealth checks. They take up a space that is 10 feet by 10 feet and have a reach of 5 feet.
Speed: Saddle-Arabians have a base speed of 50 feet.
Bonus Language: Saddle-Arabian.
Defense Racial Traits
Desert Runner: Saddle-Arabians receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.
Movement Racial Traits
Terrain Stride: Saddle-Arabians can move through natural difficult terrain at their normal speed while within sand and wasteland terrain. Magically altered terrain affects them normally.
Senses Racial Traits
Low-Light Vision: Saddle-Arabians can see twice as far as a race with normal vision in conditions of dim light.
Other Racial Traits
Quadruped: Multiply the values corresponding to the creature's Strength score from Carrying Capacity Table by ×3.
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Pegasi
Standard Racial Traits
Ability Score Racial Traits: Pegasi gain +2 Dex, -2 Wis, and +2 to an attribute of choice (except Dex)
Type: Pegasi are Ungulates with the Pegasus subtype.
Size: Pegasi are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Pegasi have a base speed of 40 feet. They may move in a Bipedal fashion at a rate of 20 feet. They also have a fly speed of 30 feet with clumsy maneuverability.
Feat and Skill Racial Traits
Special Talent: Pegasi select one extra feat at 1st level.
Cloud Walker: Pegasi may treat clouds as if they were solid ground.
Senses Racial Traits
Low-Light Vision: Pegasi can see twice as far as a race with normal vision in conditions of dim light.
Air Sense: Pegasi can sense both the flow and temperature of air around themselves and others, granting them blindsense at a range of 30 feet, provided their wings are not bound and they are not submerged in liquids. Incorporeal beings cannot be directly detected with this ability.
Other Racial Traits
Quadruped: Multiply the values corresponding to the creature's Strength score from Carrying Capacity Table by ×1-1/2.
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Mules
Standard Racial Traits
Ability Score Racial Traits: Mules gain +2 Con, -2 Cha, and +2 to an attribute of choice (except Con)
Type: Mules are Ungulates with the Donkey and Earth Pony subtypes.
Size: Mules are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Mules have a base speed of 40 feet.
Defense Racial Traits
Stubborn: Mules have a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if a mule fails such a save, she receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the mule has a similar ability from another source (such as a rogue's slippery mind class feature), she can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails.
Hardy: Mules have a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Dual-Minded: Mules have a +2 bonus on all Will saving throws.
Feat and Skill Racial Traits
Bonus Feat: Mules receive Iron Will as a bonus feat.
Skilled: Mules gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level.
Senses Racial Traits
Low-Light Vision: Mules can see twice as far as a race with normal vision in conditions of dim light.
Other Racial Traits
Blood of Earth: Mules count as being Donkeys and Earth Ponies for all Racial effects and Feats.
Quadruped: Multiply the values corresponding to the creature's Strength score from Carrying Capacity Table by ×1-1/2.
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Hippogriffs
This race of Hippogriffs represent the crossbred children of Gryphons and Ponies. They were designed before the recent movie, and so bear no relation or resemblance.
Standard Racial Traits
Ability Score Racial Traits: Hippogriffs gain +2 Str, -2 Dex, and +2 to an attribute of choice (except Str).
Type: Hippogriffs are Ungulates with the Gryphon and Pegasus subtypes.
Size: Hippogriffs are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Hippogriffs have a base speed of 30 feet.They also have a fly speed of 30 feet with clumsy maneuverability.
Bonus Language: Grifflekin
Feat and Skill Racial Traits
Special Talent: Hippogriffs select one extra feat at 1st level.
Cloud Walker: Hippogriffs may treat clouds as if they were solid ground.
Offense Racial Traits
Natural Weapons: Hippogriffs have two claw attacks that deal 1d4 damage. These are primary natural attacks.
Senses Racial Traits
Low-Light Vision: Hippogriffs can see twice as far as a race with normal vision in conditions of dim light.
Other Racial Traits
Blood of Sky: Hippogriffs count as being Gryphons and Pegasi for all Racial effects and Feats.
Quadruped: Multiply the values corresponding to the creature's Strength score from Carrying Capacity Table by ×1-1/2.
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Gryphons
Standard Racial Traits
Ability Score Racial Traits: Gryphons gain +2 Str, -2 Dex, and +2 Cha.
Type: Gryphons are Magical Beasts.
Size: Gryphons are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Gryphons have a base speed of 30 feet.They also have a fly speed of 30 feet with clumsy maneuverability.
Bonus Language: Grifflekin
Feat and Skill Racial Traits
Cloud Walker: Gryphons may treat clouds as if they were solid ground.
Greed: Gryphons have a +2 bonus on Appraise checks to determine the price of non-magical goods that contain precious metals or gemstones.
Offense Racial Traits
Natural Weapons: Gryphons have two claw attacks that deal 1d4 damage. These are primary natural attacks.
Senses Racial Traits
Darkvision: Gryphons can see in the dark up to 60 feet.
Low-Light Vision: Gryphons can see twice as far as a race with normal vision in conditions of dim light.
Other Racial Traits
Quadruped: Multiply the values corresponding to the creature's Strength score from Carrying Capacity Table by ×1-1/2.
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