Physical Description
The Veln resemble humanoid dragons. They are covered with a scaly hide and have tails. They are tall and strongly built, often standing close to 6 1/2 feet in height and weighing 300 lbs or more. Their hands and feet are strong, talonlike claws with three fingers and a thumb on each hand. A Veln’s head features a blunt snout, a strong brow, and distinctive frills at the cheek and ear. Behind the brow, a crest of hornlike scales of various lengths resembles thick, ropy hair. Their eyes are shades of red or gold.
A Veln’s scales can be colored red, black, blue, green, white, brass, bronze, copper, gold, or silver. Scale color is indicative of the breath weapon type that the Veln possesses, but it is not related to alignment as in chromatic and metallic dragon species.

Veln have a natural tendency towards a well structured society with a strong focus on community. This quality has made them excellent empire builders, culminating in the creation of the glorious Morsetan Empire, which ruled over all of civilized Morset in an era of unprecedented peace and prosperity before it’s fall over one thousand years ago. Since young Veln are raised communally and not by their own parents, their community is their family. Historically the Veln have had a strong militant streak in their communities and that continues today, with most Veln having some combat training to protect themselves and others and defend against the returned.

Preferring integration to bloodshed, Veln generally judge other by their merits and what they can bring to strengthen their community. Veln regard elves with respect due to their strong connection with the past and their general tendency towards peace, however they see their complacency and lack of industriousness as a flaw. They get along best with Dwarves, both being races of structured society with high levels of industriousness and a shared past of losing their homeland to the returned. Veln typically disregard the gnomes, finding them far too unpredictable and impulsive to be reliable. Veln have mixed feelings about the half-elves. Though they are descended from the humans whose treachery led to their empire’s fall, they cannot help but respect and admire the tenacity and strength of their younger civilization in the south that has flourished against all odds. They are distrustful of half-orcs, not only do they carry the blood of traitors, the Veln also detest the strong self-serving individualist streak which makes the race difficult to integrate into most strongly structured societies. Veln get along well with halflings, but generally do not have many interactions with them due to their tendency to stay tucked away in their own lands.
Alignment and Religion
Veln are driven to improve the structure of both their society and that of others. While others may see them as arrogant or even as megalomaniacs, their greatest desire is increased quality of life. Most Veln tend towards lawful good. Brak’nal is the most commonly worshipped god among Veln, though some embrace their ancient roots and worship the great dragon god Bahamut.

Veln go adventuring for various reasons. Veln have a strong interest in history and they are eager to go out and explore old ruins and ancient dungeons, especially ruins from the era of the Morsetan Empire. Many Veln also adventure simply to prove their worth and bring glory to themselves and their families and to enhance their battle prowess. Veln adventurers tend to form close knit bonds with party members, as they replace the community they have left behind.

Veln Racial Traits
Humanoid (Reptilian)
+2 Strength, +2 Charisma, -2 Dexterity: Veln have a powerful presence, both physically and personality wise, but their large frame makes them somewhat lacking in grace.
Medium: Veln are medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Veln have a base speed of 30 feet.

Breath Weapon: 15 ft cone 1x per day. 2d6 damage.
Type: Dependent on scales color, either Acid(Black, Green, Copper), Fire(Red, Brass, Gold), Electricity(Blue, Bronze), or Cold(White, Silver).
Minor Use: Veln can use a minor version of their breath at will for small tasks, here are some examples:
Acid: Etching metal, cleaning agent, rust removal, various crafts
Fire: Lighting a pipe,cigar, or light source, starting a small fire in tinder, warming a drink
Electricity: Some similar applications as Fire, applications in crafting
Cold: cooling a drink, soothing of burns

Skill Bonus: +2 bonus to Knowledge (History)

Natural Armor: +1 natural armor bonus to AC

Gift of Tongues: Veln gain a +1 racial bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill.

Emissary: Once per day, members of this race can roll twice when making a Bluff or Diplomacy check and take the better roll.

Alternate Racial Traits

Slapping Tail: The draconic traits express themselves differently in some Veln. These individuals have especially strong tails that they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d8 points of damage plus the Veln’s Strength modifier. This trait replaces Breath Weapon.

Gliding Wings: The draconic trails express themselves differently in some Veln. These individuals have dragonlike wings that allow them to glide through the air. These veln take no damage from falling (as if subject to a constant nonmagical feather fall spell). While in midair, winged veln can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. Veln with gliding wings cannot gain height with these wings alone; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes a creature with gliding wings to rise, it can take advantage of the updraft to increase the distance it can glide. This trait conflicts with the Vestigial Wings alternate trait and both cannot be taken. This trait replaces Breath Weapon

Urbanite: These veln have had a strong focus or upbringing in their local community and usually come from the heart of one of the larger settlements. These Veln gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation. This trait replaces Emissary.

Shards of the Past: Some veln have a very powerful connection to the past. These individuals pick two Knowledge skills. They gain a +2 racial bonus on both of these skills, and those skills are treated as class skills regardless of what class the veln actually takes. This trait replaces Skill Bonus: Knowledge (History), and Gift of Tongues

Greed: The lust for wealth typically attributed to great wyrms has been inherited by these veln. They gain a +2 bonus on Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones. This trait replaces Emissary.

Beguiling Liar: These veln have the ability to twist their words as the treacherous dragons do. These veln gain a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie. This trait replaces Gift of Tongues.

Ancient Foe: The veln have been at war with the undead for as long as anyone can remember. These veln have made the extermination of every returned they meet a priority. Gain a +2 dodge bonus to AC against undead creatures and a +2 racial bonus on combat maneuver checks made to grapple creatures of that type. This trait replaces Gift of Tongues and Emissary.

Deathless Spirit: After centuries of ceaselessly battling the undead, these veln have developed a special resisitance to their energies. These veln gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This trait replaces Natural Armor.

Eternal Hope: The veln race has been through some tough times in the last thousand years, but these individuals are ready to look forward instead of back. Gain a +2 racial bonus on saving
throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20 roll, you may reroll and use the second result. This trait replaces Skill Bonus: Knowledge(History).

Vestigial Wings: Owing to their dragon heritage, some veln have small draconic wings. These wings do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly checks. This trait conflicts with the Gliding Wings alternate trait and both cannot be taken. This trait replaces Natural Armor.

Aquatic Affinity: These veln of the bronze, black, or green color have strongly inherited the traits of water affinity from the dragons they are most closely connected with. These veln have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants. In addition these individuals are amphibious and can breathe both air and water. This trait replaces Gift of Tongues and Skill Bonus Knowledge(History). This trait can only be taken by bronze, black, or green scaled veln.

Desert Affinity: These veln of the blue and brass color have strongly inherited the traits of desert affinity from the dragons they are most closely connected with. These veln 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. These veln can use Gust of Wind as a spell-like ability once per day. The caster level of the spell is equal to the user’s character level. This trait replaces Gift of Tongues and Skill Bonus Knowledge(History). This trait can only be taken by blue and brass scaled veln.


Ashes of the Empire chaosweasel