|Benefit When you use your Consult Dralmind racial power, you add 1d8 to the triggering roll instead of 1d6.|
|Prerequisites 11th level, Dral|
|Benefit When you use your Consult Dralmind racial power and the triggering roll still fails, you don't expend the use of Consult Dralmind. However, you cannot use the power again until the start of your next turn.|
|Heritage of Raileh|
|Benefit Your Cloud of Fog power becomes a burst 2 instead of a burst 1. Your Starfire power becomes ranged 15 instead of ranged 10.|
|Master of Sea and Stars|
|Prerequisites 11th level, Meeri|
|Benefit Your Child of Sea and Stars racial trait normally lets use either Cloud of Fog or Starfire as an encoutner power. Now Cloud of Fog and Starfire are two separate encounter powers. You can use each once per encounter.|
|Benefit When you use your Draconic Ferocity racial power, the enemy you hit also takes a -1 penalty to all defenses until the end of your next turn.|
|Prerequisites 11th level, Kith|
|Benefit You can use your Draconic Ferocity racial power when you miss with an attack. If you do, the attack deals 1[W] damage if it's a weapon attack or 1d10 damage if it isn't.|
|Touch of Speed|
|Benefit Your movement does not provoke opportunity attacks while your Wyrmstep racial ability is active.|
|Touch of Power|
|Prerequisites 11th level, Wyrmtouched|
|Benefit When you use the Wyrmstep racial power, you gain a +2 to all defenses until the end of your next turn.|
|Death from Above|
|Benefit While you are using the Vriak Flight racial power, you may use the Stealth skill as if you had concealment against everyone below you. This effect ends once normal battle rounds begin (it persists during the surprise round, if any).|
|Prerequisites 11th level, Vriak|
|Benefit Your Vriak Flight racial power now grants you the ability to hover. When you make a charge, you can use Vriak Flight as a free action to replace up to 5 squares of your charge movement with flight. If the charge attack hits, your Vriak Flight power is considered active until the end of your next turn.|
The harsh, unforgiving mountains of Earthspine seem at first to be a wasteland of rock and snow. In the absence of major cities, the Earthspine tribes must learn to be resourceful.
You gain resist 4 cold and a +5 bonus to Endurance checks made due to thirst. At 11th level your resistance improves to 7. At 21st level it improves to 10.
The ruined cities of the Kaddegh river valley are ruled in turns by criminal gangs, terrible monsters, and ambitious warlords. Occasionally the church of Avinius will wage a crusade in the area to restore some semblance of civilization to the ghost cities, but by and large they remain a grim blight on the landscape. And you called them home.
You add Stealth and Thievery to your class skill list, and you gain a +1 bonus to Stealth and Thievery checks.
Between the heart of the fallen Kaddei empire and the enduring kingdoms of Iso stand the Heartlands. The farmlands and towns of this area were once strongly under the rule of Kaddegh, but nowadays these loosely allied communities are more closely tied to Iso and the dral of the Bloodwood and they struggle to maintain their independence in uncertain times.
When you spend an action point to take an extra action, you gain a +1 bonus to all rolls made during the extra action granted.
Also known as the Lakelands, this kingdom survives its harsh winters under the protection of a large number of geothermally-heated lakes and the nearly perpetual shroud of warm fog they create. The borders of Iso have been gradually expanding east into the Steppes and south into the Heartlands, thanks in part to the expertise fostered in their martial and arcane War Colleges.
You add Insight to your class skill list, you gain a +2 bonus to Insight checks, and you gain a +2 bonus to saving throws against fear effects.
Although the"Bloodwood" is the warmest region of the north, it is also home to the enigmatic dral and tribes of barbarous humans who worship the flesh-eating tree people as gods. Survival here requires strength, quick reflexes, and good instincts.
You add Atheltics and Nature to your class skill list, and you gain a +1 bonus to Athletics checks and Nature checks.
|The White Steppes|
The vast, frigid scrubland of the Steppes is home to the twisted hordes of the centaur. Any who live here--or even travel through this place freqently--must be able to survive with little food and water, and even less sleep while evading such fast and implacable enemies.
You add Endurance to your class skills, and you gain a +3 bonus to Endurance checks.
The merchant cities of the eastern coast are populated by the most diverse citizenry anywhere in the North. Strong, proud, and wealthy, the independent coastal cities are the gateway between the North and the rest of Talnera. Growing up in such a place will hone one's abilities to adapt to life on the streets of any city.
You know one additional language of your choice, you add the Streetwise skill to your class list, and you gain a +2 bonus to Streetwise checks.
The broken islands off of the eastern coast of the North are populated largely by bloodthirsty pirates and--if the stories are to be believed--the draconic survivors of the Serpent Wars and their legion kobold offspring. The aggressive nature of such neighbors breeds paranoia and fast reflexes.
You can reroll any Acrobatics check, but you must keep the second result even if it is worse. You also gain a +1 bonus on initiative checks.