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Title: The World of Kishar
Post by: Matt Larkin (author) on July 30, 2006, 05:12:50 PM
Kishar
[ic=The Journey]The rain drizzled down, making the road cold, damp, and miserable.  It was hardly how he wanted his afternoon trek through Ersony to turn out.  Still, Adalard grinned as the two brigands approached him.  Their stance was all wrong.  They were novices.

   Ã¢,¬Å"I said, give us ya coin!â,¬Â one of them repeated.

   Adalard pulled back the hem of his cloak, revealing the longsword at his side.  The brigands didnâ,¬,,¢t seem to notice.  They each already had a shortsword in hand, so he wasnâ,¬,,¢t about to let them get too close for him to draw.  No sense being careless.

   He pulled his sword in a flourish, his left hand settling on his dagger in case they were not yet deterred.  Ã¢,¬Å"You two work a dangerous businessâ,¬Â¦Ã¢,¬Â he said, holding them at bay with his sword.

   They pulled up short, looking surprised that he would have such a blade.  The thugs glanced at each other before each heading off to different sides, trying to flank him.  Adalard lost no time, lunging forward at the one on the right.  His blade pierced the manâ,¬,,¢s chest before he could even react.  The other brigand tried to hack at Adalard, but he snapped out his dagger, parrying the slash.

   Adalard jerked his sword from the dead manâ,¬,,¢s chest, baring both blades against the remaining attacker.

   Ã¢,¬Å"You killed Hector!â,¬Â the man shouted.

   Ã¢,¬Å"Hector was slow,â,¬Â Adalard answered.

   The other man charged, roaring in anger.  Adalard parried his swing, thrusting with his dagger and catching the brigand in the ribs.  The man gurgled and collapsed forward.  Adalard stepped back, trying not to let the man cover him in his blood.  He leaned down and cut the brigandâ,¬,,¢s purse strings.

   Ã¢,¬Å"Well,â,¬Â Adalard said to the dying man, â,¬Å"since youâ,¬,,¢ll be buying me dinner tonight, I guess I can forgive you the delay.â,¬Â

   He turned and left them where they had fallen, cleaning his blades as he walked.  Before long, the sun was shinning again.  Heading past the next hill, he could see farmland.  Ã¢,¬Å"Kind of far out,â,¬Â he though.  Ã¢,¬Å"Guess farmable land must be scarce around here,â,¬Â he mumbled aloud, heading down the road.
 
Amongst the cattle he saw a boy running towards him.  Couldnâ,¬,,¢t have been more than ten.  Ã¢,¬Å"Hullo, mister!â,¬Â

   Adalard nodded at the boy.  Ã¢,¬Å"Where is your father, child?â,¬Â he asked.

   Ã¢,¬Å"Oh, â,¬Ëeâ,¬,,¢s over tha,â,¬Â the boy pointed some distance to a barn.

   Adalard nodded.  Ã¢,¬Å"Take me, then.â,¬Â

   Ã¢,¬Å"Sure thing, mister!â,¬Â the boy said.  He started off towards the barn.

   Ã¢,¬Å"Whatâ,¬,,¢s your name child?â,¬Â Adalard asked, as they walked.

   Ã¢,¬Å"Aristid.â,¬Â

   Ã¢,¬Å"Hello, Aristid.  Iâ,¬,,¢m Adalard.â,¬Â

   Ã¢,¬Å"Yer not from around here, are you?â,¬Â

   Ã¢,¬Å"No child.  I hail from a land well west of here.â,¬Â

   Ã¢,¬Å"So what you doinâ,¬,,¢ round here?â,¬Â the boy asked.

   Ã¢,¬Å"Iâ,¬,,¢m looking for the Oracle,â,¬Â Adalard said.

   A man was coming out of the barn and spotted them.  He waved his hand in welcome.  Just as Adalard began to return the gesture, the man stopped, putting his hand to his mouth for second, taking a step back.  Ã¢,¬Å"Aristid!â,¬Â he shouted.

   Adalard glanced over his shoulder.  He saw shadows closing in, and looked up into the sky.  Griffins.

   Ã¢,¬Å"Run boy!â,¬Â he shouted, shoving Aristid forward, and drawing his blades.[/ic]
[ooc]Kishar is designed to be a setting for fantasy roleplaying games and fantasy stories.  It is a mytho-historical setting, meaning it is inspired by real-world history and mythology, as well as folklore such as the tales of Arthur, Odysseus, and Cuchulain.  Many areas of the world strongly resemble ancient lands, incorporating their myths and folklore, though often with new twists.  These areas do not necessarily correspond to specific time periods, however, the world largely has a Dark Ages feel to it.
Kishar is a world of war, politics, strife, intrigue, ancient mysteries, and terrible secrets.  It is a realistic, harsh world.  Mythical monsters lurk in the shadows, ready to tear apart even valiant warriors that stray into the wilds.  Fortunately, such creatures are rare.  However, the world is ravaged by war, and people are often likely to prey on one another.  Men seek power at any cost, morality is often difficult to maintain, and the common folk just want to live to see the next day.
Player characters in this world are exceptional people with the chance to help shape the face of history.  Driven by destiny, they can uncover mysteries, face dangerous foes, and live high drama.  They have the chance for epic heroics, but may find their actions more driven by desperation than anything else.
Kishar is a world of mystery and intrigue.  Everyone has an agenda and history has been written by the victors of countless conflicts.  Everyone is striving to control the fate of mankind.  Ancient histories wait to be uncovered, and unknowable forces work behind the scenes.  Characters must uncover layers of half-truths and deceptions to have any chance to understand the world around them.
It is a setting more lent towards a serious tone than a lighthearted one.  Characters struggle to get by in hard times, while terrible secrets can lurk just beyond the edges of civilization.  The setting deals with mature themes and the tragic fates common to ancient myth, and is thus best suited for mature audiences.[/ooc]
Quote from: World OverviewKishar is a planet roughly the size of Earth.  It has a single moon called Luna.  It has Earth-like seasons, climates, and terrain.  Much of Kishar is covered in water, and thus most cultures are intimately familiar with the sea, and yet respectful of its terrible power.  The world is diverse, encompassing lands of majesty and lands of darkness.

THE LIVING PLANET
Kishar is a living planet â,¬' literally the body of the Goddess.  The Goddess is known by many names: Gaia, Danu, Isis.  Few believe these old tales, few know the truth that the very world on is alive.  Her greatest work is the Star of Life.

[spoiler=THE STAR OF LIFE]The source of all life on Kishar is a crystal the size of a human hand called the Star of Life.  It shimmers with pale luminescence, empowered by Gaia.  It is the Nwywre (the force of life in the universe) coalesced into physical form.  The Star creates life and guides it through the Atman.  It controls the flow of evolution on Kishar.  Without the power of the Star, life would mutate wildly out of control, as began to happen when it was briefly drained in the year 1511 CE.  The Star is the heart of Kishar, resting within the hidden world tree, Yggdrasil, on a pedestal surrounded by a pool of crystal water.[/spoiler]

[spoiler=THE ATMAN]The Atman (or Lifestream as it is sometimes called), is the river of souls from which life flows, guided by the Star of Life.  It is the source from which souls emerge, and to which they return in death.  The Star ensures that souls transmigrate in the best manner, through the samsÃ,,ra (Chain of Lives).  Souls are continually reincarnated, born where they have the chance to learn the most and grow.  Through the samsÃ,,ra people on Kishar are born again and again in a chance to get life right.  Theoretically, getting one life right would allow someone to achieve Moksha (liberation from the chain of lives). Generally, no one retains memories of prior lives, giving each soul a fresh start, while allowing them to benefit from their unconsciously gained wisdom.  Unfortunately, many souls become trapped in patterns, repeating the same mistakes over and over.  In addition, some souls are perpetually drawn together, both as soul mates, and souls linked in the Web of Souls.
Moksha is said to be achieved by getting one lifetime right, which generally takes many, many tries. A person that does get life right, is able to make a conscious choice to transcend to something else, or continue returning to the Atman (most choose the former).[/spoiler]

[spoiler=LEY LINES]Ley lines are sources of power â,¬' they are places where energy flows through Kishar from the Lifestream.  Many places of power, such as stone monuments, are placed along ley lines.  Ley lines invigorate those on them, greatly accelerating natural healing.  A person resting on a ley line heals at triple his normal rate.  They provide an endless source of energy.  However, spending a great deal of time on a ley line can begin to become addictive.  The feeling of invigoration can be hard to leave.  Ley lines can also cause mutations in those that live upon them for long periods â,¬' cancer and other spontaneous growth are all possible.
The energy of ley lines can also be tapped into by spellcasters, empowering magic.  Those standing on a ley line receive an additional mana, a +10 bonus on casting checks, and can cast sorcery spells at 1 force higher than normal.[/spoiler]

TIME
Although it is not used by all the people of Kishar, recordkeeping for games in Kishar is usually tracked using the Eliscian Imperial Calendar as Common Era (CE).  The Gregorian month system is used throughout Kishar for ease of reference.  Days are 24 hours long, with the respective length of day and night varying based on location and season.  The game master will inform you what year his campaign takes place in.

[spoiler=CONTINENTS]Continents are more broken than those of Earth, so the term is used to refer more to roughly defined geographic regions than single land masses.  A continent on Kishar often includes several large land masses and islands.  Some of these are also considered individual regions.  The continents, as they are normally divided:
Agria: A continent directly south of Midgard.
Hyperborea: This land covers the north pole.
Kalakti: This is a large land area in the southwestern hemisphere.
Khaltesh: This is a large land mass west of Midgard.
Lemuria: Once home to the Elven Empire, it is now a wild land that no one ventures to.
Mahimata: This continent lies south of Agria.
Midgard: This large area covers most of north-central Kishar, encompassing what, on Earth, would be Europe and part of Asia.
Muspelheim: This is a dark and fiery continent west of Midgard and north of Khaltesh.
Niflheim: This land covers the south pole and stretches up covering a large land area.
Norumbega: This area encompasses most of the northwestern hemisphere.
Terraust: A wild continent in the southeastern hemisphere.
[/spoiler]

[spoiler=OCEANS]Ishtarian Ocean: The Ishtarian Ocean is the ocean south of eastern Midgard and Khaltesh, west of Terraust.
Okeanus: The Okeanus is the world ocean, though the term specifically also refers to the ocean between Midgard and Norumbega, as well as between the more southern continents.
Tethys Ocean: The Tethys Ocean is north of Terraust and east of Khaltesh.[/spoiler]

Magic
Kishar is a low-magic setting in the sense that magic is rare and feared.  Magic, however, is not weak.  While some effects (ressurection, teleportation, etc.) are not present, some very powerful magic users do exist.  All fey and cosmic beings use magic.  Among other races, those that can use magic are called Mystics.  Amongst humans, only one in a million people is a trained mystic.  Thus most people go their entire lives without meeting (or knowing they have met) a caster.
Magic items are also rare but powerful.  Generally they are artifacts left over from some ancient age, the secrets of their construction long lost.  Recovering a single magical item is a huge boon, though some may be almost as much trouble as they are worth.  An entirely new magic system has been created for this setting.[/spoiler]
There is no alignment on Kishar.  Characters are complex, and people do what they have to survive and pursue their agenda.[/spoiler]

[spoiler=Fate]Kishar embraces the idea that, like the heroes of myth and legend, characters have a destiny before them.  As the characters of such legends, these destinies are not necessarily happy ones, but they are epic and worthy of song.  Whether the character is destined to become a king in a reign of blood, to die by the hand of his own blood, or to save the world only to lose himself, heroes on Kishar have greatness written into the stars of their future.
One can try to fight destiny, but it is a tricky thing, for every step away, may, in fact, bring you closer.  Such characters are not meant to die until they are destined to do so, so the fate mechanics help a character reach his destiny, assuring a bad die roll cannot single-handedly prevent the will of fate.  Your character, however, does not know he is protected.
The following mechanic, adapted from WFRP, should be applied.  Each character begins the game with 1 Fate Point.  A player can spend a Fate Point (permanently) to avoid death, injury, disease, and so forth for his character.
When a character spends a fate point, he should be removed from the situation that cost him it.  The Fate Point ensures the character survives, but does not necessarily make him that much better off.  It will usually appear as though the character died (to his allies), but he may make miraculous recovery at a later date (perhaps he was merely knocked unconscious).  A character should not normally have to spend more than one Fate Point in the same scene or encounter.
New Fate Points are gained very rarely.  Perhaps when some great deed or heroics is completed, those responsible might gain a Fate Point.  No one can have more than 2 at once.[/spoiler]
Other setting mechanics can be found in the Kishar: Mechanics thread (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?10892.last).[/quote]
Title: The World of Kishar
Post by: Wensleydale on July 30, 2006, 05:18:51 PM
Woah, very nice! Want to see more here. But... link to the mechanics thing?
Title: The World of Kishar
Post by: Matt Larkin (author) on July 30, 2006, 05:19:28 PM
The Races
Most of Kishar is dominated by humanity.  Other races are beings of myth and mystery.  Some doubt they even exist.  These other races live primarily in the wild places of the world, secluded away from mankind.
Presumably, most characters will be human.  Non-human characters are exotic, almost mythical, and certainly attract more attention.

[spoiler=HUMANS]
Humanity has been the dominant race of Kishar for many centuries.  They arose to their current standing some time after the end of the Demon Age.  They are the most populace race of the world.  Their lifespans are short, compared to many of the other races of the world, and they reproduce quickly.
Humans are the most diverse of the races, covering a wide variety of physical appearances, demeanors, and cultures.  They lack the inherent advantages many other races have, but make up for it with tenacity and the unquenchable desire to exceed their own limitations.  They are adaptable and flexible.
Humans are present in almost every land on Kishar; almost every nation is ruled by humans.  Humans in many lands doubt that other races even exist.
Lifespan: 70-100 years
Physical Description: Humans are typically 5-6 feet tall, weighing 125-250 lbs, with males noticeably taller and heavier than women.
Magic: About 1 in 10,000 humans has the potential to use magic, though only 1 in a million actually know how to use it.
Language: By region
Religion: By region
Lands: Most lands are controlled by humans.
D&D Mechanics: As PHB, plus Able Learner (Races of Destiny) as a bonus feat.

EVOS
Evos are a new breed a human.  The term â,¬Å"Evoâ,¬Â has only recently come into use.  Evos are humans that have evolved by the standard for homo sapiens.  They possess extraordinary minds, which grant them great power.  Those normal people and governments that are even aware of the existence of Evos generally hate and fear them.  Some try to use them, while others try to eradicate them.
D&D Mechanics: As humans with a +1 bonus to Intelligence, Evo powers (see Psionics), and a +2 Level Adjustment.[/spoiler]

[spoiler=ANURANS]
Anurans are humanoid amphibians.  There are two sub-species: frogmen and hulks.  They are always found near water.  Anurans do not have very advanced civilizations, but are rarely war-like, so they are often left in peace.  Some species are decidedly more aggressive than the norm.
Lifespan: up to 40 years.
Physical Description: All anurans have webbed hands and feet and gills as well as lungs.  Frogmen are thin and stand roughly 5 to 5Ã,½ feet tall, averaging 110 to 150 lbs.  Hulks stand roughly 8 to 8Ã,½ tall, though most slouch.  They weight 300 to 600 lbs.  Anurans have varying skin tones from bright green, to orange, red, blue, brown, or mixtures.
Magic: Some anurans can use magic, but the trait is very rare and training is hard to find.  
Language: Anuran
Religion: Animism, specific to each tribe.
Lands: Anurans are found in Terraust, Kongo, Soli, Awkar, the Mantean Islands, Sundaland, and the islands of the Midgard Sea.
D&D Mechanics: All anurans possess amphibious subtype.  They require large amounts of water to keep their skins moist.  This leaves them all somewhat water dependent.

FROGMEN
The sub-species of anurans commonly known as frogmen are thin and agile.  They are excellent climbers.  They tend to have bright colored skin.
Medium Humanoid (Anuran, amphibious)
-2 Str, +2 Dex, -2 Int
Speed: 30â,¬,,¢, Swim 30â,¬,,¢, Climb 10â,¬,,¢
Water Dependent (Ex): A frogman can survive away from water for 1 hour per point of Constitution.  After that they begin suffering non-lethal damage as though from thirst each hour.
+8 racial bonus on Swim checks
+8 racial bonus on Climb checks
+4 racial bonus on Jump checks

HULKS
Hulks are larger, slower amphibians.  They stand much taller than men, but tend to slouch, and have short legs, creating an almost gorilla-like appearance on land.  They are often less brightly colored than frogmen.
Large Humanoid (Anuran, amphibious)
+4 Str, -4 Dex, +4 Con, -2 Int
Speed: 20â,¬,,¢, Swim 60â,¬,,¢
Space/Reach: 10â,¬,,¢/10â,¬,,¢
+2 natural armor
Water Dependent (Ex): A hulk can survive away from water for 1 hour per 2 points of Constitution.  After that they begin suffering non-lethal damage as though from thirst each hour.
+8 racial bonus on Swim checks
+2 racial bonus on Jump checks
Natural Weapons: Slam (1d6)
Racial hit dice: 2d8
Level adjustment: +1
[/spoiler]

[spoiler=CATFOLK]
Catfolk are a group of related humanoid feline species.  They are divided into a number of sub-species.  Leopardfolk are the most common, but other variants of great cats have also been seen, such as lionfolk, tigerfolk, cheetahfolk, and so on.  Catfolk are actually one of the elder races.
Lifespan: up to 80 years.
Physical Description: By sub-species
Magic: About 1 in 20,000 are mystics.  
Language: Feline
Religion: Animism specific to each tribe.
Lands: Catfolk are found primarily in Agria, Mahimata, Genna, Kalakti, and Sundaland.
D&D Mechanics: As Races of the Wild (92)[/spoiler]

[spoiler=CENTAURS]
Centaurs have the upper body of a humanoid and the lower body of a large horse.  Centaurs were created in -3591 CE to help Gaia fight against the invasion of demons during the Demon War.  They are powerful forces when provoked, but in modern times they tend to shun the company of others.
Centaurs fought fiercely during the Demon War, but have had less contact with most races since then.  They are usually friendly towards the sylvan races, including most fey other than elves (towards which they are usually distrustful but not hostile).
While they prefer to avoid combat, when they do fight they are fearsome with bows or in melee.
Lifespan: up to 200 years.
Physical Description: 7 feet tall, average 2100 lbs.  The upper body of a centaur is resembles a large, powerfully built elf, while the lower body is covered in the hair of a horse.  They typically wear their hair long and wild.
Magic: Some centaurs can use magic, but very few ever receive training.
Language: Sylvan
Religion: By region
Lands: Centaurs are found in Momur and Xionga, and to a lesser extent in Ersony.
D&D Mechanics: As Races of the Wild (95)[/spoiler]

[spoiler=DWARVES]
Dwarves live in, and under, the mountains.  They are one of the oldest races.  They delve deep into the world, mining gems and precious metals, and carving out grand halls and massive underground cities.  The dwarven world and lifestyle is thus, somewhat alien to most other races.
Dwarves are naturally tough, and they have been cultured hardened by years of battle.  Many dwarves mine through massive underground networks of caves.  Dwarves wage an almost continual war against the other races of the deep, as well as threats from the surface.  They are hostile towards goblinoids, orcs, most giants, dark ones, and many other races given to evil acts.  Dwarves are not fond of fey; though they once taught the elves metallurgy and battle strategy during the rebellion against the Encaran Empire, the dwarves grew disgusted when the elves turned their war of liberation into one of genocide.  The rift widened when the dwarves claimed the elven abuse of magic finally resulted in the Demon War.  Most of their contact with humans is through trade, in which they are always fair and honorable.
Dwarven technology, particularly metallurgy, is more advanced than that of most human cultures.  They are known for fine craftsmanship, and dwarven arms and armor are much desired by many warriors.  They mine mithril, adamantine, and other rare metals from deep within Kishar, and sometimes make weapons and armor from these metals.
Lifespan: up to 400 years
Physical Description: 4 to 4Ã,½ feet tall, average 165 lbs (males).
Magic: Dwarves cannot use magic and are very distrustful of it.
Religion: The Holy Quadrate.  Dwarves follow their own pantheon (not an individual deity) which consists of four deities: Nordri, Sudri, Austri, and Vestri.  Most dwarves respect this pantheon; over three quarters of dwarves worship these deities (others follow no deity).
Language: Dwarven
Lands: The dwarven homeland is originally Nioavellir, though Khazan is also now even larger.  Some dwarves live in a few other regions as well.
D&D Mechanics: As PHB[/spoiler]

[spoiler=ENCARANS]
Though now mostly forgotten, encarans were the first race.  They once ruled a vast empire, but were eventually overthrown, largely by the elves.  The elves hunted them to the brink of extinction (stopping only when they believed they had eradicated the race).  During this genocide, some encarans were spared by the dwarves that disapproved of such things.  These dwarves helped the encarans hide until the fey believed that the encaran race had all fallen.
Encarans have hidden their continued existence and true nature for long years.  They have a hidden city called Anactheus; this is their only true land in modern times.  A few encarans have taken to wandering Kishar, passing themselves off for humans.
Encarans possess exceptional control over their minds and bodies, allowing them to perform seemingly impossible feats.  They are extraordinarily powerful, famed for being stronger, faster, and smarter than any other race.  
Lifespan: Immortal.  Encarans do not die of natural causes.  They are now a barren race, however; no more encarans have been born in the last 10,000 years.
Physical Description: Encarans are physically identical to humans, except for their golden eyes.  They are always in pique condition â,¬' pinnacles of fitness and beauty.  They are static, unchanging, and unblemished â,¬' no encarans ever become old, ill, overweight, or disabled.  They appear to be in their late 20s.
Magic: Encarans are unable to use any form of magic.
Language: Encaran
Religion: Atheist
Lands: The only remaining encaran land is the hidden city of Anactheus.
D&D Mechanics: Encarans are poorly suited as PCs except in high-level play.
Medium Humanoid (Encaran)
+6 Str, +8 Dex, +2 Con, +6 Int, +2 Wis, +4 Cha
Speed: 90 feet (+12 bonus on Jump checks)
Low-light vision
Immortality (Ex): Immune to aging and disease, magical or otherwise.  They do not age past their prime (reached at about 35).
Quickness (Ex): Encarans are preternaturally quick â,¬' they receive two roundsâ,¬,,¢ actions each round.  Thus they could take two full attack actions and two 5-foot steps, two double moves, a full attack and a double move, and so on.  They can suppress this ability as a free action in order to appear as normal humans (and resume it any time).  While moving at these speeds an encaranâ,¬,,¢s form becomes blurred to a normal observer, granting an effect identical to the blur spell.  An encaranâ,¬,,¢s speed grants him a +2 bonus on Initiative checks, a +2 dodge bonus to AC, +2 bonus on Reflex saves, and a +2 bonus on Attack Rolls.  Encarans cannot have their speed altered (increased nor slowed).
Ambidexterity (Ex): Encarans are naturally ambidextrous â,¬' they can use either hand with equal skill.  An encaran fighting with two weapons reduces the penalty to attack rolls by 2.
Fast Healing 1
Force Grasp (Su): Despite their inability to use magic, encarans can interact directly with force effects as though they were physical objects.  Thus an encaran with the Deflect Arrows feat can use it to deflect force attacks, and an encaran can punch through a wall of force, and physically interact with most other force effects like they would with any similar physical object.
Mind-Body Control (Ex): An encaran can consciously control any of the functions of his body at will, including heart rate, allowing him too effectively mimic death.  An encaran can shift his center of gravity allowing him to walk on walls or other vertical surfaces (but not on ceilings) as though it were on the ground.  Their resilient bodies and well-developed minds grant them a +4 racial bonus on Fort and Will saves.
+4 racial bonus to Knowledge (history) and Knowledge (lore) checks due to their long lives and excellent educations.
Endurance (Ex): Encarans have extreme endurance.  They receive Endurance as a bonus feat.  In addition, when an encaran can run for a number of hours equal to their Con score (rather than a number of rounds), before having to make a check.
Level Adjustment: +5[/spoiler]

[spoiler=THE FEY]
The fey are an ancient people of magic, mystery, and majesty.  They are not one race, but many related mystical races.  The most prevalent and powerful are the elves.  Through their mastery of magic, the elves once created a great and mighty empire, after the fall of the Encaran Empire.  Their empire too fell, however, when Kishar was invaded by demons attracted by their magic.  The fey are rarely suitable as playable races, but the following section will list mechanics for a few of the most practical.  Your DM should provide additional information on the specific culture of the fey you select.
Lifespan: Immortal.  Fey do not die of natural causes.  Most fey are now barren, however.
Physical Description: Varies based on specific race.
Magic: Magic is innate to fey.  All fey can use magic, though the greatest and most versatile casters are probably the elves.  Unlike humanoid races, fey do not lose themselves in the ways of magic.
Language: Sylvan.  Some fey have their own dialects, such as elven.
Religion: Usually atheist, though many are Children of Gaia.
Lands: The elves created a new world for the fey called Tir Nan Og.  Tir Nan Og is connected to Kishar, and sometimes the fey do travel back to interact with the world.  Some fey still live on Kishar, as well, but they are rarely congregated in large numbers.  Momur is the most populace exception.
D&D Mechanics: All fey receive the following special qualities:
Low-light vision
Immortality (Ex): Immune to aging and disease, magical or otherwise.  They do not age past their prime (reached at about 35).
Bonus feats: Mystic Blood, Improved Magic Rating.
+2 racial bonus on saving throws against Mind spells.
+2 racial bonus on Knowledge (arcana) checks from an intuitive understanding of magic.

ELF
Elves stand 4Ã,½ to 5Ã,½ feet tall, weighing 90 to 135 lbs.  Elves are graceful and lithe, but frail.  They have very fair skin, but can have light or dark hair, blond being the most common.  Their eyes are always a deep blue or green.  They have no facial or body hair.  Elves possess fine features and a haunting beauty and grace â,¬' all elves are strikingly beautiful, never aging, never growing overweight.
Medium Fey
-2 Str, +2 Dex, -2 Con, +2 Int, +4 Wis, +2 Cha
Speed: 30â,¬,,¢
Damage reduction 5/cold iron
+2 racial bonus on Spot, Listen, and Search checks
Bonus feats: Illusion Talent, Extra Mana
Level Adjustment: +3

GNOME
Gnomes are small bearded fey tied to the earth.  They possess great earth-magic.  They stand 3 to 3Ã,½ feet tall, averaging 40-45 lbs.
Small Fey
-2 Str, +2 Dex, +2 Int, +2 Wis, +2 Cha
Speed: 20â,¬,,¢ (-6 penalty on Jump checks)
Damage reduction 5/cold iron
Earth Mastery (Su): +1 bonus on attack rolls if both you and the target are touching the ground
+2 racial bonus on Listen checks
+2 racial bonus on Craft checks
Bonus feats: Earth Talent
Level Adjustment: +2

SATYR
Satyrs (fauns) are horned fey with goat legs.  They have short tails.  They rarely wear clothing.  Mechanics are described in the Monster Manual (219).

SELKIE
Selkies are fey that appear human on land and as seals in the sea.  Like many fey, selkies commonly serve the Goddess.    Selkies are often deeply curious about land dwellers.  They have often been known to take human lovers and even to marry.  Yet, longing to return to the sea always draws them to abandon the partner, tingeing such relationships with sorrow.  They are native to the waters, typically found on small islands in western Midgard.  They call Momur and Avalon home, as well.
Medium Fey
-2 Str, Dex+2, Int +2, +2 Cha
Speed: 30â,¬,,¢, Swim 90â,¬,,¢
+5 natural armor bonus (seal form only)
Damage reduction 5/cold iron
Alternate Form (Su): A selkie has only limited control over its shapeshifting.  When in the ocean, it is in seal form; when on land, it is in humanoid form.  Only at the in-between places â,¬' shallow waters at the coast, a narrow strip of beach â,¬' can a selkie choose which form to use.  Changing form is a free action.  Equipment a selkie in humanoid form is wearing or carrying transforms to become part of its seal form (as with polymorph), and magic items cease functioning while it remains in this form.
+8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always take 10 on Swim checks, even if distracted or endangered.
Level Adjustment: +3

SVARTALFAR
Once, long ago, the svartalfar, called the shadow fey, were elves.  As the power of the fey waned, they were unable to accept to growing power of humanoids.  They turned to the darkest of magicks to gain the power to retain control of Kishar.  But their plan failed, and though they gained powers, they paid a terrible price to the shadowy entity they contacted.  They are now tied to the Shadow World, and it forever tugs at their souls, trying to devour them in darkness.  Even other fey fear the shadow fey now, telling stories of them to scare the unwary from striving for too much power.
The svartalfar are now native to the Shadow World, but they can also be found wandering Kishar, particularly in the Land of Shadows.  They have picked up much from eastern cultures such as that found in Kirahr, Terza, and in Khaltesh.  Sometimes they have visited the western lands of Midgard, where druids might call them trow.  They often favor the Chain fighting style.
The svartalfar are presented in the Fiend Folio as shadar-kai, though some alterations have been made.
Medium Fey (Extraplanar)
Dex +6, Cha -2
Speed: 30â,¬,,¢
Shadow Curse (Su): The Shadow World exerts a powerful pull on the shadow fey.  Any time the shadow fey is stunned, dazed, staggered, or unconscious (other than from natural sleep), he must make a Will save DC 15 or lose a portion of his soul to the Shadow World.  This immediately pulls his body to the Shadow World and inflicts 1d4 points of Charisma drain.
Damage reduction 5/cold iron
Hide in Plain Sight (Ex): The svartalfar can hide even while under being observed, provided they are not in direct light.
Improved Low-light vision (Ex): Functions twice as far as normal low-light vision
Darkvision 60â,¬,,¢
+10 racial bonus on Hide checks except in broad daylight
Automatic fighting style: Chain (proficient with the chain, spiked chain, flails, kusari-gama, kawanaga, kau sin ke, nunchaku, three-section staff, whip, and whip dagger)
Sneak attack +1d6
Level Adjustment: +3

SPRIGGAN
Spriggans are size-changing fey most common in the Celtic Isles.  They are normally small, ugly-looking people, similar in appearance to gnomes, but much fouler looking.  They have sickly yellow skin with large flashy hair.  They dress much like the people of Elspeth, including adopting hairstyles.
Small Fey
-2 Str, +4 Dex
Speed: 20â,¬,,¢ (-6 penalty on Jump checks)
Damage reduction 5/cold iron
Sneak Attack +1d6
Size Change (Su): At will, similar to enlarge.  They become Large size gaining +8 Str, -4 Dex, +6 Con, and the normal penalties and benefits associated with their new size category.  Their gear sizes with them.  Their speed increases to 30â,¬,,¢.  They cannot sneak attack in this form.
+4 racial bonus on Climb and Move Silently checks.
Level Adjustment: +3[/spoiler]

[spoiler=GIANTS]
There are many species of giant on Kishar.  They are collectively considered one of the races.  Giants arose during the Demon War when the power of the Star flared.
Lifespan: Varies by species, but usually in the 300-600 year range.
Physical Description: Varies based on sub-species, but usually between 10 and 30 feet tall.
Magic: Certain races of giant may possess some mystics.
Language: Giant.
Religion: Varies by tribe.
Lands: Giants are spread throughout Kishar, but they have two lands that are primarily their own: Jotunheim, land of Frost Giants, and Muspelheim, land of Fire Giants.
D&D Mechanics: As Monster Manual (not generally suitable as PCs), and goliaths in Races of Stone.[/spoiler]

[spoiler=GNOLLS]
Gnolls are hyena-headed canine-like humanoids.  They are capricious and often cruel, but not evil.  They are chaotic opportunists, trusted by few others.  Though they once served the encarans loyally, they were all too quick to turn on them at the first sign of weakness.
Gnolls are highly nomadic.  They typically only have contact with other races for trade, or more often, raids.  They are trusted by virtually no one.  They have fought the occasional war with the Empire and its predecessors, but seem to have to a mutual understanding in recent centuries.  Gnolls share a particular animosity with catfolk.
Lifespan: up to 60 years.
Physical Description: 7Ã,½ feet tall, average 300 lbs.  Gnolls are humanoids with the heads hyenas; they have gray skin and dirty-yellow or reddish-brown fur.
Magic: Mystics are extremely rare among gnolls.
Language: Gnoll
Religion: Gnoll Animism
Lands: In modern times they are primarily confined to Bregia, the land they call the Plans of Ygrak.  Once they roamed much of Kishar, but following the fall of the Encaran Empire they were scorned by many other races.
D&D Mechanics: As Races of the Wild (99)[/spoiler]

[spoiler=GOBLINS]
Goblins are despised by most of the other races; indeed most would like to believe goblins are not a true race at all, but another abomination of the demons.  Goblins were created during the Demon War, when the power of the Star flared.  Some have speculated it was the presence of such great evil that caused the creation of what is largely considered a despicable race.
Goblins are cruel and often wicked.  They are disliked by every other true race, and most other races, as well.  They have often joined the Orcish Horde in its rampages.    
Goblins reproduce rapidly and their numbers are much greater than most of the non-human races already.
Lifespan: up to 110 years (but rarely past 30).
Physical Description: 3 to 3Ã,½ feet tall, average 40-45 lbs.  Goblins have flat faces, pointed ears, and wide mouths with small fangs.  Their arms hang almost down to their knees.  They typically have red or yellow, dull eyes.  Their skin is usually somewhere between yellow and green.  Typically they wear drab leather.
Magic: About 1 in 2000 goblins has mystic blood, but training is rare.
Language: Goblin
Religion: Most followers of the Cult of the Shadow.
Lands: Many goblins now live in the Land of Shadows, serving the Shadow, fighting constantly against the dwarves of Khazan and the monks of Kirahr.  Others live underground, coming into frequent conflict with dwarves.  Some goblins (and goblinoid species) are spread throughout Kishar.
D&D Mechanics: As Monster Manual[/spoiler]

[spoiler=INSECTOIDS]
Insectoids are a race of insect-folk, sometimes known as â,¬Å"mantis warriors.â,¬Â  They have strong minds and powerful bodies, but can sometimes have a hard time relating to other races.
Lifespan: up to 30 years.  They are adults at age 6, and old by age 16.
Physical Description: Males stand 6 foot on average, weighing about 200 lbs.  An insectoid resembles a bipedal preying mantis.  Its bodyâ,¬,,¢s exoskeleton is sandy yellow in color.  Of the bodyâ,¬,,¢s six limbs, the lower two are used for walking, and the upper four end in four-fingered, claw-like hands.  Insectoids have large, dangerous mandibles and compound eyes.  Two small antennae sprout from the tops of their heads.  They wear little clothing beyond simple harnesses for carrying weapons and equipment.
Magic: Insectoids cannot use magic.  They do, however, have access to some psionic powers.
Language: Insectoid
Religion: Usually atheist, though some follow local religions.
Lands: Found primarily in Agria, especially Simbel and Kush.
D&D Mechanics: As Thri-Kreen presented in Expanded Psionics Handbook[/spoiler]

[spoiler=KOBOLDS]
Kobolds are small reptilian humanoids.  Despite their reptilian nature, they are not a subspecies of lizardfolk, but their own unique race.  They are small and quick.  Though they are often looked down upon by other races for their weak appearance, they are typically noble creatures at heart.
While common people at large might look down on them, kobolds are fairly accepted amongst the Empire.  Some kobolds have even come to serve in the imperial military.  Kobolds generally prefer to avoid war, but they are usually hostile towards goblins and orcs.  
Lifespan: up to 90 years.
Physical Description: 2 to 2Ã,½ feet tall, average 20-25 lbs.  Kobolds have scaly hides, rat-like tails, and dog-like heads with two small horns.
Magic: Mystics are extremely rare in kobolds.
Language: Draconic
Religion: Most kobolds follow Alberich, the kobold deity.  Those that have joined the Empire followed the Eclesian Church.
Lands: Kobolds can be found in tribes scattered throughout Midgard, but are most common in Elmet.  They typically prefer life in temperate or cool forests, though they have adapted to other areas, as well, including some sub arctic forests and even jungles.
D&D Mechanics: As Races of the Dragon (39), except with only a -2 Strength penalty instead of -4, and no light sensitivity.  They also receive a +1 racial bonus on all saving throws.[/spoiler]

[spoiler=LIZARDFOLK]
Lizardfolk is a broad category that covers several races with the Reptilian subtype.  Lizardfolk are usually native to tropics, but some persevere in the subtropical lands.  Sometimes different sub species live together and even interbreed, though separate communities are most common.
Lizardfolk often have little dealings with other races, as their lands are often inhospitable to many other races.  When contact involves others trespassing in their lands, it often devolves into conflict.  During the elvesâ,¬,,¢ rebellion against the encarans, many lizardfolk remained loyal to the encarans.  The Empire fell, regardless, and when the elven wars of conquest began, many lizardfolk were enslaved by the elves, often used as troops to further their wars.  They have been left with little lingering love for the fey.  In modern times, they have fewer dealings with other races.  Lizardfolk often venerate dragons, and some dragons have been known to keep lizardfolk servants.
Lifespan: up to 50 years
Physical Description: Varies by sub-species.  Lizardfolk rarely wear clothing or armor.
Magic: Lizardfolk can learn magic about as often as humans, and shamans are well-respected by tribes.  However, those lizardfolk that have adapted to life in the Empire have accepted the Eclesian Church and thus shun magic.
Language: Draconic
Religion: Lizardfolk Pantheon, or by region.
Lands: Lizardfolk are found in many lands, in particular the Lizard Isles, Agria, and Mahimata.

CHAMELEONFOLK
Chameleonfolk can change colors like their namesake, matching their environment.  They are thin, agile, and sleek-skinned.  They are the race of lizardfolk most commonly integrated in human society.
Medium Humanoid (Reptilian)
-2 Str, +2 Dex
Speed: 30â,¬,,¢
+1 natural armor
Low-light vision
Chameleon (Ex): As a full round action, a chameleonfolk can shift the hue of its scales to blend with its environment.  Assuming the chameleonfolk is not wearing clothing or armor, this allows it to hide in any sort of terrain, and grants a +10 circumstance bonus on Hide checks while it is not moving.
+4 racial bonus on Climb and Balance checks.

GATORFOLK
Gatorfolk as they are sometimes called, are much like crocodile people.  They tend to be foul tempered, strong, and tough.  They prefer warm water habitats, such as swamps and jungles.  They have powerful builds, large tails, and toothy maws.
Medium Humanoid (Reptilian)
+2 Str, +2 Con, -2 Int
Speed: 30â,¬,,¢, Swim 20â,¬,,¢
+4 natural armor
Low-light vision
Hold Breath (Ex): A gatorfolk can hold its breath for a number of rounds equal to four times its Con score before it risks drowning.
Natural Attack: Bite 1d4
+4 racial bonus on Balance checks
+8 racial bonus on Swim checks to take special actions
Level Adjustment: +1

GECKOFOLK
Geckofolk resemble geckos and have a geckoâ,¬,,¢s excellent climbing ability.  They are smaller and sleeker than most other breeds, generally only about 4â,¬,,¢ tall.
Small Humanoid (Reptilian)
-2 Str, +4 Dex, -2 Con
Speed: 30â,¬,,¢, Climb 30â,¬,,¢
+1 natural armor
Low-light vision
+8 racial bonus on Balance and Climb checks.  They can take 10 on Climb checks even if rushed or threatened.

HORNED LIZARDFOLK
Horned lizardfolk are native to deserts.  They tend to have yellow-brown skin, with many horns and often spiked tails.
Medium Humanoid (Reptilian)
+2 Dex, +2 Wis
Speed: 40â,¬,,¢, Burrow 20â,¬,,¢
+2 natural armor
Low-light vision
Natural Attack: Bite 1d3
+4 racial bonus on Balance checks
Level Adjustment: +2

VANARFOLK
Vanarfolk are monitor lizardfolk, though they share some traits with alligators.  They are the largest, most powerful lizardfolk.  Their scales range from brown, to green, to almost black.
Large Humanoid (Reptilian)
+8 Str, +4 Con, -2 Int, -4 Cha
+7 natural armor
Low-light vision
Hold Breath (Ex): A gatorfolk can hold its breath for a number of rounds equal to four times its Con score before it risks drowning.
+4 racial bonus to Balance and Swim checks
Level Adjustment: +4[/spoiler]

[spoiler=LUPINES]
Lupines are humanoid wolf-folk.  Many believe that gnolls are actually a sub-species of lupine.  Lupines are powerfully built, fierce hunters, and very communal.  They run in close-nit packs and are extremely loyal to their friends.  Most people fear them, as they fear wolves, and this has led to some hostility between lupines and humans in certain regions.
Lifespan: up to 50 years.
Physical Description: 6 to 7 feet tall, average 300 lbs.  Some are significantly larger.  They walk upright but with reversed knees like the back legs of wolves.  Fur coloring varies greatly.  They have wolf-like heads and long bushy tails.
Magic: Mystics are extremely rare among lupines..
Language: Lupine
Religion: Most worship the moon goddess, Luna.
Lands: Lupines are found in northern Midgard and most of Norumbega.
D&D Mechanics: As gnoll presented in Races of the Wild (99)[/spoiler]

[spoiler=MINOTAURS]
Minotaurs are powerfully built humanoid bulls.  They are greatly feared by humans who hold superstitions about the race, some even claiming they eat people.  Minotaurs sometimes interact with giants, though their relations are tenuous at best.
Lifespan: up to 150 years.
Physical Description: 7 feet tall, average 700 lbs (full grown).  Minotaurs look like incredibly tall, powerfully muscled humans, covered in shaggy fur, with the head of a bull.  The have dark eyes that vaguely gleam.
Magic: Mystics are almost unheard of amongst minotaurs.
Language: Giant
Religion: By region
Lands: Minotaurs are found in Terraust, though some are spread through Ersony, the Midgard Sea, and a few other pockets.
D&D Mechanics: As Monster Manual[/spoiler]

[spoiler=NEZUMI]
Nezumi are humanoid rats, sometimes referred to as â,¬Å"ratlings.â,¬Â  Nezumi are scavengers and survivalists, extremely pragmatic.
Lifespan: up to 80 years
Physical Description: average 5Ã,½ feet, 155 lbs.  Nezumi look like nothing so much as humanoid rats.  They stand upright and have long snouts, pink ears, and pronounced incisors, like ordinary rodents.  Their bodies are covered in rough fur, ranging in shade from white through gray and brown to black, sometimes solid and sometimes patterned.  Nezumi have five-fingered hands, opposable thumbs, and sharp claws.  Their long tails are mostly hairless and have the same pink coloration as their ears and palms.  Their legs are bent like those of rats and have only three toes.  Nezumi often wear necklaces made of bone or tooth.
Magic: About 1 in 2000 nezumi are mystics.  Shamans are generally both respected and feared among their people.
Language: Nezumi.  Nezumi tend to punctuate even other languages with clicks and squeaks and a peculiar stuttering repetition.
Religion: Most follow the Cult of the Shadow.  Outside the Land of Shadows, they generally are atheists or follow local customs.
Lands: Nezumi are found primarily in the Land of Shadows.  They are also found in Terza and Guiyu.
D&D Mechanics: As Oriental Adventures[/spoiler]

[spoiler=SAHAGIN]
Sahagin, or Oannes, are fish-people found beneath the seas.  Some are extremely aggressive towards people, while others prefer to avoid contact with surface dwellers.  Most surface folk donâ,¬,,¢t even know they exist, though those nations especially reliant on the sea tend to have tales.
Lifespan: up to 90 years.
Physical Description: 6 feet tall, average 200 lbs.  Sahagin resemble man-fish or sharks, with toothy maws, long tails, and webbed feet and hands ending in claws.  They are covered in scales, usually green or blue-green.
Magic: Magic is rare among sahagin, but some have mastered the art.
Language: Sahagin
Religion: Sahagin are drastically split religiously and fight many religious wars amongst their people.  The most common deities are Varuna and Dagon.
Lands: Sahagin are spread throughout the oceans of Kishar.  They have a great undersea city called Tirfo Thuinn.  Often they war with merfolk for control of prime locations.
D&D Mechanics: As sahuagin in Monster Manual[/spoiler]

[spoiler=URSIANS]
Ursians are bipedal bear-folk.  They are tall and powerfully built, evoking fear in other races.  They come in several varieties, much like bears themselves.
Lifespan: up to 70 years.
Physical Description: Typically males are about 10 foot tall when standing on their hind legs, weighing over 2000 lbs.  Ursians look like humanoid bears â,¬' hulking brutes covered in fur.  Brown, black, or white are the most common colors, as appropriate to their environment.
Magic: About 1 in 20,000 ursians are mystics.
Language: Ursian
Religion: Ursian Faith
Lands: Ursians are found in northern Midgard and throughout Norumbega, especially in Shola.

BLACK URSIAN
Black ursians are smaller than their other cousins.  They are commonly found in Saguenay.
Medium Humanoid (Ursian)
+4 Str, +4 Con, -2 Int, +2 Wis, -2 Cha
Speed 30â,¬,,¢
Natural armor: +1
Natural Attacks: 2 claws (1d4) and bite (1d6)
Low-light vision
Scent
+4 bonus on Swim checks
Racial hit dice: 2d8
Level adjustment: +1

BROWN URSIAN
Brown ursians are large, tough, and often foul-tempered.  They can be great allies or terrible enemies.
Large Humanoid (Ursian)
+10 Str, +6 Con, -2 Int, +2 Wis, -2 Cha
Speed 40â,¬,,¢
Natural armor: +2
Natural Attacks: 2 claws (1d6) and bite (1d8)
Low-light vision
Scent
+4 bonus on Swim checks
Racial hit dice: 4d8
Bonus feat: Cold Endurance (Frostburn)
Level adjustment: +3

POLAR URSIAN
Polar ursians are native to arctic lands.  They have white fur like polar bears.  They are often more advanced than other ursians, some crafting heavy armor.
Large Humanoid (Ursian)
+12 Str, +8 Con, -2 Int, +2 Wis, -2 Cha
Speed 40â,¬,,¢, swim 30â,¬,,¢
Natural armor: +2
Natural Attacks: 2 claws (1d6) and bite (1d8)
Low-light vision
Scent
+8 bonus on Swim checks
Resistance to cold 5
Snowwalking (Ex): Polar ursians ignore movement penalties associated with snow on the ground.  They receive a +4 bonus on Balance checks to walk on ice or snow.
Racial hit dice: 4d8
Level adjustment: +4[/spoiler]

[spoiler=VANARA]
Vanaras are a race of monkey-like humanoids, possessing brave hearts and inquisitive minds.  Vanaras are often viewed with amusement or even exasperation by members of other races, who find their personalities childish and irritating.  They are curious in the extreme, frequently badgering people with questions (sometimes very personal questions), picking small items up to examine them, opening doors to see where they lead, and generally exploring places where the human sense of propriety and order would demand they not go.  They also tend to be bluntly honest, never couching a negative opinion in gentle terms or hiding their true feelings about anything.  At the same time, they are incredibly loyal, quite brave when the situation requires it, and genuinely kind.
Vanaras are found of humans, admiring them and respecting their power while laughing quietly at their conservative stodginess.  They loathe evil, however, and their opinion of an entire race can be soured by their experience with one wicked individual.
Lifespan: up to 80 years
Physical Description: 4 Ã,½ to 5 Ã,½ feet tall, weighing 90 to 140 lbs.  Their bodies are covered with light fur, ranging from white through light blue to brown and black.  Their faces are distinctly monkey-like, with protruding muzzles, furred checks, and wide, lipless mouths.  They have long, semi-prehensile tails, long fingers and toes, and large ears, but their arms, legs, and torsos are proportioned like those of humans.
Magic: The gift of magic is almost as rare in vanara as it is in humans.  Those with the blood are often found early and trained to be tribal shamans.
Language: Vanaran
Religion: By region, though atheism is not uncommon.
Lands: Vanara are native to Kirahr, which may be their original home.  They can also be found on Terza, Guiyu, Taprobana and other islands near Kirahr.
D&D Mechanics: As Oriental Adventures[/spoiler]
Title: The World of Kishar
Post by: Matt Larkin (author) on July 30, 2006, 05:19:59 PM
History
[note]This is the write-up of history I include in my setting handout for players.  As such, it is not incredibly complete, or acurate (though more than most PCs know anyway), partly because the setting is about discovery.  Characters discover ancient mysteries, and discover things they think they knew are not what they appeared.
For more detailed history, see Esras's Chronicles (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?12012).[/note]
Few remember the past.  Even among those that study such tings, separating illusion from reality is a tricky business.  Only a small number of people in the world know what follows.

Prehistory and The Encaran Age
According to the ancient myths, life began with the Star.  The Star created plants, and creatures of the sea, the mighty dragons, and finally the races of Kishar.  First among them, were the encarans.  Through superior intelligent and physical capabilities, the encarans carved out an empire that would endure for millennia.  In those times, almost all of Kishar was ruled by the mighty Encaran Empire.  Its advancement remains unsurpassed to this day.
After the encarans, the fey arose.  Magical beings, they seemed closer to the natural world than other races.  Like the encarans, they were immortal.  Other races, dwarves, gnolls, humans, and so forth, so began to arise, as well.  All were united in the Encaran Empire.  But the encarans themselves were the rulers â,¬' others were second-class citizens.
As the encarans became concerned with the magical powers and experiments of the fey, especially the elves, they began to prohibit such powers.  Outraged, the elves rebelled.  Enlisting all others races in their quest for freedom, even the mighty dragons who feared the encarans, they brought the Encaran Empire to its knees.  The fatal blow was struck when elven magic destroyed the Encaran capital on Atlantis.

The Elven Age
Not satisfied, the elves decided the encarans might rise again, so they hunted them down, beginning a war of genocide which ended only when the elves believed they had eradicated the encaran race.  Aghast at the horror of the elven wrath, other races backed away from them, including the dwarves.  Thus began a schism between those two races that persists to this day.  Unbeknownst to the elves, the dwarves hid some of the last encaran survivors, disdaining the idea of genocide even if they had wanted their freedom.
And so, with the encarans all but gone, there were none left with the power of the elves.  The elves then created their own empire, one stretching across much of Kishar, if not as far as the Encaran Empire had.  Forged by the power of magic, the Elven Empire slowly united one land after another under its rule.  In their glory and arrogance, the elven queen, Aibell, decided that they should soar amongst the clouds like gods, and they began a project to allow the center of their empire, Lemuria, to become a floating continent.

The Demon Age
Lemuria was lifted into the sky, but the power used for it was so great that cosmic beings from outside Kishar were attracted.  Draining Lemuriaâ,¬,,¢s power for their own uses, these beings ripped a whole in the fabric of reality, entering Kishar.  Without power, Lemuria crashed into the sea.  Those on it died, and those in lands for thousands of miles around it were wiped out in tidal waves.
But the horrors did not end with the fall of Lemuria, for the demons that had created the tragedy were now not only aware of the world of Kishar, but many were present on it.  Thus began the Demon War.  For four thousand years the armies of darkness walked across the world as the remnants of civilization struggled to hold back their tides.  The elves tried to lead the fight, but their magic backfired as more and more demons heeded its call.  The Elven Empire was forever broken.
Using the power of the Star, the dark lords warped existing races into terrible monsters.  Giants became trolls, humans were warped into orcs, and goblins were twisted into many vile sub-races.
Desperately, men tried to contain the demons.  Though demons could not be killed, they could be banished or trapped.  Through cunning, heroic sacrifice, and risky magic, many demons were removed.  Other powerful cosmic beings also interfered, some aiding the beleaguered people of Kishar, but most simply pursuing their own ends.
Though different religions relate the final tale differently, according to the Eclesian Church, the Dark Age (as they call the Demon War) ended when their God came to Kishar and pitied mankind.  He fought with the lord of evil, Ahriman, and slew him.  But he was betrayed by his general, Mithra, who destroyed Godâ,¬,,¢s body, as well.  Godâ,¬,,¢s spirit lives on, however, watching over his faithful.  His loyal followed, Eclesian, formed the Eclesian Church.

The Age of Man
With the demons mostly gone, civilization struggled to recover.  With the fall of the fey from power, slowly humankind became the dominant race.  Eclesian blamed the elves for the war, and the ever increasing ranks of his Church began a long history of antagonism towards the fey.
Various empires of man rose and fall.  The once-mighty Valadorian Empire collapsed, and gave rise the Eliscian Empire.  Both of these empires embraced the Eclesian faith.  As Elisciaâ,¬,,¢s power grew, most of Midgard fell under its sway.  Its expansion is finally beginning to cease, however.  Though it has endured for over 1500 years, the Eliscian Empire starts to falter, as all empires do.
As most of the world descends to war and existing governments collapse, chaos threatens to consume Kishar.

[spoiler=Timeline]-994,889   The current iteration of Kishar begins.
-851,012   The star creates the first creatures of the sea.
-103,588   The Star creates dragons to be the protectors of the world
-18,293   The Star creates encarans
-16,422   The Star creates the fey
-15,401   The Star creates dwarves
-15,384   The Star creates lizardfolk
-15,171   The Star creates catfolk
-15,117   The Star creates lupines
-15,034   The Star creates gnolls
-14,968   The Star creates humans
-14,470   The Encaran Empire is founded
-11,291   The Star creates anurans
-10,776   The Star creates sahagin
-9014   The Star creates nezumi
-8703   Magic draws Jalamdhara to attack Kishar
-8697   The encarans pass laws forbidding magic
-8690   When their laws are cast aide, the encarans begin executing those caught casting magic and burning their books
-8490   The elves rebel against the Encaran Empire
-8489   The elves draw support from many other races, including humanity and dragons.
-8480   Elven magic sinks Atlantis, drowning the capital.
-8478   The Encaran Empire falls.  Elven wars of genocide against the encarans begin.  Elven Age Begins.
-8462   The Star creates kobolds
-8004   Believing they have eradicated the last of encarans, the elves turn to restoring order to Kishar.  This eventually leads the elven wars of conquest and the formation of the Elven Empire.
-6604   The dwarven resistance breaks and dwarves retreat beneath Kishar while elves rule most of the surface
-6576   The Star creates minotaurs
-6473   Work begins on the Great Machine to lift Lemuria into the sky.
-6469   Lemuria is lifted into the sky but crashes back down.  Demon War begins (Elven Age ends)
-6460   The Star creates giants
-6247   The Star creates goblins
-5870   The demon lords learn to warp the powers of the Star to transform normal races into monsters.  Orcs, hobgoblins, trolls, and more are created.
-4161   The Star creates ursians
-3591   The Star creates centaurs
-2590   The Star creates the vanara
-2472   Demon War ends (End of Demon Age).  Rise of Eclesian Church.  The Church blames the elves, who are driven west.
-2458   The dragon, Lintahn, proclaims himself lord of the Kazak Sea.
-2133   Elves travel to what would later be called the Celtic Isles and find them inhabited by fomorians, led by Balor.
-2092   Lugh and his companions contain Balor within the ruins of an encaran temple.  They are later slain by an encaran warrior.
-2089   The elves defeat the fomorians, who were broken without their mighty leader
-1660   Somerville slays Lintahn
-1552   The Orcish Horde arises.  Eventually, many goblins join the Horde, drawn to its power
-1510   The warlord Valador is convinced by the Church he must wipe out the Horde on a mission from God
-1488   Valador founds the nation of Valador, having driven the Horde from those lands
-1384   Valadorian Empire formed (Valador III declares himself Emperor)
-1352   Firbolgs invade the Celtic Isles; the elves begin another war with giants
-1151   Celts flee the destruction of the Horde, or the loss of their way of life from the Valadorian Empire, arriving at the Celtic Isles (which they lend their names).  The elves begin a subtle manipulation of Celtic culture, creating the first druids.
-1061   The elves defeat the firbolg leader, Eochaid
-970   The Valadorian Empire defeats the last of the Orcish Horde
-872   The Valadorian Empire declares the use of arcane magic the work of the devil and the Holy Crusade begins
-760   The elves retreat from the Crusade, until their only land outside the Celtic Isles is Lyonesse
-715   King Paul allows the Holy Crusade into Lyonesse, giving them information on the elvesâ,¬,,¢ location
-711   The last of the elves retreat from Lyonesse to the Celtic Isles.
-664   The Holy Crusade reaches the Celtic Isles
-620   Under their last High King, Padarn, the Celtic tribes drive out the last of the crusaders.  They pursue them to the mainland.
-596   The Valadorian Empire begins to suffer serious internal conflicts
-591   The Valadorian Empire collapses into civil war
-557   The elves begin their plan to create their own world to escape the persecution of other races
-528   The elves create the world, Tir Nan Og.  The Coranians appear, suddenly, invading Tir Nan Og and the Celtic Isles.  Vritra awakens.
-505   Vritra is summoned to Scathac by Andhaka, who fails to control the demon dragon.  Vritra destroys Breasil and Scathac creating the Wasteland.
-497   The Celtic tribes sack Dalia.  End of Valadorian Empire.  Over the passing years, Celtic culture spreads, but is diluted in the process.
-408   Eliscia forms a Senate to govern the island (that had been in relative chaos since the fall Valador)
-368   Eliscia begins its expansion into neighboring lands
1   Beginning of Eliscian Imperial Calendar (Common Era).  The first Emperor arises.  The Emperor declares Eclesian Church the state religion.
5   The Empire adopts its modern expansionist policy, slowly conquering one land after another.
7   Tersh is absorbed into the Empire
56   The last of the Coranians are driven from the Celtic Isles, most hiding the Passage Between Worlds
82   The Empire conquers Valador, absorbing its once-mighty military
179   The Empire conquers Ersony
323   Unaware what lies beneath, the dwarves of Khazan awaken a demon lord that came to be called the Shadow
325   The nation of Serak-Maleen is destroyed by the Shadow, giving rise to the Land of Shadows
418   Shaldon invades the imperial province of Valador
497   The Empire drives the Shaldonese out of Valador
541   The Orcish Horde resurfaces.  The Empire abandons its expansion to fight the new threat.
727   The Star creates insectoids
820   The Orcish Horde is defeated and driven out of imperial territory.  Dwarves pursue them, destroying most of them (others escape into the Shadowlands).  The Empire spends a century rebuilding.
863   The last emperor of the Dragon Dynasty in Terza is assassinated, beginning the Civil War.
923   The Empire resumes its expansion
1020   The Empire conquers Shaldon
1042   Shaldon rebels against the Empire.  The Empire recalls troops from Nagryth to suppress the rebellion.
1053   The Empire reclaims Shaldon (they spend time placating the people)
1122   The Crane Dynasty in Terza is founded.
1167   The Empire conquers Nagryth
1241   The Crusade of 99 Samurai
1317   The Empire conquers Elmet
1395   The Empire conquers Lyonesse
1397   The Empire conquers Ket
1436   The Empire annexes the island of Myrt
1440   Fomorian War.  Gaedren ends war by killing fomorian king, Conann.
1470   The druid high council members mysteriously all die
1471   The Empire invades Alden
1480   Cathbad becomes the new High Druid.  The Empire conquers Wades
1490   Werewolf massacres in Kirahr and the Land of Shadows
1507   The Empire lands at Gaeland, gaining the loyalty of the Amon Clan
1509   Aviragus becomes the first High King of the Celts since Padarn
1510   The druids of the Celtic Isles are slaughtered by Corbin and his Mage Killers
1511   Gaedren drains of the Star of Life, but it is restored by Morgan.  The world is shaken by strange events and mutations.

[/spoiler]
Title: The World of Kishar
Post by: Matt Larkin (author) on July 30, 2006, 05:20:08 PM
World Map
Since the numbers are small, I link to a larger map off-site
(http://www.thecbg.org/e107_files/public/kishar.jpg) (http://members.cox.net/mattlarkin5/map.html)
[spoiler=Key]1. Shola
2. unnamed
3. Estotiland
4. Groclant
5. Drogeo
6. Bacalao
7. Saguenay
8. Frisland
9. Thule
10. The Celtic Isles
11. Momur
12. Nostir
13. Lyonesse
14. Elmet
15. Chonland
16. Bjarmaland
17. Jotunheim
18. Buyan
19. Arkaim
20. Nioavellir
21. Beringia
22. Myrt
23. Nagryth
24. Shaldon
25. Tersh
26. Ersony
27. Ket
28. Atlantis
29. Antillia
30. Gore
31. Valador
32. Eliscia
33. Nazca
34. Khazad
35. Shambala
36. The Land of Shadows
37. Gogur
38. Xionga
39. Ayutthaya
40. Terza
41. Teoti
42. Lizard Isles
43. Kerm
44. Bregia
45. Simbel
46. Antia
47. Ahlia
48. Kirahr
49. Taprobana
50. Guiyu
51. Camda
52. Zacoba
53. unnamed
54. Mantean Islands
55. Kush
56. Kongo
57. Soli
58. Kandam
59. Sundaland
60. Rapan
61. Bana
62. Kauhama
63. The Wasteland
64. Muiz
65. unnamed
66. Vilcaana
67. unnamed
68. unnamed
69. Awkar
70. Genna
71. unnamed
72. unnamed
73. Dougherty
74. Sanesian Islands
75. unnamed
76. unnamed
77. Shattered Gulf[/spoiler]

[ooc]A standard game would probably take place in Midgard (which is like Europe/western Asia), but I wanted to accomodate games of any culture so that mythologies could be used in the right places.  For the most part, you find creatures from Norse myth (like Ettins) in the appropriate place (Nostir), while Greek mythology is not found in Nostir but in Ersony.[/ooc]

Organizations
[spoiler=CULT OF DAGON]The Cult of Dagon is a group of insane cultists dedicated to awakening their terrible sea god, Dagon.  Willing to commit atrocities including human sacrifices to further their goal, they are a threat to civilization.  While few believe they can succeed, should they do so, they results would indeed be catastrophic.  The Cult is known to associate with sahagin servants of Dagon.  The Cultâ,¬,,¢s total lack of morality makes them very dangerous.
Resources: Moderate
Reach: Moderate (Kirahr, Terza, and surrounding islands)

Knowledge (religion, lore)
DC 20: Members of an insane cult are trying to awaken their sea god.  They perform terrible rituals to achieve their ends.  The cult seems to be based around Kirahr and nearby islands.
DC 25: The god is said to resemble a sahagin, and is served by these fish creatures.  They actively work to aid the cult.
DC 30: Many cult leaders are probably mystics.  Dagon is a terrible demon lord locked away during the Demon Age.[/spoiler]

[spoiler=ECLESIAN CHURCH]Founded by Eclesian, dedicated to what he claimed was the one true God, the Eclesian Church spread quickly.  It eventually gained power in the Valadorian Empire.  Its influence lingered after the fall of that empire, and it became the state religion in the Eliscian Empire.  Its missionaries spread its word through far lands, and it is well established within the lands that the Empire conquered.  The leader of the Church has always been the Archbishop, a position appointed by one Archbishop to the next when he grows too old.  The sign of the station is the sword called the Hand of God.  Some years ago, the Archbishop was mysteriously murdered, and the Church has remained somewhat in disarray since.
Resources: Very High
Reach: High (most of western Midgard, some of Agria)

Knowledge (religion, lore)
DC 5: The Eclesian Church is based in Eliscia and is the state religion of the Eliscian Empire.
DC 10: The Church declares the use of magic to be the work of the devil.  It tries to redeem magic-users, but those that refuse are often imprisoned or executed.
DC 15: The Church is led by the Archbishop.  The leader of the faith in a region is called a bishop.
DC 20: The Church not only wields tremendous political influence, but has many of its own soldiers, including the deadly Mage Killers.[/spoiler]

[spoiler=HOLY ORDER OF THE LIGHT]The Holy Order of the Light are a group of militant warriors fighting in the name the Church of Ormazd.  They believe in the eradication of non-believers and creatures of darkness.  Some compare them to Eclesian paladins.  They train as master warriors, learning advanced shamshir-fighting techniques.
Resources: Moderate
Reach: Low (mostly limited to Ahlia)

Knowledge (religion, lore)
DC 10: The Holy Order of the Light are knights of the Church of Ormazd that enforce that churchâ,¬,,¢s ethos.
DC 15: The knights are master warriors who are plenty willing to spill blood for their faith.  They favor the shamshir.[/spoiler]

[spoiler=MAGE KILLERS]The Mage Killers are an organization of elite hunters that work for the Eclesian Church.  They specialize in hunting down sorcerers, fey, dragons, and other magical creatures.  They are extremely good at what they do, and very feared even by common people, for they answer only to the Archbishop.  There has been some talk in the government of turning them on Evos next.  The Mage Killers were also responsible for the massacre of many druids in the Celtic Isles.
Resources: High
Reach: High (throughout the Eliscian Empire, though they range farther, as well)

Knowledge (religion, lore)
DC 15: The Eclesian Church maintains an organization that hunts down spellcasters, fey, and magical creatures.
DC 20: The Mage Killers are said to be protected from magic by their god.  They are extremely dangerous warriors that are not bound by normal law.[/spoiler]

[spoiler=ORDER OF THE HIDDEN PATH]The Order of the Hidden Path is a group of ascetic warriors of the Children of Gaia, dedicated to preserving the natural world.  They hunt unnatural creatures, protect the wilds, and try to remain in touch with the natural world.  They favor training with the most natural and basic of weapons: the quarterstaff.  Many members of the Order have become the undisputed masters of their chosen weapon, able to perform maneuvers others can only dream of and take on many foes.
Resources: Moderate
Reach: High (Midgard, Khaltesh, and islands in the Ishtarian Ocean)

Knowledge (religion, lore)
DC 20: The Order of the Hidden Path is a secretive group of ascetic warriors that live in the wilds.
DC 25: They believe Kishar is a living planet, the body of their Goddess.  They try to fight threats to the natural world.[/spoiler]

[spoiler=SEKARAN (SEA MEN)]The Sekaran are a culture of nomadic sailors that call no land home.  Their name comes from the sahagin tongue, meaning sea men.  They travel all around Okeanus, especially in the areas between Midgard and the Mantean Islands.  They bring trade and tales from far away lands, and thus are allowed in most ports, but viewed with suspicion.
The Sekaran have deeply tanned skin and usually dark eyes.  They favor large, exotic tattoos, and piercings and jewelry.  They are excellent swimmers and born to the sea, making them arguably the finest sailors in the world.  Few are religious, though most are superstitious.  Many pay homage to a sea god (sometimes Varuna, Dagon, Mama Cocha, or some other deity) out of fear, or follow the local spirits of whatever island they may be on.
The Sekaran have had long relations with the sahagin, who will usually respect them more than other humans and trade with them.  The Sekarans use many words derived from the sahagin language, and occasionally borrow aspects of their culture, as well.
The Sekaran sometimes have temporary settlements on islands far from known lands.  There they bury their treasures, wait out bad weather, or take on supplies.
Because many Sekaran are pirates, many people consider them all criminals.  Sekarans hold no special loyalties beyond their own shipmates, however, so Sekaran pirates may well prey on other Sekaran vessels.
Resources: Low
Reach: High

Knowledge (local, lore)
DC 10: The Sekaran are a culture of sea-based nomads known as traders, explorers, and pirates.
DC 15: Most ports are open to Sekaran vessels, but few people of any nation trust them.
DC 20: Sekarans have deep tans and distinctive tattoos, and thus can be picked out from normal people.  They have some strange relationship with the sahagin.[/spoiler]

[spoiler=SHROUD]The Shroud is a secret society known to very few, with its main power base in Terza.  Ostensibly it is a ninja clan.  The Shroud appears to have masterminded the Tiger Rebellion in order to overthrow the Crane Dynasty.  They seem to have an interest in Evos, believing they should be ruling the world.  The Shroud is being influenced by the proteans.
Resources: High
Reach: Moderate (appears limited to Terza, Kirahr, and Khaltesh)

Knowledge (local, lore)
DC 20: There is a rumor of secret ninja clan that operates through Terza, but especially in the far north and far south.  They supposedly wield such great influence that some other ninja clans work for them without even knowing it.
DC 25: The Shroud are rumored to have infiltrated the highest circles of Terzanese government.
DC 30: The Shroud seem to be actively seeking out Evos throughout Terza, Kirahr, and Khaltesh.[/spoiler]

[spoiler=UNSEEN ORDER]The Unseen Order is an international secret society that plays a power-brokering game.  It gathers information on people, governments, and anyone with the power to influence the world.  Its extent and goals remain mysterious.  Its greatest members are called Unseen Knights.  Said to possess the ability to pass unobserved anywhere they choose, Unseen Knights gather information throughout Kishar, subtly influencing politics and bringing down their enemies.  The Orderâ,¬,,¢s vast information network means they can get detailed information on many subjects.
Resources: Very High
Reach: Very High (possibly global)

Knowledge (lore)
DC 25: There is a rumor of a secret society of men that can go without being seen.
DC 30: Some say the society reaches across the world, gathering secrets in all manner of ways â,¬' some unnatural.
DC 35: The Unseen Orderâ,¬,,¢s greatest agents are Unseen Knights.  It is also rumored to employ some Evos.[/spoiler]
Title: The World of Kishar
Post by: Matt Larkin (author) on July 30, 2006, 05:21:40 PM
Quote from: Golem011Woah, very nice! Want to see more here. But... link to the mechanics thing?
I'll post that here as soon as I have time and then link to it.  It'll probably late tonight, as I'm about to leave for a friend's game.
Title: The World of Kishar
Post by: CYMRO on July 30, 2006, 05:27:16 PM
QuoteMagic: Catfolk cannot use magic.

For why?
Title: The World of Kishar
Post by: Hibou on July 30, 2006, 05:44:47 PM
First and foremost, welcome to the CBG.

I admire your attempt at this setting greatly, since you seem to be set on using a lot of real-world material (something that's pretty rare it seems). I also like seeing your long list of races, which contains some predictable creatures, but it is definitely an interesting collection. I look forward to hearing more about Kishar and how you've modified it from Earth. :)
Title: The World of Kishar
Post by: ~Kalin~ on July 30, 2006, 09:48:53 PM
im very interested to hear how all the races interact with each other and how much does folklore play in the everyday life of the races ?
Title: The World of Kishar
Post by: Yair on July 30, 2006, 11:31:50 PM
Very interesting world from what I have read so far.  The idea of Ley Lines I find very intriguing and am curious to see how it effects magic.
Title: The World of Kishar
Post by: Matt Larkin (author) on July 31, 2006, 12:47:02 PM
Quote from: WitchHuntFirst and foremost, welcome to the CBG.
Thanks.  I posted a little when Xeviat first started the thing at WotC, but I was only recently inspired enough to join here after he directed me here.


I can't remember any particular reason I decided catfolk cannot be mystics at this time.  I know it was an important part of encaran mythos and history that they could not (also part of the balance).  The trait of being a mystic appears very rarely in most species.  It possibly has a genetic element, though I also considered it was more tied to souls and thus a person would always be born as a mystic or never.  Perhaps I will add it back and make it rare to the other races, I have not really decided.

Title: The World of Kishar
Post by: Matt Larkin (author) on July 31, 2006, 01:51:08 PM
Quote from: YairVery interesting world from what I have read so far.  The idea of Ley Lines I find very intriguing and am curious to see how it effects magic.
Thanks.  I finished updating the mechanics thread, so you can see the magic system there.  Must of it has been floating around the WotC boards for a while, but I'd still like more feedback.  Best to get it as refined as possible before trying to use it in a game.
Title: The World of Kishar
Post by: Matt Larkin (author) on July 31, 2006, 05:40:34 PM
I added a brief introduction to magic in the setting.  Details can be found in the mechanics thread.

I added basic history to help give some context.  It covers basically the period of 10,000 years ago (fall of the Encaran Empire) to the present (early 1500s CE, depending on when a campaign is set).

Quote from: Kalinim very interested to hear how all the races interact with each other and how much does folklore play in the everyday life of the races ?
Sounds like as good a thing to work on as any.

[spoiler=Humans]
While beliefs vary by locale, in most places, other races are myths to humans.  Among the Celtic Isles, the fey are the rulers of Otherworld and worshipped as divine.  In Kirahr, the vanara are seen as noble but flighty creatures that might aid in the fight against the darkness.  In the Empire, fey are considered consorts of the devil and to be destroyed.  For humans, superstitions abound.  In a few secluded regions, humans have regular contact with some other races, and thus would react to them a little more normally.[/spoiler]

[spoiler=Anurans]
I really don't have much on this race yet.  I could use advice on their mythos and how they fit in.  This is an original race, not one really inspired by mythology.[/spoiler]

[spoiler=Catfolk]
The individual variety of catfolk varies by locale.  Leopardfolk are found primarily in Kongo and Kush.  Some have also made their way to the Empire where they are prized as hunters.  Some are recruited as Mage Killers.
Lionfolk are native mainly to Awakar and Genna, which are south of Kongo.  The only other race they have regular contact with a cheetahfolk.  Many tribes of these two races will war, partly because lionfolk are territorial (and war even with other lionfolk prides) and cheetahfolk like to roam free.  Humans in those lands try to avoid lionfolk.
Cheetahfolk are found primarly in Bregia (along with their great enemies the gnolls), and in Awkar where they war with lionfolk.
Tigerfolk are found in Sundaland (an island chain), where they tend to keep to the deep jungles.  They will hunt and kill anurans and occasionally vanara there, as well as humans foolish enough to roam into their domains.  Very few other races have made peaceful contact with tigerfolk.
Jaguarfolk are found in Kalakti.  They are wary of humans, but some have tried to make alliances against their mutually enemies, the serpentfolk.
Lynxfolk are found in Saguenay.  Some human tribes there consider them good omens, and if paid respect, they rarely war with men.  When they encounter lupines, however, the lupines are often hostile.  They usually try to avoid contact with ursians.[/spoiler]

[spoiler=Centaurs]
Centaurs are scattered in far seperated regions due to ancient migrations.  Some are found in Ersony, where they are considered savages by men.  Though relations rarely turn to war, they are viewed much as the Ancient Greeks of myth saw them - usually with prejudice.  It is here that they fit almost exactly as depicted in mythology.
In Momur, a fey island, they are welcomed as creatures of nature and sometimes servants of the Goddess.  There they often serve as scouts and woodsman, watching the shores against incursion.
Their greatest population lies in Xionga, where they are mighty calvalry of that nation.  Xionga has won many wars because of their unstoppable charges, so centaurs are offered great respect and treated as equals by the humans.  Some centaurs believe themselves superior to human soldiers, but since many of the command ranks are still human, they generally keep it under control.[/spoiler]

[spoiler=Dwarves]
Dwarves, as depicted here, are primarily from Norse myth.  They appear mainly in two great dwarven kingdoms: Nioavellir, their homeland far in the north where they war with giants, and Khazad, in the heart of Midgard, where they settled long ago.  The dwarves of Khazad are closer to the fantasy staple, raging a constant war against the goblins and other minions of the Land of Shadows.

I'll post details on religion a little later on, but the dwarven pantheon is drawn from legendary dwarves from ancient myth (Nordri, Sudri, Vestri, and Austri).  Almost all dwarves follow these deities.

Dwarves get along poorly with fey, blaming them for the Demon Age, though the decline began with the elven wars of genocide.  They generally stick to their own kind, so they are kind of mythical amongst humans.  However, must of their contact with humans involves peaceful trade.  They are terrible enemies of most giants, and of the races of the Land of Shadows (orcs, goblins, nezumi, etc.).  Because they do not venture from their own lands, they have little contact with other races.
[/spoiler]

[spoiler=Encarans]
Encarans are believed to be extinct by most races old enough to even know they existed.  The truth is, however, dwarves sheltered them from the elven genocide.  Because they were barren, they could not replenish their numbers, but their immortality has kept them from dying out.  Following the end of the genocide, they eventually founded a city deep in the wilds called Anactheus.  It is their last refuge.  It is technically within the hidden human kingdom of Shambala.
Encarans consider dwarves great friends and many have gone out of their way to aid dwarves, though they do not generally joint the fight against the Shadow.  Several did fight alongside dwarves during the Demon War.
Because they can pass for human, encarans that leave Anactheus have the most contact with humans.  Many still see humans as children, but they usually get along well with them.  They are allied with the people of Shambala which keep their home secret.  The encaran Kirran was largely responsible for reestablishing human civilization in the east after the fall of Lemuria wiped most of it out.
Encarans share a terrible hatred of the fey, especially elves, though they do not act for fear their very existence relies on the fey not knowing they yet live.
When encountering most other races, they are generally mistaken for human.
[/spoiler]

[spoiler=The Fey]
The fey are the source of more myths, legends, and superstitions than any other people.  Their numbers are fewer, and many have live for a spirit realm called Tir Nan Og, but some continue to influence Kishar for good or ill.  Often, many socities have come to worship them as gods and spirits, glimpsing only small parts of the truths about these beings.  In most places they are feared, respected, and even worshipped.  In the Empire, however, they are considered the consorts of the devil and viciously hunted by Mage Killers.  Of course, few fey remain in those lands in modern times.
They fey, especially elves, get along poorly with dwarves.  They believe dwarves hold an unfounded hatred for them, making pariahs out of them for the troubles of the world.
[/spoiler]

[spoiler=Giants]
Giants appear in many myths.  In Kishar, they are most common in Jotunheim (frost giants with some others as servants) and Muspelheim (fire giants).  They are almost always hostile towards other races.  Many of these giants worship legendary ancient giants as gods.  There are also fomorians and fir bolg on the Celtic Isles, Ettins in Nostir, and other forms of giants where appropriate for the myths that spawned them.[/spoiler]

[spoiler=gnolls]
Once a favored race of the encarans, after they betrayed the encarans when the war turned against them, few other races would ever trust them again.  They are mortal enemies of most catfolk, especially cheetahfolk who share their homeland of Bregia.  They may war with humans, or trade fairly, depending on the tribe and the circumstances.  While not mortal enemies with Insectoids, they rarely get along well, prefering to avoid contact.[/spoiler]

[spoiler=goblins]
Yeah, everybody hates goblins.  Though goblins appear in the myths of many cultures, on Kishar I limited them primarily to the Land of Shadows, a vile place of where monsters live under the heel of the Shadow (a demon god).  Most of the other races would prefer to believe goblins are not even a true race (a race created by the Star rather than by the twisting of its energies by demons, as orcs were created).  In the past they have joined up with orcish armies when those armies go on rampages.[/spoiler]

[spoiler=Insectoids]
Insectoids are found primarily in Simbel and Kush.  [ooc]They are not really derived from any particular mythology, but mantis people seem to fit in well in my Egypt/North Africa symbolic region.[/ooc]
Their minds seem so alien, that they have a hard time getting along well with other races, but also do not actively seek out war with them.  Despite their differences, they sometimes trade with human peoples of those lands, but humans are always wary of the insectoids, and the feeling seems mutual.  Generally, they prefer to stay to the wilds, moving and hunting nomadically.  Some humans claim they will hunt people they found out alone in the wilds, but this is unconfirmed.
[/spoiler]

[spoiler=kobolds]
Kobolds are found primarily in Elmet.  Except for those that have formally joined the Empire, they follow their own deity, Alberich.  [ooc]Alberich, is mythically Oberron.  I here really distinguish kobolds from their D&D variety by removing any trace of them being evil, night dwelling, cowardly dragon worshippers.[/ooc]
Though many other races look down on them, they take it in stride.  They get along well with humans.  They are terrible enemies of orcs and goblins.
[/spoiler]

[spoiler=lizardfolk]
There are several types of lizardfolk.  Some types live together, while others are more regionalized.  Most lizardfolk live on the Lizard Isles, Agria, or Mahimata.  There are some scattered tribes in a few other locations, such as the Celtic Isles.
Most subspecies dislike the fey, especially elves, though only experts in lore remember why the prejudice exist: they elves enslaved the lizardfolk for remaining loyal to the encarans.  Fortunately, they have little contact with other races, especially fey.
Often seen as primitive and aggressive, encounters with lizardfolk can quickly turn hostile if one is not careful.  Because most live in remote locales, other humanoids have less contact with them.
One a few occations, humans have been able to form alliances with them, perhaps for trade.
Wandering desert-dwelling horned lizardfolk are much feared around Simbel and Kerm.  These lizardfolk have been known to war with insectoids and other denizens of the desert wilds for supplies and oases.
Vanarfolk are found primarily in tropical islands where the locals generally fear and avoid them.  Some have taken to worshipping or paying tribute to the vanarfolk.  For the free food, they are content to leave the humans in peace.  Some will even act as protector to a tribe.
[/spoiler]

[spoiler=Lupines]
Wolf-men are found in northern Midgard, Saguenay, and other northern regions.  In Midgard they are mostly feared, and may attack humans.
The people of Saguenay revere them as part of nature, however, and rarely have conflict with them.
They still tend to have conflict with lynxfolk and sometimes ursians.
[/spoiler]

[spoiler=minotaurs]
[ooc]obviously drawn right of Greek mythology, I actually decided to place only a handful in the wilds of Ersony (which is inspired by Greece).  The majority of their numbers are located far away in Terraust, having left the heartlands long ago for new lives where they would not be hunted.[ooc]
In Terraust, many manage to coexist with humans, though some tribes do still fight the local humans.  Despite the rumor, not all minotaurs eat human flesh.  They are fierce warriors, however, and terrible foes.  They have an uncanny ability to find their way through mazes, as well.
They are also found in Ersony and islands in the Midgard Sea.[/spoiler]

[spoiler=nezumi]
The ratfolk are found primarily in the Land of Shadows where they have fallen under the influence of the Shadow.  As such, even in other lands, they are distrusted by humans and other races.  They are seen as savage and feral.[/spoiler]

[spoiler=sahagin]
One of my favorite, the sahagin engage in constant undersea politics.  Many are driven by conflicting religious beliefs into holy wars of which the surface world remains blissfully unaware.  The secret battles beneath the waves really appeals to me.
They distrust surface dwellers, but only a handful of tribes will actually attack them unprovoked.  Sailors have many tales of the "sea hags," little suspecting the extent of their civilizations.
They often have conflict with the other race of the sea, merfolk (a fey race on Kishar).  Merfolk society is much smaller, but they view sahagin as savages.
[ooc]I believe their other name, Oannes, comes from Babylonian myth.[/ooc]
[/spoiler]

[spoiler=Ursians]
Ursians are mostly native to Saguenay and other northern lands, especially Shola.  They are also found in the far north of Midgard.
In Shola and Saguenay, many humans see them as the highest representatives of the spirits of nature and thus treat them with great respect.
In Nostir, they are often met with fear and distrust.
[/spoiler]

[spoiler=vanara]
[ooc]Vanara are from Indian mythology.  They were listed in OA, and I just used those stats rather than make new ones.[/ooc]
The vanara are usually well respected by human societies because they hold high ideals.  They tend to live in secluded colonies in mountains and forests, however, so contact with humans is limited.
They have no racial enemies, though they fight against all that serve the Shadow.[/spoiler]
Title: The World of Kishar
Post by: Matt Larkin (author) on August 01, 2006, 11:47:07 AM
[ic=The Oracle]Adalard sat gazing at the man.  The small room was covered in drapes, making it feel even smaller.  The Oracle sat across the table from him, his eyes glazed over as he stared at the bones he had cast on the table.

   Adalard stroked his chin, growing impatient.

   Ã¢,¬Å"There are more questions than answers,â,¬Â the Oracle at last said.

   Ã¢,¬Å"Yeah, thatâ,¬,,¢s great,â,¬Â Adalard said.  Ã¢,¬Å"But where do I find my answers?â,¬Â

   Ã¢,¬Å"The answer shall elude even in death.  Only one shall possess what you seek.â,¬Â

   Ã¢,¬Å"What?  Of course, only one can be the best!â,¬Â Adalard said.  Ã¢,¬Å"How do I-â,¬Â

   Ã¢,¬Å"In lands of fallen greatness, find a man of the same.  He has what you seek.â,¬Â

   Adalard nodded, rising.  Ã¢,¬Å"Thank you, Oracle,â,¬Â he said, still a little irate he couldnâ,¬,,¢t get a straight answer.

   He left, retrieving his weapons from the Oracleâ,¬,,¢s guards outside the temple.  Why did that man have to live on a secluded mountain?  As he gazed down the path, he saw another party ascending it.

   A man in a cloak, flanked by two guards of his own.

   Ã¢,¬Å"Go on,â,¬Â said the Oracleâ,¬,,¢s guard.  Ã¢,¬Å"Youâ,¬,,¢ve got all youâ,¬,,¢re going to.â,¬Â

   Adalard glanced at the guard, slightly annoyed, but nodded just the same.  He headed down the path, passing the other group as they approached the temple.  He nodded but they didnâ,¬,,¢t even acknowledge him.  He briefly contemplated making them regret their rudeness, but decided it was not worthwhile.

   As he passed on, he heard the cloaked man say to his men, â,¬Å"Kill the guards.  Leave the Oracle.â,¬Â

   Adalard spun around at that.  The strangerâ,¬,,¢s men drew steel and advanced on the Oracleâ,¬,,¢s guards, who let out a shout and engaged.  One of the guards fell, but two of the others felled one of their attackers, making it three on the remaining one.  Adalard fondled his sword hilt, wondering whether it was best to leave well enough alone.

   Then the man in the cloak said something.  Something inhuman.  Something arcane.  And one of the guards spasmed in pain, dropping his sword.

   Ã¢,¬Å"Heâ,¬,,¢s a sorcerer!â,¬Â another shouted, dropping his blade and running.  The other guard wet himself, cringing away from the spellcaster, trying to crawl away and looked small.  Even the man with the wizard cringed, looking uncomfortable, before running through the crawling man.

   Adalard snuck away as quickly as he could.  The Oracle was on his own.  He wanted nothing to do with a sorcerer.  Adalard slid down the path, crawling off it, pressing his back against the rock wall.  His heart was pounding in his chest.  He slowed his breathing, reminding himself the mage wasnâ,¬,,¢t interested in him.  Still, he decided to avoid the road on the way back.[/ic]
Title: The World of Kishar
Post by: Matt Larkin (author) on August 01, 2006, 12:13:05 PM
I finished adding a little detail on the relations and mythos of the true races.  I welcome other suggestions.

I've also started adding in some of the short scenes included in the setting write-up I give to players.  It's really just to set the mood.  I think a story can help do that as well as any explanation.  I'll include more if people like them.
Title: The World of Kishar
Post by: Matt Larkin (author) on August 02, 2006, 03:16:11 PM
The Ways of Faith

[ooc=disclaimer]I really wanted to use real world deities with my own twists.  Thus all the deities of Kishar are drawn from real world sources.  To preserve versimilitude, I pretty much kept them in their original pantheons, meaning that many religions are similar to real religions.  In the cases where things were changed or twists added, it was merely to mystery and depth to the setting, not to make social commentary.[/ooc]

There are many faiths on Kishar.  Most regions follow a single faith, though support multiple religions.

[spoiler=AHLIAN PANTHEON]Few still follow the old deities of ancient times, most now converted to the ways of Ormazd.  The old polytheistic ways tell tales of gods that war with demons for control of the world.
In this faith, lore is kept by the religious caste.  They spread the ancient stories, by the mysterious of worship are left to them.  Followers are expected to offer prayers and to support the clergy.
Leader: High Priest Akmal
Ethos: Tales vary in the telling, but one version says that the world began with primordial chaos.  When the gods spilled the blood of a dragon of this chaos called Tiamat, part of her body fell and became the world.  Adherents of the faith must always struggle against the demons.  The gods imposed order on the world, but demons struggle to revert it to its prior state.
Deities
Anu: Lord of heaven.
Apsu: The primordial fresh water ocean, beneath the surface.
Damkina: Earth mother.
Ea: God of wisdom.
Enlil: God of storms.
Ereshkigal: Goddess of death and darkness.
Hadad: God of weather.
Ishtar: Goddess of love.  High goddess.
Kingu: Husband of Tiamat.
Marduk: Hero god that broke down Tiamat.
Mummu: God of mists.
Nabu: God of scribes.
Ninurta: God of war.
Shamash: God of justice and the sun.
Sin: God of the moon.
Tiamat: Fallen dragon goddess. [/spoiler]

[spoiler=ALBERICH]Alberich is the patron deity of the kobolds.  Most that have not converted to the Eclesian Church follow him.  He is said to have great magical powers and wisdom.
Leader: Each tribe is liable to have their own High Priest.  The religion has no overarching structure.
Sign: A kobold fist clasping a spear.
Ethos: Alberich teaches strength, cunning, and fairness.  A kobold that follows his teachings will be welcomed by his god.  One the fails to lead a good life, or gives in to weakness, will not find his reward.  Followers should seek wealth, but should not be stingy towards those in need.
Holidays
April 1st is Alberich Day.  All followers feast, play pranks, and join their families.[/spoiler]

[spoiler=BANEESE ANIMISM]The people of Bana follow a polytheistic religion in which spirits are attributed to both ideas and places.  Beliefs are very diverse, varying from one island to the next.
Mystics often become tribal shamans and the leaders of faiths.  Though feared, they are greatly respected.
Leader: Each tribe has their own high shaman.
Ethos: The people hold a strong belief in the kaluluwa (soul).  They believe those with good souls will reach Kalangitan (Heaven) and those with evil souls will fall to Impiyerno (Hell).  Each island tends to have its own creation story.
Deities
Amanikable: God of the sea.
Amihan: God of the north wind.
Anitan: God of lightning.
Anitun Tabu: Goddess of rain.
Apolake: God of war.
Bakonawa: Lizard god of the underworld.
Bulan: Lunar goddess.
Dian Masalanta: Goddess of love.
Hukluban: Goddess of death.
Idianale: Goddess of agriculture.
Ikapti: Goddess of fields.
Kalinga: God of thunder.
Kan-Laon: God of time.
Lalahon: Goddess of fire and volcanoes.
Manggagaway: Goddess of sickness.
Mangkukulam: God of fire.
Manisilat: God of broken homes.
Sitan: God of the afterlife.
Tala: Goddess of the stars.[/spoiler]

[spoiler=CHILDREN OF GAIA]Gaia is the earth goddess.  She is literally the planet Kishar â,¬' it is her body.  Though the faith is far-spread, its followers are few.  Unlike other faiths, they do not really seek out converts.  They are content that Gaia will reveal herself to those she wishes to know her truths.
The Children of Gaia have a pseudo-military organization called the Order of the Hidden Path.  Members of this order act to defend the world against unnatural threats.
Sign: A great tree.
Leader: In theory, the great green dragon Ladon leads the faith.  He is the voice of Gaia on Kishar.  However, some now believe him dead.
Ethos: Adherents of this faith teach that Kishar is a living world in a delicate balance.  Everything must be kept in balance.  Too much magic, too much civilization, or too much hunting â,¬' all can disrupt the world and spell disaster for its inhabitants.  The cycle of life is precious and disruptions in it are sins.  The undead and other unnatural creatures have no place in the world.[/spoiler]

[spoiler=CHURCH OF ORMAZD]The most common faith of Ahlia, the Church of Ormazd has ancient roots, perhaps dating back to the Demon War.  The center of the faith is great temple outside Inshirah.  The clergy are sometimes referred to as athornan.
The Church declared the followers of the Eliscian Empire infidels for dismissing their god, which helped Sultan Darius unite many of the city-states of Ahlia in his recent campaign against the Eliscian Empire.  Despite some similarities in their doctrine, the Eclesian Church and Church of Ormazd each considers members of the other heathens.  While typical of the Eclesians, it is a fairly recent change among the Church of Ormazd.  The acceptance of Mystics within the Church has always been an issue between the faiths.
Within the Church of Ormazd, many ranking members are Mystics, called Magi.  These secretive mage-priests are said to know great secrets.
The Church holds incredible sway in government.  Though rulers are theoretically secular, a sultan not declared an agent of Ormazd by the Church can rarely hold onto power.
The Holy Order of the Light are a group of zealots that fight for the principles of the Church in the extreme.  They hunt down evil, but also believe in eradicating non-believers.  Though the Church has officially sanctioned only a few of their activities (and disavowed some others), they retain some tacit, if un-official support within the Church.
Ormazd is also worshipped by a few scattered knights throughout Midgard.  These knights, which call themselves paladins (borrowing a term from the Eclesian faith), are not formally associated with the Church.  They use a the same holy symbol as the church, but add on a luminous sword in front of the flame.
Leader: High Priest Ghebers.  Some say he is a magi.
Sign: A holy flame.  A winged, crowned, bearded man is used to represent the god.
Ethos: Ormazd is the beginning and end of the universe, eternally opposed by the god of darkness, Ahriman.  They continually war for control of the universe.  Every good action that man takes aids Ormazd, while every evil action aids Ahriman.  In the end, good will overcome, and Ahriman will be vanquished.  The minions of Ahriman once ravaged the world, but he was cast down, and now plots in hell.  Ormazd was wounded by the dark lord, but still watches over the people of Kishar.
The Church declares Ormazd god of Light and all goodness.  They believe that men are responsible for their actions, and that one should only act and think in good ways.  They frown upon sloth, believing one must be active in doing good work.  Normally fairly tolerant of other faiths, the priests have become angry at the Eclesian Church for denouncing both their god and their magi.  Ormazd is the eternal enemy of Ahriman (Angra Mainyu), lord of Darkness.[/spoiler]

[spoiler=CULT OF DAGON]The Cult of Dagon worships the demon sea god Dagon.  They believe they can awaken him from his deep sleep and he shall rule the seas and reward them.  The fanatical cult with stop at nothing to achieve their ends.
Ethos: Our lord Dagon awoke from the depths of the sea and ruled the oceans in ancient times.  But he fought great battles and was tired, so he has rested beneath the waves for ages.  One day, he shall awaken and reward his faithful.[/spoiler]

[spoiler=CULT OF THE SHADOW]The Cult of the Shadow worships the Shadow as a god.  It is based in the Land of Shadows.
Leader: The Shadow.
Ethos: His terrible lordship the Shadow shall continue to spread his influence until the foretold time in which his dark arm covers all Kishar and he comes to rule the world for all time.[/spoiler]

[spoiler=DRUIDIC ANIMISM]Known as the â,¬Å"Old Ways,â,¬Â this is the faith of druids, practiced by the people of the Celtic Isles, and a small handful left in mainland Midgard, particularly in Nagryth.  This faith has many deities, and indeed teaches that the land itself has spirits.  Thus each lake, river, mountain, or hill may have its own god.  A few gods are standard, worshipped throughout the Isles, while others vary from place to place.
Many druids, the educated caste of the Celts, are priests (others fill other roles).  They pass down their secrets through oral tradition.  It is forbidden to record secrets in writing.  Druid priests provide religious lore as it is needed, never revealing too much.  Their warnings are often cryptic.  Like many animistic faiths, Mystics are often drawn to the priesthood, and many druid priests practice ritual magic.  Once, mystics were more common in the Celtic Isles than many other regions of the world (albeit still very rare).  Many of the druid mystics have since been killed, and only a handful still know anything of the dark arts.
The druid faith was centered at Ardgrange Castle on Brigit Isle.  However, after Corbin of Flannery led Mage Killers to Isles and attacked Brigit Isle, most of the druid priests were destroyed.  The last remaining member of the High Circle, Leith, began trying to reform the Circle, but they have not returned to Brigit Isle, finding safety in hiding.
The religious situation changed dramatically when the once banished druid, Niall, returned from exile.  Leith lifted his banishment without much explanation to his fellow druids.  Niall was made a member of the High Circle, and is arguably the most powerful sorcerer in the isles.  But on his return, he has tried to preach a â,¬Å"newâ,¬Â version of the Old Ways, trying to teach against certain beliefs of the Old Ways he now felt were false.  Leith has refused to give up the Old Ways, but some of the people have begun to follow what has been deemed the New Old Ways.  This had led to tension between the two most influential men in the druidic faith.
Leader: Leith is the head of the High Circle, though he has not yet taken the title of Archdruid.  Some think he will name Niall the next Archdruid, though others believe he waits for a vision of who shall be the next leader.  The High Circle is traditionally a council of twelve druids that rule over the druid caste and advise the kings.
Deities
In addition to other deities, the Celts believe in a pervasive â,¬Å"earth motherâ,¬Â deity called the Goddess which has many forms.  Each manifestation could be considered an individual goddess.  Druids sometimes make sacrifices to their gods.  Despite Eclesian propaganda, these are rarely human sacrifices (only criminals are sacrificed, and only rare occasions).
Arawn: King of Otherworld
Badb: Warrior form of the Goddess.
Belenus: God of fire and healing.
Brigit: Goddess of poets and healers, and high-rising things such as great flames.
Cernunnos: Lord of Animals
Dagda: God of wisdom, patron of druids
Danu: Mother form of the Goddess
Epona: Goddess of horses
Esus: Powerful god of justice to whom criminals are sometimes sacrificed.
Gwydion: Heroic god.  God of magical powers.
Lugh: Heroic warrior leader of the gods
Mab: Queen of the faeries.
Manannan: God of the sea.
Morrigan: Dark form of the Goddess.
Nemain: War goddess.
Nodens/Nuada: God of the sun.  Healer god.
Ogma: God of scholars.  Orator of the gods.
Taranis: God of thunder.

Holidays
The new year (which is generally in October) is a 3 day celebration.  A Druid's only duties other than joining the festivities is to give blessings for the coming year to all.  Children born in the last year are given names during new year.  Many games are played, including riddles, wrestling, weaving, and bardic competitions.
Solstices and equinoxes are holidays only for druids.  Many divinations are performed at these times.
Deep Winter is on second full moon after Samhain (usually in December).  Mistletoe is harvested for this holiday.
Imbolc (im' bolhk) is on the second full moon after Deep Winter (usually in February). Imbolc is the midwinter celebration.  Candles are often symbols of the holiday.
Beltane (bel' thane or bel' tane) is celebrated on the second full moon after Imbolc (usually in April).  Beltane is a celebration of spring, nature, and fertility.  Rites of womanhood are performed at this time.
Midsummer (Fae Day) is on the second full moon after Beltane (usually in June).  It is a holiday to honor the fey that have aided the clans.
Harvest, or Lughâ,¬,,¢s Day, is on the second full moon after Midsummer (usually in August).
The second full moon after Harvest is Samhain (souâ,¬,,¢ an), the end of the year, when the barriers between Kishar and Otherworld are weakest.  Traditionally druids were supposed to return to Brigit Isle for the rituals, but these days the rituals are held in Rowan.  The five days following Samhain are the Time of Chaos when magic is strongest.[/spoiler]

[spoiler=ECLESIAN CHURCH]Arguably the most influential religion in history, the Eclesian Church dominates western Midgard.  Its seat of power lies in the Halls of God, a large holding (almost a small town) within the city of Eliscia.
The Church was thrown into some chaos with the mysterious murder of the Archbishop, Brasdef in 1511.  The murder also found the symbol of the Church, the Hand of God, shattered.  The murder remains unsolved.  However, the Church has now appointed a new Archbishop.
The Church is not directly under the jurisdiction of the Empire, though they are often seen as representing it.  The Church has its own military and elite troops, including the greatly feared Mage Killers.  The Mage Killers are an independent organization of supernatural bounty hunters that answer only to Archbishop.
Leader: Archbishop Jerome.  When one Archbishop is chosen by the last, he is passed the Hand of God â,¬' the sacred sword of the Lord and symbol of the office of Archbishop.  Now, however, the sword is broken.  Rumor holds that a master smith has been commissioned to re-forge it.
Sign: The Church is represented by a longsword set against a sun.
Ethos: The Church teaches their God is the one true god, and only by following him can mankind be saved.  Though the Holy Crusade has ended, the Church frowns on the use of magic, as well as supernatural creatures, such as fey, dragons, and the like.  Followers are forbidden to aid sorcerers.  In imperial territory (where magic and supernatural creatures are illegal), the clergy can arrest those sorcerers, fey, and magical creatures.
When God first came to the world he found it enveloped in Chaos.  Mankind was enslaved and tormented by the Darkness â,¬' a host of demons ravaged the world.  God knew the mortalsâ,¬,,¢ flagrant use of magic had first called the demons to Kishar.  He knew that they had brought Darkness upon themselves by seeking its power.  Still, he pitied them, and resolved to save them.  God thus gathered an army of angels and made war on the Darkness.  He intended to rid the world of Chaos and turn Kishar into a paradise.  Many mortals flocked to his banner during his war: they became his priests.  This time of war and darkness is called the Dark Age.
In time, the forces of light overcame the Darkness.  God drove evil from the world and destroyed the evil false god, Ahriman.  God then prepared to establish his kingdom.  One of his mightiest angels, Mithra, betrayed him, however.  Seduced by Ahrimanâ,¬,,¢s power, Mithra destroyed Godâ,¬,,¢s physical body, plunging his sword through his lordâ,¬,,¢s heart.  The sword became blackened by the evil deed â,¬' its blade now like opal.  Mithra desired Godâ,¬,,¢s power and kingdom for himself.  The clergy and angels were furious, however, and would never accept the traitor.  They tore him down, sending him to hell to be forever tormented for the greatest of all crimes.  Yet, in that eternal prison, Mithra â,¬' the dark one known as the Devil â,¬' remains, eager to drag down the souls of men who fail to embrace God or practice the dark arts of his former master.
Godâ,¬,,¢s physical body was gone, but his spirit remained.  Thus he promised to remain forever with his people, guiding and protecting all that follow the true way.  The clergy set out into the world and tried to spread the word.  And thus all who have joined the Church have been saved.  In time, the clergy organized the Church.  The island of Eliscia was chosen as the heart of the Church, for it was in this sacred land that God first walked the world, and here that the final battle took place.  Under the guidance of the Church, through the grace of God, the modern Eliscian government grew to become the great Eliscian Empire.  The Empire now spreads the Word of God throughout the world.
Such are the words of Eclesian, first high priest, and prophet of God.
Holidays
April 3rd is dedicated to the day the Lord came to Kishar.  It is a day of celebration and recognition.  Special services are held at Church, then feasting.
December 14th is held as the day the Lord fell.  It is a solemn day of remembrance.  Special services are held.[/spoiler]

[spoiler=GNOLL ANIMISM]Gnolls believe that spirits lie all around them.  Each place, animal, or idea can have its own spirit.  They attribute the spirit of the hyena for the life of their people.
Leader: Each tribe has its own shaman.
Ethos: The hunt is an act of glory and piety and should always be treated with reverence.  Death is part of the cycle of life, and thus it is not wrong to kill oneâ,¬,,¢s enemies or for food, provided it is done with respect.  Signs can be found in nature that can reveal the will of the spirits.[/spoiler]

[spoiler=GOGURAN ANIMISM]Goguran Animism is a collection of the traditions, legends, folk-lore, and shamanistic practices from the island of Gogur.  Its generally philosophy is influenced by Taoism from Guiyu, but its animistic deities remain its own.
A local shaman is called a Mudang.  Some mudangs are mystics.
Leader: By tribe.
Ethos: The faith teaches spiritual enlightenment can be attained only through harmony of mind and body.  Specific teachings vary from region to region.  The mudang are the experts on the faith.  The faith also believes in a heaven (a celestial realm, not an afterlife).
Deities
Most are spirits of place, however, a few deities are more universal.
Dangun: Founder of the land.  Grandson of the lord of heaven, Hwanin.
Hwanin: Lord of heaven.  He controls fire and the sun.[/spoiler]

[spoiler=HOLY QUADRATE]Dwarves worship four hero deities: Nordri, Sudri, Austri, and Vestri.  These four deities make up the whole of the dwarven pantheon.  The vast majority of dwarves follow these deities.  Most that do not follow no deities at all.
The faith has major centers in every dwarven settlement.  The greatest temple is the Holy Stone Citadel, deep beneath the mountains of Nioavellir.  This massive underground temple has ceilings over one hundred feet high, incredible stone columns with elaborate decorations, and beautiful relief carvings.
Leader: Lord High Priest Bardren.
Sign: A warhammer.
Ethos: During the Demon Age a number of deities came to Kishar to aid the beleaguered races of the world.  The Holy Quadrate came at this time and aided the dwarves.  Each of the dwarven deities is honored equally by their priests.  Priests serve the dwarven community, seeking to aid their fellows.  They are benevolent towards their friends, and terrible in wrath towards the enemies of their people.[/spoiler]

[spoiler=KALAKTI PANTHEON]The Kalakti pantheon is followed in Vilcaana and Muiz.  The Kalakti religion actually venerates mystics, in as much as they fear them.  They see them as those blessed by Inti with the power to build civilization and destroy the enemies of man.  Mystics often become priests.
Leader: High Priest Ekon.
Ethos: According to the ancient tales, the beginnings of human civilization were created by Viracocha, the great god.  The sun god, Inti, empowered the first mortals to greatness.  Man was then left to struggle against his many enemies, but the gods continue to watch over him and aid him.
Deities
Apo: God of the mountains.
Apocatequil: God of thunder.
Chasca: Goddess of the dawn and twilight, protector of virgin girls.
Cocomama: Goddess of joy and wellbeing.
Coniraya: God of the moon.
Copacati: Lake goddess.
Ekkeko: God of wealth.
Illapa: Weather god.
Inti: God of the sun.
Kon: Rain god.
Mama Allpa: Fertility goddess.
Mama Cocha: Sea goddess.
Mama Pacha: Dragon goddess of fertility, harvests, and earthquakes.
Mama Quilla: Moon and marriage goddess.
Pariacaca: God of water.
Supay: God of death.  Ruler of Uca Pacha.
Uracaguary: God of metal, jewels, and gems.
Viracocha: Creator of civilization.
Zaramama: Goddess of grain.[/spoiler]

[spoiler=KIRAHRAN PANTHEON]The ancient religion of Kirahr holds many truths.  They worship a wide varieties of deities.  The religious caste of Kirahr are called Brahmins.  The people of Kirahr are more spiritually open than many other lands, accept that the universe reveals itself in varied ways, and thus many religions may be valid.
Leader: High Brahmin Raktim
Ethos: The supreme aspect of God is Brahman.  It is the transcendent formless, aspect, the manifest will of the universe.  The universe it created by Brahma, the Creator, and sustained by avatars of Vishnu.  The universe can also be purified by Shiva â,¬' the Destroyer.  Many other deities control the ways of the world.  The soul is continually reincarnated through the samsÃ,,ra.  Those that lead good lives move to better existences, while those that lead poor lives must learn more.  This is called karma.  Life is an endless journey towards enlightenment.  One must always strive to active rightly, but there is no mistake that cannot be overcome.
Deities
Agni: God of fire.
Brahma: Creator of the universe.
Ganesh: Elephant god of wisdom.
Hanuman: Monkey god of service.
Indra: God of thunder.
Kali: Dark goddess.
Lakshmi: Goddess of fortune and beauty.
Mitra: God of honesty and contracts.
Parjanya: God of rain.
Parvati: Wife of Shiva.
Prithivi mata: Earth goddess.
Ravi: Sun god.
Saraswati: Goddess of intelligence.
Shiva: God of destruction.
Soma: God of the moon.
Surya: Sun god.
Varuna: Sea god.
Vayu: God of the wind.
Vishnu: God of sustaining the universe.
Yama: God of death.[/spoiler]

[spoiler=LIZARDFOLK FAITH]When lizardfolk worship, they often pray to the Great Dragon.  The Great Dragon is not an actual dragon, but a totemic representation of the best traits of dragons.  They also believe in local spirits.  Shamans are common to most tribes, a position mystics are drawn to.
Leader: Caldazsh the Ancient
Ethos: The religion more teaches how to live than anything else.  It considers strength, honor, and courage virtues.  There is a high importance placed on preservation of the species and the tribe.[/spoiler]

[spoiler=MAHIMATAN ANIMISM]Religious beliefs vary quite a bit throughout the lands that practice this faith.  The faith teaches that there is a supreme Creator god (sometimes called Waaq), assisted by many lesser gods, represented by totems.  Many lesser gods are represented by a specific animal.
Leader: Each tribe has its own shaman.  Some shamans are mystics.
Ethos: Each lesser god has the ability to control an aspect of life.  Spirits are everywhere.  Animal sacrifice can ensure prosperity.  Ancestors can also become spirits and so should be venerated.[/spoiler]

[spoiler=MANTEAN ANIMISM]The people of the Mantean Islands believe in a wide variety of spirits.  Mystics are often drawn to become shamans.
Leader: There is no central faith, so each tribe has its own shaman leader.
Ethos: The spirits are intermediary forces between the supreme will of the universe and humanity.  The should be both prayed to and served.  The spirits can offer great power to shamans, but there is a price to that power.[/spoiler]

[spoiler=NORUMBEGAN ANIMISM]The people of Norumbega believe that everything has a spirit.  Every rock, every tree, every animal, the sun, and the sky.  
Leader: Each tribe may have its own shaman.  In some cases they may be mystics.
Ethos: Each object and creature must be treated with respect, for like us, they have souls.  Take only what you need.  Each tribe tends to a have a most sacred animal â,¬' the bear for some, the eagle or the wolf for others, varying greatly.[/spoiler]

[spoiler=NOSTIRAN PANTHEON]There are many deities in the Nostiran Pantheon.  The religion is handed down orally through stories.  All followers learn these stories, though some study more intensely.  There is no true priestly occupation, however, the shamanistic traditions of the religion are carried out by women called vala.  Most vala are elderly women.  A vala has a great deal of authority and is highly respected.  They often charge great fees for their services.  Vala rituals sometimes involve the sacrifice of prisoners.  Vala mystics perform ritual spells which they call galdra.
Ethos: According to the ancient legends, first there was Muspelheim, land of fire, and Niflheim, land of cold.  Then came Jotunheim and the giants.  Finally the gods, and the gods made the world in between.  And all of this is supported by the great tree, Yggdrasil.  One day the sun will be blotted out and a terrible battle between the gods and giants will take place.  This battle will be called Ragnarok, and it will destroy the world.  Then a new world will be created.  Nothing can change fate.  A man that fights valiantly can feast forever with his gods.  A man that dies of accident, old age, or as a coward falls into the dark cold of Hel (the underworld).  The gods are aided by winged warrior women called valkyries.  These holy beings heed the calls of Odin and lead valorous to Valhalla.
Deities
Aegir: God of the sea.
Balder: God of peace, joy, and beauty.
Frey: God of male fertility and prosperity.
Freya: Goddess of fertility and sexuality.
Frigg: Wife of Odin and queen of the sky.
Heimdall: Guardian of the gods.
Hel: Queen of the underworld (also called Hel).
Hod: Blind brother of Balder.
Idun: Goddess of eternal youth and the orchard.
Loki: Trickster god.
Njord: God of fertile seacoasts and seamanship.
Odin: King of the gods.
Sif: Goddess of the home, wife of Thor.
Thor: God of thunder.
Tyr: God of single combat.
Vali: God of vengeance.[/spoiler]

[spoiler=SANESIAN ANIMISM]The people of the Sanesian Islands primarily worship spirits of place, such as the god of a mountain, volcano, river, or lake.  These deities vary from one island to the next.  They also share some universal deities.
Sometimes mystics are driven to become shamans amongst the people.  They rarely use sorcery, though they may have some ritual spells.
Leader: Varies by island.  No universal leader.
Ethos: By pious, make sacrifices to the gods, and they will be pleased and bring good fortune.  Listen to the words of priests.  Do not deplete the environment by over-fishing, over-farming, or any such practice.  Always celebrate good fortune to show your gratitude.  Celebrations often involve lots of dancing, feasting, and music, usually in the evenings.
Deities
Atea: God of light.
Ina: Goddess of the moon.
Kane Milohai: Creator of the sky and earth.
Lono: God of fertility and music.
Maui: Hero of the gods.
Pele: Goddess of lightning, fire, and dance.[/spoiler]

[spoiler=SIMBELAN PANTEHON]The people of Simbel worship many deities, and fear others.  According to the tales of the locals, the Pharaohs are appointed by gods, and will become divine themselves in death.  Priests hold a great deal of sway, so long as they remain on the good side of the Pharaoh.  Still, the support or lack thereof of the clergy can significantly influence the control of a leader.
Religion is practiced at great temples throughout the land.
Leader: High Priest Asem
Ethos: The core belief is that those that are worthy can live again in an afterlife in which they can actually bring their material possessions.  The dead should thus be embalmed to preserve them.  The faith tells that Amun created the world, and that the other gods preserve it.  Some gods, however, such as Apep, are traitor gods and conspire against man and the other gods.
Deities
Amun: Creator.
Anubis: God of embalming and death.
Apep: Evil serpent of the underworld.
Bast: Goddess of cats.
Bes: God of protection and childbirth.
Geb: God the earth.
Hapy: God the river.
Hathor: Goddess of love and music.
Horus: Falcon-headed god.
Imhotep: God of wisdom and magic.
Isis: Goddess of magic.
Maahes: God of war.
Maâ,¬,,¢at: Goddess of truth and order.  Goddess of balance.
Menhit: Goddess of war.
Naunet: God of primal waters.
Neith: Mother goddess.
Nephthys: Goddess of the underworld.
Nut: Sky goddess.
Osiris: God the underworld
Ptah: Also a creator.
Ra: Sun god.
Sobek: Crocodile god.
Set: God of storms.
Tefnut: Goddess of order and time.
Thoth: God of the moon and of science.[/spoiler]

[spoiler=SUNDISH ANIMISM]The people of Sundaland worship many spirits of place.  In addition, they have a few key deities that are more universal.  Mystics often become shamans.
Leader: By tribe.
Ethos: Serve the spirits and they will reward.  Anger them, and the people will suffer.
Deities
God of Earth: Is the lord of the earth whom earth spirits serve.
God of Prosperity: He brings good fortune.
Kwan Yin Ma: Goddess of mercy.
Matsu: Goddess of the sea.  Often the most important spirit.[/spoiler]

[spoiler=TAOISM]The principle religion of Guiyu, it as much a philosophy as a religion.  The religion teaches one not just about the spiritual, but about how to live, including breathing, respect, sexual practices, medicine, and wisdom.  In the religion many revere ancestors as spirit gods.  There is also considered to be a divine heaven which does not equate to an afterlife paradise found in other religions, but a divine realm or celestial bureaucracy.  Dragons and some other spirits are seen as representatives of the spiritual realms.  Deities in the bureaucracy may be promoted or demoted based on their actions.  Mortals that die can enter the bureaucracy.
Priests and monks are those especially dedicated to the practice, though common people generally know enough to worship and practice on their own.  Parents teach their children the ways, and so the practices are passed down through generations, but vary slightly form one geographical region to the next.
Leader: There is no central leader, though each monastery or community may have a head priest.
Ethos: Belief varies greatly over geographic regions, but in general, it is believed that the Tao is a central energy or lifeforce of the universe that created life.  Only by reflecting on nature can one find enlightenment and become one with the Tao.  The energies of the Tao flow through us and must be tuned through meditation and exercise.  The religion also teaches that people are inherently good and thus need a reason to do evil.[/spoiler]

[spoiler=TEOTICAN PANTHEON]The people of Teoti worship a wide pantheon of deities.  Priests hold a very influential position in their society.  These priests sometimes have elaborate rituals, some of which involve sacrifice.
Leader: High Priest Colmetz.
Ethos: Huitzilopochtli guided the people to their home, granting them a sign that they had found the right place.  There, they built a great city, fanning a great fire in his honor.  As long the gods are pleased, the Teotican society will flourish.  Those who please the gods can reach heaven, while those that displease them fall in Mictlan (the underworld).  Only the priests can interpret the signs of the gods.
Deities
Acolmiztli: God of the underworld.
Calchuihtlicue: Goddess of lakes and rivers.
Cinteotl: God of maize.
Coyolxauhqui: Moon goddess.
Ehecatl: Wind god.
Huehueteotl: God of the fire of life.
Huitzilopochtli: God of fire, the sun, and war.  Chief deity that guides the people.
Ilamatecuhtil: Goddess of the earth and of death.
Itztlacoliuhqui: God of stone.
Mayahuel: Goddess of maguey.
Mictlantecuhtli: God of death.
Ometeotl: God(dess) of heaven.  This is a dual persona god.
Quetzalcoatl: God of life.
Tepeyollotl: God of earthquakes.
Tezcatlipoca: God of discord.
Tlahuizcalpantecuhtli: God of dawn.
Tlaloc: God of lighting and rain.
Toci: Earth goddess.
Tonacatecuhtli: God of good.
Xipe Totec: God of spring.
Xochipilli: God flowers.
Xochiquetzal: Goddess of love.[/spoiler]

[spoiler=TEMPLE OF PERUN]Perun is a god of thunder, worshipped in the north, primarily in Bjarmaland.  He is served by a pantheon of deities.  This religion of ancient rites and prayers offers the promise of fertile harvests, mild winters, and survival in a harsh land.
Leader: Priestess Evalina.
Sign: A bolt of lightning.
Ethos: The world exists in a great oak tree, its top is the sky or heavens, its trunk the world of man, and its roots the underworld of the dead.  The underworld is lush green place of fields where the dead can rest in eternal youth.  However, the underworld is ruled by Veles, foe of Perun.
Deities
Jarilo: God of fertility and plants.
Khors: God of the winter sun.
Perun: Lord of the gods, god of thunder.
Svarog: God of fire, said to be a great dragon.
Veles: God of the earth, the underworld, of the waters, and of magic.
Holidays
March 1st is the new yearâ,¬,,¢s celebration.
The summer solstice is a major festival.[/spoiler]

[spoiler=TERRAUSTIAN ANIMISM]The humans of Terraust and Dougherty primarily worship many spirits and some common gods.  Tribal shamans direct the worship.
Ethos: The gods created the heavens and the earth and sustain it now.  They create the weather, the seas, and the forests.  The world constantly changes, growing out like a tree.  Some steps are backwards into darkness, and some into light.  Just as a child grows, so to the people.
Deities
Haumia-tiketike: God of uncultivated food.
Hine Nui te PÃ...: God of death.
Hine TÃ,,«tama: God of the dawn.
Papa-tÃ...«-Ã,,-nuku: God the earth.
RÃ,,: God the sun.
Ranginui: God of the sky.
Rongo: God of cultivated good.
Ruaumoko: God of earthquakes.
TÃ,,ne MÃ,,huta: God of man, the forests, and its creatures.  He takes the form of a giant tree in Dougherty.
Tangaroa: God of the sea.
TÃ,,whiri-matea: God of storms.
TÃ...« Matauenga: God war.
Uenuku: God of rainbows.[/spoiler]

[spoiler=TERZANESE ANIMISM]The religion of Terza, this religion focuses on the worship of spirit gods called kami.  These spirits are often tied to places, geographical features, or ideals.  Each rock may have its own spirit, and there may be a spirit of all rocks.  The kami often have shrines dedicated to them where men go to worship.  Generally, each household will have a small worship shrine in it.  The religion reveres and loves nature.  It is also believed
Priests (sometimes called shugenja) can have a great deal of influence in this society.  The priestly cast is usually reserved for noble families.  Some priests in Terza are mystics, though most perform non-magical rituals.
Leader: There is no one leader of the religion, though the highest ranking priest in each family might be considered a local leader.
Ethos: The focus of the religion is in fitting in this world, so there is little emphasis on an afterlife.  People that died might be given another chance at life (reincarnated), become kami, or ghosts (if they died poorly).  Therefore the rituals and meditations focus on people relating to each other and to the kami.  The kami are the great spirits, outside the normal cycles of reincarnation.  They are ambassadors of heaven.  The religion does teach that some actions are impure and require the person to be cleansed.  These actions include wrong doing, killing other than to preserve life, failure to practice rituals (greetings, prayers, and so forth), and failing to consider others.  Purification rituals must be performed when one has performed an impure action.
Deities
Aji-Suki-Taka-Hiko-Ne: God of thunder.
Ama-no-Uzume: Goddess of fertility.
Amaterasu: Goddess of the sun.
Amatsu Mikaboshi: God of evil.
Ho-Musubi: God of fire.
Inari: God of rice.
Izanagi: Creator god.
Izanami: Creator goddess.
Kagu-tsuchi: Fire god.
Kura-Okami: God of rain.
Nai-No-Kami: God of earthquakes.
O-Kuni-Nushi: God of sorcery and medicine.
O-Wata-Tsu-Mi: God of the sea.
Shina-To-Be: Goddess of wind.
Shina-Tsu-Hiko: God of wind.
Susanoo: God of thunder, storms, and farming.
Taka-Okami: God of rain.
Tsuku-Yomi: God of moon.
Uke-Mochi: Goddess of food.[/spoiler]

[spoiler=URSIAN FAITH]The Ursians do not believe in gods in the traditional sense, but in the stars, and their ability to reveal the secrets of the universe and mysteries of the future.  In a sense, it is a mystery religion, but almost all ursians receive some training in its ways.
Leader: Usually the eldest and most studied in a tribe is considered the head of the religion.  The highest member of the faith is Star Bear (his awarded title), a very old ursian in Shola.
Ethos: The stars can be studied for answers to every question.  All things can be found with enough reflection.[/spoiler]

[spoiler=ZACOBAN PANTHEON]The faith of the people of Zacoba is strong.  They have many gods, each revered or feared when the time is right.  According to lore, a great ceiba tree is the tree of life.  Ceiba trees are thus maintained at the center of many settlements.
There are 13 heavens and 9 underworlds in the Zacoban faith.  Each had its own deity.  Other natural elements and celestial bodies also have their deities.
Leader: High Priest Bachuah
Ethos: The world is created by the will of the gods.  Then the gods created man, first of mud, then wood, and when these failed, of maize.  Man now works to please the gods â,¬' as smiths, jewelers, and other crafters.  Such is the purpose of all art.  The hero gods fight in the underworld, perish, and are reborn.  And so the cycle of seasons repeats.
Deities
Acan: Wine god.
Ah Puch: God of death.
Ah Tabai: God of the hunt.
Balam: Jaguar god that protects the people.
Camaxtli: God of fate and fire.
Chaach: Thunder god.  God of rain.
Chibirias: Earth goddess.
Chirakan: Fertility goddess.
Ekchuah: God of warriors and merchants.
Gucumatz: Snake god.  Creator god.
Hunahpu: Hero god.
Huracan: Storm and fire god.  Creator god.
Itzamna: Founder of society.
Ixbalanque: Hero god.
Ixchel: Earth and moon goddess.
Ixtab: Goddess of suicide.
Kukulkan: Creator god.
Nacon: God of water.
Tepeu: God of the sky.
Tlacolotl: God of evildoers.
Voltan: Earth hero god, god of drums.
Vucub Caquix: Underworld god.
Xaman Ek: God of travelers.
Yaluk: Chief thunder god.
Zipacna: God the underworld.
Zotz: God of caves and bats.[/spoiler]
Title: The World of Kishar
Post by: Wensleydale on August 02, 2006, 03:25:07 PM
Wow. That's all I can say... I love the way you, like me, have adapted real world deities for your own purposes.
Title: The World of Kishar
Post by: Matt Larkin (author) on August 02, 2006, 03:38:07 PM
Thanks.  I find it more interesting to try to adapt real-world stuff with new twists than to make completely new deities.  Though my last world was completely alien with 48 completely new deities...
Title: The World of Kishar
Post by: Matt Larkin (author) on August 02, 2006, 05:15:36 PM
After some consideration, I've decided that catfolk can have mystics, they are just even more rare than in humans.  It does give them a bit of an advantage since they have a Charisma bonus and my magic system (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?10892.last) ties mana to Charisma.

That means the only races without mystics are dwarves and encarans.
Title: The World of Kishar
Post by: Matt Larkin (author) on August 02, 2006, 05:40:39 PM
Beings of Myth
I would be remiss in my records of the supernatural were I not to include what little I have learned about those beings tied to it.  Monsters, fey, and other mythic creatures, these beings possess magic, strange form, legendary status, or some combination thereof.  I think I can only begin to scratch the surface of what there is to know of such beings, for they share no common thread.  Still, I record what I know or suspect now.
-Kyros
[/i]

[spoiler=CONSTRUCTS]Through forgotten rituals and ancient science some have created machines driven by mystical energy.  I believe the elves, in their ancient empire, were known for being able to create these abominations.  Unfeeling, often unthinking, they single-minded drive towards whatever their purpose is.  Relics of an ancient time, they are best left buried.  The most common form of which I have read is the golem â,¬' a humanoid machine with great physical might and few weaknesses.[/spoiler]

[spoiler=COSMIC BEINGS]I spoke of the cosmic beings already.  There is infinitely more, and nothing more to say.  For they are unknowable to any man.  Once, during the Demon War, some of these beings walked Kishar.  Now, thankfully, they seem to have departed.  They are not from Kishar, I think.  They are from somewhere else.  Perhaps everywhere else.  Some say they are manifestations of the universe itself.  Some claim they are the first true inhabitants of our world, yet they are so different from man that I find this hard to believe.
They are immortal, perhaps even indestructible, unimaginably powerful, and masters of time and space.  If there are gods at all, it is these beings.  While I believe some fey have called themselves gods, it is these beings that truly deserve the title.  They are eternal.  Perhaps they have always been here.
One explanation I have heard is that they are beings of pure energy existing on a higher plane of existence.  They are capable of assuming corporeal form and thus physically entering the material world, but can affect it to some degree with even doing so.
Of the general varieties I have heard of, there are demons, angels, archons, proteans, and the djinn.  I think these beings are sometimes known by other names, as well.
Though still far more rare than other creatures, demons are by far the most commonly encountered of cosmic beings.  Perhaps they are more numerous, or perhaps they simply take greater interest in our world.  As scholars of ancient history know, Kishar was once invaded by demons during a period known as the Demon War.  A mistake many make is assigning the name demon to the lesser beings that serve them.  Many strange and alien beings (sometimes called lesser demons) serve demons.  I believe that most of the demons in the Demon War, most of the oni in Terza and the Land of Shadows, indeed most demons from myth are actually these lesser demons.  True demons are far more terrible.  Demons seem to draw power from the cosmic force of destruction, Cythrawl.  They rampantly pursue destruction, darkness, and terror for its own sake.  They are of the greatest interest to necromancers and others willing to pay any price for power, for demons will grant them all they want.  There are many far more knowledgeable about demons than I â,¬' the great Azaâ,¬,,¢thul, the archmage Aritzahn, and others â,¬' but they paid a higher price for their knowledge, as well.
After demons there are angels.  In Eclesian religious lore they act as servants for God â,¬' his executioners and messengers.  The same is true in several other religions.  It seems they engage in a constant war with demons.  While most lore paints them as glorious, what seemingly factual writing I find also shows their dark side.  They are bathed in the blood of their enemies, sent to the mortal coil only for the purposes of war.  To this end, I think seeing an angel is not as good an omen as some religions might profess.
I have heard of what seems to be an off-shot of the angel race that call themselves archons.  These beings seem to worship order as though it represented some perfect ideal.  I have reason to believe they have attempted to manipulate certain societies on Kishar throughout history.  I cannot begin to guess their endgame.
My research has uncovered reference to a type of cosmic being called proteans.  I believe they are shapeshifters.  They seemed dedicated to spreading chaos throughout all creation.  I cannot begin to fathom their goal in spreading unfocused chaos, but fortunately, they seem to be even more uncommon than other cosmics.  Certainly, they seem to have the undying animosity of the archons.
Then there are the djinn.  These beings seem largely contained in Ahlia.  At least, it is in Ahlian myth in which they appear.  They seem to have some tie to the primal elements of creation.  They possess incredible magic and have been known to grant wishes to mortals that aid them.  It seems as though many were imprisoned in ancient times.  Perhaps ancient people feared these beings and thus took such measures.  An ancient king named Suleiman wrote extensively of djinn lore.
Of all the beings that exist in creation, I think an encounter with one of these beings is the most frightening.  It is like touching something far beyond the scope of human existence that one feels like insect in an infinitely vast trap.  Even dragons, in their awful fury, pale in comparison to a demon.
[/spoiler]

[spoiler=DRAGONS]Powerful beings from a time long before man, dragons have been on Kishar since anyone can remember.  They are massive reptilian beings of legend, found in nearly every region of the world.  A dragon possess terrible destructive power, yet they generally seem content to sleep the ages away, hording treasures and avoiding contact with the mortal races.  For this, I think we should all be immensely grateful.
Dragons come in many varieties, too many to possibly catalog.  They have a wide range of scale colorings, and their bodies vary from thick and bulky, to sleek like a lizard.  Some of the eastern cultures, particularly Terza and Guiyu, have been known to worship dragons as spirit beings that head their pantheon.  Perhaps dragons found in those parts are more receptive to humanity, or perhaps they are simply so rare men do not know better.  Some men in Midgard attempt to make a name for themselves as dragon hunters.  Most never find any dragons in their lives.  Dragons are a rare and secretive breed, perhaps even a dying one.  Those would-be dragonslayers that do find a dragon rarely live to regret it.
Many dragons have the ability to harness elemental power through their breath, the most common being a torrent of fire that burns hotter than any furnace.  Legend says some dragons also command cold or even lightning.
Like many early beings, dragons appear to be immortal.  They age slowly, and few new dragons even seem to be born.  Some more expert on the subject than I have told me they believe that the rate of birth has been in decline for millennia.
[/spoiler]

[spoiler=ELEMENTALS]Creatures tied to the planes that comprise reality, elementals can be summoned to our world to serve powerful casters.  They are beings composed entirely of their element, resembling a man of fire, or water, or whatever their substance might be.  Powerful beings, certainly, it is unclear whether these beings possess sentience or are actually created by their summoners.[/spoiler]

[spoiler=FEY]Beings of magic and nature, I mentioned the fey previously.  They are one of the most ancient of races.  They arose on Kishar long before the race of man.  I believe they are now all but gone, yet, perhaps some will remain even when men have long passed.  They are immortal and innately magical.  They possess greater control over magic, and can practice it without losing themselves in the process.  The most emblematic of the fey are the elves.  Their mastery of magic once allowed them to rule much of the world.
I believe the fey were once native to Kishar, but they have mostly departed, with the exception of a few havens.  The druids call the place they have gone Otherworld.  It is said one can access this place through gateways in places of transit: caves, waterfalls, and so forth.  Yet to do so is to risk being lost without a guide in passages between the world in which we live, and the world which might be.  I believe the fey name their world Tir Nan Og.  It is my hypothesis that the fey world corresponds not only with druidic legends, but with the myths of many cultures about a Spirit Realm.
[/spoiler]

[spoiler=GIANTS]Since ancient times there have been beings of truly great stature.  These giants are found in many regions of the world, appearing in the myths and nightmares of men across Kishar.  Nowhere are they more common than the fabled, frozen land of Jotunheim.  It is hard to say with certainty, but my research indicates that giants first appeared during the early years of the Demon War, some eight thousand years ago.
There are many varieties.  Most are seen as cruel, slow, and dim-witted, but enormously powerful.  They are best avoided.  Only a few giants seem to have mystical powers.  Most simply smash things with immense power and size.
[/spoiler]

[spoiler=LYCANTHROPES]Some humans have been infected with a terrible curse known as lycanthropy.  This curse causes them to transform beneath a full moon into half-man half-wolf monster.  In this form, they spread the curse to anyone they bite.  An affected victim possesses terrible strength and speed and truly violent nature.  Worse, they seem to have neither control over their action, nor memories of what they do when changed.  Fortunately, however, the curse seems to have been long-since eradicated, largely by the Eclesian Mage Killers.
Some legends speak of men turning into other kinds of animals under similar curses, but all my research indicates this pure fable.  There are no reported cases non-wolf lycanthropes anywhere as near as I can tell.


After Kyrosâ,¬,,¢s time, the curse was re-awakened in Kirahr and has spread rapidly, especially in the Land of Shadows, though it has begun to spread even further now.[/spoiler]

[spoiler=MONSTERS]There are a great variety of strange beasts in our world.  I cannot begin to catalog them all.  I suspect some were created by the Star, while others may have been twisted into their form by magical experiments or the power of demons during the Demon War.  There is no common thread among such monsters, other than that they are generally biological in nature, like men, and that they eat, sleep, breathe, reproduce, and age (often very slowly).
Of the types of such beasts I have heard of frequently, I can list the cockatrice, griffins, hippogriffs, pegasi, and unicorns as just a few.  I am reasonably certain that all these exist, though I have personally not seen all of them.  Griffins are actually not that uncommon in Ersony and other parts of Midgard.
[/spoiler]

[spoiler=OLD ONES]In a few sources, I found reference to a kind of being known as an Old One.  At first I thought this was another name for cosmic beings.  Then I began to suspect it was a new kind of cosmic being.  But as I delved deeper, I began to realize they were, in fact, something else entirely.  They seemed to come from some distant, alien time and place.  Beings totally beyond our scope of good and evil, they knew only cold alien logic.  One source indicated that these beings were as old, perhaps even older than the cosmic beings.  Since most sources indicate that the cosmic beings are eternal, that they have always existed, I cannot even imagine what could lead one to believe something is older.  I do not know whether these beings are a single type of entity, or if the title Old One applies to many â,¬Å"races.â,¬Â  I have seen, in some truly ancient records, reference to a term that I believe applies to a kind of Old One: Dwellers.  I know nothing of such beings.
There is some indication the Old Ones may even be responsible for some of the more repugnant creatures in our world.  Most truly horrid monsters are attributed to the work of demons, but I now believe it possible that the most alien beings might be inspired by another source.
Had I not seen references to these beings in more than a single source, I would have dismissed such thoughts as the ravings of a mad man â,¬' for certainly both authors were mad.  Yet that two un-related sources should mention these beings, leads me to fear there may be some truth to the claims.
[/spoiler]

[spoiler=VAMPIRES]In almost every culture are stories of a strange kind of being that stalks the nights, searching for the blood of the living to sustain its immortal existence.  Some claim these beings are the undead.  Some say that it is an ancient curse passed on to humans.  Others say that vampires are their own unique race, but that they can transform humans into their likeness.  There is so much myth, it is hard to record anything and call it fact.  My research indicates that such creatures not only exist, but are immensely powerful immortal individuals whose power grows as the ages pass.  I have heard that many can pass as human, while some have describe them as grotesque monsters.  It may be that there are distinct species to account for the discrepancy in tales, or it may be that vampires become more monstrous as they age and increase in power.
As terrible as the thought of them preying on people for blood is, one can only hope that is their sole agenda.  For I hesitate to think what immortal, amoral beings of such power could concoct should they work in unison towards a single goal.
As for the weaknesses of vampires, I offer what I have heard: sunlight burns them, water is like acid to their flesh, and that they are turned away by garlic.  I would warn, however, that these things remain unconfirmed, and some seem unlikely.
[/spoiler]
Title: The World of Kishar
Post by: Tybalt on August 03, 2006, 10:49:52 AM
There's a lot of stuff to be read here, which is quite cool, and to be honest I've not finished reading it all. However I have to say that I quite like this; it is one of those worlds I'd actually probably enjoy playing in. The narrative scenes were nicely done and showed something of how people see the adventure material we're all used to. I like the idea of the living planet, the ley lines and the way you have a touch of the old fashioned sword and sorcery (a la RE Howard et al) in your civilization origins. I'll keep checking this out, well done so far.
Title: The World of Kishar
Post by: Matt Larkin (author) on August 03, 2006, 11:57:31 AM
Thanks Tybalt.  A little encouragement always helps one keep motivated ;) .
History is always one of the things that interests me most in worlds.  I may list more later, but I wanted to keep what I gave to players small enough they would actually read it :book: .
Title: The World of Kishar
Post by: Matt Larkin (author) on August 03, 2006, 02:36:27 PM
I linked to larger map off-site with actual labels, for those interested in geography.  One day I'd like to get the map professionally done.
Title: The World of Kishar
Post by: Matt Larkin (author) on August 03, 2006, 02:53:32 PM
[ic=Cost of Living]Three Eliscian soldiers sat at the roadside beside the bridge.  Obviously, they had setup a checkpoint, or perhaps a toll of some kind.  Adalard considered just fording the river further down.  He shook his head, deciding heâ,¬,,¢d rather chance the soldiers causing trouble than risk illness from a dip the icy waters.  At least he could fight men.

   He proceeded down the road.  One soldier leaned against a bridge post, hand on his sword hilt.  Another, possibly the ranking one, sat on a stump not far off.  The third rose from a rock when he approached.

   Ã¢,¬Å"Travel documents?â,¬Â he asked.

   Adalard shook his head.

   Ã¢,¬Å"Then thereâ,¬,,¢s a toll, and I need your information.â,¬Â

   Adalard sighed.  Ã¢,¬Å"My name is Adalard.  Iâ,¬,,¢ve come to Valador seeking a man I believe has information I need.â,¬Â

   The lead officer rose from the nearby stump.  Ã¢,¬Å"Adalard, huh?  Yeah, Iâ,¬,,¢ve heard of you Elmetian.â,¬Â

   Ã¢,¬Å"I am flattered, sir.â,¬Â

   Ã¢,¬Å"They say you are no friend to the Empire.â,¬Â

   Ã¢,¬Å"Ah,â,¬Â Adalard stumbled for words, â,¬Å"you cannot trust everything you hear, no?â,¬Â

   The soldiers gripped their swords.  Ã¢,¬Å"Youâ,¬,,¢re also quite the famous swordsman.  I could be famous for defeating you.â,¬Â

   Adalard slowly paced back around to the side, trying to gain room to move.  Ã¢,¬Å"If Iâ,¬,,¢m as good as they say, donâ,¬,,¢t you think it might be dangerous?â,¬Â

   The officer drew a gladius and the others followed suit.  Ã¢,¬Å"Not with three of us.â,¬Â

   Ã¢,¬Å"Isnâ,¬,,¢t single combat better for the reputation?â,¬Â Adalard drew his blades as he backed up.  Ã¢,¬Å"You think three-on-one is honorable?â,¬Â

   Ã¢,¬Å"At the very least, Iâ,¬,,¢ll have the pleasure of running through an enemy of the Empire,â,¬Â the officer said.

   Ã¢,¬Å"And now we see one of many reasons I donâ,¬,,¢t want you in my countryâ,¬Â¦Ã¢,¬Â Adalard mumbled.

The officer approached directly, while the other two tried to flank him.  Adalard struggled to keep them all in front of him.  As the one on the left chopped, he parried and dashed to the side, trying to keep that man between him and the other two.  He cut off the remaining grunt, but the officer pulled around and he was facing both of them.

The officer thrust while the other main chopped at his leg.  Adalard reacted as quickly as he could, using his sword to deflect the thrust and his dagger to block the attack at is legs.  He brought his sword straight back from the parry, chopping at the officerâ,¬,,¢s head, but the man ducked.  He turned back quickly, using his dagger to block another attack while back-peddling.  The third man had come around behind him and was trying to hack off his head.

Adalard thrust his elbow out behind him, catching the man in the chest and stopping the momentum of his attack.  He spun around between the two grunts, cutting off the officer, then jumped up onto the stump, parrying attacks from a grunt.  The other recovered quickly and headed over, and the officer was coming around behind.  Adalard leapt off the stump, doing a flip behind the officer.  He tried to run the man through, but the officer got his sword around faster than Adalard had expected.  The man was good.

Adalard shoved him back, flipping his dagger backwards into his hand.  He flung it at a charging grunt, catching him in the face with it.  The other two glanced for a split second at the dead man and Adalard used the moment to reposition, gripping his sword with both hands and getting the other grunt between himself and the officer.

The grunt thrust, but Adalard leapt to the side, dropping to one knee and chopping up at an angle.  The manâ,¬,,¢s leg was severed at the knee and he collapsed screaming as Adalard rolled out of the way of the officerâ,¬,,¢s charge, coming up on his feet.

Adalard slowly brought his sword up, holding it with one hand, blade high in an aggressive stance.  The officer charged again, swinging.  Adalard sidestepped at the last moment, pushing the man past him, then quickly spinning around, with his sword again in both hands.  His slash bit into the officerâ,¬,,¢s back and the man fell gasping from the pain.

Adalard walked over and calmly ran him through, ending his misery.  He glanced at the other soldier who had already bled to death.  He went over to their bags and took the box they had collected the tolls in then proceeded across the bridge.  He hoped there would be a village nearby where he could look for more information.[/ic]
Title: The World of Kishar
Post by: Matt Larkin (author) on August 03, 2006, 05:17:28 PM
I added a timeline to the history section.

Since I think the basics are all done, I'm about ready to explain a few details for different regions.  Since my first campaign in this world began in the Celtic Isles, I'll start there.  In settings I've done in the past, I've added sections on Economy, Politics, Culture, Military, and such.  I'll try to go back and add those as I have time.
Title: The World of Kishar
Post by: Matt Larkin (author) on August 04, 2006, 01:23:59 PM
The Celtic Isles
The Celtic Isles are a series of islands west of Midgard inhabited by the Celtic tribes.  They were once home to fey and giants, and are still lands of mystery and superstition.  Much of the isles were conquered by the Eliscian Empire during its expansion.  They are a place where men are torn between the old ways of the druids, and the new ways offered by the Eclesian Church.
The Celtic Isles are Alden, Blythe, Brigit Isle, Elspeth, Gaeland, and Wades.

Context:   Largely inspired by the British Isles
Climate:   Temperate.  The warm waters that pass through keep the isles warmer than other regions of their latitude.  Temperatures are usually cool but not cold.  Frequently cloudy, with lots of rain.
Terrain:   The terrain is fairly varied, but most of the isles are covered in forest.  Some parts have low mountains and highlands, while others are more level.
Land Area:   230,000mi2 (22% arable)
Population:   4,200,000 (89% human, 3% fey, 3% giant, 2% dwarf, 1% bugbear, 1% hobgoblin, 1% lizardfolk)
Currency:   Barter, plus standard
Wealth:   Low
Language(s):   Gaelic
Dress:   The Celts love bright colors.  Most of their clothing is made from wool, though linen is also common.  They favor checks and stripes, even garish clothing.  In battle they wear little clothing, instead favoring bright colored paints such as from the woad plant (bright blue pigment), or adding lime to their hair.
Religion: Druidic Animism

[spoiler=History]According to ancient legend, the people of the Celtic Isles were once united behind the last High King, Padarn.  But that time was long ago, and the fragile alliance was broken.  The people separated into various tribes, and began warring amongst themselves for control of land and goods.  Occasionally they even raided the neighboring land of Lyonesse, and sometimes raiders from Nostir invaded the isles.  This is as it was even from the earliest memories.
In the Eliscian Year 1440, the people of Gaeland and Elspeth were invaded by an army of giants from the mountains.  These twisted giants, known as fomorians, were ancient enemies of both man and fairy.  There assault was swift and brutal, and many men died.  Hope began to break, as the scattered clans were unable to face such a threat.  Then, a warrior named Gaedren appeared, and led the clans to victory, personally killing to fomorian king, Conann.  The druids tried to reward Gaedren, granting him an ancient sword of heroes.  But Gaedren, disappeared soon after, only to pop up at various later points in history over the next seventy years, spoken of in myth and legend.  Some believed others, perhaps his children, were trying to cash in on the fame of the hero.  Others believed it was somehow the same man.
Some thirty years later, the history of the Celtic people would forever change.  In the year 1470, all the members of the druid High Circle were mysteriously killed.  The druids were thrown into chaos, and the people were at a loss without their spiritual guidance.
The next year, the Eliscian Empire landed at Alden, quickly seizing territory.  Though the Celts were a fierce warrior people, single scattered clans were no match for the numbers and training of the Eliscian legions.  The Empire quickly began to spread through eastern Alden, and soon also landed at the isle of Wades.  The Empire preferred steady expansion to rapid tactics, gaining strong footholds before moving on.
Within a decade, the Empire had secured Wades, and gained in solid foothold in southeastern Alden.  For a time, their expansion ceased.  Some speculated they were satisfied and would leave the people alone, while others thoughts the Empire merely had problems outside their borders that drew away their attention.
In the same year Wades fell, a new Archdruid was chosen: Cathbad.  Proving a visionary leader, he helped restore the druid High Circle which had still only been partially filled until his rise to power.
Most of the Clans lost interest in the Empire, and those territories that had fallen grew accustomed to the Imperial presence, intermarrying with the people of the occupying force.  Then, in 1507, the Empire launched a new front.  Rather than continue expansion in Alden, they landed at Amon on Gaeland.  There, after only minor skirmishes, they negotiated with King Sheridan of Amon, and were allowed to occupy the area.  This led many of the other Clans of Gaeland to distrust Amon Clan, feeling they had sold out the people of the isle.
For a couple of years, the Empire stopped its expansion again.  During this time, the Eclesian Church, official religion of the Empire, sent a mission to the town of Lugshir.  There, the Church began spreading the faith of the new religion, casting the Old Ways of the druids as blasphemous.  The promise of salvation from the Eclesian God began to draw followers, just as it had on Alden.
Concerned he would lose his peopleâ,¬,,¢s faith, but not wanting to shed blood, the druid, Niall, worked to convince the mission to leave.  First, the mission relocated to Rowan Clan territory, but later, when things began heating up between the Clans and the Empire, it returned to Alden.
The peace was shattered as Clansfolk from Blaine began raiding imperial scouting parties around Amon territory.  Eventually, this provoked the Empire, which attacked Blaine, easily conquering its territory.  
Concerned with the situation, the chief druid of Gaeland, Corrigan, worked with Niall to try to get the clans to put aside their differences.  She managed to get the clans to agree to use Rowan as a meeting place to discuss their joint enemy.  Knowing they would need more aid, Niall decided to return to Alden.
The neighboring clans became concerned with the situation in Blaine, and against Corriganâ,¬,,¢s warnings, they laid a joint assault upon Blaine which destroyed the town and many of its people, including its king, Sloane.  Some of the remaining people escaped to Lugshir.
By this time, Niall had reached Alden, where he met with the chief druid of Alden, Kendall.  Kendall had had a vision which led him to believe that there must come a new High King to unite the people to the isles.  Kendall believed this man was Aviragus Maxwell.  Niall worked with several others to locate the lost castle of Padarn, and find his magical coat, which was said to only fit a true king.  On retrieving it, the coat fit Aviragus, who was primed to become the next High King.  However, before the other nobles of Alden would bow to him, he had to pass the ritual of TaN Nâ,¬,,¢Righ.  Aviragus performed the ritual, and was crowned the High King.
The Empire was given pause on Gaeland by the increasing number of werewolves, and seemed to wait to debate their strategy.  The Church sent for its Mage Killers â,¬' an elite unit trained to fight supernatural creatures and wizards.  The leader of the Mage Killers was a knight named Corbin.  They hunted down and eradicated the werewolf problem in Gaeland.  
Knowing they would need both unity and strength to defeat the Empire, Aviragus asked Niall for further help.  Niall agreed and traveled to Elspeth to forge an alliance with the dwarven kingdom there.  The details of what happened next are unclear, but what is known is that Niall was banished from the Celtic Isles, along with his companions, by the archdruid Cathbad.  Almost immediately thereafter, many member of the High Circle of druids were killed.  The rumor was that it was the fomorian death god, Balor himself, that killed them.  Regardless, there was no further sign of the death god after this time.
It was at this time the combined forces of northern Alden attacked imperial territory.  Desperate, the druids added their magic to the fight.  While the Eclesian Church had previously asked the Empire not to attack the druids, the direct interference and use of magic against their people changed this policy.  Corbin and his Mage Killers had returned to Lyonesse, but he was once again recalled, and ordered to lead an assault on Brigit Isle, home of the druids.  Corbin led the troops on.  The druidsâ,¬,,¢ magic sank many ships, but they could not stop the landed.  Corbin and the Mage Killers ruthlessly slaughtered the druids, eradicating almost everyone on Brigit Isle.  Then he was sent to eliminate the druids stationed on the other isles.
Only a handful of the druids survived his crusade, and only one of the remaining members of the High Circle evaded him: Leith.  Leith and many of the other druids were forced into hiding, practicing their ways only in secret.
Enraged, Aviragus led the united Clans of Alden against the Empire.  Ultimately, however, he was defeated.  The Empire proved too strong a foe, and their ships landed in retaliation on the western shores of Alden.  Alden fell, now under the complete control of the Empire.  The surviving warriors loyal to Aviragus that would not give up retreated to Gaeland and Elspeth.
Gaeland fared only marginally better, as the Empire launched a massive attack, seizing all of the territory south of the Lugh River.  Lugshir was decimated, and Devon fared only marginally better.  The free people of the isles retreated into the forests, hiding north of the river, which became the border between the free Isles and Imperial lands.
Aviragus succeeded in uniting the Clans, but it was too little, too late.  Elspeth and northern Gaeland remain free, but many feel it is only a matter of time before the Empire launches an all out war.  Thus far, their incursions north of the river have met with stiff resistance, and the Celts have been able to use their superior ability to fight in forests, which limit Eliscian tactics, to their advantage.  The Empire has paid dearly for each incursion.  But neither can the Celts regain their land.
Though the resistance has had to stay on the move, the official headquarters is Rowan, where the Clan meeting hall still stands.  Some time ago, Niall returned, and Leith lifted his banishment.  Niall was made a member of the High Circle, and is arguably the most powerful sorcerer in the isles.  But on his return, he has tried to preach a â,¬Å"newâ,¬Â version of the Old Ways, trying to teach against certain beliefs of the Old Ways he now felt were false.  Leith has refused to give up the Old Ways, but some of the people have begun to follow what has been deemed the New Old Ways.
[/spoiler]

[spoiler=Flora & Fauna][ooc]I'll get to normal animals and plants, eventually...I welcome information from others on this.[/ooc]
[spoiler=Animals]white stag[/spoiler]
[spoiler=Plants]barnacle tree[/spoiler]
[spoiler=Fey]asrai, blue men, bogie, boggart, boggle, brownie, buggane, butterfly spirit, cait sith, ceasg/merrow (merfolk), clurichaun, cusith, cuachag, dobie, dooinney-oie, ellyllon/ouph (elf), endimion, fenoderee, fir dhearga, fuath, ghillie dhu, Glaistig, glower, grig, gwrageed annwn, henkie, herne, joint-eater, kelpie, leanan sidhe, leprechaun, muidris (kelpie), oakmen, pech, pixie, puck, powrie/redcap, selkie, shefro, silkie, spriggan, swan may, urisk/lubber fiend (satyr), woodwose[/spoiler]
[spoiler=Giants]athach, ciuthach, firbolg, fomorian, grey man (stone giant), jack-in-irons, ogre[/spoiler]
[spoiler=Monsters]afanc, allip, bananach, banshee, barghest, beast of bodmin, black annis, black dog, bodach (bodak), boobrie, booka, brollachan, cailleah bhuur, cally berry, caoranach, capalu, changeling, cirein croin, Coranian, cwn annwn (hellhound), direach, dobhar-chu, dragon tygre, dragon wolf, eachy, ellylldan, fachen, fetch, fish knight, gentle annis, hag, knucker (water dragon), lavellan, lich, mara, muc-sheilch, nemhglan, nightmare, nuckelavee, owlbear, pooka, rawhead, spectre, taran, twrch trwyth (razorboar), uatach, unicorn, waff (wraith), water leaper, werewolf, whist hound (yeth hound), wight, wyvern, Y Draig Goch[/spoiler]
[/spoiler]

[spoiler=Equipment]Axes:   battleaxe, handaxe, kern axe (greataxe)
Blades:   longsword (bastard sword) long sax (bastard sword), scramasax (dagger), skain (dagger), claymore (greatsword), arming sword (longsword), sax (longsword), shortsword, sickle
Clubs:   bata (club), greatclub
Polearm/Staff:   craisech (longspear), lochaber axe (halberd), partisan (ranseur), spear, shortspear, scythe, quarterstaff, short staff, trident
Ranged:   longbow, shortbow, francisca (throwing axe), angon (javelin), weavers beam, sling
Armor:   padded, leather, cuir bouili (studded leather), light mail (chain shirt), mail (chainmail)[/spoiler]
Title: The World of Kishar
Post by: Matt Larkin (author) on August 04, 2006, 01:41:00 PM
Ahlia
Ahlia is a large land in southern Midgard, east of much of that continent.  Ahlia also includes a number of islands, such as Airyana.

Context:   Inspired by ancient Persia and Arabia.
Climate:   Tropical but arid.  Hot in day, cool at night.
Terrain:   Much of Ahlia is covered by desert.  Other parts of the nation are not desert, but still arid.  The rivers provide the major source of life in the land.
Land Area:   4,313,000mi2 (9% arable)
Population:   49,000,000 (98% human; 1% scorpion-men; 1% other)
Currency: Ahliaâ,¬,,¢s primary form of currency is the dinar, a gold coin worth 1/3 a gold piece.  Each coin weighs about 1/3 the weight of its standard counterpart.  I have drawn the currency and barter values from this site (http://www.arabianadventures.org/rules/?page=asrd/EquipmentI.php).  Stories are also of high importance, thus a good story can sometimes be used as barter.
Wealth:   High
Legal System:   The legal system is harsh.  A magistrate makes swift and deadly decisions, and city watch, and even shopkeepers can cut off the hands of criminals.
Language(s):   Ahlian
Dress:   Ahlians favor long clothing that protects from the sun.  Men often wear a kind of robe called a thobe.  Women cover their faces with veils while in public, hiding their beauty.  The wealthy can afford fine silks.
Religion:   Church of Ormazd (80%), old Ahlian Pantheon (18%)

[spoiler=History]Following the end of the Demon War, the scattered human tribes began resettling, returning to old cities, or rebuilding their homes.  Ahlia quickly developed into a land of many powerful city-states, each governed by its own sultan.  A sultanâ,¬,,¢s reign lasted just as long as he could keep his rivals at bay.  This has been the state of things almost ever since.  In this time, desperate for something to hold on to when rebuilding their world, many began to follow a pantheon of deities that prophets claimed had broken the chaos â,¬' this is the old Ahlian Pantheon.  Meanwhile, some began to follow the teachings of a dualistic religion â,¬' the teachings of Ormazd, foe of the god of Darkness, Ahriman.  Some even secretly worshipped Ahriman, hopping for power.  In time, the faith of the Church of Ormazd grew, while the hold of the Ahlian Pantheon faltered.
A religious war erupted led by followers of the old pantheon, trying to drive out this new religion that dismissed their own deities.  For almost twenty years followers of each faith fought, sultans and cities choosing sides, and Ahlia was in chaos.  Finally, however, an accord was reached.  The Church of Ormazd came out ahead, and has become vastly dominant since.
Now, however, a new conflict has arisen.  The Church declared the followers of the Eliscian Empire infidels for dismissing their god, which helped Sultan Darius unite many of the city-states of Ahlia in his recent campaign against the Empire.  Darius leads a grand holy war against Eliscia, invading Ersony and Tersh, and stationing troops in Antia.  In all three locations battles have been fierce and many lives lost on each side.[/spoiler]

[spoiler=Flora & Fauna]
[spoiler=Animals]camel, dire jackal, jackal, giant ant lion, giant stag beetle, monitor lizard, scorpion, snake
[ooc]There should obviously be more, but that's what came to mind.[/ooc][/spoiler]

[spoiler=Monsters]al-miâ,¬,,¢raj, basilisk, djinn, dragon turtle, ghul (ghoul), houri, karkandann, kuyutha, lamia, lamassu, manticore, rakshasa, roc, sand dragon, sea-horse, senmurv, shedu, simurgh, zu[/spoiler]
[/spoiler]

[spoiler=Equipment]Axes: battleaxe, lohar (light pick)
Blades: jambiya (dagger), kard (dagger), katar (punching dagger), shamshir (scimitar), akinakes (shortsword), kindjal (shortsword)
Clubs: club, greatclub, ox mace (heavy mace), light mace, morningstar, sap
Flails: flail, chain, spiked chain
Polearm/Staff: balanced spear, scythe, spear, longspear, shortspear, quarterstaff, rummh (lance)
Ranged:   recurve bow (composite shortbow), heavy crossbow, javelin, dart, sling, weavers beam
Armor:   leather, cuir bouili (studded leather), light mail (chain shirt), scale, mail (chainmail), lamellar (splint), banded[/spoiler]

Title: The World of Kishar
Post by: Tybalt on August 04, 2006, 02:52:06 PM
Hey there, read more thoroughly your stuff about the different races and deities. This is really good, and gives me a clearer idea of how to go about presenting the same kind of material for myself. I quite like how you give the different races a sort of raison d'etre rather than just saying 'they're evil' 'they're nice' 'they're naughty' kind of thing. I also like how you've adapted a number of existing religions along with adding your own in a way that works.

Title: The World of Kishar
Post by: Matt Larkin (author) on August 04, 2006, 03:21:33 PM
Thanks Tybalt.  I'm glad I could inspire.

I invented the basic faiths of a few humanoid races that don't follow local religions, but the other faiths are all based on some real religion or other.

None of the "true" races (those created by the Star) are evil, or good, or whatever (not that I use alignment).  They all have the potential to do great and terrible things.

Many of the other races are predisposed towards violence because they were created by demons.  I might detail these later, but they include other goblinoids (bugbears, etc.), orcs, trolls, and so forth.

Actually some of the giant races are prone to wickedness, also because of the influence of demons.
Title: The World of Kishar
Post by: Matt Larkin (author) on August 07, 2006, 06:01:52 PM
The races I presented before are the true races of Kishar - those created by the Star.  But other kinds of sentient beings also exist that were created in some other way - usually by the influence of a demon god.  While such beings cannot create life on their own, they were able to harness the energy of the Star to twist existing lifeforms into new species.

[spoiler=Athach]Yet another twisted giant found in the Celtic Isles.  Presumably created by a demon god, or perhaps just a mutation as can sometimes happen.  Their numbers are thankfully few.
Lands:The Celtic Isles[/spoiler]

[spoiler=Dopplegangers]A race apparently created by the proteans.  Very little is known about them.  Those that have even heard of them believe they are a recent immigrant to Kishar.
Lands:Varies, but mostly Midgard[/spoiler]

[spoiler=Ettins]A race of wicked giants in the north of Midgard, these giants plague the Nostirans, striking fear even into those hearty folk.  Most scholars believe they are also the result of demons twisting giants.  Some ettins serve frost giants.
Lands:Nostir, Jotunheim, Bjarmaland[/spoiler]

[spoiler=Fomorians]Another form of giant created by warping the existing races of giant, fomorians are found exclusively in the mountains of the Celtic Isles.  They have warred with both the elves and later the Celts.  They are also enemies of the other races of the giants, especially the firbolg, and of pretty much anyone else they encounter (on account of the fact fomorians try to kill just about everything they encounter).  The last major conflict with fomorians was the Fomorian War in 1440, in which their great leader, Conann led them to attack the peoples of Gaeland and Elspeth.
Lands:The Celtic Isles[/spoiler]

[spoiler=Goblinoids]During the Demon Age, demon lords twisted goblins into "more evolved" forms such as bugbears, hobgoblins, and other goblinoid species.  These greater goblinoids possessed greater physical power and were more prone to wickedness due to their origins.  They have never really achieved any kind of real dominance, however.
Types: hobgoblin, bugbear
Lands:Gore, Guiyu, Land of Shadows, Nagryth, Nostir, Shaldon, Tersh, Terza, Valador
[ooc]I need to do more research to correlate other mythical creatures as goblinoids.  I know there are some in Oriental Adventures, which I'll include once I can coberate their mythical origins.[/ooc]
[/spoiler]

[spoiler=Harpies]No one is quite sure when the harpies first appeared.  They are native to Ersony and islands of the Midgard Sea.  Some believe they demonspawn like so many of these non-true races.  Regardless, their numbers remain fairly small, and they have no organization to form a true society.
Lands:Ersony[/spoiler]

[spoiler=Ogres]Ogres are a species of giant surrounded in much myth and fear.  According to the stories, they were once a fairly normal race of giants and established a great civilization.  But as their power grew, they were corrupted by it, becoming increasingly violent and brutal.  Giving in to their must brutal instincts, they were tainted by the demon influence.  Unlike many other beings, they were not directly twisted by demons, but, rather, responsible for their own slide into darkness.  As their corruption increased, so too did their power in a vicious cycle.  They became less and less like mortal creatures, and more like demons themselves, possessing magical powers and vast lifespans.
These are the beings historians call true ogres.  In time, however, they were defeated.  Most of the true ogres were imprisoned, destroyed, or cast from Kishar.
The modern race of ogre claims to be the descendants of these true ogres.  Though modern ogres lack the magic, guile, or advancement of true ogres, it does seem probable that they represent a devolved form the same race, having slid away from their power.  They are still savage, however.
Lands:The Celtic Isles, Lyonesse, Nagryth, Shaldon, Valador, Tersh, Jotunheim, Bjarmaland, Buyan, Khazan, The Land of Shadows, Terza, Guiyu, Gogur, Xionga[/spoiler]

[spoiler=Orcs]Orcs were created by the lord of darkness, twisting men into a terrible form to fuel his army.  They are foul creatures hated by the other races of the world.  In the past they have roamed Midgard in vast hordes, raiding and destroying the world of men.  The Horde was broken by the Valadorian Empire, and when it rose up again centuries later, again by the Eliscian Empire.  Now, orcs are rare outside the Land of Shadows, where they are dominated by The Shadow.
Lands:The Land of Shadows[/spoiler]

[spoiler=Scorpion-Men]Found in Ahlia, the scorpion-men are a source of fear for the people of that land.  They are best left alone.  If a human wanders into their domain, they will not hesitate to destroy him.  Their origin is unknown.
Lands:Ahlia[/spoiler]

[spoiler=Serpentfolk]Twisted by dark magic, supposedly by a serpent demon, the serpentfolk were once men, but are now a new race.  They haunt the jungles of Kalakti, though some are also found in Simbel.  They are vile and wicked, often worshipping their "creator" their terrible rituals and human sacrifices.  They are the enemies of all races.
At a glance, some might mistake serpentfolk for nagas - they possess a humanoid torso and the lower body of a snake.  Upon closer inspection, however, they are clearly something else.  In a way, more grotesque on account of their being more human.
[ooc]Obviously, my setting's answer to yuan-ti, since they are not OGC material.[/ooc]
Lands:Muiz, Vilcaana, Simbel, Kush[/spoiler]

[spoiler=Tengu]Believed to be a myth, these bird-men have suddenly begun to appear.  Some believe they are a new race, while others claim they are a very old one (explaining the myths).  None are quite sure why they suddenly appeared.
Lands: Terza[/spoiler]

[spoiler=Trolls]Giants twisted into grotesque monsters by demonic energy, trolls roam the northern wastes of Midgard.  Fierce, tough, and usually stupid, they prey on men and hold no loyalty to much of anyone.  Most agree, they definitely should not exist, but all attempts to wipe them out have met with disaster.
Lands:Nostir, Elmet, Chonland[/spoiler]
Title: The World of Kishar
Post by: Matt Larkin (author) on August 08, 2006, 06:08:33 PM
I added some minor updates to the non-true races in the most recent posts, including locations where the races are found, and the Tengu.

I also corrected population demographics for the Celtic Isles and added more to the monster lists there and in Ahlia.  I also added History and Equipment for Ahlia.

On the subject of equipment, I list the actual term of the weapon, plus the closest D&D mechanical equivalent in paranthesis.  The same is true for monsters, though I haven't gotten too far in correlating most of those yet.

I'll post more regions soon.
Title: The World of Kishar
Post by: Matt Larkin (author) on August 09, 2006, 02:25:00 PM
Terza
An island chain west of Khaltesh, Terza was once united in an empire, but has fallen to civil war, each region ruled by the strongest daimyo.  Terza consists of several islands, including Adakaido, Shikami, Yokage, and the Border Isles.

Context:   Inspired by feudal Japan.
Climate:   Temperate
Terrain:   Much of the Terza is mountainous, with many dense forests.  Only a small portion of the land is arable.
Land Area:   50,000mi2 (20% arable)
Population:   1,400,000 (93% human, 2% nezumi, 1% goblin, 1% vanara, 1% fey, 1% tengu, 1% other)
Capital:   Previously Mizoto
Currency:   Standard.  Many coins used in Terza come from Guiyu, though the fallen Crane Empire also minted some of its own.  Terzanese coins, like those from Guiyu, are often large, but have holes in the center, reducing the total value back down to that of a standard coin.
Wealth:   Moderate
Language(s):   Terzanese
Dress:   There are many unique articles of clothing in Terza.  The kimono is the most common â,¬' a full length garment worn by all.  The jinbei is a matching top and shorts worn by men and children in the summer.  The jÃ...«nihitoe is a robe worn by court ladies.  The hakama are long (ankle-length), wide skirts, sometimes divided to be baggy trousers; they are tied at the waist.  The yukata is a casual kimono worn after bathing or during summer.  The obi is a sash commonly worn.  Tabi are a kind of sock and zori are sandals.  Geta are a kind of clog, while waraji are sandals made from straw rope worn by commoners.
Religion:   Terzanese Animism

[spoiler=History]According to the ancient legends: The world was once chaos.  Oni roamed the land and ruled with terror and fire.  Then the great kami came to the world and saw the suffering of mankind.  They led mankind to fight against the evil oni and to create order in the world.  This conflict is known as the Oni War.  When the war ended, most of the oni were driven out of the human world and into the Spirit World.  The end of the Oni War marked the beginning of the history of humanity.
In the wake of the Oni War, the great oni and the great kami were all gone to the Spirit World.  A powerful force remained, however: the ogres.  The ogres were tainted by the oni; though lesser than the great oni, they were a terrible force throughout the land.  They were not immortal like true oni, but the ogres were long-lived, resilient, and possessed horrible powers no man could match.  For many years after the Oni War the people struggled to fight the ogres.  Then a great hero, chosen by the kami appeared.  His eyes held the light of heaven, and his blade brought ruthless vengeance on the ogres in a whirlwind of death, destroying the true ogres or banishing them to the Spirit World.  With the true ogres gone, lesser beings, claiming to be descended from those ogres, then arose, calling themselves ogres.  Such ogres persist even unto the modern world, shadows of the power wielded by the true ogres.
With the true ogres destroyed, human civilization began to develop in the islands of Terza.  Various factions developed, and these factions warred with each other for land for many years.  In time, a man named Masanori Akita arose and conquered the warring clans and proclaimed himself Emperor of all Terza.  Akita was said to be descended from the gods, and to establish his rule with the blessings of heaven.  He was known as â,¬Å"The Dragonâ,¬Â because it was said he had the support of great dragon spirits, which proved his celestial lineage.  This was the beginning of the Dragon Dynasty.  Many of the other factions beneath the royal family continued war with each for dominance and influence, but all supported the Emperor.
At some time in the distant past a great darkness arose in the mainland to the west.  The lands that once prospered there fell under the sway of a great evil known only as â,¬Å"the Shadow.â,¬Â  Those lands were warped and twisted under his terrible rule, tainting all that lived in them.  Those regions became known collectively as the Land of Shadows.
Late in the Dragon Dynasty, an invading force from the Land of Shadows landed on the shores of Terza.  It is said the first invaders landed at Yokage and found the people completely unprepared.  Hordes of nezumi, goblinoids, and fouler creatures began slaughtering the people of the Empire.  The Emperor sent forth a rallying call to the great warriors of the land to face this horde.  Samurai had long since become the leading warriors of Terza, and they answered the call to fight against the Shadow.  They found aid unlooked for in vanara warrior monks descending from their mountain and forest homes to fight evil.  Ever since, the vanara have been seen as champions against evil, though they avoided most human wars since the Shadow Invasion.
In more modern times, history is more certain.  Some one hundred years after the Shadow Invasion, the current Emperor was assassinated.  To this day who killed Emperor Masanori Umazi remains a mystery.  With the death of their ruler, the Dragon Dynasty was shattered.  The descendants struggled for power, each making a claim for the throne.  The empire quickly collapsed into civil war.  Clans arose from different descendents of the emperor, all claiming a connection to his divine ancestry.  Civil war waged for over 250 years.  Alliances were formed and broken, cities were destroyed, heroes died valiant deaths, and much was lost.
The Civil War drew to a close as the head of the one of the great clans finally managed to unite the other clans behind himself.  This man was Kyu Rajo, head of the Crane Clan.  He established the Crane Dynasty 400 years ago â,¬' the dynasty that still rules the empire today.  Many of the other clans have continued fighting for land and influence, but the Empire was stable for many years.
About 150 years after the founding of the dynasty, a bandit army swept over northern Terza, raiding and pillaging villages and travelers.  The bandits were led by a warlord known as The Hawk.  The bandit army was eventually defeated by the armies of the nearby clans.  The Emperorâ,¬,,¢s champion, Kyu Toru, personally defeated The Hawk.
In 1506 the champion of the Tiger Clan, Goke Odushi, felt himself gravely insulted by a high-ranking member of the Crane Clan.  Emperor Kyu denied Odushiâ,¬,,¢s challenge to the offender.  Odushi was infuriated, and Tiger Clan eventually rebelled against the Empire, claiming that Kyuâ,¬,,¢s claim to the throne had never been as pure as others.  After twelve years intermittent combat, intrigue, and betrayal, the Crane Dynasty is starting to falter.
In 1511 ago something no one can quite explain happened.  Strange beasts began appearing, the dead rose, and the Shugenja claimed magic had gone wrong.  The very world seemed on the brink of major change.  Many took this as a sign the gods had withdrawn their support from the Crane Dynasty.  This time of disorder is sometimes called The Discord.  Among the strange events that took place then, one of the earliest was that, one night, in the dead of night, a light burst through the sky like a beacon, lighting up the night sky as though it were day, for a brief moment.  This event was followed by violent storms out at sea, as well as a discoloration in the sky, scholars claim came from volcanic activity.  These events preceded the arrival the strange beasts and walking dead, which many believe may spawn from the Land of Shadows.

[spoiler=Timeline]
Year (CE)   Event
863   The last emperor of the Dragon Dynasty, Masanori Umazi, is assassinated.  The Civil War begins.
1122   The Crane Dynasty is founded.  The Civil War ends.
1125   The Emperor begins construction of his new city, Mizoto.
1146   The 1st emperor of the Crane Dynasty dies and is succeeded by his son.
1169   One of the Border Isles erupts, turning out to be a volcano.  The villagers living on the island are all wiped out.
1241   The 99 samurai lead a crusade to cleanse the Land of Shadows.  None return, but all go down in history as famous heroes.
1282   A bandit army storms through northern Terza, lead by a great warlord known as The Hawk.
1283   The bandit army is defeated.
1319   Ogres raid through Falcon Clan territory destroying farms and villages.
1321   A hero of the Blazing Sun Clan named Sakihara Yuki defeats the ogre general in single combat.
1324   Most of the scattered remains of the Falcon Clan territories are seized by the Blazing Sun Clan.  Some of the Falcon families join the Blazing Sun Clan.
1390   The Mantis Clan is destroyed in a war with the Serpent Clan.  Many of the Mantis Clan survivors join other Clans.
1450   War between the Tiger Clan and the Lotus clan turns particularly bloody.  The Lotus Clan beseeches and receives aid from the Blazing Sun Clan, leaving them indebted.
1487   Deep in the mountains, mysterious ruins of an ancient race are discovered.  The Emperor orders an investigation, but no one is able to learn their nature.
1506   The Tiger Clan succeeds its lands from the Empire, revolting against the Crane Dynasty.
1510   Doomsayers appear in Mizoto, preaching that the End of Days is coming.  Emperor Kyu has them executed.
1511   The Discord
1515   All of the ranking members of the Yamoto family (Crane) are wiped out by ninja, effectively destroying the family.
1517   Goke Odushi defeats the champion of the Crane Clan in single combat, earning great renown.  The Emperor struggles to find a new champion.
1519 Terza collapses into civil war and is divided among fueding warlords
[/spoiler]
[/spoiler]

[spoiler=Flora & Fauna]Fey:   hengeyokai, kitsune, yuki-onna
Giants:   hibagon (yeti)
Monsters:   bakeneko, baku, gaki, hitotsume-kozo, ho-o (fenghuang), jikininki, kappa, kekkai, kirin, kumo (aranea), nekomata, nue, nukekubi, raiju, ri, rokurokubi, samebito, suzaku, tennin, yama-uba, yamata no orochi (hydra), yatagarasu, yurei (ghost), zombie[/spoiler]

[spoiler=Equipment]Axes:   ono (battleaxe), masakari (battleaxe)
Blades:   tanto (dagger), aiguchi (dagger), nodachi (greatsword), katana (bastard sword), tachi (bastard sword), wakizashi (shortsword), gunsen (war fan)
Clubs:   jo (club), greatclub (tetsubo), dai tsuchi (warhammer)
Flails:   nunchaku, kawanaga, kusari-gama, manriki-gusari (chain)
Hand Weapons:   kote (gauntlet), nekode (tiger claws)
Polearm/Staff:   kamayari (guisarme), bisento (halberd), uma-yari (lance), bo (quarterstaff), yari (shortspear), magari yari (trident), chijiriki, sasumata (mancatcher), sodegarami, sang kauw, spear, longspear, naginata (glaive), nagamaki (halberd)
Ranged:   yumi (composite shortbow), dai-kyu (composite longbow), heavy crossbow, nage-yari (javelin), uchi-ne (dart), surujin (bolas), shuriken, blowgun, greater blowgun, sling
Armor:   padded, cord (leather), leather scale (studded leather), light mail (chain shirt), scale, mail (chainmail), lamellar (splint)[/spoiler]
Title: The World of Kishar
Post by: Matt Larkin (author) on August 09, 2006, 02:30:54 PM
Antia
Antia is an island northwest of Ahlia.

Context:   Inspired by Turkey.
Climate:   Temperate, with hot, dry summers and mild wet and cold winters.  Desert regions are arid.
Terrain:   Coastal plains with some desert.
Land Area:   60,000mi2 (33% arable)
Population:   2,600,000 (99% human; 1% other)
Capital:   Troy
Currency: Standard or Ahlian
Wealth:   Moderate
Language(s):   Antian
Dress:   The Antians often have close-fitting garments of varying colors, mainly as lace-woven wool.  Leather clothing is very common.  Silk is also imported form the east.  Womenâ,¬,,¢s and menâ,¬,,¢s clothing tend to be very similar â,¬' both genders favor functional clothing.  Typically an outfit consists of a shirt, riding trousers, leather boots, and a silk or cotton cloak.  Fine boots can be sign of social status.
Religion:   Church of Ormazd (70%), Eclesian Church (24%)

[spoiler=Equipment]Axes:   balta axe (battleaxe), handaxe, heavy pick, light pick
Blades:   bichaq (dagger), yataghan (kukri), falchion (longsword), shamshir (scimitar), goddara (scimitar), shortsword, novacula (sickle)
Clubs:   club, greatclub, heavy mace, light mace, morningstar, sap, warhammer
Flails:   flail, heavy flail, chain, spiked chain, kamcha (whip)
Hand Weapons:   gauntlet, spiked gauntlet
Polearm/Staff:   scythe, spear, longspear, shortspear, quarterstaff, trident
Ranged:   recurve bow (composite shortbow), shortbow, jarid (javelin), dart, sling
Armor:   leather, cuir bouili (studded leather), light mail (chain shirt), scale, mail (chainmail), lamellar (splint)[/spoiler]
Title: The World of Kishar
Post by: Matt Larkin (author) on August 09, 2006, 05:45:32 PM
(editted into an earlier post)
Title: The World of Kishar
Post by: Matt Larkin (author) on August 10, 2006, 11:42:01 AM
Atlantis
Lost in myth so long ago that even few sages had heard of it, and fewer believed, Atlantis was once the seat of the great Encaran Empire, and home to its capital, Ys.  It is an island in the middle of the Okeanus.  The entire land sunk beneath the waves due to extreme elven magic.  However, in the year 1511 Gaedren used an ancient magical device to raise the land from the bottom of the sea.  Only a few intrepid individuals yet know of its return, or what it could portend.
It is testament to the quality of its architecture that anything remains of the city after 10,000 years beneath the sea.  Or perhaps its proximity to the Star of Life prevents entropy.  The encarans knew the Star was located beneath Atlantis, which is why they chose it as the site of their capital, revering the source of life.
Context:   Ancient legend.
Climate:   Temperate subtropical.  The ocean winds bring warm air around Atlantis, keeping the land and water warmer than other areas so far north.
Terrain:   Coastal plains, highlands at the heart of the island.
Land Area:   750,000mi2
Population:   0
Capital:   Previously Ys
Title: The World of Kishar
Post by: Matt Larkin (author) on August 10, 2006, 11:45:07 AM
Awkar
Awkar is a region south of Kongo, on Mahimata.
Context:   Inspired by the ancient kingdom of Ghana.
Climate:   Tropical.  The northwestern regions are fairly dry, while the rest of the land is quite humid.
Terrain:   Mostly savannah.
Land Area:   2,625,000mi2 (33% arable)
Population:   87,000,000 (97% human, 2% catfolk, 1% anurans)
Capital:   Audoghast
Currency:   Standard, though gold is by far the most common.  It is often exported to trade for material goods.  Barter is fairly common.
Wealth:   Moderate
Language(s):   Awkar
Dress:   Bright dyes are often used even on common clothing, which is often loose.  Sometimes those of rank may wear animal skins as a sign.  Womenâ,¬,,¢s clothing often includes cloaks and beaded, woven skirts.  Within the cities, formal dress may owe some influence to Ahlia; such consists mainly of long, loose robes.  Colorful jewelry is common for both genders.
Religion:   Mahimatan Animism

[spoiler=Equipment]Axes:   battleaxe, handaxe, elephant axe (greataxe)
Blades:   pokwe (dagger)
Clubs:   club
Hand Weapons:   claw bracer
Polearm/Staff:   spear, longspear, shortspear, quarterstaff
Ranged:   tombash (boomerang), throwing iron (throwing axe), net, sling
Armor:   padded, hide[/spoiler]
Title: The World of Kishar
Post by: Wensleydale on August 10, 2006, 11:45:47 AM
Ah... don't you just love it when you have such a cool campaign setting?
Title: The World of Kishar
Post by: Matt Larkin (author) on August 10, 2006, 11:47:28 AM
Thanks :D

Style of dress added to regions.
Title: The World of Kishar
Post by: Matt Larkin (author) on August 11, 2006, 03:06:21 PM
Bana
Bana is an archipelago south of Guiyu.
Context:   Inspired by the Philippines.
Climate:   Tropical.  Hot and humid.
Terrain:   Most of the islands are covered in jungle.  The islands are somewhat mountainous, in fact, many are volcanic.
Land Area:   49,000mi2  (24% arable)
Population:   1,700,000 (98% human, 1% fey, 1% other)
Currency:   Barter, though some may accept coins in trade.
Wealth:   Low
Economy:   TBA
Politics: TBA
History:   TBA
Military:   Each tribe has their own warriors to defend against other tribes and outside threats.
Legal System: TBA   
Language(s):   Baneese
Culture:   TBA
Dress:   The Baneese favor very long, loose shirts, called a barong â,¬' shirts made of a light fabric they keep one cool.  They have a long open neck with buttons.  A formal barong typically has elaborate embroidery.  Women are more likely to wear bright, breezy dresses.
Religion: Baneese Animism
Holidays:   Varies based on tribe.  Most tribes celebrate each new moon as a new beginning, with feasting and dancing all night.
Cuisine:   TBA
Legends:   TBA

[spoiler=Flora & Fauna]Fey:   diwata, nuno
Giants:   pengot
Monsters:   alan, aswang (ghoul), kapre, manananggal, multo, sigbin, tikbalang[/spoiler]

[spoiler=Equipment]Axes:   battleaxe, head axe (handaxe)
Blades:   dagger, kampilan (longsword), bolo (scimitar), barong (shortsword), sickle
Clubs:   muton (club), rattan (club)
Flails:   nunchaku, kabit (chain)
Polearm/Staff:   sibat (spear), longspear, shortspear, quarterstaff, spear
Ranged:   shortbow, light crossbow, javelin, dart, net, sling, blowgun
Armor:   padded, leather[/spoiler]

Title: The World of Kishar
Post by: Matt Larkin (author) on August 20, 2006, 02:04:23 PM
[note=The Sekaran]After a while away, I present a brand new culture.  This doesn't really fit anywhere, but I'll put it under Organizations.[/note]
SEKARAN (SEA MEN)
The Sekaran are a culture of nomadic sailors that call no land home.  Their name comes from the sahagin tongue, meaning sea men.  They travel all around Okeanus, especially in the areas between Midgard and the Mantean Islands.  They bring trade and tales from far away lands, and thus are allowed in most ports, but viewed with suspicion.
The Sekaran have deeply tanned skin and usually dark eyes.  They favor large, exotic tattoos, and piercings and jewelry.  They are excellent swimmers and born to the sea, making them arguably the finest sailors in the world.  Few are religious, though most are superstitious.  Many pay homage to a sea god (sometimes Varuna, Dagon, Mama Cocha, or some other deity) out of fear, or follow the local spirits of whatever island they may be on.
The Sekaran have had long relations with the sahagin, who will usually respect them more than other humans and trade with them.  The Sekarans use many words derived from the sahagin language, and occasionally borrow aspects of their culture, as well.
The Sekaran sometimes have temporary settlements on islands far from known lands.  There they bury their treasures, wait out bad weather, or take on supplies.
Because many Sekaran are pirates, many people consider them all criminals.  Sekarans hold no special loyalties beyond their own shipmates, however, so Sekaran pirates may well prey on other Sekaran vessels.
Resources: Low
Reach: High

[spoiler=Sekaran Lore]Knowledge (local, lore)
DC 10: The Sekaran are a culture of sea-based nomads known as traders, explorers, and pirates.
DC 15: Most ports are open to Sekaran vessels, but few people of any nation trust them.
DC 20: Sekarans have deep tans and distinctive tattoos, and thus can be picked out from normal people.  They have some strange relationship with the sahagin.[/spoiler]