Once, there was a land. A land of days. A land of nights. And Ha-Uh-Mala spoke, and the land became warm. And Ha-Uh-Mala spoke, and the Animals came into the world. And Ha-Uh-Mala spoke, and the plants came into the world. And Ha-Uh-Mala spoke, and the People came to be. And the People dreamt...
The Sat-uk-Mayan, the Elf-Born, came into the world. The Dasha-tus-Kura, the Dwarf-Born, came into the world. The Dus-uk-Surat, the Small-Born, came into the world. And the People awoke...
The Dasha-tus-Kura built great palaces around the Great River Samuh, and raised the ancient city of Amaru as their capital.
The Sat-uk-Mayan lived in tribes in the deep deserts, living off Wadis and Oases, and built only to honour their dead.
The Dus-uk-Surat travelled between them, setting themselves as the merchants of the world.
The People settled on the Ashaya plain, and became fishermen.
But Ashaya was ruled truely by another people, a people who forged out an empire around their blades. The Kahtar Tribes fell upon Ashaya and the countries around like a storm, and since then, Ashaya has been part of its empire... officially.
But the Kahtar is failing. Its armies have been withdrawn for many years, Ashaya has governed itself. Only a few buried ruins remain, and in its absence the world has gone swiftly. The tongue of the Kahtar is spoken only by scholars, and though its script is used in the Ashayan language, its words are used by almost none. The Kahtar are forgotten. And Ashaya... is just beginning.
(//../../e107_files/public/1157999818_112_FT0_ashaya.jpg)
Amala-Kahtar as a setting
Amala-Kahtar - or Ashaya - is a setting deep in religious and political opposition, with an Asian-African Mediaeval tech-level and unique races. The elves, dwarves and humans of the setting fulfil very different niches from any usual game, whilst halflings, gnomes and orcs are lost totally. Three new races, the Smallborn, Sihaya and Amaluka, join these, and the classes have been replaced by the Warrior, Dervish and Stalker. Magic is in low supply, Invokers being the only real casting class, but magic items are more common (although still rare), relics of an ancient empire.
What can the players do in Amala-Kahtar? Involve themselves with the Church of the Eye, or the Children of the Prophet? Venture into the Sihaya jungles, where danger lurks behind every tree, or unite Dohyi under one banner? Maybe they will play a Sihaya, and work as an assassin, or hunt as an Amaluka in the caves of Amar? They could wander with the Elfborn nomads in the Ashaya deserts, or negotiate a deal with Smallborn or Dwarfborn... the possibilities are nearly endless. Desert Survival, Political Manipulation... both are all in a day's work for a PC in Amala-Kahtar!
How many does this make?
Quote from: SilvercatMoonpawHow many does this make?
Precisely what I was wondering.
Honestly, I think all you've done here is put a fancy coat on an old doll. You planted the standard merchant halflings, hippy elves, etc. into a desert world and gave them simple names. Be a little different! By the time you've made so mnay settings, I expect you to have some more creativity with this!
And please, wtire something a little more substantial before you post yet another setting.
Sorry. I had to cut off in the middle of writing this.
The elves AREN'T hippies. They're more like bedouins. Slightly different, and you'll understand once I write them up...
The halflings? Merchants, true, but not the lovable-rogue-gypsy thing they have going on regularly...
Hey, I'm actually jealous! I have an idea, but am too lazy to write it up.
*raises eyebrow*
Nice.
Anyway... whoever said that the short-folk were halflings? ;)
The People
"The People were placed on this world for a reason. We will find that reason!" - The Prophet Immortal
The People were once sworn to kill all other races, but they have fallen into a time of peace. Led by the Prophet Immortal, it is said that they are destined to burn the world, but whether this is a misinterpreted prophecy or an uncompleted truth is unknown. Only the central, fanatical groups still hold to the War of Purity, and even they are slowly coming to a halt.
Religion: The People hold to the Path. As the Path winds through the Dark and the Light, the People still walk along it, and the Prophet has branded all who do not Heretic. The Prophet Immortal is supposedly the one true focus of the Path's will, the Shower of the Way, and his word is law amongst much of the People.
Politics: Only the Prophet Immortal holds the People as one. The Agad-Aya, the Clan-Wars, began long before the Prophet came and would still carry on to this day had he not stopped it. The Clans are many, and they fight amongst one another as a matter of course. Now, however, it is no longer violence that is their tool, but subterfuge and lies. Strange as it may seem, the People are as adept at deception as the greatest of the Dwarf-Born. Only the Children of the Prophet are more adept than they, as they have one true wish - to be the one to guide the People down his chosen path, to take up the mantle of the Prophet Immortal.
Currency: In some ways, the People are still uncultured. They have no currency of sorts, preferring barter, but the rich can afford the expensive Al-Rah, small spheres of gold, silver and pearl. These are used for expensive items, and may develop into a currency in time.
Cities and Lands: The People control much of the Northern and North-Western coasts, with cities built along it and further in towards the deserts. As part of Ashaya, they are technically ruled by the Amay-Dura, but few know this, and fewer that he is still alive.
The capital of the People's lands is Dumar, or literally 'Heart', where the Prophet resides. The Abati clan and the Huma clan also live in Dumar, as well as representatives from every other clan, nation, and race in Ashaya.
Languages: The People speak Ashayan, although, as all dialects are, it is corrupted.
Other Races: Until about forty years ago, the People were engaged in a genocidal war against the other races on the whim of the Prophet Immortal. Although this has stopped, the People are still untrustworthy in the eyes of the other races, leading them to near-hatred. The People forgive and forget, they were just following the whim of the Prophet.
The Dasha-tus-Kura (Dwarfborn) "Am'Ne-Ured!" - Dwarfborn Battlecry meaning, literally, 'For The River!'
Short, stout, heavily tanned and sporting long braids, the Dwarfborn have built the most populous and large of cities, created the most beautiful and huge of architectures, and mastered the most... delicate of deceptions. With a plan dictated by the River-Born, they believe that the world will soon come to an end... and the Dwarfborn will be saved by protecting the River.
Religion: The Dwarfborn spurned the Path long ago. To them, the River is their god, their goddess, their ruler, their lord. The Riverborn is constantly reincarnating, the body of the old buried in the mud far beneath the river and the new being born on a raft above it. The Riverborn may be male, or female, but always the incarnation of the river.
Politics: It is said that the Dwarfborn can twist truth around a needle and make it dance. They often have to make use of this skill, as their religion demands that they never lie - not that this hinders them one bit.
The three Houses are constantly vying for the honour of hosting the next Riverborn, attempting to gain the present one's favour so that he will grant THEM the honour of birthing his reincarnate soul. It is religion and honour that drives them more than anything else, and the Aem-Braids, worn by almost all members of their society, show their status with the River through him (as well as debts, whether they're married, successes, duels etc).
Currency: The Dwarfborn make use of
Simtat, ringed beads that are worn on Aem-Braids. This form of currency is intriguing - if you wish to buy something from a shopkeeper, you can either take on one of their debts and pay it (the amount of service/goods etc marked on the bead's side) or take up a debt of your own. The
Simtat-Arum, bankers in a way, give out what could be called loans: they create the beads and give them out to shopkeepers in exchange for taxes (goods and service).
Cities and Lands: The Dwarfborn make their homes around the Great River, the widest river known to Ashaya, where irrigation is easy and riches are found. Almost any resource can be found in the Dohyi Desert, from gold to limestone, and thus Atayam, as they call their land, is intensely rich. Despite this, the Small-Born are wary of trading in Atayam. If you stay there for too long, you could get mixed up in their complicated honour system...
Atayam's jewel of a capital city is Babyla, the so called Tower City, an ever-growing place of domes and spires. Here, the Riverborn makes his home and it is here that he is buried and reborn...
Languages: The Dwarfborn speak their own corrupted version of Ashayan, but their favourite language is their own, a mix of Ashayan nouns and Dohyi Nomad verbs and adjectives. They use pictograms for most of their official writing, but more commonly they use the Ashayan script. The Dwarfborn also have their own complex sign-language, which involves body language as well as handsign (this is particularly useful between dwarfborn diplomats).
Other Races: No race trusts the People fully, and the Dwarfborn are no exception. Other races are there to be traded with, manipulated, and bought out, as well as made slaves.
Stats: * +2 CHA, -2 DEX.
* Medium Size.
* Base Land Speed 20ft.
* +3 racial bonus on Appraise, Diplomacy, Persuade and Sense Motive checks.
* A Dwarfborn can hold his breath four times as long as a human underwater.
* Automatic Weapon Proficiency with the scimitar and dagger (dwarves make frequent use of both.)
* Automatic Languages: Dwarfborn, Ashayan OR Dohyi-Common.
* Bonus Languages: Dohyi-Common OR Ashayan, Dwarfborn Sign Language, Kahtar, Dohyi-Nomad, Amaya, Dus-Uk.
* Favoured Class: Warrior.
The Sat-uk-Mayan (Elfborn) "I for I, I for my Brothers, I for my Sisters, I for my Tribe." - Elfborn saying.
The literal meaning of Sat-uk-Mayan: Hunters in the Waste. Herders of animals in the deep Damana and Cahya, the Elfborn are undisputed rulers of the desert. Still following their own mutated version of the Way, they hunt in the desert and kill in the desert.
Religion: The Elfborn follow the Way, through Darkness and through Light. Their Way is different from the People's Way, however - for a start, they do not believe that the Prophet Immortal is real. They have the same attitude towards the Riverborn. They just follow the guidelines of the Desert Writings, carved in stone in Kahtar ruins, and hunt those who move through their lands, not necessarily killing them, but making sure they are watched.
Politics: The Elfborn live in family groups within Tribes. Although all family groups belong to a Tribe, tribes often split up or rejoin during the course of a year. Each tribe is led by a Shekah, and tribes frequently war with one another, although they are quick to unite against a common threat. Just as frequently they ally and trade slaves and goods, often travelling together for a while. It is a... simple existence.
Currency: The Elfborn barter and have no currency.
Cities and Lands: The Elfborn make their home in the deeper deserts. Their only structures are semipermanent huts, and they prefer tents. The one place you could call a city is the Kahtar Ruins of Damul, the only place that the Small-Born are allowed to visit freely. Tribes take up residence here for sometimes years at a time, trade is common and fighting is rare.
Languages: The Elfborn speak Kahtar. It is believed that they were the personal slaves of the Kahtar before the Downfall, and the mostly-intact language that they speak is thus Kahtar. Kahtar uses its own script and its own speech (although the script is also used by Ashayan).
Other Races: Elfborn are suspicious of almost all other races, but if they are willing to trade, Elfborn will do so. The only exception are the People, who no race except their own trusts. The People are killed on sight at worst by most Elfborn, or enslaved at best.
* +2 Dex, -2 Cha.
* Medium size.
* Base Land Speed 30ft.
* Low-Light Vision.
* Automatic Weapon Proficiency with the Shortspear, Scimitar, Dagger and Javelin.
* +3 Racial Bonus on Climb, Hide, Jump and Move Silently checks.
* +1 Racial Bonus to AB against Humans and Smallborn.
* Automatic Languages: Kahtar, Ashayan OR Dohyi Nomad.
* Bonus Languages: Dohyi Nomad or Ashayan, Dohyi Common, Dwarfborn, Sihayan, Dus-Uk.
* Favoured Class: Stalker.
The Dus-uk-Surat "Why make trouble when you can make money?" - Smallborn saying.
The Smallborn are greedy, manipulative creatures famous for buying where it's cheap and selling for extortionate prices elsewhere. Their skills of persuasion are legendary, but that doesn't mean people like them. With sharp, small fangs, catlike eyes and clawed hands, the Smallborn present an odd image indeed...
Religion: The Smallborn follow no religion except that of profit. Small of stature they may be, but they don't see religion helping anyone else, so why should they take it up?
Politics: The Smallborn are led by the Taker. The Taker is always the richest of the group, and everything belonging to the group belongs to the Taker. The Taker is the head of the family group, and the All-Taker leads all of them as a King. A Taker can be deposed by votes, but there is no dishonour in leaving the position.
Apart from that, only one rule is constant: Why make trouble, when you can make money?
Currency: The Smallborn pride themselves in that they can deal in any currency, anywhere. They have currency for everyone, including
Simtat, coins and goods.
Cities and Lands: The Smallborn see the world as their own for the buying. Everything has an owner, everything can be bought, and the Smallborn see it as their duty to do so. The world is their land, and they travel across it. Different Smallborn family groups mean little to one another - they're just there to be traded with, bought (literally), and manipulated.
Languages: The Smallborn have their own language, but it's secondary. Much more important are the languages of customers - mostly Ashayan and in some cases Kahtar. They speak their own language around other races and when conferring, but surprisingly they generally use Ashayan whilst in personal, non-secret conversation.
Other Races: Other races are there to be traded with and manipulated. The Smallborn have no fear of the People, but they prefer to trade with others. They are the only Ashayan race known to travel far beyond Dohyi, indeed, even the most far-ranging of dwarfborn are known only to travel into Dohyi itself.
* +2 Dex, -2 Con.
* Small Size.
* Base Land Speed 30ft.
* Low-Light Vision.
* +3 Racial Bonus on Appraise, Bluff, Persuade, Spot and Sense Motive checks.
* Automatic Weapon Proficiency with the Dagger, Dart, Punching Dagger, and Sap.
* Natural Attacks: Bite 1D3, 2 Claws 1D2.
* Automatic Languages: Dus-Uk, Ashayan OR Dohyi-Common OR Dohyi-Nomad.
* Bonus Languages: Those of the above not chosen as automatic languages, Dwarfborn, Kahtar, Sihaya.
* Favoured Class: Dervish.
The Firmament
The stars are many. Diviners read them by watching their patterns, Prophets declare them to be perfected. The Sword, the Warrior, the Dancer, the Lion, the Hunter and the Shield. The Shield protects all others from the Lion, a deadly animal also known as the Murder. Those born under the sign of the Shield are considered blessed, and those under the sign of the Lion to be cursed.
Planes of Existence: There are only two planes: the real, and the spiritual. The Spirit World, or Amenta, is the home of the dead. The dying can travel into the Amenta, sometimes, as can those in dreams. The Amenta is endless, filled with the paradises and hells of infinite different peoples... and here also, the Djinn and the Spirit-Halves reside. The Spirit-Halves are the part of the soul that exists in the Amenta - animals, objects and even the world itself have these, although many are never awakened, they must be tended to. The Spirit Walkers perform this duty, individuals born with the ability to walk in the Amenta, but perhaps this will not be enough...
The Monstrous
Gnolls run in twilight, scavenging across the Deserts, harrying Elfborn and taking injured or wounded for meat. They speak with their own language, laughing with a high-pitched, repeating screech, and hunt nothing healthy. They follow no religion in particular.
Asissa, Lizardine creatures with their own language, religion, and abilities, watch and wait.
Beast-Shifters wander rare in the world, transforming into monsters at night. Speaking in the language of their birth, they are still more than just beasts, and by day they are the man or woman they once were.
Golems, mindless automatons of an age long past, still carry out their tasks, fighting away those who stop them.
Undead, intelligent or mindless, animated by magical energies and driven by their creators.
Lost Souls, forced or broken from the Amenta and wandering the world.
Djinn, summoned from the Amenta and forced into their masters' will.
Daemons. Whether evil or beneficient, daemons are all powerful and magical. Soul and magic bound into one body, Daemons come in varieties for every type of animal and element.
These are the few foes that a character might face... but it is not these, but others of their kind, that they should worry about.
Reserved for Warrior, Dervish, Stalker
Warrior
HD: D12.
Skill points at 1st level: 4 + int mod x4.
Skill points at each additional level: 4 + int mod.
Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Ride (Dex), Jump (Str), Profession (Wis), and Swim (Str).
[class=Warrior]
[bab=fighter]
[fort=good]
HD: D12.
Skill Points at 1st: 4 + Int Mod x4.
Skill Points at each additional level: 4 + Int Mod.
Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Ride (Str), Jump (Str), Profession (Wis), and Swim (Str).
[class]
[bab=fighter]
[fort=good]
[special][1]Bonus Feat[/1][2]Bonus Feat[/2][4]Bonus Feat[/4][6]Bonus Feat[/6][8]Bonus Feat[/8][10]Bonus Feat[/10][12]Defensive Stance 1/day, Bonus Feat[/12][14]Defensive Stance 2/Day, Bonus Feat[/14][16]Defensive Stance 3/day, Bonus Feat[/16][18]Defensive Stance 4/Day, Bonus Feat[/18][20]Defensive Stance 5/Day, Bonus Feat[/20][/special]
[/class]
Class Features
Weapon and Armour Proficiency: A Warrior gains proficiency with all martial and simple weapons and all armour and shields.
Bonus Feat: At 1st level, and every even numbered level thereafter, a Warrior gains a bonus feat, chosen from the Fighter Bonus Feat list. He must meet the prerequisites for this feat.
Defensive Stance (Ex): When he adopts a defensive stance, a Warrior gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the warriorâ,¬,,¢s hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a warrior cannot use skills or abilities that would require him to shift his position. A defensive stance lasts for a number of rounds equal to 3 + the characterâ,¬,,¢s (newly improved) Constitution modifier. A warrior may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the warrior is winded and takes a â,¬'2 penalty to Strength for the duration of that encounter. A warrior can only use his defensive stance a certain number of times per day as determined by his level. Using the defensive stance takes no time itself, but a warrior can only do so during his action.
Dervish
HD: D8.
Skill Points at 1st: 6 + Int Mod x4.
Skill Points at each additional level: 6 + Int Mod.
Class Skills: Balance (Dex), Climb (Str), Craft (Int), Hide (Dex), Jump (Str), Perform (Dance), Move Silently (Dex), Profession (Wis), Swim (Str), Tumble (Dex).
[class=The Dervish]
[bab=fighter]
[ref=good]
[special][1]Whirling Dervish 1/Day, Movement +10ft[/1][3]Up the Walls[/3][4]Whirling Dervish 2/Day, Movement +10ft[/4][6]Dancing Charge[/6][8]Whirling Dervish 3/Day, Movement +10ft[/8][10]Singing Blade[/10][12]Whirling Dervish 4/Day, Movement +10ft[/12][14]Feather Fall[/14][16]Whirling Dervish 5/Day, Vengeful Blow 1/Day, Movement +10ft[/16][18]Vengeful Blow 2/Day[/18][20]Whirling Dervish 6/Day, Vengeful Blow 3/Day, Movement +10ft[/20][/special]
[/class]
Class Features: All the following are class features of the Dervish.
Weapon and Armour Proficiency: A Dervish is proficient with all simple weapons and all light weapons of the martial category.
Whirling Dervish: A Dervish can enter a trance a number of times per day determined by his class level (see the table above). Entering the trance is a standard action. Each round the Dervish can make a whirlwind attack (as the feat) as a swift action. He gains a bonus equal to half his Dervish level on balance, jump and tumble. The only actions he can make whilst in the trance are move actions and special attack actions (bull rush, charge, disarm etc). He takes a penalty of -4 to wisdom based checks whilst in his trance, as he is hardly aware of the world around him. He cannot use strength-based skills (except jump), and he cannot enter a trance whilst wearing medium or heavy armour or carrying a one-handed or two-handed weapon (except a quarterstaff, double sword, scimitar, net or whip). His trance lasts for a number of rounds equal to 5 + dex modifier (minimum 2). During the trance the Dervish continually moves, spinning, jumps from foot to hand to foot to blade and avoids enemies' blows.
Up the Walls (Ex): At 3rd level, a Dervish can run up walls and across ceilings at will, as long as he completes his move on a horizontal surface.
Movement: Every four levels, a Dervish gains a +10ft bonus to his movement speed.
Dancing Charge: Beginning at 6th level, a Dervish can perform a dancing charge. He can charge even when others cannot (even using charge in conjunction with his Up the Walls ability), although he may still need to make tumble, jump or balance checks depending on the circumstance.
Singing Blade (Su): Beginning at 10th level, a Dervish can imbue one weapon with +3D8 points of sonic damage as a full-round action. If the weapon leaves his hand (unless it is being thrown at an opponent) or is wielded by another creature, the sonic damage disappears and requires another action to reimbue it. Once the damage has been dealt, the sonic damage disappears.
Feather Fall: At 14th level, the Dervish gains a permanent Feather Fall effect, as the spell.
Vengeful Blow: Beginning at 16th level, a Dervish can make a Vengeful Blow once per day. This increases to 2/day at 18th and 3/day at 20th. Using the Vengeful Blow is a standard action. The critical threat range of his weapon doubles for the attack, and the weapon deals +1D4 damage/Dervish Level. He adds his dexterity modifier, not his strength modifier, to the damage. A Vengeful Blow's effects can be added to any attack, even one at the end of a charge or performed in a whirlwind attack.
Stalker
HD: D10.
Skill points at 1st level: 4 + int mod x4.
Skill points at each additional level: 4 + int mod.
Class skills: Climb (Str), Craft (Int), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).
[class The Stalker]
[bab=fighter]
[fort=good]
[ref=good]
[special][1]Swiftstalk, Track, Camouflage +1, Tracking +1[/1][2]Camouflage +2, Tracking +2[/2][3]Trap Sense +1, Camouflage +3, Tracking +3 [/3][4]Camouflage +4, Tracking +4[/4][5]Camouflage +5, Tracking +5[/5][6]Trap Sense +2, Camouflage +6, Tracking +6[/6][7]Camouflage +7, Tracking +7[/7][8]Camouflage +8, Tracking +8[/8][9]Trap Sense +3, Camouflage +9, Tracking +9[/9][10]Camouflage +10, Tracking +10[/10][11]Camouflage +11, Tracking +11[/11][12]Trap Sense +4, Camouflage +12, Tracking +12[/12][13]Camouflage +13, Tracking +13[/13][14]Camouflage +14, Tracking +14[/14][15]Trap Sense +5, Camouflage +15, Tracking +15[/15][16]Camouflage +16, Tracking +16[/16][17]Camouflage +17, Tracking +17[/17][18]Trap Sense +6, Camouflage +18, Tracking +18[/18][19]Camouflage +19, Tracking +19[/19][20]Camouflage +20, Tracking +20[/20][/special]
[/class]
Class Features: All the following are class features of the Warrior:
Weapon and Armour Proficiency: The Stalker gains proficiency with all simple and martial weapons, light armour and small shields.
Swiftstalk (Ex): A Stalker takes no penalty to Move Silently for moving up to his full speed, and only half penalty for moving more than that.
Track: A Stalker gains Track as a bonus feat at level one.
Tracking: A Stalker gains a bonus equal to his Stalker level to the Survival skill for the purposes of Tracking.
Camouflage: A Stalker gains a bonus equal to his Stalker level to the Hide skill whilst in woodland surroundings.
Trap Sense: Starting at 3rd level, a Stalker gains a natural sense that alerts him to traps, granting him a +1 bonus to reflex saves against traps and a +1 dodge bonus to AC against traps. These bonuses increase by 1 every four levels thereafter.
Invoker HD: D8.
Class Skills: Concentration (Con), Craft (Int), Knowledge (All skills, taken individually) (Int), Profession (Wis), Spellcraft (Int).
Skill Points per level: 4+Int Mod.
Entry Requirements: Concentration 8 Ranks.
[class]
[levels=10]
[bab=rogue]
[will=good]
[special][1]Magesight, Invoke I[/1][2]Summon I[/2][3]Invoke II[/3][4]Summon II[/4][5]Invoke III[/5][6]Summon III[/6][7]Invoke IV[/7][8]Summon IV[/8][9]Invoke V[/9][10]Summon V[/10][/special]
[/class]
Class Features: All the following are class features of the Invoker.
Invoke: Beginning at first and improving once every other level, the Invoker can Invoke his special abilities. These range from
Invocation of Dahehk (1st level) to
Invocation of Amhelath (5th level). Invocations are usable once every 1D4 rounds/level of the Invocation, and have different effects depending on the specific Invocation. All invocations require a concentration check to use (DC 15 + double the level of the invocation), and their effects begin from any unoccupied square within 15ft of the Invoker. He opens a gateway into the Amenta at this point, and the effect Invocation he chose is pulled from it. He can target the effect as if he was standing at that point (for instance, he can conjure a ball of fire aiming around a corner by creating a gateway facing in that direction, even if he cannot see it). The DC for an Invoker's invocation is equal to 10 + half his Invoker level + his charisma modifier. The Invocations are as follows:
Invocation of Dahehk: You create elemental energy using the morphic nature of the Amenta and hurl it through the gateway. This can take the form of either a 20ft-radius spread (+10ft/level) or an 80ft line (+10ft/level), and you can choose between fire, cold, electricity and sonic damage. A foe can take a reflex save to halve the damage. The attack does 1D6 points of damage per Invoker level. Cold damage (water) can extinguish flames, whilst fire damage can ignite flammable objects. Sonic ignores objects' hardness, and electricity does +1D4 damage against opponents wearing metal armour.
Invocation of Solomon: You can disappear and reappear at any point within 400ft by stepping through your gateway and reappearing at another one, travelling through the Amenta instantaneously. The gateway remains open for 1D3 rounds before closing, and others can travel through it too. You cannot shift into anything solid, instead reappearing in the nearest open space.
Invocation of Siyal: You open a gateway which forcibly sucks enemies in and seals them in the Amenta. The gateway affects all within a 30ft cone before it, requiring them to succeed on a Fortitude save or be sucked 10ft towards the gateway. The gateway remains open for 1D6 rounds, and those sucked in are trapped in the Amenta with no way of escape except through their own abilities (or if an Invoker opens another gateway).
Invocation of Tarashk: You release some of the Amenta's mutability into a single enemy, transmuting them either into stone or into flesh. If you use the first option, the subject, along with all its carried gear, turns into a mindless, inert statue. If the statue is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The subject can attempt a Fortitude save to negate the effects.
If you use the second option, the Invocation restores a petrified creature to its normal state, restoring life and goods. The creature must make a DC 15 Fortitude save to survive the process. The Invocation also can convert a mass of stone into a fleshy substance. Such flesh is inert and lacking a vital life force unless a life force or magical energy is available. (For example, this Invocation would turn a stone golem into a flesh golem, but an ordinary statue would become a corpse.) You can affect an object that fits within a cylinder from 1 foot to 3 feet in diameter and up to 10 feet long or a cylinder of up to those dimensions in a larger mass of stone.
Both uses of this invocation can only effect creatures within 60ft +10ft per level of the gateway.
Invocation of Amhaleth: This Invocation fires seven intertwined beams of raw Amenta to leave a gateway in a 60ft cone-shaped burst. Creatures with less than 7HD are automatically blinded for 2D4 rounds, and all creatures within the area are randomly struck by one or more beams:
[th]D8[/th][th]Colour of Beam[/th][th]Effect[/th]
1 | Red | 20 Points Fire damage (Reflex half) |
2 | Orange | 40 Points Acid damage (Reflex half) |
3 | Yellow | 80 Points Electricity damage (Reflex half) |
4 | Green | Poison (Kills; Fortitude Partial: 1D6 Con damage) |
5 | Blue | Turned to Stone (Fort negates) |
6 | Indigo | Insane (as Insanity Spell) |
7 | Violet | Sent to the Amenta (Will negates) |
8 | - | Roll twice more, ignoring any further 8 results |
Magesight (Su): An Invoker has a constant
Detect Magic effect, as the spell, at a caster level of his Invoker level.
The Calendar
Brought in by the Kahtar Empire, the Amus Calendar (AC) begins long, long ago, before the oldest records of Ashayan History. It was first written by Amus himself, a scholar of the Kahtar. It works in six-hundred year segments, a period sacred to the Kahtar. It works by counting down the days (sixty per season), seasons (six per year) and years until the next six-hundred year period is complete. For instance, your birthday could be eleven days after a period is over. Thus, you would have had it on 59/49/5 (Day, Year, Season). The periods, known as Sects, are counted too. Ashaya is currently in the 16th Sect, and therefore you would have had your birthday of 59/49/5 of the 16th Sect. There are no weeks in Ashaya, neither are their any names for days. There is just the endless counting down to the next Sect.
Magic
Magic works by the interaction of two forces - Amenta and Soul. The Invoker uses his soul - or Ka - to break through the barriers to magic and allow forces through. Not really magic, but more concentration, this form of supernatural attack is a dangerous one.
Spirit Walking is slightly different. It allows your soul to go questing alone, free of your body. This too is powerful in its own way.
Languages
Kahtar: Kahtar was once widely spoken. The universal, mixed tongue of the Kahtar Empire, it is the basis for many modern languages. However, it is no longer common as a language alone, instead, fragments are used. The only race still known to use it primarily are the Sat-uk-Mayan, and theirs is a corrupted form. Kahtar's alphabet is a curved set of syllabillic letters with a complicated set of pictograms for single words, and is written either spiralling (for formal writing and poetry) or backwards.
Dus-Uk: The language of the Dus-uk-Surat, Dus-Uk is one of the few unique languages remaining in Ashaya. It has its own harsh alphabet of dots, slashes and lines, whilst its words are soft and smooth. In its spoken form, Dus-Uk sounds like one continuous line, one single word. Written in our alphabet, it would be hyphenated.
Ashayan: Based heavily off Kahtar, almost all races speak Ashayan. It shares an alphabet with Kahtar (although it is written left-to-right instead of right-to-left). It is a mix of several languages, including Dohyi Nomadic and Dohyi Common, but derives its greatest bulk from Kahtar.
Dohyi Nomadic/Dohyi Common: Coming from a single root, these languages are favoured by the various tribes and cities of Dohyi. They use Kahtar words and part of the Kahtar alphabet, but the majority of its vocabulary comes from an ancient Dohyi source from before the Kahtar empire.
Dohyi and the World
(//../../e107_files/public/1158248314_112_FT14900_ashaya_.jpg) (//../../e107_files/public/1158248314_112_FT14900_ashaya.jpg)
Ashaya is a small country in a colossal world. Although it's large in its way, neighbouring Dohyi is larger than hundreds of Ashayas together, and even Arya and Dashi dwarf it. However, although Ashaya is... united in its own way (the dwarves and humans, the two land-owning races, having a tentative truce), as are Arya and Dashi, Dohyi's name literally means 'ununited' in Kahtar. Whilst in the west, Ashaya's and Dohyi's deserts lie close together, bound by the mountains around, to the East Dohyi becomes plains and forests. From the west come Smallborn, and Elfborn wander there too. In the West, the peoples of Dohyi bicker and argue. In the North, the would-be-ruler of Dohyi, Samalu-Dohra, holds court. In the South, Arya and Dashi attempt to steal Dohyi's wealth and land. All this makes for a cultural melting pot where Aryan is as common as Ashayan and Dohyi's six or seven languages can be heard all on one street...
All in all, I think the setting has promise though it is very disorganized and disjointed. It is hard (for me anyhow) what the overall feeling and setting for this world is. Couple of suggestions:
1. Perhaps a general description of what the setting is or what the intent of it is. From what I gather, it is a desert-like survival, very barbaric place. A better description of the religion I think would also help as it can really define the outlook of people. What exactly is the Way and the Path? Why are they different and what are their tenets?
Ouch.
Sorry, you're right there. I have a lot of stuff written up on religion in a word document - I'll post it up tomorrow.
Yup, it's desert survival. The only cities you're gonna get to in Ashaya are either full of hyper-religious members of the People or confusing, manipulating dwarves.
I wasn't meaning to be mean in my reply, just what I thought when I was reading it was all.
Are the "People" human or a different race altogether?
I've decided to leave that a mystery for now... until I do something else on them, that is. ;)
The Way and the Path
The Way and the Path are two fundamentally different things - but they are also one. The Way is that which an individual follows personally to find their way to Ha-Uh-Mala - paradise with the creator. The Path is a belief of the People - that there is a preset Way which they should all follow, shown to them by the Prophet Immortal. Those who belief that this Way is wrong, that the Path is not the right Way or only one of many Ways, have been branded heretics by the Prophet Immortal. The Elfborn follow the Way but not the Path, and thus go as they see right to the Creator. Whilst the Elfborn have no priests, just the occasional Wise Man, in the People's society the Children of the Prophet act as his arms, shepherding The People along the Path.
The Great River
The Dwarfborn religion follows the Great River. To them, the River is their god, their goddess, their ruler, their lord. The Riverborn is constantly reincarnating, the body of the old buried in the mud far beneath the river and the new being born above it. The Riverborn may be male, or female, but always the incarnation of the river.
The religion of the Great River shows many things about the Dwarfborn - the Seven Incarnations of the river all demand one thing from them, and knowledge of this can be a useful tool when dealing with them. The Seven Incarnations are the Riverborn (see below) the Scholar, the Invoker, the Warrior, the Honourable, the Truthspeaker and the Mother. What they demand is as follows:
The Riverborn: That you follow the other Incarnations' laws.
The Scholar: That you seek knowledge wherever you go.
The Invoker: That you treat the Amenta and its beings respectfully.
The Warrior: That you defend your home when you can and fight for your people when possible.
The Honourable: That you keep your word to the letter.
The Truthspeaker: That you do not directly lie (although this does not prevent you from telling half the truth or a different truth altogether).
The Mother: That you never harm a child.
Of course, the Incarnations' requirements are followed by all true Dwarfborn. However, ways around and through these requirements have been discovered by Dwarfborn throughout the ages, and so a wary negotiator should not think a Dwarfborn trapped by these laws truely...
Each of the Incarnations has an animal to go with it; a Dwarfborn for the Riverborn, an Ibis for the scholar, a Falcon for the Invoker, an Eagle for the Warrior, an Elephant for the Honourable, a Crocodile for the Truthspeaker and a Rhinoceros for the Mother. Statues to them inside their separate temples (the only buildings dedicated to all are small shrines) are always fountains and always use that animal, and their priests often wear masks or tattoos resembling that animal. Each Incarnation also has its own portfolio over the Dwarfborn:
The Riverborn: The Dwarfborn people and their nations and cities.
The Scholar: Knowledge, tutelage and writing.
The Invoker: Summoning, Invokers, the Amenta, and the creatures of that place.
The Warrior: War, battle, soldiers and smiths.
The Honourable: Judges, law, justice and bankers.
The Truthspeaker: Nobles, politicians, administrators and traders.
The Mother: Animals, life, love, couples, children and parents.
The Riverborn is the only Incarnation seen in the flesh - he or she is the River's Will made living and real, and is thus a near-god and ruler of the Dwarfborn. His or her power is not absolute, but there is little that he or she cannot do.
Dohyi and its People
Dohyi is vast, taking up almost the entire continent of Amala-Kahtar. Once the seat of the Kahtar Empire in Amala-Kahtar, it is now a sprawling almost-nation with little in common between one point and the next. More than six different languages are spoken by the humans of Dohyi, from Dohyi Nomadic in the far West Deserts to Dahamin in the far East. Dohyi is little more than an immense trading nation, with a throne that hasn't been held for thousands of years and will likely never be again.
Religion: Dohyi's religions are many. Whilst in the west the Way and Path are common, even with a few of their number following the Dwarfborn religion, in the more central and eastern parts of Dohyi the Church of the Eye and the Church of the Sun Reborn hold a lot of sway. Several other lesser religions have emanated from Dashi and Arya.
Politics: Dohyi is held together by trade and trade alone. There is no central ruler, and the entire place is little more than a mass of city-states all calling themselves Dohyan (although few know Dohyi's literal meaning - divided). Although Dohyans have a strict sense of national identity, this doesn't mean they don't fight one another frequently. In the deserts to the east, Elfborn Nomads hold sway along with Dwarfborn diplomats, rubbing shoulders with human wanderers and Smallborn traders. In the west, humans move alongside Assissa. The dominant races of Dohyi, the humans and Sahiya, oppose one another and work alongside one another both. How Dohyi will shift next is something unpredictable to even a Dwarfborn.
Currency: One of the few things that holds Dohyi together is its currency. Ataya, gold coins, are spent by traders and nobles, whilst Itaya, silver coins, are spent by the middle class. The poor trade in Halum, small rings made of copper. Barter is still common in many areas of Dohyi, but the currency system is used on a much greater scale.
Races: The Elfborn, Dwarfborn and Smallborn all have their own lands, cities and peoples in Dohyi, but the Humans and Sihaya are the most common. The humans live everywhere, whilst the sihaya generally keep to their home - the jungle. Sihaya are a cultured bird-people known for their skills with poison (a sac of which they have themselves) whilst humans are known only for their speed of breeding.
Languages: Kahtar, Sihayan, Dohyi Common, Dohyi Nomad, Dus-Uk, Amaya, Aryan, Ashayan, and Dah-Shi are all spoken in Dohyi as first languages. The most common, however, are Dohyi Nomad (the language of most of the western peoples), Dohyi Common (across most of the central expanse), Amaya (the secret tongue of aristocrats everywhere in Dohyi), Dah-Shi (the Dashi language, which the country was named after, and spoken in the far east) and Kahtar (the language of the ancient empire, spoken almost everywhere by scholars, elfborn and a few city-states).
The Sihaya Once savages in the treetops, the Sihaya are now civilised and deadly. Famed as assassins and bounty hunters, their poison, sense of smell and sharp eyesight are all powerful tools for them.
Religion: Sihaya mainly follow the Church of the Eye, although there are many religions amongst them. A few hold to the old Spiritualist beliefs.
Politics: The Sihaya have carved out their own niche in Dohyi - that of advisors, bounty hunters, and administrators. They are many, and their colonies are in the hundreds, but their leader goes by the name of Takuk-Sayum, the Flight-Queen. She doesn't have absolute power, but she does lead the Council, who themselves must make the decisions on the Sihayan future. Sihaya are matriarchal.
Currency: Sihayan currency includes almost anything, but wing-bones from dead Sihaya and beads treated magically are their two main forms, both valuable.
Physical Description: Sihaya generally stand around five feet tall, with long, sleek feathers, catlike, slitted eyes and a birdlike bodily structure. They can glide but not fly for more than a few moments, and are adept at jumping, sneaking, and hiding. Their wings are wide, and beneath their chins male Sihaya have a small poison sac. Females also have these sacs, but they are inside the body, behind the throat. They appear in all respects as a humanoid bird with arms, hands and feet as a bird's and perfect poise, wings spreading from their backs.
Cities and Lands: Sihaya prefer it in the treetops. Near the centre of Dohyi is their city that they constructed long ago - in the immense jungle, platforms stretch out from the trees, joining the entire settlement together, far above the ground. Around the jungle, though, an almost-impenetrable mountain-wall surrounds on one side, and if you enter from the other, death surely awaits you. Few are allowed into the Sihaya jungles, and those who are should count themselves lucky if they return alive.
Languages: Most Sihaya never leave their jungle home, and their own language, Sihaya, is all they speak. Even the Kahtar could not enter the jungles of the Sihaya at the height of their glory, and so the language remains untouched. Those that do leave usually learn Dohyi-Common.
Other Races: The Sihaya distrust every race other than their own (and the females distrust even their OWN race). They occasionally work alongside humans, but only occasionally.
* Monstrous Humanoid Type.
* +2 Dex, -2 Cha.
* Base Land Speed 30ft, Fly 40ft (Good).
* Medium size.
* Racial HD: A Sihaya starts with 2 levels of monstrous humanoid. This grants it 2D8 HD, saves of +0, +2, +2, a BAB of +2, one feat, skill points equal to 5x 2 + Int Modifier, and proficiency with all simple weapons.
* Low-Light Vision (a Sihaya does NOT gain Darkvision out to 60ft).
* Oddly Shaped - Sihaya require that their armour be specially made because of the odd shape of their bodies. Armour (other than chainmail shirts and cloth armour), helmets, gauntlets, backpacks and boots made for a Sihaya cost 4x their regular amount (except in Sihaya enclaves and other places where Sihaya-made armour is common).
* Spit Poison (Ex): Once per day as a standard action, a Sihaya can spit a glob of poison. The Sihaya must succeed on a ranged touch attack to administer the poison. Sihaya Poison: DC13, Primary Damage 1Con, Secondary 1D2Con. Sihaya Poison cannot be harvested, as it becomes useless within one round of a Sihaya's death.
* Flight (Ex): A Sihaya has a fly speed of 30ft (Good). It cannot fly whilst wearing medium or heavy armour or carrying a medium or heavy load. It can fly unhindered for a number of rounds equal to its constitution modifier (minimum 1) before having to make a fortitude save (DC11). If they succeed on this fortitude save, they can continue flying for another round. For each consecutive successful save, the DC increases by 1. Failure on a save means the Sihaya drops to the ground, taking falling damage as normal, and is fatigued. After completing a flight, a Sihaya is winded for 1D6 rounds. Whilst gliding, however, a Sihaya doesn't have to take a fortitude save.
* Natural Attack: 2 Claws (1D3).
* +3 Racial Bonus on Balance, Climb Hide, Jump and Move Silently checks.
* Scent (Ex).
* +1 on Fortitude Saves against poison.
* Automatic Languages: Sihaya.
* Bonus Languages: Dohyi Common, Dohyi Nomad, Kahtar, Dus-Uk, Amaya.
* Favoured Class: Stalker.
Invoker semi-finished, take a look.
Loving the races.
Loving the dervish.
No offense on your invoker, though. I just get bored with alternate magic.
:) Bah, the invoker's not bad, but it's your choice what you review. :P I'm just trying to develop a more "you can use these powers alone, but infinitely" thing. Coming up: Church of the Eye, Church of the Sun Reborn!
Looks really good Golem. Sorry I cant be more constructive than that but I had ten minutes to skim through it. I was wondering, would it be possible to blend this setting with some of your others to form one uber-setting?
The Church of the Eye
(http://www.wizards.com/dnd/images/rof_gallery/49722.jpg)
The Church of the Eye follows a single god - the All-Seeing. The All-Seeing is omnipresent and omnipotent, and is shown as a humanoid, hooded figure with a face made completely of eyes. His priests often totally remove theirs, relying on the All-Seeing for their sight, and it is said they can see as if they were he. Whether this is true or not, the Church of the Eye has a relatively large following, and is thought to be based off the Amalukan Spiritual beliefs of Amar.
The Church is one of the few organised religions in Amala-Kahtar, each Priest staying in contact constantly, and it is led by Ashaba-Ulam, a reformed Sihaya assassin. There are a few factions within the Church, but the most well-known are the Seer Inquisitors, hunters of heresy within the lands north of Amar. They have few successes, as those they are hunting are hardly weak, but those that they do are celebrated across the land by members of their faith.
Feat: Prophet of the Eye
Prerequisites: Blindfight, must cut out both your eyes, Knowledge (Religion) 10, Profession (Priest) 10, Must be accepted and raised into the Priesthood of the Eye.
Benefit: You gain Blindsight out to a range of 30ft, and you can use the following spells 1/day: Detect Magic, Detect Secret Doors, Locate Object.
The Church of the Sun Reborn
(http://content.answers.com/main/content/wp/en/thumb/d/dd/300px-Aten_disk.jpg)
The followers of the Sun Reborn are rarely zealots, but there are hundreds of them. Behind only the Wayfaiths in numbers, the Church worships one thing - the Sun. Golden disks, prisms, and mirrors are all sacred objects to the followers of the Sun Reborn. They see the Sun as a Creator who dies every night, enters the Amenta, and rises in the Akhet (lit. the Place Where the Sun Enters the Real World) the next day. It then proceeds to move slowly across the sky, bringing life to all, before dying again in the night.
Priests of the Sun Reborn can be recognised by prisms and mirrors, which they wear constantly, and/or golden disks (which they wear around their necks on necklaces). Their carvings, such as the one above, often show their most important religious ceremonies: the Funeral of the Sun and the Raising of the Sun. The first occurs at Sunset, as the dying rays of the sun are slowly lost, and water and wine are offered in remembrance of the day. Contemplation and meditation over the day's events usually occurs at this time of the day. After the sun finally disappears, however, music begins, feasting starts and the whole congregation will become happy, remembering the sacrifice of the Sun.
In the morning, the raising of the Sun occurs. The Priests alone enter the Raising temple, usually just a small building with a clear view of the East and the Akhet. A solemn ceremony of worship is begun as the Sun rises, and once the Sun is truely up, they leave and the people also pay their respects. Of course, this usually takes place in a person's home, leading their family in their own short service. Only on the Funeral and Holy Days do the entire congregation gather together, but when they do, feasting is in order!
Feat: Prophet of the Sun Reborn
Prerequisites: Must possess a consecrated item of the Sun Reborn, devote yourself to the faith, and be accepted into the Priesthood of the Sun Reborn. Knowledge (Religion) 10 Ranks, Profession (Priest) 10 Ranks.
Benefit: You can cast the following spells once per day: Endure Elements, Heat Metal, Searing Light, Fire Shield.
Note: The Prophet feats described here are meant to be used only for exceptionally devoted priests in the service of the respective deities. No normal priest should have these feats, and if a player wishes to take these feats, he must devote himself to the cause of the church. He loses all benefits of these feats if he turns away from the cause or performs acts against his deity's wishes (DM's discretion).
Quote from: Wrexham3Looks really good Golem. Sorry I cant be more constructive than that but I had ten minutes to skim through it. I was wondering, would it be possible to blend this setting with some of your others to form one uber-setting?
*thinks*
Hmm... maybe so... *rubs chin* it might fit in with... uhm... uh...
I'll think. :) Maybe Mahi.
What you have so far is really interesting, but very disjointed and spread out. I'd like to see a core ethos type statement - an overview of what makes this setting unique and different, and perhaps the overall tone of the setting. I'm going to review individual things at a later date.
Oh, and the Dervish is fun. I'm going to gank the idea and modify the mechanics: overall, I like.
From what I've seen of your settings, they might actually work better as separate continents/regions on one setting as opposed to whole new worlds. Just my 2cp.
*nods* I'm thinking about combining this with Mahi and Astalia (although I'll rewrite them all).
You're right about it being disjointed and spread out, but I don't want to start a new thread. I MIGHT, however. For instance, the Kahtar Empire could have covered Mahi, and the Changeling lands of Mahi could be the Changeling lands that feature in Astalia. :)
Thanks for commenting! *writes up Core Ethos thing*
Quote from: Golem, of the 11th CircleThe Dasha-tus-Kura (Dwarfborn)
"Am'Ne-Ured!" - Dwarfborn Battlecry meaning, literally, 'For The River!'
<snip>
I don't have time to review the whole setting, but this looks interesting, so I'll give it a read.
You've taken a basic race and pretty much turned it into something else entirely. A river-based dwarf society is certainly interesting, and I commend the interesting form of currency.
I believe calling them dwarves or dwarfborn may work better for you than the odd name you have for them, though you may be better off disassociating them from dwarves which imply a certain racial identity, and making them a new race entirely.
Making them masters of deceit is certainly a new twist, too. Perhaps a bonus to Bluff/Sense Motive should replace other racial skill bonuses.
I don't really have any other suggestions at the moment.
I'm rewriting the stats for dwarves, elves and smallborn, and they'll be up within the next hour. :) They are referred to as dwarfborn almost all of the time - Dasha-tus-Kura is their ancient name. Perhaps swap their positions around? Dwarfborn (Dasha-tus-Kura)?
Quote from: Golem, of the 11th Circle*nods* I'm thinking about combining this with Mahi and Astalia (although I'll rewrite them all).
You're right about it being disjointed and spread out, but I don't want to start a new thread. I MIGHT, however. For instance, the Kahtar Empire could have covered Mahi, and the Changeling lands of Mahi could be the Changeling lands that feature in Astalia. :)
Thanks for commenting! *writes up Core Ethos thing*
You don't need to start a new thread to do that, just create an index on the first post and link to various posts. That makes it more organized without actually changing anything. :)
I look forward to your Ethos.
Sorta kinda done. There's an OOC introduction to the setting, at least. :)
Quote from: Golem, of the 11th CircleAmala-Kahtar as a setting
Amala-Kahtar - or Ashaya - is a setting deep in religious and political opposition, with an Asian-African Mediaeval tech-level and unique races. The elves, dwarves and humans of the setting fulfil very different niches from any usual game, whilst halflings, gnomes and orcs are lost totally. Three new races, the Smallborn, Sihaya and Amaluka, join these, and the classes have been replaced by the Warrior, Dervish and Stalker. Magic is in low supply, Invokers being the only real casting class, but magic items are more common (although still rare), relics of an ancient empire.
What can the players do in Amala-Kahtar? Involve themselves with the Church of the Eye, or the Children of the Prophet? Venture into the Sihaya jungles, where danger lurks behind every tree, or unite Dohyi under one banner? Maybe they will play a Sihaya, and work as an assassin, or hunt as an Amaluka in the caves of Amar? They could wander with the Elfborn nomads in the Ashaya deserts, or negotiate a deal with Smallborn or Dwarfborn... the possibilities are nearly endless. Desert Survival, Political Manipulation... both are all in a day's work for a PC in Amala-Kahtar!
Ok, now I this makes more sense. I like it alot, gives a source of unity for the setting and makes it much clearer. I'm liking the Dwarfborn a lot.
My next question - fauna and flora. What kind of monsters roam Amala-Kahtar?
Okay!
Updated the Dwarfborn with stats and a bit more flavour stuff.
Now then, monsters...
Well, lycanthropes (although under a different name) and summoned Djinni/Demons are common monsters. Rocs, Cyclops and other eastern-themed monsters will be common. Golems (leftovers from the Kahtar empire) will be around. Hmm... I think most other stuff, except some undead, aren't likely to be used. I'll be detailing some more stuff soon!
Updated the Elfborn.
Aaand the Small-Born. Now for the final new race (for now), the Amaluka.
The Amaluka Bat-like hunters from the caves of Amar, the Amaluka are feared for their senses, their speed, and their courage. They are blind, but can see as well as any human, as they have senses beyond the norm. They cannot fly, as their wings are stunted, but this doesn't prevent them from hunting. They have lived in caves for nigh-on one-thousand years, and entering the lands beneath the colossal mountain range raised by the Kahtar empire as a defensive bastion will mean death for any not welcome there.
Religion: The Amaluka were captured and used as slaves for the Kahtar long ago, and so they adapted some of the Spiritualist beliefs of their mentors. They believe in a creature that sees without eyes, hears without ears, senses without skin - the omnipotent, omnipresent being.
Most follow this faith devotedly.
Politics: The Amaluka live in a clan-society. They have no true racial group, as all battle one another for control of the tunnels. Although clans sometimes ally, none has ever led more than three at a time, and even leaving the tunnels is rare to the extreme.
Currency: Amaluka have little need to buy things. When they do, it is a barter system they use, selling one slave for another and other such transactions. Many of them do covet gold and silver, however, and prismic jewels are the most common form of real currency.
Cities and Lands: The Amaluka are the undisputed rulers of the tunnels. Although nomadic beneath the surface, towns do pop up occasionally at crossroads or in the ruins of ancient barracks beneath the ground.
Languages: The Amaluka speak their own language. However, due to their lack of sight, they are forced to rely on a system of carvings for their alphabet, and cannot use true pen and paper writings. Clicks, whistles, and a hissing, garbling speech make up their language itself.
Other Races: The Amaluka distrust almost everyone not of their race. They take slaves of and kill those who attempt to enter their cave homes, with no distinction between them.
* Monstrous Humanoid Type.
* +2 Str, -4 Cha.
* Medium size.
* Base Land Speed 40ft.
* Blindsense 60ft.
* Blind (Ex): Amaluka are immune to blinding effects. Only a large discharge of sonic energy (minimum 3/HD) can have the same effect.
* Sonic Blast (Ex): An Amaluka uses a combination of sonic energy and other abilities to use its Blindsense. Once per day, it can use this ability in one of two ways: First, to produce a blast of sonic energy, and second, to locate all creatures in the area before him.
The first use is a 60ft cone of sonic energy dealing 1D3 points of damage/HD. The second use is also a 60ft cone, but it instead reveals all invisible, concealed creatures etc that it would normally be able to see with its Blindsense.
* Glide (Ex): Amaluka can glide (fly downwards) at a speed of 30ft (average). They can't fly upwards, however.
* +2 Racial Bonus on Climb and Jump checks.
* Automatic Languages: Amaluka.
* Bonus Languages: Dohyi Common, Dohyi Nomad, Kahtar, Dus-Uk.
* Favoured Class: Stalker.
* Racial HD: an Amaluka begins with one level of Monstrous Humanoid. This grants him 1 feat, 2+int modifier worth of skills, a BAB of +1 and saves of +0, +2, +2.
I thought Astalia would fit very well with this setting. Something based on Itala could be a corrupt city state or states away from the desert dreaming. You could use Aelwyd as the basis of an iron age culture based somewhere else, as can the Empire of that setting. Also if you get any other ideas for settings they can be incorporated into your rapidly expanding world. Part of the fun of world building is not simply treating these different cultures in isolation but developing how they interact with one another.
Come now Golem my boy.
You need to get off your ass and make this stuff.
Im working on a few (and by few I mean more that anyone one human in their right mind would) things, but I'll look here from time to time and help keep ya active.
I would agree with you, only I HAVE started. see http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?15338.last for details. ;)
*looks at URL*
-.-
Tricky one you are.
<.< >.>
Yus. :P