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The World of Kishar

Started by Matt Larkin (author), July 30, 2006, 05:12:50 PM

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Matt Larkin (author)

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.[/quote]
Latest Release: Echoes of Angels

NEW site mattlarkin.net - author of the Skyfall Era and Relics of Requiem Books
incandescentphoenix.com - publishing, editing, web design

Wensleydale

Woah, very nice! Want to see more here. But... link to the mechanics thing?

Matt Larkin (author)

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]
Latest Release: Echoes of Angels

NEW site mattlarkin.net - author of the Skyfall Era and Relics of Requiem Books
incandescentphoenix.com - publishing, editing, web design

Matt Larkin (author)

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.[/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]
Latest Release: Echoes of Angels

NEW site mattlarkin.net - author of the Skyfall Era and Relics of Requiem Books
incandescentphoenix.com - publishing, editing, web design

Matt Larkin (author)

World Map
Since the numbers are small, I link to a larger map off-site

[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]
Latest Release: Echoes of Angels

NEW site mattlarkin.net - author of the Skyfall Era and Relics of Requiem Books
incandescentphoenix.com - publishing, editing, web design

Matt Larkin (author)

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.
Latest Release: Echoes of Angels

NEW site mattlarkin.net - author of the Skyfall Era and Relics of Requiem Books
incandescentphoenix.com - publishing, editing, web design

CYMRO

QuoteMagic: Catfolk cannot use magic.

For why?

Hibou

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. :)
[spoiler=GitHub]https://github.com/threexc[/spoiler]

~Kalin~

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 ?
Lurking on the CBG boards since May 24 2006.


Proud bearer of the following badges:
- Kishar
- Tera

Yair

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.

Matt Larkin (author)

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.

Latest Release: Echoes of Angels

NEW site mattlarkin.net - author of the Skyfall Era and Relics of Requiem Books
incandescentphoenix.com - publishing, editing, web design

Matt Larkin (author)

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.
Latest Release: Echoes of Angels

NEW site mattlarkin.net - author of the Skyfall Era and Relics of Requiem Books
incandescentphoenix.com - publishing, editing, web design

Matt Larkin (author)

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]
Latest Release: Echoes of Angels

NEW site mattlarkin.net - author of the Skyfall Era and Relics of Requiem Books
incandescentphoenix.com - publishing, editing, web design

Matt Larkin (author)

[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]
Latest Release: Echoes of Angels

NEW site mattlarkin.net - author of the Skyfall Era and Relics of Requiem Books
incandescentphoenix.com - publishing, editing, web design

Matt Larkin (author)

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.
Latest Release: Echoes of Angels

NEW site mattlarkin.net - author of the Skyfall Era and Relics of Requiem Books
incandescentphoenix.com - publishing, editing, web design