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Kahtar: Magic Of The Ancient World

Started by Wensleydale, September 18, 2006, 05:28:58 PM

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Wensleydale

Kahtar is my setting of settings, the combined mass of five of my uncompleted and/or completed designs. It's based (in the majority) on the Ancient World, although parts of it are completely new. Please post all comments in the Discussion Thread. Thankyou.



Wensleydale

Kahtar as a Setting

Kahtar has several advantages over some other settings - its sheer size and diversity being one of them. You could travel to the Far Reaches beyond the Empire in the East, or to Aelwyd in the West. You could travel down to Amala-Kahtar (Numidi), a journey forgotten by most. You could even sail the shining seas and attempt to claim more land for the failing empire. In each of the (currently) separate settings, there are hundreds of different things to do - you could attempt to manipulate the Numidian Dwarves, or journey into the depths of Aelwyd, bargain with fey or battle the Twisted - all are possible within the scope of this colossal world.

Wensleydale

THE LANDS OF KAHTAR  

Aelwyd, the Western Land

[spoiler=The Tale of Dewi]
Aelwyd! Oh, my children... Ty'dyma, and hear how this place has changed.

You all know the first-time, the story of Düwes-Natur's gifts of magic to the world, and the Great Hunt, and the Firstborn Druids and the Wild Chase and all the stories of Taliesin the Great... and the first of the bards, and the War of Magic, and the rise of the Dwarves and the faerie speech and the touching of the elves... you all know those tales. But the old age, the age of magic, is over, and now we enter the age of steel.

The HalgÃ...µr, the marching defilers, attack our land with their 'formal magic' and their weapons of steel. The tribes fall before them, and retreat into the mountains. But the HalgÃ...µr will not retreat, or leave alone. They just want more territory, my children, more, and they are taking it as they please. Even  our greatest men cannot hold back their steel-armed troops.

So, I say, we must take up their own weapons, use it against them! The druids must come out of their CellÃ...·d and face up to the invaders with wild magic, the legends must be awoken once more! The fey folk must be raised, the elves recalled, the dwarves reminded of their oath! And I say to you, my children, we must fight! Fight above all costs, lest the tongue of the HalgÃ...µr silence our land forever!

- Dewi Bardwarrior[/spoiler]

[spoiler=Aelwyd in Kahtar]

Aelwyd is a land of the far West, across the Aelwydan Sea from Galla. It is a land of tribes, of power, and of magic. It has one great quality that the Aequii need, however - it still has the ancient Wild Magic, a source required by the Aequii for their many powerful inventions and spells. This is why the Aequii are so eager to hold onto it, and are not leaving it for the dogs. They will continue to stage invasion attempts until the Empire collapses around them, and probably long afterwards. [/spoiler]



Numidi, the Desert Dreaming

[spoiler=The Desert Dreaming]
Once, there was a land. A land of days. A land of nights. And Ha-Uh-Mala spoke, and the land became warm. And Ha-Uh-Mala spoke, and the Animals came into the world. And Ha-Uh-Mala spoke, and the plants came into the world. And Ha-Uh-Mala spoke, and the People came to be. And the People dreamt...

The Sat-uk-Mayan, the Elf-Born, came into the world. The Dasha-tus-Kura, the Dwarf-Born, came into the world. The Dus-uk-Surat, the Small-Born, came into the world. The Sihaya and the Ik-Sa came into the world. And the People awoke...

The Dasha-tus-Kura built great palaces around the Great River Samuh, and raised the ancient city of Babyla as their capital.

The Sat-uk-Mayan lived in tribes in the deep deserts, living off Wadis and Oases, and built only to honour their dead.

The Dus-uk-Surat travelled between them, setting themselves as the merchants of the world.

The People settled on the Ashaya plain, and became fishermen.

The Sihaya were born in the trees of the Dohyi Jungles, hunters of deadly prey.

The Ik-Sa settled in the deserts and spread their heretical religion.

But Numidi was ruled truely by another people, a people who forged out an empire around their blades. The Aequian legions fell upon Dohyi and the countries around like a storm, and since then, Numidi has been part of its empire...

But the Aequii are failing. Its armies have been withdrawn for many years, Numidi has governed itself. Only a few buried ruins remain, and in its absence the world has gone swiftly. The tongue of the Aequii is spoken only by scholars, and though its script is used in the Ashayan language, its words are used by almost none. The Aequii are forgotten. And Numidi... is just beginning.
[/spoiler]

[spoiler Numidi in Kahtar]  

Numidi is a colossal continent stretching far beneath the Aequii Empire's span. It was one of the first continents conquered many years ago, but it was abandoned after the Amenta Wells that once provided a great source of magic dried up there. However, it was heavily influenced by the empire, and many signs of that influence still remain.
Magic is rare here, and the Aequii know that. Therefore, there has been little contact between the two for hundreds of years. The only magic remaining there belongs to the Invokers and Spirit Walkers, the first learning ancient words of power capable of temporarily opening gates to the Amenta and the second having a natural gift to leave their bodies and walk in the Other. [/spoiler]

Astalia, Do-Bejh and the Mahi, Gold of the Far East

[spoiler=The Exotic East]
The Lands of Gold in the Far East are famous and yet infamous, lying beyond the reach and thoughts of any Aequian. Sitting richly along the coasts, many have developed there, but the two largest areas are the Mahi, Astalia and Do-Bejh. Do-Bejh is an enormous plain-country of steppes and mountains, filled with clans of horse-people. It was they who first populated the well-protected Mahi, and their ancestors who spread out to take it - at least before the Aequii arrived. For years the Aequii took up residence here, before being driven out after their last leader, Romulus (under the pseudonym of Tachi) died, leaving the Mahi throneless. This was five-hundred years ago. Even then, Astalia was little more than a budding nation. The first time that the Aequii had been driven out before using up all the magic was a sore blow to them, but they forgot it over time, and the Mahi has become a tangled political web of would-be rulers, manipulators, and thieves. Astalia and Do-Bejh are still mostly untouched, but whilst Astalia has grown into its own, Do-Bejh remains unclaimed... for now.[/spoiler]

[spoiler=The East in Kahtar]

Totally free of the Aequii Empire's influence (for now at least), these three nations lie far out to the East and are mainly unaffected by the modern magic and wild drain that the Aequii have established in other places. However, the Mahi suffers from its own political problems, whilst the Aequii Empire's influence on Astalia has had a strange effect on its magic. Players in a Aequian game may visit here on missions of diplomacy, invasion, or exploration, whilst players beginning here have a lot to explore - even if they exhaust Astalia and the Mahi, there's still Do-Bejh out there!
[/spoiler]

Amayata

[spoiler=The Wrongness]
A tightly-bound nation that has so far resisted the encroaching armies from the armies of the Aequii, this eastern land lies on the borders of the Bleakness. Although unconquered, magic bends horribly here, and mages can go totally insane. With assaults from the elves in the Bleakness to the East and incursions from the Aequii Empire in the West, the people of Amayata are hardened and cold. Following a long-established spiritualist religion, the propaganda spread by their priests has created a mix of fear and hatred for magic in the population - as a strictly human nation constantly attacked by elves, they also have a hatred of other races beyond any other. This leads to intense paranoia about any different from their own, a quality that could be difficult to get over...[/spoiler]

[spoiler=Amayata in Kahtar]

Although a small nation, Amayata sits right on top of a damaged Amenta Rift, a gate to the Spirit Realm through which magic passes. However, the Bleakness has bent this rift horribly - meaning that magic is a corrupted, painful thing. Thus, Amayat fear it, and hunt mages down with a venom.
Amayat lies just to the East of the Aequii Empire, and because of its huge Amenta Rift, it is a valuable location for them to take. Thus, Aequii players may go there on invasion, spying or diplomacy missions. Players from the Far Eastern countries may also travel to Amayata, across the Bleakness. Players from Amayata themselves have much to do there - mending the rift may be possible, with the right tools...[/spoiler]

Mhithad, the Northern Frost

[spoiler=The Cold]
Above Europa, a mostly unexplored region lies - one where even the Dragon Legion fear to tread. Named Mhithad by the elves, meaning 'Fear', this land is a harsh and freezing one where protection is required just to survive.
But a nation resides here. The splendid and decadent human lands of Odeid, led by the immortal Hag Empress, spread across most of Mhithad like an encompassing cloak. And the Hag Empress resents others invading her territory...[/spoiler]

[spoiler=Mhithad in Kahtar]
Mhithad is a splendid and rich nation at its heart, growing poorer and poorer as you go further out. The majestic Hag Empress rules over these lands, and whole Aequii Legions have fallen to just one of her servants - thus making an excellent land for exploration or diplomacy. Aequii or celtic players could travel on the behest of the Empire for missions of diplomacy and war, whilst those of the Far East or Numidi could travel there for any number of reasons - assistance against the Aequii being just one of them. Mhithad can host almost ANY type of game, but foreigners in Odeid without the permission of the Hag Empress should be prepared to battle...
[/spoiler]

Wensleydale

Magic in Kahtar

The Amenta - the Spirit Realm. There are many names for it by many peoples, but it is one. Creatures wander it, fey, djinni, demons... And it is the source of all power. The Rifts, the Wells... the invisible holes in reality that allow the malleability of the Amenta into the world - and men have learnt to shape this force. All Mage-Gifted have Talent with one part of the Amenta at least, and can weave that into the world, for good or for bad.

Once, the Amenta Rifts covered the world. Common men could destroy with a word - or create. But they are sealing... and the power of the ancients is long gone. The Aequii seek the few truely open, undamaged ones left in the world - most of them are congealed, and allow little through.

This is why they seek to conquer Aelwyd and the East.

Binding, or coded magic, is different - it involves pulling some of the essence of an Amenta Rift into an object, allowing it to always pull on the Amenta in some way. Usually binding allows the wielder of an object to use a specific Talent, or augment their own weaves in some way... but almost anything is possible.

[spoiler=Weaves]
Weaves

Weaves are the equivalents of spells. Weavecasters use weaves for good, bad, or any purpose at all, a Weavecaster is as capable of spontaneously combusting an enemy as she is drawing water from a well, all without touching. Weaves are made up of components, called 'Talents'. Talents are, in turn, split up into categories - damage, travel, improvement and object. Talents can be mixed together to form powerful, and dangerous, combinations. Read on!

 Using Weaves  
Below is a step by step guide to using weaves.

 Step 1: Can you cast it?

Brutus the sorcerer is only level 1, and thus he has access to level 1 talents only. He has chosen to learn Fire and Water as his castable talents, and can cast those and none other.

 Step 2: In the morning...

There are two ways of casting weaves: Spontaneously and with Preparation. The weave costs in the post below assume that you have prepared the weaves - that is, you have taken time in the morning (1 min/weave) to ready some magical patterns - as a Harpist may practice a few tunes to help him play them later on in the day. Using this method, your weaves will be prepared and ready to cast later on in the day (see Casting the Weave), and cost their normal amount of MP.
The amount of weaves you can prepare in a day depends on your class and level. When you prepare a weave, you must declare the Talents you are using (you can use more than one of the same category - for instance damage weaves, but it costs +1/talent level for every extra) and the augmentations you are applying (and to which talents, if applicable). Augmentations must be applied to all talents combined as a weave - that is, you pay double, and the effects are applied to all of them.
For example: Brutus, at level 5, decides that today, he's going to cast his self-styled Brutus' Icy Pyre. Therefore, he prepares a weave of two Talents - Water and Fire. They are both damage weaves, so this is perfectly all right. Damage Talents are, as default, touch attacks dealing 1D4 damage. Brutus doesn't like close combat, so he pays 2MP (1MP for each talent) to increase it to a ranged touch attack (30ft). He decides that this is enough, and prepares it. It will cost 5MP - 2 for the base weave, +2 for the augmentations, +1 because he has two talents there instead of one. He can now cast this for 5MP any time he wants today, as many times as he wants whilst he still has enough MP.

Alternatively...  

You can cast Weaves spontaneously. This requires a standard action to create the potential for the weave inside your head - during this time, you must declare what talents and augmentations you're using. The Weave costs +2 MP/level of the talents involved. You can then cast it at any time within the next 24 hours - after that, the Weave fades slowly from your mind.

Example: Brutus finds himself trapped in a cell. All he has left today are a few utility weaves - being able to detect magic is nice, certainly, but not particularly useful to him in his prison. He quickly prepares a weave of water to swiftly rust the bars - Water is a level 1 weave, and thus it costs him 1MP for a base +2 MP for preparing it spontaneously. He also has to use 2MP to make the water real, allowing him to rust the bars. He touches them, and they collapse, allowing him to escape - for 5MP.

Step 3: Casting the Weave

So, let's say Brutus has prepared his Freezing Pyre spell this morning. All that remains for him to do is fling it - and fling it he does. Casting a weave is a move action that provokes Attacks of Opportunity, but you can't do it more than once in a round. Brutus could also have spontaneously created a spell and used it in the same round, if he had so wished.

 Augmenting Weaves  

Weaves can be augmented for extra mana points; that is, a basic fire weave, for extra cost, can have the same effect as a regular DnD fireball, a flame strike, or even a meteorite swarm. For instance, Brutus, at a higher level, comes up against a group of changelings. He wants to damage all of them in one strike, so he spontaneously readies a regular fire weave, but augments it as follows:
1. He spends 1 MP to increase the die used from a D4 to a D6.
2. He spends 1 MP to add an extra die of damage.
3. He spends 4 MP to make the spell affect a 3x3 area.
4. He adds +2 points for readying it spontaneously.

So, the spell does 2D6 +2 (because of fire) points of damage to everyone in a 3x3 radius, and costs 9MP!

[/spoiler]
[spoiler=A Simplified Version of the Above...]
 How Weaves Work

So... a short version of the rules, perhaps?

Well, without the slightly confusing mass above, I present to you a summary.

Talents are parts of a weave. They are split up into three groups: Damage, Object, Improvement. Two or more of the same group can be combined into one weave.

Weaves are made of one or more Talents. They can be cast in one of two ways, and the more talents you use in a weave, the more it costs. They are cast as a move action (provoking attacks of opportunity), and are almost unlimited in their options. Unless you use certain feats, you can never cast more than one weave in a round.

Augmentations are effects applied to Weaves to improve them. There are two types: standard, and special. Standard augmentations can be applied to all talents of a category - Damage and Improvement have the most of these. Special augmentations are unique to different talents - or at least, can only be applied to certain talents. Although it varies from class to class, Weavecasters all have a limit to the amount of MP they can apply to an augmentation.

Spontaneously Cast Weaves cost +2 MP/talent level included within them. However, they can be created as a standard action, as an alternative to preparatory casting, and thus you can create and cast a weave in a single round with this method.

Weaves cast with Preparation cost the normal MP amounts, but take 1 min/talent level included within them to practice and ready. Once prepared, they can be cast spontaneously for the rest of the day - but they must be cast exactly as prepared, without any augmentations except those added during preparation. Of course, multiple variations on the same weave can be prepared.

Talent Levels are gained as you gain Weavecaster levels. Most classes gain access to either five or six different talent levels. These scale in power, and a talent costs 2x its level -1 in MP to cast in its most basic form. You can learn talents from more powerful talent levels as you gain more Weavecaster levels.
[/spoiler]

The Amenta

The Amenta, the source of all magic. Once totally coexistent with Kahtar, the Amenta has been slowly pulling away as the Binding breaks and congeals its anchors - perhaps magic will eventually be lost to the world altogether...

[spoiler=Planar Traits]
    * Random Time. Roll 1D6: on the roll of a 1, there is faster time in the current area (1 second = one day on the material), on the roll of a 2, there is slower time in the current area (1 day = 1 second on the material) on a roll of 3-4, there is normal time, on a roll of 5-6 there is no time. This changes every 10 minutes (roll again).
    * Random Gravity. Roll 1D3: On a roll of 1, there is objective directional gravity (nearest solid object) on a roll of 2, there is no gravity and on a roll of 3 there is subjective directional gravity.
    * Powerful magic: Even a non-caster here can cast basic weaves. Each non-caster gains 1D4 randomly selected talents of a level equal to 1/10 of his class level (rounding down). He can cast weaves using these talents 1D6 times/minute. A caster gains the use of more talents as if he was two levels higher, and can use the MP supply of the Amenta (effective infinite MP).
    * Randomly Elemental-Dominant (See the Limbo description in the DMG).
     
[/spoiler]


The Weaves

[spoiler=Weave List]
Level 1: Damage: Fire, Air, Water, Earth Improvement: Seeing Object: Creation (Minor).

Level 2: Improvement: Protect, Emotion, Light, Hide Object: Plants, Weather (Lesser).

Level 3: Damage: Acid, Poison Object: Shape (Lesser) Improvement: Metabolism, Farsight.

Level 4: Object: Weather, Magic, Mind (Lesser), Control.

Level 5: Improvement: Movement, Direction, Life Object: Objects.

Level 6: Damage: Force, Light Improvement: Knowledge, Hatred Object: Communication.
[/spoiler]

[spoiler=Augmentations] These augmentations can be applied to any weave, although some of them may be useless for some weaves (such as increasing the dice size for a creation weave).

+ Dice Size: Increases the die size used by 1, for instance, D4 to D6. 2 points per die size.

 + Dice: Adds another dice roll of the chosen size. For instance, 1D4 to 2D4. 2 points per die added.

 Shape: This augmentation changes the shape of the weave, for instance, from a cone to a cylinder. You can change shapes freely within the following groups:
Group 1: 15ft cone OR 10ft radius cylinder, 40ft high OR 30ft line OR 5, 10, or 15ft radius sphere.
Group 2: 30ft cone OR 20ft radius cylinder, 40ft high OR 60ft line OR 20 or 30ft radius sphere.
Group 3: 60ft cone OR 40ft radius cylinder, 40ft high OR 120ft line OR 40 or 80ft radius sphere.

You can change between groups for +4 MP/group number. You can't skip groups, meaning you have to first pay for group one and group two before group three, and to apply this augmentation to the weave it must first have had at least one range augmentation applied.
You can increase line length, cylinder radius and height, sphere radius and cone length by paying +2MP per 5ft.

 Range: This increases the range of the weave from touch upwards. It costs 1 point to increase the range to short, 2 to increase it to medium, 3 to increase it to long and so on.

 Split: With the basic use of this augmentation, you can hit two enemies, or two areas, with the same weave. This reduces the range of the weave by one category, and the areas or enemies must be within 30ft of one another. This costs 5 MP. For an extra 2 per 10ft, you can increase the maximum distance apart that the areas can be. You can also use the 'Range' augmentation to reincrease the range of a Split Weave, but it costs +1 extra per category increased to. The Split augmentation cannot be applied to touch weaves.
[/spoiler]

[spoiler=Level 1 Talents]

Fire
Type: Damage
Level: 1
Saving Throw: Reflex

Unaugmented, fire is a touch attack dealing 1D4 points of fire damage and costing 1 MP. Fire deals an extra +1 point of damage per die.
It has the following special augmentations:

Magical: Changes the 'heat' damage to fire damage, making it magical and able to bypass heat immunity. +3 MP.
True: Allows the weave to become true flames, igniting flammable objects. +1 MP.
Maintain: This can only be applied to a weave with both the Magical and True augmentations also applied. It allows the mage to maintain magical fire, even on non-flammable objects. This could work in many ways. A mage could coat a weapon with magical fire and maintain it using it to do extra damage, or he could keep burning a person after the flames should have gone out. Either way, it costs 1MP per 1D4 rounds of the flames continuing.
Object: Fire can be channeled into an object, heating it up. This has the same effect as a heat metal spell on that which is affected. +2 MP.

Water
Type: Damage
Level: 1
Saving Throw: Fortitude

Unaugmented, Water is a touch attack dealing 1D4 points of damage and costing one MP. Water deals an extra +1 point of damage per die. It has the following special augmentations:

Magical: Transforms the cold damage to water damage, allowing it to bypass cold immunity. +3 MP.
True: Allows the weave to become true water, quenching flames and soaking opponents. +1 MP.
Object: Water can be channeled into an object, cooling it and affecting various things. It has the effect of a chill metal spell on all objects that it enters, and as both chill metal and rusting grasp on all metal objects that it enters. +2 MP.

Air
Type: Damage
Level: 1
Saving Throw: Reflex

Unaugmented, air is a touch attack dealing 1D4 points of electricity damage. Air has a +2 bonus to attack rolls against opponents wearing metal armour.

It has the following special augmentations:
Magical: Transforms the electrical damage to air damage, allowing it to bypass electrical immunity. +3 MP.
True: Allows the weave to become true electricity, making opponents' hair stand on end and small objects float. This can have one of two effects:
1. If applied to an enemy, they take -1 to AB with metal throwing weapons.
2. If applied to a shield, weapon, or other object of your own, it grants +2 AC against metal throwing or ranged weapons (as they veer towards the object woven). Either way, +2 MP.
Maintain: This can only be applied to a weave with both the Magical and True augmentations applied. It allows the mage to maintain magical electricity, even on non-conducive objects. This could work in many ways. A mage could coat a weapon with magical electricity and maintain it using it to do extra damage, or he could keep harming a person after the electricity should have dissipated. Either way, it costs 1MP per 1D4 rounds of the electricity continuing.
Object: Air can be channeled into an object, causing electricity to discharge into the first person to touch it. The damage that the weave deals stays in the object for 1D6 rounds + any from the Maintain augmentation. Anyone touching the object during that time takes the damage stored within. +4 MP.

Earth
Type: Damage
Level: 1
Saving Throw: Fortitude

Unaugmented, earth is a touch attack dealing 1D4 sonic damage. Earth deals -1 points of damage per die, but deals double damage to crystalline objects and ignores hardness.
It has the following special augmentations:

Magical: Transforms the sonic damage to earth damage, allowing it to bypass sonic immunity. +3 MP.
True: Allows the weave to become true sonic damage, harming the ears. After 8 points of sonic damage within 3 rounds of one another, an enemy must take a DC10 + druid level fortitude save or be deafened for 10 rounds. +1 MP.
Maintain: This can only be applied to a weave with both the Magical and True augmentations also applied. It allows the mage to maintain magical sonic energy, even on non-crystalline objects. This could work in many ways. A mage could coat a weapon with sonic energy and maintain it, using it to do extra damage, or he could keep harming a person after the vibrations should have dissipated. Either way, it costs 1MP per 1D4 rounds of the sonic vibrations continuing.

Seeing
Type: Improvement
Level: 1
Saving Throw: ---

Unaugmented, Seeing allows you to see one material or creature type within 30ft. You can see all objects of this kind within a 30ft cone radiating from you that are not blocked to your sight - they glow with a golden light to your eyes, but you can't see through walls or other nontransparent objects to them. For instance, you could detect gold, steel, stone, dragons, outsiders, or plants. This costs 1MP/type detected and lasts for 1D4 rounds. You can use the standard augmentations to allow others within an area to use this effect.

Magic: This allows you to detect weaves or bound magic. This costs +2MP for either, or +4 MP to detect both. You can guess the average strength of a weave or binding from its glow - blazing is extremely powerful, whilst dim is weak. A weave that uses at least 10 MP more than your full total or a caster that is at least 5 levels above you immediately ends the weave and stuns you for 1D6 rounds.
Detection: This augmentation doesn't just make you see the objects, it allows you to detect them, meaning you can sense them through solid objects. For instance, you could sense water through 8ft of stone. This makes the weave a 5ft radius sphere around the user, which can be increased as normal by use of the shape augmentation. +3 MP.

Creation, Minor
Type: Object
Level: 1
Saving Throw: ---

Minor Creation allows you to create lesser objects and materials by magic. You can use augmentations on it to increase the range (so you can create pots from far away, or drop a pound of iron onto somebody's head after creating it in midair) but not to increase size. Minor Creation can perform the following effects:
Create Substance: You can weave 1 pound of any substance into being that does not require special forging (i.e. steel requires binding of different metals together). The substance is extremely unstable, unless you pay +3MP to stabilise it. Unstable materials collapse into themselves after 1D10 rounds, however, they may be manipulated. You may, for instance, create 1 pound of iron and form it into a brooch by hand before stabilising it. You can create more of the substance by paying +2 MP per pound. This weave does not allow you to manipulate the substance via magic.
Shape Substance: You can shape 1 pound of clay, liquid metal or any other malleable substance in basic ways. You can't, for instance, form an intricate brooch, but you can make a brick or basic pot. You can shape +1 extra lb per +3 MP spent.
[/spoiler]

[spoiler=Level 2 Talents]Coming soon![/spoiler]

[spoiler=Level 3 Talents]Coming soon![/spoiler]

[spoiler=Level 4 Talents]Coming soon![/spoiler]

[spoiler=Level 5 Talents]Coming soon![/spoiler]

[spoiler=Level 6 Talents]Coming soon![/spoiler]

Wensleydale

Languages

[spoiler=The Speak Language Skill]

In Kahtar, you gain full proficiency with only a few languages - those you gain through your race and intelligence bonus. For these, you automatically understand the language - passing all speak language checks required of you. You can also use the Speak Language skill to gain extra languages - but Speak Language does have DCs, and you need ranks for decent proficiency.  

Speak Language (Int, Trained Only)

Like the Knowledge, Craft and Profession skills, Speak Language encompasses several different 'semiskills', in this case different languages. You can gain as many ranks as you want in any language. Example scenarios and DCs are below.

[table Scenarios and DCs]
[tr][th]Scenario[/th][th]DC [/th][/tr]
[tr][td]Understand/speak a few words[/td][td]12[/td][/tr]
[tr][td]Understand/Speak Sentence[/td][td]  15 [/td][/tr]
[tr][td]Understand Native Sentence[/td][td] 18 [/td][/tr]
[tr][td]Understand/Hold Conversation[/td] [td]26[/td][/tr]
[tr][td]Understand Native Conversation [/td] [td]28[/td][/tr]
[/table]
[/spoiler]

[spoiler=Linguist]
Requirements: A trainer fluent in the language chosen.
Benefit: You can choose one language (any language, provided you have access to a trainer as above, or it is in your bonus language list). You undergo a week-long intensive course in that language, granting you a +10 bonus on speak language checks for that language and the ability to use that language untrained.

[/spoiler]

[spoiler=The Languages]
Universal languages:
Aequii : The language of the Aequii (equivalent to latin).
Amenta-Speak/Feyspeak : Known under many names, the tongue of the Amenta.
Europan Languages:
Aelwyda : The most common Aelwydan language, also known as the Old Tongue.
Gaela : The Northern Aelwydan tongue.
Llafar-Môr : The tongue of the sailing Aelwydans, also the tongue used with changelings.
Llafar-Aelwyda : The eastern Aelwydan tongue.
Germanic : The tongue of Germana. Equivalent to german.
Galla : The tongue of Galla. Equivalent to ancient french.
Nordic : The tongue of the Nordic states.
Greek : The tongue of Grekos.
Corin or Corinthian : The tongue of Corinthi.

Eastern Languages:
Alri'im'Ahui : Totem Speech. A dead language of scholars and priests.
I'hasa : The elder of the two modern Mahi human languages. Uses Totem Speech alphabet.
Mea'ma : The younger of the two modern Mahi human languages - based off the changeling language.
Startongue: The Astalian speech, equivalent to chinese, and the provincial tongue of Asimha, capital province of the Star Empire.
Alim : The provincial tongue of Alim-Ak, part of the Star Empire.
Asith : The provincial tongue of Asith, also part of the Star Empire.
Dothuj : The provincial tongue of the fourth province of the empire, Doth.
Do-Bejhese : The tongue of the Do-Bejh peoples, equivalent of Mongolian.
Do-Hal-Aj : One of the six main tribal languages of the Do-Bejhese.
Haj-Uh : One of the six main tribal languages of the Do-Bejhese.
Haj-Da : One of the six main tribal languages of the Do-Bejhese.
Koj-Dul-Al : One of the six main tribal languages of the Do-Bejhese.
Mejh : One of the six main tribal languages of the Do-Bejhese.
Dojh-Al : One of the six main tribal languages of the Do-Bejhese.
Amayatan : The speech of the Amayatan people.

Mhithadik Languages:
Mhithadik : The common speech of Mhithad's people.
Nekorov : The speech of the Hag Empress and her servants.

Numidian Languages:
Numidi : The tongue of the Numidi Plateau, also known as Numidian.
Dohyi-Common : The common tongue of Dohyi.
Dohyi-Nomadic : Similar to Dohyi-Common, the speech of the nomadic desert peoples of western Dohyi.
Ashayan : The tongue of Ashaya.
Amaya : The secret tongue of aristocrats in Dohyi and Ashaya.
Amaryan : The tongue of Amar, the border nation between the Numidi Caliphate and Dohyi.

Racial Languages:
Ihuel : The tongue of the ancient elfborn empire.
Chaarok : The tongue of the orcs.
Athari : The changeling tongue.
Dus-Uk : The smallborn tongue.
Sihaya : The sihayan speech.
Numidi Dwarfborn : The speech of Numidian Dwarfborn (equivalent of hieratic).
Archipelago Dwarfborn : The tongue of Dwarfborn from the Dwarven Archipelago.
Goralth : The tongue of the Tsem-Se nomads of Do-Bejh.
Ssinta : The speech of the extinct Yuan-Ti.
[/spoiler]

Wensleydale

Races

 Races of Kahtar

 The Aequii

[spoiler=The Children of the Emperor]
A proud, imperialistic people from across the seas, the Aequii carry weapons of an unnatural material called 'steel'. They decimate forests for their building works and mine out the sacred ground, they kill the tribesmen and attack druids... They bind magic into their weapons and their castings, and instead of acting as a vessel for it, they control it and bend it to their will. Worst, they use weapons and machinery never seen before...
The Aequii are a highly advanced people, developed in the uses of steel and magic together. They have boats powered by magical power, weaponry that utilises magic in its uses, highly advanced building techniques, trained mages, and a large standing army that has conquered about 1/4 of the world. They are ruled over by an emperor, and speak their own tongue, Aequii, although there are several more spoken by mercenaries.
[/spoiler]

[spoiler=The Empire]
Aequii Politics (And a short history of their empire)

To understand Aequan politics and their point of view, you have to go back in their history far, far, far... to a time when Aeqius was not even named as such, and dragons roamed the land freely, speaking to men. And there were born there two brothers, Aeqius and Aquus. They were abandoned by their mother after she was blackmailed into 'murdering' them by the ruler of the city, but they were found by a female dragon who took care of them and killed any who attacked. Finally they grew to become great men, but one day Aquus provoked his brother to great anger by an act yet unknown. Aeqius stabbed his brother through the heart and embedded his dagger in the ground, declaring that 'this is the spot where I shall make my Empire's Heart.'
Aeqius was a proud and strong man, and men and women soon flocked to his side as he declared his new empire. He built a city named after himself, and united all the peoples around him as one. He died after forging the great city-state of Aequius, and his three sons squabbled. Both Julius and Brutus, and Scipius too, all declared they should be ruler. After a great war that split the empire into three, the gods rained down anger from above at behest of their father. The three brothers made an alliance and agreed to stop fighting, instead allowing the eldest, Brutus, to become king, the second eldest, Julius, to become head of the newly appointed Senate, or literally 'those that choose', and Scipius, the youngest, to head the army. Ironically it was Scipius who is the most famed due to his great victories and eventual conquering of almost all of Europa and some of Africana. Even the great Grekos fell before his mighty army and tactical strength, although they later rebelled and routed his army (long after his death). He was also the first dragonrider.

After the brothers' deaths, there was another war, although this one more political. The houses formed by the brothers; the Julii, Brutii, and Scipii, were all powerful, and whilst the Julii had seized the imperial seat in a rare show of physical force, they had lost their position in the senate which was grabbed, along with the army, by the Scipii. The Brutii, however, still held Aeqius itself, and the entire province around it. This has set all three families in an akward position that continues to this day, one being emperor but not holding the capital, one holding capital but not being emperor, and one controlling the army. This problem has persisted, even through hundreds of years of political battles of will and mind.

The only other extremely necessary event to list apart from the birth of Marcus Julius is the finding of Bound Magic by Claudius, a well-known Grekos philosopher. Although the Grekos attempted to keep the secret from their near-overlords, secrets escaped across the border and soon the Aequii had their first mages. Within a very short time, the first Stormrider ships had been built, propelled through the water as if... in fact BY magic, the flame-hurler catapults were created, firing orbs of flame out of absolutely nothing, and the Perpetuum bows were built, firing arrows and never running out. Oh, and steel was forged, too.

Finally, the birth of Marcus Julius. Marcus was born under the Nine-Tongued Dragon, a famous star sign, to parents of the Julii family, and with Dragonspeak already in his head. He went into the Legions at sixteen and returned hardened and strong, eventually rising to a high position in the senate at twenty-seven, a remarkably young age. However, he couldn't leave the legions behind. Through his parents' and officers' influence (all of it was needed to bypass the Scipii 'tests', intended to stop those from other families joining), he managed to become candidate for the Dragon Legion. He swiftly rose even among their ranks, becoming a leader amongst leaders, and now leads the assault against Aelwyd. At forty-three, he has many victories to his name, including retaking Galla and Germana.
[/spoiler]
[spoiler=Stats]
    * Medium size.
    * Base land speed 30ft.
    * Automatic Proficiency with the Javelin and Steel shortsword.
    * +4 racial bonus on Diplomacy, Gather Information and Persuade checks.
    * Automatic Languages: Any one of the following: Aequii, Cori, Grekos, Galli, Numidi.
    * Bonus Languages: Any of the above not learnt.
    * Favoured class: Legionary.
[/spoiler]

The Draconigena (Dragon-Born)

[spoiler=Born of the Dragon]
The Draconigena are an ancient race, but yet young - of human, but yet not. As the dragons are separated from their dual selves, the animalistic physical nature being disconnected from the spiritual and intelligent nature, the spirit-sides have resorted to a new technique. They now bond with human fetuses, becoming one with them before birth has begun and influencing their growth.

Settlements: As a race born to another, the Draconigena have no particular settlements of their own, except in secluded eyries in northern Aequius. Most of them live among humans.

Psychology: Draconigena have a split nature - on the one hand, they are an adaptable Aequii, a normal human (in the most part), and on the other they are an ancient being with intelligence and memories that no other living creature can comprehend. This gives them a skewed worldview and an alien perspective on life.
Some Draconigena are dark and destructive, others are brooding and moody, still others are kind and compassionate. A Draconigena's philosophy often changes from day to day.

Religion: Draconigena almost exclusively follow Jupite, God of the Dragons. Those that don't follow him tend to follow no god at all.

Appearance and Biology: A Draconigena has some special biological features that are found elsewhere only in dragons. These are mostly to do with the blood system. For instance, there are four extra blood vessels - two veins and two arteries - which, when a dead Draconigena is dissected, appear to go nowhere. This isn't true - these blood vessels travel to the 'other'. Whilst a draconigena is alive, this blood carries a special form of cell which ferries information between the draconic and human bodies. A spiritual connection also exists through the blood, a partial merging of souls. Blood is extremely important to dragons and draconigena alike because of this.
A Draconigena may manifest many traits of dragonkind, but they usually gain small scales and a weak breath weapon as children. As they grow older, they develop wings and other powerful techniques.

Other Races: Draconigena get on best with the Aequii, who consider them their own. Most other races see the Draconigena as just another Aequii race.

Language: Draconigena speak Aequii, and usually several other languages passed down through their connection.
[/spoiler]

[spoiler=Stats]
    * Racial HD: A Draconigena begins with three levels of Dragon, providing 3D12 HD, two feats, saves of +3, +3, +3, and skill points equal to 7x (6+Int Modifier).
    * +4 Int, +4 Con, -2 Wis.
    * Medium size.
    * Base Land Speed 30ft, Fly Speed 30ft (Average).
    * Dragon (Augmented humanoid) type.
    * Low-Light Vision (No Darkvision).
    * Scent.
    * +8 MP at first level.
    * +4 Natural Armour Bonus.
    * Breath Weapon: 20ft Line of fire, 1D8+ 1D8/4 HD.
    * Natural Weapon: Bite 1D4.
    * +4 Racial Bonus on climb and balance checks.
    * Automatic Languages: Aequii.
    * Bonus Languages: Any non-secret.
    * Favoured Class: Legionary.
[/spoiler]

The Umady Taer (Seafolk)

[spoiler=The Ever-Changing Seafolk]
Changelings are an enigmatic race; their very racial abilities show that. It is often that a changeling will be in a court for many months unknown before announcing his presence, but other than their diplomats, changelings prefer not to leave the water. Born to the sea and dying to the sea, the Umady Taer carry trade between all the nations of the world. They follow the Ever-Changing God, the incarnation of the Sea's might and chaos and of their own changeable nature.

 Settlements: The Umady Taer by their own nature have no settlements, or few, but every so often several clans (one to each ship or more, if large) will come together and sell goods. This includes slaves; slaves are an integral part of Changeling culture. However, they don't enslave other races. If a Changeling commits a crime, he is marked with a powerful spell that prevents him from performing it again, and then is enslaved to another changeling for the duration of the spell (which lasts exactly as long as his sentence). The changeling can be sold and bought just like any other item of goods, and once his sentence is complete, the mark disappears and he is treated just as he was beforehand.

 Psychology: The Umady Taer are often considered slightly insane by others' standards, or even schizophrenic. This is mainly just because they enjoy acting, and will take every possible opportunity to do so. They play as many changeling characters as non-changeling characters, and their vocal changes make them excellent impressionists. However, they often get carried away, thus other races' views of them.
Whilst in cities of their own kind, changelings generally maintain their own gender and central personality, only acting during plays, jokes, etc. Often changelings, with their odd sense of humour, will shapeshift into both sides of an argument to emphasise a joke or debating point. Whilst in other races' cities, many of them take on hundreds of different personalities to explore and gain connections.
Changelings love music and dance. They appreciate the subtle feelings of the first, ever shifting from note to note, and the changing positions of the second. Many of them play the panpipes, a favoured instrument aboard ship, and dancing festivals are common at sea.

 Religion: Changelings follow the Ever-Changing God, who appears as an abnormally tall changeling with skin the colour of waves, constantly shifting. There are many tales told about him, but the reason that Changelings hate Dopplegangers is the most heard one. Although it takes hours to recite (especially in the changeling tongue), the gist of it is this: The Ever-Changing God created the first Doppleganger in an attempt to spread his word around the world. But the Dopplegangers grew greedy and foolish, and the Ever-Changing grew more and more worried. Eventually, the Dopplegangers turned on their Lord. The Ever-Changing destroyed many, but the rest fled, and their unholy, foul progeny has stained the world ever since. The Changelings consider him the incarnation of the Sea, and their own, shifting states.

Appearance and Biology: A normal changeling appears, in his or her natural state, as a greyish-skinned, white-haired humanoid with no particular distinguishing features - except for the face. A Changeling's face is... indistinguishable. It's a blur, never looking truely right... indeed, never looking truely solid. A changeling's eyes have no irises, only pupil and white. They have no lips and a small, almost indistinguishable nose. All in all they look quite odd.
However, a changeling can shift forms easily, becoming a tall, male orc or a short, squat, female dwarf in a matter of moments. The form that almost all of them maintain whilst in the presence of other races (that is, when they're not disguised) is a grey-skinned human-elf with normal eyes and dark grey lips. This allows them to better link with others.
Biologically speaking, a Changeling is intensely malleable. Almost all of their face is governed by one muscle or another, and their bones are connected by long strings of hard muscle. A changeling can make himself broader, or taller, or even change his face easily without any magic being involved. However, it is magic that truely allows the Changing. Magic allows a changeling to change gender, overall appearance, height, eye colour, skin colour... even things such as pointed ears and sharper teeth are accomplished by magic.

Other Races: The Umady Taer trade with all the other races - others fear to anger them, for their mages can bring down storms and most of the coastal nations rely on trade for their economy to survive.

Language: The Changelings have their own language, Athari, which is written in its own alphabet. Most of them also speak the modern human languages.
[/spoiler]

[spoiler=Stats]
    * Shapechanger Suptype.
    * Medium size.
    * Base Land Speed 30ft.
    * Minor Change Shape (Su): Changelings have the Supernatural ability to alter their appearance as though using a Disguise Self spell that affects them but not their possessions. This ability is not an illusory effect, but a minor physical alteration of the Changeling's size, skin colour, texture, and facial features, within the limits described for the spell. A changeling can use this ability at will, and the effect lasts until he changes shape again. A changeling reverts to his natural form when killed. A True Seeing spell reveals his natural form. When using this ability to create a disguise, a changeling recieves a +10 circumstance bonus on disguise checks. Using this ability is a full-round action.
    A changeling can recognise another changeling naturally by a 'sixth sense' to do with pheromones. A changeling could, theoretically, smear himself with another race's pheromones before shapechanging.
    * Sea Gait (Ex): A Sea Folk changeling takes no penalties for being on the rolling deck of a ship or other moving surface. However, he takes a -2 penalty on balance checks whilst on land.
    * Natural Magician: A Changeling gains +2 bonus MP at 1st level. This doesn't allow him to cast  or learn spells, he must gain that ability through class features or feats.
    * +2 racial bonus on Bluff and Disguise checks.
    * Automatic Languages: Athari.
    * Bonus Languages: Any spoken by coastal folk.
    * Favoured Class: Sorceror.
[/spoiler]

 Aequii Elfborn

[spoiler=The Slave Race]
The Elfborn were always a tribal people - nobody really knows exactly where they come from originally, but it may be out of the Bleakness. Olive-skinned and slit-eyed, they have long been slaves to the Aequii - and long will be.

Settlements: The Aequii Elfborn are a near-perfect slave race - obedient, demure and silent. They live among the Aequii, and may as well BE Aequii with slave-class priveleges. They have no settlements of their own except for Sathal in Amayata, which a few rebels have fled to.

Psychology: Aequii Elfborn are quiet and obedient, in the most part. They care for their families first and their masters second, if that is a possibility. Rebels, on the other hand, are generally brash, aggressive and violent, trying to be all that their families are not. The more scholarly among the rebels research the ancient elven empire of long ago, trying to emulate that ancient people.

Religion: Although it is thought that the elfborn of a thousand years ago were one united nation, possibly even an empire, that union fell long, long ago. There are elfborn scattered across the world, and the little of the common religion they once shared is hard to find among the dregs of other societies. Ceremonies of Ancestor Worship are thought to be the driving principle behind them, and it is thought that Firebird Feathers were used somehow in ceremonies. Most servile Elfborn follow the Aequii religion, if any.

Appearance and Biology: Aequii Elfborn stand around 5'6 on average, and have a willowy frame, innocent faces and pointed ears. Breeding programs of long ago are thought to have produced this attractive elf, but whether this is true or not, few know. Tall elfborn are extremely rare.

Other Races: Aequii Elfborn - servile ones at least - generally serve other races kindly. Rebels slay others on sight, especially humans.

Language: Aequii Elfborn speak Aequii, their own language (except for a few curses or formal conversation words) being lost in time.
[/spoiler]
[spoiler=Stats]
    * +2 Dex, -2 Cha.
    * Base Land Speed 30ft.
    * Medium Size.
    * +3 bonus on spot and listen checks. Elfborn have sharp eyes and hearing.
    * Low-Light Vision: An elfborn can see twice as far as a human in dim light conditions, such as torchlight, moonlight, candlelight etc.
    * +3 bonus on move silently checks. Elfborn tread lightly.
    * Fleet of Foot: An Elfborn gains the Run feat as a bonus feat.
    * Automatic Languages: Aequii.
    * Bonus Languages: Any non-secret.
    * Favoured Class: Dervish.
[/spoiler]

Wensleydale

Races of the East

 Humans

[spoiler=Astalia, People of the Stars]

The land of Astalia has only recently admitted that other lands have a real existence, but since then it has made up for this by becoming very rich, very fast. Its armies are feared by any who cross them, but the current Star Emperor doesn't seem (thankfully) to have expansionist dreams...

Settlements: Astalia is a large nation sitting on the heart of the Opius Road - making it extremely rich. Opius, along with the other main commodity transported along the Road, silk, are two of the most important luxury goods created in Adasya. Thus, most of its settlements lie along the Road itself. The entire empire is structured around four provinces - Alim-Ak, Asith, Doth and Asimha - and their capitals are extremely rich. Apart from the capitals (named after their provinces), most other settlements are either fortified cities and towns belonging to noble families or farming communities.

Psychology: Astalian folk live in everyday reverance of the Star Emperor and his children, the 'Gods' and rulers of the nation. They are fiercely independent of any other nation, and have an extremely internalised nature (in fact, they were totally secluded and refused to believe that those from beyond their nation were anything but barbarous monsters until a short while ago.)Even now they are distrusting of outsiders in most areas, although those around the Silk Road are... less so. Those that overcome their paranoia are shrewd traders.

Religion: Astalians mostly follow the Star Emperor's religion - that is, they worship he and his children as gods. Those that do not usually follow a combination of this and Ancestor Worship (this religion, known as the 'Golden Faith', comes from the ancient Do-Bejhan paths) or a mix of Emperor Worship and the Wayfaiths (influenced by traders from Numidi). Few have no reverence for the Star Emperor at all, and those that are found not to are executed.

Appearance: Astalians are shorter than most other humans, with delicate features and oriental eyes. This does not mean that they are not great warriors, however - the mainstay of the Astalian armies, the Sah-Mura, are expert marksmen and use bows with a heavier draw than any other known. They have olive skin.

Languages: Astalians speak Startongue, which is both the official language of the empire and the provincial language of Asimha. There are three other provincial languages, too, which are usually the first languages of those who live there. Usually only nobles, priests and warriors not from Asimha learn to speak Startongue fluently. Startongue has its own alphabet which it shares with the other three languages.
[/spoiler]

[spoiler=Do-Bejh]
The Steppe people of Do-Bejh are said to be born in the saddle, and up until around a hundred and fifty years ago, they were feared, split, and undomesticated. At that point, they united under a great leader, Doha-Khan, and rode forth - the Great Horde. They butchered hundreds of Astalians, and although once the Star Legion brought itself to bear against them they were pushed back, the Horde left Astalia damaged and burned - it was then that the Astalians decided that they needed allies in this new world, and thus they thank the Do-Bejhese for that. Although they are now less violent than they once were, the Astalians still fear another Great Horde riding from the West to slaughter them once more...

Settlements: From their very nature, the Do-Bejhese nomads do not have many settlements - they construct tent-villages occasionally during the winter or when they need to rest, but apart from that there are only a few permanent towns and villages. Most of these farm for a living and sell food to other tribes - something required much of the time by those who don't go on raids very often and don't keep animals.

The nomads are split up into tribes, most of which take cattle and goats on their travels with them.

Psychology: The Do-Bejhese nomads are often violent, but just as often not - it depends on you, their tribe, and other tribes who are allies or enemies to them. For instance, if you have entered their territory with a large group of armed men, are flying an Astalian banner, or are allied with an enemy tribe, you are likely to be attacked. Most of them see the world as one big Steppe - to be wandered and subjugated.

Religion: The Do-Bejhese follow a religion of ancestor worship (mostly) which has influenced many religions around them. The specifics vary from tribe to tribe.

Appearance: Tall, hardened, and wearing long beards, the Do-Bejhese men look otherwise alike to those of Astalia. Women ride with men into battle, and so are often also tall and hardened - battle is considered as much a ritual for them as for others.

Languages: The Do-Bejhese speak their own language of the same name, as well as tribal languages. The six main tribal languages (on which others are usually just small variations) are
Do-Hal-Aj, Haj-Uh, Haj-Da, Koj-Dul-Al, Mejh and Dojh-Al.
[/spoiler]

[spoiler=Stats: Astalian]
    * Medium size.
    * Base Land Speed 30ft.
    * +2 racial bonus on Search checks and Knowledge (Royalty and Nobility) checks. Humans are intuitive, and those from the Star Empire and the Mahi are both educated in customs and royalty from the day they're born.
    * +1 feat at first level.
    * Automatic Languages: Startongue and one Provincial Language (Astalian).
    * Bonus Languages: Do-Bejhan, Me'ama, I'hasa, Chaarok, Alri'im'Ahui, Athari, Ihueli, Archipelago Dwarfborn, Goralth, Ssinta.
    * Favoured Class: Any.
[/spoiler]

[spoiler=Stats: Do-Bejhan and Mahi]
* Medium size.
* Base Land Speed 30ft.
* +4 racial bonus on Ride and Handle Animal checks. The tribal people of Do-Bejh are born in the saddle.
* Automatic Languages (Do-Bejhese): Do-Bejhese, one tribal language.
* Automatic Languages (Mahi): I'hasa OR Me'ama.
* Bonus Languages (Mahi): The automatic language not chosen.
* Bonus Languages (Do-Bejhese): Any tribal language, I'hasa, Alri'im'Ahui, Ihueli, Chaarok, Goralth, Ssinta.
* Favoured Class: Any.
[/spoiler]

 Orcs

[spoiler=The Mahi]

Orcs have been warriors ever since Ahui'im'Uia, Totem-of-Tiger, formed them at the first. Although they battled for thousands of years, about seven-hundred years ago Tahu, now venerated as Ahui'im'Amau, Totem-of-Eagle, bound many of them together under his name and conquered the lands now known as Doru'im'Mahi. His ancestors, over five-hundred years, developed into a House System, based on their old tribes. Over that time, Tahu's descendants conquered most of the known world. However, a young Aequii empire sent its subtle tendrils and replaced the current king with one of their own, naming him 'Tachi' and concealing him as an orc with powerful magics. However, he was ousted a little short of two-hundred years ago, and only a short while after that, a war broke out unlike any known before.

The Thronewar is a war between houses that has lasted (sporadically) almost two-hundred years, all of them attempting to take the throne and reunite the Mahi. None of them have yet managed this for more than a few months, the most famous being the nine-day king, Haruk'im'Mahi. As elfborn carve a niche out of the world and human tribes ride down from the mountains and inward from Do-Bejh, the houses seize whatever advantage they can.

Settlements: Orc settlements are famous for their angular architecture and spiralled domes. They have many settlements, the most famous being the capital city of Doru'im'Mahi - heart of Mahi.

Psychology: The average orc is arrogant and bold, brash and blunt. They have a lifespan twice the length of a human's at least, and an empire several hundred years old behind their backs. Those who know of the conspiracy can be slightly paranoid at times.

Religion: The orcs of the Mahi are open in their faith outlook - in fact, they have developed their own unique religion over time, influenced by the Europan and Do-Bejhese faiths.

Appearance: Orcs stand around 7-8ft tall and have olive skin. They are broader than humans, and often are more muscly. They are bald all over from birth.

Other Races: Orcs' opinions on other races vary from house to house, but mainly they stay neutral, unless that race (such as humans) has a history of invading their lands. Ironically, the people they are most hostile to are their own.

Languages: Most orcs speak a little of the supposed 'Old Tongue', Alri'im'Ahui, Speech-of-Totems, as this is where many titles, city-names, and even personal names come from. Any child raised with totemism will be able to recite the names of the Animal Gods off by heart, and thus will probably know most animal names and a few grammar rules. Speech-of-Totems relies on a pictographical alphabet. Most orcs speak Chaarok as their native tongue, a harsher, less complex version of the Old Tongue. Many coastal folk know the changeling tongue, and Northerners often know the speech of the humans. Some orcs also know Ihueli, the speech of slaves.
 
Houses: All orcs of the Mahi (well, all aristocrats) either belong to a house or are houseless (that is, the rest of their house are almost all dead or imprisoned). The most well known houses are Jorassai, famed for its spellcasters, Imah, Dosu, Maha, Orma, Catala (famed for the fact that it supposedly supplies its own private army from its ranks), Domu, Goa (one of the richest due to heavy gold, silver, and iron deposits beneath the lands that they have managed to keep) Simu, Manai, Kapru (also famed for spellcasting)Doma (the 'servant' house, branded by a green diamond) and Ipa.
[/spoiler]

[spoiler=Stats]
    *Monstrous Humanoid Type.
    *An orc starts with 1 monstrous humanoid HD. This provides 1 feat, 4x(2+Int Modifier) worth of skills, a base attack bonus of +1 and base saves of +0, +2, +2.
    *+2 Str, +2 Con, +2 Int, -2 Dex, -4 Wis.
    *Medium size.
    *Base Land Speed 30ft.
    *
Powerful Build (Ex): The physical stature of orcs lets them function in many ways as if they were one size category larger. Whenever an orc is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the orc is treated as one size larger if doing so is advantageous to him. An orc is also considered to be one size larger when determining whether a creatureâ,¬,,¢s special attacks based on size (such as improved grab or swallow whole) can affect him. An orc can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subjectâ,¬,,¢s size category.
*Scent (Ex): An orc can detect opponents, track, and sniff out objects by sense of smell. See the Scent description below.
*+3 bonus on Spot, Listen, and Sense Motive checks. Orcs have good sight and hearing and are uncannily good at seeing through deceptions.
*Naturally Magical: Orcs are natural magic-users, and gain +2 bonus MP at 1st level. This doesn't grant an orc the ability to cast spells or weaves. They must gain that through class features or feats.
*Low-Light Vision: An orc can see twice as far as a human in dim light conditions, such as torchlight, moonlight, candlelight etc.
*Automatic Languages: Chaarok.
*Bonus Languages: Amar, Ihasa, Mea'ma.
*Favoured Class: Manipulator. Oddly, orcs show a natural bent towards manipulation, despite their brash natures.
[/list]


[spoiler Scent]
A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges. The creature detects another creatureâ,¬,,¢s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scentâ,¬,,¢s source, the creature can pinpoint that source. A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarryâ,¬,,¢s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.
[/spoiler]
[/spoiler]

Elfborn, Ihueli

[spoiler=The Slaves]
Long ago, the Elfborn were one united empire - the land of Ihuel. However, after the unknown disaster which created the Bleakness, they were scattered across the land, and degenerated. After around a hundred years, many were enslaved - only those on the continent of Numidi remain awake from the 'Sleep', the docile servilitude that the elfborn have fallen into... and only those in the Mahi remember the true name of the once-nation, Ihuel, and its language.

 Settlements: Ihueli Elfborn have a few small settlements of their own, but no cities (except for the ruins of Mahiel, once a city of Ihuel). Most of them remain in old cities, or begin to live in new communities set up in the war-locked new world. The ones who took best to their new freedom, however, the most rebellious, formed a group named the Halehwen. The Halehwen have set up their own tiny nation, centred around Mahiel's ruins. They have their own laws, and skin intruders alive if they enter without permission. Elfborn, however, are welcome. They are currently rebuilding parts of the city, but their agenda seems to include retaking the Empire at some stage...

 Psychology: Most Ihueli elfborn are servile, docile, innocent slaves who are only now coming to realise their new freedom. Their free will, once no more than required to keep them alive, is growing. Some Ihueli stay as slaves, but many are rebelling, awaking from 'the Sleep'. These elfborn are agressive and often hate humans. Their community is growing in Mahiel.

 Religion: The Ihueli once had their own religion, but most of it is now lost. Only a few retained it during The Sleep, and although some of the ceremonial tenets live on (including the use of eagle feathers, a replacement for phoenix feathers, in ceremonies) the overall religion is lost to all but a few. It is swiftly regrowing, though, as the Halehwen are encouraging Ihueli to take it up once more.

 Appearance and Biology: Elfborn are, as a rule, short and willowy slim. Few of them are particularly strong or tough, although neither are they weak or soft. Most of them have above-average dexterity, but in turn almost all of them are shy of social interaction. Ihueli elfborn generally have attractive faces (who wants an ugly servant?), and all have pointed ears and cat-slitted eyes.

 Other races: Ihueli elfborn that have broken free of 'The Sleep' have a general hostile demeanor towards other races which ranges from dislike to outright hatred.

 Languages: Most (but not all) Ihueli speak the language of Ihuel (which goes by the same name.) All of the elder ones (who still remember the days of slavery) and those still in slavery speak Me'ama or I'hasa depending on where they were enslaved.
[/spoiler]

[spoiler=Stats]
    * +2 Dex, -2 Cha.
    * Medium size.
    * Base Land Speed 30ft.
    * +3 bonus on spot and listen checks. Elfborn have sharp eyes and hearing.
    * Low-Light Vision: An elfborn can see twice as far as a human in dim light conditions, such as torchlight, moonlight, candlelight etc.
    * +3 bonus on move silently checks. Elfborn tread lightly.
    * +1 bonus on will saves against mind-affecting weaves and effects.
    * Automatic Languages: I'hasa OR Me'ama OR Ihuel.
    * Bonus Languages: Chaarok, Amar + the two automatic languages not chosen.
    * Favoured Class: Stalker.
[/spoiler]

 The Dwarfborn

[spoiler=Sailors of the Archipelago]

The Eastern Dwarfborn are the only major sailing race in Kahtar apart from the Changelings. Living on the secluded Dwarven Archipelago, they are a tough and hardy folk.

Settlements: Eight of the Sailing Clans roam the Eastern seas - their only settlements their boats. They return every so often, though, to the home of the three other clans - the Dwarven Archipelago - and here lie their large fortresses.
But, say scholars, why the fortresses? They live on a secluded island chain locked away from the world. The answer? The Ik-Sa race's aquatic brethren hunt around the islands, and attempt invasions onto the island every so often - meaning that the fortifications have a very real purpose...

The most famous settlement is the Port-City of Ha-Ti-Yi. Built upon a small island just off from the mainland, a fortified bridge with thick gates connects it to other lands and its port is protected by the famous Gates - colossal barred and spiked barriers that can be lowered (on hinges!) from huge towers on either side. This is the imposing entryway to the islands, often the only place that traders from other lands ever see.

Psychology: Eastern Dwarfborn are hardened, often cold individuals who distrust everyone - including themselves. Most of them, as all Dwarfborn are, are shrewd negotiators, and winning their trust requires two things: being a dwarfborn, and being dead. In fact, in a world where aquatic Ik-Sa can create undead, even that second criteria isn't always safe...  

Religion: The Eastern Dwarfborn don't usually follow a religion - they see such things as pointless. Those that do adopt the religions of other races.

Appearance and Biology: Dwarfborn are usually small and muscular - around 5ft in height, and squat. They have lightly tanned skin, and wider bones than most humans do.

Other races: The Dwarfborn battled the Astalians for a long time before they became Astalians, and until one clan was totally destroyed by the Star Legion the war continued on. Apart from them, only Ik-Sa are distrusted beyond the normal Dwarfborn Paranoia.

Languages: The Eastern Dwarfborn speak their own language, often referred to as Eastern Dwarfborn (imaginatively). They call it Ta-Ma-Li.

[/spoiler]
[spoiler=Stats]
    * +2 CON, -2 CHA.
    * Medium Size.
    * Base Land Speed 20ft.
    * A Dwarfborn suffers no penalties to any checks that would normally have penalties caused by the rolling motions of a ship.
    * A Dwarfborn can hold his breath four times as long as a human underwater.
    * Automatic Weapon Proficiency with the Katana and Kukri.
    * Automatic Languages: Eastern Dwarfborn + Startongue OR Numidi.
    * Bonus Languages: Any Astalian provincial language, Chaarok, Ssinta, Goralth.
    * Favoured Class: Warrior.
[/spoiler]

 The Tsem-Se

[spoiler=The Wolven Hunters]

The Tsem-Se are nomadic hunter-gatherers, with wolven features and even attitudes. They live in Do-Bejh, where they form the Goralth tribal group.

Settlements: The Tsem-Se have no settlements - as nomads, they don't need them. Those that live a stationary life do so in the cities and towns of other peoples - usually humans.

Psychology: It is thought by many romantics that Tsem-Se have a pack mentality - this is untrue. They are more like humans than wolves in this way. However, they DO have vicious, wild fights between males over females, and a lot of communication is achieved through growls and other body language. Tsem-Se enjoy rough pleasures, such as drinking, and few have the capacity to understand those more civilised or delicate pass-times.

Religion: Tsem-Se follow the ancestral religion of the East - as do most Do-Bejhese natives.

Appearance and Biology: A Tsem-Se stands almost 6ft high, has a canine, wolf-like head and a stooped nature. Although most of their bodies have only the same amount of hair as a human's, Tsem-Se males usually have long furry manes down their spines, and all Tsem-Se have fur on their tails, heads, and down the backs of their arms and legs. Tsem-Se have clumsy hands, but they do have sharp claws and teeth which they use to great effect.

Other races: Tsem-Se are suspicious of other races, especially other Steppe nomads.

Languages: Most Tsem-Se speak Goralth, the language of their people, which is made up of body language as well as spoken word. Many speak Do-Bejhese, too.[/spoiler]

[spoiler=Tsem-Se Stats]
    * Monstrous Humanoid Type.
    * +2 Con, -2 Dex.
    * Base Land Speed 30ft.
    * Medium size.
    * 2 Monstrous Humanoid HD. This provides skill points equal to 5x (2+Int Modifier), One feat, a BAB of +2 and saves of +0, +2, +2.
    * Scent.
    * Natural Attack: 2 Claws 1D3, Bite 1D4.
    * Bonus Feat: Run.
    * Low-Light Vision.
    * Automatic Languages: Goralth, Do-Bejhese.
    * Bonus Languages: Tribal Languages, Startongue, I'hasa.
    * Favoured Class: Stalker.
[/spoiler]

Wensleydale

The Güerin-Aelwyd

[spoiler=The Western People]
The tall, strong, dark-haired people of Aelwyd have always battled amongst themselves, but if any common enemy abounds, they will join together and battle any who threaten their homeland. Led by the druids, the Güerin are deeply religious, and in battle they will fight to the death. They are characterised by their longshields and iron armour (although those who have tasted of the Medd-gwylltineb often wear nothing at all). Their native language is the Old Tongue, of which there are several dialects, and they are known to have a deep alliance with the wood-folk. The most common dialect is Aelwyda, but there are four other dialects; Gaela, the northern tongue, Llafar-Aelwyda, the tongue of the western parts, Derwydd, tongue of the druids, and Llafar-Môr, tongue of the Western Seafolk. Only Derwydd is unknown to normal Güerin.[/spoiler]

[spoiler=Stats]
 
    * +2 CON, -2 WIS. Güerin are hardy but will often enter situations dangerous for them.
    * Medium size.
    * Base land speed 30ft.
    * +4 racial bonus on climb, swim, and survival checks.
    * Automatic weapon proficiency with the iron sword and javelin.
    * Ability to use Wild Magic.
    * Automatic Languages: One of the following (depending on birthplace): Aelwyda, Gaela, Llafar-Môr, Llafar-Aelwyda.
    * Bonus Languages: Any of the above, plus Feyspeak.
    * Favoured class: Tribesman.
[/spoiler]

The Newid

[spoiler=Newid]
Newid are female faeries that also have the traits of animals. They often appear as antlered women or human females that can shapeshift. They are known to seduce male faeries and humans alike, and heavily populate the west of Aelwyd.[/spoiler]

[spoiler=Stats]
    * +2 Wis, +2 Cha.
    * Medium size.
    * Base land speed 30ft.
    * Animal Traits (Ex): Newid can have any of the following: Antlers, Fish gills, Owl eyes, Hare legs.
    Antlers grant the Newid a 1D3 gore attack.
    Fish gills allow her to breathe underwater.
    Owl Eyes grant a +2 racial bonus to spot checks, Darkvision and Low-Light vision.
    Hare legs grant +20ft to movement speed and a +6 racial bonus to jump checks.
    * Shift (Su) 1/day: Once she reaches 5hd, a Newid can shapeshift into the animal she chose a trait of at first level. Antlered Newid can shapeshift into a deer, Fish-Gilled Newid can transform into a Manta Ray, Owl-eyed Newid can shapeshift into an owl and hare-legged Newid can shapeshift into a hare. (The stats for deer and hares are given below.)
    * Feysight (Su): A Newid can detect the presence of steel, formal magic and other non-natural substances and abilities within 60ft.
    * Automatic Languages: Derwydd.
    * Bonus Languages: Any Aelwydan.
    * Favoured Class: Druid.
    * LA +1.
[/spoiler]  

Wensleydale


Wensleydale

Races of Numidi

Humans

[spoiler=The People of the Caliphate]
Dark of skin, the humans of Numidi are tall and muscular. Their hair is never light, and their skin is the colour of chocolate.

(For more Info, see the Numidi Caliphate, Kingdom of the Prophet and Dohyi Nomad entries.)

[/spoiler]

[spoiler=Stats: The People and the Caliphate]
 
    * Medium size.
    * Base Land Speed 30ft.
    * +3 Racial Bonus on Diplomacy and Bluff checks.
    * +1 Feat at 1st level.
    * Automatic Weapon Proficiency with the Dagger, Longspear and Shortspear.
    * Automatic Languages (The People): Ashayan.
    * Automatic Languages (Caliphate): Numidi.
    * Bonus Languages (The People): Dohyi-Common, Dohyi-Nomad, Aequii, Athari.
    * Bonus Languages (The Caliphate): Dohyi-Common, Dohyi-Nomad, Amaya, Amarya.
    * Favoured Class: Manipulator.
[/spoiler]

[spoiler=Stats: Dohyi Nomad]
    * Medium Size.
    * Base Land Speed 30ft.
    * +3 Racial Bonus on Hide and Spot checks.
    * +1 Feat at 1st level.
    * Automatic Weapon Proficiency with the Shortspear, Longbow, Shortbow.
    * Automatic Languages: Dohyi-Nomad OR Dohyi-Common OR Ashayan.
    * Bonus Languages: Any of the above not chosen, Aequii.
    * Favoured Class: Stalker.
[/spoiler]

 The Dasha-tus-Kura (Dwarfborn)

[spoiler=The River Children]
 "Am'Ne-Ured!" - Dwarfborn Battlecry meaning, literally, 'For The River!'

Short, stout, heavily tanned and sporting long braids, the Dwarfborn have built the most populous and large of cities, created the most beautiful and huge of architectures, and mastered the most... delicate of deceptions. With a plan dictated by the River-Born, they believe that the world will soon come to an end... and the Dwarfborn will be saved by protecting the River.

Religion: The Dwarfborn spurned the Path long ago. To them, the River is their god, their goddess, their ruler, their lord. The Riverborn is constantly reincarnating, the body of the old buried in the mud far beneath the river and the new being born on a raft above it. The Riverborn may be male, or female, but always the incarnation of the river.

Politics: It is said that the Dwarfborn can twist truth around a needle and make it dance. They often have to make use of this skill, as their religion demands that they never lie - not that this hinders them one bit.
The three Houses are constantly vying for the honour of hosting the next Riverborn, attempting to gain the present one's favour so that he will grant THEM the honour of birthing his reincarnate soul. It is religion and honour that drives them more than anything else, and the Aem-Braids, worn by almost all members of their society, show their status with the River through him (as well as debts, whether they're married, successes, duels etc).

Currency: The Dwarfborn make use of Simtat, ringed beads that are worn on Aem-Braids. This form of currency is intriguing - if you wish to buy something from a shopkeeper, you can either take on one of their debts and pay it (the amount of service/goods etc marked on the bead's side) or take up a debt of your own. The Simtat-Arum, bankers in a way, give out what could be called loans: they create the beads and give them out to shopkeepers in exchange for taxes (goods and service).    

Cities and Lands: The Dwarfborn make their homes around the Great River, the widest river known to Ashaya, where irrigation is easy and riches are found. Almost any resource can be found in the Dohyi Desert, from gold to limestone, and thus Atayam, as they call their land, is intensely rich. Despite this, the Small-Born are wary of trading in Atayam. If you stay there for too long, you could get mixed up in their complicated honour system...
Atayam's jewel of a capital city is Babyla, the so called Tower City, an ever-growing place of domes and spires. Here, the Riverborn makes his home and it is here that he is buried and reborn...

Languages: The Dwarfborn speak their own corrupted version of Ashayan, but their favourite language is their own, a mix of Ashayan nouns and Dohyi Nomad verbs and adjectives. They use pictograms for most of their official writing, but more commonly they use the Ashayan script. The Dwarfborn also have their own complex sign-language, which involves body language as well as handsign (this is particularly useful between dwarfborn diplomats).

Other Races: No race trusts the People fully, and the Dwarfborn are no exception. Other races are there to be traded with, manipulated, and bought out, as well as made slaves.
[/spoiler]

[spoiler=Stats]
    * +2 CHA, -2 DEX.
    * Medium Size.
    * Base Land Speed 20ft.
    * +3 racial bonus on Appraise, Diplomacy, Persuade and Sense Motive checks.
    * A Dwarfborn can hold his breath four times as long as a human underwater.
    * Automatic Weapon Proficiency with the scimitar and dagger (dwarves make frequent use of both.)
    * Automatic Languages: Dwarfborn, Ashayan OR Dohyi-Common.
    * Bonus Languages: Dohyi-Common OR Ashayan, Dwarfborn Sign Language, Kahtar, Dohyi-Nomad, Amaya, Athari.
    * Favoured Class: Warrior.
[/spoiler]

 The Sat-uk-Mayan (Elfborn)

[spoiler=The Desert Hunters] "I for I, I for my Brothers, I for my Sisters, I for my Tribe." - Elfborn saying.

The literal meaning of Sat-uk-Mayan: Hunters in the Waste. Herders of animals in the deep Damana and Cahya, the Elfborn are undisputed rulers of the desert. Still following their own mutated version of the Way, they hunt in the desert and kill in the desert.

Religion: The Elfborn follow the Way, through Darkness and through Light. Their Way is different from the People's Way, however - for a start, they do not believe that the Prophet Immortal is real. They have the same attitude towards the Riverborn. They just follow the guidelines of the Desert Writings, carved in stone in Kahtar ruins, and hunt those who move through their lands, not necessarily killing them, but making sure they are watched.

Politics: The Elfborn live in family groups within Tribes. Although all family groups belong to a Tribe, tribes often split up or rejoin during the course of a year. Each tribe is led by a Shekah, and tribes frequently war with one another, although they are quick to unite against a common threat. Just as frequently they ally and trade slaves and goods, often travelling together for a while. It is a... simple existence.

Currency: The Elfborn barter and have no currency.

Cities and Lands: The Elfborn make their home in the deeper deserts. Their only structures are semipermanent huts, and they prefer tents. The one place you could call a city is the Kahtar Ruins of Damul, the only place that the Small-Born are allowed to visit freely. Tribes take up residence here for sometimes years at a time, trade is common and fighting is rare.

Languages: The Elfborn speak Kahtar. It is believed that they were the personal slaves of the Kahtar before the Downfall, and the mostly-intact language that they speak is thus Kahtar. Kahtar uses its own script and its own speech (although the script is also used by Ashayan).

Other Races: Elfborn are suspicious of almost all other races, but if they are willing to trade, Elfborn will do so. The only exception are the People, who no race except their own trusts. The People are killed on sight at worst by most Elfborn, or enslaved at best. [/spoiler]

[spoiler=Stats]
    * +2 Dex, -2 Cha.
    * Medium size.
    * Base Land Speed 30ft.
    * Low-Light Vision.
    * Automatic Weapon Proficiency with the Shortspear, Scimitar, Dagger and Javelin.
    * +3 Racial Bonus on Climb, Hide, Jump and Move Silently checks.
    * +1 Racial Bonus to AB against Humans and Smallborn.
    * Automatic Languages: Kahtar, Ashayan OR Dohyi Nomad.
    * Bonus Languages: Dohyi Nomad OR Ashayan, Dohyi Common, Dwarfborn, Sihayan, Athari.
    * Favoured Class: Stalker.
[/spoiler]

The Dus-uk-Surat (Tradespeakers)

[spoiler=The Greed-Bound]
 "Why make trouble when you can make money?" - Tradespeaker saying.

The Tradespeakers are greedy, manipulative creatures famous for buying where it's cheap and selling for extortionate prices elsewhere. Their skills of persuasion are legendary, but that doesn't mean people like them. With sharp, small fangs, catlike eyes and clawed hands, the Tradespeakers present an odd image indeed...

 Religion: The tradespeakers follow no religion except that of profit. Small of stature they may be, but they don't see religion helping anyone else, so why should they take it up?

 Politics: The tradespeakers are led by the Taker. The Taker is always the richest of the group, and everything belonging to the group belongs to the Taker. The Taker is the head of the family group, and the All-Taker leads all of them as a King. A Taker can be deposed by votes, but there is no dishonour in leaving the position.
Apart from that, only one rule is constant: Why make trouble, when you can make money?

 Currency: The tradespeakers pride themselves in that they can deal in any currency, anywhere. They have currency for everyone, including Simtat, coins and goods.

 Cities and Lands: The tradespeakers see the world as their own for the buying. Everything has an owner, everything can be bought, and they see it as their duty to do so. The world is their land, and they travel across it. Different tradespeaker family groups mean little to one another - they're just there to be traded with, bought (literally), and manipulated.

 Languages: The tradespeakers have their own language - Dus-Uk - but it's secondary. Much more important are the languages of customers - mostly Ashayan and Dohyi-Common, and in some cases Kahtar. They speak their own language around other races and when conferring, but surprisingly they generally use Ashayan whilst in personal, non-secret conversation.

 Other Races: Other races are there to be traded with and manipulated. The Tradespeakers have no fear of the People, but they prefer to trade with others. They are the only Ashayan race known to travel far beyond Dohyi, indeed, even the most far-ranging of dwarfborn are known only to travel into Dohyi itself.
[/spoiler]
[spoiler=Stats]
 
    * +2 Dex, -2 Con.
    * Small Size.
    * Base Land Speed 30ft.
    * Low-Light Vision.
    * +3 Racial Bonus on Appraise, Bluff, Persuade, Spot and Sense Motive checks.
    * Automatic Weapon Proficiency with the Dagger, Dart, Punching Dagger, and Sap.
    * Natural Attacks: Bite 1D3, 2 Claws 1D2.
    * Automatic Languages: Dus-Uk, Ashayan OR Dohyi-Common OR Dohyi-Nomad.
    * Bonus Languages: Those of the above not chosen as automatic languages, Dwarfborn, Kahtar, Sihayan.
    * Favoured Class: Dervish.
[/spoiler]

The Sihaya

[spoiler=The Hunters]
"Ith-tak-mur-Akat." - Sihaya adage meaning 'Kill for Money'.
 
Once savages in the treetops, the Sihaya are now civilised and deadly. Famed as assassins and bounty hunters, their poison, sense of smell and sharp eyesight are all powerful tools for them.

Religion: Sihaya mainly follow the Church of the Eye, although there are many religions amongst them. A few hold to the old Spiritualist beliefs.

Politics: The Sihaya have carved out their own niche in Dohyi - that of advisors, bounty hunters, and administrators. They are many, and their colonies are in the hundreds, but their leader goes by the name of Takuk-Sayum, the Flight-Queen. She doesn't have absolute power, but she does lead the Council, who themselves must make the decisions on the Sihayan future. Sihaya are matriarchal.

Currency: Sihayan currency includes almost anything, but wing-bones from dead Sihaya and beads treated magically are their two main forms, both valuable.

Physical Description: Sihaya generally stand around five feet tall, with long, sleek feathers, catlike, slitted eyes and a birdlike bodily structure. They can glide but not fly for more than a few moments, and are adept at jumping, sneaking, and hiding. Their wings are wide, and beneath their chins male Sihaya have a small poison sac. Females also have these sacs, but they are inside the body, behind the throat. They appear in all respects as a humanoid bird with arms, hands and feet as a bird's and perfect poise, wings spreading from their backs.

Cities and Lands: Sihaya prefer it in the treetops. Near the centre of Dohyi is their city that they constructed long ago - in the immense jungle, platforms stretch out from the trees, joining the entire settlement together, far above the ground. Around the jungle, though, an almost-impenetrable mountain-wall surrounds on one side, and if you enter from the other, death surely awaits you. Few are allowed into the Sihaya jungles, and those who are should count themselves lucky if they return alive.

Languages: Most Sihaya never leave their jungle home, and their own language, Sihaya, is all they speak. Even the Kahtar could not enter the jungles of the Sihaya at the height of their glory, and so the language remains untouched. Those that do leave usually learn Dohyi-Common.

Other Races: The Sihaya distrust every race other than their own (and the females distrust even their OWN race). They occasionally work alongside humans, but only occasionally.
[/spoiler]
[spoiler=Stats]
    * Monstrous Humanoid Type.
    * +2 Dex, -2 Cha.
    * Base Land Speed 30ft, Fly 40ft (Good).
    * Medium size.
    * Racial HD: A Sihaya starts with 2 levels of monstrous humanoid. This grants it 2D8 HD, saves of +0, +2, +2, a BAB of +2, one feat, skill points equal to 5x 2 + Int Modifier, and proficiency with all simple weapons.
    * Low-Light Vision (a Sihaya does NOT gain Darkvision out to 60ft).
    * Oddly Shaped - Sihaya require that their armour be specially made because of the odd shape of their bodies. Armour (other than chainmail shirts and cloth armour), helmets, gauntlets, backpacks and boots made for a Sihaya cost 4x their regular amount (except in Sihaya enclaves and other places where Sihaya-made armour is common).
    * Spit Poison (Ex): Once per day as a standard action, a Sihaya can spit a glob of poison. The Sihaya must succeed on a ranged touch attack to administer the poison. Sihaya Poison: DC13, Primary Damage 1Con, Secondary 1D2Con. Sihaya Poison cannot be harvested, as it becomes useless within one round of a Sihaya's death.
    * Flight (Ex): A Sihaya has a fly speed of 30ft (Good). It cannot fly whilst wearing medium or heavy armour or carrying a medium or heavy load. It can fly unhindered for a number of rounds equal to its constitution modifier (minimum 1) before having to make a fortitude save (DC11). If they succeed on this fortitude save, they can continue flying for another round. For each consecutive successful save, the DC increases by 1. Failure on a save means the Sihaya drops to the ground, taking falling damage as normal, and is fatigued. After completing a flight, a Sihaya is winded for 1D6 rounds. Whilst gliding, however, a Sihaya doesn't have to take a fortitude save.
    * Natural Attack: 2 Claws (1D3).
    * +3 Racial Bonus on Balance, Climb Hide, Jump and Move Silently checks.  
    * Scent (Ex).
    * +1 on Fortitude Saves against poison.
    * Automatic Languages: Sihayan.
    * Bonus Languages: Dohyi Common, Dohyi Nomad, Kahtar, Amaya.
    * Favoured Class: Stalker.
[/spoiler]


 The Ik-Sa

[spoiler=The Serpents]
 "Oh, sssad. Now I have to kill you." - Ik-Sa warrior.

Living in a loose tribal system, the Ik-Sa are a snake-breed capable of swallowing men whole. Although they were once a single-race society, they are perfectly accepting of humans, and many humans are allowed to join their groups.  

Religion: Ik-Sa generally follow the polytheistic Caliphate religion - after all, they live under the Caliphate's sway. Those who don't usually adopt other races' beliefs.

Politics: The Snakeborn live in loose tribal groups - although they are technically subjects of the Caliphate, this isn't really true. They wander freely in the Plateau's deserts where they are relatively unbothered. A number of humans also live amongst their ranks.

Currency: Ik-Sa scales tattooed with golden numerals in their language are the Ik-Sa currency - technically they could make themselves stinking rich by pulling their scales off, but this is intensely painful for them. Although Ik-Sa shed their skin, the scales left afterwards are flaked and collapse between the fingers.

Physical Description: Ik-Sa appear as tall, thin snakes with arms and legs and the suggestion of a human torso. They have green, scaled skin and a muscly body, and are extremely flexible - they can detach their jaws and swallow a small creature whole, for instance, or wrap themselves around an opponent and constrict. Their eyes are slitted and usually golden.

Cities and Lands: Ik-Sa wander the deserts in tribal groups - they have no lands in particular.

Languages: Ik-Sa once had a language, but most of it is forgotten - some of the alphabet remains, as do the numbers, but apart from that, little is left. Most of them instead speak Numidian.

Other Races: Ik-Sa accept other races who will be taught, and are generally indifferent to others as long as they don't attack.
[/spoiler]

[spoiler=Stats]
    * An Ik-Sa begins with 5 levels of monstrous humanoid, which grant him two feats, 2+Int Mod x8 skill points, a Base Attack Bonus of +5, saves of +1, +4, +4, and 8 + 4D8 HP.
    * Monstrous Humanoid Type.
    * Medium size.
    * Base land speed 30ft.
    * +2 Dex, -2 Int.
    * Low-Light Vision (an Ik-Sa does NOT gain darkvision.)
    * Natural Attack: Bite (1D6).
    * Improved Grab (Ex): To use this ability, an Ik-Sa must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round.
    * Swallow Whole (Ex): An Ik-Sa can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 1D6+Str Mod points of crushing damage plus 3 points of acid damage per round from the Ik-Saâ,¬,,¢s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 10 points of damage to the gizzard (AC 10). An Ik-Saâ,¬,,¢s interior can hold 1 small, 8 Tiny, and 32 Diminutive or smaller opponents.
    * Constrict (Ex): An Ik-Sa can deal 1D4+Str Mod points of damage with a successful grapple check.
    * +4 Racial Bonus on climb and swim checks.
    * +2 Natural Armour bonus.
    * Heat dependency: In temperatures of 0 degrees or below, an Ik-Sa suffers the effects of a
Slow spell.
* Automatic Languages: Dohyi-Common OR Dohyi-Nomad OR Ashayan OR Numidi.
* Bonus Languages: Any of the above not chosen.
* Favoured Class: Stalker.
[/list]
[/spoiler]

Wensleydale


Wensleydale

Classes of Kahtar

 Melee

The first three classes are the basic melee ones.

[spoiler The Legionary]
Legionary

HD: D12.
Skill points at 1st level: 4 + int mod x4.
Skill points at each additional level: 4 + int mod.
Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Ride (Dex), Jump (Str), Profession (Wis), and Swim (Str).

[class=Legionary]
[bab=fighter]
[fort=good]

HD: D12.
Skill Points at 1st: 4 + Int Mod x4.
Skill Points at each additional level: 4 + Int Mod.
Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Ride (Str), Jump (Str), Profession (Wis), and Swim (Str).

[class]
[bab=fighter]
[fort=good]
[special][1]Bonus Feat[/1][2]Bonus Feat[/2][4]Bonus Feat[/4][6]Bonus Feat[/6][8]Bonus Feat[/8][10]Bonus Feat[/10][12]Defensive Stance 1/day, Bonus Feat[/12][14]Defensive Stance 2/Day, Bonus Feat[/14][16]Defensive Stance 3/day, Bonus Feat[/16][18]Defensive Stance 4/Day, Bonus Feat[/18][20]Defensive Stance 5/Day, Bonus Feat[/20][/special]
[/class]

Class Features

Weapon and Armour Proficiency: A Legionary gains proficiency with all martial and simple weapons and all armour and shields.

Bonus Feat: At 1st level, and every even numbered level thereafter, a Legionary gains a bonus feat, chosen from the Fighter Bonus Feat list. He must meet the prerequisites for this feat.

Defensive Stance (Ex): When he adopts a defensive stance, a Legionary gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the Legionaryâ,¬,,¢s hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a Legionary cannot use skills or abilities that would require him to shift his position. A defensive stance lasts for a number of rounds equal to 3 + the characterâ,¬,,¢s (newly improved) Constitution modifier. A Legionary may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the Legionary is winded and takes a â,¬'2 penalty to Strength for the duration of that encounter. A Legionary can only use his defensive stance a certain number of times per day as determined by his level. Using the defensive stance takes no time itself, but a Legionary can only do so during his action.
[/spoiler]

[spoiler=The Stalker]
HD: D10.
Skill points at 1st level: 4 + int mod x4.
Skill points at each additional level: 4 + int mod.
Class skills: Climb (Str), Craft (Int), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).

[class The Stalker]
[bab=fighter]
[fort=good]
[ref=good]
[special][1]Swiftstalk, Track, Camouflage +1, Tracking +1[/1][2]Camouflage +2, Tracking +2[/2][3]Trap Sense +1, Camouflage +3, Tracking +3 [/3][4]Camouflage +4, Tracking +4[/4][5]Camouflage +5, Tracking +5[/5][6]Trap Sense +2, Camouflage +6, Tracking +6[/6][7]Camouflage +7, Tracking +7[/7][8]Camouflage +8, Tracking +8[/8][9]Trap Sense +3, Camouflage +9, Tracking +9[/9][10]Camouflage +10, Tracking +10[/10][11]Camouflage +11, Tracking +11[/11][12]Trap Sense +4, Camouflage +12, Tracking +12[/12][13]Camouflage +13, Tracking +13[/13][14]Camouflage +14, Tracking +14[/14][15]Trap Sense +5, Camouflage +15, Tracking +15[/15][16]Camouflage +16, Tracking +16[/16][17]Camouflage +17, Tracking +17[/17][18]Trap Sense +6, Camouflage +18, Tracking +18[/18][19]Camouflage +19, Tracking +19[/19][20]Camouflage +20, Tracking +20[/20][/special]
[/class]

 Class Features: All the following are class features of the Stalker:

 Weapon and Armour Proficiency: The Stalker gains proficiency with all simple and martial weapons, light armour and small shields.

 Swiftstalk (Ex): A Stalker takes no penalty to Move Silently for moving up to his full speed, and only half penalty for moving more than that.

 Track: A Stalker gains Track as a bonus feat at level one.

 Tracking: A Stalker gains a bonus equal to his Stalker level to the Survival skill for the purposes of Tracking.

 Camouflage: A Stalker gains a bonus equal to his Stalker level to the Hide skill whilst  in woodland surroundings.

 Trap Sense: Starting at 3rd level, a Stalker gains a natural sense that alerts him to traps, granting him a +1 bonus to reflex saves against traps and a +1 dodge bonus to AC against traps. These bonuses increase by 1 every four levels thereafter.

[/spoiler]

[spoiler=The Tribesman]
 The Tribesman

The Tribesman is a capable warrior, not as well trained as a legionary, and not as destructive as a fanatic, but filling his own niche in the middle.

Hit die: D10.

Class Skills: The Tribesman's class skills (and the key ability for each skill) are Concentration (Con), Climb (Str), Craft (Int), Handle Animal (Cha), Listen (Wis), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str).
Skill points at first level:  4 + int modifier x4.
Skill Points at Each Additional Level: 4 + Int modifier.

[th]
Level[/th][th]BAB[/th][th]Fort.[/th][th]Ref.[/th][th]Will[/th][th]Special[/th][/tr]
[tr][th]1[/th][td]+1[/td][td]+2[/td][td]+2[/td][td]+0[/td][td]Bonus Feat[/td][/tr]
[tr][th]2[/th][td]+2[/td][td]+3[/td][td]+3[/td][td]+0[/td][td]Bonus Feat[/td][/tr]
[tr][th]3[/th][td]+3[/td][td]+3[/td][td]+3[/td][td]+1[/td][td][/td][/tr]
[tr][th]4[/th][td]+4[/td][td]+4[/td][td]+4[/td][td]+1[/td][td]Bonus Feat[/td][/tr]
[tr][th]5[/th][td]+5[/td][td]+4[/td][td]+4[/td][td]+1[/td][td][/td][/tr]
[tr][th]6[/th][td]+6/+1[/td][td]+5[/td][td]+5[/td][td]+2[/td][td]Rage 1/day[/td][/tr]
[tr][th]7[/th][td]+7/+2[/td][td]+5[/td][td]+5[/td][td]+2[/td][td][/td][/tr]
[tr][th]8[/th][td]+8/+3[/td][td]+6[/td][td]+6[/td][td]+2[/td][td]Bonus Feat[/td][/tr]
[tr][th]9[/th][td]+9/+4[/td][td]+6[/td][td]+6[/td][td]+3[/td][td][/td][/tr]
[tr][th]10[/th][td]+10/+5[/td][td]+7[/td][td]+7[/td][td]+3[/td][td]Bonus Feat[/td][/tr]
[tr][th]11[/th][td]+11/+6/+1[/td][td]+7[/td][td]+7[/td][td]+3[/td][td][/td][/tr]
[tr][th]12[/th][td]+12/+7/+2[/td][td]+8[/td][td]+8[/td][td]+4[/td][td]Rage 2/day[/td][/tr]
[tr][th]13[/th][td]+13/+8/+3[/td][td]+8[/td][td]+8[/td][td]+4[/td][td][/td][/tr]
[tr][th]14[/th][td]+14/+9/+4[/td][td]+9[/td][td]+9[/td][td]+4[/td][td]Rage 3/day[/td][/tr]
[tr][th]15[/th][td]+15/+10/+5[/td][td]+9[/td][td]+9[/td][td]+5[/td][td][/td][/tr]
[tr][th]16[/th][td]+16/+11/+6/+1[/td][td]+10[/td][td]+10[/td][td]+5[/td][td]Bonus Feat[/td][/tr]
[tr][th]17[/th][td]+17/+12/+7/+2[/td][td]+10[/td][td]+10[/td][td]+5[/td][td][/td][/tr]
[tr][th]18[/th][td]+18/+13/+8/+3[/td][td]+11[/td][td]+11[/td][td]+6[/td][td]Rage 4/day[/td][/tr]
[tr][th]19[/th][td]+19/+14/+9/+4[/td][td]+11[/td][td]+11[/td][td]+6[/td][td][/td][/tr]
[tr][th]20[/th][td]+20/+15/+10/+5[/td][td]+12[/td][td]+12[/td][td]+6[/td][td]Bonus Feat[/td][/tr]
[/table]

Class Features

Weapon and Armor Proficiency: A Tribesman is proficient with all simple and martial iron weapons, light armor, medium armor, and shields.

Bonus Feats: At 1st level, a tribesman gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets. The tribesman gains an additional bonus feat at 2nd level, and then onwards at 4th, 8th, 10th, 16th and 20th. These bonus feats must be drawn from the feats noted as fighter (deliberately left the same) bonus feats. A tribesman must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A tribesman is not limited to the list of fighter bonus feats when choosing these feats.

Rage (Ex): A Tribesman can fly into a rage a certain number of times per day. In a rage, a tribesman temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a â,¬'2 penalty to Armor Class. The increase in Constitution increases the tribesmanâ,¬,,¢s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a tribesman cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the characterâ,¬,,¢s (newly improved) Constitution modifier. A tribesman may prematurely end his rage. At the end of the rage, the tribesman loses the rage modifiers and restrictions and becomes fatigued (â,¬'2 penalty to Strength, â,¬'2 penalty to Dexterity, canâ,¬,,¢t charge or run) for the duration of the current encounter . A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage is a standard action.

[/spoiler]

 Mage

The two magical classes. The sorceror and druid are not prestige classes, although they may appear so - although they have entry requirements (meaning they cannot be entered from 1st level), they are base classes, and thus provoke xp penalties as normal classes do.

[spoiler=The Sorceror]
The Sorceror

HD: D6.
Requirements: Knowledge (Arcana) 8, Concentration 4, Hidden Talent.
Class Skills: The Sorceror's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Profession (Wis), Sleight of Hand (Dex) and Weavecraft (Int).
Skill Points at Each Level: 4 + Int Modifier.

[class The Sorceror]
[levels=15]
[bab=wizard]
[will=good]
[special][1]Magesight, Aura[/1][13]Timeless Body[/13][/special]
[special=MP][1]2[/1][2]4[/2][3]6[/3][4]16[/4][5]20[/5][6]36[/6][7]42[/7][8]64[/8][9]72[/9][10]100[/10][11]110[/11][12]144[/12][13]156[/13][14]196[/14][15]210[/15][/special]
[special=Weaves Prepared][1]2[/1][2]4[/2][3]5[/3][4]7[/4][5]9[/5][6]10[/6][7]12[/7][8]14[/8][9]15[/9][10]17[/10][11]19[/11][12]20[/12][13]22[/13][14]24[/14][15]25[/15][/special]
[special=Max. Talent Level Known][1]1[/1][2]1[/2][3]2[/3][4]2[/4][5]2[/5][6]3[/6][7]3[/7][8]3[/8][9]4[/9][10]4[/10][11]4[/11][12]5[/12][13]5[/13][14]5[/14][15]6[/15][/special]
[special=Talents Known][1]2[/1][2]3[/2][3]4[/3][4]5[/4][5]6[/5][6]7[/6][7]8[/7][8]9[/8][9]10[/9][10]11[/10][11]12[/11][12]13[/12][13]14[/13][14]15[/14][15]16[/15][/special]
[/class]

Class Features: All the following are class features of the Sorceror.

 Magesight (Su): A Sorceror gains the ability to see magic at level 1. This manifests itself as a constant Detect Magic effect, as the DnD spell. A Sorceror may repress or activate this ability at will. She must concentrate to gain the greater effects of the spell, as if she had cast it herself.

 Timeless Body (Ex): Using the flows of the Amenta for long enough slows the process of aging greatly. A Sorceror reaching 13th level no longer takes physical aging penalties, and is essentially immortal for the purposes of a natural death (of age). She continues to accumulate mental bonuses because of age, but even if she reaches the maximum age for her race she does not die.
[/spoiler]

[spoiler=The Druid]
The Druid


Alignment: Any.
Requirements: Knowledge (Nature) 8 Ranks, Survival 4 Ranks.
Hit Die: d8.

Class Skills
The Druid's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (Nature) (Int), Survival (Wis), Profession (Wis), and Spellcraft (Int). See
Skill Points at Each Additional Level: 4 + Int modifier.

[class=Druid]
[levels=15]
[bab=cleric]
[will=good]
[special][1]Nature Sense, Bonus Language, Magesight[/1][11]Timeless Body[/11][/special]
[special=MP][1]2[/1][2]4[/2][3]6[/3][4]16[/4][5]20[/5][6]36[/6][7]42[/7][8]64[/8][9]72[/9][10]100[/10][11]110[/11][12]144[/12][13]156[/13][14]196[/14][15]210[/15][/special]
[special=Weaves Prepared][1]1[/1][2]2[/2][3]3[/3][4]4[/4][5]5[/5][6]6[/6][7]7[/7][8]8[/8][9]9[/9][10]10[/10][11]11[/11][12]12[/12][13]13[/13][14]14[/14][15]15[/15][/special]
[special=Max. Talent Level Known][1]1[/1][2]1[/2][3]1[/3][4]2[/4][5]2[/5][6]2[/6][7]3[/7][8]3[/8][9]3[/9][10]4[/10][11]4[/11][12]4[/12][13]5[/13][14]5[/14][15]5[/15][/special]
[special=Talents Known][1]2[/1][2]3[/2][3]4[/3][4]5[/4][5]6[/5][6]7[/6][7]8[/7][8]9[/8][9]10[/9][10]11[/10][11]12[/11][12]13[/12][13]14[/13][14]15[/14][15]16[/15][/special]
[/class]

Class Features: All the following are class features of the druid.

 Magesight (Su): A Druid gains the ability to see magic at level 1. This manifests itself as a constant Detect Magic effect, as the DnD spell. A Sorceror may repress or activate this ability at will. He must concentrate to gain the greater effects of the spell, as if he had cast it herself.

Nature Sense: A Druid gains a divine relationship with the world around him as he grows  more powerful. He gains a +4 bonus on Knowledge (nature) and Survival checks.

 Timeless Body (Ex): After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties he may have already incurred, however, remain in place.
Bonuses still accrue, and the druid still dies of old age when his time is up.
 
 Bonus Language: Druids of the various nations of the world learn the spiritual language of the Amenta in its manifestation there. Called Derwydd in Aelwyd, Ithtal in Adasa and Yggdrod, Skeinda and Aamdall in the Europan countries, this language has many different forms, and is spoken in a different way by different nations' druids, but is understandable by any. The all-encompassing name is Amentaspeak, used in this thread to represent it all.
[/spoiler]

 Special

And finally, the Dervish and Manipulator, the two classes that don't QUITE fit into the other categories.

[spoiler=Dervish]
 Dervish

HD: D8.
Skill Points at 1st: 6 + Int Mod x4.
Skill Points at each additional level: 6 + Int Mod.
Class Skills: Balance (Dex), Climb (Str), Craft (Int), Hide (Dex), Jump (Str), Perform (Dance), Move Silently (Dex), Profession (Wis), Swim (Str), Tumble (Dex).

[class=The Dervish]
[bab=fighter]
[ref=good]
[special][1]Whirling Dervish 1/Day, Movement +10ft[/1][3]Up the Walls[/3][4]Whirling Dervish 2/Day, Movement +10ft[/4][6]Dancing Charge[/6][8]Whirling Dervish 3/Day, Movement +10ft[/8][10]Singing Blade[/10][12]Whirling Dervish 4/Day, Movement +10ft[/12][14]Feather Fall[/14][16]Whirling Dervish 5/Day, Vengeful Blow 1/Day, Movement +10ft[/16][18]Vengeful Blow 2/Day[/18][20]Whirling Dervish 6/Day, Vengeful Blow 3/Day, Movement +10ft[/20][/special]
[/class]

 Class Features: All the following are class features of the Dervish.

 Weapon and Armour Proficiency: A Dervish is proficient with all simple weapons and all light weapons of the martial category.

 Whirling Dervish: A Dervish can enter a trance a number of times per day determined by his class level (see the table above). Entering the trance is a standard action. Each round the Dervish can make a whirlwind attack (as the feat) as a swift action. He gains a bonus equal to half his Dervish level on balance, jump and tumble. The only actions he can make whilst in the trance are move actions and special attack actions (bull rush, charge, disarm etc). He takes a penalty of -4 to wisdom based checks whilst in his trance, as he is hardly aware of the world around him. He cannot use strength-based skills (except jump), and he cannot enter a trance whilst wearing medium or heavy armour or carrying a one-handed or two-handed weapon (except a quarterstaff, double sword, scimitar, net or whip). His trance lasts for a number of rounds equal to 5 + dex modifier (minimum 2). During the trance the Dervish continually moves, spinning, jumps from foot to hand to foot to blade and avoids enemies' blows.

Up the Walls (Ex): At 3rd level, a Dervish can run up walls and across ceilings at will, as long as he completes his move on a horizontal surface.

Movement: Every four levels, a Dervish gains a +10ft bonus to his movement speed.

Dancing Charge: Beginning at 6th level, a Dervish can perform a dancing charge. He can charge even when others cannot (even using charge in conjunction with his Up the Walls ability), although he may still need to make tumble, jump or balance checks depending on the circumstance.

Singing Blade (Su): Beginning at 10th level, a Dervish can imbue one weapon with +3D8 points of sonic damage as a full-round action. If the weapon leaves his hand (unless it is being thrown at an opponent) or is wielded by another creature, the sonic damage disappears and requires another action to reimbue it. Once the damage has been dealt, the sonic damage disappears.

Feather Fall: At 14th level, the Dervish gains a permanent Feather Fall effect, as the spell.

Vengeful Blow: Beginning at 16th level, a Dervish can make a Vengeful Blow once per day. This increases to 2/day at 18th and 3/day at 20th. Using the Vengeful Blow is a standard action. The critical threat range of his weapon doubles for the attack, and the weapon deals +1D4 damage/Dervish Level. He adds his dexterity modifier, not his strength modifier, to the damage. A Vengeful Blow's effects can be added to any attack, even one at the end of a charge or performed in a whirlwind attack.
[/spoiler]
[spoiler=The Manipulator]
The Manipulator

 HD: D6
 Skill Points at 1st level: 8 + int modifier x4.
 Skill Points at each additional level: 8 + int modifier.
 Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

[class The Manipulator]
[bab=rogue]
[will=good]
[special][1]Inspire Courage +1[/1][2]Connections[/2][3]Inspire competence[/3][4]Connections[/4][6]Suggestion, Connections[/6]
[8]Inspire Courage +2, Connections[/8][10]Connections[/10][12]Connections[/12][13]
[/13][14]Inspire Courage +3, Connections[/14][15]Inspire heroics[/15][16]Connections[/16][18]Connections, Mass Suggestion[/18][19][/19][20]Inspire Courage +4, Connections[/20][/special]
[/class]

Class Features: All the following are class features of the Manipulator.

Weapon and Armour Proficiency: A Manipulator gains proficiency with all simple and martial weapons (although he usually disdains to use such violent measures, at least in person). He is proficient with small shields, bucklers and light armour.

Inspire Courage (Ex): A number of times per day equal to half his Manipulator level + his charisma modifier, a Manipulator can inspire courage in allies, bolstering them against fear. To be affected, an ally must be able to hear the Manipulator's powerful speech. The effect lasts for as long as the ally hears the Manipulator speaking and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six Manipulator levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.

Inspire Competence (Ex): A Manipulator of 3rd level or higher can use his powerful oration skills to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the Manipulator. The Manipulator must also be able to see the ally.
The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the Manipulatorâ,¬,,¢s music. Certain uses of this ability are infeasible. The effect lasts for 3D4 rounds after the speech is made. A Manipulator canâ,¬,,¢t inspire competence in himself. Inspire competence is a mind-affecting ability. It can be used instead of Inspire Courage (using up one of Inspire Courage's uses for the day.)

Inspire Heroics (Ex): A Manipulator of 15th level or higher can use his skills to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three Manipulator levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a Manipulator must speak and an ally must hear the Negotator speak for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the Manipulator speak and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability. It can be used instead of Inspire Courage (using up one of Inspire Courage's uses for the day.)

Suggestion (Ex): By lacing a speech with subliminal messages, a Manipulator can make a  Suggestion as the spell. At 18th level, he can use Mass Suggestion. Suggestion is a mind-affecting ability. It can be used instead of Inspire Courage (using up one of Inspire Courage's uses for the day.)

Connections (Ex): Every even level, a Manipulator gains Connections. This ability allows him to gain... connections in organisations, courts, cities, etc etc. He can use these abilities to improve his connections in a location which he has already spent one connection on, or to gain connections in completely new locations. Player and DM should work together on this.
[/spoiler]

Wensleydale


Wensleydale

Ihueli Wardancer

[spoiler=Wardancer]
A tradition once restricted to elves, the dance of the Ihueli is now scattered among all of the races. It combines magic, dance and battle, using the body as a weapon.

HD: D8.
Class Skills: Balance (Dex), Concentration (Con), Jump (Str), Knowledge (Arcana) (Int), Perform (Dance) (Cha), Profession (Wis).
Skill Points at each level: 2 + Int Mod.
Requirements: Dodge, Mobility, Perform (Dance) 12 Ranks, Weapon Focus (Unarmed Strike), Knowledge of at least one 1st-level talent.

 [class=Name][levels=10][bab=fighter][ref=good][will=good][special=Special][1]Improved Unarmed Strike[/1][2]+1 Weavecaster Level[/2][3]Flurry Dance[/3][4]Stunning Kick[/4][5]+1 Weavecaster Level[/5][6]Evasion[/6][7]Illusory Wardance[/7][8]+1 Weavecaster level[/8][9]Improved Evasion[/9][10] Magestrike[/10][/special][special=Unarmed Damage][/special][/class]

Class Features

Improved Unarmed Strike: At 1st level, a Wardancer gains Improved Unarmed Strike as a bonus feat.

Weavecaster Levels: At 2nd, 5th, and 8th levels, a Wardancer gains a level in a weavecasting class he belonged to before entering the Wardancer class. He gains MP and new talents, if applicable, but no other benefits (such as the Magesight class ability).

Flurry Dance: When unarmored, a wardancer of 3rd level or higher may enter a flurry dance at the expense of accuracy. Beginning the flurry dance requires a standard action. The flurry dance lasts for 1 round/point of dexterity bonus, and can be ended at any time. When in a flurry dance, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a â,¬'2 penalty, as does each other attack made that round. This penalty applies for the entire dance, so it also affects attacks of opportunity the wardancer makes whilst still in the flurry dance. When a wardancer reaches 5th level, the penalty lessens to â,¬'1, and at 9th level it disappears. A wardancer can only enter a flurry dance whilst using his unarmed strike or a quarterstaff (the traditional two weapons used in Ihueli tradition).

Stunning Kick (Su): A Wardancer of fourth level or higher may forgo his other attacks in a round to make a stunning kick. He must make an attack at his full base attack bonus - if it hits, the opponent must succeed on a fortitude save (DC 10 + 1/2 wardancer level + dex modifier) or be stunned for 1D6 rounds. A Wardancer may spend 2MP to increase the DC for this attack by +1, up to a maximum of 8MP.

Evasion: At 6th level or higher, if a wardancer makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a wardancer is wearing light armor or no armor. A helpless wardancer does not gain the benefit of evasion.

Illusory Wardance (Su): You create duplicates of yourself using magic. If you spend one standard action and 11MP, you can apply the effects of a Mislead spell to yourself (see PHb). It has a caster level equal to your Wardancer level. You can choose whether or not to apply either effect, so using this ability you can become invisible, create an illusory double, or both.

Improved Evasion: At 9th level, the wardancer gains the benefits of the Improved Evasion class feature. He still takes no damage on a successful Reflex saving throw against attacks, and henceforth he takes only half damage on a failed save. A helpless wardancer does not gain the benefit of improved evasion.

Magestrike (Su): At 10th level, you can use your Unarmed Strike or quarterstaff to deliver touch weaves, casting them as part of a full attack or even a flurry dance. You still have to prepare them beforehand, of course.
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Wensleydale