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Ifpherion

Started by Ghost, September 30, 2006, 05:47:40 PM

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Ghost

I've been developing this setting over the last few months, and I think it's time to post it here. I'll be reserving a few posts for more information, and to test out tags, but you are free to post comments, questions and criticisms in this thread - creating a seperate thread for discussion would be a bit too complicated. I'll merely be posting the highlights, and leaving the connecting details in the setting site.

As for what i'd like reviewed, nothing in particular. I would appreciate any and all comments about any part of it.

(All original content here is OGC, except where marked.)


[ic=Gethardt Benethos, Steward of Mt. Icefang] The world has borne our burden for a long time, it is apparent. Our factories, our mines, our wars, our magics, are stripping the world dry. Despite nature's best efforts, we are rapidly becoming a problem. We must change our ways, or else find another world, before this one exhausts itself.     - Excerpt from The Collected
Proclamations of the Baronial Stewards
[/ic]

[ooc=-]Ifpherion is a world with a long, and rich history. The planet has seen countless battles, and has come back from all of them to flourish once more. Many species and cultures have been tampered with in one cause or another, during the rise and fall of civilizations and levels of knowledge, yet they have managed to survive, and to assimilate into the environment without too much difficulty. The spirit of determination can be found in all of the sentient races, and in the artifacts still bright after 70 millenia.

Of course, this does not mean that the people are at peace. The criminal elements are still as active as ever, as a select few tense international diplomacies are pulled taut. Corruption is also a problem, in such a world with so many people, all looking to gain something.[/ooc]

[ooc=-]Opportunity can be found for every character. With enough searching, anything can be found, made, or stolen. This world, despite (and because of) it's long history, still has many mysteries to solve. Heroes and brave adventurers are still needed to overcome trying feats, to inspire action within the teeming millions across the planet. Wealth, experience and fame can be had in many ways, and so can the dangers of being famous.[/ooc]


Outlying Themes:


While they are not strict themes, a number of constants will be encountered in this setting, that further seperate it from any other world.

 
    The line between Magic and Technology is not always obvious.Most peoples of the planet have learned the secrets of both the electric, mechanical, and arcane fields, and how to effectively combine them. [/list]
     
      There are always more treasures to be uncovered, more secrets to be pried. This world has had civilization for a long time now, and many artifacts have built up over the years.[/list]
       
        This world is not a small place. Though it may seem like it when traveling in the cramped city alleyways, the planet has many wide open spaces and places to hide. There are also orbiting moons, several of which are inhabitable.[/list]

         Conflicts  

        While they may not be out in the open, many conflicts still spoil the world. These are only the most common amongst the hidden troubles of Ifpherion.

         
          Politics and the Abuse of Power[/list]  - there are always some people trying to gain power through unlawful methods. International diplomacy may tense up, alliances may shift. As well, the monitoring organizations need some powerful magics to watch over all the spells being cast - there may be some that misuse that power.
           
            Piracy[/list] - there are quite a few pirate-controlled AG ships, including those of the Boundless Dominion (see Nations, below), always on the lookout for vulnerable towns and ports.
             
              Terrorism, Anarchy and Subterfuge[/list] - there are many different organizations not under the guise of government that will go to extreme lengths to further their causes.
               
                Blatant Magical Corruption[/list]  - only a few examples of this kind have been recorded, but the magic sewn into the fabric of the world will (only very infrequently) become unstable, and generate horrifying or powerful monsters. This category also includes those people who, through insanity or merely a lust for power, have come to employ magic to their own evil purposes - Anabada (see below) is a prime example.
                ‘Yes, one may live while never leaving their domicile. But then, they aren’t really alive. Exploring, adventuring, becoming a mercenary - whatever one may call it, it is the blood of the world that many are embracing now. Our reach is advanced nearly everyday, and the stars themselves are in our grasp. That is why I, and many others, continue to learn as we do.’

                -Cazirife Dee, Captain of the Holy Vyecec (excerpt from the intro to Ifpherion: AoE)

                I've had the honor of helping:
                    - Tera


                Ghost

                To help with understanding Ifpherion's history, here is a timeline of important dates and events.
                What is written here are only the events that relate to the formation of the current world; during the intervening years, the borders, allegiances and secrets change hands many times. Towns are built, and some are torn down; a few merely change names.

                [spoiler=Timeline (under construction)]

                [spoiler=Pre-History]
                ~4 billion years ago: formation of the star system, and eventual cooling of the planets.
                ~200,000 years ago: emergence of the first elves, centaurs, and lizardfolk
                ~150,000 years ago: emergence of the first humans, gnolls
                ~100,000 years ago: emergence of the first modern kobolds


                [ic=Corolan Edalis, Master Diviner] "As for the distant past...well, I just can't see. Proper rules for venturing that far back have not been established; magic that powerful is too much for any mortal." [/ic]

                [/spoiler]

                [spoiler=Civilized History]
                82,400 years ago: an elven tribe discovers use of the wheel, and would come to share it with other tribes and species.
                75,000 years ago: the elves, humans, lizardfolk and centaurs first start to use agriculture
                70,000 years: Kobolds do the same
                65,000 years: Permanent villages appear in all races
                50,000 years: First walled village.
                40,000 years: Tribal villages and city-states start to evolve into larger empires.

                [ic=Vashan Caruni, Falician Archaeomancer] "Despite my family's objections, I truly find it fascinating - the study of ancient cultures and their magical rituals. To see things from a different perspective. To ensure we don't make their same mistakes." [/ic]
                [/spoiler]

                [spoiler=Written History]
                38,950 years: The Codex Ishmani is written, establishing Ifpherion's first set of written laws, by the legendary human nobleman Oro Skansi of the Fihityle Culture.

                26,700 years: The Fire Temple is constructed, a grand pyramid devoted to the centauran Rexpolan Culture god Fire. It is the largest building to date, and still stands to this day.

                23,660 years: The Formani Empire is formed, a direct ancestor to the Milon Republic. Modern archaeologists have been frustrated in attempts to name its direct predecessor, but many suspect the elven Kivilite Culture of the western Weltdorn foothills.


                [ic=Feltan Jack,Denizen of Canyonspire] "Indeed, I knew them, as do many other Draconids. Quite a nice people, but utterly inept at the simplest magical meditations. Top-quality devices, however." [/ic]

                [/spoiler][note=Cultures]Much of the archaelogical work has been done by the nation of Altax, who find that their divination spells cannot reach far enough (rarely more than 1000 years).  They have labeled many of the societies before the Great Descension 'Cultures', as they have not been able to interpret what kind of governments they had.[/note]

                [spoiler=Pre-Descension]
                20,550 years: The catfolk Gaznacha and Lessoa nations launch a united conquest of all other catfolk tribes and kingdoms. They succeed in part due to their formalized books of magical rituals and techniques, over the awkward, almost primitive magics of their neighbors.

                16,450 years: The Milon Republic is formed. A very metropolitan nation, Milon excelled in all areas of technology. The legend persists to this day that everything they did was automated.
                [/spoiler]

                [spoiler=0 Post-Fall (the Baronial term for the Great Descension) - 6000 PF]
                13,950 years: The Geat Descension (also called the Fall, or Alba in Altax) occurs. The Gaz-Soa Empirical Magocracy, spanning the entire upper half of the continent of Spalan, moves to strike the Milon Republic. An intense, three-century long battle begins, as other nations get involved. These conflicts also widen a deep schism that had formed within the Draconid Overcouncil over the last few millenia, diverting the Draconid resources from keeping Ifpherion's people in check. Massive weapons of destruction are used by the ruthless Gaz-Soans, as well as insidious magical diseases. The Milonese and allies do their best to defend themselves with the technology at hand, but the casualties are high on both sides. Four hundred years after the beginning of the conflict, the Draconid Overcouncil manages to become unanimous once more, and decides to start the world over again. The surviving Milonese and Gaz-Soan technology are destroyed, or buried deep.

                13260 years ago/690 Post Fall: the re-organized tribes stabilize. All but a few Catfolk are gone, as well as most original Milonese; th remaining elven peoples migrate north-east, into a colder climate.

                12870 years ago/1080 PF: The Lizardfolk nation of Xincha, on an island off the southern coast of Prachtvolle, starts an intense campaign of military agression which would last for centuries, and end with the subjection of the elven tribes around the Mitte Lago. This conflict is also the origin of the scarred shores of Prachtvolle's southern coast.

                12060-11900 years ago/1890 - 2050 PF: Due to an unknown, and possibly magical, radical change in the weather, the kobolds are driven west from their home in eastern Prachtvolle. The tempurature dropped several degrees, and the area became too cold for the Kobolds who had become used to tropical climates. In the millenia since, some kobolds have returned to the area, having managed to adapt to the colder climate.

                11150 years ago/2800 PF: The Centaurs are driven off of the continent of Prohyoc in a cleansing campaign by the human nations, who had been unified under the rule of a ruthless leader. Most went back to Thun Koolo, and some still bear a slight animosity towards humans.

                9980 years ago/3970 PF: the Dustlands civilization, which records show was mainly human nation, and a stable one (last indications were it was founded in 1000 PF) at that, mysteriously falls. Their lands were irradiated, and all records of them were expunged. No one quite knows why, but on the walls of buildings left standing were the runes of spells that scholars had never seen before. The Draconids fervently deny any involvement, or knowledge, in the disaster.

                9004 years ago/4946 PF: The first Gnolls step through the Parexis gate, near the Ivernoc jungle, and quickly settle in various spots across Ifpherion. The Parexis gate is still operational to this day.

                8750 years ago/5200 PF: Market Empire of Cargada starts campaign of agressive consolidation of resources and money; under the guidance of the brilliant Hixan Vurzhan, the entire island soon falls to an empire that previously consisted of one city and a few small towns. The Market Empire would be the predecessor of the Arcanopolis.

                8000 years ago/5950 PF: Mount Icefang erupts, destroying a large portion of the kingdoms on either side of the Weltdorn range. In the aftermath, the Draconids call for every available magic user to help in revitalizing the land in the first of several 'Rebirths'. The volcano has laid dormant since.



                [/spoiler]

                [/spoiler]


                ‘Yes, one may live while never leaving their domicile. But then, they aren’t really alive. Exploring, adventuring, becoming a mercenary - whatever one may call it, it is the blood of the world that many are embracing now. Our reach is advanced nearly everyday, and the stars themselves are in our grasp. That is why I, and many others, continue to learn as we do.’

                -Cazirife Dee, Captain of the Holy Vyecec (excerpt from the intro to Ifpherion: AoE)

                I've had the honor of helping:
                    - Tera


                Ghost

                Races

                A great number of races inhabit the surface of Ifpherion, as well as many throughout the surrounding solar system. You will find here descriptions of the main races, including estimated populations, general attitudes, common alignments, regions of high concentration and more.

                [spoiler=Races]
                [spoiler=Humans]

                Humans make up the majority of the worlds population. Here, it is about 39% human. Within the mainly-human societies they can be found in a great variety of professions, and taking a wide variety of classes. They may run the gamut of alignments, though evil-aligned humans are somewhat rare in this setting. Most humans can be found in the Grand Barony, the Falic Republic, or the Cargada Arcanopolis, though there are also significant populations in the Westenray Republic, the Viceroy of the Dueling Suns, and many other islands of Ifpherion.[/spoiler]

                [spoiler=Elves]

                Elves currently are second-ranked in overall population at about 29%. The nations of Altax and the Viceroy are mainly Elven, though one will find impressive populations of elves in the Grand Barony, the Westenray Republic, and the villages of Thun Koolo. One can find elves in many classes, except for the classes that depend mainly on physical strength. Alignments may run the range, but CE, LE, and LG are rarer; most elves tend to be Neutral, or sometimes CG, especially in Altax.

                The elves here have a dark skin, though not as dark as those of their pre-Alba ancestors. Another important feature is a lack of pointed ears - elves never evolved this feature on Ifpherion.[/spoiler]


                [spoiler=Gnomes]

                Gnomes are the sole Small-sized humanoid race on Ifpherion (Halflings do not exist naturally here). The Gnomes here are true to their nature as found on other worlds - they are inquisitive, proficient with technology, and adept at tasks that require a greater precision. Gnomes do not form communities of their own, but prefer to mix into human or elf cities, filling niches as tinkerers, bankers, or tailors.

                Most gnomes have a pale complexion, from staying indoors, underground or on ships most of their lives. [/spoiler]



                Guran

                The Guran are the result of interbreeding between the elves and the lizardfolk race (which has become extinct for the most part). They exist amiably with the other elves in Altax, and are accepted in any country that is friendly towards Altaxians.

                [note=Guran PCs] Guran player-characters have all of the elven traits, and these modifications as well:

                Altered Stat Bonuses: Guran characters receive +2 to Con, +2 to Dex, and -2 to Wis. Their scales provide a tougher armor, and their elven traits keep them naturally dextrous, though they share the lizardfolks' impulsiveness.
                They are immune to mundane poisons.
                Their scales give them a +3 natural armor bonus.
                They may hold their breath underwater...
                They do not have the Elves' saves against enchantments, or their immunity to natural sleep effects.
                In appearance, they seem like elves at first, though built slightly larger. On closer inspection, they have developed scales over some parts of their body, including the spine, chest, and arms. They have a forked tongue. The Guran live longer than the average human, but not as long as the average elf - usually 170-200 years.[/note]

                [spoiler=Half-elf Humans]

                There are quite a few half-breeds in the human and elven communities; detecting them is quite difficult, as besides from narrower ears and heads, there are no real differences. Half-elf humans are accepted in many human or elven nations, except for the Westenray Collective, which has had a history of discrimination against any half-breeds, including Guran and goblins. [/spoiler]

                [spoiler=Half-Orcs]

                All modern half-orcs on Ifpherion are descended from an ancient Orc kingdom on the island of Kol Hurrun. This kingdom was left untouched during the Great Descension, as the Dragons knew it would be millenia before any orc-blooded would progress to any considerable technological level. About 5 centuries after the Great Descension, a nomadic human tribe was reluctantly accepted into the kingdom, as the king knew that the humans would be smarter and might bring bear of this to other humans. Eventually, the two peoples would interbreed, and produced the first ancestors to today's half-orcs. The kingdom fractured 5000 years ago, as the struggles between human, orc, and half-orc became too much to deal with. Today, there are many small villages dotting the landscape of Kol Hurrun, each one housing a tribe of its own. They tend to live simple lives, hunting, fishing, and occasionally warring against a neighboring tribe. They see outsiders as the real enemy, not wanting to emulate their ancestors in accepting a new race into their fold. In fact, they often venerate or worship their Orc ancestors, seeing them as 'truebloods', and themselves as 'mutts'.[/spoiler]

                [spoiler=Orcs]

                Ever since the breakup of the Orc kingdom 5000 years ago, the Orc population has steadily decreased. Today, there are almost no pure Orcs to be found. Orcs are too rare to be a player race here.[/spoiler]

                [spoiler=Dwarves]

                Many centuries ago, even before the Great Descension, there was a thriving community of Dwarves - actually a branch of humanity. They were a smart and resourceful people, who were also able to wield magic. Being fairly knowledgable of the earth, they were also the first to discover the benefits of Gravetite. However, at about 2430 Before Descension, they came under attack from a fleet of Bali'oai sailing ships, bent on conquering the area, and capturing its resources. This would not be the last time the Bali'oai would spark a conflict. In any case, the dwarves were able to fend them off, but only with the help of the dragons, and with many casualties. With their population now under 5,000, the dwarves had great difficulties stabilizing their society and race. It was obvious that they would not last. So, the dragons used their great scientific and magical lore to keep the secrets of dwarven blood alive. They kept the blood away until the first signs of conflict started leading up to the Great Descension. Despite the absence of the dwarven people, their treasure still remains, spread throughout their former lands surrounding Mt. Hegdran and the Windblown Pass.[/spoiler]

                [spoiler=Goblins]

                The goblins on Ifpherion are a result of an experimental program (rumored to be run by the dragons) of cross-breeding between Orcs and kobolds. The result is strange; small, sneaky, and not altogether bright beings, that grow a few scales and thicker skin as they grow older (rules-wise, they run the same as in the Monster Manual).

                However, they cannot rely on numbers as much as in other settings. Due to some genetic defect (again, rumored to be caused by the dragons), one in 4 goblins will turn out to be infertile; 2 more out of the 4 will have mutated children. However, they have managed to stay at a manageable population of about 3000. Most live in the caves and tunnels of the Perforated Ring mountain range, in the north of Altax.[/spoiler]

                [spoiler=Kobolds] Kobolds are the end result of a breeding program between Gnomes and Lizardfolk, purportedly begun upon the arrival of the Draconids. They look, and act mostly the same as in the MM, though they are often less sneaky and more grim. They eke out just a little bit more than bare subsistence while living in makeshift tents or caves out in the wilderness.[/spoiler]

                [spoiler=Centaurs]

                The centaurs were one of the 4 original sentient species of Ifpherion (the others being the Milonese, the catfolk, and the fledgeling humans). They originated in the lush hills of Thun Koolo, and there they have stayed, cultivating their knowledge of nature, and natural spells. However, a few do choose to adventurer, commonly because they seek anyone who would dare to endanger the natural order. Some also emigrate to the countryside and forests around Prachtvolle, taking it upon themselves to protect the area, or at least ensure it is developed in fair and careful ways.[/spoiler]

                [spoiler=Metalwalkers]

                The dragons brought the first warforged, or Metalwalkers as they are called, to the island when they first arrived here. They were employed to mine the minerals of Dromation and the surrounding islands, and to start producing the tools and weapons that the dragons would be offering to Ifpherion's natives. Over time, as more warforged and more building machines were built, a few individual Metalwalkers desired to adventure, seeking knowledge of the rest of the world (partly because they saw their former positions as unnecessary). Rules-wise, they function the same as in the Eberron book, except that one does not need to be of the Artificer class to repair a Metalwalker; one must merely have 10 ranks in Heal or Repair, as well as either the Craft Construct feat, or 15 ranks in Knowledge (Technology). Alternately, if one is a Metalwalker, they only need 5 ranks in Heal/Repair when working on another Metalwalker.[/spoiler]

                [spoiler=Draconids (Dragons)]

                A multitude of dragons permeate the surface of Ifpherion, as well as below it, guarding and maintaining it. They monitor every little detail they can, and change things where they see fit, and only they know where that will be.

                Some legends (which the dragons will not confirm nor deny) have it that the dragons arrived here from a distant galaxy, eager to help sentient races along the path of intelligence. If one subject race couldn't use magic at all, then they would help them harness the power of electricity, atoms, and eventually fusion. The dragons found the ancient catfolk and elven peoples, and helped them both out. This led to some disastrous results. Nowadays, they mostly stay out of the way, only intruding when an invention strays some line. There is a long-running rumor that those who can 'board the stellar chariot of the draconic messengers' (as quoted from a hermit prophet) in orbit around the planet 'will achieve immortality'. The dragons will fervently deny this one.

                The dragons are found in many different colors and forms. Some, like the Barius Group of the Mitte Lago, have no wings or legs, but long fins. Others, like the Sky Callers, have a second set of wings instead of wings, leading them to fly eternally, landing only upon their death.[/spoiler][note]Full dragons, despite being common, are very powerful in game terms, and should not be allowed as player races.[/note]

                [spoiler=Half-dragons]

                It is rumoured that the dragons have been experimenting with mixing draconic blood with human DNA; this is due to the incompatible reproductive systems (here, dragons are infertile while in a different form). A few of these experiments have been rumoured to have escaped into the world; the Draconids will deny these rumours vigorously.[/spoiler]

                [spoiler=Offworlders]

                A number of gates have been established in many places around Ifpherion by the Draconids, allowing for travel to other planets and star systems within 200 light-years. As well, the sheer concentration of technological and arcane potency in the people of Ifpherion have attracted quite a few races traveling without the aid of the gates, not the least of which were the Draconids. A great variety of species have been encountered and recorded, and many more unique examples come through every week.

                Gnolls

                Gnolls are one of the few Offworlder races to make any kind of impact on Ifpherion. Legend has it that they traveled through the Parexis Gate in the south of the Falic Republic about 9 millennia ago. Since then, they have spread throughout the world, trying to fins suitable places to found communities. Today, there is a population of about 7000, on various islands and in the cities.

                Abeils

                Abeils are the other Offworlder race to settle on Ifpherion. They have made their colonies just north of the Caliphate. They have had notorious difficulties in speaking any Ifpherion language, including that of the Gnolls.
                [/spoiler] [note]If the DM allows, a player may choose to be an Offworlder race, which may include any published or custom-made race not already given.[/note]

                [/spoiler]
                ‘Yes, one may live while never leaving their domicile. But then, they aren’t really alive. Exploring, adventuring, becoming a mercenary - whatever one may call it, it is the blood of the world that many are embracing now. Our reach is advanced nearly everyday, and the stars themselves are in our grasp. That is why I, and many others, continue to learn as we do.’

                -Cazirife Dee, Captain of the Holy Vyecec (excerpt from the intro to Ifpherion: AoE)

                I've had the honor of helping:
                    - Tera


                Ghost

                [Reserved for Nations 1]

                 
                 -Reserved for: The Grand Barony, Altax, VDS, Collective, Thun Koolo, Nemation

                [spoiler=the Grand Barony]
                Lagerheim - Not just the Best wine in the Barony.

                 -Advertising slogan, found on a billboard in Zwergestadt


                The Grand Barony lies on the western coast of Prachtvolle. It enjoys mild temperatures, and long summers, though the winters are harsh. Most of the Grand Barony is vast stretches of lush and rolling hills, interrupted only be the odd copse of trees. To the east, however, is a long mountain range, called the Weltdorn ('Spine of the World'). This range bisects the continent, and makes trade difficult from the Grand Barony to elsewhere, though not at all impossible. The Grand Barony shares its eastern border with the nation of Altax.

                The Grand Barony is ruled over by none other than a Baron, with a palace usually located in the capitol city of Lagerheim (see below). He controls everything within the Barony, through his advisors and fellow politicians, especially mayors of other towns. The Baron is elected every 10 years, and all citizens are eligible to vote, and to run for the position (however, most have been either human - the elven Si Juyergen and Draconid Balythrax are notable exceptions. They are detailed elsewhere). The Grand Barony accepts all races for citizenship (however, if one commits a major offense, these voting rights are lost during the period of incarceration).

                The Grand Barony has a large population, exceeding 200 million. A good portion of it is human, though elves, Guran, gnolls, and kobolds have a notable minority. Population density is becoming a problem in the cities, though it has not become serious as of yet.

                Technology in the Grand Barony is quite advanced, especially in the cities. The discovery of artifacts from an earlier age, as well as the long-held dwarven techniques, have spurred development, which has so far developed peacefully, due to the occasional policing of the vigilant dragons. AG ships, partially powered by electricity, are used for many different purposes, including mass transit, shipping, police patrols, and military operations. An electro-arcane system of sending voice and text messages, as well as pictures and spells, has been established, allowing anyone with one of the data transmitter pads to communicate with anyone else who has one. The Grand Barony has developed more powerful devices off of this technology, which allow for many more operations to be carried out.

                The people of the Grand Barony are also quite liberal when it comes to the use of magic. They tolerate the use of all spells, as there are many organizations, and lone people, who are on the watch for those who would use them for harm. As well, the dragons are also careful of the use of more powerful magics. The only exception to this is the use of necromancy spells, which have been suppressed for the last hundred years, after a powerful necromancer attempted a takeover of a large city.

                The Grand Barony exports a wide variety of products to other nations and towns. Foremost among them is wine, lager, and other spirits, which is the main export to neighboring Altax. Also notable is Gravetite; any excess Gravetite mined from the veins running through the Weltdorn range is sold for a nice profit. Weapons, armor and vehicles are also exported all around the planet.



                The Grand Barony uses metal or mineral coins to represent money. The Drach is the base currency, and is equal to the value of one Copper in d&d terms. It is a small silver coin. The Drayn, a small golden token, is worth about 10 Drachs. The Pothar is a small jade coin, representing about 100 Drachs (10 Drayns).



                Main Cities of the Grand Barony

                 
                  Lagerheim; Capitol of the Grand Barony, and biggest city. Known for its flourishing wine and ale industries.
                  Zwergestadt; second-biggest city. Technological centre of the Barony, and main launching site for the Baronial AG Aetherships.
                  Verzenhaus; third biggest city. Thriving port city on the northern coast.
                  Castle Vranken
                  Mimilheim
                [/spoiler]

                [spoiler=Altax]
                Across the Weltdorn (World Spine) mountain range from the Grand Barony is the nation of Altax. The closest Terran approximation of Altax would be what Rome would be like if it had not fallen, but instead absorbed the Gothic invaders, and gone on to develop considerably fast in many areas of technology. Altax encompasses the Mitte Lago, a small sea in the center of Prachtvolle. The name â,¬ËPrachtvolleâ,¬,,¢ comes from the Altaxian name for â,¬Ëhomeâ,¬,,¢.

                The population of Altax is mostly elven, though human and Guran make up about 20% of the population. Altax has embraced the study of culture almost as much as the Arcanopolis has focused on the study of the arcane sciences, and they still use magic when it can be used to make life more comfortable; in fact, a life style of luxury (and sometimes decadent luxury)is common for most in the cities. The Altaxians are not as nature-focused as other cultures, but do not seek to harm it beyond necessity.

                The name Altax comes from Brun Alt; leader of the ancient Altaxians, and currently an ascended mortal â,¬' the first of the Six, the group of 'gods' that the Altaxians worship. Brun Alt is the god of passion and strength; Sizila the goddess of research and magic; Hololic, the god of sharing, celebration & culture, and partner of Brun Alt; Frolic, the goddess of death, blood, and rebirth; Thurinami, the goddess of nature, crops, and adolescence; and Brun Vilic, the brother of Brun Alt, and the god of protection & healing, love, and happiness. Few know what actually happened to the Six; their magic was powerful enough to cloud all witnesses' minds. But their teachings were important enough that the people have, for the most part, abandoned any search for them. One or two rogue scholars have brought up their possible involvement with the Draconids, but the disapproving glances from colleagues have usually silenced them.

                Like magic, Altaxians will use their quite advanced technology (close to what the Arcanopolis or Motion have produced) mainly for the comfort of themselves and visitors. Lawful-types are rare, as well as Evil-aligned beings, as they most often disapprove of Altaxâ,¬,,¢s carefree and curious nature. The most common alignment is NG, but CG and CN are quite common as well, especially in Guran or human communities.

                The biggest cities are Dyrrachon, ruled by the Clan Nemanja; Neum, in the foothills of the Weltdorn Range; and Greater Nedao, on the north shore of the Mitte Lago. There are a number of smaller towns dotting the Altaxian countryside, most with a population of under 100,000. Many are located near resources, such as the fishing towns of Piscoreum and Habic's Dock, or are located along important overland trading routes, like Disativisi, Lenum Ponti ('Woodbridge'), and Scorpion's Riddle.


                Other notable sites include the underground necropolis of Aita, and the grand temple of Brun Alt, just outside of Dyrrachon.

                [spoiler=Aita]One of the most visited sites in Altax is the mass necropolis known as Aita. Dating back several millenia, it is an artifact of a long-forgotten religion that did not survive the ages. Despite the fading of it's holy background, the site's purpose as a ritual gravesite still endures to this day. Anybody who can afford to (to ensure a place normally costs about 15,000 Coronae (about a year's savings for the middle class) will reserve a plot here. Each person buried here is encapsulated in an ornate steel container, which is designed to allow easy sight, but is shielded against any kind of magic. As well, most people here are found in positions reflecting in the best way possible the station they held in life. Due to the magic force-fields, the corpses decay much slower than normal; only one person has become a skeleton so far - Haphel Ziorus, the founder of the ancient religion, and chief architect of the gravesite (each container is inscribed with the person's history). All but the most sacred or legendary people are kept above ground; the kings and prophets of ages past are buried in secret passages underground. A few Draconids have even chosen to be kept here; while not in a steel container, they reside in a specially constructed underground cave, employing the same protective magic.[/spoiler]

                [note=the Codex Altaxis]An important document is the Codex Altaxis, a compilation of teachings and sayings voiced by all members of the Six. It does not describe in great detail the lives of the Six, but focuses on their teachings and lifestyle. Many Altaxians follow the teachings, though they would not follow them fanatically, as one finds in Nacma.
                The most followed chapter of the Codex is centred on the Twelve precepts, which the Six abided by. Here is a few of those precepts:

                  The Facts are in the Learning. The Wisdom in the Appreciation.[/list]
                      -Precept 1
                    Comfort is second only to Living, if it is true Life.[/i[/list]
                        -Precept 2
                      Death should not be a time of Sad Remembrances, but of the Best.[/list]
                          -Precept 6
                        The Dead have earned their Right to Rest; do not Deny them That.[/list]
                            -Precept 7
                          Magic is like a close Friend; treat it with Respect and you shall be treated in turn.[/list]
                              -Precept 12
                          [/note]
                          [/spoiler]


                          [spoiler=Viceroy of the Dueling Suns] To the southeast of Altax is the Viceroy of the Dueling Suns. It is a very hilly region, though there are few real mountains. It has a somewhat cold climate, even though it lies along a longitude that would suggest a mild tempurature. Average temperatures ire in the 10-18 degree range.  

                          Before the ascension of the Six, each of the Six were the leaders of guilds within the primary city of Dyrrachon. A radical segment of the Dochoi guild (which handled most construction, military and police matters) did not agree with Brun Alt with respect his marriage to Hololic â,¬' to them, Hololic was an interloper to their efficient and proper working coherency, and someone who represented things contrary to their physical mindset. Despite Brun Altâ,¬,,¢s counseling, a small group within the guild remained unhappy. They grew even more unsatisfied with their largely-backseat role when the War of Shape unfolded. The last straw was the announcement of the Sixâ,¬,,¢s ascension. After a failed attack on the city, in which goblin hirelings from the caves of the Weltdorn mountains were used, they fled the city, seeking some other village in which to stay, and practice their skills. They temporarily found shelter with the fledgling province of Pyranius, but found the nativeâ,¬,,¢s preference for underground living uncomfortable. After a few years, they moved on to the southeast limb of the continent, where they found a tribal elven village that was, apparently, â,¬Ëready for a proper governmentâ,¬,,¢.

                          From there, they stabilized, and managed to turn that village into the capital of a reputable nation, though one not as economically powerful as others. They continued their tradition of physical prowess, and have built their society on top of that.

                          One may find all manner of martial and weapon combat here, and many schools, academies, or monasteries to teach these skills. They do not have one major religion, as their taste for worship was spoiled by events in the past. However, it is common to find the occasional devotee to a god of strength, power, destruction, or slaughter. The common alignment can range anywhere from LN to CE.


                          The main city is Orso Poza, which translates to â,¬ËBear Pitâ,¬,,¢. It is named for the totem animal of the city, and of the Viceroy at large, the local Nightshade Bear (simply a dire bear, with black fur and purple highlights). Most of the population is Elven, though with a higher proportion of Guran and humans than Altax â,¬' despite their varied and often intense training, elves are not the best melee fighters, so they depend upon their half-lizardfolk brothers (even more so because there are so few remaining), and the humans, for additional teaching.


                          Orso Poza is also an active launch site for many AG ships, at least of ones sent by the Viceroy to act as destroyers and assault ships in the fleets of other nations . The Viceroy also often turns a blind eye to the numerous pirate ships that launch from Orso Poza, as many of the crews are current citizens of the Viceroy.

                          The Viceroy is led by a Viceroy who also bears the title of Overjudge, an individual selected based on an excellence in all areas. All sub-sections of the government are overseen by officials who excel in each area. This makes the Viceroy the only successful meritocracy to emerge in Ifpherion's history. Orso Poza is the official capitol of the Viceroy, while the city of Ruj Acarnic is the year-round home of the Viceroy.

                          There are many small towns spread throughout the VDS, and each has a strong focus on one particular industry, such as lumber milling, huntsmen, farming, metalsmith factories, or clothes-weaving shops. Of course, there are a few larger cities that have risen above the multitude of communities. Below are the biggest ones found in the VDS:


                            Orso Poza - Administrative capital and biggest city in the VDS (last count was 7,885,000 citizens).
                            Ruj Acarnic - Home of the Viceroy, second biggest city in the VDS.
                            Trebia Regulo  - Former mining town, and now a bustling city, built around the multitude of workers in the mines.
                            Pz Wulos - A coastal community, supporting a good number of fishermen. Also hosts a number of tourists who come to see the icebergs to the north.

                          [ic=Turos Cenebrum, Director of the city of Trebia Regulo] "Too long have we tolerated the lizardfolk threat. Too long have we stood by while they upstage us. We must expunge them from our city and reclaim our position as the strongest!" -Records of the Turosian Pogroms, 10,550 PF[/ic]
                          [/spoiler]

                          [spoiler=Westenray Collective]
                          The Westenray Collective grew out of a loose collection of farming towns south of the Grand Barony. With the help of the wizard-hero Magan Westenray, the unorganized alliance of agrarian communities grew into a coherent and powerful federation. Despite being a relatively young nation, at only 400 years, the Collective is quickly rising in global prominence.

                          Today, the Collective is organized into provinces, each ruled over by a leader called a 'Bashaw'. Overseeing them is a Director, who assumes no power, except in the interim after a Bashaw's death or other emergency. Supporting each is a small, but mysteriously (the system was inspired by a past scholar obsessed with order) efficient bureaucracy.

                          The climate of the Collective is largely hot and dry, and the ground is often covered in dry, scraggly brush. Palm trees are common along the coasts, while sparse copses of obeche, baobob and Salos trees populate the inner savannah. The Weltdorn Mountains extend into the Collective, terminating in the with the Sacral Mountains in the province of the same name. Around the Sacral Mountains are several lush velds, allowing for continual farming. East of the Sacral Mountains lies the Eastford Karoo, and the awe-inspiring Transford Peak rising from it.

                          The most populous cities are Naoveron, the Collective capitol; Wyranopolis; and Byanispool. Naoveron has stuck to its loose, pastoral history, even as has grown from farming community to bustling city. Numerous farms ring the city, and the houses are often decorated with crop-shaped accents. In contrast, Wyranopolis grew out of a mining town in the foothills, and is the nominal center of production of the tools, machines and metal used by the rest of the Collective; it is a quite large city, with a great range of neighborhoods, from the affluent Handon Drops in the northern section, to the destitute Ratshadow slums. Byanispool is a fishing town, and is largely peaceful.

                          Most of the Collective is human, though elves and Guran make up notable portions in the eastern provinces. Many of the jobs taken are in the agricultural fields of expertise, while mining and transportation are also important.

                          [ic=Magan Westenray, Mage Hero]'Brothers! We must unite in our efforts if we are to build a strong force. Only with every citizen's efforts will we be prosperous. Brothers, Sisters, you will be the backbone of a strong nation. The collective will  is the strongest will.'[/ic]

                          [/spoiler]

                          [spoiler=Thun Koolo]


                          Thun Koolo is located off the southwest coast of Prachtvolle, across the Burbage Channel.  It has a mild climate, and is very hilly, though none of the hills can be said to come close to a mountain. It is also very thick, with old forests in most areas.


                          There is also a civilization on the island, one that has kept in tune with nature-friendly methods of life. Villages, some large ones â,¬' though never quite a city â,¬' and many smaller ones, have been built all around the coast of the island. Most of the population is either Centaur, Human or Halfling, and they live peacefully with each other, and even occasionally intermarry. Though, the Koolonians are very adept with magic that comes from the earth, or magic that is used in Natureâ,¬,,¢s service. They also use some metal, but only the more important positions, such as clan leaders, chieftans, or elite warriors ever need to wear or use much metal. Most of the villages are slow to hostility, and are very courteous to each other, and even to outsiders. Though, they are quick to defend the forests or their villages if they face attack, and will do so with fervor. Koolonians rarely travel, as most are content with their life in the villages. The most common alignment for Koolonians is LG or NG.  

                          A few inhabitants of the villages are employed as Stewards, using their knowledge of nature to protect and invigorate forests and other biomes in distant areas.

                          Over the course of time, as populations grew, the villages grew into cities. But the cities were always built around nature; a few cities are wooden towns amidst the treetops, others are built in underground caves. A peaceful relationship with nature is always at the forefront of the Thun Koolonian mind.

                          [ic=Repyar Benutar, Verdantpine city chieftan] The city-folk could not travel anywhere on the island without our scouts' help. They cannot tell a path of stones from a maze of boulders.[/ic]

                          [/spoiler]

                          [spoiler=Kol Hurrun]
                          Kol Hurrun is a large island, southeast of Spalan. It is a very mountainous region, and is inhabited by a number of semi-primitive tribes of humans & half-orc humans. For some unknown reason, they are very aggressive towards outsiders, and will attack at the slightest perceived provocation. Most of the tribes do not use magic, except through the shamans that each tribe has. The tribes are a very conservative society, for the most part, though they are not especially evil; Lawful Neutral would be most common alignment. The inhabitants of this island were originally emigrants from the empire that once stood where the Dustlands are currently, though they have forgotten or outright dismissed this over the years. Kol Hurrun means East Land in the tongue of the biggest tribe â,¬' the Black Scar tribe â,¬' and is a throwback to what it was called by the settlers â,¬' Kol Hukir, or East Colony.

                          They are not afraid of using whatever technology they can trade for or steal. A few tribal members have become tinkerers, though they are few and far between. They are not especially dumb; indeed, in some ways, they have an intimate understanding  of nature and their own social order that few others do. As well, many from this area are able to master a single weapon within the space of a few months. But when faced with a theoretical or abstract idea, they have no real skill.

                          The tribespeople have built their own complex towns on the side of mountains, or out at the edge of the forests. Some people choose to leave the island, and work as labourers or fighters in other nations, especially if their home town is becoming too big. In this way, they not only support themselves, but also send money back to relatives. This has helped to develop the beginnings of a barter system; the Falic Republic and Holgadin Colony are the biggest trading partners. [/spoiler]
                          ‘Yes, one may live while never leaving their domicile. But then, they aren’t really alive. Exploring, adventuring, becoming a mercenary - whatever one may call it, it is the blood of the world that many are embracing now. Our reach is advanced nearly everyday, and the stars themselves are in our grasp. That is why I, and many others, continue to learn as we do.’

                          -Cazirife Dee, Captain of the Holy Vyecec (excerpt from the intro to Ifpherion: AoE)

                          I've had the honor of helping:
                              - Tera


                          Ghost

                          [Reserved for Nations 2]

                          [spoiler=the Caliphate]
                          [ic=Diary of the Caliph Exsoon Runebridge, Day 24, The Reddening, 11930 PF]The Caliphate is a last bastion on this bountiful Ifpherion of dedication to one god. Other nations and empires are abandoning their god, and even their pantheons, to flock to the spirits of commerce, industry and indifference. I hope that as long as the waters of Ap Tunizon flow, the Caliphate will remain devoted.[/ic]

                          Caliphate of Nacma Iss'har

                          The deserts stretch on for many miles, and the oases are a sight to see. The Caliphate is mainly dominated by one kingdom, the Caliphate of Nacma Issâ,¬,,¢har (the Caliphate of Golden Sands), which takes up the bottom 2/3s of the island.

                          The Caliphateâ,¬,,¢s capital, El Camizar, is a shining metropolis of bronze, glass, and magical walls - very affluent in all respects. Though not as populous as the Arcanopolis or the Grand Barony, the Caliphate boasts over 4 million people, with 2 million in El Camizar alone. El Camizar is known for itâ,¬,,¢s skilled gold and adamantium workers, fine tapestries, and spices. The city is currently ruled over by the Caliph Bassan Camizar XV, a portly merchant with a jovial demeanor and a penchant for grandeur. It and the surrounding countryside are patrolled by hired mercenaries from surrounding tribes - the Caliphate military does not know the sands as well as the traveling tribesmen.

                          The people are industrious, and share a little bit of the caliphâ,¬,,¢s appetite for grandeur, though they will not break any laws in doing so. Their usual alignment would be NG. The Caliphateâ,¬,,¢s official religion is a monotheistic one, with Nacma Issâ,¬,,¢jun (Golden Sun â,¬' a female god, with Sun as her domain) having multiple Aspects for different purposes.

                          There are a number of other cities within the Caliphate, the biggest (after El Camizar) being Kysis, famed home of the Blades of Iss'jun regiment. They are trained in a unique combat style that involves furious whirling attacks, dramatic flourishes and a strong philosophical devotion. Kysis is the religious center of the Caliphate, with more temples than El Camizar (though most are smaller), and a larger clerical staff. The rest of the Caliphate is scorching desert, with a few towns, centred around the oases.

                          The use of technology is widespread; in fact, it is the main subject of the second most important aspect in the pantheon, Purik Bruna, nominal god of the mind. Magic is also common, but often monitored by the people for spells that would go against the grain of their aspects.


                          There are other races that live in the Caliphate, though the region is noticeably less diverse than others. There are a few nomadic tribes of Kobolds, that roam the dunes, doing their best to survive. They have mostly cordial relations with the sand giants; humans who have, through some magical or genetic disorder, grown to large sizes. Many of the sand giants were born in the cities, but soon set out on their own because thay could not live normally in those cramped quarters.

                          The northern segment of the island is mostly wild territory, except for the numerous Abeil (another Offworlder race that has settled here, like the Gnolls) cities that have taken root in the area. They have not encroached upon Caliphate territory yet, but at the current rate of expansion, they will within 30 years. Attempts at negotiations have been difficult, as the Abeil people have not yet learned Nacmanian, or even Commontongue. This region is less sandy, but still very warm, with a climate and terrain similar to that of the Westenray Collective.


                          [note=...]Here, the title of Caliph is merely the nearest translation of the Nacmanian word for 'Ruler'; no relation to any Terran religion is implied.[/note]
                          [/spoiler]

                          [spoiler=Demesne of the Forgotten][ic=Journals of Ereghon Fulgun, Captain of the Baronial surveyor ship The Balythrax IV]
                          The people there...superficially, they were brave, optimistic, speaking of a better future. But it was obvious they couldn't forget. The land, a sparse, flat waste, made even the sunfruits seem dull. Certainly made me want to be back in Lagerheim.[/ic]

                          Demesne of the Forgotten


                          This island lies between Dromation and Anabadaâ,¬,,¢s Realm, and across the Southclaw Sea from Prohyoc. It is a desolate place, its inhabitants gathering in small villages to eke out what sustenance they can from the sparse landscape. Though, unlike, Dromation, it is not completely barren; there are several varieties of fruit-bearing trees that regularly grow on the Demesne, but they all share a grey tinge. Dromation is a place that has not forgotten the devestation endured in the Great Descent, though there are few written records from the time.

                          The citizens are a rag-tag mix of sentient beings from all across Ifpherion, forgotten or downcast by their society of origin. There are explorers who have voyaged long enough for them not to be recognized anymore, former beggars and thieves, and those who have been exiled. The villages are all independent of each other, as far as governance goes. They do, however, trade whenever possible, with the others part of the harvest, fish stocks, or items scavenged off the coastline. The people here are wary of any newcomers who try to impose any kind of law or religion more complex than the system they currently have. They are cautious in most other respects as well, though they go about them doing their best to contain a hidden mix of despair and sadness. The most common alignment is True Neutral, though some are LN.

                          [/spoiler]

                          [spoiler=The Falic Republic][ic=Excerpt from 'Letters to a Friend', the autobiography of Lagerheim physician Franzen Togoddic]      
                          'Higdyan Harbor is certainly a sight to see. Shaped like a perfect crescent moon, playing stage to all kinds of sailing and Combination ships, from all around Ifpherion. Why, there's not a place you can't get to from there.'[/ic]


                          The Falic Republic

                          The Falic Republic has long been a seafaring nation, owing to the unusually warm waters of the northern Spalan coast. Even in the time before the Great Descension, when the catfolk and gnomes shared the land, the sea was an important resource.

                          Now the nation has almost no catfolk, but many humans who immigrated here after the Great Descension. Despite a few initial conflicts, the gnomes and men have learned to get along well. Since incorporation as a Democratic republic, the humans have helped the gnomes construct and operate even better sailing vessels; the Falic Republic was in it's heyday during the development of steam, petroleum and electric ships. The use of Gravetite has come into popularity in the Falic Republic only in the last 2,000 years; later than the Arcanopolis or the Grand Barony. Their ships were already very mobile, and they had already made extensive use of ground vehicles, so the development of AG ships in Falicia has been slow.

                          The Falic Republic is overseen by an elected Prime Minister, as well as several Ministers of Industry, which are voted on only by people engaged in a particular job field. A majority of the population is Valatcian (Gnomish), but just over 40 percent are human or elven.

                          The Falic Republic retains some control over the Protectorate of Nimis-Valat. Nimis-Valat is the ancestral home of the gnomes, and still contains their greatest cities. However, most of the cities and temples lay empty, as the gnomes went on an exodus to other places around the planet millenia ago. A few gnomes and humans still live in the area, scavenging off what can be found, or maintaining the biggest temples out of solitary respect for the ancients. [/spoiler]

                          [spoiler=Anabadas Realm][ic=Kuriaus Bilennen, captain of the Armonya, Altax Specialized Navy]

                          The demon-witch Anabada has managed to repel every incursion attempted by our crew. Worse, her island's vile weeds have entangled our boat, keeping it beached. Any of the warped trees felled by our fires were merely replaced by others within an hour. We have alerted the patrol ship ASN Hersuren to attempt a remote teleport, but there is no guarantee they will penetrate the invisible miasma that the witch has shrouded the island in. Thylen, our diviner, has been grim for the day, and death seems sure after looking in his eyes. I only hope now to do damage to the witch before I join the previous expeditions...[/ic]

                          Anabada's Realm

                          This island is not a nice place to be. Most of the land is covered by dense jungle, all of it either rotted or warped in some way. The sentient forms of the island are the same.

                          The island is watched over by the witch Anabada. Being a elf born with the taint of 'Veshanyi', vampire blood, she was set adrift as an infant, never to return to her Fey home. She ended up on the island, which was then bright, verdant and clean. The infant Anabada was taken in by a kindly elf druid, and taught the maintenance and proper care of the natural world. However, her adoptive mother contracted a terrible disease, and Anabada grew stressed, frantically trying to find a cure. When her caretaker passed away, it would prove to be the last straw for her, and she started to go mad with grief and desperation. She hated the nature that she beleived had killed her only real parent, yet could not leave the trees that had been her lifelong home. Her madness has only increased over the years, right along with her magical prowess. Her influence now spreads to include a majority of the island; she can telepathically contact all sentient and animal life within her domain, including the community of elves and gnolls she has come to subjugate. In the last few decades, sea creatures have come under her influence, and have been sent to snatch crews and dockworkers at the ports of nearby societies. This has angered the surrounding nations, as well as the home countries of the snatched visitors. Increasing attention is being paid to the south by the advanced nations, and this island and dealing with Anabada is one of the main focal points.

                          The few missions to help the subjugated people here have all ended in failure, as thick, black vines infest the shallow waters around the island. The use of flying ships is to no avail, either, as the jungle canopy is too dense to allow for landings.  A number of ships sent from surrounding nations, as well as from Altax and the Arcanopolis, constantly sail the surrounding waters, monitoring the island for any sign of weakness or expansion.[/spoiler]

                          [spoiler=Boundless Dominion of Bena Arpha](The following content is not OGC.)

                          Bena Arpha was originally a pirate coalition, attacking the sea-going vessels of the Falic Republic and the Grand Barony. However, 1500 years ago, as the use of AG ships developed, they began to take to the skies. Attacks on other AG ships replaced sea attacks. A millenia ago, as larger, slower AG ships became the norm, they were able to armor their ships much more heavily. As well, they found out a way (which is rumoured to involve an advanced magic) to never have to land to obtain fuel. So, for convenience and to intimidate all other nations, they decided to relocate their headquarters (which have always had to have been hidden away while on land) to these ships.

                          The Boundless Dominion has stayed true to it's pirate roots, never signing treaties, never setting up the traditional trappings of a nation or empire. They steal what they need, or the money to buy it with. However, the assembled captains, as well as the reigning Bena Arpha ('Fleet Commander'), meet twice a month to decide who and how to attack next. To ensure loyalty, every citizen is branded from birth with a particular mark located on the underside of the arm, near the armpit. This mark cannot be removed, except with a few spells, which only the captains are rumoured to know, and will even stay visible is the branded person is magically able to change their appearance.

                          The ships used by the Boundless Dominion are stolen Arcanopolis, Falic, and Altaxian ships, with all magical markers removed, and their own put in place. All of them are very large, with space for the smaller Scorpion Stinger ships (which are also stolen from the Baronial military) to launch from. As many as 2000 people can live at one time on a ship, though the population usually stays at 1300. Every citizen from a young age is taught how to use a variety of weapons, either by their parents, or by other parents.

                          Citizens are either born on the ships, or are recruited from any number of other nations, especially the Viceroy. Not all pirates from the Viceroy end up here, as some treasure the chance to go back to a law-abiding citizen's life someday.

                          The Boundless Dominion occasionally sends ships up to the moons, but most of the value is down on the planet. They are not currently in operation among the Path of Trials, or near the patrol stations at the border of the solar system. They are often friendly with the Bu'xluians, since their goals are similar.

                          [ic=Benji Sian, pirate mage]"It'll be a warm day in the Gray Wastes before I think 'bout leaving the Scorpion Claw. She's a fine ship, and i've always been proud to serve aboard her."[/ic]
                          [/spoiler]
                          ‘Yes, one may live while never leaving their domicile. But then, they aren’t really alive. Exploring, adventuring, becoming a mercenary - whatever one may call it, it is the blood of the world that many are embracing now. Our reach is advanced nearly everyday, and the stars themselves are in our grasp. That is why I, and many others, continue to learn as we do.’

                          -Cazirife Dee, Captain of the Holy Vyecec (excerpt from the intro to Ifpherion: AoE)

                          I've had the honor of helping:
                              - Tera


                          Ghost

                          Magic

                          [ic=Guru Rimun Belen, Altaxian philosopher, doctor and theologist]'There's little point in trying to catalog every single ritual, spell, or prayer. In an infinite space, there are infinite shortcuts. Though, it is always of use to remember paths you've been down before.'[/ic]

                               
                          All across Ifpherion, a very wide variety of magical techniques are utilized, and new systems are introduced every so often by visiting Offworlders. One can find clerics who claim gods as their source and benefactor, psions with their sharpened minds, and druids taking their spells from the world around them. Most people take the presence of magic for granted, and will tolerate the beneficial use of it. However, they will look negatively towards anybody who uses it for especially chaotic or destructive purposes. Almost everybody on Ifpherion has some magical potential, though it is obviously stronger in some than in others.

                          No one really knows how magic came to be, though many have their own theories. What is known, thanks to the Draconids and other Offworlders, is that, spread throughout the universe, are vast regions where these shortcuts are much easier to access. Most of these regions are no bigger than a galaxy cluster. A civilization outside of these regions always has to depend on their minds and manipulating limbs to achieve their interstellar goals.

                          Magic, within these regions, is merely the way one accesses the shortcuts. For most peoples, Magic is infinitely varied and malleable. Almost all systems of magic can be employed.

                          Rules-wise, Ifpherion can be adapted to almost any rules system representing magic, with enough flavor adjustment. DMs can allow any custom or variant spells they think are appropriate.

                          Gravetite
                          Gravetite is one of the most mysterious manifestations of the magic inherent in this region of space. In the most basic terms, it is a mineral, which, upon exposure to oxygen, will tend to levitate a few feet off the ground. Fields full of loose Gravetite boulders are not uncommon near exposed veins. Similarly, special precautions must be taken when mining it.

                          The Draconids were the first to find ways of amplifying it's lifting effects. Through the use of magic, they were able to lift things high in to the sky, and even into space with the most complex arcane engines. From the Draconids the knowledge of Amplified Gravetite spread, to the point now where it's use is commonplace.

                          One thing must be noted - because the Gravetite is not destroyed in any way during it's use, the planet's supplies of it will not run out for a long time, unlike other fuels used in the past, such as wood or coal.

                          Technology
                          All over Ifpherion, there is a wide range of technology employed. It is often used side-by-side with magic spells and marks to increase it's efficiency.

                          Some people prefer not to use it, such as the villagers of Thun Koolo, and some select groups abhor it.

                          The vast wealth of knowledge in advanced nations such as the Falic Republic and the Cargada Arcanopolis have produced some very useful devices. Though, the Draconids have been carefully monitoring what ends up being made. A small selections of firearms, no bigger than a human arm, are available to licensed professionals (including players, if they hold such a license). These and more optional devices can be found here.

                          Of course, many older, simpler weapons can be found, including most in the PHB.


                          Gates
                          Among the legacies wrought by the arrival of the Draconids are the Gates. But they have been very secretive about them; only 4 have been revealed or built in open areas. All others are guarded by at least one dragon. What has been told about them is that they allow objects to travel through and end up on Ifpherion from another gate (which must be located within a certain range). However, only one of the gates on Ifpherion, the Moren Gate near Zwergestadt, allows for travel from Ifpherion to elsewhere. Travel through all of the gates is monitored by several Draconids, who do not easily reveal who they will let in or out. No other secrets about the Gates' inner workings have been revealed, though it is very obvious that it works in magical ways.

                          Sometimes, the monitoring Draconids will ask for a high price in exchange for an expedited request to enter through the Moren Gate. However, few complete the usually complex tasks; those that do often end up beocming heroes on the destination planet, or upon their return to Ifpherion.
                          ‘Yes, one may live while never leaving their domicile. But then, they aren’t really alive. Exploring, adventuring, becoming a mercenary - whatever one may call it, it is the blood of the world that many are embracing now. Our reach is advanced nearly everyday, and the stars themselves are in our grasp. That is why I, and many others, continue to learn as we do.’

                          -Cazirife Dee, Captain of the Holy Vyecec (excerpt from the intro to Ifpherion: AoE)

                          I've had the honor of helping:
                              - Tera


                          Ghost

                          Classes
                          Any classes can find their place on Ifpherion, including many from the d20 Modern rulebook, as well as the Urban Arcana setting. It is up to the DM to exclude classes, however.

                          [spoiler=Languages]

                          For further ease of roleplaying in this setting, here is a list of the various languages one would hear while adventuring. All of these have both a written and verbal side, except for Perin, which is only verbal or visual (hand signs).

                              * He'chth - Primary Altaxian language
                              * Drakoro - Language used by the Dragons
                              * Valatian - Gnomish lanaguage, from the gnomish word for themselves, 'Valatcia'
                              * Westenranian - primary Collective language
                              * Veldtongue - language of the eastern veld regions of the Collective, and a dialect of Westenranian.
                              * Commontongue - the language that travelers use; it was built to contain elements of as many languages as possible. Serves as an equivalent to Common in most areas.
                              * Nog Horog - primary language of Kol Hurrun, and of all half-orcs.
                              * Baronial - language spoken by natives of the Grand Barony, and by denizens of many other countries. Makes up the bulk of Commontongue, and is often interchangeable.
                              * Falician Advanced - The official tongue of the Falic Republic.
                              * Perin - the small language made and used only between the AG Engineers of the Grand Barony, the Falic Republic, Altax, and the Cargada Arcanopolis. Designed to communicate complex technical ideas in as short a time as possible, to speed up communication between workers. A hand-signal version can also be learned - sometimes the noise of factories and workshops can drown out verbal communication.
                              * Binzu - the system of speech used amongst the kobold tribes of Ifpherion.[/spoiler]

                          [spoiler=Calendar]
                          The planet of Ifpherion circles its primary sun, Ibn Ataro, every 433.5 Ifpherion days (by the latest calculations of the Draconids). The secondary sun, commonly named Ibn Butar, orbits very slowly around its companion - once every 9 Ifpherion years. To observers on Ifpherion, they seem to be chasing each other across the sky.

                          A day - from the rise of Ibn Ataro to the setting of Ibn Butar - lasts 11 hours. Night lasts about the same length.

                          In some lands, names are given to years, in addition to their numerical designation. The names are decided upon by the locals; in the Grand Barony, it is currently the 115th (unconsecutive) Year of the Elder Scorpion. In the Caliphate of Nacma, it is the Year of the Burning Brand.


                          There are 5 definite periods of weather changes over most of Ifpherion:

                          Gohorotan; 'the Whiteness'

                          This season roughly corresponds to Winter, with temperatures dipping very low, and an increased amount of snow and rain. This period lasts for the first 90 days of the year.

                          Jihorotan; 'the Graying'

                          This season is one of gradual warming, and the melting of the previous snowfalls. In most areas, the sky stays a uniform grey throughout the period (75 days, usually).

                          Bahatan; 'the Reddening'

                          Bahatan is the time of the real blooming of flowers and trees, and of the first emergence of fruits. This is the second-warmest of the seasons, and is usually filled with white, puffy clouds, and strong sunshine. This period usually lasts for 80 days.

                          Kahorotan; 'the Greening'

                          Kahorotan is the time of the harvest, where the vegetables, fruits, and other crops have fully matured. The trees are at their fullest, and are in prime condition for use in building.
                          The temperatures gradually start to decline. Kahorotan usually lasts for 80 days.

                          Rahorotan; 'the Blackening'

                          This is the season of darkness, where any crops left unharvested start to go bad, and the days are darker longer. The temperatures start dropping sharply as the Whitening nears. Rahorotan lasts for the remainder of the year.[/spoiler]


                          Creatures

                            [spoiler=Common]Ifpherion has developed a wide variety of species. Many are familiar to us, though even in those animals, such as cows, boars, snakes, and antelope, there is a striking visual difference, such as different colorization (boars), a wider variety of size (snakes), and an extra set of horns (antelope). There are also a large number of animals unique to Ifpherion.

                          One creature of note is the Scorpion. Similar in appearance to those found on earth, but ther are several subspecies on Ifpherion, ranging from the usual Tiny size to Huge size. Some mountain-dwelling folk have learned to ride the larger ones.[/spoiler]

                            [spoiler=Horrific, Magical, Constructs](forthcoming)[/spoiler]
                          ‘Yes, one may live while never leaving their domicile. But then, they aren’t really alive. Exploring, adventuring, becoming a mercenary - whatever one may call it, it is the blood of the world that many are embracing now. Our reach is advanced nearly everyday, and the stars themselves are in our grasp. That is why I, and many others, continue to learn as we do.’

                          -Cazirife Dee, Captain of the Holy Vyecec (excerpt from the intro to Ifpherion: AoE)

                          I've had the honor of helping:
                              - Tera


                          Ghost

                          Cities, Towns, and Wonders

                           Lagerheim is the capital of the Grand Barony. It sprawls out on either side of the River Canyon, and has the government buildings on Canyonspire, the island in the middle of the canyon.

                          It was founded from the many wine orchards in the immediate area, and is still reknown for excellent wine and ale. The number of bars and other drinking establishments is notable, even among cities of it's size. The current Baron, who is also the Mayor, is known to be an eccentric drunkard, at his fighting best when perfectly inebriated.

                          It has become the biggest metropolis of the Grand Barony, with 10 million people living within the urban boundaries. The population is mostly human, though elves and gnomes make up a significant portion. There are also several small communities of kobolds and half-orcs. The level of welfare is very good, compared to other cities of the Grand Barony; the religious organizations here, as well as the occasional government dignitary, will use magic to create food for those wihtout the means to find it for themselves.

                          The city is largely tolerant of many things; a number of religions and cults have headquarters here, with the largest being the Order of Sol'Ar Gloria. The Order is the most popular religion in the city; while it would never be officially endorsed, it has won the minds of many citizens with it's code of peace, honor, charity, and compassion.

                          Many different types of magic are allowed here; though, the citizens here, as with any other Baronial city, are constantly on the lookout for any necromantic or mind-altering incantations. Magic is also an important part of the AG trains and vehicles, which are common sight throughout the city.
                          ‘Yes, one may live while never leaving their domicile. But then, they aren’t really alive. Exploring, adventuring, becoming a mercenary - whatever one may call it, it is the blood of the world that many are embracing now. Our reach is advanced nearly everyday, and the stars themselves are in our grasp. That is why I, and many others, continue to learn as we do.’

                          -Cazirife Dee, Captain of the Holy Vyecec (excerpt from the intro to Ifpherion: AoE)

                          I've had the honor of helping:
                              - Tera