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Hiceana Campaign Setting

Started by Kal Jerico, October 30, 2006, 04:49:36 PM

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Kal Jerico

Feedback would be appreciated.

Races of Hiceana Pt 1:[/u]

Naira:
[spoiler]
Creation Myth:
In the dawning ages, a young woman named EglÃ,,'", discovered after bathing with her two sisters, a serpent amongst her clothes. Speaking in an intelligent voice, the serpent agrees to go away only after EglÃ,,'" pledges herself to him in exchange for him leaving the clothes, not realising the possible consequences. Three days passed, thousands of serpents come for the bride, but are tricked by her relatives three times in a row. The first night they use a goose, the second night, a sheep, and the third night a cow was returned instead. The Mor bird, known for its wisdom, warns about the deceit every time. Angry serpents return the final time and take EglÃ,,'" with them to the bottom of the sea to their master.

When they arrive at the lair, instead of seeing a serpent, EglÃ,,'" meets her bridegroom Nega, a handsome human, the Serpent Prince. They lived together happily and bore four children, until EglÃ,,'" decides to visit home and Nega forbids it. EglÃ,,'" pleads with her husband, promising to return to him once she has seen her family. EglÃ,,'" and the children are reluctantly let go by Nega, who says that they have a week before they are required to return.

EglÃ,,'" returned to her family, and the week passed quickly. EglÃ,,'"'s relatives did not wish to let their long lost family to return to the sea and decide to kill Nega. EglÃ,,'"'s brother's try to force the children to reveal the secret calling that will summon forward their father. The boys are threatened and beaten by their uncle's, though they remain silent and do not betray their father. Their frightened sister, fearing for their lives, discloses the secret to their Uncles:

"Nega, dear Nega,
If alive - may the sea foam milk
If dead - may the sea foam blood...."

The twelve brothers call forth Nega the Serpent from the sea, and set upon him with their farming tools, a whirlwind of scythes reap the life from Nega.

Worried EglÃ,,'" wanders to the sea shore and calls for her husband. A few moments later, only foams of blood return from the sea. EglÃ,,'" realises that her husband is dead, and runs to her children in tears. She tells them about their Fathers death, and they reveal what her brothers have done. At this moment, EglÃ,,'" took the mantle of her dead husband and become the Queen of Serpents. Her vengeance was swift and decisive, as a punishment for betraying their father; EglÃ,,'" turned her children and herself into the first of the Naira. Her children took on the familiar base colour of the Naira, of mottled greens and browns, where as EglÃ,,'" took on an albino form. It is from this legend that when an Albino Naira is spawned, it is said that their brood and the Albino itself are destined for great things.

Details:

The Naira is a small reptilian race, who has a thick set of scales covering their bodies. What appear to be soulless eyes stare from their reptilian features. Their slow movements suggest they are incapable of fast movement, but when the time if right they will spring into action, the very embodiment of patience. Their natural habitat is that of the damp and moist swamps that cover Thamasa. The Naira are spawned in large groups called broods in specific spawning pools. These pools are set into the hearts of the cities as large watery areas, where infant Naira spent the first two years of their lives, eating and living in the water. During this time, each of the infants must survive on their own, ensuring that only the most physically adaptive and mentally astute will emerge to join the Naira civilization. It is from the legend of EglÃ,,'"â,¬,,¢s transformation that it is believed that when an Albino Naira is spawned, it is said that their brood and the Albino itself are destined for great things.

No-one quite knows why the Naira are scattered across the world like they are. They have their own lands, but they seem to naturally diffuse across the world. The truth behind it is that the Naira knows what their speciality is, they know how and when to use it. The Naira, trade in information, if you want to know something about something, you go and see the local Naira, they'll know what you want to know, if they don't, they certainly will know someone who can tell you or find out for you. Those in the know know that the best spies and assassins are from the Naira Thieves guilds. For a race that makes it their business to know everyone else's business, they are very much an Isolationist culture. The Naira cities are designed to provide the most cover, mainly partly submerged and create as much natural darkness as possible; after all what you can't see isn't actually happening. This insistence on darkness, and a volatile society, those in power don't last very long unless they are good at their job, or have enough security to prevent their retirement.

Naira Society:

Social Type: Isolationists.

Primary Trade Items: Information, Merchant Goods, Espionage / Sabotage.

Pantheon: EglÃ,,'" the Serpent Queen.

Friendly Diplomatic Terms with: Ar Laran

Neutral Diplomatic Terms with: Anxyr, Rgaran, Sylophen, Varix, Naziho, Zyanya, Thoold, New Catharian.

Hostile Diplomatic Terms with: N/A

Naira Continent: Thamasa (Tha-masa)

Naira Country: Thamasa (Tha-masa)

Naira Cities:
Cormere (capital)
Aelfort
Dornesse
Silverley

Base Modifier Stats:

â,¬Â¢ Type: Humanoid (Reptilian) - Naira are Humanoid reptiles native to Hiceana.
â,¬Â¢ Racial Modifiers: -2 Strength, +2 Dexterity, +2 Constitution, -2 Charisma
â,¬Â¢ Size: Small, Naira are small creatures, and thus have a +1 size bonus to AC, +1 size bonus to attack rolls, and a +4 bonus to hide checks, but use smaller weapons than humans use, and their lifting and carrying limits are three quarters those of a medium creature.
â,¬Â¢ Base Land Speed: 20 ft.
â,¬Â¢ Racial Skills: The Naira has +2 bonuses on Balance, Jump and Swim Checks.
â,¬Â¢ Chameleon Skin: Their Chameleon skin gives them a +5 racial bonus on Hide checks. This applies only when the Naira is wearing light or no armour.
â,¬Â¢ Hold Breath: Naira is birthed in the spawning pools of their cities; as such they spend the first 2 years of their lives in an aquatic environment. After leaving the spawning pools they retain some of their amphibian abilities, and so they can hold their breath far longer than most creatures. A Naira can hold his breath for 4x its Constitution Score before it risks drowning.
â,¬Â¢ Low Light Vision: Naira has large eyes for their size which rarely blink. They are sensitive to light, and they can see twice as far as normal in dim light. Low-light vision is colour vision. Naira can see outdoors on a moonlit night as well as they can during the day.
â,¬Â¢ Special Attacks: None
â,¬Â¢ Automatic Languages: Traders Tongue, Nairian.
â,¬Â¢ Bonus Languages: Sylvan, Thieves Cant.
â,¬Â¢ Favoured Class: Spellthief
â,¬Â¢ Level Adjustment: +0[/spoiler]

Sylophen:

[spoiler]Creation Myth:

According to Sylophen tradition, a long time ago the rivers and ocean covered the lands of Hiceana, wiping clean the lands of the previous inhabitants. A brother and sister of these lost children of the Creators were locked in a yellow wooden drum. Taranis looked out and saw Hiceana. Everything was dead. Only a yellow wooden drum was left on the water.

"Punch holes in the Earth so the water will drain away," said Taranis to Danu.

The water went down. Finally, the drum bumped against the ground. The brother and sister came out of the drum and looked around. Everything was dead.

"Where are the people?" asked the sister.

Her brother had an idea. "All the people on Earth are gone. Marry me, we can have children."

"I can't marry you, we are brother and sister." The sister replied.

But he asked her again and again and she said, "No."

Finally the brother said, "Let's carry the grindstones up the hill and roll them into the valley. If the stones land on top of each other, then you shall marry me."

The sister rolled her stone and then, as soon as the brother rolled his stone he ran as fast as he could down the hill and stacked the stones on top of each other.

When the sister saw the stones she cried. Finally she said, "I will marry you, because it was meant to be."

A year later the wife gave birth to a baby, but the baby was not a real baby. It had no arms or legs. It was just round like a pumpkin. The husband cut it up and threw the pieces away. One piece fell on the garden, where it grew and changed into the Sylophen. Some pieces fell on the leaves, plains and river, and they became the other races of the world.

The next morning the world was full of settlements. The husband said to his wife, "I asked you to marry me because all the people on Earth were dead. Now these people are our family -- our sons and daughters. We must teach them the ways of the earth, so that they are spared the same fate as our family was."

So the Sylophen druidic traditions are said to have been created, and have been followed for centuries past.

Details:

The Sylophen are a Humanoid race who is not Fauna but Flora based life form. Their bodies are shaped similarly to normal humanoids, they had a head, and a body, two legs and two arms, but their internal make up is different. Their skin pigments vary from light greens to dark greens commonly, with some regional variations in colour to match local plant life.

Their food generation system is completely alien to normal humanoids; their outer skin contains photo-chromatic pigments that allow them to create sugars through photosynthesis, similarly to normal plant life. They breathe in carbon dioxide that is normally contained in the atmosphere, and exhale oxygen as a part of their food generation process. They require water to process the food, and some of this water is used to maintain their osmotic pressure skeletal system. Should they be without water for too long not only does their bodies start to die, but their skeletal system also starts to fail. They become weak and their physical abilities are weakened greatly. In order to gain the nutrients that they need to survive, a Sylophen must take root. A left over from their plant evolution, a Sylophen has to reach down into the ground to absorb the essential minerals they require to survive. To take root, they must expose their feet to soil, while doing so, small roots protrude form their feet and sink deep into the earth. While taking root, they are immobile and cannot move, they essentially are like an anthropomorphised tree at this time.

The Sylophen are a peaceful race in touch with nature, they have a synergy with the natural world, which expresses itself through their society. They have no priests, instead favouring a Druidic pantheon of the four Creationist Deities, Danu the Earth Mother, Taranis the eternal breath, Manannan of the life giving waters and Svarog Fire's Spirit. There are individual Druid enclaves that specialise in each of the elements, but the most popular is the worship of the Creationist Pantheon as a whole. Due to their vulnerability to fire, most Sylophen's treat the worship of Svarog as an outcast sect, and it's followers with suspicion.

The Sylophen live in the valleys and hills around Hiceana. As they revere nature, they are friendly with the mutually respective Rgara, and have a neutral relationship with the Varix, who works in the depths of the world. The Sylophen are known for their protection & knowledge of nature, herbalism and medicine. Sylophen retain some understanding of their planet brethren and are able to communicate with them. They use their skills with nature to create groves within the confines of their lands which are made of great trees. The Sylophen live on and in these trees, which have been shaped to create facsimiles of other races houses. Their settlements characteristically have no fencing or barricades around them, but because of their characteristic abilities to communicate with plants, they use the very trees that surround their homes as ever vigilant watchers, that are discreet. Due to their unique abilities, ideals and Druidic society, Sylophen are very welcome to Druids of other faiths.

Sylophen Society:

Social Type: Agriculturalists, Druidic, Pacifists.

Primary Trade Items: Food (Meat and Vegetables), Vegetation (useful herbs), Medicine, Nature Goods.

Pantheon: The Creationists

Friendly Diplomatic Terms with: Rgaran

Neutral Diplomatic Terms with: Anxyr, Varix, Naziho, Zyanya, Naira, Thoold, New Catharian, Ar Laran.
Hostile Diplomatic Terms with: N/A

Sylophen Continent: Herzens der Welt

Sylophen Country: Herz des Masse

Sylophen Cities:
Waldweg (capital)
Ostkeep
Raywald
Wildeiron Marsh

Base Modifier Stats:

â,¬Â¢ Type: Humanoid (Plant) - Sylophen are Humanoid Plant creatures native to Hiceana.
â,¬Â¢ Racial Modifiers: -2 Dexterity, +2 Wisdom, Sylophen are wise in the ways of the world but their unique vascular system means they arenâ,¬,,¢t very nimble.
â,¬Â¢ Size: Medium Humanoid (Plant), As Medium creatures, Sylophen have no special bonuses or penalties due to their size.
â,¬Â¢ Base Land Speed: 20ft
â,¬Â¢ Racial Skills: +2 to Knowledge (nature) & survival.
â,¬Â¢ Vulnerability to Fire: Sylophen are vulnerable to fire damage. Sylophen take half again as much (+50%) damage as normal from the effect, regardless of whether a saving throw is allowed, or if the save is a success or a failure.
â,¬Â¢ Need for Water: As Sylophen depend partly on water for their turgor pressure skeletal system, they suffer additional problems from dehydration if they have not taken in the recommended daily allowance. In addition to the standard problems from dehydration, they also suffer -2 Strength, -2 Dexterity & -2 Constitution penalties. This can be negated by drinking and then taking root for 8 hours or by the use of the Heal, Hydrate or Restoration spells.
â,¬Â¢ Taking Root: Sylophen need to take root for 8 hours a day to regain strength. To do so, they must expose their feet to soil, while doing so, small roots protrude form their feet and sink deep into the earth. While taking root, their skin toughens, making them immobile and ensuring that they cannot move. Their skin contains layers of photo-chromatic pigments which allow them to photosynthesize through their flesh when it is exposed to light, and creates the sustenance they need. They can survive for a time, if they ingest the nutrients they need (eating handfuls of soil), and then rest for 8 hours, but this can only sustain them for a period of 5 days, before becoming ineffective. If there is no soil to plant their feet in or to ingest in the case of emergencies, then they will not be able to rest well, they will act as though fatigued until they can take root next. This replaces the normal humanoid need for sleep and eating.
â,¬Â¢ Thinking Plants: Sylophen are not immune to mind-affecting effects.
â,¬Â¢ Re-growth: Sylophen physiology allows for the loss of limbs which can be replaced relatively quickly. Sylophen have a form of regeneration and take lethal damage from all attacks that would normally cause lethal damage, however any severed limbs can be regenerated. If a limb is lost, a Sylophen can grow a replacement but must remain in the taking root status for a 168 hour period (1 week).
â,¬Â¢ Hybrid Physiology: Sylophen are not immune to poison, sleep effects, paralysis, polymorph and stunning. They are also subject to critical hits.
â,¬Â¢ Spell-like abilities: Once a day (1/day) a Sylophen can use Entangle. If a Sylophenâ,¬,,¢s charisma is above 12, they can at will speak with Plants. Sylophen are able to magically communicate with plants and plant creatures.
â,¬Â¢ Automatic Languages: Traderâ,¬,,¢s Tongue, Silam
â,¬Â¢ Bonus Languages: Sylvan, Rgara'sah, Sia'deen'ah.
â,¬Â¢ Favoured Class: Druid
â,¬Â¢ Level Adjustment: +0[/spoiler]

Zyanya:

[spoiler]Creation Myth:
According to Zyanyan tradition, their creation is closely linked with the Sylophen, though their tale is slightly different. When the Husband cut up the child they had given birth to, and threw the pieces away, a single piece tumbled across the land and fell a great distance down a sink hole cave in the earth.

The piece changed and grew into the Zyanyan people. Their life in a dark cold cave meant that they had to develop acute senses, and other ways of viewing the world. For a long time, the Zyanya dwelled in this cave, constantly trying and striving to reach for the surface, where a single beam of light cascaded into the cave. This time continued for a while, until a unique Zyanya appeared, he had modified his body, through body art techniques to have a basic wing under each arm.

â,¬Å"I will leave you now brothers, if I am to survive I will bring tales of the outside world, and a warning if necessary. In a yearâ,¬,,¢s time I will be back, if all bodes well I will show you the way to escape too. Farwell.â,¬Â His name was Khaynin Ulatosh Hanazak, and he did return in a yearâ,¬,,¢s time. Khaynin brought tales of other races, and the wonders that were the outside world. Khaynin done as he promised, and taught the rest of his kin how to develop their own means of escape, and so it is said the Zyanya desire for wandering and exploration originated.

Details:
If you could tell a tale of a far off land or location, chances are that the Zyanya's have already told the tale and been there several times. Inside each Zyanya is a lust for exposure to new cultures and travelling which they predominantly resolve by undertaking a journey. "The Journey of the Four Winds", as it is called, is the right of passage for all Zyanya adolescents; the theory behind it is that each Zyanya will return to their nesting family with knowledge of far away lands and that bit wiser. Quite often, during the "The Journey of the Four Winds" a young Zyanya will take on a delivery job as his reason for visiting areas, ensuring that they will not go short of financial aid, while also giving them a reason to see new places; this also forms the basis of a rudimentary postal service that the Zyanya's operate. The Zyanya are smaller than normal Humanoids, and appear to be giant anthropomorphized bats. Their bones are hollow, which makes them lighter than a normal creature but they are not as strong as the hardier races. Their arms have tough membrane that runs from behind their wrists to the sides of their chests, creating a natural wing below each arm, this large surface area and their light bones makes them naturally adapted to flying. Being naturally nocturnal creatures, the Zyanya have the ability to detect objects in the dark, their means to do this are different to others with this ability. The Zyanya use echolocation to detect movement which shows their Chiropteran heritage. Due to their unique physiological adaptations, they are renowned for being travellers, scouts and explorers. Though they are predominantly known for their scouting abilities, they are also well versed in the use and creation of healing balms. They have recently been voicing their distrust of the New Catharian use of enchanted vessels that fly; they view the artificial flying method as an abomination, compared to their graceful natural flight ability.

Zyanya Society:

Social Type: Explorers, Scouts, Healers, Nest-centric families.

Primary Trade Items: Healing items, Scouting, Postal / Delivery services.

Pantheon: The Creationists

Friendly Diplomatic Terms with: Anxyr.

Neutral Diplomatic Terms with: Rgaran, Sylophen, Varix, Naziho, Naira, Thoold, New Catharian, Ar Laran.

Hostile Diplomatic Terms with: N/A

Zyanya Continent: Da-buqi (Da-boo-key)

Zyanya Country: Da-buqi (Da-boo-key)

Zyanya Cities:
Aman-Sûl (capital)
Lis-Soldat
Raz-hakul
Verok-Nor

Base Modifier Stats:

â,¬Â¢ Type: Humanoid (Zyanya) - Zyanya are Humanoid creatures native to Hiceana.
â,¬Â¢ Racial Modifiers: +2 Dexterity, -2 Constitution, Zyanya are nimble and quick, but their light frames mean that they are less resistant to damage.
â,¬Â¢ Size: Small, Zyanya are small creatures, and thus have a +1 size bonus to AC, +1 size bonus to attack rolls, and a +4 bonus to hide checks, but use smaller weapons than humans use, and their lifting and carrying limits are three quarters those of a medium creature.
â,¬Â¢ Base Land Speed: Walk speed 20ft / Fly speed 60ft (average)
â,¬Â¢ Racial Skills: Zyanya gain a +2 racial bonus on Listen and Spot checks.
â,¬Â¢ Blind sense: Using non-visual senses, such as acute smell and hearing, Zyanya notice things they cannot see. The creature does not need to make Spot or Listen checks to pinpoint the location of a creature within 5 feet, provided that it has line of effect to that creature. Any opponent the creature cannot see still has total concealment against the creature with blind sense, and the creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blind sense. A creature with blind sense is still denied its Dexterity bonus to Armour Class against attacks from creatures it cannot see.
â,¬Â¢ A little bit of knowledge: Zyanyaâ,¬,,¢s are well travelled, and pickup much knowledge from the many communities they visit. Once per week they can attempt to pick out a random fact from memory that they have come across. This works similarly to the Bardic Knowledge skill, using the Zyanyaâ,¬,,¢s class level as the bonus to the roll.
â,¬Â¢ Automatic Languages: Traderâ,¬,,¢s Tongue, Khah'deesh.
â,¬Â¢ Bonus Languages: Aralivic, Can'thara, Nairian, Onisi, Onisi-dei, Rgara'sah, Sia'deen'ah, Silam, Ti-lax.
â,¬Â¢ Favoured Class: Cleric
â,¬Â¢ Level Adjustment: +0[/spoiler]

Varix:

[spoiler]Creation Myth:
The Varix recount that in the times before, there lived gods on the surface of Hiceana and the Varix lived in an underworld without culture. Creation was initiated by Coskun, an ethereal Badger entity, often coined as the trickster, who conspired to cause a rift in the heavens between the The Sun God and his wife, the Moon. Their separation marked the creation of time. Some of Coskun's co-conspirators were exiled to the Earth where the gods of the four elements were scattered and created space.

To populate Hiceana, Coskun traveled to the underworld in the form of a coyote and met with humanity, telling them about a paradisical world aboveground. Coskun convinced a Varix named Cheagh ("the first") to travel to the surface for a brief visit. When Cheagh emerged through a cave, he found the world to be strikingly beautiful. Returning to the underworld, Cheagh persuaded other families to accompany him to the surface, but upon arrival they discovered that the Earth was full of hardship. Coskun had by this time prevented the Varix from returning fully below ground, so the families had no choice but to live partially under the world and above it, to eke out their livelihoods.

Details:
The Varix are renowned for being a strong force in the mining and blacksmithing trades, though they are singularly quite insecure.  They prefer to protect their homes with traps rather than fighting direct, and will attempt to stay on the good side of most races. Of all the races on Hiceana, they have seen the least military action, using their ability to provide arms as a bargain chip in any conflict they have been involved in.  They are friendly towards the Thoold due to their shared draconic heritage, often the two will share resources, and a Thoold is always welcome in a Varix settlement.  The merchant is the focus of most of the Varix lands; their trading allows an influx of money which the Varix wants to see, they use this money to entrench their hold of the arms, armour and tools industries.   As a Varix saying goes â,¬Å"Better Quality goods, mean better quality clients.â,¬Â  
If a Varix stood up straight it would be the same height as Sylophen, however they are constantly stooped over and appear to be more around the same height as Rgaranâ,¬,,¢s.  Similar to the Thoold, Varix have a scaly skin, they have no external ear lobe, only having a small pit on each side of the head.  They do not have horns like their Thoold cousins, but they do have a crest of horns that run down from the top of their heads to the small of their backs.  The Varix eye developed in the darkness of the caverns that they are said to have been created in, they are quite happy working in low light levels, as much as they are in areas where there is no light at all.  While their eyes are capable of seeing in the dark, they are however susceptible to the effects of bright lights, which often daze them when they are first exposed to them.  


Varix Society:

Social Type: Passive, Economy Centric, Non-militant.

Primary Trade Items: Mining and Blacksmithing.

Pantheon: Cheagh the first.

Friendly Diplomatic Terms with: Thoold

Neutral Diplomatic Terms with: Anxyr, Rgara, Sylophen, Naziho, Zyanya, Naira, New Catharian, Ar Laran.

Hostile Diplomatic Terms with: N/A

Varix Continent: Herzens der Welt

Varix Country: Vorpam Nar

Varix Cities:
Kell-sith (capital)
Arch-a-doon
Mor-lyn
Kur-mak

Base Modifier Stats:

â,¬Â¢ Type: Humanoid (Varix) - Varix are Humanoid creatures native to Hiceana.
â,¬Â¢ Racial Modifiers: +2 Constitution, -2 Intelligence, Varix are hardly creatures, which are not academically minded unless in a large group.
â,¬Â¢ Size: Medium Humanoid, As Medium creatures, Varix have no special bonuses or penalties due to their size.
â,¬Â¢ Base Land Speed: 30ft
â,¬Â¢ Darkvision: Varix can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Varix can function just fine with no light at all.
â,¬Â¢ Natural Craftsmen: Varix receives a +2 racial bonuses on Craft (Blacksmithing) checks that are related to stone or metal. Varix receives a +2 racial bonuses on Profession (Mining) checks that are related to stone or metal.
â,¬Â¢ Resolve: +2 racial bonuses on saving throws against fear effects.
â,¬Â¢ Hatred: +1 racial bonus on attack rolls against corporeal Undead.
â,¬Â¢ Light sensitivity: Varixâ,¬,,¢ are dazzled in bright sunlight or within the radius of a daylight spell.
â,¬Â¢ Automatic Languages: Traderâ,¬,,¢s Tongue, Sia'deen'ah.
â,¬Â¢ Bonus Languages: Rgara'sah, Silam.
â,¬Â¢ Favoured Class: Fighter
â,¬Â¢ Level Adjustment: +0[/spoiler]

Anxyr:

[spoiler]Creation Myth:
The Anxyr creation story is recounted in the book "Malyn and Rashal." Malyn and Rashal were two spirit entities, who had power over the world. They came together to create the world. Whatever was thought of by Malyn and Rashal came into being. They created the seas and filled it with the fish that dwell there. They are told to multiply and scatter, and then to speak and "pray to us". But the fish were unable to make any noise. Next for creation were the creatures of the forest: birds, deer, jaguars and snakes. They are told to multiply and scatter, and then to speak and "pray to us". But the animals just squawk and howl. So Malyn and Rashal try to make some respectful creatures from mud. But the results are not great, and they allow the new race to be washed away. They call upon their grandparents, who suggest wood as an appropriate medium. But the wooden people are just mindless robots, so Malyn and Rashal set about the destruction of this new race by means of a rain-storm. This causes the animals to turn against the wooden people; even their pots and querns rebel, and crush the peoples' faces. The two entities look back at their creations, and think, a new race they would need, and of all the creatures that they created, the fish in the sea were the least troublesome. Taking the drive of their last race, and mixing it with pieces of the fish and the wooden creatures, they succeed in making the Anxyr, dwellers of the sea, capable of living on land, but finding their home in the waterways of the world. Again, Malyn and Rashal say â,¬Å"pray to usâ,¬Â, and the Anxyr did, worshipping the spirit creatures of the world and their domains of power.

Details:
The Anxyr are primarily farmers, they use the rich resources of the seabed to grow various types of aquatic food stuffs, this they use as one of their primary trade goods.  Their farming methods mean that the crops the Anxyr grow have a yield of up to 200% more yield than other farmers.  The Anxyr have an affinity with the Zyanya, they see their ease of movement through the air, in a similar way to their own movement through water, a mode of transport that they master more than anyone else, making them somewhat equals.  As for the other races, the Anxyr see them as children, who are only to be conversed with to trade or in the direst of times.  The capital of the Anxyr nation is located on land, but their largest city is in fact deep below the sea of claws, Aldwater has the greatest concentration of Anxyr in Hiceana.  Lately, the Anxyr have taken up the ship building business, their knowledge of the oceans, allows them to create the worlds best sea charts and to make the most efficient ships that they sell on to other races.  The Anxyr are similar in form to that of the Catharian descendants.  Their bodies are slightly thinner, but show more muscle tone and definition, a result of their need to use their whole bodies to move about in their aquatic environment.  Their mouths hide a matching pair of top and bottom row teeth; each tooth comes to a point with a serrated edge to both sides.  Anxyr eyes are shaped like slits; their eyes have a second transparent eyelid which allows them to see underwater.  Their skin has a slight sheen to it, which is due to oil that it exudes, again to try and protect their bodies from the effects of the worldâ,¬,,¢s oceans.  Anxyr also have webbed feet and hands to improve their swimming.    

Anxyr Society:

Social Type: Agriculturalists, Explorers, Isolationists.

Primary Trade Items: Ships, Recovered Sunken Objects, sea goods, food.

Pantheon: The Rusalka, Vodonoi & Leshii.

Friendly Diplomatic Terms with: Zyanya.

Neutral Diplomatic Terms with: Rgaran, Sylophen, Varix, New Catharian, Naziho, Naira.

Hostile Diplomatic Terms with: N/A

Anxyr Continent: Zorica (Zoor-e-ka)

Anxyr Country: Zorica (Zoor-e-ka)

Anxyr Cities:
Blackwash Bay (capital)
Fallbrook Pond
Glassbank
Aldwater

Base Modifier Stats:

â,¬Â¢ Type: Humanoid (Aquatic) - Anxyr are Aquatic Humanoid creatures native to Hiceanaâ,¬,,¢s oceans and Zorica continent.
â,¬Â¢ Racial Modifiers: +2 Charisma, -2 Strength, Anxyr are a beautiful race with a hint of fey charms in their nature, though their lithe streamlined forms mean they are not very strong.
â,¬Â¢ Size: Medium Humanoid, As Medium creatures, Anxyr have no special bonuses or penalties due to their size.
â,¬Â¢ Base Land Speed: Walk 30ft / Swim 30ft
â,¬Â¢ Racial Skills: Anxyr receives a +2 racial bonuses on Perform (Sing) checks.
â,¬Â¢ Aquatic: An aquatic creature can breathe underwater. It cannot also breathe air unless it also has the amphibious special quality. An aquatic creature can hold its breath outside the water for 2 rounds per point of Constitution. After that, it begins to suffocate.
â,¬Â¢ Spell-like abilities: If an Anxyrâ,¬,,¢s charisma is above 12, they can at will speak with Aquatic Animals. Anxyr are able to magically communicate with fish and aquatic creatures.
â,¬Â¢ Automatic Languages: Traderâ,¬,,¢s Tongue, Aralivic.
â,¬Â¢ Bonus Languages: Khah'deesh, Ti-lax.
â,¬Â¢ Favoured Class: Sorcerer
â,¬Â¢ Level Adjustment: +0[/spoiler]

Kal Jerico

Races of Hiceana Pt 2[/u]
 
Rgaran:
[spoiler] Creation Myth:

When the Earth was young it had a family. The moon, or Grandmother and the sun, called Grandfather. Hiceana was a woman - Mother Shen (often speculated to be Danu or Hiceana itself) - because from her came all living things. Mother Shen was given four directions - East, South, West, and North, each with physical and spiritual powers.

When Hiceana was young, Creator, or Haaa-sahn as Rgaran people call him, filled her with beauty. He sent singers in the form of birds and swimmers in the water. He placed plants, trees, insects, crawlers and four-legged animals on the land.

Haaa-sahn then blew into four parts of Hiceana using the sacred Rashin shell, creating life where the breath fell, and the other races that grace the world. From the union of these four and his breath, two-leggeds or the Rgara, were born. Thus, the Rgaran was the last form of life to be put on Earth. From this original being came the Feydagan - or The Original People. It wasnâ,¬,,¢t long after their genesis, that Haaa-sahn introduced the Rgaran to the spirits that dwell around them. Since then, the Rgaran have been mindful of the spirits that are the very embodiment of the elements, of Life and Death, as well as Chaos (Kitsune with their Illusions). They were taught that only by treating each Oni or Kami, as they are referred to, with respect, will they endure the harsh climate of Fojura.


Details:
The Rgaran are the caretakers of the Deserts. They are a nomadic race that lives off of the desert and its animal life. Their short but stocky build, large surface area, and specially adapted nasal adaptations are suited to desert life.  Their exposure to the dangerous and often poisonous animals of the wastes, mean that they are extraordinarily toughened to the effects of venom and poisons.  Occasionally they will find mineral deposits and these are often used to create weapons and tools, or are traded to other civilizations for goods or currency, though currency tends not to be their highest priority. Due to their lives being centred on living off of the land through balance, the Rgaran get on very well with the Sylophen, who see them are spiritual brothers. They have only three cities, which are used as trade centres, where the different tribes will meet, to trade information, trade goods and attend the summoning of the tribes (a meeting of the tribes to discuss a unilateral action, often choosing whether or not to go to war.).  Ohesa is in the north, and Fowea is in the south of Fojura (Foe-yu-rae) continent.   Rgara are short and have a heavy bone structure.  Their bodies have a large amount of fat covering them, a fine downy fur that covers their bodies as well and long flat ear lobes that are close to the length of their own bodies.  These adaptations keep the Rgaran people cool in the blazing suns of Fojura.  The Rgara have a heavy set tail that aids in balance, its thickness allowing it to be planted on the floor and used as another point to be placed on the floor for stability.  Their heavy set frames donâ,¬,,¢t allow for much manoeuvring but it does mean that they are hardier than most races.  The plains of Fojura are home to the atavist Dragons, a cruel and savage Dragon variation that prowls the lands around the Rgaran homes.  Unlike the Scale Lords, the atavistic Dragons will hunt humanoids to eat or for a cruel type of sport, and see no reason to interact with the â,¬Å"lesserâ,¬Â races of Hiceana.  A constant battle for survival has happened between the Rgara and these monsters of the plains, it is because of this on going war that the Rgara developed their Dragon fighting techniques, allowing them to battle and defend themselves against these monsters.  

Rgaran Society:

Social Type: Nomadic, Hunter / Gatherers, Survivalists.

Primary Trade Items: Meats, Desert Fruit and Minerals.

Pantheon: Rgaran Nature Spirits

Friendly Diplomatic Terms with: Sylophen

Neutral Diplomatic Terms with: Anxyr, Varix, Naziho, Zyanya, Naira, Thoold, New Catharian, Ar Laran.

Hostile Diplomatic Terms with: N/A

Rgaran Continent: Fojura (Foe-yu-rae)

Rgaran Country: Fojura (Foe-yu-rae)

Rgaran Cities:
Rokonoi Oasis (capital)
Ohesa (O-hes-ae)
Fowea (Fow-yee)

Base Modifier Stats:

â,¬Â¢ Type: Humanoid (Rgara) - Rgara are Humanoid creatures native to Hiceanaâ,¬,,¢s wastes and Fojura continent.
â,¬Â¢ Racial Modifiers: -2 Dexterity, +2 Constitution. Rgaranâ,¬,,¢s are heavy set but are hardy and able to endure the desert heat.
â,¬Â¢ Size: Medium Humanoid, As Medium creatures, Rgaranâ,¬,,¢s have no special bonuses or penalties due to their size.
â,¬Â¢ Base Land Speed: 20ft
â,¬Â¢ Stability: Rgaranâ,¬,,¢s gain a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
â,¬Â¢ Hardy: Rgaranâ,¬,,¢s have a +2 racial bonus on saving throws against poison.
â,¬Â¢ Desert Resources: The Rgaranâ,¬,,¢s know how to claim the hidden resources of the wastes that they live in. Rgaranâ,¬,,¢s receive a +2 racial bonus on Knowledge (Architecture), Knowledge (Engineering), Knowledge (Dungeoneering), Profession (Mining) checks.
â,¬Â¢ Dragonâ,¬,,¢s Bane: Rgaranâ,¬,,¢s train to fight their greatest enemy in the waste, Dragons. They receive a +4 dodge bonus to Armour Class against monsters of the Dragon type. Any time a creature loses its Dexterity bonus (if any) to Armour Class, such as when itâ,¬,,¢s caught flat-footed, it loses its dodge bonus, too.
â,¬Â¢ Dragon Slayer: Rgaran training teaches them where to hit a dragon. +1 racial bonus on attack rolls against monsters of the Dragon type.
â,¬Â¢ Heat Endurance: Rgaranâ,¬,,¢s are tempered in the heat of Fojuraâ,¬,,¢s deserts; their bodies have adaptations that endure the heat longer than other races. Rgaranâ,¬,,¢s receive a +4 racial bonus on fortitude saves made to resist the effects of hot weather.
â,¬Â¢ Automatic Languages: Traderâ,¬,,¢s Tongue, Rgara'sah.
â,¬Â¢ Bonus Languages: Silam, Sia'deen'ah.
â,¬Â¢ Favoured Class: Ranger
â,¬Â¢ Level Adjustment: +0[/spoiler]

Thoold:
[spoiler]Creation Myth:

The Thoold once believed in a creation myth, but their recent (i.e. several 1000 years) realisation of Nihilism has left them unbelieving of these old ideas. Now they consider themselves to be a race that came from the natural evolution of the world, as do all living creatures, after all, their long lives tend to allow them to see the slowly changing differences in the races around them. As they no longer believe in the worship of a Deity, they have instead turned to the worship of the self, and the capability of each individual person. As their new pantheon is populated by influential figures of the Thooldâ,¬,,¢s past, paragonâ,¬,,¢s of their classes, they are worshipped more as ideological ideas rather than as gods.

Details:
The Thoold are a draconic race of Humanoids.  Their thin lithe bodies are covered in a scaly skin, belying their apparent Dragon heritage; this is the root of the affinity that they share with the Varix, who also has Dragon blood within them.  They have two thin ears that are swept to the back of their heads, and a long snout that has two long canine teeth exposed.  Sometimes the males of the species will develop small horns that will grow from above their eye sockets.  Their long lives and tastes for aesthetics mean that they pay attention to the finer points of language, their graceful movements and gentle voices give an overall welcoming appearance.  Much like the Zyanyaâ,¬,,¢s, the Thoold have a passion, though theirs is a love of art of any form, they adore the skilled use of the word in a carefully crafted play as much as they love the aesthetic of a finely wrought piece of artwork.  Much like the Zyanyaâ,¬,,¢s love of travel, the Thoold Race has a wonder lust; they love to travel, but for a different reason.  The Thoold travel the world trying to obtain the greatest pieces of artwork to take back to their lands convinced that only their senses and longevity of life can truly appreciate the finer points of a well crafted piece of art or literacy.   For this reason, they are predominantly known for having the largest library and art galleries in Hiceana.  Their distanced objectivity and long lives mean that they make the idea diplomats, understanding that rash actions will have a longer lasting affect then the here and now.  

Thoold Society:

Social Type: Democracy, Artisans, Storytellers, Travellers.

Primary Trade Items: Merchant Goods, Literary Works (Lore, Poems, Stories), Artwork.

Pantheon: Draconic Pantheon.

Friendly Diplomatic Terms with: Varix.

Neutral Diplomatic Terms with: Anxyr, Rgaran, Sylophen, Naziho, Zyanya, Naira, New Catharian, Ar Laran.

Hostile Diplomatic Terms with: N/A

Thoold Continent: Rhoezyb (Row-ez-eb)

Thoold Country: Rhoezyb (Row-ez-eb)

Thoold Cities:
Dracwynne (capital)
Dragonmarsh
Valbank
Vertwynne Point

Base Modifier Stats:

â,¬Â¢ Type: Humanoid (Thoold) - Thoold are Humanoid creatures native to Hiceanaâ,¬,,¢s Rhoezyb continent.
â,¬Â¢ Racial Modifiers: -2 Constitution, +2 Charisma. Thoold are charismatic but frail.
â,¬Â¢ Size: Medium Humanoid, As Medium creatures, The Thoold have no special bonuses or penalties due to their size.
â,¬Â¢ Base Land Speed: 30ft
â,¬Â¢ Disbelievers: Thoold donâ,¬,,¢t take anything for granted, they will investigate situations until they are happy that it is as it seems. Thoold also receive a +2 racial saving throw bonus against enchantment spells or effects.
â,¬Â¢ Nocturnal Hunters: Thoold are used to staying awake for long periods during hunting trips. They have a natural Immunity to sleep spells and effects.
â,¬Â¢ Low Light Vision: Thoold have eyes sensitive to low light levels. They can see twice as far as normal in dim light. Low-light vision is colour vision. Thoold can see outdoors on a moonlit night as well as they can during the day.
â,¬Â¢ Weapon Proficiency: Thoold are automatically proficient with the handaxe, rapier, shortsword, shortbow, and composite shortbow.
â,¬Â¢ Oral Tradition: The Thoold have strong oral traditions that mean they pass on knowledge about their tribeâ,¬,,¢s history through songs and tales in the spoken word. Thoold receive a +2 racial bonus on Knowledge (History) checks.
â,¬Â¢ Keen Senses: +2 racial bonuses on Listen, Search, and Spot checks.
â,¬Â¢ Automatic Languages: Traderâ,¬,,¢s Tongue, Ti-lax.
â,¬Â¢ Bonus Languages: Sia'deen'ah.
â,¬Â¢ Favoured Class: Bard
â,¬Â¢ Level Adjustment: +0[/spoiler]

Naziho:

[spoiler]Creation Myth:

The Naziho believe that instead of the world being crafted, it had always existed; it simply thawed out to its current status. Hiceana was once a giant ball of ice and snow according to their legends. Taranis ruled over its surface and his breath travelled far and wide across it. One day Taranis noticed a creature huddled in the snow, defiantly moving forward, he blew harder. As the winds swept around the creature, its thick hair hardly moved. Its large feet allowed it to walk the dense snow fields with little effort. Taranis blew harder and harder, and the creature started to show signs of weakening. It wasnâ,¬,,¢t long until the creature collapsed weak from the cold, it tried to struggle up again, but Tanaris blew once more killing the creature. Tanaris admired the creatures will and capability to survive in his realm. He breathed life back into the creature and named it Naziho, Winterâ,¬,,¢s child. Tanaris created the Great Glacier, knowing that Svarogâ,¬,,¢s recent birth would end his dominance over Hiceana, and it would be a home that only his Naziho could truly live on. Taranis created the Kan-ox, to provide the essentials like food and clothing for his children, which would later become the creature most revered in the Naziho life.

Details:
Naziho have a basic society, they are similar in fashion to the Rgaran, but they are less sophisticated, and more prone to intra-racial violence. They have only one city they can call their own. This city, Wintershore Haven is in fact a grand series of caves that are used as a trading station and as shelter during the worst of the blizzards. Wintershore Haven, is more out of convenience, a capital of the Naziho Clans. During their time at Wintershore Haven, all the Naziho tribes honour a truce, at this time no Clan blood feuds may disrupt the peace of Wintershore Haven. Should anyone dishonour the truce, they are outcast into the blizzard to seek their fate, this almost always ends in a quick painful death for those that are outcast.  The Naziho appear to be large Humans with somewhat ape features that show in their faces, and that they have opposable thumbs on their feet.  Their bodies are covered in a heavy set fur, and are more muscular than most races of Hiceana.
Naziho Society:

Social Type: Nomadic, Hunter / Gatherers, Survivalists.

Primary Trade Items: Meats, Vegetation (useful herbs) and Skins.

Pantheon: Taranis.

Friendly Diplomatic Terms with: N/A

Neutral Diplomatic Terms with: Anxyr, Rgaran, Sylophen, Varix, Zyanya, Naira, Thoold, New Catharian, Ar Laran.

Hostile Diplomatic Terms with: N/A
Naziho Continent: The Great Glacier

Naziho Country: The Great Glacier

Naziho Cities:
Wintershore Haven (capital and only city).

Base Modifier Stats:

â,¬Â¢ Type: Humanoid (Naziho) - Naziho are Humanoid creatures native to Hiceanaâ,¬,,¢s Great Glacier.
â,¬Â¢ Racial Modifiers: +4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma. Their life on the Great Glacier has made the Naziho hard and strong in order to survive. The Naziho focus on physical tasks means that their mental faculties are not as keen as the other races of Hiceana. Their brutish manner and heavy set frame intimidates people making the Naziho an imposing race.
â,¬Â¢ Size: Medium Humanoid, As Medium creatures, Naziho have no special bonuses or penalties due to their size.
â,¬Â¢ Base Land Speed: 30ft
â,¬Â¢ Low Light Vision: Naziho has large eyes for their size which rarely blink. They are sensitive to light, and they can see twice as far as normal in dim light. Low-light vision is colour vision. Naziho can see outdoors on a moonlit night as well as they can during the day.
â,¬Â¢ Herdsmen: Naziho are primarily meat eaters, and they herd their animals with them wherever they travel on the Great Glacier. Their skill at handling animals is unmatched through out Hiceana. Naziho receive a +2 racial bonus on Handle Animal checks.
â,¬Â¢ Intimidating Presence: Naziho are renowned for their brutish mannerisms and their hulking frames which most races find intimidating. Naziho receive a +2 racial bonus to Intimidate checks.
â,¬Â¢ Cold Endurance: Naziho are tempered in the cold of the Great Glacier, their bodies contain an extra layer of subcutaneous fat. Naziho receive a +4 racial bonus on fortitude saves made to resist the effects of cold weather or exposure.
â,¬Â¢ Automatic Languages: Traderâ,¬,,¢s Tongue, Canâ,¬,,¢thara.
â,¬Â¢ Bonus Languages: Aralivic, Khah'deesh.
â,¬Â¢ Favoured Class: Barbarian.
â,¬Â¢ Level Adjustment: +0[/spoiler]

Human Descendant Races:

History of the Descent of the Old Catharian's:[/u]
[spoiler]The Old Catharianâ,¬,,¢s and the Restitution (Khydaren Incident):

The Khydaren Incident, the point when the Catharianâ,¬,,¢s reached out and touched the Gods, then received a slap in return for their achievement. A selection of Catharianâ,¬,,¢s most powerful psions know as the Council, gathered together in the new territory of the Old Catharian Empire. The new territory was Zux-Sostann. The council was in the area to try and reform the continent into a form that they could more easily developed and built upon. They began their work one by one, rebuilding the land with sheer force of will. The collective group in union were effective in their task, but they attracted the attention of Abraxas, who thought that they had over-reached themselves, attempting to take the place of the Gods. Abraxas forced a negative feedback to the psions which disrupted the process. This had two effects; firstly the psions either died or were changed, stopping the process abruptly. Secondly the continent of Zux-Sostann was changed forever. It is now in a state of constant flux. Mountain ranges will shift location or disappear all together. This unstable land has led to the genesis of many monstrosities and creatures. Very rarely do the warring creatures of the land unite and attack the nearest lands, but when they do it takes a great collaboration of armies to oppose them. Fortunately there have only been six such as this, and those that are close to Zux-Sostann are usually the first to know of their uprising, particularly the inhabitants of the Herz de Masse, Antilla and Narishee.
Abraxas decreed that the Cathariansâ,¬,,¢ power would wane for thousands of years, until they have no psionic abilities at all. He also decreed that the holy texts should imply that psionic powers were now forbidden for them, as tools of their own destruction and that of the world. For near 5000 years this was followed until the appearance of the cults of Valdis following the â,¬Å"Night of Bladesâ,¬Â.

The Councilâ,¬,,¢s Fate:

Shortly following the Khydaren Incident, the council tried to use what was left of their powers to halt the downfall of Catharian societies, as per Abraxasâ,¬,,¢ decree following the Khydaren Incident. The council summoned their psionic abilities to remake the fate of their race and stop the steady decline of Catharianâ,¬,,¢s natural abilities, and of their society. The ceremony conducted by the council during the Khydaren Incident, was instructed primarily by a council member called Lan-el.
The ceremony was a fake, Lan-el had tricked the council, and the ceremony was a way of elevating Lan-el to godhood. Lan-el succeeded in doing so. The ceremony angered Abraxas who exacted a revenge on the eight members of the council. Each was given a unique punishment, some of which were not immediately apparent.
As for the council, Abraxas gave each of them a fate for their insolence. Lan-el got what she wanted from the ceremony. She was spared the fate of the rest of the council, and became the god of Unseen forces, or so it was thought. Lan-elâ,¬,,¢s ascension was successful but was later foiled, when she later split into the Twin Deities, Magus and Valdis.
Cha'im was the member who specialised in Auspices, who foretold of the decline of the Catharian society. Chaâ,¬,,¢im advised the council of its fate and was the reason Lan-el suggested the ceremony. It is said that a robed man wanders the lands of Hiceana, his eyes blinded to the world, his arrival and quick departure portents a disaster will be arriving soon.
Chernobog was the lord of the Catharian army, who had extremist tendencies. He had recently completed a campaign to clear Zux-Sostann of its indigenous life forms, and had founded â,¬Å"The Cradleâ,¬Â, where the ceremony would take place. For his part in the ceremony, Abraxas changed him into a visage that showed his true inner appearance, that of twisted infernal creature. So, the Infernal Child came into existence, being the first in a line of infernal creatures who would later walk the lands of Hiceana. As the first, Chernobog is revered by Catharian descendants and the Infernalâ,¬,,¢s as a god, the Catharian descendants view them more as the aspect of all that is evil in the world. Sorcerers who have an infernal bloodline are commonly said to be in some way related to Chernobog.
Ophelia, the noble warrior of the council, who followed a strict honour code. Originally opposed to the Khydaren Incident, she was led to believe that the ceremony would repair the damage done to Zux-Sostann by the intrusions of the Catharians. With the ceremony complete, Ophelia felt betrayed and understood what had happened, she was said to have attempted to strike down Lan-el and Chernobog, but was too late, the shells that was left was no longer her target. Abraxasâ,¬,,¢ intervention was gentle on Ophelia. Abraxas recognised the goodness in Ophelia and raised her up to be an eternal champion against Chernobog, creating the Celestial Child. Ophelia is worshipped by Celestials and Catharian descendants, and she is a focal point for all good in the world. Sorcerers who have a Celestial bloodline are commonly said to be in some way related to Ophelia.
Ard-ser, the Demiurge, was responsible for the development of arts and crafts. He was renowned for his ability to craft artifice. The great works of the Catharians were made under the observant eye of the Demiurge. Ard-ser is said to have crafted many of the worlds well known magical artifices, as well as the various engineering wonders left over from the empire. It is unknown if he has survived Abraxasâ,¬,,¢ judgement, but several new age engineering feats have shown his influence, suggesting he may still be operating now, 5000 years later.
Polser was the councilâ,¬,,¢s record keeper and historian. Said to keep records of the Catharian Empire, he is known to be travelling the world still, with a weather worn face and clothing. Abraxas is believed to have cursed Polser to wonder the world for eternity, recording the events of history unable to communicate with another living soul. Tales have suggested that recently he has been sighted in the area where the Scale Lords, Dragons who have lived for tens of thousands of years, residing in Zux-Sostann, perhaps in an attempt to chronicle a great work of history, from their intimate knowledge.
Inadra was the spiritual leader of the Catharians. Inadra was responsible for interpreting the doctrines of the deities. It is unknown where they are now, but it is suspected that she has become a messenger for Abraxas, for it is said that she has been seen in places post catastrophe events, preaching of difficult times ahead and the importance of keeping faith.
One member of the council was simply labelled â,¬Å"The Martyrâ,¬Â, who was used as a sacrifice for the ceremony. It is unknown whether or not this sacrifice was a woman or a man, though being dead before the end of the ceremony; it is often assumed that this person was spared any effect that Abraxas had put upon the rest of the council. Recently, rumours have been going round that suggest that â,¬Å"The Martyrâ,¬Â is in fact the Lady of the Legion, Mór-Ríogain.[/spoiler]

Modern Human Societies:
[spoiler]
Currently in the modern times of Hiceana, the only races that are openly hostile are the two human descendants. This is a result of the decree handed down by Abraxas as a result of a disaster that was visited on the old human society and the land of Zux-Sostann. Following an ancient taboo passed down through Holy Scriptures, the New Catharians explored â,¬Å"the Essenceâ,¬Â as source of power. Small parts of the New Catharian society believed that the scriptures that forbid the use of Psionics was a superstition and could be ignored. These groups feared that the body external force of magic corrupted and changed them; they refused to take part in the common ceremonies of the New Catharian society. These dissidents, instead worked on discovering the power that came from inside, rather than manipulating the power around them. These rebels, started to develop schools and monastic orders to help people gain their next level of potential psychic power. From these rebels the first signs of the emerging Ar Laran were born. Fearing that an uprising may be imminent, the New Catharian government decided to remove the problem before it got out of hand. In the day that is now referred to as the â,¬Å"Night of Bladesâ,¬Â, the Catharian government tried to remove the potential threat through force. Trained squads were sent to quiet the dissidents. Some cells were wiped out, while others were damaged beyond recovery, but the government at the time underestimated the spread of the Ar Laran groups. Following the â,¬Å"Night of Bladesâ,¬Â, sleeper cells began to awaken, and a prolonged guerrilla war was fought by the Ar Laranâ,¬,,¢s. Eventually, they recruited and trained enough bodies, that the guerrilla factions were able to come together to form a formidable army. This army marched against the New Catharians under the banner of a new deity; one found within the annuals of Caldaris, its name was Valdis. The New Catharianâ,¬,,¢s marched under their war banner, with the symbols of Lan-el blazoned across them, the deity that they follow. The war raged on and mighty magical and psionic forces were unleashed, with devastating effects on both sides. With heavy casualties on both sides, there was no sign of either force giving up. That was until the day of â,¬Å"The Quieteningâ,¬Â, on this day neither side used the forces at their disposal, purely because neither of them could. The powers of psionics seemed drained, often referred to as â,¬Å"the Spiritâ,¬Â, and â,¬Å"the Essenceâ,¬Â appeared to flow weakly. The truth was that â,¬Å"The Quieteningâ,¬Â heralded the death of Lan-el, and the coming of two deities born of Lan-el. It was discovered that Valdis was actually a part of Lan-el, and the two armies worshipping her for different aspects of her pantheon. Lan-el was the combination of any unseen force in Hiceana, where as Valdis was primarily focused on the unseen forces of Psionics. The fracture cost the deity its life, but it split into two, bringing the true separate entity of Valdis into existence, and another who would take the portfolio of patron of magic users, Magus was brought to reverence. The armies, without their fantastic powers, reverted back to the tried and tested martial skills and took up arms against each other. The newly formed deities Valdis and Magus pleaded to Abraxas to intercept their two main supporters. Abraxas had long since ceased to care for the Catharianâ,¬,,¢s fate, ever since his initial decree during the time of â,¬Å"the Restitutionâ,¬Â, he sent his new children away, and stated that the races of Hiceana would have to deal with this themselves. So it was, the war raged on and the two races took heavy tolls. It wasnâ,¬,,¢t long before the races of Hiceana thought that this war could destabilise their nations as well as any long standing peace treaties. With too much to loose from inaction and from action, no one was willing to do anything until the Thoold sent an envoy party to Veldt. With their long lives and mastery of the spoken words, the Thoold negotiated a truce, and a series of long talks between the two factions. Several months later, and with both sides in a state of stand-down, the talks finished, ending with both sides recognising each others right to live the way they want to. Ideally for both, this also meant that they lived apart, with that the new states of Antilla and Narishee were founded, and both sides were free to govern over their states as they seen fit. The New Catharianâ,¬,,¢s never apologised for their conduct during the â,¬Å"Night of Bladesâ,¬Â, which is an issue that remains even today in the Ar Laran society, though the Ar Laran ways are still declared as heretical under New Catharian religious doctrine and as such tension does mount between the two on a number of occasions. Now the Ar Laran attracts large numbers of youths from the New Catharian society and recruits youths from their own numbers. For centuries the two halves have fought an un-open war, a shadow war, trying to deny each other valuable resources. The last conflict blew up from a simple misunderstanding during a diplomatic exchange, into a heated situation that nearly blew up into a fully blown war, only being narrowly missed; now there is an uneasy truce between the two Human societies.

New Catharians:

New Catharianâ,¬,,¢s are the descendants of the old Catharian nation, the most powerful nation to have existed on Hiceana. After the result of the Khydaren Incident, and Abraxasâ,¬,,¢ punishment of the old Catharian nation, these descendants refused the teachings of Caldaris, and shied away from the use of Psionics. It was ordered, by decree of Abraxas, that the holy scriptures of the Catharianâ,¬,,¢s be altered to state that the use of Psionics was outlawed; this began the â,¬Å"Age of Declineâ,¬Â. During the age of decline, the Catharianâ,¬,,¢s had to find ways to replace their dependency on Psionics to run their society; it wasnâ,¬,,¢t long before they started to experiment with â,¬Å"the Essenceâ,¬Â. Magic was their answer to the problems they faced, and it would be able to solve their dependency that they now had to fill.

New Catharian Society:

Social Type: Magocracy, Defensive.

Primary Trade Items: Magic Items and Schooling.

Pantheon: New Catharian Pantheon.

Friendly Diplomatic Terms with: Thoold

Neutral Diplomatic Terms with: Anxyr, Rgaran, Sylophen, Varix, Naziho, Zyanya, Naira.

Hostile Diplomatic Terms with: Ar Laran

New Catharian Continent: Veldt (Vel-dat)

New Catharian Country: Antila (An-tee-la)

New Catharian Cities:
Westston Point (capital)
Misthill Cliff
Fairlyn Crossing
Linport

Base Modifier Stats:

â,¬Â¢ Type: Humanoid (Human) â,¬' New Catharians are Humanoids native to Hiceana.
â,¬Â¢ Racial Modifiers: -2 Strength, +2 Intelligence, +2 Charisma. New Cathariansâ,¬,,¢ focus on the arcane arts means that their race is known for being intelligent. Their fine aesthetic tastes and sensibilities mean that they are often employed as Diplomats and intermediaries in delicate situations. Their focus on the arcane arts means that they neglect their physical statures, and are not as strong as the other races.
â,¬Â¢ Size: Medium Humanoid, As Medium creatures, New Catharians have no special bonuses or penalties due to their size.
â,¬Â¢ Base Land Speed: 30ft
â,¬Â¢ Strong willed: +2 on Will saves. New Cathariansâ,¬,,¢ have a strong will, and resists any forced attempt to change their minds.
â,¬Â¢ World Renowned: +2 Diplomacy checks, New Cathariansâ,¬,,¢ are very charismatic and are renowned for their ability to mediate.
â,¬Â¢ Arcane Affinity: +2 on Knowledge (Arcana) checks. New Cathariansâ,¬,,¢ start to learn about magic from a young age.
â,¬Â¢ Automatic Languages: Traderâ,¬,,¢s Tongue, Onisi.
â,¬Â¢ Bonus Languages: Onisi-dei, Khah'deesh, Nairian, Ti-lax.
â,¬Â¢ Favoured Class: Wizard
â,¬Â¢ Level Adjustment: +0

Ar Laran:

Ar Laran Society:

Social Type: Militarist, Defensive, Republic.

Primary Trade Items: Sanctuary (safe housing for all), Knowledge.

Pantheon: Valdis

Friendly Diplomatic Terms with: Naira

Neutral Diplomatic Terms with: Anxyr, Rgaran, Sylophen, Varix, Naziho, Zyanya, Thoold.

Hostile Diplomatic Terms with: New Catharian

Ar Laran Continent: Veldt (Vel-dat)

Ar Laran Country: Narishee (Nar-e-she)

Ar Laran Cities:
Esterhurst (capital)
Blackmoor
Fallmere Forest
Althaven

Base Modifier Stats:

â,¬Â¢ Type: Humanoid (Human) â,¬' Ar Laranâ,¬,,¢s are Humanoids native to Hiceana.
â,¬Â¢ Racial Modifiers: -2 Strength, +2 Intelligence, +2 Wisdom. Ar Laranâ,¬,,¢s develop psionic disciplines from a young age that require their minds to be in top shape. Their powers allow them to anticipate the desires of their guests and what they are thinking, making them have a better insight into the other races of the world. This same ability makes their presence slightly disturbing to the other races, making them less charismatic than their New Catharian cousins. Their psionic prowess saps their strength and they are not as strong as the other races.
â,¬Â¢ Size: Medium Humanoid, As Medium creatures, Ar Laran have no special bonuses or penalties due to their size.
â,¬Â¢ Base Land Speed: 30ft
â,¬Â¢ Strong willed: +2 on Will saves. Ar Laranâ,¬,,¢s have a strong will, and resists any forced attempt to change their minds.
â,¬Â¢ Probing Mannerisms: +2 Sense Motive checks, their minds are honed to seeking out the truth.
â,¬Â¢ Psionic Affinity: +2 on Knowledge (Psionics) checks. All Ar Laranâ,¬,,¢s have some formal training in psionics, and revere knowledge of the mind.
â,¬Â¢ Automatic Languages: Traderâ,¬,,¢s Tongue, Onisi-dei.
â,¬Â¢ Bonus Languages: Onisi, Khah'deesh, Nairian, Ti-lax.
â,¬Â¢ Favoured Class: Psion
â,¬Â¢ Level Adjustment: +0

Ceuv'rath:

Creation Myth:

Details:

â,¬Å"Beware the Mutant... Beware the Heretic... Beware the Witch... For they are the messengers and instigators of the Dark Gods. Most sinister of all these agents can be someone dear to you, so be alert and remember that once they take the Dark path, they are no longer your loved ones.â,¬Â

Ceuvorath's close vicinity to Zux-Sostann means that it is to a lesser extent, subject to the same warping effects as Zux-Sostann.  To try and combat these problems, it appears that the Ceuvâ,¬,,¢rath have forbidden Daemonology, Necromancy and unlicensed wizardry, sometimes practiced by rural wise men and women.  Licenses must be obtained from the five sanctioned Universities located around Ceuvorath.  The licensing system allows the government to track and trace any arcane users within their territory, meaning that they can target and trace those that may be suspected of tinkering in forbidden arts.  The Ceuv'rath ruling government in collaboration with the temple of Magnus the Redeemer seek the practitioners of the forbidden arts, exacting punishment as allowed by their scriptures.  Witch Hunters are common in Ceuvorath but are not an openly visible force, for they are the secret agents of the temple, exacting judgement on the heretics that they find.  With supreme authority outside of the temples, they are a fearsome force, with some tales of whole villages being purged.  
While this all sounds extreme, the Ceuvâ,¬,,¢rath are not so with no reason.  The Ceuvâ,¬,,¢rath have come under attack several times by the creatures of Undeath and Daemonic entities, invited in by the greed of some of their own citizens, who have tried to bargain for power or other more unforgiving things.  These invasions led to the license scheme, the foundation of the Witch hunterâ,¬,,¢s society, and the development of more complex weaponry to fight these beasts.  While the arcane arts are neglected, the Ceuvâ,¬,,¢rath have however spent some time developing black powder weapons, the flintlock pistol is the common side arm of the Witch Hunterâ,¬,,¢s, the weapon either causing damage or the sound and smell of it being fired enough to convince ignorant peasants that it is sorcery.  Torture of heretics is standard practice, trying to gain knowledge of their contacts and resources, before they are summarily executed, sometimes; this is a very public affair.  
The high temple of Magnus is located in Worash, where many of the population of Ceuvorath make a pilgrimage to every year.  From these pilgrims, a small percentage of youths are taken as recruits into the temple. Males are trained and ordained into the Knights of the Maul, a holy order of Knights and Paladins, while Females are ordained into the Clergy to tend to the followers of the faith.  There is a small percentage of interchange with both sexes, with some Males becoming Clergy and some females becoming Knights of the Maul.  The Clergy of Magnus are also known for performing exorcisms to remove evil spirits from vessels.

Ceuv'rath Society:

Social Type: Introverted, Monotheism, Police State.

Primary Trade Items:  Wheat, Animal Meats, Black powder Flintlock Weapons.

Pantheon: Magnus the Redeemer.

Friendly Diplomatic Terms with: N/A

Neutral Diplomatic Terms with: Anxyr, Ar Laran, Rgaran, Sylophen, Varix, Naziho, Zyanya, Thoold, New Catharian.

Hostile Diplomatic Terms with: N/A

Ceuv'rath Continent: Ceuvorath (So-vor-ath)

Ceuv'rath Country: Ceuvorath (So-vor-ath)

Ceuv'rath Cities:
Worash (capital)
Kanupu
Timor
Ormit


Base Modifier Stats:

â,¬Â¢   Type: Humanoid (Human) â,¬' Ceuv'rath are Humanoids native to Hiceana.
â,¬Â¢   Racial Modifiers: -2 Constitution, +2 Wisdom.  Ceuv'rath train from a young age to recognise the signs of a Heretic, Mutant and Witches, though their learning years mean that they donâ,¬,,¢t have as developed bodies.      
â,¬Â¢   Size: Medium Humanoid, As Medium creatures, the Ceuv'rath have no special bonuses or penalties due to their size.
â,¬Â¢   Base Land Speed: 30ft
â,¬Â¢   Strong willed: Ceuvâ,¬,,¢rath are naturally resistant to spells and psionics.  Ceuvâ,¬,,¢rath have a +1 racial save bonus against powers, spells and spell-like or psi-like abilities.
â,¬Â¢   Inquisitorial Training: +2 on Bluff, Knowledge (Religion), and Sense Motive. All Ceuv'rath learn the techniques to hunt out and capture Heretics in their own lies.
â,¬Â¢   Mark of the Heretic: Ceuvâ,¬,,¢rath shun heretics and each one of them can brand a heretic with a mark of arcane origin, which does not wear off easily.  At will a Ceuvâ,¬,,¢rath can create a mark on a target as per the Arcane Mark spell.  
â,¬Â¢   Automatic Languages: Traderâ,¬,,¢s Tongue, Onisi-tan.
â,¬Â¢   Bonus Languages: Onisi, Onisi-dei, Nairian.
â,¬Â¢   Favoured Class:  Cleric (female) / Knight (male)
â,¬Â¢   Level Adjustment: +0[/spoiler]

Kal Jerico

Racial Vital Statistics:

[spoiler][/spoiler]

World Map:

[spoiler][/spoiler]

Pantheon Layout:

[spoiler][/spoiler]

Religion Domains:

[spoiler][/spoiler]

Raelifin

Hey, glad to see you over here. Natural 20 pointed me at your setting over at WotC.

Here's a tip: You're much more likely to get reviews if you break up your material into chunks. Spoiler blocks are much of the goodness.

[spoiler=Like]This[/spoiler]

Kal Jerico

There you go. :)

I'm still in the development phase to be honest.  I'm trying to play the campaign setting with a group and we are fleshing it out as we come across things in the game.  I've decided on a plot for the campaign setting that will require them to visit each of the countries in turn.  Already I have established that Esterhurst is a bustling new age city, where all races are embraced with equal treatment, a new thing in the world of Hiceana. Also, the peace between the New Catharian's and the Ar Laran delicate at best, with some small groups not excepting that the war is over.  Such as the Corsairs of the Blade, who still consider that there is payment to be exacted from the New Catharian's for their conduct during the night of Blades.  

Ghost

I like it. You've got a lot of useful details, and just the right amount of mythology to give the world flavour. You've even got maps, which is good. (By the way, what program did you use to create them?)


I especially like the Naira creation myth.
‘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


Kal Jerico

I used a program called Autorealm, it makes fractal lines which you can join up together to give some authentic looking coast lines.  Then you simply save it as a bitmap file and colour it in your favourite Bitmap editor program ie paint in Windows.  A tip is to make sure that the background is clear rather than then grid pattern as you'll spend forever and a day clearing the grids away.  

Thanks for the nice feedback too. :)