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Ifpherion: Age of Expansion

Started by Ghost, January 01, 2007, 09:48:22 PM

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Ghost

Preface: For the past few weeks, i've been developing this setting largely without input. But it was becoming stale, almost uninteresting, without the suggestions of others. So, I have decided to post a majority of the setting here.

Keep in mind, this is far from finalized, and things may change. But what i've already written is more likely to stay.

I'd like to hear any criticisms and comments you may have on the stuff i'll be posting. Feel free to post on the Ifpherion   discussion thread. I'm going to keep this thread purely for material.

[spoiler=Introduction]

Ifpherion is a planet of magic and high technology. Airships, lifted by magic, ply the skies, while the passengers inside enjoy the latest play or epic, thanks to electricity. Experienced soldiers of some nations wield rifles or alchemical swords, while the rank-and-file master simpler weapons such as the rapier or broadsword. While there are regions of progression, with towers miles tall and miles wide, there are also regions of pristine wilderness, protected by a gifted individual, or by the energy of the planet itself.

Ifpherion is also a planet that is expanding. Colonies have been established on several of it's moons, and reconnaissance missions have explored the rest of the solar system. Many scientists, sorcerors, and technomages are researching ways to open portals to elsewhere; there are several portals on Ifpherion, but they only allow travel from elsewhere.

[/spoiler]

[spoiler=Table of Contents]
1 - Races
2 - Geography & Cosmogony
3 - Nations
4 - Classes
5 - Sites & Fiction
6 - Religion
7 - New Items & Equipment
8 - Timekeeping
[/spoiler]


Rules: This setting doe snot have a defined ruleset as of yet. There are so many possible situations to cover that it may require a custom rule system later on.

Definitions: Some new terms are used in this setting, so i've compiled a list of some of them and their definitions here.
‘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

The People

Ifpherion is populated by many different peoples. Most of these people were born on this planet, or on one of the moons. However, a few citizens of Ifpherion have come through the portals scattered across the planet (these are discussed elsewhere), from distant worlds and systems.

The natives of Ifpherion can be separated by species and subspecies, as follows.

 [spoiler=Humans]'˜Primary observations suggest presence of Species A5, Humans. This is only the fifth reported occurrence of their colonization in this galaxy. Once again, as on other worlds, they have begun to evolve into different adaptations.'                                                          

                                             -The Hierarch, Archmind of Uzara Sector Research Outpost


Humans were one of the first sentient races to appear on Ifpherion. Some researchers claim they came through the portals, but they are dismissed by the rest of society, who prefer the official stance of the Dragons '" they evolved naturally on the planet.

Few Humans exist today '" or at least, in the form they are commonly believed to have held when they arrived on Ifpherion. Their descendents have become Albiz, Ducters, Jalarhi, or are descended from the Shaper tribes. Humans are more common in the large, old cities, where the various races may have interbred for millennia. It is still rare to see them in the countryside or in younger cities.

Humans integrate quite easily into most communities, save for those populated almost exclusively by Kobaloi, as the physical differences are highlighted. They are not given any special treatment or respect by most people, though there is a tendency for them to feel isolated. A significant number of Humans take up criminal, mercenary, or military careers, especially if it allows them to take on missions of exploration.
[/spoiler]

 [spoiler=Albizian]'˜As you do not strike your mother for birthing you, we should not bear a grudge against the Humans for preceding us.'
                                                                 -Brun Alta

It is widely known that the Albiz evolved from humans about 45,000 years before the present date, from the humans living in the flat plains and low, rolling hills of the western Volle. The Albiz developed long, strong legs to help hunt fast-moving prey better, as well as wider, longer ears to aid in sensing game. However, these features remained after most Albiz integrated with the many agrarian or urban human societies that have formed over the millennia.

Albizian nature tends toward an encouragement of peace and a respect for community. This extends to almost all Albiz, though there are some notable exceptions to this. They harbor no special affinity toward nature, though the Albizians are more likely to gain an understanding of it, because of their longer lifespan.

Albizians are known to have the shortest lifespan of any sentient race on Ifpherion, after the Dragons. While they usually live up to 80 years out in rural towns or villages, where they might need to do physical work, the relatively weak frame of most Albiz limit their lifespan while in big cities or jungles. Albiz can procreate with any other Albiz, as well as Jalarhi, Ducters, or Humans. They are the only ones who can mate with Guran, though this is only possible in Albiz who have close Guran ancestry. Some families or clans of Albizians still see choosing a Guran mate as a shameful act '" this is especially prevalent in regions that have long been Albizian territory, such as the western half of the modern nation of Altax. However, in the larger cities and coastal villages, most of them do not share this attitude.

They commonly speak either Commontongue or Albizian, and can adapt to learn almost any other Open language. Due to their longer legs, most Albiz can run 10-20 feet faster than Ducters or Humans. They also have an ingrained ability to see better than Humans in darkness, though this ability is matched by most Ducters. Albiz have no favored class or occupation.
[/spoiler]

 [spoiler=Ducters]'˜Ay! Get offa my land, Nitzaye. That's right; you dealers are nothin' but trouble. Now, leave, before I set you on fire.'
                                                     -Charwel Herai, Elder Hero of Toledran

There have been many times throughout Ifpherion's history where a distinct worker class emerged, trained to work in small spaces, high places and with complex machinery. After the emergence of the Catofran civilization, one of the major players in the conflicts that sparked the Great Descension, there was along period of relative stability for this worker class. Eventually, they started to diverge, becoming a distinct species just before the Great Descension, 12,000 years ago.

For most of their history, the Ducters preferred to integrate themselves into Human or Albizian communities, rarely forming villages of their own. However, after the Bali'oai Incursions (See History, page ??) , where the large cities were targeted, the Ducter population hit an all-time low. They thought it best to carve out a homeland of their own, so that they could remain uninvolved in the conflicts of other nations. They have lived on the island of Narzagon (as well as a few in Ibesa) ever since.

The Ducters of Ifpherion are smaller than most Albiz and Humans; they never reach more than three and a half feet in height. While they are more dexterous than Humans, they lack their speed and strength. Due to their working class origins, they have gained a genetic ability to see in low-light conditions. Most Ducters are also taught from a very young age to recognize basic tools.

The Ducters tend to join occupations or classes that benefit from their comparatively high dexterity, such as mechanic, engineer, assassin, mountain climber, construction worker, and even thief. Every Ducter is taught the local language, and in most cases, Commontongue; more traditional families try to keep the ancient Ducter language alive, though the language has been out of common use since 7500. They can easily adapt to any other Open language. However, they prefer not to learn Forkedspeak or any of its derivatives, since it is the language of the Kobaloi, who (according to popular opinion) embody what the Ducters are not known for '" intolerance, laziness, and exclusivity.
[/spoiler]

 [spoiler=Jalarhi]'˜The impatient Jalarhi is not a true one.'

                                                         -Jalarhi saying

The Jalarhi, as they call themselves, are a young evolutionary branch of humanity, having appeared only within the last 40,000 years. They originated in the sub-arctic and temperate hills of Harsland but have since spread across the planet; the empires of Harsland still have a significant population of Jalarhi. They have evolved a thick skin and a large muscular capacity, in order to help move tree trunks, and to survive in the cold winters. Jalarhi descended from the forest tribes have a slight green coloration to their skin.

They are a mostly peaceful species. They typically start out, when migrating to another nation, as physical laborers or woodcutters, but they enjoy this kind of work, as it is easy for them. However, they relish the chance to choose their own path in life - Jalarhi can be found in many different positions that can use their sense of tribal wisdom.
The Jalarhi have the longest lifespans of any humanoid species. Their bodies have adapted to their environments well enough that they often live past 150 Ifpherion years.
[/spoiler]

 [spoiler=Kobaloi]'˜Our race iss the favored of Halcanir, and we ssshall be embraced by her warm hand while the outsssiderss will freeze under the crusshing fissst of Gloftranir.'

                                        -Excerpt from a speech by Baya Kimayoi, General of Fortress

Like the Guran, the Kobaloi are evolutionary branches of the Lizardfolk. However, the Kobaloi result from pairings of Ducters and Lizardfolk; the two were previously thought to be infertile, due to quite different body structures. The Kobaloi are quite young; they emerged just as the Lizardfolk species was dying out, 11,000 years ago, during the Great Descension. It is recorded that during the war, high-profile leaders of all races and factions mysteriously disappeared, including a full regiment of Lizardfolk soldiers guarding the Maenwide. A few centuries after the war ended, several new species emerged in the world, including the Kobaloi and Guran.

While small, they are still intelligent and cunning beings, though definitely more violence-prone and narrow-minded than the gnomes. They have been known to clash with dwarves for certain caves and tunnels. They are a highly xenophobic race, hating all other races, except for the Guran, whom they barely tolerate.

They almost always live in encampments at the foot of a mountain, or in cave systems inside of mountains. This comes from the relatively recent gnomish tendency towards caution and protective placement of communities, as well as a long history of employment as miners by human or Albizian nobles.

The Kobaloi are not highly religious. However, some choose to worship Halcanir, the ancient Kobaloi god of rocks and darkness. Most of these adherents also believe in an opposite deity, Gloftranir, the god of the suns and of wind, who works against Halcanir and the Kobaloi race in general. See the Major Religions section for more information.

Physically, the Kobaloi have about the same strength range of that of Humans. However, when compared to the Humans, the Kobaloi have thicker skin, often due to spending a large part of their lives working with the caverns they build their cities in. The Kobaloi are also somewhat more dexterous, as they are often called on the climb rock walls or slopes. Even more, the Kobaloi have a far better sense of navigation and direction within confined spaces than the Humans do; this is helped along by the dim light, and sometimes total darkness, that Kobaloi eyes have become adjusted to.

Conversely, the Kobaloi do not function well in wide open areas. The light can often be too much for them, and the Kobaloi cannot navigate as well, especially on flat plains or rolling hills.
[/spoiler]

 [spoiler=Guran]'˜'˜A Guran oath is the best one there is', they used to say. But now, I don't trust a one of them. Not after what they did to my house.'

-Sala Paacoi, Westenraynian orchard worker

The Lizardfolk were a species to appear around the coast of the Mitte Lago; many of the tribes of Albiz living in the area came to venerate the animals and other elements of nature, believing in a god ruling over each. Whether through their own magics, or from a natural warping of reality, some of these tribes took on the aspect of creatures or natural phenomenon they most often paid respects to; some gained features of ferrets, Bloodbeak eagles, or the Diamondhead crocodiles that inhabit the southern tributaries - one tribe is even rumored to have become the first Straibogs.

However, it was the Lizardfolk - those of the tribe that venerated the Diamondhead crocodiles - that grew in power, and eventually subjugated a good portion of the other tribes surrounding the Mitte Lago. They forbade worship of other gods, depriving the others of their gifts, and created a monotheistic religion, where the creator god had the natural form of a crocodile. After a few centuries, the people began to rebel, and as the empire fractured, the practice of animal veneration was forgotten by all except for a few loyalists.

It is these loyalists from which the Guran are descended. The Guran share the intelligence and agility of the Albiz, along with the muscular stamina and scales of the Lizardfolk. In most nations, they live peacefully alongside Albiz and humans; the Guran often take jobs as bodyguards, servants, and soldiers, owing to a racial heritage of strict courtesy, diplomacy and even obedience. However, in the last few millennia, some groups of Guran, mostly formed of disillusioned youths, have formed to rebel quite strongly against this tradition, and have been responsible for arsons, assassinations, vandalism, and other crimes. A few of these groups have gone on to become pirate bands, but most disband as the individual Guran age.
[/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

[ic=Geography]

 Stellar Placement

[ic=Journal of Vasar Brezin, Captain of the Emissary] 'The natural state of things, out here among the icy black void, is chaos. It needs a mind to set order upon it, to delineate life from nothingness. Am I such a mind?...'[/ic]

Ifpherion is the 3rd planet of a binary star system. The system resides in the middle band of the Andromeda Galaxy, known to  scientists and wizard on Ifpherion as Malarit, the Lilypad. Astronomy, along with every other science, has been developed on Ifpherion; with the help of magics, their view is greatly increased. They have named many nearby galaxies, including the Milky Way galaxy (Y'amil, the Cloudless).

The two stars that Ifpherion orbits are a binary pair; the smaller one, Ib Drasego, is a yellow star, a little bit younger than our own Sol. The bigger one, Ib Besalta, is nearing the red giant stage. Ib Besalta is known to be home to Fire Elementals and Plasma Creatures (see Unique Monsters).

The first planet, known as Ythegror (or called by it's more common name, Scarredland), is a small, rocky planet, with high, sharp peaks, and plains of lava. It has one moon, Yth, which closely resembles the main planet. Only Fire Elementals and Fire Sprites are known to live on Ythegror or Yth.

The second planet, Utshanta, is a somewhat larger planet, covered by a methane atmosphere. Methane lakes and methane snow have been observed, as well as a surprisingly high number of animals that have evolved to live on methane. Expeditions to Utshanta are being planned by several nations.

Ifpherion itself is the 3rd planet out. Ifpherion is noticeably larger than Earth - close to 1.5 times the diameter. Ifpherion also has 4 moons:

 
    Starbridge is the biggest one, and the one with an atmosphere closest to Ifpherion. It even has several large lakes, providing a source of fresh water. Several colonies have been established here.[/list]
     
      Tatchit is the second-biggest. It has a breathable atmosphere, though with a higher percentage of nitrogen; most of the Ifpherion races, provided suitable training, can adjust to work here. Tatchit is used mostly for it's large reserves of Gravetite; indeed, there are several small bases occupied by mine workers. The amount of Gravetite in Tatchit's crust also accounts for the moon's erratic orbit around Ifpherion.[/list]
       
        Selne Abbel is the third-smallest moon of Ifpherion. It a rocky, airless satellite, with no life to be found. [/list]
         
          Viertaug, commonly called by the Albizian translation of this name - 'Fourth Eye', is the smallest moon of them all. Viertaug is only a hundred kilometers across, and is completely covered in ice. There is little atmosphere beyond the vapors produced by exposure to the rays of Ifpherion's suns. Exploration missions to Viertaug reported no life beyond simple microbes, hardy strains of crystalline mold, and a race of mysterious creatures, resembling tentacled campfires, moving about the surface.[/list]

          Cosmogony

          Though the people of Ifpherion do not know it, and the Dragons are only beginning to learn it, Ifpherion resides in an alternate universe to ours; the only difference is the presence of tangible, moldable magical energy. The universe of the Ifpherion setting does not have it's own Ethereal or Shadow planes, nor is it connected to any other non-Prime Material planes.

          However, it is connected to various other Prime Materials. Though the spells and devices have been lost to the current people of Ifpherion, there are various books and artifacts describing myths of such travel.







          [/ic]

          ‘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

          [ic=Political Entities]

          [spoiler=The Volle]
           [ic=Vielut the Remade, Kobaloi mercenary]â,¬ËIâ,¬,,¢ve been all over this continent, and amazingly, Iâ,¬,,¢ve only died once.â,¬,,¢[/ic]

          The Volle is the largest continent on Ifpherion, and is home to a wide variety of climates. There are parched tundras in the far north, while the south is battered every Reddening by typhoons and droughts. Naturally, this has produced a wide variety of wildlife, and different types of societies. The Volle has been one of the most active continents in regards to political and social flux, and has been the home of hundreds of civilizations over the course of history.

          The Volle is named for an ancient Albizian word, â,¬ËEvallenâ,¬,,¢, which signifies â,¬Ëhomelandâ,¬,,¢, or â,¬Ëland of the plainsâ,¬,,¢. The Albizian subspecies evolved from primitive humans living on the fertile grasslands east of the Weltdorn range. This name has been adopted uniformly across the planet to refer to the continent.            

          [spoiler=The Grand Barony]

          The Grand Barony

          [/spoiler]

          [spoiler=The Westenray Collective]
          The Westenray Collective covers a large portion of the land south of the Grand Barony, and stretches all the way down to the Blackwave Sea. This vast territory is seperated into 20 different provinces, each ruled over by a Governor. These governors serve under a Sre, who is chosen based on excellency in all areas (making Westenray one of the few meritocracies on Ifpherion).

          The population is mostly human, though Albiz are common in the urban centres, and Jalarhi are common in the rural communities and mining towns. Mining makes up a large part of the Collective's economy, as well as some agriculture and fishing (the Westenray Federation controls most of the western coast of the peninsula, which borders the Blackwave Sea). Farming was much more important thousands of years ago, before the development of efficient Gravetite engines - the Collective was founded by 2 dozen farming communities to aid each other co-operatively. The agricultural indistries have not at all disappeared from the mind of the people, however; farmers, wine growers, and any related professions are amongst the most respected and sought jobs in the country.

          The people of the Collective realize quite well that not everybody can be a farmer, orchard tenderer, or fig grower; there are dozens of cities in the Collective, and hundreds of smaller towns where farmers can come to exchange or sell goods, and where the miners can rest. The capitol, and the largest city, Naoveron, is a quite busy place, with more than 3 million inhabitants.

          While the Collective is officially secular, it has freedom-of-religion laws that allow any religion of any size to practice in the cities, as long as they do not break any other laws. This has made Collective cities havens for cults that would be expelled from elsewhere, such as necromancy cults that cannot find sactuary in the Grand Barony (Collective laws state that as long as they are not used to commit crimes, unclaimed or donated corpses that have been dead longer than 6 months may be raised).
          [/spoiler]

          [spoiler=Altax]

          Altax

          [/spoiler]

          [spoiler=Genabi Principalities]

          Once part of the empire that stood in the region of the Kingdom of the Forgotten, these nine cities managed to gain independence once the empire started to descend into chaos. They formed a league, in order to share resources and co-ordinate defences. While each city is independent, they all share common forms of government. The name Genabi comes from Pnekis Genabi, the half-elven diplomat who predicted the empire's downfall and initiated the process of forming a seperate nation.

               
            Tzaziy[/list]
                 
              Petron[/list]
                   
                Zeilusk[/list]
                     
                  Cold Lake lies at the eastern edge of the Principalities, only a few hundred miles from the Nightshade Kingdom. The city surrounds it's namesake lake, which is known to be cooled by the magical spirits residing deep within the water (reportedly, this includes a high-ranking member of the Vilim).[/list]
                       
                    Hepnarburg stands supported by thousands of wooden and metal stilts in the center of the large Garron Bog. The only way to reach the city is through the rough Beggar's Trail, a rocky projection into the swamp. Why the city was founded in such a remote place is forgotten; most people come only to tour the area. A few rice fields are scattered around Hepnarburg, but the local economy mostly relies on the catching and selling of the Fenfish that swim the narrow and often muddy or vine-choked channels of the swamp. Hepnarburg is also the headquarters of the Chloronexus, an organization of wizards and sorcerers that seeks to join with the plants and trees that they worship.  [/list]
                         
                      Venjutchy[/list]
                           
                        Beszeron stands at the base of the Unbes Glacier, high in the Ayot Range east of the Bleaklands. Built on the foundations of an old dwarven keep, and as rumours have it, an ancient city of the Dragons, Beszeron has a strong tradition of mining and stoneworking.

                        The city lies at the edge of the glacier, where it rises up the side of the Ayot Minor valley. Many habited tunnels lead underground, as well as into the ice, where the tunnels are lined with stones or stability runes, and lit with electric strips. Most of the shops and stores lay on the surface, however, to allow for caravan access from elsewhere in the Principalities.

                        Beszeron's population is roughly half human, and with Jalarhi workers making up another 35%. Various Albiz and Guran make up the remaining portion of the population.  [/list]
                             
                          Bleakguard stands at the edge of the dangerous Bleaklands. It is a centre for salt trading, and also hosts many workers who venture into the Bleaklands to mine the salt plains and soda lakes.[/list]
                               
                            Scorpion's Keep lies at the southern border with Altax. It is the premier centre for trade to Altax, and is influenced much more by Altaxian traditions and customs more than any other of the Principalities. The mayor Tennaray Jolchis is a female Guran (one of the few Guran of any power in the Principalities) who rules the city from the Ebony Hexagon in the center of the city.  [/list]

                            Most of the Principalities are on good terms with each other, though the odd rivalry between leaders may pop up once in a while. As for relations with other nations, the Principalities are on good terms with most countries, except for the Kingdom of the Forgotten, Cimri (they are one of the declared enemies of the Source), Bujan Nrut (as Albiz make up a significant portion of the Principalities, they are opposed to Emperor Jahul's rabid tirades against all half-elves), and the Fosw Hegemony (they are allied with Gelraemon, Fosw's main enemy).

                            The culture varies greatly between each Principality; the people of Bleakguard dress in as little layers as possible, with bright-colored clothing, similar to the prevalent custom of the South Coast region of Altax, while those in Cold Lake prefer the leathers and furs similar to those used in the Nightshade Kingdom. Some, like Beszeron and Petron, are quite isolated from the rest of the Volle, and have largely developed unique cultures. However, the Principalities are united in their shunning, and even banning, of all addictive substances. They are quite afraid of Bsekava and the effects it has on people; they do not want such events happening again.

                            [/spoiler]

                            [spoiler=The Nightshade Kingdom]

                            Northeast of Altax lies the domain of King Byex Gesniv, a secretive and solemn Albizian, but also regal and efficient, befitting the line of warrior-kings that have ruled the area for millenia. Reaching from the eastern border with Altax, all the way to the Everice Sea, The Nightshade Kingdom (Srensori ea Morilla, in Albizian) is the third-largest nation in the Volle, behind the Grand Barony and Altax. Most of it's population is Albizian, though humans are also common.

                            The people of the Nightshade Kingdom have been slow to accept technology into their lifestyle - one traditionally centred on pastoral activities, including woodcutting, farming, mining, smithing, herding, and building houses of wood or stone. Though, they have made some changes over the millenia; AG trains* have come into regular use, and magical clockwork servants are becoming fashionable among the nobles and elite knights.

                            However, the region's people still retain their close relationship with nature, and the magical secrets that come with it. The dominant religion in the Nightshade Kingdom worships a creator goddess, called Arbon Matsen, or 'Wood Mother' (see Religions), and teaches the active worship and understanding of nature.

                            * - due to the traditional respect for nature, neither steam nor electricity are used (they view most applications of electricity as imprisoning the spirit of the lightning) to the power the trains. Intead, the priest-smiths of the Arbonistic faith cast a spell giving the lead carriage the proportional speed of a Crimsonbuck (sometimes, the train even grows legs similar to a Crimsonbuck's). The chief engineer and navigator, who is always a veteran Arbonite himself, is able to then commune with the train, and impart the desired destination.

                            [/spoiler]

                            [spoiler=Kingdom of the Forgotten]
                            Srensori ea Dimentikety (The Kingdom of the Forgotten)

                            There exist many different hallucinogenic flowers and chemicals on Ifpherion, but the most powerful is Bsekava, a powdered drug made by grinding and boiling seeds of the Nightmare Blossom. The Nightmare Blossom only grows in the south-eastern portion of the Volle, and so this region has been the subject of wars and fierce competition as long as susceptible beings have lived here. Indeed, it is because of the drug, which leaves the user physically and mentally damaged after only 3 years of use, that so many iterations of wars have gone on in the region.

                            Currently, no formal state exists here; the unafflicted people from the last stable state fled centuries ago. Those left addicted to Bsekava live in shabby treehouses, who work in uncanny unison harvesting, grinding, and boiling the seeds, even though their only uniting cause is their addiction. The drug largely suppresses their appetite and thirst, but during the harsh times when the drug's effect lessens, they subsist on what they can trade excess seeds for with the merchants who sell the seeds (most of the time, illegally) in other nations. Few of them can be considered a leader, but the most powerful (and most potentially dangerous) of them is Tpena Skava, a former Kobaloi sorcereress who, after overdosing on Bsekava, became a Wraith, yet still retained her sorcerous powers, and her connection to the area.


                            [/spoiler]

                            [spoiler=Kingdom of Genim]

                            Genim is located just south of the Collective. With a climate very much like our Mediterranean regions, Genim has always been a prosperous nation due to it's uniquely fertile mountains and valleys; the coastal sections are prime lands for growing figs, grapes, blackseeds, and other fruits. The Albiz, who have lived there for many thousands of years, have developed a familiarity with the land, as well as a loyalty to it. The people have resisted invasions, absorbed new cultures with little difficulty, and dealt with climate changes. Along the coastal sections, fishing is still a vital industry; the Sawazun fish use the area as feeding grounds during the warm seasons.

                            Genim is ruled by a king, elected every 9 years by everybody but the staff of the palace court. Contrary to other nations, the lower class citizens and the farmers are given a higher percentage of the votes than the mayors and other senior officials. The people of Genim have long recognized the integrity and value of the labourers, farmers and orchard workers.

                            [/spoiler]


                            [spoiler=Jecha Free City]

                            Jecha is a city-state located in the wide crater of Ghozol, an extinct volcano lying along the coast of the Blackwave Sea. Jecha used to be part of an empire, but declared independence in 8930, and has remained free ever since. However, it has kept positive relations with many other nations, including the Grand Barony and Altax.

                            Jecha is ruled over by a Director, who is advised by a Council of Delegates, representing the different wards of the city. Jecha is a city geared towards freedom of learning and research; many different colleges, academies, and monasteries can be found in the city. As well, the laboratories of thousands of wizards, engineers, alchemists, and biologists can be found here, unencumbered by government laws. Jecha also imposes fewer taxes than most other entities, attracting many businesses to the city.

                            However, Jecha currently makes up for this freedom by imposing a selection of severe social regulations, such as curfews and noise limits, which are punished with very high fines - as much as 40,000 tenats (the Jechanian unit of currency) for the 4th violation of the same law.
                            [/spoiler]



                            [spoiler=Voldot, Haven of the Blessed]

                            Voldot is an enclave within the Kingdom of Genim. Voldot is dominated by an agrarian society, with many druidic, religious, and pastoral traditions. The theocratic government is made up of the 'Chosen Havenites', who follow a mutated version of the Srontheim cult's dogma. Their teachings encourage long and hard work in the fields, in order to gain wealth - 'become one of the Chosen'.
                            The only city, named Voldot, is based around the Grain Palace, a grand building reaching high into the sky. It's ivory and bronze sidings can be seen for miles around. However, the residences of the workers and minor officials are in squalid conditions most of the time.
                            [/spoiler]


                            [spoiler=Narzagon]

                            Narzagon is an island off the west coast of the Westenray Collective. It is populated by an ancient culture of gnomes, calling themselves the Nar. Nar society is largely peaceful, though like every other, there are troublemakers. Narzagon is a largely urbanized nation, due to the inquisitive and technical natures of the gnomes. Their cities, especially Aghara, the capital, are vast swathes of ramshackle metal buildings, that have changed over the centuries, and continue to be patched up today; demolishing old buildings to make way for new ones is virtually unheard of.
                            [/spoiler]


                            [spoiler=The Bleaklands]
                            While not a seperate nation, the Bleaklands are large enough and an important enough resource that they should be mentioned.

                            The Bleaklands is the region between the Mitte Lago, and the north shore of the Bay of Alron. It is a very geologically active area, with many volcanoes and hotsprings. The salt plains and soda lakes that dominate the region are a byproduct of this activity. Not much of it is habitable, but there are lodgings on the edge, where the miners of the salt rest and eat. There are a few ancient roads that skirt the perimeter of the Bleaklands, but these take days to cross, compared to a trip on an AG Ship, which takes only a few hours.

                            Of course, the Bleaklands are host to some very dangerous and hardy creatures. The Saltwraiths, humanoid figures with a skeleton of wispy clouds of salt, haunt those who dare to travel the salt plains by night. As well, there exists a species of drake that has suited itself to burrow in the caustic shores of the soda lakes; they are the reason every mining team includes a spellcaster.
                            [/spoiler]



                            [/spoiler]

                            [spoiler=Horsland]

                            Most of the Jalarhi tribes, even in the face of frequent contact with people from other continents in the last several millenia, have kept many of their ancestral tradition. Horsland is still divided up into national borders that are based on traditional clan territories. The clans still sport a rivalry towards each other, though this does not spark as much war as it did in millenia past. However, the Bujan, the name for both the ancestral clans and the modern nations, still compete strongly with each other, in wealth, military power, technological progress, and cultural activities, such as animal racing and log lifting.

                            The Bujans of Horsland have been slow to integrate foreign technology into their lives - many Jalarhi still value their traditional connection to nature. However, when in the area of defence and military power, this position is not as strong.

                            The Bujan religion has long been connected to the reverence of their natural environment. Odun, the Father of the Jalarhi, is also the creator god of the mighty trees and mountains. Aesk, the Mother of the Jalarhi, is the creator of the moss and of the hills, elements which the Jalarhi see as not as strong as Odun's creations, but more common, and thus somewhat more important. There are also several brother and sister deities of these two, each governing specific objects, such as flowers (Braeg), campfires (Segyn), and homes (Kvanir).

                            [spoiler=Bujan Nrut] In the northwest corner of Horsland lies the domain of one of the major clans, or Bujan, of Jalarhi, the Nrut. The Nrut, unlike most other Jalarhi, have always been convinced of the superiority of the Jalarhi over all other races, especially Albiz. The current leader of Nrut, Emperor Jahul, exemplifies this attitude. He makes weekly speeches, broadcrast on crude datapads, denouncing the rest of the Jalarhi as 'sympathizers' and the Albiz as 'weaklings'.
                            [/spoiler]

                            [spoiler=Bujan Togr][/spoiler]

                            [spoiler=Bujan Tanavelsk][/spoiler]

                            [spoiler=Bujan Aelokkar][/spoiler]

                            [/spoiler]

                            [spoiler=Lat Daera & Surrounding Islands]

                            [spoiler=Cimri]Cimri is a small island nation off the western coast of Lat Daera. It shares many points with Neaton and Tallis (it is known that Cimri was an ancient colony of the Neatonites), but the language and culture have changed quite a bit.
                            Several centuries ago, the king Gelwyd Sina (who is rumoured to have gone mad in his last days of life) decreed that the title of King be given to the device he kept in his expansive castle. This device's origins are unknown, but even then it was known to be a very intelligent machine. When the power of the crown was transferred, the device renamed itself Rex Imperatur Cimri, emperor of Cimri. It also renamed the castle it resided in the Source. To make matters worse, it gained a somewhat negative view of humanity (and the few elves that lived in Cimri at the time) after several rebellions arose.
                            The Rex Imperatur has been careful to maintain good alliances with nations that are primarily non-human, and will only infrequently co-operate with countries that are. This policy has made enemies out of several important entities, including United Phenias and the Grand Barony.
                            The people of Cimri have largely accepted the Source's rule, due to the fleet of advanced attack ships and drones it controls. But there are many groups who plot and scheme in secret to destroy the Source, or at least convince it to share in the power. Their attacks have not yet been able to break through the Source's defenses.[/spoiler]

                            [spoiler=Linnuestria]

                            Linnuestria occupies an island off the coast of United Pherias. It was founded several millenia ago, after mainland colonists discovered an inland plateau that was rich in jewels and valuable minerals. The capitol, Nauxerre, is a town of glittering spires, overlooking the glassy Quarlie Harbor. Linnuestria has kept pace with the other nations in terms of development of technology; several cities have their own functioning AG ship facilities. However, it also has a rich history of emphasizing the arts; it is second only to Altax in quality and number of theatres, galleries, and orchestral halls.[/spoiler]

                            [spoiler=Ibesa] Ibesa occupies the northern half of Haleda Island, southeast of Cimri. Ibesa is one of the few meritocracies on Ifpherion, where the best and brightest are appointed by public referendums to positions of leadership. Ibesa is also the only place besides Narzagon to feature more than a scattering of gnomes; it is rumoured that during the Descension, a large barracks of a mainly-gnomish mercenary force was situated where Toledran, the capitol of Ibesa, is now.

                            Toledran, the capitol and biggest city, lies to the north, while the cities of Lagero and Vacuina are situated near the southern border. Toledran has just over a million inhabitants, while Lagero and Vacuina number at nearly 500,000 each. There are dozens of smaller villages scattered around the country. Ibesa's economy relies heavily on agricultural production, as well as textiles (Ibesa ranks as the biggest exporter of cloth in the Lat Daeran hemisphere).

                            Ibesa has good relations with Narzagon, as well as with most other nations. However, it has joined with Linnuestria and other Lat Daeran nations in publicly denouncing the Pherian government. It has also sided with Gelraemoniy in several conferences with Fosw. [/spoiler]

                            [spoiler=United Pherias]
                            United Pherias
                            [/spoiler]

                            [spoiler=Nullcorvande]

                            Lying off the southeastern coast of Haleda is a small island. This island, named Nullcorvande for the city that occupies the main plateau, is feared by sailors and AG ship crews alike, for it is constantly shrouded in a fine mist of toxic smoke. The island itself rises to great heights, and because of its steep cliffs, the city is very hard to reach. Only the hardiest of beings may live in the city, or those who have mastered one form of magic or another. The source of this toxis smoke is unknown; rumours suggest a magically-tainted volcano lies in the center of the city, while more superstitious peoples beleive the island is home to an evil goddess. In any case, Nullcorvande has become a hideout for warlocks, sorcerers, and wizards who have broken laws, or have been chased out of their original countries.

                            It is also a trading post for illegal weaponry; all non-organic material is not affected by the smoke. Many items from Lat Daera and the surrounding region are surreptitiously shipped across the Verdant to Deathport, including schematics for automatons invented by the Source and auctioned off by treacherous nobles, Pherian implements of interrogation, and many more. There are even stories of a whole shipment of unactivated Metalwalkers being ferried by pirates to unnamed clients in Voldot. Pure AG ships are rarely used for transportation; except for the organizations that have capital, such as the various Sky Clans, most traders use aging sea-bound hulks, dating as far back as 8900 PA, that have been retrofitted with stolen AG engines.

                            As for a government, the city of Nullcorvande has little; only about 1000 people live there year-round. Mostly made up of warlocks, sorcerors, thugs, pirates, and labourers who were left alive after their term of work was done, the people largely take care of themselves. However, some belong to gangs, with one or two having a hand in everything going on in one section of the city. The group that oversees the East Docks, the most desirable area, is the Bleeding Cloaks, a ruthless gang of crafty fighters and rogues that will inspire fear (or admiration) in any pirate or fencer. Their leader, Neisse Qaolwind, is the closest thing Nullcorvande has to a mayor; he has deals with almost every business, gang, and independent trader in the city, and is on good terms with many outside people that others see as dangerous, including Rex Imperatur and Emperor Jahul. Whispers are occasionally passed of his clandestine meetings with an unnamed Dragon, but only in well-guarded rooms, and even then not without hesitation.

                            [/spoiler]

                            [spoiler=Fosw Hegemony][/spoiler]

                            [spoiler=Gelraemoniy][/spoiler]

                            [spoiler=The False Kingdoms]
                            [ic=Nelesvar, Tallisian Diplomat] 'The cities of the Hoxran coast gleamed like nothing else. Tall towers seemed to scrape the sky. But every time looked past the city, I could see only desperation. Horrors of all kinds - bsekava, magical wastelands, pollution, and the overrunning jungles - beset the scattered hovels of assorted beings. The delegates I met with in the cities acted as if there was nothing there, and tried to distract me with powerful pleasures. But all I could see was the suffering of those poor souls beyond the city boundaries...'[/ic]

                            The False Kingdoms occupy two small islands north of Ibesa. The climate on these islands is quite tropical, with jungles covering much of the land.

                            Hoxra is the biggest of the kingdoms. Reputedly an ancient Kobaloi nation, Hoxra has become a place so tainted and polluted that no Kobaloi would not go there willingly. Even in the cities, despite being built on the foundations of ancient Hoxran ports, one will find only humans there. Many written records indicate that the terrible condition of the inland sections are the result of the deployment of the Aras Towers - large structures designed to broadcast waves of painful emotions - grief, anger, hate, paranoia, and hopelessness - that a group of warlocks used to gain control over the Hoxran populace, and more importantly, stronger magical powers.

                            The coastal cities are tightly controlled; every person entering or exiting has to have a permit. As well, except in rare circumstances, anybody who enters the territory beyond the cities cannot come back into the cities. The cities are ruled over by kings, or in Hoxra, mayors who report to a king.

                            The population beyond the cities is uncounted, but visual sightings indicate that they are the descendents of the original inhabitants of the islands - humans, Albiz, and Kobaloi. Some of them have become feral, subsisting on whatever they can find in the jungles. Others have retained a little bit of civilization, managing to use the fields to their own advantage. A few people are determined, for some reason or another, to enter these jungles from the cities, and the population grows by 3 or 4 every year.

                            While the Aras Towers are no longer functional, their use, and subsequent disactivation in the Great War, has left a legacy of chaos all across the islands that make up the False Kingdoms. Just beyond Vai, the Hoxran capitol, a Dream Inversion field can be found; the Vai field is the largest one. When a sentient being dreams while within this field, there is a chance that something from their dreams will materialize - a terrible monster, the physical approximation of a god, or even a copy of a loved one. However, these manifestations cannot leave the field, and due to the erratic nature of the field, may disappear entirely for weeks at a time.

                            [/spoiler]

                            [spoiler-Ardry][/spoiler]


                            [/spoiler]

                            [/ic]
                            ‘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

                            [ic=Technological Advancement]
                            The level of progress in magic and science varies across the surface of Ifpherion. Some countries, such as Altax, the Grand Barony, and United Pherias, make use of quite advanced devices, built upon many thousands of years' worth of research and experimentation. Other places, like many of the Jalarhi villages across Horsland, still use bows and arrows, and live their lives according to the cycle of the day.

                            (More to come, including better descriptions, and even drawings!)

                            [/ic]
                            ‘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

                            [ic=Classes]

                            All classes from the Player's Handbook (I & II) can be fit into this setting, with no major modifications (one needs merely to adjust his or her background; due to the influx of Offworlders, there are very many different types of magical training).

                            Below is a description of where the Player's Handbook classes are likely to be found.

                            [spoiler=Descriptions]

                            Bards: Bards represent those who are trained as one of a number of professions; orchestral conductor, singer, instrument master, composer, playwright, actor, busker, or even authors. They are also masters of many types of magic related to the effect of sound and sight upon the mind, often incorporating it into their work. A creative side is almost necessary to become a competent bard, though that is not always so; some have become famous merely by singing other peopleâ,¬,,¢s songs well.

                            Bards are quite common in Altax, where the arts have flourished in a culture devoted to luxury, and in United Pherias, where such artisans are subsidized by the state, at the expense of everybody else.

                            Barbarian: With the increasing technological advancement of the world around them, the village warriors, town pit-fighters, and loggers are becoming increasingly rare. However, they can still be found, especially in remote areas of large empires, such as the Dragsbadt Hills region of the Forgotten Kingdom, or the Eagle Talon Ridge region of the Westenray Collective. They are also common in the Jalarhi tribes in Horsland.

                            Wizard: Levels as a wizard may represent any of a wide number of professions of Ifpherion. These most commonly include researcher, navigator/pilot, doctor, philosopher, professor, politician (though often paired with a different class/profession), performer (especially with illusion and conjuration schools), historian, oracle, fortune teller, or business executive. People with Wizard classes are not rare anywhere on Ifpherion, and are quite common in the cities, where a greater standard of education exists.

                            Sorcerer: Sorcerers are similar in many ways to Wizards, though they often do not need as much training, as they have a natural talent for understanding and manipulating magical energies.

                            However, most sorcerers on Ifpherion do not profess any kind of connection or heritage to dragons, as may be the norm on other worlds. Levels in sorcerer may represent merely how experienced one is with their own magical abilities. Sorcerers are also found as tribal mystics, adventurers, and priests in some places. Sorcerers are more likely to become an outlaw than wizards are, as they do not need formal education to master their skills, nor fear losing possession of important books or datapads, allowing them to take on more dangerous tasks.


                            Fighter: In many places, fighter class levels represent experience as a tribal warrior (though this is sometimes served by the Warrior class), pit fighter, bodyguard, sword master, or soldier. However, it is more common to see characters with Fighter levels as outlaws, in the service of a gang leader or other person of power.

                            Swashbuckler: Swashbucklers may be pilots, sailors, acrobats, or adventurers. But it is more common to see them as pirates, either on water-borne vessels or on AG ships.

                            Warlock: Warlocks are casters who channel the hate in themselves and others around them to produce seemingly demonic spells.  Like necromancers, they are largely shunned most places they go, forcing them to work in secret, or in places such as Deathport.

                            Cleric: Cleric levels represent many different positions related to or within a church or faith. Clerics may be a mere preacher or recruiter, or they may be heads of an entire church. Whatever position they occupy, Clerics are strong in their devotion to their god(s), and typically do not stray far from the alignment of their god(s).

                            The spells Clerics on Ifpherion learn are not granted by gods, but by either personal experimentation or spells passed down by religious mentors.

                            Rogue: Rogues come in many forms, especially in urban environments. They may be assassins, thieves, couriers, bounty hunters, or spies. They are not limited to such negative tasks, either â,¬' some are elite police officers or military squad members, trained to infiltrate specific targets by their superiors.

                            There are also rogues who enjoy the sea (or sky), and become pirates. The numbers of pirates has fluctuated many times in Ifpherionâ,¬,,¢s history; there are numerous written and physical evidence of whole nations established by pirates, contained to a single vessel or fleet of boats or AG ships.


                            Paladin: Paladins represent anybody who is fiercely committed to a religion, ideal, corporation, or other entity. They fight mainly on their own loyalty, respect, love, or faith towards their object of devotion. Some do not fight at all, such as the elite clergy of Voldot, but all are willing to do if necessary. Many are even willing to die for their cause. But unlike true Fanatics, they often obey some set of rules or laws related to their object of devotion, and do not kill themselves or others unless necessary.

                            Druid: Druids incorporate anybody who reveres (or at least, has an affinity for) the wilderness, the primal state of Ifpherion. These range from the Altaxian committees that oversee the city parks, to the Jalarhi shamans of Horsland.
                            [/spoiler]

                            [spoiler=Classes that you Will Not find in Ifpherion]

                            Monks: As portrayed in the Player's Handbook, monks do not exist on Ifpherion. However, monasteries can be found, though they are staffed with clerics.

                            Favored Souls: It is very difficult to channel potent magics from gods that have substance only in the minds of believers. This class, as portayred in Complete Divine, does not exist in Ifpherion.

                            Ninja, Samurai, Shugenja: As this setting does not have an Asian-inspiration, these classes as given in the Complete series, are not appropriate for this setting.

                            [/spoiler]

                            Players in the world of Ifpherion may also take new feats. These allow players to improve or customize their characters.

                            [spoiler=Feats]

                            Altitude Training
                            Prerequisite: 4th level, must have been to the top of a mountain at least once.
                            Benefit: A character with this feat exists comfortably in cold or low-oxygen environments. They can withstand tempuratures as cold as -50 F, but still suffer from tempuratures above 60 F.

                            Lesser Mark of the Chloronexus
                            Prerequisite: Adept rank in the Chloronexus
                            Benefit: You may transorm into a plant creature once a week (as per the Druid's Wildshape ability). You also gain a +4 bonus on Knowledge (Nature) checks.

                            Greater Mark of the Chloronexus
                            Prerequisite: Elder rank in the Chloronexus
                            Benefit: You may transform into a plant creature once a day (as per the Druid's Wildshape ability). You also gain a +8 bonus on Knowledge (Nature) checks.

                            [/spoiler]

                            Here are some new spells to cover more situations that might come up when adventuring on Ifpherion.

                            [spoiler=New Spells]

                             Voidbreather
                            Level: Druid 5, Wizard/Sorcerer 5
                            Components: Voice
                            Range: Touch
                            Target: Living creatures touched
                            Duration: 1 hour/level for each creature
                            Saving Throw: Reflex negates (harmless)
                            Spell Resistance: No

                            The caster speaks a few words of their magical language, then touches the intended subjects. A sphere of air then surrounds the subjects, allowing them to breath in oxygen-deprived environments without equipment. The sphere of air lasts for an hour for each level of the caster.

                            This spell is mostly used in the cold vacuum of space, beyond the atmosphere of a planet or moon, but can function in a few dangous environmental conditions as well, such as a smoke-filled room. The air the subject breathes is intensely cold, but not paralyzingly so. The sphere does not prevent further material from entering, nor does it equalize pressure to a level that which the subject is comfortable with.

                            Disable Weapon
                             Level: Wizard/Sorcerer 4
                            Components: Somatic
                            Range: 25 feet + 10 feet/caster level
                            Target: All effected objects within Burst
                            Duration: Instantaneously
                            Saving Throw: (Object)
                            Spell Resistance: No

                            [ic=Vielut the Remade, Kobaloi mercenary]' - everybody was fightin' there. I was stabbin' my best, slashing right an' left an' right again. Suddenly, there's this big human - easily two of me - and he just strides into the middle of the scrap like we wasn't there at all. No swords, no guns, no nothin', just a small wooden stick. So, everybody ignores 'im, until he raises his hands and forms a symbol with his hands - no, I don't remember what blasted symbol. Suddenly, all our weapons are gone. Well, not gone - our swords were snapped, and our gun barrels were bent backwards, even my trusty spikerifle. I tell ya, there's only been a few times I was really terrified of something, and that was one a' them.'[/ic]

                            This spell calls forth a large reserve of magic that is released in a circular wave, emanating form the caster, that disables all non-concealed weapons within range. Magical items, or items that are currently attended, must succeed on a DC 15 Will save or be considered sundered. All non-concealed mundane items within range are rendered unusable and are considered sundered.



                            [/spoiler]

                            A few new prestige classes have been made, to convey what it's like to advance down one of the multitude of paths on Ifpherion.

                            [spoiler=Prestige Classes]

                            [ic=Cedwy's Gunslinger]

                            The nation of Cimri is ruled with an iron fist by a device known only as 'the Source'. It has imposed severe social regulations, and sells all but the barest minimum of grain to other countries, in order to build more protection for itself.    Immobilized within it's modified castle home (also known as 'the Source'), it both hates and envies humans for their brash emotions, their ability to move, and their ability to manipulate magical energies.

                            Cedwy is the leader of one of the underground groups that try to undermine the Source. He and his crew use a wide variety of tools to disrupt communications, knock out power generators, and distract sentry drones.

                            [/ic]

                            [ic=Arcane Engineer]
                            Arcane Engineers are a very valuable segment of mechanics in more developed regions of Ifpherion. They know how to combine the cold, predictable steel with the raw, sometimes unpredictable energies of magic. They can be found working on AG ships, ensuring proper construction and proper maintenance. They can also be found down on the ground, maintaining, constructing, and even inventing many different types of machinery, from the blade golems harvesting the fields, to the cruel tanks in the employ of the Pherian government. Some can be found making custom orders, and selling their wares in the bazaars and shops of the cities.

                            Most profess no religious connection, though there are a small few who come from a religious background, and typically construct items of devotion, rather than the variety of items most Arcane Engineers produce. A majority of them, especially in urban environments, belong to some union or guild, where such organizations have not been outlawed. The dangers posed, especially to new Engineers, can be great, and these unions or guilds have been put together to protect the interests of their members.


                            [/ic]


                            [/spoiler]

                            [/ic]

                            ‘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

                            [ic=Example NPCs]

                            To give an idea of how the various members of the organizations act, attack, and look, I have made several Non-Player Characters.

                            [spoiler=Deathport Mercenary]

                            To make a living amongst the gangs and militias of Deathport, one needs a certain ruthlessness and adaptability. Seznigard Blacktongue displays this more than usual.

                            [/spoiler]

                            [/ic]
                            ‘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

                            [ic=Interesting Sites]

                            These are just a few of the many ancient and mysterious locations that may serve as possible adventure sites.

                            [spoiler=Dranem Bay & the wreck of the Gesh Tsit]

                            Dranem Bay, on the west coast of the Grand Barony, is a small bay, with a distance of only 15 miles from mouth to end. It's warm waters are home to many species of fish, ranging from goldenbeaks to jarnsfriends. The diversity of marine life in the bay has attracted several migratory bird species, who have made it a rest stop on their route.

                            The town of Lash, at the end of the bay, has relied on these fish and birds for many millenia, and on the river Volhern to ship these fish and birds to elsewhere on the Volle. However, for the last century, it has been able to ship cargo by AG ship instead of water-borne craft, because of the mayor's decision to build landing facilities. This decision displaced the city's fledgling shipbuilding industry, creating some enmities that last to this day. As well, it disrupted the ecosystem of the Volhern, which had adapted itself to the frequent trips down the river.

                            Fifteen years ago, an AG ship by the name of The Gesh Tsit (named after an famous Pherian Merchant Reformer), was heading to Lagerheim from Massifbry. However, it ran into trouble in the middle of the Verdant, and had to take a wide detour. By the time it reached the bay, unfortunately, the facilities were covered by fog, and the station engineer could not authorize a landing. The Gesh Tsit circled for hours on end, waiting for the fog to clear...but it would not clear, not for another day. Forced to make an unfavorable decision, the Gesh's captain decided to make an emergency landing in the water. However, due to a critical malfunction with the ship's protective forcefield, it crashed into the bottom of the lake. The force of the impact killed over half of the crew and passengers, and many more died after the water started to leak in. Only those with protective magical items, or magical capabilities managed to stay alive.

                            After the crash, despite the pleas of the survivors, no official investigation has been launched by the Baronial government. Officials decline to comment on it, with a nervous look on their faces. However, rumors persist of many different things about the crash site, including a passenger with a cursed item, sabotage by rival nations, and the involvement of the Vilim. Many bodies and items still remain intact on the ship, including on the section of the ship that protrudes above the water.

                            [/spoiler]

                            [spoiler=Grainmasters Hall Rebellion]

                            Tensions in United Pherias between the corrupt Merchant Reformers andthe disadvantaged farmers have risen to a boiling point. The city of Hafnair's Mile, in the middle of a rich agricultural plain, has become a focus for such tension.

                            Just outside the city, at the conflux of several farms, lies the Grainmaster's Hall, a building once used as a forum of discussion and legal agreements between farming families. However, it was bought by the government several years ago, and was slated to become a cottage for influential visitors, but was abandoned when that plan fell through.

                            Lately, the farmers near the Hall have managed to survive the government's regime of indoctrination and fluxuation export tariffs, but with one farmer's baseless eviction from her property, the people have decided to take more serious actions. A group of about 20 individuals, made up of farmers, their families, and sympathetic militiamen (who once belonged to the official police force of Hafnair's Mile), have planned to take several officials hostage in the Hall during their yearly 'inspection' of the property; they then plan to make formal demands to the government, knowing full well the Merchant Reformers will give no mercy in the Hall's destruction. The group has a strong belief that this will be the first of many rebellions by the abused and disadvantaged of United Pherias.
                            [/spoiler]

                            [/ic]


                            [ic=Fiction]

                            I've written some short scenes to better illustrate life on Ifpherion. I may in the future expand some of these stories into a longer story.

                            Afoot
                            Life as a mercenary in Dyrrachon is hard, and it's even harder when you're employed by a drug runner to take out a rival.

                            A Walk in the Parks
                            A junior engineer on his daily tours comes across a lost friend.
                            [/ic]
                            ‘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

                            [ic=Religion]

                            Ifpherion is a setting unlike many others; it takes place within a universe devoid of 'gods' as we perceive them. Of course,  the societies of Ifpherion beleive in gods all the same - their devotion in the mental constructs they see as gods can be quite strong.

                            As well, the magic that suffuses the universe indeed allows for a being of sufficient talent or wisdom to gain wondrous, even godlike powers. But none are born or created with these abilities. Even the celestial objects, such as stars or black holes, have only the merest spark of magical capabilities, due to the magical field being warped by the intense activity from these objects. Planets that host sentient races are the same, though they may become more aware as the arcane field is warped by any magical manipulations the sentient species are capable of.

                            The biggest way this affects the rules is that Clerics and Paladins do not receive their spells from their gods, but merely from their own magical capabilities, which are empowered by the power of their beleif, or from spell formulae taught to them by church elders.


                            * - One of the secrets given by the Dragons to the ancient leaders, scientists, and wizards of Ifpherion is the presence of the Arcane Bubbles. These are purportedly vast regions of space, up to several galaxies in length, where magic is indeed obvious, and able to be manipulated by beings of sufficient skill. These Bubbles are scattered throughout the universe, and seem to move away from each other over the eons as the universe expands.

                            Ifpherion happens to be near the center of such a bubble.


                             Figurative

                            Of course, gods are still worshipped by some peoples of Ifpherion. (Description of major religions forthcoming...)
                            [/ic]
                            ‘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

                            [note=Pistols, Rifles & Exotics]I've begun work on rules concerning firearms in Ifpherion. I've decided to try out a feat-based system for now. You can find them here.[/note]
                            [ic=Unique Equipment & Items]

                            Here are some new tools for use in this setting. So far, they are just descriptions, but statistics are coming.

                            Firebreather (Pistol)
                            -A model of pistol produced by the Grand Barony. It fires alchemical ammunition that ignites when discharged. Price: 120 Drae (fenced), 80 Drae (with valid police, government, or military identification).
                            [1d3 + 1d6 Fire, 19-20/2, 30 foot range, automatic, Small, licensed]

                            Personal Scanner

                            This hand-held device looks similar to a rod, but has a small flat area (about 2x2 in.) on the top. The device has a number of powers usable on command:
                            Detect Magic (60ft.)
                            Detect Poison (40ft.)

                            It also has the following abilities:
                            detect secret doors 3/day (60ft.)
                            Detect Undead 3/day (60 ft.)

                            All abilities operate as per the spell except that the relative locations of the objects shows up as glowing dots on the 'screen.' Multiple abilities can be used at once, and each has a different colored dot. Ranges are as indicated. It is also available as a greater item, which adds another power, Locate Object (550ft.), and all powers are usable on command.
                            CL 4; Craft wondrous item, detect magic, detect poison, detect secret doors, detect undead, locate object(greater only); Price 8,000 Drae, 25,000 Drae(greater)

                            Personal Data Recorder

                            This thin device is roughly half the size of a sheet of paper and a half-inch thick. This device can store up to 100 pages of information, either writing it by hand or by using the built in dictation system. These pages can be edited using a series of hand movements to copy, cut, paste, shrink, whatever, as well as transcribe them to a physical sheet of paper. It also features up to four hours of audio recording, and can send either type of data to a nearby Recorder, up to 500ft. away, provided the user knows the unique ID of the receiving recorder. This ID usually comes in the form of a symbol or initial of the owner. This device is incompatible with any magical writings, any attempt to write them in the recorder results in strings of gibberish.
                            CL 3; craft wondrous item, message, arcane mark, dictation; Price 4000 Drae.

                            Tamuliop's Telepathic Deliverance Interface (Artifact - Magical - Non-commercial)
                            -This device was invented by the legendary Albizian inventor Tamuliop Pcheklav,  who was reportedly killed after producing only a few copies of it. Most of the machines were confiscated by the Altaxian government, but it is known that several were stolen before officials could arrive. The device is known to run on an electro-magical copper matrix, allowing the user to communicate with any designated subject. The only confirmed sighting of one of the stolen machines is the one in the posession of Neisse Qaolwind, the slick gang leader of Nullcorvande.
                            Price: N/A

                            Lonwe's Oscillating Matrix (Demolitions - Magical - Industrial Use)
                            -This device is used for demolishing stone walls or entire wooden houses. When attacked to a vertical surface, the device senses the structure's weak point, and begins to oscillate several weights to produce that frequency of vibration. Within a few minutes, the structure begins to buckle, and eventually collapses.
                            Price: 10,000 Drae and convincing identification as a government or private demolitionist

                            Nausea Cannon (Heavy Firearm)
                            -A heavy firearm that can either be mounted onto the side of a vehicle or supported on one's shoulder. When the proper rune is depressed, the cannon produces a ray of nausea and vertigo-like effects. Exposure of longer than 30 seconds can induce more serious effects, and continuous exposure of more than a minute can lead to heart attacks, intestinal damage, and drownings. This weapon is usually reserved for only the most serious of crowd-control situations. The only nation to use this is United Pherias.

                            Disruptor Charges (Explosives - Nonmagical)
                            -When these charges detonate, they disrupt any electrical device or creature within 40 feet.
                            Price: 45 Drae/1 charge (fenced), 30 Drae/1 charge with a valid military identification

                            Peace Charges (Explosives)
                            -When these charges detonate, they cancel any magical effects and spells (of up to 4th level) within 20 feet. Any effects and spells of 5th or 6th levels are disrupted for 20 minutes. Both these and the Disruptor Charges are made only by the Grand Barony, but are also produced illegally, in places such as Deathport and Nullcorvande, where they end up in the hands of pirates and thugs.
                            Price: 600/2 charges illegally, 30 Drae/2 charges with valid Baronial military elite identification


                            Gloves of the Spider (Clothing Accessory - Magical)
                            -These gloves allow the wearer to climb on walls and ceilings as per the Spider Climb spell. This is used mostly by elite military or police infiltration units, to save squad members from having to ingest potentially dangerous spiders or bitumen.

                            Staff of Purifying Daylight (Staff - Magical - Non-commercial)
                            -Used exclusively by members of the Chloronexus, this staff is made of a rockwood shaft inscribed with passages from the Wise Book, and topped with a quartz prism. Twice per day, and if there is sufficient sunlight, an Adept of the Chloronexus can channel sunlight through the prism, creating a single beam, as per the Sunbeam spell (though there's only one beam). Only members of the Chloronexus of Adept rank or higher know how to use this staff.


                            The Grozenfir (Rifle - Non-magical - Noncommercial)
                            -This is the usual tool for woodsmen and forest hunters, as well as rangers hired to eliminate sick or magically tainted animals from parks. In most versions, upon impact, the bullets will simultaneously deliver small amounts of a powerful poison, and a powerful anaesthesia, to eliminate most of the pain for the animal. Keep in mind, that without displaying a proper license, most patrols will consider it illicit, possibly stolen.

                            Each bullet contains 6 mg of poison, as well as 4 milligrams of anaesthesia. The poison is delivered upon successful injury, and the victim must roll better than 19 on a fortitude save to ignore it's effects. If the target fails the first saving throw by 10 or more, they fall unconscious. Otherwise, they take 1d6 Con damage. After a minute, the target must make another saving throw; if they fail this saving throw, the subject takes 2d6 Con damage. Otherwise, they take another 1d6 Con  damage.

                            The anaesthesia puts the creature in a mental state similar to Fascination; as their body slowly succumbs to the poison, their mind feels free as a bird. At the same time as they make the first saving throw for the poison, the creature automatically becomes Fascinated for 1d6 minutes (the poison is known to create powerful hallucinogenic effects). If the creature fails it's second saving throw, it becomes Fascinated & Blind for 1d6 minutes.

                            [1d3, 20 critical, 50 foot range, single shot, Medium, license required]

                            -Spikerifle


                            [/ic]
                             
                            [ooc]Thanks to Stargate525 for the Scanner and Data Recorder.[/ooc]
                            ‘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

                            [ic=Timekeeping on Ifpherion]

                            The planet of Ifpherion circles its primary, larger sun, Ib Besalta, every 433.5 Ifpherion days (by the latest calculations of Baronial wizards). The secondary, smaller sun, named Ib Drasego, 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 Ib Besalta to the setting of Ibn Drasego - 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 United Pherias, it is the Rex Anni Polus, or Year of the Philosopher King . In United Pherias, every decade is seperated into 10 different named years, each named for an aspect of the King, even though they do not currently have a king; the cycle starts with Rex Anni Illiu, Year of the Artist King, and ends with Rex Anni Sacaruvo, the Year of the Sculptor King. Rex Anni Polus is the 9th in the series.

                            Timeline

                            Civilization on Ifpherion has been around for a very long time - 400,000 by the most conservative of researchers. However, the civilizations did not always stay the same - naturally, they rose and fell, with technology reaching a peak just before the planet fell into chaos once again. The keeping of time has changed with each civilization, so there are quite a few possible starting dates. The Grand Barony, ever since it's inception, has used a date system that counts the years since the planet-wide war that covered the planet, called the Descension (or Alba, 'Dawn', in Albizian nations). The current date is 11934 After Descension/Post Alba.

                            Some philosophers, researchers, and cults beleive that the current cycle will soon be drawing to a close, as the level of technology and magical development keeps rising. These beleifs are largely connected to religious doctrine; a few extremist groups have already held mass suicides, beleiving their gods would favor them.

                            Seasons

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

                            Gohorotan; 'the Whiteness'

                            The arrival of Gohorotan marks the beginning of the year, 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.

                            [/ic]
                            ‘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

                            December 18th, 2007: As I have some free time in-between semesters, I've decided to do a bit of editing on this setting, and try to participate as much as possible in this community.

                            The most significant change I've made so far - and probably will make - is reducing Humans to a minor race. I've realized that, after almost 100,000 years of slowly diverging, interbreeding, and splitting up again, the only places you'd find Humans in any large number is in the big cities, especially older ones, where the different races have interbred for a long time.

                            There are definitely more changes coming. I've already changed all references of 'Gnomes' to the name 'Ducters' in my own files, and I'll soon be doing that here.

                            I'm also going to upload more info on the Races - I haven't put up the new Dragons, Offworlders or Metalwalkers yet.
                            ‘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