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ambu
2005-10-08, 05:10 PM
Recently I rediscovered AE and started creating a world based on the system. The result so far is shown below. Please share your opinions!

Welcome to the world of Hyberia, a world of mighty orc tribes, grim dwarven clans, shifty and cunning goblins and discovering humans, among others. In here ancient mohj magisters ponder how to develop their art isolated, faen happily teach soulborn how to acquire an identity and verik pray to their God under the hot desert sun. In a land just discovering the political advantages of great nations and recovering from a hundred years of war, brave souls can carve themsleves a reputation or even a kingdom, discover an ancient civilisation or a continent or help their country prevail, while the various races and nations eye each other warily over ill-defimed borders...

Themes: Ceremonies, new world, unexplored regions, animalistic opponents

Magic: Although magic has existed since the dawn of time, it is NOT a tradition in Hyberia. Ceremonies, a crude attempt to exploit the magical environment of Hyberis, have existed for centuries as means to spiritual and sometimes physical growth but it wasn’t until the arrival of the Quazalkateotlean that magic received a firm foundation. Since then, witches, totem speakers and greenbonds were the only spellcasters active and they had access only to simple spells. The tutoring of the Quazalkateotlean, however, and the writing and distribution of Ars Arcana enabled several magical traditions to form. Within a century, several magic colleges and guilds had been formed. As such, magical items are not very common, not because they are especially difficult to make , but because there has not been enough time in which to create them.
The discovery of the Vault spawned a second magical rennaisance, opening new ways and magical traditions. For the first time, a multinational college, the Auroran Weirhold was formed, with the explicit goal of standarising magical theory and establishing widely held magical standards of research and behaviour. The Weirhold has been active for only 30 or so years, but so far the founding members have lost none of their resolution to achieve their goal.
Magic is Hyberia is seen without any prejudice. Magic is a relative newcomer in Hyberia and few spell battles or trully magical disasters have had time to happen. Thus, common folk will react to a magister or a witch in the same way they would react to an armed warmain, as wielders of might enough to destroy or save them.
The discovery of tenebrian seeds within the Vault has, for the first time, made magical colleges and like organisations coveted and feared at the same time. Only during the last decade have evolved creatures started to appear and most people do not know what to make of them. Even organised religions have had no time to adjust to this magical trancending of one’s self.

Ceremonies are one of the building blocks of everyday life in Pandea. Common folk will arise, perform a minor ceremony to greet the new day and go on with work. There are tens of ceremonies for almost all aspects of everyday life, and at least some of them are performed regularly from anyone. As some of them are truly magical and some are not, commonners usually believe that they are all functional. Thus, giving your word or signing a contract under a ceremony is usually a major commitment. Most villages have an elder that is also the Master of Ceremonies, while most religious fugures know an impresive array of ceremonies. This mangle of ceremonies and magic also means that individuals well versed in magic and ceremony can take advantage of the mystique around ceremonies

General: Civilisation in Hyberia rests upon the huge continent of Pandea, which spans over 9000 km across and 6000 km from north to south. Due to the fact that sailing is underdeveloped and because this main continent is huge, general knowledge of the whole world is not common. Races in Pandea are just starting to recover from the grea war that ravaged the land, while coming to terms with the new creatures that ancient magic released among them: The soulborn. Technology in Hyberia is far more advanced that it should be, due to the fact that mysterious beings called the Quazalkateotlean taught, in two different timelines, advanced knowledge to the people in Pandea. The result was that political and social advancement did not have time to catch up with technology, thus splinterinfg the races to factions. The fact that Pandea, while huge, is not easily traversable has only made matters worse.
Unkown to all races currently living on Hyberia, the whole plane hosting the planet was created as a battlefield between a forgotten dwarven god and a forgotten orcish god. The bet was to see how its god and its assorted company would fair in a world where they could not grant clerical or standard magical powers. Dwarves and orcs were indeed the first races to appear, and the gods worked side by side to create the new world. The two races and othe sentient creatures brought from other worlds to populate the planet did indeed war in the surface for many millenia, developing great capabilirties. |However, the planet itself started developing magic and spells to several beings and soon the two gods discovered that other races, not meant to be of central role, started to assume critical roles. Angered by their inability act as usual, through standard magic or clerics, the gods did whatever they could to annihilate the traces of their passing and sealed the plane in ordre that their folly reamained unknown. Todays races and creatures are the left overs of this final reformating that took place less trhan five thousand years ago. The traumatic experience of being left for dead by the god that you have served for over a millenia, as well as the energies released in the conflict, caused both dwarves and orcs to forget the true history and recreate a fictional one for what they could piece. The true story is hinted in the most ancient of texts that are usually hidden, destroyed or not yet found in several places and in all three continents.


Welcome to the world of Hyberia, a world of mighty orc tribes, grim dwarven clans, shifty and cunning goblins and discovering humans, among others. In here ancient mohj magisters ponder how to develop their art isolated, faen happily teach soulborn how to acquire an identity and verik pray to their God under the hot desert sun. In a land just discovering the political advantages of great nations and recovering from a hundred years of war, brave souls can carve themsleves a reputation or even a kingdom, discover an ancient civilisation or a continent or help their country prevail, while the various races and nations eye each other warily over ill-defimed borders...

General: Civilisation in Hyberia rests upon the huge continent of Pandea, which spans over 9000 km across and 6000 km from north to south. Due to the fact that sailing is underdeveloped and because this main continent is huge, general knowledge of the whole world is not common. Races in Pandea are just starting to recover from the grea war that ravaged the land, while coming to terms with the new creatures that ancient magic released among them: The soulborn. Technology in Hyberia is far more advanced that it should be, due to the fact that mysterious beings called the Quazalkateotlean taught, in two different timelines, advanced knowledge to the people in Pandea. The result was that political and social advancement did not have time to catch up with technology, thus splinterinfg the races to factions. The fact that Pandea, while huge, is not easily traversable has only made matters worse.
Unkown to all races currently living on Hyberia, the whole plane hosting the planet was created as a battlefield between a forgotten dwarven god and a forgotten orcish god. The bet was to see how its god and its assorted company would fair in a world where they could not grant clerical or standard magical powers. Dwarves and orcs were indeed the first races to appear, and the gods worked side by side to create the new world. The two races and othe sentient creatures brought from other worlds to populate the planet did indeed war in the surface for many millenia, developing great capabilirties. |However, the planet itself started developing magic and spells to several beings and soon the two gods discovered that other races, not meant to be of central role, started to assume critical roles. Angered by their inability act as usual, through standard magic or clerics, the gods did whatever they could to annihilate the traces of their passing and sealed the plane in ordre that their folly reamained unknown. Todays races and creatures are the left overs of this final reformating that took place less trhan five thousand years ago. The traumatic experience of being left for dead by the god that you have served for over a millenia, as well as the energies released in the conflict, caused both dwarves and orcs to forget the true history and recreate a fictional one for what they could piece. The true story is hinted in the most ancient of texts that are usually hidden, destroyed or not yet found in several places and in all three continents.


THE WORLD OF HYBERIA

AE magic, skill and feat system. Feats will be imported from standard D&D ( SDD) on trial bases.

Races- Elder: Orcoids ( uruk-hai), goblins (gradzur), dwarves, shifters, faen

Races- Newcomers: Verik, humans, soulforged (warforged), mojh, runeborn

Classes: All AE except oathsworn plus monk, barbarian, scout, rogue

Geography: One huge continent ( bigger than Eurasia) called Pandea, one almost unknown, one completely unnknown.

History
-3000 Humans arrive at Pandea. The Durak-animu dwarven kingdom is fighting the Grumzblad orcish empire for over a century with terrible losses. The urun sakai still live with the lycanthropes in tribal semi-permanent communities and work as freelancers in the war. The gradzur tribes mostly favor their cousins the uruk-hai in their war. Humans come in contact with the elder races. Humans form small clans and some come under attack from the shifters and the orcoids. Faen clans help humans. Humans refrain from marching inland because of the war.
- 2850 The orcish-dwarvish war ends when the dwarves detsroy the capital of the Orcish empire Dar- zhagi in the Battle of Zhar ud Miergan (Fire and Steel). The orcs collapse as several orcish warlords plot to become the new leaders. The gradzur take the initiative by leaving – some would say betraying- the orcoids, securing some lands from both the dwarves and the uruk-hai. The dwarven kingdom is devastated both in economical and military terms and withdraws deeper in its borders. Many dwarven surface settlements are left. Lone dwaves or small families move seawards, meeting humans.
- 2800 Humans form several small nations and they trade agricultural and animal knowledge and products with the more friendly dwarves. In return they learn to work the metals of the land. Shifters, lycanthropes and both orcoids and goblinoids harass the new human settlements. Faen still live in their ancestral places and defend them from all intrusions. They trade with humans
- 2700 Humans expand, infrequently clashing with the other races. They tread upon the ground of ancient orcish and dwarven battles but they do not realize it. They reach the river Anturax and start to colonize the fertile area, suffering from the lingering uruk hai and the gradzur. Their horseriding skills and their taming of the grudz birds make them very mobile
- 2500 The first great human nation appears, near the river Anturax, after the human warlord Arturis huints the goblinoids to extinction, while befriending the local shifters.. Founded atop the ruined orcish capital that was destroyed by the dwarves, the city Artur becomes the center for the new kingdom. Shifters start to come and visit the humans. Faen dislike the city life, but are considered welcome guests
- 2400 - 2350 The Quazalkateotlean first appear over the seas in great ships. They easily repel all attacks from any race and soon show that they mean to help. They teach any member of any race willing to learn metalworking, fighting techniques, systems of irrigation, construction techniques etc etc. In distand parts of the world the verik appear. Artur quickly becomes a center of learning, both martial and civil. However, the new nation becomes complacent.
- 2350 – 2200 The newly learned knowledge spreads through Pandea. Dwarves rediscover the crystal weave. Rumors say that they found the secret while exploring deep within the earth. The faen discover devanian steel, which they teach to humans. Uruk -hai smiths discover dire weapons
- 2170 – 2162 Artur starts to lose outlying regions to centaurs. The current King Solanius is too weak to marshal his nation’s army and thus hires barbarians from the north. However, the leader of the Barbarians Barend comes to a secret alliance with gradzur tribes and betrays Solanius. Artur is razed to the ground.
-2150 In fear of the orcs returning, the now splintered Durak-animu dwarves preemptively strike the almost victorious Barend’s Alliance. The dwarves gain a pyrhic victory that completes the disintegration of their once mighty kingdom but destroys the orcish and human barbarian tribes. The two peripheral dwarven kingdoms become autonomous. Thralhome, the heart of the dwarven kingdom just suffices to feed its own people. Many small dwarven clans leave the mountains and migrate to human cities, conquer orcish land or settle unexplored places
- 2140 Verik, faen and humans start to create mixed kingdoms. Some shifters renounce their lycanthropic and cannibalistic ways and mingle with humans.
- 2000 Nations, kingdoms and empires rise and fall. The dwarves, some humans and the orcs start to turn to the teachings of the Quazalkateotlean in order to find a new path to civilisation.
- 1900 Akashics first appear, originating from the verik and quickly spreading
- 1800 The way of the monk and the ritual warrior begin to appear and fighting academies form. Because orcs seldom create cities they mostly learn the ways of the barbarian. The religion of the Cross starts to appear among humans. Many verrik and shifters adopt it.
- 1700 Most crafts and professions have formed guilds.
- 1600 In many settlements and countries, the Church of the Cross rivals in power the king.
- 1500 – 1450 The Quazalkateotlean appear again. This time they do not hesitate to kill if provoked and take many raw materails as payment. However, they teach magic to the other races. The dwarves, already suspicious and angry that he other races learned stoneworking and metal working partake only slightly of this new knowledge. Faen, humand and verik become the most enthusiastic students. As a parting gift, the Quazalkateotlean teach three humans how to become Mojh.
- 1400-1300 The discovery of advanced magical effects sends shockwaves through every nation and society. The Church of the Cross splits to the Questioneers, who question many Church practices and beliefs and keep an open mind towards magic and the the mojh tranformation and the Puritans, that believe magic is the tool evil and that humanity is sacred. Religious wars erupt. Meanwhile, shamans of shifter tribes and lycanthropes meet n order to discuss the opening rift between lycanthropes and shifters. A betrayal leads to murders and a bloody civil war begins that will last for years.
- 1200 Puritan nation Glodenspire, home of the finest military academies becomes a theocracy after the king dies, some say under mysterious circumstances. Reverend Overseer Gurabalde assumes leadership and through political and military manouevers, forms a hemegony of cities. The Glodenspire Coalition becomes progressively intolerant of others. A new capital is built on top of Artur . Mojh become more often as magic spreads. Faen perfect the greenbond
- 1150 Glodenspire outlaws all other religions and proclaims lycanthropes, verrik, non holy magic and most othe races, with the exception of the faen and the dwarves, as impure and in need of purging. Inquisitions are formed and witch trials plague the populace and the surrounding countries. A campaign of terror begins. Mohj are captured and suvjected to rituals that seek to remake them human. Most die horribly. Shifters are also persecuted on sight
- 1050 Several nations fight for their survival, as Glodenspire becomes more and more aggressive. Verriks migrate to the Calihara desert in order to escape Glodenspire persecution. Orcoids, goblinoids and lycanthropes suffer the most. Questioneers become more and more popular outside Glodenspire.
-1000 Glodenspire goes toο far when its theocracy tries to ban guilds and pass ecclesiastical control. The guilds rebel and guerilla warfare begins inside the Glodenspire Coalition. Goblinoid tribes storm the Grand Wall of the Goldenspire, while Questioneer troops attacked through the harbor. After a three days battle the city of Glodenspire falls to the enemy troops and is pillaged. A full half of the occupants are slaughtered and the survivors take refuge to the surrounding mountains, where estimations say that another full quarter perished. Through the years, many small baronies will form from the survivors
- 998- 950 The Questioneering Church of the Cross speads through the remaining human kingdoms. Its first Supreme Overseer Lail the Gentle establishes firm tenets of compassion and tolerance, while strengthening the church’s military might and political power.
- 900 The dwarven army once again clashes with newly formed Red Horde, led by the famous Uruk- Hai warlord Jang the Tempest. The supreme dwarven warcraft falls to the newly invented orcish tactics and the shamanic might of the Horde. The Horde even destroys the greatest dwarven city of all, the ancient Thronehall. Thousands of dwarves are sold slaves. The dwarves in an act of desperation unleash the underground dam and flood their beautifull city, forcing the uruk-hai army out. The remaing Horde easily overtakes most of the remaining kingdoms of the region. For the first time, an empire spans the continent.
- 870 - 800 Jang the Tempest dies. His five sons start a civil war that rages across the continent. After 20 years of frequent skirmishes, the dwarves and the faen start a revolution that rallies the enslaved humans and shifters. The Orcish empire cramples and several nations reemerge or are established. Ancient religions are also reestablished.
- 720 The verik Miham Maet, former priest of the Cross, claims to have been visited by a god, the only god. In a short but turbulent period all the scattered veri and human tribes of the Calihara merge under the banner of Miham the Chosen and form the Empire of the Half Moons. Civilisation flourishes as the verik perfect their sailing and start to spread their merchantile activities over the shore of the Calimshan Straits. The spice monopoly strengthens the new empire
- 700 – 500 For the next centuries, civilisation flourishes. Wars are frequent but short lived, as alliances are made and broken. Several Orders, Guilds and Arcane Colleges appear.
- 500 All portents and divinations point to the coming of the Quazalkateotlean. However, despite the teachnings of several prophets, they do not appear.
- 375 Tribes of centaurs and beastmen attack faen and shifter comminities. A two yea campaign just drives them back. The Great Eastern Wall is built to prevent such an occurence
-175 - 150 An immense magical phenomenon appears during the spring. All magical sensitive living creatures feel untold magical powers beeing unleashed. The winter comes within the week. This becomes known as the Year without Summer. Famine and plagues spread. Titanic waves drown whole cities. Earthquakes shatter the earth in strange locations and the earth moans as if in pain, while the wind smells of ash and sulfur. Strange, savage creatures attack all settlements and races. Nature replenishes in an astonishing rate and cities get hidden inside newly formed jungles while ore vains mysteriously dissapear, reappear or move overnight.
-150 - 100 The Puritans reemerge, preaching that all these constitute a punishment for the wickedness of humankind. The great religions fracture into a thousand cults, religious wars are kindled and all but the greatest nations keep any semplance of order. Most of the great powers of the day start an arming race because it is apparent to all that a great war is coming.

THE GREAT WAR
-100 A dispute over a mining area pitted the dwarves against the empire of the Half Moons and its oupost in mainland Pantea. The dwarves, after months of negotiations with the indiferent and condencending verik send out an expeditionary force that quickly captures the mines. The verik retaliate by hiring several orc and shifter clans while waiting for troops from back home. The dwaves face the onslaught and finally all die while defending the newly acquired mines. This act enrages and for the first time unites the fractured dwarven clans and kingdoms, who pool their resources and create a Dwarven army, fueled by the Khazad-Dum kingdom. The verik reenforcements fall prey to pirate attacks mysteriously coordinated, while the few verik start to lose control of their orcish and giblin mercenaries, which turn upon nearby settlements. During the months that it takes the Empire of the Half Moons to mobilize its full army, the human settlements suuffer continuous assaults from aggravated orcish and goblin armies, which , under the inspired leadership of Grun the Scourge, a hobgoblin warlord, organise and rally the other bestial races, like the centaurs and the trolls. Meanwhile, humans once again call the faen to help, which also fight shifter tribes. To complete the world wide war, the Crescent Armada of the Half Moon empire arrives and once again reclaims the mines, while attacking the mostly human nation that was considered responsible for the privateering actions that caused the demise of the first armada. In short years, war rages across all civilized nations.
- 55 Human scouts discover ruins of an ancient civilisation inside a mountain range that became accesible after the Year without Summer. New technologies and magical artifacts are discovered. The soulborn activate suddenly. Soon, all major powers race to explore the gigantic ruins. Soulborn start to emerge in various parts. Most are drafted as soldiers in the Bicentenial War.
-25 Human baronies unite for the first time in several hundred years.
- 20 The prophet Joshuan of the Questioneers prophecizes a second magical Awakening if the war does not seize. His teachings of peace are very popular among the people, but most of the powers to be dislike him. Joshuan is murdered. Many people of many races openly question
- 15 A heated battle over the ruins unleashes great magical powers and natural disasters. The faen magister Sophen, perhaps the greatest magister of his time travels with the human greenbond Mathisun and several retainers. Noone returns but experienced casters sense a great magical ceremony taking place. The natural disasters seize afterwards
-10 After several years of negotiations, with the newly mostly human nation of Sevengem having the central role, the Great War seizes. Borders are drawn

Feats: Brutal throw* (CA), Power throw (CA), Danger Sense ( CA), Death blow ( CA), Deft opportunist (CA), Deft Strike (CA), Dive for Cover (CA), Dual Strike* (CA), Extraordinary Concetration (CA), Extraordinary Spell aim* ( CA), Force of Personality* (CA), Goad (CA), Hear the Unseen (CA), Imptoved flight (CA), Improved Swimming
(CA), Insightfull reflexes* ( CA), Jack of all trades (CA), Leap Attack ( CA), Mobile Spellcasting (CA), Open minded (CA), Oversized two weapon fighting (CA), Quick reconoiter (CA), Razing Strike* (CA), Stagerring strike* (CA), Tactile trapsmith* (CA), Arterial strike* (CW), Clever wrestling (CW), Close quarter fighting (CW) , Defensive throw (CW), Destructive rage ( CW), Erath;s embrace (CW), Eagle claw attack (CW), Extend rage (CW), Extra rage (CW), Extra smitinf (CW), Eyes in the back of your head (CW), Faster Healing (CW), Fists of iron* (CW), Fleet of fooy ( CW), Flick of the wrist (CW), Flying Kick (CW), Freezing the lifeblood* (CW), Greater resiliency* (CW), Hamstring attack ( CW), Hold the line (CW), Improved buckler defence (CW), Improved Mounted archery (CW), Improved rapid shot* (CW), Improved two weapon defence* (CW), Instantaneous rage (CW), Intimidating rage (CW), Karmic strike* (CW), Kiai shout* (CW), Improved Kiai shout* (CW), Monkey grip (CW), Pain touch* (CW), Phalanx fighting ( CW), Pin shield (CW), Power critical* (CW), Prone attack (CW), Ranged Disarm (CW), Ranged Pin (CW), Ranged sunder (CW), Rapid stunning (CW), Roundabout kick (CW), Sharp shooting, Shield charge (CW), Shield Slam (CW), Swam fighting (CW), Throw anything (CW), Weakening touch (CW), Zen archery* (CW)


Trained in the Art
Prereq: Heal 4, Wis 13
You can heal more efficiently than other healers
Benefit: Any patient under your long term care heals 1.5 times as fast.

Heal through skill and magic
Prereq: Trained in the Art
You have learned to combine your healing skill with your magic in order to heal better
Benefit: Every time you cast a healing spell you heal an additional amount od damage equal to your healing skill/4 +1 per die

ambu
2005-10-10, 07:57 AM
Wel, I now have 60 views and no answer! What would that mean?l

Prince_Azar
2005-10-10, 08:02 AM
At this hour of the day, most people aren't ready for a load of history about a campaign world to overwhelm them :o

Nyrath
2005-10-10, 09:31 AM
Really like the part on the orcs. Would be fun to know more about the other races and how they all mesh.

ambu
2005-10-10, 04:15 PM
Thanks to all for the answers... I really shouldn't be complaining since this only the history of the world... and I do not know how to post themap I made with AUTOrealm! However, I will be posting more. Again, feel free to comment!

ambu
2005-10-11, 03:12 AM
I added goblins to the above races!

ledriver
2005-10-11, 04:42 AM
I have to commend the amount of work and detail you've put into your setting.

In terms of eliciting responses to 'Take a look at my world!' threads the more successful threads begin with a premise, an overview, something to grab attention and pique people's interest. If a reader likes the sound of your world, they'll be encouraged to read about specific details (like the time-line you've included). Most people won't devote the time required to read a long slab of text unless they're sure it'll be worth their while.

At least, as a person who likes to browse through other people's campaign settings, that's what it takes for me to follow a particular campaign setting thread.

richelieu
2005-10-11, 04:45 PM
Nice work ambu. I particularly like your timeline.

ambu
2005-10-12, 02:18 PM
Ledriver you are absolutely right! But now isn't it too late to change the title? Thanks for you input though...

Richelieu thanks fo the nice comments! It si the first time I start making the world from the timeline. I hope it works out...

ambu
2005-10-13, 03:12 AM
I added general comments above and I took the races to this post, because the original was too long

Orcs: +2 to strength, - 2 to intelligence, medium, powerful built, darkvision, weapon familiarity, -2 to bluff, diplomacy, gather information, perform skills

Orcs are one of the older races in Hyberia. Their history is lost in the myths of time and as they do not value libraries and written words, prefering oral histories and lengthy epics, it is not easy to recognise which of their history happened when. The one constant theme, however is their unending war with the dwarves, that may seize periodically or smolder for centuries , only to turn to a mighty clash suddenly.
Orc value most of all their own self developed morals. Every orc , as part of his naming ceremony, must travel to wild lands alone or with a life- made friend to discoevr his own self . When he comes back after a set period of time, usually a year, he has developed his own personal code of honor and set of principles which are tied to his self value. This become the basis of his personality.
Since orcs tie their being with their values, they are considered one of the most steadfast allies and friends, once they have openly recognised another as an ally. However, the personal outlook of each orc means that very seldomly will orc clans form a nation. This is perhaps the reason that orcs haven’t conquered anything in sight yet.
The existence of a definite set of morals does not mean that orcs are as a rule gentle or thoughtfull. Living in a hrash, dangerous land and naturally inclined towards strength rather than intelligence, most orcs develop a martial or sometimes downright brutal outlook of life. The one thing almost any orc appreciates is military might. Since they refrain from living in cities, prefering the freedom and challenge of the wilderness, most orcs turn to martial occupations. However, they know the power of nature and of the Green and as such, an orcish Greenbond or Shaman is considered an honored person in the eyes of any orc.
This orcish mentality extends to ther orcoids (ogres etc). Most orcs tend to adopt standards that resemble those of the tribe they stem, but different tribes behave differently. However, orcs also have a strong racial identity. Thier name in orcish means the Steadfast and they ridicule the ease with which memvers of the other races give their word or get holed up in cities. Thye have seen as a race mighty cities come and go, but the orcish tribe has remained. They also find the concept of a set system of laws or code of behaviours common to all frivolous, believing that each case should be judged on its own merit.
Orcs usually enjoy heavy food, loud parties and seious drinking. Since in the wilds these are exactly the things that will get you killed, orcs tend to enjoy them when they can. They also place great value in sturdy and expensive items that they can use in the wilds. Orcish bad taste in clothes is legendary, since most orcs will cloth themselves in any extravagant cloth made from any expensive material to show their wealth. The concept of fashion is completely alien to most orcs.
Physical description: Orcsa are heavier and taller than humans, averaging near 2 metres. Their face featires two sets of hude canine teeth, that gives them a very specific accent. Most have hair covering ther bodies, usually in orange- brown, brown or grey color. Totally black or red hair is usually taken as a sign that this specific orc is blessed.

Other races: Orcs mostly associate with goblins, whose cunning and nature skills they admire. An ancient pact and an ancient sacrifise the goblins made long, long ago, make the orcoids feel somewhat disposed to help goblins and seek their alliance. They believe that they have nobility (the orcish, tribe-relatave version of it, anyway) to each their smaller cousins. However, thay have learned that goblinoids are great opportunists and they are best not to be tempted.
Orcs also have no quarrel with shifters. An orc will understand easily the need of the shifter to tame his inner self and will applaud the way shifters use their inner bestiality to achieve great things and the way they strive for freedom. They are somewhat put of with the way that shifters do not hold to communal life and can adapt to city life. All in all, shifetrs and orcs can associate very succesfully, if years of fighting have not colored their views of each other.
Orcs do not understand either mojh neither warforged. In the eyes of an orc , these beings smack of otherworldly magic and unfathomable actions. Every different orc will have a different opinion on either race.
Humans are also inexplicable to orcs. They way they seem to adapt to anything and their penchant for cities and laws shouls have paint them as weak. That they usually subvert nature tot heir cause and wield magic easily is also a mark against them. However, humans, although newcomers to the orcish lands, have managed to prosper and humble many great warriors and tribes. That suggests that humans have more than meets the eye.
Verik and orcs rarely if ever come in contact, except for the orcish mercenary hired as a bodyguard to the wealthy verik merchants. The two cultures are so far apart that they do not have any specific enmity.
Finally, orcs have a deep suspicion of hatred toards dwarfs. The two races have fought repeatedly over several millenia and have destroyed each others cities and civilisations repeatedly. An individual orc and dwarf can be cordial or even friendly towrds each other, but usually having orcs and dwarves in the same room means abr brawl at least. However, orcs have learned never to underestimate dwarven might. An orc will curse, belitle and taunt a dwarf but will never disrespect or underestimate him.

Goblins: +2 to dexterity, -2 to constitution, medium, low light vision, scent feat, +2 to spot, listen, survival and handle animal skills

Goblins are the great opportunists of the world. They have dealt and fought with almost all races and still they manage to remain open to most alliances. Goblins have a strong racial identity despite the fact that they are scattered all over the continent. They would never fight among their own kind, unless there was profit to be had and then most goblins would go to great lengths to ensure that he rival goblin loses only his fortune, not his life. Goblins love to form trading rings and acquire influence and wealth. Being a small race in a dangerous world, goblins have learned early to develop their senses in order to avoid danger. Goblins like to fight in their own terms and they usually scoff the concept of courage and valor. They believe that it is best to have others fight for you than do it yourself and as such, they are glad that most other races do not seem to grasp that simple fact.
Goblins are prized as scouts, animal trainers and animal keepers. They are the only race that has managed to tame and use the wild dinosaurs as mounts and they are also the first to learn the secret of riding sgrats from the humans.
Goblins enjoy amasing wealth and as such love to have expensive items. Goblins make some of the best appraisers of the land and they usually try to learn of the finer things in lfe. The last years many are the goblins that have left the wilds and joined the human cities, trying to learn whatever they can from the taller humans.
Physical description: Goblins usually have a round head slightly large for their small bodies. They are usually smaller than 1.50 in height but have abnormaly long and dextrous hands. Although not as sturdy as humans, goblins have excellent senses. Their bodies are usually covered with a short, coarse hair that has a slight, green, blue or orange tinge. Goblins usually try to comb their unrully hair and try to wear jewellery and other expensive and/or extravagant items
Other races: Goblins have the best relations with the orcs, which they usually see as dependable but not too bright older brothers. They do not fell any special obligation to help orcs out, but they usually give them a discount on services. Orcs are usually great companions to the frail but smarter goblins, and they enjoy the feeling of having someone almost twice in height watch over them.
Goblins also like to mingle with humans. Humans built great cities and seem to work equally well with everyone. They also are great merchants and cunning inventors and goblins like to traffic in human establishments. However, the ridiculous moral concepts of humans and their idiosyncratic – in goblin eyes- political system make goblins wander how they managed to achieve so much.
Dwarves and goblins try to keep a cordial if cold relationship. Goblins traded with dwarves even when they fought alongside orcs and so dwarves do not harbor the same deep feelings towards goblins that they have towrds orcs. However, goblins have litle things that a dwarf would need and so dwarves tend to disregard goblins, while goblins tend to avoid and annoy dwarves whenever they can
Goblins for some reason do not fathom faen. While both are short races with a keen sence of self-centerness, most times faen and goblins do noy see eye to eye. They are not hostile but the two races cannot understand each other. Faen are frivolous and merry when goblins are practical and very serious. Sometimes a more serious faen wil hook up with a more cheerfull goblin and a great friendship will be born, since both races are wanderers, but these are rare occurences.
Mohj and verik fascinate goblins. Both races hint of deep powers and great secrets and these always are of interest to a goblin. They also seem to display, especially verrik, a trader’s cunning and this is of even greater impotance. Lastly, mojh also have a great intelligence that they usuallu use, unlike humans. All these traits are pleasant to a goblin.
Finally, goblins have a neutral attitude towards shifters. They respect their impartiality and their abilities in woocraft, but they dislike their bestiality and their eternal struggle. These are wild cards and goblins like to know, control or invent the rules of the ganes they participate.

Dwarves: +2 to constitution, -2 to charisma, +2 to any two craft skills, +2 to intimidate, +2 to disable device, darkvision, weapon and armor familiarity, stability

Dwarves are a arce caught in ancient religion. Believing their are the chosen people of the one god Mordan, dwarves have built their entire culture and system on religious ceremonies. In the ancient days, religion and leadership was one and the same, and dwarven clans and proffesions were regulated and controlled by priests. Howeverm the devestating wars with the orcs, that have been ranging for millenia have weakened the traditional social bomds and thus have given to many clans or families to leave the ancient but depressive and declining dwarven kingdoms to try their luck among the younger races. In the eyes of the more traditional dwarves, this is herecy, because dwarves are supposed to teach, enlighten and use the younger races in the war against the orcs, but more liberal ( and younger) dwarves are slowly and painstalkingly approaching the conclusion that maybe orcs and dwarves can live in relative peace. The recemt war has only made matters worse, because for the first time there was proof that dwarves were not the undisputed masters of war and that orcs were not the only race capable of being a worthy foe. Finally, the prowess of magical studies and the appeaance of the soulborn was a clear sign that everything has not been written in the holy books and that there were things unexpected to be learned.
Dwarven attitude is based on tradition and study of the holy scriptures. Even among the most liberal dwarf, religion plays a very central role. Dwarves usually study their religious books in their free hour and are masters of coming up with a quiote to support their opinion, whatever that is. Dwarves are also very race-orienetd, meaning that they tend to form clans, families and nations around their own and are among the closest and most tightly knit people of Pandea. Unlike other races with strong racial abilities, dwarves are able to cheat, lie and even kill each other, but all these must be regulated and taken care of among their own, not in the eyes of strangers. In most dwarven eyes, it is a worse crime to disclose such behaviour in the eyes of faen and humans than to perform the act itself.
Dwarves have the distinction of having among their ranks some of the best artisans of the world. Dwarven artists perform lengthy rituals of religious significance while creating anything, but their claim that this is an essential part of the creation is being questioned by most other races. The fact is that dwarven craftsmen are highly valued in almost anything and the presence of a dwarf in a city guild might caise general prices to be higher.
Dwarves as a whole are straightforward people that like to say their mind and expect others to be the same. They have an innate distrust while dealing with other races but they like to reamain frank and to their point. A dwarf will usually announce his feelings and will act upon them.
Dwarves like and appreciate well crafted items and like to collect items that combine talent, labo and beauty in their making, like jewelry, artistic masterpieces or gems. Some of the largest art collections are in the hands of dwarves, that get highly infuriated when someone broaches the subject of dwarven artists, or rather, the lack of. Dwarves enjoy small gatherings, with dependable friends, that combine great quantities of food, religious songs and theatre. They extremely dislike loud, raudious parties.
Other races:
Dwarves are the traditional enemies of ocs. This single fact has colores their outlook for millenia. As a result, even the friendlier dwarf will be, if not hostile, extremely reserved and aloof to an orc. However, after the great war , more and more dwarves seem to break traditional archetypes, so maybe in the future that will change. Dwarves always have their eyes doubly open when dealing with any orc.
Dwarves and goblins try to esatblish relations only when it is profitable for both. there is no love lost between th two races, and dwarves dislike the opportunistic attitude of goblins. As a rule, goblins trade with things partaining to animals and jungles and dwarves usually have no interest in neither. However, a nice gem or a lost painting is another matter altogether.
Dwarves seem to like humans. They are usually friendly and appreciate the meaning od nations. However, humans are very unpredictable and have strange urges to explore, conquer or expand, all the while coming up with false religions and strange and varied codes of honor. Since, they usually become good customers and appreciate the dwarven genious, dwarves tend to like humans and their cities.
Dwarves do not understand shifters. They prefer loneliness, they traffic in wilderness and they have an inner bestiality that is similar to orcs. To top all, they will work for anyone and remain detached from civilisation. Thus, dwarves appreciate shifter abilities but rarely get close to one.
Verik of the Crescent moon are somewhat of an irritation to dwarves. They appear condescending, rich in their trade that produces nothing of value and so very happy that they have their little religion to guide them. What is their puny religion and fervor in front of the thousands of years of unrelenting, persistent worship that the dwarves have to show? And they dare patronize the Elder race, who stll remembers the day that they appeared like outcasts in Pandea? However, the few that are not caught in that religion seem to dwarves like devent fellows, prone to inner wonderings.
Dwarves and faen have a gruffy relationship at best. Faen seem to dwarves like a small irritation, like children that need to be taught manners. While they secretly admire their carefree ways, they despise the frivolity with which they approach anything, especially religion. Despite all that, some of the deepest frindships are bewteen dwarves and faen, as they complement each other admiringly.
Finally, mojh are unfathomable to dwarves. That a person would change his very nature to become something else is such an alien concept todwarves that they really do not how to respond. the more traditional of dwarves refrain form associating with mojh, because their holy scriptures say nothing of the, just in case they do something wrong. More liberal dwarves tend to judge them case by case.

Shifters (urun-sakai): +2 to dexterity, -2 to intelligence, -2 to charisma, shifting, medium, +2 to climb, balance, jump, wilderness survival, sneak

Shifters are the travellers of the world, in both actual and metaphorical sense. They are people that have to confront a beast within and tame it to their ends. This emotional struggle is the single most prominent feature of any shifter. This does not mean that they are savages or brutes. It does mean, however, that nature speaks to them in a way that no other race understands. Other races inhabit the world, shifters live it. Thus, shifters stand apart from most other, even from each other and create their opwn way through life.
Shifters are people of extremes. The constant battle within them forces most of them to have a tight control over themselves and their capabilities. However, stressfull or energising experiences force them –or enable them – to release their primal, animalistic passion. Most humans, unaware of the shifter’s internal battle, are amazed or appaled at how a trusted friend or ally transforms in battle. They do not seem to grasp what any shifter child knows instictively: That the Animal Within is an integral and respected part of one’s character.
Most shifters cope with their passions by adopting a focus, a Path or a Journey, as it is also known. This maybe something simple like “I will try to live peacefully in Dvirak” or something almost impossible like “ I will travel by foot in all Hyberia”. This goal, that shifters elevate to a personal religion, guides all actions taken by a shifter untill it is completed or untill the shifter dies. It does not matter if the goal is simple or humble, it will guide the shifter’s life. This sharp focus allows the shifter to control the Animal and use it to harness his life.
Shifters also prize independence and self reliance. They take a dim view of people or institutions that place unnecessary burdens and restrictions on others and respect indioviduals capable of taking care of themselves. A shifter will always try to take care of his needs alone, rather than seek help, be he an adventurer or not. A shifter will also be ready to travel within a day, ready to embark in the Journey again. This attitude is prevalent in anything a shifter does. A shifter merchant will trade in items he can personally carry and a shifter family living in a city would try to produce most items it needs.
Shifters like to engage in competitive sports or occupations, especially those involving skill and cunning, like hide and seek or dodge ball. Although a strange sight for most other races, even respectable, elderly shifters will engage in these games with glee. Their respect for freedom and ‘what-you-can-carry’ mentality means that they appreciate non stationary art, like hair braids and tatoos. Some of the best tatoo artists are shifters and as a race they have discovered morphic tatoos, that change with shifting.

Shifters have a nice relation with orcs. Orcs, as a general rule, are not inherently pushy and do not have a problem with the Beast Within. However, orcs are also a little barbaric and rely on strength and usually subjugatiom. Shifters will work gladly with orcs, and will equally well fight them if the need be.
Shifters mistrust goblins. They rightly see them as manipulators and scheming, that try to use them to make up for their own physical inadequacy. Most shifters are wary around goblins, although they respect their animal lore.
Shifters can have a solid working, but cold, relation with a dwarf. The dwarven need for custom and order to prevail anywhere borders the abnormal im shofter eyes. However, dwrves will usually not push other people around, as long as they meet the few specifiv demands of a specific contract. Shifters can live with that.
Faen and shifters get along well. Shifters like the carefree attitude of the faen and respect the cunning of their taunts and pranks. Their somewhat comic approach on religion also amuses shifters. Thus, faen and shifters will usually form a strange, symbiotic relation, where the shifters innate, somber struggle will be complimented by the carefree behaviour of the restless faen.
Shifters and verrik initiate some of the strangest relations. As a people, they live in different planets. Shifters are usually children of the plains and the woods, while verrik prefer the desert. Shifters are motivated, free willing individuals with strong shamanick and greenbond roots, for whom religion is usually a necessary but not important part of life, while most verrik place paramount importance in religion. Thus, a verrik and a shifter have so many differences, that anything goes. Usually, they regard each other as aliens.
Surpisingly, shifters and mojh are capable of seeing eye to eye. As mojh are not born but evolve, they are usually driven people. This means that they are more than capable of understanding the importance of Focus, and of self reliance. However, mojh can also be condensending and arrogant, traits very displeasing in the eyes of shifters.

Verrik: Verik compete with the mojh as the most mysterious of races. In everybody’s eyes there seems to be something wrong with verrik. They always seem to see more than meets the eye, at the same time contemplative and alert. Their attitude seems indeiferent or even condencending to the untrained eye and most verrik can ourswindle even a goblin, if they put their mind to it. The fact that they universally have innate psionic powers helps their reputation not at all.
Verrik are the most pragmatic of races. They examine everyhthing from a practical, coldly logical viewpoint. However, they also seem to trust their intuition as much as the empirical evidence. They know the bounds of their intellect and try to think outside and beyond them. They are very open minded, never dismissive and openly dismissive of foolishness or stupidity. Verrik make great crafters, architects and theologicians and their work always has a strange beauty, that stems from its utter practicality.
Verrik disdain singing, dancing ir such frivolous activities. They do not seem to grasp the pleasure in them and would musc rather play a game of Emperor than be part of singing rowdy group.
Verrik and religion are newly made partners , but their relationship grows deeped each day. At first, verrik were dismissive of religion and they rejected vocations like tose of the greenbond or the totem speaker. Howecer, since the Coming of the Prophet, verrik society has molded itself around the new religion. Verrik of the Crescent moon are stout followers of the Prophet and their religion has come to dominate everyday life. Unlike the dwarven religion, verrik have created a religion powerfull, intellectually stimulating and full of vigor and elegance. Allready theologicians of other religions are becoming hardpressed by the philosophical texts coming out of the Empire and many students flock to learn at the feet of the Verrik masters, even if they do not embrace their religion. Verrik society in the empire is dominated by the priesthoofd, not out of religious fervor or spiritual passion, but because the Sunnis (priests) of the verrik are usually the most capable, learned and able verrik to be founs. It is said that a Sunni could persuade a horse to fly and a fish to walk.

Verik and dwarves have a cold relation. To the eyes of the verrik, the dwarven religion is everything a religions SHOULDN’T be. Also, the dwarves seem to exhibit some peculiar and illogical behaviour regarding orcs and concepts like magic,honor and courage. However, verrik are the first to recognize the quality of dwarven craftmanship and that softens the sting a bit. All in all, dwarves will cooperate nut maintain a healthy distance.
Verrik are downright condencending to orcs. They find them primitive and unsophisticated. Apart from that, they recognise that orcs have the right to choose their own paths and have no qualms in dealing with them. Die to the geographical duistance separating the two races, verrik and orcs usually do not come in contact.
Verrik and goblins usually get alone fine. Verrik enjoy the respect they gather from goblins and in return are quite fond of their clever, if somewhat unenlightened, machinations. Some of the best business deals are between goblins and verrik.
Verik and shifters are totally alien, so much apart in mentality and habbit that they almsot have a clean slate to bein with. Between a verrik and a shifter anything goes.
Verrik find the faen a nuissance. Some of them even find them stupid or illogical. Faen do not seem to mind, however and they seem relentless in their pursuit to humor the serious verrik. Some of the most compassionate verrik try to teach the faen and develop a great affection for this clever but misguided souls, but most just try to finish any business they have with them and then keep them at arm’s length. Most faen canot fathom why such clever creatures waste their lives in such a manner. Faen do noy seem to mind the snobbery and act as if they are the ones pulling the prank on verrik rather than getting the shorter shaft of the stick.

ambu
2005-10-14, 01:42 PM
Added dwarves above!

ambu
2005-12-29, 10:31 AM
After a LONG time, I added info to my world.
Added: general info on the world ( Magic, ceremonies, themes, feats so far)
Added: Shifters, verrik

Next: Nations, map( if I can manage to upload one), faen. mojh, soulborn (warforged)

NOTE: Mojh, verrik, faen are all taken and adapted form Arcana Evolved, the alternate PH made by Monte Cook. So is the magic system that will be used in this world.

ambu
2005-12-31, 05:41 AM
The kingdom of Sevenstar aka the Grand Duchies of Anturax, the Gem of the Plains

Sevenstar is probably the biggest organised country in Pandea. Formerly known as the Seven Duchies, Sevenstar become a unified political entity during the Great War. The Seven Duchies were a mostly human collection of duchies and baronies spread in the plains of Anturax. This changed when King Brelus, the young and charismatic leader of the Arturis Duchy started a political and militar campaign that managed to unite under his banner two of the other greater duchies. Then, with an ingenius political manouever , he managed to play the other baronies against each other, all the while taking advantage of an ancient custom in the duchy of Celan in order to ask the hand of the elderly Duke Cassiere’s daughter, Cecila in marriage. The resulting coalition was strong enough to sway the last two duchies into a political unification. After thirty years of enlightened rulership, Sevenstar can be considered one nation.
Brelus Arturis, the current aging ruler of Sevenstar is perhaps the greatest diplomatic and political mind of his time. He was the architect behind both the Treaty of Diamond’s Hold, which ended the Bicentenial war and the unification of Sevenstart, the mostly human kingdom of Pandea and possibly the single most active nation in Hyberia. King Brelus is both feared and respected by friends and enemies both, because he has proven again and again that his machinations are capable of humbling any politician alive. The fact is that Sevenstar is the only nation truly capable of self reliance and that the hope of several opposing factions that the newly formed nation would collapse under its own political and nationalistic weight has proven unfounded.
Queen Cecilia herself forms a perfect political match with her husband. While officially appearing as an ambassador of good faith and a great philanthropist, in reality Cecilia is a superb militaristic genius, an intellect that was responsible for many of the most important victories that were ascribed to King Brelus. After the war, Cecilia has turned her attention to the forming of an intelligence infrastructure that would operate within Sevenstar. A student of history, Cecilia was perhaps the first ruler to recognise the importance of national pride in maintaining unity and the founder of “ Do not take what you cannot hold” dogma, that enabled Sevenstar to become the major political force of Pandea.
Bards talk of the romantic liaison between the two charming rulers, but most people in upper society will scoff this tales, because it is widely known that King Brelus and Queen Cecilia only barely tolerate each others presence. However, the truth goes even deeper: Brelus and Cecilia are trully in love and have been for over 50 years, since they met in a War Conference. It was then that they shared the dream that was Sevenstart and swore to see it through. However, for over three decades they have played the parts of hostile bedpartners, to insure that any plot that King Brelus does not hear falls in Queen Cecilia’s ears and vice versa. This plot has enabled them to win the sympathies of most factions within the once shattered nation and to play them against each other, almost to extinction. They have also fathered four children in the meantime.
The Seven Duchies that form Sevenstar are as follows
Arturis: Arturis is not the largest or richest barony. It is however, the undisputable political center of the Grand Duchy. The palace of the King is located here and the city of Arturis is considered one of the wonders of the world. Biult upon the ruins of at least three other cities, Arturis houses the greatest cathedrals, the ebst Warmain schools and at least three powerfull hermetic circles. Located at the foothills of the Grey Mountains, Arturis is famous for its mines, craftsmen and scholarship. The people of the city and of the Duchy know that they live in the most importand place in the world and their pride swells accordingly.
Karrn: Karrn is a land of stone and sky. A neighboor of Arturis and located fully upon the mountainrange of the Grey Mountains, Karrn is the home of fierce, battle hardened, stout folks whose word is considered as good as gold. Karrn is the home the birthplace of the finest infantry soldiers of the world and even dwarves respect their prowess. Karrnians generally take care to prove their reputation.
Karrn’s exact size is unknown as it spans as many miles on the ragged, heavily forested mountains and the valeys that span them. Karrnians are notoriously independant and close mouthes about their homeland and answer only to their own leaders. To Kinh Breland it was an unexpected surprise that Karrn came to him in order to propose an alliance and he has been very carefull to always respect the local leaders and force his mandates through them. The addition of the famous Dog Soldiers of Karrn in Arturian standing army was a vital bargaining point in the signing of the Treaty of Thronehold.
Karrn exploits dairy products, meat, several drinks and mercenaries. While trading very little, Karrn seems to want very litle in return. Some of the best stonemasons are descented from Karrn.
Serebia: Serebia is the great granary of Sevenstar. Located at the extremely furtile Dragon Claw, where the river Anturax splits, it produces mass quantities of wine, wheat, hale and most other agricultural products. Serebians also breed magnificent horses. People in Serebia are usually carefree and healthy and have a great respect for life and good living. Many ministrels come form Serebia. Serebians admire a quick wit more than brawns. They are considered the best cavalry men in the kingdom.
Orden: Orden spans the region between the third Foot Of Antur and the sea. Orden is the barony of traders and merchants and has the best fleet. Orden sees itself as the most advanced and cosmopolitan of the baronies, as its constant merchantile activities bring Ordeneers to the far ends of the world. As a result, most fashion and cultural trends stem from Orden and a new order of wealthy merchants gains more political power by the day. Orden is very strong in sea witches and hydromancy and while the Crescent empire can be said to be a greater economical power by far, the might of Orden is respected in every port. Ordeneers and Serebians are bitter rivals and have fought quite frequently in the past.
Grywich: Grywich is somewhat different from the other duchies because it ruled by a theocracy. Having started out as a religious fortress for the Questioneers during the War, Grywich developed onto a duchy itself, since it provided stability in a world of terror. Under three different enlightened rulers, Grywich expanded upon grounds that nobody wanted, guarding the eastern flanks of Sevenstar all the while, enduring the raids from the open plains beneath. Grywich folks are usually very religious and steadfast and their bravery when defending their country and religion is legendary. Curiously enough, many other religions flourish inside Grywich as, in the eyes of Grywichers, is better to worship a foreign god than none. Karnnish folk are usually disliked here, since an unfortunate ‘accident’ that happened to missionaries over three decades ago.
Dalanis and Ferinas: Although these duchies severely dislike each other, they have many similarities. Situated at the opposite banks of river Arturis, these baronies combined encompass more ground than the five other duchies together. However, they are very loosely populated and are home to countless baronies that stir trouble among them. It was only the pressure of the War that forced each of them to form a duchy and shortly afterwards they were conquered by king Brelus. People in these baronies are mostly farmers and herders that minf their own business and that of their own village, town or barony. The spread and diverse geographical configuration of these duchies combined with the lack of a strong central authority makes them easy target for raids, bandits or monsters. Thus, many adventurous souls find able work in here.


The Empire of the Crescent Moon, the Half Moon, the People of the Prophet

The Empire of the Crescent Moon was formed almost a century before the Great War and it is today the oldest nation of the world. Situated in the Calahari desert and claiming all of the Al-Medina Peninsula as their domain, the Empire of the Crescent Moon is the undisputed master of commerce in Pandea. There are few places in the world that a Crescent caravan or fleet will not go. Ruled by the Sufis, the religious leaders of the Religion of the Prophet, the Crescent Empire is respected as an ally and an enemy. The people of this nation are divided in the Al-Badhia and the Al- Jihera, meaning the people of the city and the people of the open. Numerous different tribes and families exist, but they all consider themselves one people, bound by custom, ceremony and most importantly, by religion. The empire boasts only three great cities, two located in the eastern shores of Al- Medina and one located deep in Calahari, in an enormous oasis. There others, usually located inside oasis, but one needs an experienced guide to get there and even then the way is neither guaranted nor easy. The mythical Jerulasa, the Holy City is reputadly situated under the shade of the active Yagara volcanoes. Jerusala was the birthplace of the Prophet and remains the spiritual and political center of the empire. It also is the mysterious source of many spices.