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
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