PDA

View Full Version : Tellus (Pathfinder)



Woodsman
2012-04-14, 10:14 PM
Normally I'd appreciate comments, but I'd prefer if this one was left alone. This is more for convenience than PEACH type stuff.

Races


The following races are all Medium with base land speeds of 30 feet unless otherwise noted. Each race also has a racial power that improves over time. The racial Skill Bonus adds +2 to that race's checks in that skill, and is considered a class skill for that race.

Humans

Humans are the most diverse of races, their combined nature of earth and water making them more malleable than the other seven. They also seem to be more driven than any of the others. Humans are often compared to clay; malleable until the fires of their passion harden them into something stronger.

All humans gain the following:
- +2 to one ability score
- One extra feat (so long as they meet the prerequisites)
- 4 extra skill points at first level and 1 extra skill point every level after.

Humans also gain extra abilities based on their sub-race.

Itevians
The Itevians are a race of warriors and sailors. Though usually content to remain to their own lands, Itevian raiders still wander the seas, looting other nations’ coastal towns and disappearing back to the open ocean. When the Itevians muster their armies, the other human lands quake in fear. Itevian ferocity is legendary, and when they set on the warpath, they will be sure to see it through to the end. Their armies are not organized, but they are fierce and wild.
Itevians are physically imposing, taller and bulkier than other humans. They have fair skin and hair, often with blue eyes. They are used to the harsh winters of the Northwest, and can withstand colder temperatures easier.

In addition to standard human traits, Itevians also gain the following:
- Skill bonus: Intimidate. Itevians are naturally imposing folk.
- Racial power: Cold resistance 5. This increases to 10 at 5th level, 15 at 10th, 20 at 15th, and immunity at 20th.
Languages: Common, Itevian


Ossans
Citizens of the Ossan Empire, the Ossans have a diverse heritage, a combination of numerous conquests over the years. The Ossans are a highly organized society, with family heritage deciding everything. While newcomers are allowed into the aristocracy, they are viewed with distrust by both the ruling class and the underclass. The Ossan Empire also possesses a highly organized army. They are easily just as fearsome as the Itevians because of this, and clashes between the two are always bloody. The two have a mutual agreement to stay off each other’s lands.
Ossans have a regal posture, but are physically average. Their hair, eye, and skin color are incredibly varied, and run the entire range of colors for humans.

In addition to standard human traits, Ossans also gain the following:
- Skill bonus: Disguise. Ossans can look like almost any other human race due to their mixed heritage.
- Racial Power: Ossans gain +1 to their BAB. This increases to +2 at 5th level, +3 at 10th, +4 at 15th, and +5 at 20th. An Ossan does not gain any additional attacks from this bonus until 20th level, when they gain one extra attack during a full-attack action. Ossans are trained to fight and defend themselves, regardless of profession.
Languages: Common, Ossan

Dampfir
The Dampfir are another varied people, but unlike the Ossans, this is because they have split apart due to power struggles between nobles. They have not become become different enough to warrant new names, but it’s only a matter of time. The Dampfir spend most of their time fighting each other, and are often subject to incursions from other nations. Rival states will team up to repel the foreign threat before returning their attentions to each other. The land under Dampfir control is known as “The Thousand Kingdoms” due to the number of independent states that exist there.
Dampfir are usually dark-haired with fair skin and tend toward being more physically imposing. They do not reach the size of the Itevians, but they are larger on average compared to the other humans.

In addition to standard human traits, Dampfir gain the following:
- Skill bonus: Sense Motive. Dampfir are naturally suspicious and are trained in figuring out their opponents’ motives.
- Racial power: Once per day, a Dampfir may reroll a failed roll. This increases to twice per day at 5th level, 3 times at 10th, 4 times at 15th, and 5 times at 20th. They must take the second result, even if it is worse. Dampfir are notorious for changing their fates.
Languages: Common, Dampfiri


Moors
Moors are a group of humans heavily influenced by djinn culture and blood. Once a small group of desert traders, the Moors now control vast swathes of land. It seemed as if they would conquer all the other human nations before an alliance between the Ossan Empire, then-Dampfiria, and Ronar stopped it. Moor lands are primarily desert and plains, and as such, then Moors are hardy folk. They are also deeply religious, venerating the god Duhraan, atypical for most humans.
Moors are deeply tanned with dark hair. They are small for humans due to the djinn’s influence, since the competing elements produce smaller sizes. Moors also have shorter lifespans than most humans.

In addition to standard human traits, Moors gain the following:
- Skill Bonus: Knowledge (religion). Moors are remarkably well-educated in terms of religion.
- Racial Power: Moors get a +1 bonus to Fortitude saves. This increases to +2 at 5th level, +3 at 3rd level, +4 at 15th level, and +5 at 20th level. At 20th level they also gain Improved Mettle, but it only applies to Fortitude saves. Moors are a tough people from their life in the desert.
Languages: Common, Moorish

Ronari
The Ronari are an incredibly calm race. They do not venture far from their lands, but are not exactly isolationists. They simply take no interest in affairs outside of their borders. Inside them, the Ronari are a deeply political race. The standard Ronar is scheming and manipulative. They’ll tell of you one plan only to have another two running alongside it. Battles are decided in the courtroom and not on the battlefield. Despite this, Ronari are the most numerous of the humans, and often overwhelm foreign armies through sheer numbers.
The Ronari are a physically diverse race, but have an unfortunate tendency to be somewhat overweight due to their lifestyle. This does not affect them in any real extent, as they have learned how to deal with it.

In addition to standard human traits, Ronari gain the following:
- Skill Bonus: Diplomacy. Ronari are particularly good at sweet-talking.
- Racial Power: Ronari gain a +1 bonus to Will saves. This increases to +2 at 5th level, +3 at 3rd level, +4 at 15th level, and +5 at 20th level. At 20th level they also gain Improved Mettle, but it only applies to Will saves. Ronari are a particularly willful people.
Languages: Common, Ronari

Dwarves

If humans are made of clay, then dwarves are made of stone. Rigid and unmoving, dwarves are a sturdy race. They are master miners and craftsmen, their works unmatched by any other race. They are also fierce warriors, their stamina and skill in battle legendary. Dwarven society is based on massive city complexes in the mountains. Dwarven cities are often referred to as hives, due to their noise level and the way dwarves operate. Dwarves have a rigid caste system; the job they are born into is the job they will die in. Even the ruling caste is such. Dwarves are free to leave the hive for business, but if they choose to leave forever, they may never return.
Dwarves are stouter than humans, and have a stony-looking skin that hardens with age. The oldest dwarves appear as if they made of stone themselves. Their hair often has a mossy look to it and for older dwarves it IS moss.

All dwarves gain the following traits:
- Base land speed 20’. Dwarves are not particularly fast moving. However, their base land speed remains 20’, regardless of armor.
- +2 Strength, +2 Constitution, -2 Dexterity. Dwarves are strong and sturdy, but their stony nature makes it difficult for them to be nimble.
- Darkvision: Dwarves can see perfectly in the dark up to sixty feet.
- +4 bonus on CMD against being bull rushed or tripped. Dwarves have a particular connection to the ground that makes it hard to uproot them.
- Skill Bonus: Craft. Dwarves are superb craftsmen.
- Racial Power: Immunities. Due to their stony nature, dwarves are immune to magical paralysis effects. At 5th level, they also gain immunity to magical sleep effects. At 10th level, a dwarf no longer needs to eat or sleep. At 15th level, a dwarf no longer needs to breathe. At 20th level, a dwarf is immune to critical hits and sneak attacks, their bodies turning to stone and leaving no vulnerabilities.
Languages: Dwarvish, Common if Int > 13

Elves

Elves mix the hardiness of earth with the passion of fire. They are split into two groups, one closer to their fiery nature, the other to their earthen side. But whatever an elf is closer to, they are passionate. They are quick-thinking and long-lived; resulting in a race that often wants to do too much. No matter what, any encounter with an elf is sure to be an experience. Elves are the least numerous of the six humanoid races, their long lives coupled with their pursuit of other interests creating little drive for reproduction.

All elves gain the following traits:
- +2 Intelligence. Elves are quick thinking and have an astounding memory.
- Low-light vision. Elves are able to see in lesser light than humans.
- Elves treat all Knowledge skills as class skills.
- +2 on saves against illusion. Elves are notoriously difficult to fool.

Elves also gain additional traits based on their sub-race.

Galse

The Galse elves are closer to their earthen roots. They share a similar passion for technology to the dwarves, and Galse elves will often visit dwarven hives for trade. The Galse tend to have permanent settlements at the bases of mountains containing dwarven hives, but have small settlements elsewhere. The Galse are also renowned philosophers; it’s said that if a new school of thought appears, it was probably started by a Galse. They also focus more on arcane magic than dwarves and their Kaisai cousins.
Galse stand a little shorter than the average human, and are distinguished by their pointy ears and yellowish skin tone. Their hair is dark brown or black, with an occasional blonde.

In addition to standard elf traits, Galse gain the following:
- +2 Wisdom, -2 Strength. Galse elves are perceptive and wise, but their intellectual pursuits leave them weaker.
- Skill Bonus: Knowledge (History). Galse have a long memory for history
- Racial Power: Galse gain an addition hit point for every Hit Die they have. This increases to 2 at 10th level, and 3 at 20th. In addition, at 20th level, a Galse dies the round after reaching -10 hit points instead of as soon as he reaches -10.
Languages: Common, Galse

Kaisai

Kaisai are the more fiery elves, passionate and wandering. They form small close-kit nomadic groups known as tribes. They will remain in one place long enough to gather food for their next trip before moving on, preferring to keep to the wilds far from civilization. They are fantastic riders, getter than even the Moors. Their numbers are not large enough for wide-scale conquering, though, and they are only a threat to small towns on the edge.
Kaisai have a golden-brown skin and often have flaming red hair. They stand a little taller than the average human, but are leaner. They also have the pointy ears common to elves.

In addition to standard elf traits, Kaisai gain the following:

- +2 Charisma, -2 Constitution. Kaisai elves have a greater force of personality, but have less stamina than others.
- Skill Bonus: Ride. Kaisai are renowned for their riding abilities.
- Racial Power: Kaisai gain an additional +5 feet to their base land speed. At 5th level, this increases to 10 feet, 15 at 10th, 20 at 15th, and 25 at 20th. In addition, at 20th level, a Kaisai may use Dimension Door as a spell-like ability a number of times per day equal to their Intelligence modifier (minimum of one). Kaisai are fast and able to cover more ground than other races.
Languages: Common, Kaisai

Cherufe

Cherufe are a mysterious race found far to the East. Beings made of fire, their lands are surrounded by a ring of volcanoes, and it is difficult for other races to make their way in or out of there. Cherufe know safe passages through the mountains, and only very rarely show them to others. When they do venture out, it is often under work as mercenaries, as cherufe are renowned for their advanced senses and tracking skills. They are not great at interacting with others due to their isolation.
Cherufe are humanoid, but covered in scales ranging from red to black. Their heads look similar to pit vipers, only facing forward like the other races and without fangs. They only have four fingers on each hand and three toes on each foot, and don’t wear shoes. They also have long tails.

Cherufe gain the following traits:

- +2 Strength, +2 Wisdom, -2 Charisma. Cherufe are strong and perceptive, but their isolation leads to a lack of understanding between them and others.
- +1 natural armor bonus. Cherufe’s scales grant additional protection against weapons.
- Cherufe gain a bite attack that deals 1d6 damage plus ½ their Strength bonus. If made as part of a full attack, the attack is made at a -5 penalty.
-Skill Bonus: Perception. Cherufe have heightened senses.
-Racial Power: Cherufe have darkvision to 60 feet and low-light vision at 1st level. At 5th level, they gain the scent ability. At 10th level they gain tremorsense to 30 feet. At 15th level they gain blindsense to 30 feet, and their tremorsense improves to 60 feet. At 20th level, they gain blindsight to 30 feet, their blindsense improves to 50 feet, their tremorsense improves to 90 feet, and the darkvision improves to 120 feet. Cherufe have incredibly powerful senses of sight, smell, touch, and hearing.
Languages: Cherufe, Common if Int > 13

Djinn

Djinn are a race most at home in the desert, being made of smoke. They are a harsh and unforgiving people who do not take kindly to outsiders. The only exceptions to this are the Moors, who have a long history with the djinn. Djinn do frequently venture out of their lands for trade, and do have excellent trading skills, but that doesn’t mean they have to like it.

All djinn gain the following traits:

- +2 Dexterity. Djinn are a quick and nimble race.
- +2 on Diplomacy checks made to barter prices. Djinn are shrewd merchants.
- Djinn automatically succeed on Fortitude saves against smoke inhalation.
- +1 on check made to overcome spell resistance. Djinn are a race tied tightly with magic.

Djinn also gain different abilities based on their sub-race.

Ifriti

The Ifriti are closer to the elemental fire of their creation. A proud and haughty race, they live in the center of the desert where few others fear to tread. They build magnificent cities there, beautiful places that would be the envy of all other races if they could be seen. Often times an oasis is at the center, preserved as a place where the Ifriti can relax. Sometimes an Ifrit will grow tired of living in isolation and wander to other lands, curious as to what other races have to offer. Often times they are disappointed, but a few prefer the company of non-djinn.
Ifrit have red or golden hair that shimmers in a way that looks like it is giving off heat. Their skin ranges from a deep tan to a dark brown, and their eyes are often a golden color. They stand much taller than normal humans.

In addition to standard djinn traits, Ifriti also gain the following:
- +2 Charisma, -2 Wisdom. Ifriti have strong personalities, but often don’t miss observations others can pick up.
- Skill Bonus: Spellcraft. Ifriti are excellent at working with spells
- Racial Power: Fire resistance 5. This improves to 10 at 5th level, 15 at 10th level, 20 at 15th level, and becomes immunity at 20th level. Ifriti must be resistant to heat to survive in the desert.
Languages: Common, Ifriti

Marids

The Marids are closer to air, and are much friendlier than their Ifriti counterparts, until crossed. The revenge of a Marid is something terrible to behold. Marids are otherwise polite to others. The Marids live closer to the edge of the desert, and interact more often with other races. Most Moors have Marid blood in their family, and some Marids have Moor blood.
Marids have blue shades of hair and a lighter skin tone then their Ifriti cousins, but are still darker than most humans. They also stand shorter than the average human.

In addition to standard djinn traits, Marids also gain the following:

- +2 Intelligence, -2 Constitution. Marids are intelligent, but are not quite durable.
- Skill Bonus: Knowledge (Arcana). Marids are well-versed in arcane lore.
- Racial Power: Electricity resistance 5. This improves to 10 at 5th level, 15 at 10th level, 20 at 15th level, and becomes immunity at 20th level. Marids have a particular resistance to electricity due to their airy nature.
Languages: Common, Marid

Horans

The horans are a race made of air that lives in cities in the clouds. They rarely descend below to interact with other mortals, preferring to remain in the safety that comes with living high above the ground. The horans stick together in large, extended families known as clans. They provide their own food, growing specially bred plants and livestock. They are a self-sufficient society, and have a particular knack for recycling old items and not wasting what they have. When they do come down, they are often met with strange looks.
Horans resemble men with falcon heads and wings on their backs. Horans are covered in feathers, and their feet are falcon-like as well. They can walk well enough, but prefer flying if they can. The color of their feathers ranges a wide spectrum, and their eyes are usually gold or brown.

Horans gain the following traits:
- +2 Dexterity, +2 Wisdom, -2 Intelligence. Horans are nimble and perceptive, but living at such a high altitude has reduced their mental capabilities.
- All horans have access to Fly as a class skill.
- Low-light vision.
- +2 on saves against paralysis effects. Horans have to resist paralysis or risk falling out of the sky.
- Skill Bonus: Acrobatics. Horans can use their wings to aid them acrobatically in a number of ways.
Racial Power: Glide. Horans can glide forward at 40 feet (average) for every 10 feet of descent. As such, they take no falling damage. At 5th level, horans can fly at 40 feet (average) for a number of rounds equal to twice their Constitution modifier. They must rest on the ground for one full round before they can fly again, and can only spend 10 minutes a day flying. At 10th level, a horan no longer needs to rest, and can fly unlimited amounts of time. At 15th level, a horan’s maneuverability improves to good. At 20th level, a horan can fly at a speed of 60 feet.
Languages: Horan. Common if Int >13



Sylpheim

The sylpheim are a race more concerned with pleasure and leisure than anything else. Made of clouds, they are peaceful, content to leave other mortal races to their business. Interfere with the sylpheim, however, and they will retaliate. They pretend to be carefree, but they are incredibly prideful.

All sylpheim gain the following traits:

- +2 Charisma. Sylpheim are physically alluring and have powerful personalities.
- +1 DC on enchantment spells. Sylpheim tend to use enchantments to overpower others.
- +1 on saves against enchantment. The sylpheim themselves are difficult to overcome mentally.

Sylpheim also gain additional traits based on their sub-race.

Nymphs

Nymphs lie closer to air than water. They are more physically attractive than their Undine counterparts, and live in places of great beauty. They do not form large cities, instead preferring to live as one with nature without houses. They prefer to contract other races to fight for them, but are certainly capable of fighting if need be. They also have a greater pride, and will treat even the slightest of insults as a vicious attack.
Nymphs are physically attractive in both genders, and have hair ranging from bright yellow-blonde hair to a deep rich auburn. Their eyes are often violet or green, and their ears have a slight point, distinguishing them from humans and elves alike.

In addition to standard sylpheim traits, Nymphs also gain the following:
- +2 Strength, -2 Intelligence. Nymphs are capable of handling themselves in battle, but are not entirely bright.
- Skill Bonus: Perform. Nymphs have a taste for the arts in a number of ways.
- Racial Power: At 1st level, a Nymph may cast Charm Person once per day with a save of 10 + ½ his class level + his Charisma modifier (and his bonus on enchantment spells). At 5th level, they may instead cast Suggestion, Charm Monster at 10th level, Dominate Person at 15th level, and Dominate Monster at 20th. Nymphs prefer to have others fight for them, even if they can handle themselves.
Languages: Nymph, Common

Undines

Undines are more water than air, and tend to live near rivers. While not as attractive as their Nymph counterparts, they are still often considered beautiful to the other mortal races. They are also more low-key and less likely to take insults as harshly, but it is still a good idea to remain on their good side. They are less direct about revenge, and can hold grudges for years before unleashing them. They are still committed to leisure and hedonism, but to them plotting is leisure.
Undines have silvery or light blue hair and gray eyes. Their ears are the same as their Nymph counterparts.

In addition to standard sylpheim traits, Undines gain the following:

- +2 Constitution, -2 Strength. Undines have excellent stamina, but are not physically strong.
- Skill Bonus: Knowledge (Nature). Undines are particularly knowledgeable about nature, given that they live within it.
- Racial Power: At 1st level, once per day, an Undine can cast Minor Image. The save DC to notice it is equal to 11 + ½ the Undine’s character level + the Undine’s charisma modifier. At 5th level, an Undine may cast Major Image at the same DC. At 10th level, the Undine may cast Invisibility, and Greater Invisibility at 20th level. At 20th level, these spells cannot be detected by True Seeing, and are not affected by Invisibility Purge. Dispel Magic affects them normally, and any spell cast using an Undine’s class can still be affected.
Languages: Common, Undine

Merfolk

Merfolk are made of water, and live within oceans and lakes. They are solitary people, occasionally living in pairs or small families. They do not form communities and do not have a large society as a whole. Each merperson is their own master, and they govern themselves as they see fit. Some interact with mortals above the water, but most keep to themselves. As such, merfolk are not quite as advanced as the other races, but they have no issue with this. Each merperson is wildly different from the next, and there is really nothing one has in common with another.
Even merfolk appearance varies wildly, from hair color to eye color to the color of the scales of their lower body. Their skin color varies wildly as well, but their size remains consistently around human level.

Merfolk gain the following traits:
- +2 Dexterity, +2 Constitution, -2 Charisma. Merfolk are quick and hardy, but have trouble in social settings.
- Swim speed of 30 feet
- Amphibious. Merfolk can survive out of the water and in the water with equal ease, though they prefer the water. Their fish tails turn into legs when on land, allowing them to walk.
- Merfolk gain a +2 bonus on saves against poison. They often risk contact with venomous sea creatures, and have a tendency to use poisons themselves.
- Poison Use. When applying poison to a weapon, a merperson has no chance of accidentally poisoning themselves.
- Skill Bonus: Stealth. Merfolk are skilled at finding ways to hide.
- Racial Power: Merfolk gain a +1 bonus to Reflex saves. This improves to +2 at 5th level, +3 at 10th level, +4 at 15th, and +5 at 20th. At 20th, a merperson also gains Improved Evasion. If the merperson already has this ability, they may instead reroll a failed Reflex save a number of times per day equal to their Dexterity modifier. Merfolk have especially fast reflexes.
Languages: Mermish, Common if Int >13


Half-breeds

Half-breeds are not particularly common, but they certainly exist. Humans, elves, djinn, and sylpheim all breed with each other, with merfolk occasionally entering the equation. Dwarves do not interbreed often, but when they do, it is with Galse elves. Cherufe and horans rarely mix blood with the others, due to looking more like animals. They do occasionally interbreed, but such occurrences are scarce.
In terms of mechanics, a half-breed is considered whatever race his or her mother was. While two half-breeds may look aesthetically similar, they can be wildly different in terms of powers.

Woodsman
2012-04-14, 10:16 PM
Religion

In Tellus, there are as many gods as there are stars in the sky. However, eight of them are considered the most important, the most powerful. A number of more minor gods exist, but they are eclipsed in power.

Main Pantheon:

Thessa

Thessa is the goddess of cold, the area between earth and water. She is considered the patron of humans, and is most commonly worshipped by them. She is kind and compassionate, willing to help even the lowliest of mortals. She is also considered a goddess of marriage, and her blessing is often invoked at weddings.

Hogh

Hogh is the god of earth and the patron of dwarves. He is also a master of the forge, and is often depicted as an innovator of new kinds of technology. He is as hard as the stone the dwarves are made of, and not particularly forgiving. He is the god of war as well, and armies will call on him when they march.

Sekitan

Sekitan is the god of dryness, the area between earth and fire. He is the patron of elves, and is depicted as a wanderer. He protects those traveling, but is considered something of a prankster. His pranks are not deadly, but they can cause inconvenience to others. He usually grants compensation if his pranks cause harm, unless he feels the person deserves it.

Aga

Aga is the goddess of fire and patron of cherufe. She is also the goddess of the sun, and as such is considered an important part of every race’s worship. She determines how crops will grow, so many try their best not to anger her. Even so, her anger is more direct, usually a direct curse upon those who have wronged her.

Duhraan

Duhraan is the god of heat, between fire and air. He is the patron of djinn, and he grants protection to those in the desert. He does not interact with the other gods, preferring to keep to himself. He is often depicted as an angry god, difficult to please. Those who can please him, however, remain in his favor for a long time, and his favor is powerful indeed.

Hewa

Hewa is the goddess of air and the patron of horans. She is considered flighty and somewhat insane, often doing things that make no sense. In her own way, she is helpful, though, as whatever she does usually has some benefit that isn’t revealed right away. As such, many consider the insanity to be an act and regard Hewa as a goddess of prophecy.

Puella

Puella is the goddess of wet, between air and water. She is the patron of sylpheim, and enjoys partying as much as they do. Puella is invoked at celebrations everywhere, but also when a person is attempting to relax. Puella is more a goddess of pleasure, and there are many ways of enjoying oneself, including relaxation.

Bulano

Bulano is the god of water and patron of merfolk. He is also god of the moon, and for similar reasons to Aga, is highly respected. The moon controls the tides, and the tides are required for trade. His protection is also asked for whenever traders travel by sea, and his wrath is legendary. He can create great storms far out to sea, wrecking even the largest of boats.

Others

Nations often have a select number of gods specifically for them. These gods often serve similar purposes, but they vary between nations, and worship increases and decreases based on the nation’s power.

Angels and Demons

Angels and demons inhabit Heaven and Hell, respectively. They are beings made of aether, the fifth element, pure of sub-elements. They are touched by either light or dark, and are servants of the gods. Angels serve the main eight gods and a number of other “light” gods, while demons serve “dark” ones. Dark gods are also referred to as demon princes or archdevils.

(Note: Alignment is in terms of light and dark, not good and evil or law and chaos. Technically, you could be any alignment and be light or dark. So, yes, evil angels and good demons do exist).

Woodsman
2012-04-14, 10:19 PM
Lands

Some races do not have official lands. Dwarves, elves, horans, and merfolk either do not have any land, instead preferring mountains, wandering, the sky, and underwater, respectively. Humans are the only race to have actual nations headed by government. While other races are not lawless, they do not have major rulers unless it is a time of crisis.

Humans

Human lands span most of the Western portion of Tellus. They are split into numerous states and nations, and each is different than the last.

Itevians

Itevians control the Northwestern portion of Tellus, an area subject to harsh winters yet mild summers. Itevian land is currently split into three countries: Jolese, Terning, and Arnse.

Jolese

Jolese is the Northernmost of the Itevian countries, and is currently ruled by Queen Lunys. Its capital is Lyritana.

Terning

Terning is between Jolese and Arnse, and is ruled by King Helion. Its capital is Eror. It is bordered in the Southeast by the Thousand Kingdoms and the East by

Arnse

Arnse is the Southernmost, bordered in the East by the Thousand Kingdoms and the South by the Ossan Empire. Arnse is ruled by King Cesoror in the capital of Erris.

Ossans

The Ossan Empire holds much of the Western coastline of Tellus, bordered in the South by Undine land, the Southeast by Prasine, the East by Krasni, and the Northeast by the Thousand Kingdoms. The Ossan Empire is currently ruled by Emperor Strabo from the capital of Ossa. The Ossan Empire consists of varied terrain, with lots of mountains, plains, and rivers.

Dampfiri

The Dampfiri inhabit the Thousand Kingdoms, a region of forests and mountains. To list all the principalities, states, and other territories of the Thousand Kingdoms would be impossible. Despite their name, no ruler in the region calls himself King. To do so would claim heritage of Dampfiri royalty, and no one dares take such a risk until he has conquered the old nation’s land. They are surrounded by the other four human peoples. They are bordered by Itevian lands to the North, the Ossans to the West and South, and Prasine and Krasni to the East

Moors

The Moors inhabit part of the Northern coastline of Tellus, a region of desert ad sandy plains. There are currently two nations: Haliuk and Elue.

Haliuk

Haliuk is bordered by Jolese and Terning in the Northwest, _ in the Southwest, Elue in the South, and Marid lands in the East. It is ruled by Sheikh Abdul from the capitol of Zhazesh.

Elue

Elue is bordered by Haliuk in the North, Marid lands and the Heartlands to the East, Undine lands to the South, and Ronari lands to the West. It is ruled by Sultan Alhazrad from the capital of Remla.

Ronari

The Ronari inhabit a varied landscape in the middle of Tellus, closer to the Western side. It is split into two relatively new nations: Krasni in the North and Prasine in the South. The two are still fighting each other, Prasine in a bid for independence, with Krasni unwilling to give it up.

Krasni

Krasni is a republic, currently being run by Minister Williamson from New Silas

Prasine

Prasine just recently split off from Krasni in a protest over taxes. It is currently attempting a new form of government known as democracy, and has elected a man named Benton to the position of President. Its current capital is St. Noelsburg

Djinn

The Djinn inhabit the Northeastern portion of Tellus, the Marids to the West and the Ifriti to the East. It’s all desert, with the occasional oasis.

Marids

Marid lands are bordered in the Northwest by Haliuk, the West by Elue, the South by the Heartlands, and the East by Ifriti lands.


Ifriti

The Ifriti inhabit a strip of land with Marid lands to the West, the Heartlands to the South, and Cherufe lands to the East.

Cherufe

The Cherufe control the Eastern coast of Tellus, with the Northern portion of the Western border against Ifrit lands, the Southern portion bordering the Heartlands, and a small portion in the Southwest touching Nymph lands. Their land is all mountains, with numerous active volcanoes all over.

Sylpheim

The Sylpheim live in the Southern portion of Tellus, with the Undines to the West and Nymphs to the East. It’s mostly rivers and forests, pristine wilderness seemingly untouched by mortal hands.

Undines

Undine lands are bordered by Elue in the North, the Heartlands and Nymph lands to the East, and Prasine and the Ossan Empire to the West. It is more rivers and floodplains than forests.

Nymphs

Nymph lands are bordered by the Heartlands to the North, Undine lands to the West, and Cherufe lands to the East. It is more forest than riverlands, turning to jungle nearer to the border with Cherufe land.

The Heartlands

The Heartlands is an area in the middle of Tellus. It is an uncivilized area full of monsters and other creatures that mortals fear to tangle with. Occasional excursions are made, but few return. Crossing the Heartlands is dangerous for even the most prepared groups, and is considered tantamount to suicide. Even djinn trying to visit sylpheim lands will go around it.