Dominion of the Dragonthrones

Game Master Tyrn Jade

All your life, you have lived under the rule of the Master Race; giant humanoids from unknown origins who are infused with arcane might. Their very biology is superior, placing humanity down the totem pole on their home planet, Nerul. However, their presence has not been entirely detrimental, as their "dragontech" makes its way into human infrastructure, easing the burden of life for many. But, at what costs? Humanity's sovereignty? Their freedom? Decide where your loyalties lie as you strive to uncover the mysterious powers of the Eridani and the exact nature of their "dragon-gods". Combat fantastic creatures from another world, as well as your own morality when faced with hard decisions. Many life-changing obstacles lie ahead and only the strong of heart are welcome.


This game was originally reserved for a few players (myself and a buddy) and it was put in storage for sometime. However, I have found my imagination traveling to this world again and felt the need to revive it and open it to the public. The game will pick up where it left off, which is at the end of one of the player's introductions. There should not be any continuity issues in the gameplay thread, but there will be some edits to some of the information and lore provided in the spoilers below in the next few days (8/16/2014-8/20/2014). This game is homebrewed into every orifice. Inspirations for this world include Elder Scrolls series (open sandbox style), Alpha Centauri (grand concepts and tech ideas), Fallout (for ridiculous gameplay and action), and Pathfinder (for all unoriginal elements where I fell short on creativity).

Setting:

The campaign will take place mainly in Anthropos and Maor. I should mention that the names of the human races represent the land they call home, which is usually part of, or entirely, a continent. So Maorens are native to the continent of Maor, Anthrosians to Anthropos, and so on.

It is the Anthrosian year of 5515 (the year is arbitrary), and it has been 65 years since the Master Race, as they are commonly referred, invaded Ningen and began their conquest over the human world. The Master Race call themself “Eridani”, and they have never been seen before by humans prior to their invading. Current theories suggest they came from the lands across the Simmering Sea to the east of Ningen, and over the Serpent’s Spine; an endless mountain chain that marks the edge of the world. Common people believe the world simply drops off over the mountains. The Serpent’s Spine can be reached sailing east or west, hence the reason people think it is the end of the world, though Anthrosian scientist have different theories that are not easily accepted by the majority.

The Eridani were met with resistance at first, but the war was short as their technology and use of magic was far superior to even the grandest Anthrosian gizmos or even to the archmages of Manava. There were five strong years of war between the humans and the Eridani, but the resistance became too weak and scattered that it fizzled into what became the surrender of all the sovereignty of humanity. The generation that fought in the War of Skies would be in between the ages of 65 and 95 in present day.

Ironically, as soon as the resistance stopped, the Eridani began trade and sharing resources including their magitech, or what is more commonly known as “dragontech”, which has greatly enhanced infrastructure and ease of life. Currently, the only really defined resistance against the Eridani is from the “feral” orcs in the southlands of Bantu. The Eridani have decided to use the orcs’ lack of intellect against them, by essentially domesticating them in extremely efficient housing that eventually became the products of slums. Orcs in these societies are known as “drones”, but they would find that insulting, as some orcs take pride in their work. The war in the southlands is seen as a syphon for the bulk of the Eridani’s workforce and military. Slaver barons are contracted by the Master Race to raid and capture orcs and bring them back to Eridani controlled territory for indoctrination.

The years of takeover following the rebellion were more cooperative, as the Eridani wanted to be met with little resistance. Instead of indoctrinating the populace into their laws and way of life, they simply allowed the humans to proceed somewhat normally, though there is no doubt the looming sense of living under a totalitarian state. Though the governments of the differing people can function as they usually do, the will of the Eridani supersede any rulings and any judgment they would normally have power over. Every divine household in Maor, every city-state in Anthropos, every dynasty in Ningen, every merchant king in Manava, and every kingdom in Bantu have at least one Eridani within their council. The laws of the Eridani are simple: Most crimes are punishable by death, but a few crimes are rewarded with rehabilitation centers, where criminals receive education and therapy with the hope of making them more productive members of society. Another rule is that no human is allowed to be in possession of dragontech weapons without a permit, which is usually earned by exceptional individuals that have significantly aided the Eridanis’ ambitions. These "draconic nationalist" gain mild leadership roles and lordships, and some are even able to rise high in military ranks. Common folk call humans that work directly for the Draconic Dominion “giant-huggers”. The elite military force in the Eridani military is the Deoxul; known in the Common tongue as “Dragoons”. These select Eridani are small in number, but elite in combat, and often lead troops into battle. Their special armor allows them to produce eldritch wings that grant them flight. Entire platoons of Dragoons are a rare sight to see, though that is exactly what the vanguard was composed of during their initial invasion of Ningen.

In addition to the presence of giant humanoids in everyday life, the Eridani also brought with them mysterious and powerful creatures. These "invasives" have greatly disrupted the natural ecology of Nerul. Farmers and city guards alike now have to defend their lands and people from things other than wolves, wandering dead from reckless mages, and the occasional roc. Now people are threatened by basilisk, wyverns, and even beings of pure energy.

In essence, this world was only slightly fantastic prior to the War of Skies. It is now ultra fantastic, and many humans struggle with the rapid changes that have come to their lives.

Relevant History:

In the year 5450, prior to the initial invasion of the War of Skies, the Rhaelian Empire had assimilated many kingdoms into its society as a benefactor to mankind. It was an imperial republic that thrived for 280 years, and the governed were generally in a state of happiness. Culture and technology were thriving as Anthrosian governance toppled despots and gave power to the people of the land. Some lands were won by conquest, and others were won by winning the love of the people. Other lands existed that held on to their independence, such as the Divine Houses of Maor (west to northwest of Anthropos), the Radiant Dynasties of Ningen (east of Anthropos, across the Gulf of Juri), the Kingdoms of the Sun in Bantu (waaay southwest of Anthropos), and the Daemon Guilds of Manava (south to southeast of Anthropos).

The empire would eventually reduce in size following what is known as the War of Skies; the time when the flying giants came from the sky with angelic wings of illuminating energy of varying color among individuals. They attacked the lands of Ningen first, blanketing their skies in prismatic colors as they flew over cities and villages. The ningentu riddle with awe and disbelief while the royal families declared fealty to their mysterious invaders. Even the monks had approved the coming of the Master Race, as their arrival was prophesied from interpretations of hieroglyphs found in a temple to the northeast of Ningen. This temple has become known as the Terminus Paradisus (Final Paradise), and it is also referred to as the Gates of Paradise. Since its discovery 40 years ago, many people have developed a spirituality associated with this temple. It rest at the foot of one of the Vjolnir’s Spines (one of the mountains of Vjolnir’s Spine), and since people believe the world ends beyond the Spine, then on the other side of these colossal gates must be the land of eternal life and supreme happiness. The monks of Ningen took great pleasure in the new understanding, and so the Master Race was met with little resistance from the ningentu, believing them to be their ushers into the afterlife. The manavir also showed little resistance to the invasion from the Master Race, as their power was easily bought out with draconic riches.

The anthrosians rebelled to a significant degree, favoring their freedom over life, but ultimately it was realized that surrender meant survival. The surrender of the Rhaelian Empire was triggered by a grand deceit played by some of the manavi guilds; creating tensions that are present in modern day society between Manava and the rebels. Their betrayal cost the rebels dearly, and the act rippled throughout the lands of humans, dissipating and shattering their cause into pieces.

Since the Feast of Dragons, or also known as the Fall of Ikarus, the anthrosians surrendered their sovereignty, and the remnants of the rebellion fell to the scattered armies of the maorens, bantulu, and the orcs.

The most famous and strongest group among the rebels was the Dead Cloaks, who were founded and led by a young maoren boy of 14 named Indrid Rhoan, who was often mistaken for 17 given his early blooming into manhood. The Dead Cloaks were composed of all civilians who were not enlisted with a traditional military, and they often acted outside of laws of warfare when it came to fighting the Master Race. They are called the Dead Cloaks because every time the Master Race kills a human, the Dead Cloaks grow in numbers because friends and families find motivation to rise against them. They are identified by wearing a black cloak, or a scarf, or some other garment, bearing a white dragon skull.

Indrid Rhoan, along with the bulk of his force, died at the age of 19 during the Feast of Dragons. It is believed that certain guild lords had arranged for an alliance between them and the rebels within the city of Ikarus, which at that time the city was considered safe territory considering all the potential civilian casualties. The bulk of the Dead Cloaks and other rebels were led into a trap, and they were swarmed within the city by dragoons and being torn to bits by their lances and consumed by their wyvern mounts. The powerful magic of the Master Race, coupled with the powerful sorcery of the manavir, caused great destruction to the city of Ikarus, leaving remnant magic auras lingering in the atmosphere in present day, and also statues of soldiers and common people that fell victim to a petrification spell. This marked the end of the War of Skies, and for 65 years the Master Race has made great efforts with the reconstruction of their new colonies. During this time, the Master Race fights only proxy-wars against scattered bands of rebels to the north, and also fight against the orcs in the southlands of Bantu. Resistance against the Master Race is virtually fizzled in this day and age, and the only people that were alive during the invasion are dead or dying.

There are those that still believe living under the dominion of the Master Race is to live like cattle, and with passions fueled from their grandparents’ stories, they join the ragtag militias to the north to try and reignite the rebellion. The demographic usually consist of young-adults of maoren and anthrosian decent, though other races are found in these groups as well. Most people however, have grown content with their presence, as law and order make life under their rule rather peaceful and somewhat safer than before. Also, the Master Race has incorporated their technology into the infrastructure of prominent cities, making them efficient and allowing human civilizations to extend beyond their normal functions.

Current Happenings:

We will begin our campaign in the late spring of the anthrosian year of 5515. Prominent cities tend to have more presence of the Eridani, as they are more formally known as, while more rural areas scarcely see them except for important occasions or if they are using the road. The ningen essentially worship the Eridani as their superiors, and revere them for their power, which is a generalization; no doubt to be proceeded by more. The Daemon Guilds stick to their daemon worship and opulence, while they revel in the luxuries the new technology has provided. The Federation of Anthropos grudgingly live under Eridani rule, but also shamefully enjoy the new technology, as they were once the world leaders in science and technology. The Sun Kingdoms of Bantulu also grudgingly swear fealty to the Eridani, with some southern kingdoms actually joining ranks with the orcs to help break their chains. The orc tribes (and there are too many to list) are at all-out war with the Eridani, and have been since their first encounter. Orcs provide a significant amount of the work-force and military, though orc soldiers are never sent to the southlands as there is too much risk for defection if they were to encounter their kin. The Divine Houses of Maor only swear fealty to the Eridani because they are too weak to resist them. They disdain the presence of the Eridani and use little of their dragontech. Scattered bands of rebels mostly find themselves hiding away either in the wilderness, or hiding in plain sight by not wearing their “colors” when in public. Many rebels live double-lives, one life being spent trying to survive the normal hardships of existence, while the other life is spent secretly fighting the Dominion.

For Cecil Macer only: We will actually begin the game with you and Vincent Tivolt on tour in the southlands. You are both corporals in the Draconic Fleet, and you and your unit are being sent to fight the war against the orcs. This battle is particularly important, as your superiors made it a point to mention that the safe retrieval of what they simply referred to as “the artifact” will be rewarded greatly. The artifact is in the possession of an orc warlord named Turok (yes, it’s staying) who is fortified within his stronghold. The individual that retrieves the artifact is allowed to make a single request of the Eridani, and to those who are aware of their power, the reward could be great indeed.

Character Creation:

• Begin at level 3.
• Max HP for first three levels. Half HP every level after third.
• 87 attribute points to distribute. Cannot have an attribute be more than 18 or less than 3. Racial attributes can bring you to 20 and such.
• Wound/Vitality system with minor modifications*.
• Gestalt (you’re welcome), but no PRC (I’m sorry).
• Third Party Classes allowed with GM approval.
• Heroic Distinctions. All training bonuses are considered “raw” and therefore, stack.
• Archetype flexibility: feel free to opt out of unwanted abilities from an archetype and/or replace them with wanted abilities from another archetype. Just as long as the chosen abilities do not replace the same original ability.
- Pick two traits OR a bonus feat.
- Pick two favored bonuses (gestalted bonus).
• Class skill changes noted in spoiler below.
• Enhanced gameplay mechanics noted in spoiler below.

Races:

Human
• +2 to any ability score.
• Medium size. Base land speed = 30ft/round.
• Languages: “Common”, plus native language of sub-race.
• Bonus Feat.
• Skills (+1 rank/lvl).

Human Sub-races (add the selected sub-race traits to the above features)

Maoren: a.k.a. Northmen.

Physiology: Maorens are tall, fair-skinned, and generally hairier than their close relatives, the Anthrosians. Their hair can be shown in radiant ruby colors, dark-chocolate brown, honey blonde, or even a subtle green. Their eye-color can be emerald green, icy blue, brown, and for denizens of house Ferron, a frenzied gold color, which is indicative of having Wildmen close in the bloodline. Brown colored eyes are found throughout all ethnicities. Maorens from house Ferron have an extremely strong sense of smell. Lay folk attest it to the similarities in the blood of Northmen and Wildmen, as folklore claims the Wildmen are actually packs of werewolves in their human forms. These claims are often disregarded as the illusions of the frightened minds of lay folk, and that the source of the keen smell is due to conditioning from hunting as a lifestyle. (Conglomerate of Scandanavian and Celtic cultures)

Personalities: Families and those an individual Maoren corporatizes with have strong friendships that last a long time. Equally, grudges do as well. They are wary of those outside of their company, making them skeptical of unfamiliar people. As stoic and stubborn as they are, they are not without celebration. Festivities in the mead halls of Maor draw many adventurers and noblemen to the continent. People say Maorens’ emotions can be as hot as fire and as cold as ice, seldom being in balance between the two.

Culture: Like a strong wolf-pack, Maorens favor cohesive families. Much honor is placed in strong families. Smaller, weaker families are generally incorporated into more powerful, bigger families. These clans are as variable in nobility as they are in sigils (a family could claim their sigil to be of a specific species of moss for all anyone cared). The four most significant clans to know are The Hunt, The Mountain, The River, and The Fertility. They are noble houses, and are nothing like the remote tribes of their wilder brethren. One can find the Wildmen dancing naked around a fire in the woods to appease an aspect of nature, but a Northmen would instead perform chants or hymns in favor of their Goddess, Hera. Their culture resembles medieval times, though since the arrival of the Master Race, more technology has found its way into their lives whether they like it or not.

Society: The four houses rule over the smaller houses, and the smaller houses incorporate even smaller ones, where eventually the rest of the land of Maor is settled by independent clans and further north, the Wildmen. Territory is determined by a family’s ability to defend that territory. Claiming sovereignty over land because of a divine right (or just because one says they do) is not recognized by Maorens. They are not conquerors, however, and do not actively invade other clans unless needed. To avoid conflict, most families assimilate with a larger one, becoming even stronger still as the clans organize and support each other. In recent times, these once powerful families now govern their lands in the interest of the Master Race, though grudgingly.

Religion: Maoren religion is bifricated between the two cultures. The wildmen revere the old gods, which often depict some aspect of nature, with the night itself as the embodiment of their prime deity. However, the ascension of a maoren warrior named Hera, the people of Maor found a new god. Many myths surround her life. Her deeds include slaying the rune giant, Merkerzer; healing the sick; and defeating The Hunters. She had five companions, who would ascend with her as her saints, which some houses can favor one over the other. Hera, her companions, and noble souls join the eternal battle in the Heavens where they wage war against the Devourer in the Void. It is this entity, an incarnation of evil, that steals souls and replaces them with its own. The result is the transformation into the fabled Hunter; a terrifying beast designed to destroy and feed on life. Maorens believe that because of Hera's campaign against the Devourer, The Hunters no longer exist. Contrarily, wildmen revere the old gods, and do not perceive the gift of transformation as a curse, but a blessing. Another discrepancy is that northmen generally are afraid of arcane magic, considering it demonic, where they have no qualms about divine spells. The wildmen have no opinion about either, seeing both types of magic as a means to an end. More information is available upon request, especially if a religious class is chosen.

Abilities: Northmen - Magehunter (4RP). Stubborn (2RP). Low-light Vision (1RP). Wildmen - Scent (4RP) replaces Magehunter (4RP).

Language: Orenic.

Anthrosian: a.k.a. Islanders.

Physiology: Anthrosians are slightly shorter and less hairy than Maorens, but typically have darker hair and darker skin. However, their variability in phenotype is probably the most noticeable among the ethnicities, as their once great and recently fallen empire had spread to many lands, incorporating more genes into their bloodline. Typically, Anthrosians can have fair to tan skin, platinum blonde to black hair, and a wide spectrum of eye color, including violet, blue-green, brown, and ice blue (a genetic gift from their Northmen cousins). (Grecco and Romantic cultures).

Personalities: Anthrosians are cerebral characters, often thinking things through with great rationality and critical thought. They are curious beings, often taking great risks to achieve their goals and to unearth new discoveries. Their large cities develop the average Anthrosian into a socialite by nature. They are progressive, open-minded, and they value their freedom above most things, but are not necessarily selfish. A common drawback found in Anthrosian personalities is an unintentional habit of being condescending. They also pride themselves on their native language and their ability to speak eloquently, which is certainly a result of diplomatic competitiveness found within a society that values free-speech.

Culture: Anthrosians value the arts and sciences, and place an emphasis on an individual’s education and power. They are productive, economical, and most of all, scientific. Their pragmatic nature has eliminated religion in the traditional sense, and the gods are viewed not in disbelief, but as having a tangible, measurable nature. The minority of the population has even claimed the Master Race to be their gods, as their superior technologies and arcane abilities are revered. Individual freedoms are highly valued, so their society tends to attract very progressive individuals. This also develops a variable culture, especially considering Anthropos’s central location and prominent coastal cities that are ripe with diversity and trade. Typical cityscapes resemble renaissance era technologies and artistic architecture with a Victorian wash. Arcane energy is utilized within infrastructure.

Society: Anthrosians have (or had) a democratically elected congress of city-state ambassadors that are charged with making major societal decisions. These diplomats produce laws or acts that are deemed necessary for the betterment of the empire, and they can only be vetoed by a single elected representative (the Prime Elector), who is considered the most important person in Anthrosian society. The elected representative is provided a personal council of experts that he or she can collaborate with for advisement, but the republic has the ability to remove them from their positions. In fact, the republic is entitled to remove any individual in a position entrusted with major decision-making. Though politics can be dark at times, this advanced and humanistic system has proven fair and has allowed the great expansion of the Rhaelian Empire. Presently, the Master Race has established itself as a supreme court over the management of the federation of city-states, granting themselves the power to thwart any law, act, or plea that is not in their favor. They are also given the right to create and enforce executive orders that supersede any laws or acts that have passed through the ambassadors and the representative.

Religion: Religion in Anthropos is not very traditional. In their past, their ancestors worshiped the sun (Rhae), the moons (Urser and Juno), and the planets (Odel, Nerul (earth), Tyrn, Villus, and Brinlal). Since their gods were practically in front of them, they never had to imagine where or what they are. Soon, they would question what effects they were having on their everyday lives. Anthrosians would ask themselves many questions, and eventually turn to the greatest minds of their time to answer them. They would only settle for the truth, and demanded evidence for every question answered. The geniuses of the time would measure and analyze the natural world, and incorporate math to prove (or support) their claims. The anthrosians learned that Rhae is responsible for all weather patterns, and even illuminating their world with color; and Urser and Juno control the tide, and the planets are tangible things not stuck to a canvas, but placed in a three dimensional void in the sky. The new understanding brought more joy than their previous idea of their gods. As a result, anthrosians revered The Sages, the geniuses that worked tirelessly for years to spread knowledge to all members of society. Rather than swearing to a god, or seeking blessings from them, anthrosians instead pray to one of the Sages, who have adopted the names of the gods mentioned above in addition to their own. More information is available upon request, especially if a religious class is chosen.

Abilities: Focused Study (4RP). Silver Tongued (3RP).

Language: Rha’lis.

Ningentu: a.k.a. Eastmen.

Physiology: Ningentu are slightly less tall than Anthrosians on average, and have heavy cream and coffee skin. They are virtually hairless on their bodies except for cranial, facial, and pubic hair. Their eyes are almond shaped and are black to dark brown in color. Though they can be strong, their physique tends to be leaner. This is probably due to the different diets they exercise, which are low in fat and high in protein, compared to the diets of Maorens, which is high in fat AND protein. Because of their strong sense of self-improvement within their culture, Ningentu have developed stronger resistances and also a greater understanding of the nature of energy and illusions. (Pan-Asian)

Personalities: Ningentu are varied in personality, but typical mindsets tend to favor the community over the individual. Discipline and self-improvement are common motivations among the populace, as it is believed that an enhanced individual is able to have great power, and become leaders and exemplars for the community to follow. Family values are held in high regard, which is a quality that Maorens can appreciate, though the physiological differences nurture xenophobia. They are a philosophically advanced people, often approaching problems with a unique angle. Some individuals are extremely humble, while others walk tall with great pride. This is due to the notion of accepting oneself for who one is. A person who walks with confidence has probably earned that outlook on his or her self by achieving great things, and so there is no shame in being humble toward such people as it is the appropriate feeling in such a person’s presence.

Culture: As stated, Ningen value the community over the individual, and also value personal achievements. Concerning their religion, they believe their world and the life within it are all of their ancestors reincarnated into varying forms of life. They believe when the world began, there was only man as energy, until the first generation died and brought new life, gradually nourishing the complexity of the universe as time recycled itself. The first generation of ancestors are said to make up the very fabrics of reality. Man existed only as a form of energy within a tiny atmospheric ball that laid in stasis within a grand and empty void. They believe many of these spheres existed throughout the Void, and together, with the re-manufacturing of their energy, led to the emergence of the properties of the universe. More recent generations make up the minute aspects of reality, which is associated with a trend the Ningentu noticed in the passing of time; the symbolic (as an evolutionary term) inheritance of knowledge allows more details to become apparent. Therefore, wisdom is the enhancement of one’s perception, which is due to the influx of ancestors and the compiling of knowledge throughout the generations. Many temples and places of prayer are found in natural settings, usually places where the landscape functions well as a structure that would contain a shrine. Their “preserves” are left undeveloped from civilization, as they believe the various climax forests found throughout Ningen are the heavens where their ancestors reside. For this reason, most of their cities are found in barren areas or along coasts, with temples and monasteries built into mountains away from civilization. The monks of these temples live very reclusive lives, and are held in high regard by the people of Ningen.

Society: Ningentu society is composed of various clans, warlords and settlements that swear fealty to a dynastic ruler, who was more than likely a warlord at one point that has risen to greater power. However, religion is virtually homogenous throughout the clans, and all leaders consider the wisdom of the monks to be above all created law. Their supreme understanding of the universe is revered by most people of Ningen, and even though the monks do not claim any power or establish any laws, their council acts as a master court by virtue of being respected. When rulers summon the council of the monks, it is usually concerning a grander idea that requires their wisdom, such as human-rights, or whether or not they should go to war, and other ethical questions that determine the very idea of themselves. The last summoning of the monks was approximately 220 years ago, when the Ningentu decided to invade the fertile lands of the Maorens when they refused to trade food during the years of the Black Sea. There are many dynasties vying for power over the land of Ningen, but with the current dominion of the Master Race, they declared blood truce. Conquering the ningentu was a relatively easy task for the Master Race as their truly awesome power was met with quick submission from the majority of the people, except for a few small, but strong, resistance groups that are now disassembled, leaving an old generation of drunken wandering warriors with no lords.

Religion: Ningentu religion is explained in the Culture section above pretty well. More information is available upon request, especially if a religious class is chosen.

Abilities: Lucky, Greater (4RP). Illusion Resistance (1RP). Lifebound (2RP).

Language: Yinjet.

Manavir: a.k.a. Magi. (unfinished)

Physiology: Magi are naturally dark in complexion, hair, and eye color. However, their long history of magic-use has altered their physiology to the genetic level. Though their skin is generally dark, save for the populations in northern Manava, most magi are colored with arcane tattoos. Hair is also generally dark, save for the populations in northern Manava, which can have more variable colors. Their eyes are a whole different story. Magi do not have a fixed eye-color. They tend to change depending on a number of factors; especially during spell-casting. Their average height and weight is virtually equal to their anthrosian neighbors to the north. (Middle-eastern, Indian, Egyptian, and Israeli culture)

Personality: It is said a magi will give the robes off of their backs for a guest in their home, but will take the robes off of a customer who enters their shop. They are very quantitative and self-serving, associating many aspects of life with their strong economies. Things are weighed with numbers, not assumptions. Anthrosians can respect this outlook on life, but only to a certain degree. If one were to sum up the magi into one word, it would be "opulent". The elite love to accumulate wealth and to show it off.

Culture: Magi culture is highly religious and magic oriented. Their lives revolve around their daemon lords; mysterious spirits that exist between the threads of reality. A person's power is measured by their wealth and their aptitude with magic. Wealth brings one closer to their lords, and the use of magic is a way or "praying" or displaying one's connection with them. Their cityscapes look similar to what one might think of as typically "evil" in appearance, though magi are no more evil than any other culture. Certainly they have strong self-serving tendencies, but that is rationalized by simply being part of their nature. Those that serve themselves are better to serve others. It sounds confusing, but it makes sense to a magi.

Society: Magi have a very distinct class system. Wealth is highly polar, and a select few reap most of the benefits. There is no real central government. Many major decisions and developments are done by wealthy people with the money to do so, and also by the holy citadels that are the centers of their religion. This plutocracy has resulted in massive, winding metropoli with no real strategy to their development. Much of the cityscape is designed with the vision of the one who can afford it. If there had to be a seat of power, it would be given to the archtheurges of the holy citadels. These citadels act as banks that virtually all wealthy merchant kings are in debt to. By this leverage, the archtheurges are the virtual rulers of Manava.

Religion:

Abilities: Constant Spell-like Divination (3RP). First lvl Spell-like ability (1/day) (1RP). Third lvl Spell-like ability (1/day) (3RP).

Language: Asyri.

Bantulu: a.k.a. Darkmen. (unfinished)

Physiology: Dark skin, almost black in individuals found near the equator. Thick wiry hair. Brown eyes (African).

Abilities: Defensive Training, Greater (4RP). Fast (1RP). Hatred (Khazahar (orc)) (1RP). Relentless (1RP).

Language: Barentu.

*Any original human traits can be exchanged for any other ones provided on the Human race-page on the d20pfsrd website. Sub-race traits can be exchanged for another sub-race’s traits in the case of mixed heritage, as long as the additional Racial Points (RP) do not exceed 7.

Orc:

Orc: a.k.a. Beastmen.
• +4 Str, -2 Int, Wis, and Cha.
• Medium size. Base land speed = 30ft/round.
• Languages: Khorgesh.
• Hardy.
• Ferocity.
• Weapon Familiarity (Orc weapons).
• Dark-vision 60ft.
• Fearless.
• Frenzy.

Domesticated Orc: a.k.a. Drones.
• +2 Str and Con, -2 Cha.
• Medium sized. Based Land Speed (BLS) = 30ft/round.
• Languages: “Common”.
• Hardy
• Frenzy
• Stability
• Darkvision 120ft
• Bonus Feat
• Ferocity

Physiology: See Orc description. Additional notes: Orcs do not come in green colors, but rather hues of purple that can be so dark it looks black, and then as light as smoke-washed shale. They are considered very distant relatives of the humans; so much so that it is believed birthing a viable hybrid is impossible (according to questionable Anthrosian studies).

Personalities: See Orc description. Additional notes: The barbarian tribes of orcs to the south of Bantulu lands have far different personalities than domesticated orcs. They are very primal in nature, and modesty and dignity are concepts that do not exist in their societies. They are quick to anger, having little remorse and little thought of consequence regarding their actions. Though a minority, there are bands of more docile tribes that are no less dangerous, but more negotiable than their more volatile kinsmen. Domesticated orcs are a whole new breed being given an efficient education (which is not really good) and are then typically placed in the work-force or the military. They are docile, and can even be friendly and able to hold a somewhat meaningful conversation, though their primal instincts are still very strong. Most Orcs do not view the world with much curiosity, as they are not trained in the ways of critical thinking (it had been omitted from their curriculum). More intellectual Orcs do find themselves questioning who they are and their position in society, leading to the occasional rally and eventual dissent that is met only with death by the Justicars.

Culture: The barbarian tribes are typical enough. Tribes that do not domesticate their own food tend to be more aggressive and lead hunting parties that target all manner of beast, including humans. They do not usually eat humans for food, mainly because the taste is not appetizing, but they kill them in order to take their belongings. It would be inaccurate to imagine an Orc tribe consisting of naked, loin cloth-wearing people, but more of a conglomerate of the scavenged items, clothing, and armor they acquired from raiding parties. Domesticated orcs have a different culture, as one would imagine. Their culture is created in the mines of the mountains, or in the clockwork-like factories in Rhael. During the long, arduous days spent doing physical labor; the Orcs can be found entertaining themselves with songs to pass the time, and afterwards they tend to gather in run-down taverns located in the more impoverished areas of the cities. The Orcs are provided efficient lodging, usually in poorly maintained areas where crime-rate is exceptionally high.

Society: Feral Orc tribes are constructed very basically and simply, consisting of a chief who is charged with major decision making, a shaman for healing, teaching, and maintaining contact with the spirit world, and a stewardess, who is generally female and charged with overseeing the more menial tasks of everyday life (assessing food storage, water supply, material processing, etc.). The chief’s word supersedes the stewardess and the shaman, but the shaman holds strong influence over the chief and is allowed to speak freely in his presence. The feral Orcs have always been at war with the Bantulu, as they are the closest people in proximity and it is just in the nature of the Orc to be prone to violence. Recent times have changed the state of their conflict, as the Master Race lay dominion over the Orcs, they responded with great resistance that continues in present day. Strangely enough, some Bantulu people have joined the ranks of the Orcs in order to combat the Master Race. Domesticated Orc society is the working class and the labor force in more developed cities. They can be found virtually anywhere considering they can be bought for purchase as a personal servant, which they do receive a very small allowance and have to live on the same property as their employer. Still, it is better living than the slums, which is where most of them reside. Other Orcs, generally ones that show promise for intellect, are given either foreman positions, or enlisted in the military. The Eridani have a smaller population than the humans, but by domesticating the orcs and essentially indoctrinating them, they have grown their armies rapidly. They are considerable warriors by nature, but are still considered expendable infantrymen, often the first to be deployed to battle as they are cheap and easy to replace. Few Orcs rise in rank within the Eridani’s army, but those that did had to work harder than an individual of any other race would have. The Eridani select for specific and exceptional individuals for breeding, so as to replenish their numbers without having to capture more slaves in the southlands; hence, they are domesticated.

*Any of the alternative race features listed on the Half-orc race-page can be used to exchange some features of the Orc. However, this would exclude abilities that replace Intimidating, as the Orc do not have that ability.

Skills:

• Climb and Swim = Athletics.

• Ride omitted = use Drive checks for vehicles.

• Handle Animal = used for Ride checks to ride a mount.

• Disguise omitted = used in Bluff checks.

• Disable Device = assimilated with the relevant Craft skill.

• Fly = piloting airborne vehicles in addition to normal uses of the skill.

• Sense Motive omitted = Perception vs. Bluff.

• Use Magic Device and Knowledge (Engineering) = Knowledge (Technology).

• Diplomacy and Intimidation = Persuasion.


Gameplay Mechanics:

General
• Called Shots used and encouraged.
• *In regards to Wound/Vitality points, if damage dealt exceeds an individual’s CON score x2 (which is your total Wound Points), then the excessive damage is applied to Wound Points. Also, critical hits apply their multiplier to Wound Points in addition to any excessive damage. Otherwise, Wound/Vitality is vanilla.

Combat Focus: These are “stances” players can take in combat to place emphasis on accuracy, defense, or power. They are “raw” and apply to everyone, even spell-casters. If you feel this is broken, feel free to have civil discourse with me. My argument is that it can make combat flashier and allow people to essentially guarantee themselves a hit while also taking the risk of leaving themselves vulnerable. It also can speed up combat. My tendency is to throw lots of weaker enemies so there are more opportunities to mangle foes, rather than continually mangling a single foe. I also hate that people have to burn a feat for these abilities. I’d prefer they were simply combat modifiers. These also work well with Called Shots. They essentially replace Combat Expertise and Power Attack as feats and the typical Full Defense mode.

• Power Stance: -x to Attack, +x to DMG.

• Cautious Stance: -x to Attack, +x to AC.

• Desperate Stance: -x to AC, +x to Attack.

• Reckless Stance: -x to AC, +x to DMG.

I understand how changes to the game can be overwhelming. I personally feel some of the vanilla rules can be overwhelming, so I just try to simplify them. Again, feel free to negotiate with me as I want the experience to be enjoyable and not tiresome.

This game has been home-brewed into every orifice.

Glossary:

Deoxul - The "dragoons" in the common tongue. They are the elite military of the Dominion. Their service is life-long, unless they choose to enlist with the Valikar, though an Eridani need not be Deoxul prior to becoming a Valikar. They are heavily augmented by magic and their armor depicts the form of their dragon-gods. All Deoxul create their own armor as part of their initiation. Their armor has an "arcane engine" that sprouts eldritch wings, granting them flight. Most Deoxul carry polearms into battle, but other choices of weaponry are not unheard of. They are the vanguard for the Draconic Fleet, standing out among enlisted Eridani.

Dragontech - Magically infused technology that the Eridani brought with them from over the Spine. Though theories as to its functionality were developed by scientists from Anthropos and Manava prior to the War of Skies, it was never truly developed by humans. However, it's distribution is relatively limited. Neo Ikarus is the most heavily adapted city, save for the underworld where it is virtually a graveyard since the Feast of Dragons. The lands of Manava have the most ubiquitous distribution of dragontech, but Neo Ikarus has the latest advances.

Drawb - A derogatory term for the khazahar (orc).

Nullifying Node - Nodes that have a designated field and power level that suppress the use of spells of equal power or lower. A lvl9 node with a suppressed field of 30ft would prevent any spell of 9th lvl or lower from being cast within 30ft of the node.

Oma Stones - Who am I kidding? They're Macguffins. More on their nature to be revealed as the game progresses.

Scry-orb - Mobile or stationary orbs of varying sizes that have some constant divination spell enabled.

Valikar - A branch of the Draconic Dominion that congeals the roles of judge, jury, and executioner. They are often sent on "manhunts" to find fugitives who have greatly broken their laws. Often, former dragoons are enlisted into to Order of the Valikar.

Zorashti - Part of the governing body for the Dominion. They are a legislative branch composed of philosophers and religious figures. The Valikar are the strong arm of the Zorashti.