The Chaos of Anatar

Game Master FireclawDrake

It may be hard for an egg to turn into a bird: it would be a jolly sight harder for it to learn to fly while remaining an egg. We are like eggs at present. And you cannot go on indefinitely being just an ordinary, decent egg. We must be hatched or go bad. - C.S. Lewis

World Map


Important Note: The bloodlines have "tendancies", and none of what they look like are set in stone, which makes it hard to determine someone's bloodline by simply looking at them. They each gain a subtype of Humanoid based on their bloodline. For example, a Cinder would have the type Humanoid (Cinder).

Unblooded: Standard Human, with no overtly distinguishing traits. (Use CRB rules for humans)

All of the Bloodlines retain the Human's bonus skill points, but lose the ability score bonus, and the extra feat.

Cinder: The Cinders have an affinity for fire. Their hair and eyes tend to be red or orange, but have darker skin.

  • The Cinders are quick and vicious, but sometimes rash: +2 Str, +2 Dex, -2 Wis
  • Cinders are resistant to intense cold. They gain a +2 racial bonus against any save that involves cold (including spells with the Cold descriptor).
  • Cinders are adept at controlling fire. Any effect which has a chance to set an enemy aflame has it's DC to resist increased by 2. If the Cinder has to make the check, add a +2 racial bonus instead.

    Geode: The Geodes have an affinity for the Earth. Their hair and eyes tend to be dark, and their bodies stockier and more well built.

  • The Geodes are strong and stolid, but slow: +2 Str, +2 Con, -2 Dex
  • Geodes have a natural resistance to disease and poison, and gain a +2 racial bonus on Fortitude saves against all forms of disease and poison.
  • Being attuned to the Earth, Geodes can sense small vibrations in the ground around them. They gain Tremorsense (10ft) as a result.

    Wake: The Wakes have an affinity for Water. Their hair generally has a greenish tinge, and their eyes blue. Webbed appendages are more common among them as well.

  • The Wakes see and hear much, and have a long memory, but their physical form is lacking: +2 Int, +2 Wis, -2 Str
  • Wakes have a keen mind, remembering even small details. As such, all Knowledge skills are considered Class skills.
  • Wakes can hold their breath underwater twice as long as normal creatures, and gain a +2 racial bonus to Swim checks, and Swim is always a Class skill.

    Gust: The Gusts have an affinity for the Air. They tend to be slender in form, with light coloured hair and skin.

  • The Gusts are quick and passionate, but not scholarly: +2 Dex, +2 Cha, -2 Int
  • The Gusts have sharp noses, and can detect smells even when the wind doesn't favour them. They gain the Scent extraordinary ability and do not take the penalty when they are upwind from the scent.
  • The Gusts are excellent eyes and ears. As long as they are in air (so, not underwater, etc), they gain a +4 racial bonus to Perception.

    Aurel: The Aurels favour the Light and Positive Energy. They are fair haired and skinned, generally with blue eyes.

  • The Aurels are wise and diplomatic, but slow to react: +2 Wis, +2 Cha, -2 Dex
  • Aurels take their time in both craft and speech. This grants a +2 racial bonus on all Craft and Profession checks, and a +2 racial bonus to Diplomacy checks when they have a full round to speak.
  • Aurels have a natural connection to the Positive Energy plane. As such, any Positive spell cast by them heals it's targets an additional amount of HP equal to the spell level cast. This is a racial bonus and exceeds the normal maximum. This bonus "healing" also applies when using healing spells to deal damage.

    Noctal: The Noctals favour the Darkness and Negative Energy. The have dark eyes, dark hair and dark skin.

  • The Noctals are brutal and cunning, making up for the fact that they aren't persuasive: +2 Str, +2 Int, -2 Cha
  • The Noctals have an affinity for Negative Energy. Negative Energy heals them in the same way that it does for Undead. Positive Energy deals them damage. They also posess the same connection the Aurels do to their plane, and any negative energy spell cast by them heals it's targets an additional amount of HP equal to the spell level cast. This is a racial bonus and exceeds the normal maximum. This bonus "healing" also applies when using negative energy spells to deal damage.
  • Noctals gain the Darkvision special quality, out to 60ft. A Noctal of at least 4 HD gains the See In Darkness extraordinary ability, also out to 60ft. This grants them the ability to see through Magical Darkness.

  • Important Notes (World Quirks):

  • The only firearms that exist in the world are from Sonnatus. The making of the firearms is an extremely closely guarded secret.
  • Airships exist in the world, but are usually pretty rare. They are powered by "Levistone", a type of magical stone which changes density based on how hot it is. Airships usually keep a magic user on board to manage the temperature of Levistone, controlling altitude.
  • Some Gods and Avatars are active in the world after the event with Chronarchus, but unless they have achieved divinity recently, they are usually bound to one location. This is most notable for the Khallan Saints and Razgriz, who are all currently active, but bound to their respective High Temples.
  • Resurrection DOES NOT EXIST in the world.
  • Countries (short):

    Countries in Alphabetical Order (Bracketed is the Continent)

    Aeril (Analadia): (Prounounced ae-e-ril) The broad grassland is home to the Aerili, a vicious group of honour-bound folk, with a lust for battle and combat. They often raid the weak border towns of Daigaril, and occasionally cross the Yama mountains to attack the now fractal empire of Nethys. Lead by a group of druids.

    Aurelius (Muria): While technically part of the Murian continent, the Aurelians live on a large, isolated island. They were powerful and affluent, and had little to do with the recent event involving Chronarchus. Recently, they've had to deal with a wide-scale slave revolt, and much governmental strife.

    The Ash Islands (Analadia): This is a group of volcanic islands to the south of Analadia. The people who live here are rough and tribal. They are a fractious group, rarely united. Most of their time is spent raiding rather than building a civilization.

    The Divine Kingdom of Dracutl (Muria): Lead by a Feudal Theocracy, Dracutians are known for their efficiency and dedication to their Patron Deity. The capital city is Cintar. The High Priest Sault was one of Silval's Champions in the fight against Chronarcus, as an Avatar for Dracutl himself.

    Coraillan (Analadia): This offshoot of the Khallan Empire has recently rebelled and achieved at least temporary independence from the Khallan Empire. The rebellion, initially fermented by Seleran Delar's rejection of Razgrizz, has lead to the capture of all of Khal's holding on the continent. Inside the city of Lord's Landing, capital of Coraillan, sits Corail the two-faced Khallan Saint of Knowledge and Heresy.

    The Dunic Lands (Muria): Not really a country in it's own right. Barely home to anyone, the Dunic Lands comprise the less-habitable sections of the Great Desert. The Barbarians that live here are fierce, hardy, nomadic people.

    Daigaril (Analadia): This Feudal kingdom, while relatively large, is consistently beset with problems that have stymied it's prosperity. Constantly beset by terrors from the mountains and the Great Wilds. Recently weakened by war with Prythia. Also often attacked by Aerili hordes.

    Desecrate (Analadia): (pronounced De-se-crat-eh) Newly established kingdom, still engaged in war with Yamalund, from whom they separated. Led by the 39 mad prophetesses who had their minds briefly filled with divinity at the Battle of the Gods. Currently controls slightly less than half of the underground network of old Yamalund.

    The Divine Kingdom of Gand (Analadia): Re-established divine kingdom which had been conquered by Nethys. A haven for many of the Vanguard escaping Nethysian persecution. Democratic, but small, this nation was protected from the Nethysian military might by the Terentii Crystal, which focused magical energies for potent use. Culturally similar to republican Rome.

    Heldenus (Analadia): Nethysian faction currently engaged in civil war. Controlling eastern Nethys and led by the aging Air-Admiral Invictus, who personally helped fight the great dragon Chronarchus. Controls much of the old Nethysian air force.

    Hetia (Analadia): (Pronounced Hey-shia) Ex-Nethysian state which has taken a neutral stance after achieving its independence. No central government, rather it is controlled by many caliphates. Many mercenary armies participating in the Nethysian civil war originate here.

    The Khallan Empire, AKA The Divine Kingdom of Razgriz (Muria): An immensely powerful religious empire, despite recent setbacks. Led by the resurrected god Razgriz - the god of justice - and his saints, it seeks to conquer the entire world and place it under the watchful gaze of their god. Known for their brutality and unmerciful nature.

    Lethond (Analadia): Brutal warrior caste based society in southern Analadia, technologically primitive. Result of a civil war in Xoltia. Ritual sacrifice satisfies their saurian gods and they ride giant raptors into battle.

    The Lowland Trade Confederacy (Muria): Defensive coalition of city states which rebelled in ancient history from the Trokan empire. Occupies the Basin region of northern Muria. Recently invaded by the Trokans before the Battle of the Gods, and subsequently liberated.

    Lyrjian Union (Muria): Newly founded people’s republic based around lake Lyrjia in what was the center of the Great Desert. Founded by ex-slaves after the Severing of the Cord brought the Sehlashi empire to its knees. Ruled in title by a benevolent dictator with restrictions by constitution.

    Nethysia (Analadia): Largest Nethysian faction fighting for claim over the remnants of its once vast empire. Led by Fenitia, the niece of the old imperial family. Controls the center of the old Nethysian empire, and allows the True Nethysians to continue to control Nethys itself for political reasons.

    The Nordic Lands (Muria): Barbarians in the northern waste. Organized tribally, they can be brought together by the Druidic Circle which worships the polar bear god, Urd. The Druidic Circle gathers at Urd's Thumb.

    Prythia, AKA The Divine Kingdom of Aegythrax (Analadia): The kingdom of the dead dragon god Aegythrax, it is comprised of ex-slaves, Dairgarili ex-patriates and mercenaries. It is a small and weak kingdom, scraping meagrely by after the death of its god and the disappearance of its leadership.

    The Divine Kingdom of Pyrrhus (Muria): Occupying the volcanic isles northeast of Muria, these fire worshippers adore combat, both internal and external. Although they’re rarely organized enough to form raiding parties or invade, they often depart the island as mercenary groups.

    The Divine Kingdom of Rethe (Muria): Occupying the fertile lands northeast of the Great Desert this feudal society is affluent and ancient. Rights to tax are passed down along the male line, ownership of land is passed down along the female line, with tournaments being held for unfilled titles. Right to challenge is possessed by any knight. The Knight's Code plays a big role in the culture here.

    Sannatus (Analadia): This ex-Nethysian state northwest of the old empire has massive veins of nullstone running across its countryside, creating a field of dampened magic. This has caused the Sannati to turn to technology to compensate. Possessing primitive firearms and railways, they are defensively formidable. They are ruled by several powerful merchant families, and guard their secrets closely.

    The Divine Kingdom of Sehlash (Muria): This ruined empire used to be one of the most powerful in the world. However, when the Severing of the Cord occurred, the undead which had been the country’s workforce turned savage and the empire quickly disintegrated. The only remnants now are the few citizens unfortunate enough to have been unable to escape and the half-mad vampire lords who feed on them.

    The Divine Kingdom of Thadania (Muria): Remnant loyalists of Silval Thadanar’s attempt at world domination. They are now a divine kingdom, as their patron god has departed the world. However, they continue to grow, possessing a high amount of capable and ambitious soldiers. Also known as the Bloodcloaked Kingdom.

    Thasia (Analadia): Nethysian faction contending for control of the old empire. Led by the disfigured bastard prince and his advisors. Occupies the northern portion of the old empire. Has the only true blood claim to the Emperor's throne, though none recognize it.

    The Divine Kingdom of Talcanthos (Muria): Occupying the area north of the Basin, this divine kingdom faces threats from the north, west and south. Having recently faced defeat at the hands of Thadania, they are weak to Nordic raids and further expansionism. They are an ancient, but faltering empire.

    True Nethys (Analadia): Controlling the old capitol city of the empire, and led by the old council of mages, this faction has one of the better claims to the Nethysian empire, but has no military might to back it up.

    Volmia (Analadia): Occupying the Dark Jungle west of Nethys, this ex-Nethysian state is a nation of tribal savages. United under one great king, they have taken to rampaging across the Nethysian countryside, returning to the safety of their forest between raids. They hold no aspirations of returning Nethys' previous glory, content to cause chaos among the competitors.

    Xoltia (Analadia): More peaceful than their Lethondi neighbours, the Xoltians inhabit the high mountains and jungle south of Nethys. An affluent, if primitive society that has recently been affected by civil war. The Saurians inhabiting the area form the basis of the religious beliefs, and well as serving as beasts of burden.

    Yamalund (Analadia): Ruled by their God-queen Yama, the Yamalundi are a communist society nestled in and under the Girdle mountains. The closed borders and staunch guards mean that little is known about the state of affairs within the country, save that it is fighting a war with the Desecrates, who seek to separate.


    Patron god of Cintar
    Healer of the Aged Sun

    Symbol: The Bronze Dragon
    Domains: Sun, Fire, Protection
    Favoured Weapon: Staff

    Patron god of Trokos
    The Watcher of Oaths

    Symbol: Half Dragon, Half Whale
    Domains: Law, Water, Knowledge
    Favoured Weapon: Short Sword

    Patron god of Skol
    The Spark of Man

    Symbol: The Flame on the Mountain
    Domains: Fire, Destruction, Chaos
    Favoured Weapon: Bastard Sword

    Patron god of Ferien
    The Solemn Poet

    Symbol: White Rose
    Domains: Luck, Trickery, Good
    Favoured Weapon: Rapier

    Patron god of Silverdune
    The Immortal

    Symbol: The Scarab
    Domains: Death, Sun, Magic
    Favoured Weapon: Scythe

    Patron god of Kreuz
    The Spear of Grace

    Symbol: White Bannered Spear
    Domains: Strength, Air, Healing
    Favoured Weapon: Longspear

    Silval Thadanar
    Patron God of Kontull Glade
    The Bloodcloaked

    Symbol: Pair of Crossed Spears (one white, one black)
    Domains: Strength, Knowledge, War
    Favoured Weapon: Shortspear

    God of ice and snow
    The Bitter Wind

    Symbol: The White Bear
    Domains: Strength, Water, Animal
    Favoured Weapon: Great axe

    God of sailing and rain
    The Blessed Wind

    Symbol: The Ship
    Domains: Water, Travel, Air
    Favoured Weapon: Trident

    God of gems
    The Heart of the Mountain

    Symbol: The Diamond Gemsphere
    Domains: Earth, Luck, Protection
    Favoured Weapon: Pick

    God of earth
    The Giver

    Symbol: Vine covered tree
    Domains: Earth, Plant, Good
    Favoured Weapon: Club

    God of Strategy
    The Ruthless Knight

    Symbol: Tower Shield
    Domains: War, Trickery, Knowledge
    Favoured Weapon: Short Spear

    God of Night
    The Hateful Void

    Symbol: Black Circle
    Domains: Evil, Death, Trickery
    Favoured Weapon: Falchion

    God of Change
    The East and West Wind

    Symbol: Tornado
    Domains: Air, Luck, Travel
    Favoured Weapon: Bow

    God of the Sun
    The Herald

    Symbol: Rising Sun
    Domains: Sun, Travel, Fire
    Favoured Weapon: Saber

    God of Magic
    The Seeing One

    Symbol: The Tower
    Domains: Magic, Knowledge, Destruction
    Favoured Weapon: Staff

    God of the Plains
    The Hunter

    Symbol: The Stag
    Domains: Animal, Earth, Travel
    Favoured Weapon: Spear

    God of the Woods
    Lord of the Deep Forest

    Symbol: Leaf
    Domains: Plant, Animal, Healing
    Favoured Weapon: Club

    God of the Mountains
    Lord of High Places

    Domains: Air, Earth, Protection
    Favoured Weapon: Axe

    God of the Sea
    Lord of Deep Places

    Domains: Water, Evil, Chaos
    Favoured Weapon: Trident

    Goddess of Spring
    Mother of Warmth

    Domains: Animal [no subdomain], Healing [Restoration], Plant [Growth], Sun [Day, Light], Weather [Seasons]
    Favoured Weapon: Quarterstaff

    God of Elements
    The Mother

    Domains: Water, Fire, Wind, Earth
    Favoured Weapon: Unarmed

    Khallan Pantheon

    God of Justice
    The Sole Redeemer

    Symbol: Gauntlets Clutching Flaming Great sword
    Domains: Law, Protection, War
    Favoured Weapon: Great Sword

    Khallan Saints

    Murianese Name : Arael, the Lady of Knowledge
    Analadian Name : Harbinger, whose existence is Heresy

    Domains: Knowledge, Magic
    Favoured Weapon: Flail

    Murianese Name : Sashiel, the Lady of Arts
    Analadian Name : Unchosen, whose existence is Corruption

    Domains: Good, Evil
    Favoured Weapon: Saber

    Murianese Name : Gabriel, the Lady of Speech
    Analadian Name : Forsaken, whose existence is Domination

    Domains: Healing, Trickery
    Favoured Weapon: Mace

    Murianese Name : Rafael, the Lady of Ruse
    Analadian Name : Pariah, whose existence is Hatred

    Domains: Luck, Chaos
    Favoured Weapon: Bow

    Murianese Name : Azrael, the Lady of War
    Analadian Name : Avatar, whose existence is Destruction

    Domains: Strength, Destruction
    Favoured Weapon: Lance

    Deceased Gods:

    Fyrryr: Former Goddess of Love
    Aegythrax: Former Patron god of Pryth
    Chronarchus: Immensely powerful Dragon Demi-God of The End Time.

    Regional Traits:

    Master of Horses (Regional-Aeril): Growing up among the horses of the Aerili plains, you have mastered the rearing and riding of horses. You gain a +1 trait bonus on Handle Animal and Ride checks and one of these is always a class skill for you.

    Plains Raider (Regional-Aeril): When you charge on a mount, you gain a +1 trait bonus on attack rolls.

    Aurelian Perfectionist (Regional-Aurelius): Aurelians consider themselves the epitome of life. As such, you gain a +2 trait bonus on saves against Charm or Compulsion effects. Low-lifes shouldn't control their betters.

    Slave Master (Regional-Aurelius): You have owned slaves in the past, and know how to handle inferiors. You gain Exotic Weapon Proficiency (Whip) as a bonus feat.

    Ash Raider (Regional-Ash Islands): Having grown up among the volcanoes and longships of the Ash Islands, you are well versed in both the ability to navigate the sea, and the land. You gain a +1 trait bonus on Survival and Profession (Sailor) checks and Survival is always a class skill for you.

    Tribe Scion (Regional-Ash Islands): Your parents have come from different tribes, a rarity among the constantly squabbling tribes of the Ash Islands. You have learned to speak well so that you are understood by all. You gain a +1 trait bonus on Diplomacy and Intimidate and one of these is always a class skill for you.

    Blessed of the Aged Sun (Regional-Divine Kingdom of Dracutl): You have been personally blessed by the High Priest Sault, and are a conduit for fire. You gain the ability to cast Burning Hands 1/day as a spell-like ability. This ability has a CL equal to your HD and a DC of 10 + 1/2 your HD.

    Peasant Tradition (Regional-Divine Kingdom of Dracutl): The Divine Kingdom of Dracutl has a long tradition of peasants working the land, and your family is among them. You know what plants grow well, and are good to eat. You gain a +1 trait bonus to Knowledge (Nature) and Survival and one of these is always a class skill for you.

    Delarite (Regional-Coraillan): You have been inspired by Seleran Delar's rejection of Razgrizz. You may have even met him personally before he died and was reborn. His example makes you strong against anyone who would see to dominate you. You gain a +2 trait bonus vs. charm and compulsion effects.

    Mixtus (Regional-Coraillan): You are a child of both Xoltian and Khallan heritage, born sometime after the Khallan Empire's initial invasion of Xoltia and the Analadian continent. Your mixed blood has likely caused you persecution and suffering. You have learned that sometimes, discretion is the better part of valour. You base movespeed increases by 10feet when making a full Withdrawl action. In addition, stealth is always a class skill for you.

    Desert Traveller (Regional-The Dunic Lands): You know how to survive in the desert, and you are much hardier than others who have lived a softer life. You gain a +4 trait bonus to survive in intense heat, and a +4 trait bonus to survival to find water and food in desert climates (both hot and cold).

    Wanderer (Regional-The Dunic Lands): Before the fall of Sehlash, the tribes of the Dunic Lands would trade freely with that kingdom, and still do with the kingdoms of Rethe and the Lowland Trade Confederacy. The tribes in the Dunic Lands have learned how to trade and talk with these myriad peoples. You may choose a bonus language from this list: Sehlashian, Rethan, Basic. In addition, Linguistics is always a class skill for you.

    Bump in the Night (Regional-Daigaril): Daigaril is home to many strange and horrible creatures. Your experiences with these creatures has galvanized you. You gain a +2 trait bonus on saves vs. fear.

    Border Guard (Regional-Daigaril): You were once posted a guard on Daigaril's southern border, to watch for Aeril raids. You know how to spot danger quickly. You gain a +1 trait bonus to Perception and it is always a class skill for you.

    Devotee of the Mad Prophetesses (Regional-Descecrate): You have devoted yourself to the "teachings" of the 39 Mad Prophetesses, once linked to Queen Yama. When you are confused, you may roll twice and select which result you choose. This also applies to effects such as the insanity spell. In addition, when you afflicted with confusion, you gain a +1 trait bonus on attack and damage rolls.

    Yamalundi Ex-Guard (Regional-Descecrate): You were once a member of the well organized Yamalundi guard. You know how to fight in a formation with precision. When you are adjacent to 3 or more allies, you gain a +1 shield bonus to AC. If you have a shield equipped, increase the AC bonus it grants by 1 instead.

    Vanguard Rebel (Regional-The Divine Kingdom of Gand): You were born as a Vanguard either in Nethys proper or in Gand. The rebellion taught you that magic is a powerful resource, but cannot always be trusted. As such, you gain a +2 trait bonus to saves against all spells, but you must attempt to make your save against all spells, even if they are harmless.

    Port City Resident (Regional-The Divine Kingdom of Gand): Gand's capital city Pollyn was the major trade port for the Nethysian empire, which facilitated trade with both the Murian continent, and Daigaril. Life in Pollyn was always colourful and diverse. You gain a +1 trait bonus on Knowledge (Local) and it is always a class skill for you.

    Imperial Soldier (Regional-Heldenus): You have received training as part of the former Nethysian imperial army. As such, you may select either Intimidate, Ride or Heal, and you gain a +1 trait bonus to that skill, and it is always considered a class skill.

    Warmage (Regional-Heldenus): You are trained in the ways of defending yourself while using magic. You gain a +2 dodge bonus to AC against any attacks of opportunity provoked from spellcasting.

    Mercenary (Regional-Hetia): As a mercenary, you have a keen eye for taking advantage of opportunities presented to you. You gain a +1 trait bonus on attacks rolls made for attacks of opportunities.

    Formation Breaker (Regional-Hetia): The Hetian military teaches it's soldiers that a charge is the best way to break a line. You may charge an extra 10ft as part of a charge.

    Soldier of the Faith (Regional-Khallan Empire): You have served in the Khallan Imperial Army in the past. You have learned their particular style of persuasion, and know of your enemies supposed faith. You gain a +1 trait bonus to Intimidate and Knowledge (Religion), one of these is always a class skill for you.

    Acolyte of the Saints (Regional-Khallan Empire): You were raised in the temple of one of the Khallan saints, and learned that Razgriz shares his divine blessing with those who prove themselves worthy. You gain a +1 trait bonus on Will saves.

    Casually Brutal (Regional-Lethond): The Lethondians are not known for their mercy. You embody that, and you are so non-chalantly brutal, it scares opponents. You gain a +1 trait bonus on Intimidate checks and it is always a class skill for you. In addition, when using Intimidate to demoralize opponents, this bonus increases to +2.

    Saurian Rider (Regional-Lethond): The Lethondians employ dinosaurs often in combat, and you grew up in a culture of reverence to Saurian gods. You are trained to ride both land-based dinosaurs and flying dinosaurs. You gain a +1 trait bonus on Ride and Fly, and one of these always a class skill for you.

    Defender of the Lowlands (Regional-The Lowland Trade Confederation): The city-states of the Lowland Trade Confederation have long protected themselves from other interests because of their military alliance. You have grown up to learn that co-operation with your allies is vital to survival. Increase the attack bonus gain by flanking an opponent by an additional 1.

    Urchin (Regional-The Lowland Trade Condeferation): The prolific trade between the city-states in the Lowlands leaves some behind. You grew up on the streets and have learned how to fend for yourself through theft, and that people cannot be trusted. You gain a +1 trait bonus on Sleight of Hand and Sense Motive, and one of these is always a class skill for you.

    Undead Fighter (Regional-Lyrjian Union): When the Severing of the Cord brought Sehlash's undead upon the world, the survivors quickly discovered ways to defend themselves. You may cast Distrupt Undead 3/day as a spell-like ability.

    Lyrjian Bureaucrat (Regional-Lyrjian Union): When the Sehlashian survivors arrived and established the Lyrjian Union, they created a vast network of trade guilds and worker unions. This is benefited some more than others, especially those who know how to work the system. You gain a +1 trait bonus on Knowledge (Local) and Diplomacy, and one of these is always a class skill for you.

    Battle Mage (Regional-Nethysia): You have served time in a regiment of other magic-users and have learned to draw upon their residual energies to cast your spells. At the start of your turn, if a spell or spell-like ability has been cast adjacent to you, the DC of your spellcasting increases by 1.

    True Focus (Regional-Nethysia): It takes alot to distrupt a Nethysian from casting a spell. As such, you gain a +2 trait bonus on Concentration casts.

    Tundra Traveller (Regional-The Nordic Lands): You know how to survive in the tundra, and you are much hardier than others who have lived a softer life. You gain a +4 trait bonus to survive in intense cold, and a +4 trait bonus to survival to find water and food in desert climates (both hot and cold).

    Winterborn (Regional-The Nordic Lands): You were born in or near a sacred spring in the mountains. You are a natural leader for the Nordic tribes. You take half-damage from non-magical fire. If you take the Leadership feat, your followers must be of the Nordic tribes, but you gain +1 to your Leadership score.

    Freed Slave (Regional-Prythia): The founders of Prythia took it upon themselves to attack Aurelius and free slaves to become residents of their new country. Your life of slavery has toughened you considerably. You gain a +1 trait bonus on Fortitude saves.

    Priest of the Dead God (Regional-Prythia): The death of Aegythrax was a shock to many, but none more than his clergy. You are either a priest or your parents were a priest of Aegythrax before his death. You remain faithful that someday he will be reborn. You gain a +1 trait bonus on all saves against divine spells.

    Unarmored Raider (Regional-The Divine Kingdom of Pyrrhus): While others may blaspheme and use creations like armor to protect themselves, you need only your wit. You gain a +1 dodge bonus to AC while wearing no armor. This effect does not stack with any other AC bonus that require you to unarmored (such as the Monk AC bonus). This bonus increases to +2 if you have 10 HD.

    Acolyte of Fire (Regional-The Divine Kingdom of Pyrrhus): The teachings and trials you have passed while growing have taught you how fire moves and how to shield yourself from it's glorious burning. You gain a +2 trait bonus on Reflex saves against any spell with the Fire descriptor.

    Knight of the Rose (Regional-The Divine Kingdom of Rethe): you have come into a noble title, but you do not have a land claim. You have fought in tournaments before to earn land, but have never succeeded. You know how to fight singular opponents. If you are the target of a Challenge, Smite, or similar ability, you gaint a +1 dodge bonus to AC against the user of the ability.

    Furious Charger (Regional-The Divine Kingdom of Rethe): Jousting is one of the national pastimes in Rethe, and you have practiced the art. While charging atop a mount, your attacks with a Lance gain a +1 trait bonus to damage.

    Tech-wielder (Regional-Sannatus): Those who come from Sannatus are familiar with the technology from there. While making attacking with a firearm, increase it's range by 5'.

    Tinker (Regional-Sannatus): The deadened magic field around Sannatus leads to many invetions and discoveries. You have unlocked a surprising power within yourself. Select a cantrip or orison from any spell list. You may cast that as a supernatural ability 2/day.

    Low Profile (Regional-The Divine Kingdom of Sehlash): The Severing of the Cord drove many of the vampire nobility of Sehlash insane, and many of undead workers to rampage. You have managed to survive by not drawing attention to yourself, and by resisting Vampiric domination. You gain a +1 trait bonus to Stealth, and it is always a class skill for you. In addition, you gain a +2 trait bonus against any Charm or Compulsion abilities used by Vampires.

    Willing Thrall (Regional-The Divine Kingdom of Sehlash): You were or still are a willing servant to a Vampire Lord. He has used you as a mouthpiece in the past. You have learned how to speak properly, and of nobility in his service. You gain a +1 trait bonus on Diplomacy and Knowledge (Nobility), and one of these is always a class skill for you.

    Hidden Kingdom (Regional-The Divine Kingdom of Thadania): During it's inception, Thadania was a military encampment in the forest along Talcanthos' border. The encampment has turned into a large town, now the capital. You emigrated to Kontull Glade, the capital, and have learned some of the ways they used to keep themselves secret. You gain a +1 trait bonus to Bluff and Stealth. One of these is always a class skill for you.

    The Art of War (Regional-The Divine Kingdom of Thadania): The strategic genius of Silval Thadanar has inspired you to study tactics. As a standard action, you may grant any teamwork feat you have to one ally within 30ft for 2 rounds.

    Loyal to the Blood (Regional-Thasia): You are loyal to the Emperor's blood, and follow the bastard prince, even though the other Nethysian factions refuse his claim. You are stoic in your beliefs. You gain a +1 trait bonus to Will saves.

    Elemental Study (Regional-Thasia): The Thasian value elemental magic above others. Choose one of the following energy types: acid, cold, electricity, or fire. When casting a spell of 1st level or higher that deals damage of your chosen energy type, the spell deals 1 extra point of damage of this type.

    Military Tradition (Regional-The Divine Kingdom of Talcanthos): Talcanthos has a long and rich history, and an extensive military lineage. You are the child of a general or other high-ranking military official. You begin with a single masterwork weapon of your choice.

    Lowborn Infiltrator (Regional-The Divine Kingdom of Talcanthos): You were born into a servant family, and have been used by noble families in the past to eavesdrop and learn valuable information. You gain a +1 trait bonus on Stealth and Perception, and one of these is always a class skill.

    True Nethysian (Regional-True Nethys): You are potent in magic, and learned to use it well at the University in Nethys. You may choose one spell you are able to cast. You cast that spell as if you were one level higher. You do not need to choose the spell at first level.

    Vanguard Loyalist (Regional-True Nethys): When the kingdom of Gand broke away from Nethys, many Vanguard abandoned their responsibilities to their Nethysian masters. You stayed loyal to the tradition and continue to honour the old ways. This dedication defines you, and the Nethysians have rewarded you by teaching you how to use wands properly. You gain a +2 trait bonus on Use Magic Device checks, and it is always a class skill for you.

    Swift Marcher (Regional-Volmia): The recent raids into the old Nethysian states had taught many Volmians to move quickly. You gain an extra base speed of 5'.

    Jungle Home (Regional-Volmia): The Volmians call the vast Dark Jungle home, and have learned it's ways. You gain a +1 trait bonus to Survival. This bonus doubles in Jungle terrain. Survival is always a class skill for you.

    Saurian Sacrifice (Regional-Xoltia): You have participated in many of the brutal rituals to the Xoltian Saurian gods. You know that the gods are pleased by living sacrifice, and how to please the gods. If you have an animal companion, you must select a dinosaur. Your animal companion may count your level as 1 above what it normally is. This cannot exceed your maximum level.

    Xoltian Construction (Regional-Xoltia): The Xoltians are experts are using their saurian beasts of burden to construct large edifice. You can bear larger loads than normal. Consider your strength as 4 higher when determining your carrying capacity. In addition you gain a +1 trait bonus on Knowledge (Engineering) and it is always a class skill for you.

    Beneath the Girdle Mountains (Regional-Yamalund): The Yamalundi live in a network of tunnels underneath the Girdle mountains. The tunnels are magically ventilated, and well-guarded. Because of the insular nature, Knowledge (Nobility) and Knowledge (Local) are never class skills for you. However, you gain a +3 trait bonus on Knowledge (Dungeoneering) and it always a class skill for you.

    Priest of the God-Queen (Regional-Yamalund): You are a priest for the leader of the country, Queen Yama. A good deal of your duties have involved helping to create the cult of personality surrounding the Queen. You are excellent at exaggerating the truth, and making people see things the way you do. You gain a +1 trait bonus to Bluff and Diplomacy, and one of these is always a class skill for you.

    Player's Guide:

    The Khallan Empire is one of the major world powers. Fuelled by religious zealotry and a large, wealthy powerbase, the Khallans have set about conquering various regions of the world in an effort to bring the word of the One True God, Razgriz, to the people. Even if they don't like it.

    One such colony - the colony of Lord's Landing - formerly land of the Xoltian Empire, has recently thrown off the chains of their colonial masters. The political turmoil that has followed this rebellion has left the new country without strong leadership.

    You have been caught up in the civil war. Either you were in the country when it happened, or you lived there, or you have come there since to either support or suppress the rebellion. There are a many reasons why a person would be in the newly formed country of Coraillan.

    A man by the name of Elrint Jobe has played some part in your involvement. He is a middle-ranking man in the newly formed Coraillan diplomatic service. He has asked you to attend a meeting at then Nethysian embassy, concerning the state of affairs between Coraillan and Nethysia.

    Custom: If none of the other traits fit, you may make up your own. Please consult with the GM Fireclaw about it.

    Khallan Ex-Patriate: Either you or your parents fought for the Khallan Empire, helping to claim the land now known as Coraillan. You have turned your back on the Empire, but you still know much about their cruelty, and their effective methods. You gain 1 free rank in Profession (Soldier), and Knowledge (Religion) is a class skill for you.

    Khallan Patriot: You were caught in Coraillan when the revolution began, hoping the Empire would defeat the insurgents. When the rebellion succeeded in holding territory, you decided to stay and observe. You are loyal to the Khallan Empire, and have become adept at hiding your true beliefs, and of judging other people's actions. You secretly wish for a return of the Empire and it's Justice. You gain a +1 trait bonus to Bluff and Sense Motive, and one of these is always a class skill for you.

    Missionary: The new openness of Coraillan has attracted many religious fanatics, seeking to spread the word of their God to the people, freed of the shackles of Khallan worship. Though many of the country are devout worshippers of Corail - the saint of Knowledge and Heresy - the new freedom has fostered much in the way of converts. You have come to the Coraillan to espouse the virtues of your god, or further his/her agenda some other way. You gain a +1 trait bonus to Knowledge (Religion), it is always a class skill for you. In addition, you gain 1 free rank in either Perform (Oratory) or Profession (Scribe).

    Refugee: Kronarchus' assault on the world has left many countries in a state or war, dictatorship or famine. Hearing of the recent success of the Coraillans to throw off the Khallan Empire, you have taken the long journey and fled here, hoping for safety. Elrint Jobe may have assisted your entrance into the country. The long journey has informed you of many of the problems in the world, and also taught you how to deal with people. You gain a +1 trait bonus to both Knowledge (Local) and Diplomacy. One of these is always a class skill for you.

    Inspired by Greatness: You met one of the Champions of Silval - Seleran Delar, Mortuus, "Door", Panul Sault, or Olfgar the Sandman. The encounter with them and their subsequent heroics at both the Battle of the Gods and against Chronarchus has shown you that even against the worst odds, one can still prevail. Seleran Delar's example in particular has inspired you to fight against the tyranny of Razgriz. You gain a +1 trait bonus on Will saves.


    Ash Islander (a couple distinct dialects)
    Baseic (pronounced Basic - this language is spoken in the "Basin", which includes Thadania, Talcanthos, Dracutl, and the Lowland Trade Confederation)