
HarbinNick |

-So I've been hard at work on my campaign setting, since I haven't played in a while. It's not done, but it is pretty big. 17,000 words, and 33 pages long so far.
-I really think there are plenty of feats and traits out there, so I'm having touble with that part of the game. Everything seems to exist already. So, if you are interested. Take a look.
1. Introduction
Mir is a land of two continents, some scattered islands, and the surrounding seas. It is traditional to simply refer to the area as “Mir” which means “Earth” in the Cheloveki language. It is not a particularly ancient land, signs of habitation and ruins have been discovered which have been dated as far back as 5000 years however.
Mir is a land shrouded in magic and mystery, faith and superstition, bloodshed and violence. It is not a land of gleaming cities, and crystal palaces, but a place of gloom and shadow. Winters are notoriously harsh in most of Mir. Among the hardships of life, simple joys are important, and the family is the source of strength and the firm foundation for most of the people. Birth, life, love, and death are no different in Mir than anywhere else, and this is a source of comfort and stability for the common people. The few who take up an adventuring life do due to an unfortunate event, a lust for excitement, or necessity, are viewed as strange by the people around them.

HarbinNick |

Races
2.1 Humans
Humans are the dominant ethnic group, or race, of Mir. However the humans can be divided into 4 major ethnic groups. The Cheloveki, the Hongshan, the Iftar, and the Kett. Of these ethnic groups, the Cheloveki are the largest, making up 75% of the human population of Mir.
2.1.1 Cheloveki
The Cheloveki are famous for their blond hair, blue or grey eyes, and fair skin tones. The young women are considered especially beautiful. They are a tall people, men averaging 180 cm and women 170cm. They are a serious people, who smile infrequently, but occasionally experience sudden outbursts of emotion.
The Cheloveki became the dominant power of Mir, owing to their domestication of the horse. This enabled them to achieve military superiority over their foes, in particular the Orcs and Elves. The creation of a cavalry army leads to a powerful nobility, and the majority of the people of Mir are simple farmers, with only the nobles serving as knights.
The nobles have great control over the acting prince, called the kynaz who rules as an elected king, but doesn’t control the army. Thus power is shared between the nobles and the king. Nobles spend as much time, or more, fighting each other as they do fighting any foes. Assassinations, political marriages, and maneuvering behind the scenes, are all important parts of Cheloveki politics. The individual cities and holdings function as city states, with laws and customs varying from place to place.
Every male of noble birth must serve as a royal guard for 2 years, before being given the title boyar at which point he may stay in the capital or return to his holdings. These boyarin maintain standing armies of their own, for fear of being conquered by their neighbors. These little petty wars are a source of great stress for the peasants, with many fleeing from a cruel boyar to a benevolent one. Some peasants are treated little better than slaves, while others may never even see a government official of any kind.
The Cheloveki are not great craftsmen, and poor merchants; the majority of them live either as simple farmers, fishermen, woodsmen, and other occupations. They live in small wooden villagers, which have a single temple, a smith, and a few simple businesses such as a tanner or waterwheel.
Class: Many Cheloveki adventurers are fighters, clerics, paladins, and rangers. Arcane magic users are rare among the Cheloveki.
2.1.2 Hongshan
The Hongshan live on the mainland and islands of the Hongshan Archipelago. They are easily distinguished from the other humans by their short height, with females 150cm or less, males are slightly taller. They have long, straight, black hair, brown skin, and almond shaped green eyes. The males have no facial hair.
The Hongshan society is matriarchal, with the result being a strong dislike for war and weapons. In addition, they eat fish, but no other meat. They live in houses built on stilts, as a protection against wildlife and snakes, and as a result of the seasonal rains in the region. The oldest woman in the village holds the highest position, and such women always have magical ability.
Powerful sorcerers wield great power among the Hongshan, perhaps due to the draconic bloodlines they claim as ancestors. Males are never trained in magic, instead they are sent to “monasteries” where they study unarmed martial arts. This tradition of “monks” is misleading, as male hongshan are more deadly unarmed than any soldier. In particular, elbow and knee strikes make up the bulk of their attacks, as well as pins, chokes, and sweeps.
Hongshan practice ancestor worship, with the bones of ancestors being buried directly underneath their houses. They trade feathers, gems, and colorful textiles and other handicrafts with the outside world.
Rules: Hongshan are illiterate, as there is no written form of their language. Should they receive any bonus language they can learn to read and write as normal
Class: Adventuring Hongshan are usually monks, sorcerers, or rangers.
2.1.3 The Iftar
The Iftar are originally from the Great Desert , but have spread throughout the world, as they are skilled merchants, and have formed small communities in every cities. They are shorter and darker skinned than the Cehloveki, usually having brown hair, but striking for their red eyes. Male Iftar favor neatly trimmed beards, and earings are worn by both genders.
The Iftar, in the 3rd Era, performed some blasphemous magical rite that cursed the race, since then the Iftar have suffered fear and mistrust from the other civilized people of Mir. Except in the few Iftar cities and towns, they are usually found living in the poorest sections of Cheloveki cities. Among Elves and Dwarves they are treated only a little better.
As outcasts and travelers, Iftar are famous as thieves, gamblers, prostitutes, spies, and pirates. Iftar have a long tradition of magical study, and many wizards have been Iftar wanderers before becoming court mages. Iftar mages and sorcerors are often pyromancers, as stories of Djinn mixing with man are a common part of their mythology.
The Iftar religion is a strange dualistic cult, with Iqbal representing all evil and darkness, while his half sister, Tal’al is the goddess of all good and light. Iqbal is a vicious and utterly reprehensible dieity who is fond of human sacrifice, particularly of children. Worship of Iqbal is banned in all areas outside of the Great Desert.
Class: Many Iftar are Bards, Rogues, or Wizards. Clerics are common in the great desert.
2.1.4 The Kett
The Kett are the oldest human inhabitants of Mir, but the least known about. They are a xenophobic, stone age race, dominated by Druids and Witches. Found only in the wildest regions of Mir, mostly in the far north, they seek to avoid other races, and are seldom encountered. Kett are legendary for their resistance to cold weather.
They have no agriculture save domesticated dogs and reindeer, and live as hunter-gatherers. Fish, seal, berries, and game make up the Kett diet. They often name themselves after powerful animal hunters, with names like ‘Bear Claw’ and ‘Shark Tooth’ being common. Women seemed to be named after smaller animals such as “Otter” “Deer” and other animals.
A tall race, some Kett are over 2m tall, with the males averaging 190cm. Males often wear blue face paint, and females wear jewlwery made of bones. Kett of both genders often tattoo their backs. Male have mustaches but no beards.
Class: Most Kett are Barbarins, Druids, Rangers, or Witches.
2.2 Elves of Mir
The Elves of Mir are divided into 2 categories, the city Elves (or half-elves) and the Wood Elves. The City Elves are those who have adopted most of the traditions of men, such as their religious practices, while the Wood Elves are those who still live in the forests and follow the Elf Pantheon.
2.2.1 City Elves
The city elves (called half-elves by some) are the elves living between the Elf Wood and the Sky Mountains. These elf communities have gradually adopted many of the practices of the Dwarves and Men, and have abandoned much of the traditional Elvin ways. In particular they have converted to the faith of the Cheloveki, and have adopted Dwarven metal working.
The City elves are fine craftsmen, creating luxury goods, and discovered the secrets of glass. Elf metal is lighter than dwarven metal, and more expensive. The art of rapier fencing and sword and dagger fencing are both City elf contributions. Music, dance, and fashion are all important to the city elves, and their cities are fare better lit at night, and more beautiful by day, than Cheloveki cities. City Elves have established companies in the Dwarven capitals, and all the cities of Men, often coming into competition with the Iftar, with whom they have a cool, if professional relationship. City Elves study magic, and make up the majority of non-Iftar Wizards.
City Elves think their cousins in the woods are backwards and uncouth. A few city Elves still worship the old Elf Pantheon, which is considered a harmless, if pointless pastime. City elves are aware of their past, and have no shame for having abandoned the old ways, seeing it as a natural progression of their kind. Some city elves will flee into the Elf Wood and join the Wood Elves, who welcome them back.
City elves have been inbreeding with humans for a thousand years, so many half-elves have been produced. These easily fit into their cosmopolitan society. Half-elves have all the rights of a full elf, and some half-elves rise to high positions.
The armies of the Elf Cities are full of archers, using the traditional longbow with deadly skill. Most city elves can pick up a bow and quiver in an emergency, making them a deadly foe for those who underestimate them.
RULES: City Elves have -2 CON, +2INT +2CHA
Class: Bard, Rogue, Wizard
2.2.2 Wood Elves
The Wood Elves are those elves who inhabit the Elf Wood or Great Wood. There the traditional way of life is alive and well. Wood Elves value and stress a personal relationship to nature. They are close to the fey creatures of the world, seeing nature as a personal force. Their entire culture is based around a close harmony with nature, and their ethics strike non-elves as cruel and harsh, much like nature herself.
They worship the Elvin pantheon, which their cousins in the city do not. This religion has given them a reputation for both arrogance and xenophobia, as the Wood elves believe that preserving nature and the Elvin way of life is their divine duty. Massacres of lumberjacks, and slaughters of famers are some of the atrocities the Wood Elves have been blamed for. In particular, Wood Elves consider Orcs and Dwarves to be a pague upon the earth. The Dwarves in return for the Wood Elves are a temporary nuisance, one to be exterminated with technology.
Wood Elves live in raised tree platforms, connected by rope bridges, and accessed by elevator. The oldest Wood Elf settlements are protected by Dryads or Treants, making the very forest come alive. Although some Wood Elves are Druids, they live in isolation, and Clerics hold the greatest power in a community. Unlike Kett Druids, Wood Elf Druids are usually more interested in the restorative properties of nature, and not its destructive powers. Most Wood Elves are rangers, and are the finest archers in Mir, even more deadly and stealthy than their city cousins.
RULES: -2 CON, +2DEX, +2WIS
CLASS: Cleric, Druid, Ranger,

HarbinNick |

2.3 Dwarves
Dwarves are the shortest race, easily recognized by their small frame, standing only 122cmon average. They have a slight build, and are less strong than the larger races. However they have strong constitutions, and are never sick. They are the longest lived of any race, sometimes living two centuries.
Dwarves of both genders are hairless, have grey skin, and males have white beards, which are usually braided. Dwarven Women usually wear hats and headdresses, which are often decorated with precious gems, gold, and hanging coins. Such headdresses may be so large as to be impractical for every day wear. Dwarven men may tattoo their head and face, using blue ink, which is especially visible to creatures with darkvision.
Dwarves favor absolute monarchy, which is an elected position, not hereditary. Should a king be forced to resign, a committee of nobles will decide on the next king. Only the most wealthy, successful, or honorable dwarves are appointed to the position of elder.
Dwarves are famous for their monotheistic deism, and the lack of divine magic. They are skilled engineers and smiths, excellent stone masons, and superb wizards and alchemists. They have a logical, mathematical approach to problem solving, and are unique among the races in providing free education. Many Cheloveki, Iftar, and City Elves travel to Dwarven cities to work as apprentices or take lessons.
RULES: -2 STR +2 CON +2 INT
In addition to the rules for dwarves, they receive a +2 to all craft checks involving stone, or metal
Class: Dwarves who adventure may be of any class, with Alchemists and Wizards being especially common.
2.4 ORCS
The Orcs are a proud, warlike race. They are famous for their cunning and barbaric honor. There are no greater warriors in Mir, than the Orc Berserkers. Orcs are famous for their physique, with males and females averaging 180cm. Orcs are much stronger and tougher than a human of the same size, and possess much greater muscle mass. Orcs skin is grey or green, and they have elongated canine teeth, which in males protrude from their mouth. Orcs generally have thick, stout bodies, in spite of their height.
Orcs live in a clan structure, with all Orc children belonging to the clan as a whole. Orcs think of the whole clan as their family, and are raised by the village. Thus, Orcs are fiercely devoted to their own clan. The Clan Chieftain, the most powerful Orc, rules by virtue of strength and cunning. Any orc can challenge him to a duel. Should the challenger win, he replaces the chieftain.
Orcs place great value on warfare and skill at arms. Children are taught to fight at an early age, and wrestling, boxing, and stick fights are the games of childhood orcs. Thus Orc Clans have almost no civilians, as all people are capable of fighting, should the need arise. If all the Orc Clans united, they’d be an unstoppable foe.
Orcs practice shamanism and ancestor worship, and do not have a ‘god’ or‘pantheon as such. Thus a witch, druid, or sorcerer could arrive at a position of power within the clan. In general the oldest female magic user is given a place of great respect, and is called “wise woman”. In some clans this figure is a male who is called “old man”. The “wise woman” is second in power only to the chieftain, but tradition forbids a “wise woman” overthrow her chieftain.
Rules: +2STR +2 CON -2INT
Class: Barbarian, Fighters, and Rangers are especially common Orc adventurers.

HarbinNick |

Geography of Mir
Geography of Sudland
Mir is divided into two large continets, the North known as Norland, Northland, or Nordland, depending on local pronunciation and Sudland or Soothland. Of course Elf, Dwarves, Orcs, and other languages have their own names for the regions. In addition there are scattered islands and a sea surrounding both continents, as well as other geographical features.
The Hongshan Archipelago, named after the Red Mountain, is the result of an ancient volcanic eruption, which carved out much of the western portion of Sudland, and left much of the region flooded. The rich volcanic soil has led to dense jungle growing in the region. The area is populated by reptiles, colorful birds, swamp monsters, and of course, the famous HongShan ethnicity.
Between the Hongshan jungles, and the moutains to the east, lies the steppe or plains. This is the homeland of the Cheloveki, who make up the majority of the inhabitants of the region. It is a fertile area, with many farms, given over primarily to rye. In the south, along the coast, the climate is dryer, and thus cattle are grazed. There are few forests of any size in this region, and the flatness of the plains is legendary. In fact, travelers can become disoriented by the lack of landmarks. The largest cities are found along the Belka River, which runs from the mountains into Hongshan Bay.
The Great Mountain, Dwarven Mountains (DwemMarr) are the highest mountains in Sudland, and the historc home of the Dwarven people. High Lake, an enormous lake, feeds the rivers which flow across Sudland, The Belka to the west, and the Sinni to the east. The direction of the rivers’ flow has caused the dwarves to export ideas and products, as going up river is impossible. The overland route to the Dwarven cities is torturous, crossing mountain passes, ancient tunnels, and long abandoned outposts. Trolls and savage beasts roam the ancient mountains, and the weather is deadly, with avalanches in winter, and rock falls in spring and fall.
The Efl Dales, and Elf River, (Elfdells and Elfduin) are the lands of the City Elves, the loosely connected confederation of city states, mostly along the river. The land is fertile, and rolling, with scattered forests, and hills. The main crops of the region are grapes and wheat, owing to the longer growing season, and slightly warmer climate. East lies, the Great Wood or Elf Wood, a poorly explored region, and home of the Wood Elves. It should be noticed that 2 Orc clans call this region home, the Iron Hands, and Black Souls.
Between the two continents lies the Island of Stone (Shesara al-petra) an ancient Iftar castle and a pirate settlement is located there. Ancient ruins of possible 1st Era also have been found on the island. The location makes piracy ideal, and both City Elf, and Cheloveki raids on the island have been unable to shake them from their nest. The pirates are mostly Orc, Iftar, and assorted adventures and deserters.
3.2 Geography of Nordland
The most distinctie geographic feature of Nordland is the ice-cap, strectching across the north like a blanket. In reality, this is a giant glacier, it is a harsh frozen land, with only occasional Kett and Orc hunting parties, and giant pre-historic beasts are the main inhabitants. Few expeditions have returned from the area, and the region is considered to harsh to harbor any civilizations.
The three regions of Nordland are the Western Plains, Great Desert, and the Eastern Tagia. Cheloveki, Dwarves, City Elves, and Iftar have all tried to colonize the Western Plain starting with the 4th Era. The original human inhabitants were Kett, who have retreated, not without a fight, to the border regions. The growing season is short, however, and sheep herding is the main agricultural activity, along with potato farming. The mountains in the region provide ore, which are mined by Dwarven consortiums.
East of the mountains lies the Great Desert, (As Ahra) this is the homeland of the Iftar. However the Iftar have lived along the coast, where rainfall is sufficient for the growing of crops, in particular, chickpeas and wheat, which along with dates and mutton makes up the traditional Iftar diet. The nomadic Burning Sun, a clan of Orcs, travels from Oasis to Oasis, and pose a threat to trade caravans across the desert.
The last, and largest region on Nordland is the Western Tagia, an immense, little explored, uncivilized virgin pine forest. The primary inhabitants are Ketts, Savage Orcs, and there are reports of feral ancient elves, known as wild elves. The most famous point of interest is Hell’s Maw, an enormous active volcano, and the tallest mountain in Nordland. Most of the Tagia has not been charted, and no expedition has returned from it.
3.3 The Eastern Isles, are a series of islands off the coast of Sudland, far to the east. The islands are surrounded by cliffs, and so no way of exploring the island has been discovered. The land remains a place of rumor and mystery.

HarbinNick |

Classes in Mir
Classes in Mir
4.1 Alchemists in Mir
Alchemists are most common among the Dwarves and the Iftar, who argue as to who it was who invented the science. For dwarves alchemy is done under strict scientific principles, while Iftar alchemists tend to be more mytical in their approach, referring to the ‘spirits of transumation’ and under terms which cause Dwarves to shake their heads. The creation of explosives is the most important facet of alchemy for Dwarves, using alchemists in their mines. In addition, the lack of healers in Dwarven cities forces many alchemists to double as doctors and apothecaries. For the Iftar, alchemy is a quest for an esoteric purity, whose end goal is personally defined. Among other races, alchemy is unheard of, with those desiring to study it, forced to apprentice themselves to Dwarven or Iftar masters. After 7 years they return to their homes, to open their own shop or stall in the market.
4.2 Barbarian
Savage and deadly, Barbarians are common among Orc tribes, and Kett. Many Kett war parties will be lead by a Barbarian, whose mad rage terrifies his foes, and brings comfort to his allies. Barbarians are rare among the other races, who find it difficult to control them, and thus are treated as a disadvantage in a military or mercenary company. A few rural Cheloveki men have been known to turn their natural bloodlust into a rage of slashing steel, and such strike out, looking for adventure.
4.3 Bards
Bards are common among all races, but the tradition varies from the traditional savage bards of the Orcs, who favor percussion instruments and frenzied war dancing, to the lyric songs of the Elves, to the acrobatics troupes of the Cheloveki Imperial Court. Among the Wood Elves, there are bards who specialize in singing to the trees and fey creatures, and the Kett have bards who recite long ballads of ancient deeds from the 1st Era. Bards are everywhere, but they look different, and reflect the traditions of their cultures.
4.4 Cavaliers
Cavaliers are common among the noble class of the City Elves and Cheloveki. Few others can afford the costs of maintaining, training, and breeding of war horses. Cavaliers are thus rare among adventurers. In addition the mountains, narrow tunnels, and seas adventurers face make mounts appear less desirable.
4.5 Clerics
Clerics in vary greatly depending on the region. Cheloveki Clerics are most common, serving either an individual god, or the pantheon as a whole. Among City Elves, the cult of Mokosh is the most popular, though as with the Cheloveki, temples to the pantheon exist as a whole. The Clerics of the Elven pantheon enjoy great power and prestige among the Wood Elves, though tolerated among the City Elves as harmless heretics. Among Dwarves clerics are nonexistent, as the Dwarves have no temples. The Orcs also have few cleric, being a shamanistic people, and the Kett are ruled by Druids.
Among Iftar, Clerics are respected and loved or feared and hated, depending if they are followers of Tal’al or Iqbal. Iqbal is a powerful, and fearsome entity who must be kept from harming the people, and requires human sacrifice. Clerics of Iqbal are hated anywhere else, as they wander around performing ritual murder, raising undead, and terrifying the countryside. For this reason, his clerics keep their ordination a secret in other lands.
Finally some clerics are cleric of the Old Ways, a pantheon of ancient, utterly evil, revolting deities whose existence dates from time immemorial. Most of these clerics are little more than mad cult leaders.
4.5 Druids
Druids are common among the wild people, the Kett. Virtually all Kett leaders are powerful druids, who use their powerful relationship with nature to fend off foes and protect their tribe. Druidism is the thread that binds all of Kett life together, and Kett are virtually impossible to understand, without understanding the role Druidism plays in their lives.
Among Wood Elf druids are less common than Clerics, but do exist, and hold similar positions of power. Wood elf druids are less likely to embrace the predatory side of nature, and seldom practice blood sacrifice. A few rural Cheloveki have been embraced into Druid Circles. In addition, among monsters, the hideous Gnolls have a druidic tradition.
4.6 Fighters
Fighters are fond in all places, among all cultures, but are particularly associated with the Cheloveki and the Orcs. Both favor large weapons, heavy armor, and overwhelming force. Elves may become skilled archers, or delicate fencers. Jobs for fighters include mercenary work, city guards, and caravan guards. Fighters with evil reputations may become robbers, or bandits.
4.7 Inquisitors
Inquisitors are a grim, focused, and thankfully rare group. The most terrifying are The Black Dogs, a group of Inquisitiors dedicated to Chernybog, and the Wood Elven Hands of Ithrael, which functions as an extreme, anti-human, vengeance squad, for ‘crimes against the Elves’. Other independent undead hunters, witch burners, and idealists may take up the badge of inquisitor independently.
4.8 Magnus
The Magnus is a very rare class in Mir, found only among City Elves, who possess the abilities to master both spell and sword. Magnus are often adventurers, seeking to perfect their skills. The expense of fencing and magical training mean they usually hail from wealthy families.
4.9 Monks
The martial arts of the HongShan are shrouded in mystery. None save the Hongshan have trained in their cloistered temples. Those who have seen it in action speak of deadly elbow strikes, vicious head butts, and a style of martial arts far more effective in combat than many realize. Many Hongshan monks have left their homeland, working as bodyguards, or skilled assassins. Others turn to professional fighting, dominating pit fights and boxing matches.
4.8 Oracles
Oracles are rare in Mir, but often destined for greatness. Among Cheloveki, they are usually respected and considered as ‘god touched’. Among the Wood Elves, Hong Shan, and Kett, oracles of Nature and Wood are considered especially blessed, and are revered by druids. Among Orcs, oracles of battle are worshipped as ‘living weapons’ and ‘scourge of god’, with oracles often having powerful positions as advisors in Orc tribes.
4.9 Paladins
Paladins in Mir belong to knightly orders, associated with either the Cheloveki Pantheon, or the Knights of the Desert Rose, an order of Iftar holy men. Palaldins can request aid from any temple, and are very popular and treated as heroes by most people of Mir. Most Cheloveki Paladins belong either to the Order of the Sun (Dazhbog) the Knights of the Storm (Perun) and with a few belonging to the mysterious Knights of the Scythe. (Volos)
The Knights of the Desert Rose are an order of Iftar Paladins who look quite different from ‘kinghts’ owing to their green turbans, and scimitars. They are fiercely dedicated to the worship of Tal’al seeking martyrdom in some worthy cause. They travel widely, seeking to right injustices. They favor camel mounts.
4.10 Rangers
Rangers are found in all the wild places of Mir, the forests, mountains and borderlands, the edgdes of civilization. Rangers make up the majority of both Kett and Wood Elf war parties. Some Orc trackers and hunters are rangers as well. The Orcs of the Burning Sun Clan are famous for their two weapon fighting and use of falcons.
Among Dwarves, rangers are called cavers, specializing in the deep, dark places of the earth. Cavers focus on two weapon fighting, as they spend much time in narrow tunnels and close quarters. Cavers often make a living trying to keep the long tunnels free of pests and other monsters.
4.11 Rogue
Rogues vary tremendously in Mir. Some are bandits, sneak thieves, and cut-purses, others cat burglars and spies. A few are flat out assassins specializing in murder for hire. Most rogues thrive in urban environments, but a few prefer small towns or even the open road. Iftar wanderers have a reputation for petty crime, and are the first to be blamed for a missing spoon or stolen horse. Dwarven rogues often specialize in the manufacture and installation of traps and alarms. Dwarven locksmiths are considered the best in Mir, and can easily open locks that would stump an elf.
4.12 Summoners
Few in Mir have the magical training necessary to recognize a summoner from any other arcane caster. A few summoners can be found leading cults devoted to the Dark Ones, a pantheon of evil, twisted gods from the dawn of time. Among the Iftar some claim to have created a bond with the jinni, the spirits of the desert.
4.13 Sorcerer
The majority of arcane magic in Mir is cast by Sorcerers. Their position in society varies by the nature of their race. Those born into Cheloveki homes face abandonment and ostracization, at least unless they learn to control their gifts. Among Iftar, Infernal, and Celestial bloodline sorcerers are common, due to the influence of Iqbal and and Tal’al on the region. The Ket and Wood Elves have a tradition of Fey-blooded sorcerers, while the Hongshan have mostly Draconic sorcerers, owing to the reptiles still living in the region. The dwarves, oddly, have few sorcerers, preferring to study magic as wizards. Orcs often seem affected by the Undead bloodline, showing the link to the ancestors, and their practice of necromancy.
4.14 Witch
The Witches of Mir are easily divided into 3 catagories, the Hedge Witch, the Old Crone, and the Bone Priest. The hedge witch is a rural healer, who lives on the outskirts of Cheloveki, Dwarf, Hongshan, or City Elf towns. In these rural areas she provides the community with healing and love potions, cure sick animals, and other beneficial services.
The Old Crone is an evil witch, with powerful magic, who enslaves and enchants the Kett. She is a dangerous and terrible creature, making pacts with evil monsters, and performing rites too foul to be readapted here. Kett tribes under the domination of an Old Crone, or worse, a Coven, are among the most dangerous human enemies imaginable. Utterly fearless, and suicidal they throw their lives away to protect her.
The Bone Priest is a witch of the Orc tribes, who is tasked with the collection of souls and spirits. Bone Priests take care of the burial and funeral rites of the orcs, and fashion the remains into talisams that decorate every orc camp. Thus though the Bone Priest has a frightening appearance, often wearing skull masks and capable of casting necromantic spells, he is not evil, and similar to the priests of Volos.
4.15 The Wizard
Though the origin of arcane magic is considered to be in the 2nd Era, with the rise of Vlaxdakroth to godhood, and the widespread appearance of Draconic magic, it was the dwarves who begain formal magical study. Even today, the majority of Dwarven magicians are Wizards. Many visitors, scholars and students, attend Dwarven magic colleges, and hope to learn to understand magic, if not master it. Dwarven wizards are taught slowly and cautiously, and spend years before being taught more powerful spells. In addition, Dwarven Wizards are considered to be scholars above all else, and correspond with great thinkers, offer the council of eldars advice, and may even travel to other lands to explore, take part in conferences, or serve as experts on expeditions.
The Iftar also have a tradition of pyromancers, wizards who study the nature of flames, fire, and magic. Iftar wizardry, much like Iftar alchemy, is mystical, with a reverence for fire magic bordering on religious. A few Iftar have delved into necromancy, but are usually found far away from civilization, living in the ancient crypts of the Great Desert.

HarbinNick |

Magic and Technology
5.0 Magic and Technology in Mir
5.1 Magic in Mir
Divine, Arcane, Druidic, and Draconic magic are the four great magic traditions of Mir. Divine magic stems from the power of the gods, Druidic Magic from the power of nature, Arcane magic stems from some eldritch universal force. Draconic magic is a ‘lost’ form of magic associated with the dragons of the 2nd Era.
Divine magic is conspicuously absent among the Dwarves, who find it untrustworthy and strange. They alone of the people of Mir lack Divine Magic users. Divine magic is appreciated for it’s healing powers, and defensive abilities. Thus many people think of Divine Magic as healing magic. Its other uses are more obscure, and known to high ranking priests, and scholars.
Arcane magic is associated with the sorcerers of the Iftar, necromancers of the Orcs, and the various wild mages who live in rural areas, and avoid contact with the world. Witches are Arcane casters, but few Cheloveki think of the witch as a scary wizard, but as a helpful old woman. Most wizards become teachers, advisors, and the most powerful serve high ranking nobles, or become wealthy private tutors.
Draconic magic was a form of magic used by dragons. It seemed to have been a far more powerful form of arcane magic. Whole towns were destroyed, dragons could teleport through mountains, and control the weather and the seas. No living practioners of Draconic magic exist, and the secret is lost, since only dragons, being magical by their very nature, could cast such spells. Some ancient Draconic magic texts have been unearthed, but they are unusable, and read only as history and for arcane study.
5.2 Technology in Mir
Technology in Mir is most advanced among the Dwarves, who have created a variety of simple machines, pulleys, lifts, drills, pumps, and other mining equipment. In Metallurgy, brass, steel, and mithril are all Dwarven inventions. Dwarves independently discovered alchemy, however the Iftar claim they had it first. Dwarven cities are unique, in that they make use of geothermic energy, and thus their cities enjoy a constant air temperature year round. Copper pipes are run through rocks close to magma, and the steam filled pipes are used to warm the floors and walls. In winter, cold water from underground wells will replace the steam.
On a far extreme, the Kett live in stone age tents, and shun most technology, save iron arrowheads. This primitivism stems from Druidic practices which shun metal. Kett have developed far more deadly weapons of their own, in particular using the teeth of prehistoric beasts to edge war clubs, and dragon bones to strengthen their bows.
Among City Elves, the most famous technological advances are glassmaking, and cosmetics. City Elves have a reputation for the production of luxury goods. Wine making, jewelry, and leatherwork are all important industries among city elves. Elf crafted musical instruments, especially lutes, are highly esteemed by bards of Mir. Book making, using wood block printing is another major invention of City Elves.
The Iftar alchemists are the greatest in Mir, creating potions, poisons, and perfumes that are highly valued (and expensive) by nobles. Cheloveki are not skilled smiths, and the quality of their steel is below average. Among the Orcs, technology levels are even lower, closer to that of the Kett. Orcs do know the secret of steel, which was taught them by the Dwarves.

HarbinNick |

Economy and Trade
6.0 Economy and Trade
6.1 Introduction
Trade is as old as time in Mir, the first coins where Dwarven minted, and used as tiribute to dragons, during the 2nd Era. The greedy Red Dragons were fond of sleeping on beds of gold coins. Today the Dragon Coin, which ways about 31g (1 oz t) is the standard unit of currency. Other races mint coins, but the weight is what matters. Coins of silver, platinum, and copper are minted as well, but the gold piece remains the standard.
6.2 Barter
Among Orcs, Kett, and remote settlements, barter is the norm as few folk keep sizable quanitities of coins around. Orcs in particular prefer to trade using ingots of steel or iron, as they lack iron mines of their own. Some Orcs engage in slavery, and so trade for prisoners or humans, while among the Burning Suns, a horse is worth more than a woman. Kett trade for iron, and jewelry, in exchange for furs, and alchemical ingredients. It is always advisable to understand local trading customs before being a merchant expedition.
6.3 Banking
Banking is a Dwarven invention, with the firm known as The Dwarven Charter House issuing paper letters of credit. Only the largest Cheloveki, City Elf, and Iftar cities have branches. The firm makes most of its money financing new mining ventures in Nordland, and lending money to nobles.
6.4 Trade restrictions and routes
Trade is not free everywhere in Mir, as it is in Dwarven cities. Many Cheloveki nobles forbid imports unless they are paid a tax, making smuggling an every present problem. Other products, such as glass, are a trade secret, and the artisans are forbidden to travel abroad. Slavery is illegal in most lands, except among the more savage Orc clans; however, a sizable trade in human beings goes on in black markets.
Piracy, banditry, and highwaymen are common in Mir, making overland travel a dangerous undertaking. The large distances between towns, and poorly patrolled roads make it difficult to keep the trade routes safe. Strangely, one is safer in Orc territory, as Orcs despise thieves, and hunt them down as a dishonor to their race.
River and sea transit are the preferred way of transit in Mir, both for safety and convenience. The roads of Mir are poor quality and few. Overland travel is only taken on when there are no other options. In the Hongshan archipelago, it is most common to get around by canoe.
In the Dwarven Mountains, the Dwarves have carved steps and tunnels, often with chain banisters. These ‘Steps to Heaven’ are an exhausting and dangerous way to travel, often blocked with snow, slippery in rain, and prone to rockslides. Worse the ancient tunnels are often populated with spiders, or trolls, and tunnels may be abandoned, or blocked.
The traditional inn is a good place to question about trade routes, find information on trade caravans, and meet other adventurers. Some inns are semi-fortified trade posts, located in otherwise isolated locations. Here caravans may rest for the night, seeking safety in numbers. The caravansary, a heavily fortified inn for trade caravans, is a common sight in the Great Desert, usually built near a well.

HarbinNick |

Cheloveki Pantheon
The Cheloveki Pantheon is worshipped by both the Cheloveki, and City Elves. It consists of 4 gods, 1 goddess, and 1 androgynous deity. The deities are all of good alignment, with the exception of Chernybog, a strange deity who represents not evil, but justice. The Pantheon is notable for the benevolence and kind nature of its deities, and the conversion of the City Elves in the 3rd Era.
7.1.1 Dazhbog
Titles: The Sun Lord, Lord of Light, All-Father
Portfolio: Sun, Agriculture, Fathers, Leaders
Typical Worshippers: Virtually all Cheloveki, regardless of position, farmers
Dazhbog is a sun god, the father of all things, and the creator of the Cheloveki people. He shines on crops, and is the source of all life. As a benevolent and creaetor god, he is kind and loving to his creations. The duties of a father, are the duties of Dazhbog, to care for his children, defend them, provide a home, and feed them. He is loved in all the homes of the Cheloveki, and many homes feature a polished brass or bronze mirror which is his holy symbol.
Church: The church is arranged in a strict hierarchy, with the high priest of Dazhbog being the most powerful cleric in the Empire. And a close advisor to the Kynaz he is also allowed a vote in the election process, and so is both high priest, and boyar. Virtually every town, city, or village features a temple, or at least a shrine to Dazhbog, and in temples dedicated to the Pantheon, he will occupy the center place. Temples dedicated to Dazhbog are roofless, as benefits his position as a sun god.
Clerics: Clerics of Dazhbog generally wear yellow robes. They can be of either gender. Clerics pray for spells at sunrise. Clerics function as community leaders, and provide healing and limited services. Many temples of Dahzbog have sizeable land holdings which the clerics farm in, giving the excess produce to the poor. The Order of the Sun is a company of Paladins dedicated to Dazhbog.
Rites and Rituals: The Summer Solstice is Dazhbog’s holiest day. In addition, every Sunday is sacred to him. Summer Solstice is a time for carnivals and celebration. Puppets shows, games, and trade fairs are associated with Solstice celebration. Dazhbog doesn’t accept sacrifices of living things, and is generally honored with the creation of Brass, or Gold statues.
7.1.2 Perun
Titles: The Lord of Thunder, the Hammer, the Rider
Portfolio: War, Skill at arms, Tactics, Smiths
Typical worshippers: Fighters, Smiths, Soldiers
Perun is a god of lightening and a wargod. He values strength in arms, and honor in battle. Unlike Dazhbog, he is prone to fits of rage, but generally means well. He despises those who engage in trickery, deceit, or other underhanded ways of getting ahead of others. He is famous for his hammer, which sounds like thunder when it strikes. Generally portrayed riding a horse, and clutching his war hammer, he slays the enemies of his people, fighting alongside his brother, Dazhbog. Perun forges the weapons and armor of the gods, and is a patron to blacksmiths
Church: As a war god, clerics of Perun are few in number, often called upon to minister to armies in times of war. They follow the troops, and fight in battle. Other Clerics of Perun search out robbers and other evil doers, bringing them to justice. Temples to Perun are rare, but forts and castles usually have a shrine dedicated to him. Most blacksmiths wear a small hammer around his neck, in Perun’s honor. Clerics usually dress in armor, often ceremonial. They are famous for their skill at arms. Oddly there is no associated order of Paladins.
Rituals: As skilled smiths, the creation of ceremonial arms and armor is an important aspect of Perun worship. Thunderstorms are important to Perun worshippers, who race outside, hoping to be hit by lightening. Those who are killed are considered to have been ‘called’ by their lord.
7.1.3 Volos
Titles: Lord of Death, The Mage, The Quiet One
Portfolio: Death, Magic, Knowledge
Worshippers: Magicians, teachers, grave keepers, undead hunters
Volos is a god of death and magic. He collects all souls and secrets, and grants them rest. Portrayed as an ancient man, with a long beard dragging along the ground, and a large scythe, he harvests the souls when man has lived long enough. Although a terrifying god, he is not evil, simply feared. He desires to keep the line separating the living and the dead clear, and he is invoked for protection from undead.
Church: The shrines to Volos are usually found in graveyards, and clerics of Volos have two functions in most communities. First they serve as undertakers and gravekeeprs. Secondly they work as teachers. Even the smallest town sends children to learn from the priest of Volos. The priesthood of Volos is all male, but not celibate. Priests of Volos are legendary for their longevity, and rather morbid outlook on life. They chronicle the events of small towns, recording births and deaths and other details in impressive ledgers. Their all black robes and shaved heads give them a gloomy look. The Knights of the Scythe are an order of Paladins dedicated to Volos, tasked mostly with the destruction of undead.
Rituals: In addition to funeral rites, the fall equinox is a sacred evening devoted to Volos. People stay indoors having parties, for it is said the dead visit the living on this night. Priests of Volos pray for spells at midnight.
7.1.4 Mokosh
Titiles: Mother, The Smiling God, The Kitchen God
Portfolio: Healing, Homes, Women,
Worshippers: Women, Healers, Good witches
Mokosh is a mother goddess, and the wife of Dazhbog. She represents the maternal side of all things. Just as mother is nurturing and kind, her role is to provide healing and comfort to all her children. Mokosh is the most popular god among the City Elves, where she is often portrayed as an elf woman. Mokosh is necessary for plants to grow, and livestock to breed. Although she is less popular among adventurers, she is the most necessary of gods, indivisible with her husband Dazhbog. Statues of her show a matronly Cheloveki woman, with scissors hanging from her belt, and a plant cutting knife. This knife is the weapon of her order. Mokosh is fiercely opposed to Iqbal, whose demand for child sacrifice horrifies her.
Church: The priesthood of Mokosh is all female, but not under any particular vows, with many of her clerics being married with children. Priestesses wear white robes with a red hem, and red cuffs. They usually wear braids. Temples to Mokosh function as free hospitals and shelters for abandoned or refugee women and children. Her clerics are the most skilled healers in the land, and temples feature gardens devoted to the production of medicinal herbs. As a goddess, there is no order of paladins devoted to her. Her clerics shun violence where possible, but will protect children with their own lives.
Rituals: The first snowfall is a sacred day to Mokosh, when her temples will invite children to sculpt snow angels, and throw snowballs. In addition, on the Spring Equniox, children decorate eggs in her honor. These eggs are often elaborate, and referred to as pysanka in the Cheloveki language. The chicken is a sacred animal to Mokosh, which is the source of many jokes.
7.1.5 Stribog
Titles: Master of the Four Winds, the Wanderer
Portfolio: Travelers, Rangers, Bards
Stribog is the god of wind, air and sky, portrayed as a suprising spry,barefoot old man, with a wind ruffled cloak, and walking staff. He is always smoking a pipe. He watches over travelers, and the wild places of the earth. He is a friend to birds, and the brother of Mokosh. There are many small roadside shrines and fountains dedicated to Stribog. He is associated with the weather more than any other god of the pantheon, and thus prayed to in case of drought or flood.
Church: As a wandering god, there are few permanent holy places dedicated to Stribog. His clerics wander from place to place, maintaining the road side shrines, and catering to the needs of travelers. They wear sky blue robes, go barefoot, and carry a staff, and sling. Most clerics of Stribog seem slightly insane, and prefer to own as little as possible, avoiding most creature comfots. Many have taken vows of poverty.
Rituals: Virtually any violent weather is sacred to Stribog, as long as there is a strong wind. Clerics often seek out mountain peaks and waterfalls, to bask in their lord’s glory, wind whipping through their hair.
7.1.6 Chernybog
Titiles: Misery
Porfolio: Judgement, Justice, Revenge
Chernybog is the strange, almost alien, entity of revenge and justice, bad luck and misery. Chernybog seeks to punish those who have done great evil, often in the most savage way imaginable. A murderer who is eaten by wolves, the man who poisons his child is drowned by the rusalka, the cultist possessed by his own demon, all these are the signs of Chernybog. Seldom worshiped, and content to be ignored, he answers few prayers, and his appearance is unknown. The raven is associated with him, for it’s mournful cry, as those who have been visited by Chernybog are never happy again.
Church: Chernybog is served by a secret, terrifying inquisiton known as The Black Dogs. They hunt down vile cults, witches, and evil mages, all without being detected. The Grand Inquisitor is said to be a boyar but his identity is unknown.
Rituals: Unrepentant, truly evil individuals are burned alive or fed to hungry dogs, as a sacrifice to Chernybog.
Dazhbog LG Law, Good, Sun, Nobility, Protection
Perun CG Good, Strength, War, Artifice, Air
Volos NG Good, Knowledge, Magic, Repose
Mokosh NG Good, Healing, Community, Plant
Stribog CG Good, Air, Travel, Weather, Water
Chernybog LN Darkness, Destruction, Law, Void

HarbinNick |

Iftar Dualism
7.2.1 Tal’al
Titles: Desert Rose, Shining One, Lady of Light
Portfolio: Deserts, Women, Paladins
Tal’al is the half-sister of Iqbal, and the good half of the Iftar dualistic religion. Kind. Merciful, and good, she represents all virtues. Unlike her brother, she is the bringer of blessings and good luck. She seeks out the hurt and suffering of the world, brining aid and comfort. She is fiercely opposed to slavery, torture, undeath, tyranny, and other evil acts. Tal’al serves as patron to all those who do good any where, at any time. She is portrayed as a woman in a loose, body covering white robe, and she holds a thorny rose in her hand.
Church: The clerics of Tal’al are all female, who wear loose white robes, and take strict vows of chastity. They are forbidden to make eye contact with men. Clerics serve their community, mostly through healing and maintaining hospitals. Tal’al worshippers have sacred texts, which have been written by these women over the centuries. The most famous text is the Legends of the Desert Rose a collection of miracles attributed to Tal’al. There is an order of paladins, The Lady’s Scimitar, who are tasked with demon hunting, undead destruction, rooting out Iqbal cults, and other acts of mercy. Temples to Tal’al are white, with domed roofs,pointed arches and towers. Many feature cool gardens, and porch ways. The temples of Tal’al are famous for the medical alchemy, and create healing potions, and infusions which are used to help support their costs.
Rituals: Clerics of Tal’al must pray 4 times a day, and carry hourglasses to measure the time to next prayer. Among the Iftar, the first born female child of a family is given as a gift to the temple on her 12th birthday. She will serve the temple for 6 years, at which point she is given the option to join the temple as a cleric, or return to her family.
7.2.2 Iqbal
Titles: hundreds of titles, too many to list “Lord of Hell” “Father of Carrion” “Lord of all Lies”
Portfolio: Fire, Magic, Tyrany, and Evil
Iqbal is evil incarnate. Utterly without mercy, or a single redeeming quality, he treats the world as his plaything, or his prey. Anything bad, any misfortune, accident, illness, pestilence, ir plague is blamed on Iqbal. As Iqbal is worshipped mostly from fear, his rites are bloody, terrifying, and banned in most regions. Only in a few Iftar cities, is Iqbal worshipped openly. Otherwise his worship is confined to scattered shrines in hidden locations, and cults of evil members of society.
He is pleased by human suffering and misery, and random murder, lies and senseless acts of cruelty are his delight. He delights in rape, torture, despair, and suicide. He enjoys personally tempting mortals, and is associated with both the vrock and succubus. Iqbal appears as a man with the head of a vulture, and talon feet.
Church: Priests of Iqbal are tyrannical, delighting in their power, and seeking to please their lord at any chance. Utterly self-serving, and often insane, they are not valued members of the community. Outside of Iftar lands, membership in the cult of Iqbal is punishable by death in most places. Priests wear blood red robes, black masks, and carry obsidian sacrificial knives. Such knives are often enchanted with ancient, foul, magic. Many of his cultists are skilled magicians, sorcerers, and necromancers. Temples to Iqbal are rare, and usually feature a bloody, ancient altar, and a lifesize stone statue of the god. Many shrines to Iqbal are located in sewers, caves, and crypts.
Rituals: Clerics of Iqbal pray at midnight. The most famous, and horrific practice is the burning alive of a stolen child, and the ritual eating of his heart. The torture and mutilation (and worse) of clerics of Tal’al is a major ritual in the cult of Iqbal.

HarbinNick |

Elvin Pantheon
7.3.1 Lythrenthen
Titiles: Elf Father, The Great Warrior
Portfolio: Nobility in Battle, Elves,
Lythrenthen is the proud and noble father of the elves, a fearless warrior, and a great swordsman. He stresses honor in battle, and loyalty to one’s friends. Considered as the role-model for any elf, male or female, his selflessness and chivalry are featured in many myths and legends. As an elf god, he cares little for the affairs of other races, and is particularly disdainful of the Orcs and Dwarves.
Church: As the leader of the Elf pantheon, his clerics hold important positions in wood elf communities. Among the few city elves who worship the Elvin Gods, he is the most popular. Many Magnus study him, as an inspiration and fencers consider him the creator of their art. As benefits his regal nature, his clerics wear purple robes.
Rituals: Lions are sacred to Lythrenthen, and his priests often wear lion skins. The most important ritual to Lythrenthen involves the consumption of wine, especially dedicated to him. At these rituals, priests are not supposed to show any sign of intoxication. Those who do, are executed.
7.3.2 Wynthyna
Titles: Elf Mother, Lady of the Woods
Portfolio: Elf Mothers, Forests, Healers
Wynthyna is the wife of Lythrenthen and a mother goddess, similar to Mokosh. However, she is also a patron to the woods and forest creatures, and serves to collect the souls of the dead. Among the elves, it is Wynthyna who is the most disgusted by necromancy, and her clerics work tirelessly to stamp it out. The most acceptabing of the elven pantheon, she is worshipped by all races, and not only Elves. Among the city elves, she is often combined with Mokosh, creating a sort of half-elf, half human female deity.
Church: Among Wood Elves, the clerics of Wynthyna are always female. Her clerics mostly perform healing rituals, and serve as midwives and nurses in their community. The clerics are generally the most out-going and least xenophobic members of a wood elf tribe. They are often arguing against the more traditional, male dominated cult of Lythrenthen.
Rituals: Spring is a sacred season to Wynthyna, with her clerics officiating at festivals, and celebrations all through the season. Clerics are usually present to bless any new elf births, and serve at name day celebrations.
7.3.3 Carlythwyth
Titles: The hunter, the lord of the fey
Portfolio: Fey creatures, hunters, rangers,
Carlythwyth is the Wood Elf god of the hunt. He is portrayed as a feral wood elf, with only a skin loincloth and a longbow. He has two hunting dogs, and his animal is the stag. Considered as the inventor of the longbow, he is worshipped by hunters and rangers, but has few clerics. Those who serve him do so at a distance from the rest of the community, for he is far more comfortable among the wildest, and most ancient of the forests. He dislikes intruders, and in particular despises Dwarves. He shuns the use of metal, and expects the same from his followers. He is also worshipped by some of the Kett, who consider him to be a fey creature rather than an elf.
Church: He has very few clerics, and is served mostly by druids, or rangers. Followers of Calythwyth often wear antlers.
Rituals: Hunting and the ceremonial offering of the beast are important rituals associated with him. The raids on dwaven mining camps in rural areas is often blamed on his cultists.
7.3.4 Synthynella
Titles: The Smiling One, The Moon Maiden
Portfolio: Elf women, moon, beauty, desire, fecundity
Synthynella is the Elvin goddess of the moon. A fertility goddess, she is portrayed as nude, usually in a suggestive pose. Beautiful, capricious, and utterly irresponsible, she is lust personified. Among the elves, she is associated with trickery and deceit, as well as beauty. Among city elves, she is sometimes worshipped by rogues, and petty criminals, entertainers, bards, and women of the town.
Church: Clerics are rare, mostly wanderers and self-appointed priestesses. She has no real doctrine other than to enjoy life while young, so little need of organized worship. However, she remains popular in art and literature. Many of the tales of Synthynella are downright pornographic, and embarrassing to City Elves. The wood elves prefer to laugh at her amorous exploits.
Rituals: She figures prominently in Wood Elf marriage rituals, unsurprisingly.
7.3.5 Ithrael
Titles: The beast, the mad moon
Portfolio: Maddness, lycanthropy, evil beasts, murderers
Ithrael is a savage elf, half transformed into a wereboar. Cursed after raping a nymph, his plight has snapped his mind, turning him into little more than a savage beast. Obsessed with revenge, and full of rage, he represents the most savage, angry, and destructive side of nature. He is little worshipped among elves, but used to explain the less gentle side of nature. Lycanthropes often feel a bond to him, and commit murders in his name.
Church: Clerics of Ithrael often lead cults of werewolves, or other beasts. In addition, an order of inquisitors, composed of elves opposed to all other races, consider him their patron. These ‘Hands of Ithrael’ are some of the most dangerous and ruthless assassins in Mir, many of whom hunt humans and dwarves as prey.
Rituals: Bloodhunts, where a human is pursued by lycanthropes, is a traditional rite associated with Ithrael. The making of human leather is another grisly past time favored by his clerics.
Lythrenthen NG Good, Glory, Nobility, War
Wynthyna NG Good, Healing, Protection, Repose
Carlythwyth CN Animal, Earth, Plant
Synthynella CN Charm, Trickery,Darkness Luck
Ithrael CE Evil, Animal, Madness, Strength

HarbinNick |

Dark Old Gods
7.4.1 Azyth
Titles: The eye in the darkness, the seer.
Portfolio: Divination, Scholars, Mages,
Azyth is the eye in darkness, a god of magic and mystery. His worshipers, and he himself, are obsessed with the obtaining and preservation of Gnostic and arcane secrets. Azyth believes no spell is forbidden, and no ritual to extreme, no experiment to unethical to prefrom. The quest for knowledge requires many test subjects, and various horrible crossbred creatures are believed to have been created by Azyth. In particular, the owl-bear and the sphinx are attributed to him.
Church: As a god of magic, Azyth is served mostly by magicians, and his clerics are often teachers and academics, practicing their cult in secret. As a non-violent organization, few people are aware, or threatened by the Cult of Azyth. Clerics and Wizards are often diviners, trying to see the future, and are obsessed with prophecy and the apocalypse. Many worshippers are considered to be harmless eccentrics.
Rituals: The Revelations of the Great Eye, a book of future predictions and prophesy, is the holy text of his church. Azyth’s followers often burn mildly hallucinogenic incense to commune with the god. This explains the slow, relaxed manner of speaking of his priests.
7.4.2 Vlaxdakroth
Titiles: The Great Dragon, the Lord of Tyrany
Portfolio: Dragons, Dragon cultists, Tyrants, Reptiles, the Hongshan Archipelago
Vlaxdakroth is a great wyrm, who was elevated to godhood at the end of the 2nd era, making him the youngest god in Mir. A fierce tyrant, he demanded the worship of the humans and elves, and used this power to become a god. However, this caused him to lose his physical body, which is said to lie somewhere below the Hongshan Archipelago. Reptiles pay him honor as their king. The Hongshan dislike him, as he preyed off them for centuries, seriously demining their numbers. Many abanondend temples to Vlaxdakroth are located in the thick jungles of the Hongshan region.
Church: Clerics of Vlaxdakroth take on two forms. Among various reptilian tribes, such as kobolds, his worship is normal, with bloody sacrificial rites, and the consumption of the flesh of sentient creatures. Such primitive rites are also documented among some of the more isolated Hongshan settlements. Among the cities and more civilized lands, secret cults of Dragon Worshippers seek out dragons, to protect as agents of their lord. Temples to Vlaxdakroth are rare, but ancient, from the 2nd Era, and often guarded by poisonous snakes, crocodiles, or other reptiles. Dragon motifs are common in these temples.
Rituals: The throwing of a virgin into a volcanic crater, to be burned alive, is an important ritual associated with the cult. There are no written texts, and teachings are usually carved into the walls of temples. The language associated with the cult is Draconic, although used as a liturgical language, and seldom used for conversation.
7.4.3 Lilith
Titles: Mistress of Lust, Queen of Cats
Portfolio: Prostitutes, night, thieves, spies, evil witches
Lilith is a goddess of unbridled lust and desire, representing the dark side of sexuality. She is utterly selfish and capricious. She is the mother of all witches, and a patron to thieves and others who take what they want. Her worshippers are few, but she is the most popular of the Old Gods in art, literature, and music. She is portrayed as a woman in a low necked gown, with a beautiful figure. She has long black hair, black eyes, white skin, and a devil’s tail. She has a trident, which is called Lover’s Sting. A euphemism for venereal disease.
Church: Lilith’s priests are all female. They work as spies, agents, prostitutes and mistresses across Mir. They favor cunning over brute force. Many brothels will feature a shrine to Lilith. She is also a patron to evil witches, who use their power to seduce, use, and discard men. No true temples to Lilith are known to exist.
Rituals: Various form of sex magic are associated with the cult. The 99 Passions is a pornographic, usually illustrated guide to Lilith Worship.
7.4.4 The Spiral
Titles: The nameless one
Portfolio: Aberrations, the insane, astrology, the stars
The Spiral is the name given to an ancient, time travelling entity that predates the universe. An utterly alien, unknowable god-thing contact with it causes permanent mental horror. Evil, but without knowable objective, the worshippers of the Spiral are almost all insane, doomsday cultists. The aboleths worship the Spiral, and other aberrations call him their ‘father’. Little is understood about the entity, and the few idols that exist portray a creature with tentacles and a distinctly alien apeearance.
Church: Virtually all temples to the Spiral are located in caves, ancient dungeons, or sewers. Clerics are almost all raving lunatics, who attack intruders on sight, and eat the brains of their victims. Dwarves are the majority of worshippers, especially those who have “dug too deep, and dwelt in the darkness too long”. It is theorized that the Derro are a race of Dwarves twisted by contact with the entity.
Rituals: Many aboleths are cult leaders, who are worshipped as an incarnation of the Spiral. The unholy text Beyond the Stars, Between Time, is a book of madness, written in a strange language called Aklo. Brain consumption is a hideous ritual associated with the worship of the Spiral, which leads to various signs such as shaking hands, and full body twitches.
7.4.5. Mordek
Titles: King of the Dead
Portfolio: Murderers, the Undead, Evil for its own sake
Mordek was the first murderer, and so cursed by the gods to his current state. He is portrayed as a Mohrg, a skilled and deadly hunter of all living things. Motivated by a fierce hatred for the living, his worshippers are the most vile of necromancers, murderers, and utterly irredeemable individuals. Along among the gods of Mir, he is committed to the destruction of all life, and has a fierce hatred for all who oppose him, in particularly hating Dazhbog, Volos, and Tal’al.
His original ethnicity is a subject of debate, with some accounts making him an elf, others human, and a few even claim he was a giant. What is certain is that he would cheerfully kill the others gods, if they were mortal. Although Chaotic Evil, Mordek is not stupid, simply seething with hatred. His followers are more than capable of acting rationally, and are often involved in long, complicated plots.
Church: The cult of Mordek creates undead where ever possible, often through the use of altars especially consecrated to the task. Clerics wear rust-red robes to cover up the blood stains. The church seeks out ancient crypts where evil undead were sealed, and tries to release them. Many members of the church aspire to lichdom, or being turned to vampirism. The cult of Mordek is powerful, but persecuted in all lands, with battles between Paladins and cultists being common. Some inquisitors of Mordek may infiltrate churches, and serve as spies for the cult. Of all the old gods, his cult is the best organized, with a strict hierarchy of layman, monk, priest, high-priest, and even arch-priest. Both genders are referred to in this way.
Rituals: There are a staggering number of funeral rites for the cult of Mordek many of which are a mockery of Volos. The making of undead is a important religious rite. The cult of Mordek has a particularly gruesome ritual in which a paladin is tortured, and raised as a zombie, in pieces. Thus he is forced to witness his own turn to undeath, as his limbs are removed, and animated. The zombie is then stiched together, after the paladins heart is removed, and burnt to ashes. These ashes are said to have powerful magical and alchemical effects.
7.4.6 Zubek
Title: Demon Prince of Orcs
Portfolio: Evil Orcs
Zubek was an orc warlord, famous for his skill at arms, wanton cruelty, and fierce bloodlust. Believing all races were fit only for slaves, he directed his people to conquer the earth. It is unkown if Zubek was a real person, or simply a demon of wrath who took the form of an orc. Today, Zubek is worshipped by the more savage and bloodthirsty orc clans, but with no real church. Two clerics of Zubek are just as likely to kill each other as any other orc, should they belong to rival clans. Zubek desires that Orcs should multiply, be strong, and conquer the earth. It is a fairly simple religion to understand
Church: Though clerics of Zubek exist in some clans, they do not commune with clerics of other clans. Thus clans where Zubek is worshipped may differ in their form of worship considerably. Clerics are skilled at arms, often appearing little different from any other fighter or orc warrior. Virtually all worshippers of Zubek are orcs, as his message does not appeal to other races.
Rituals: Various form of ceremonial combat, crafting of arms and armor, and killing in war are the rituals of Zubek. Clerics of Zubek believe once drawn, a weapon must be bloodied. The preferred method of problem solving is violence.

HarbinNick |

Religion of the Dwarves
7.5 Religion of the Dwarvs
As a monotheistic race of deists, religion is not a force in Dwarven society that it is in other regions. No temples exist to their ‘god’ nor do they have priesthood. Few dwarves are divine casters of any kind. Dwarves believe the gods are simply powerful entitities, but with sufficient magic and technology, Dwarves could aquire similar powers themselves. Dwarves believe their ‘god’ would agree with them. A few dwarves, mostly those who have lived in foreign lands, have adopted the worship of other gods. In particular is Martza, a Dwarven interpretation of the goddess Mokosh. Her worship is rare in Dwarven cities, and her clerics very few.
7.6 Religion of the Kett
Kett are druidic, with druidism being their faith, as well as the core of their existence. Scattered Kett tribes offer sacrifice to the various Old Gods, but only from fear rather than as any organized worship. Kett ascribe great power to animal totems, with each Kett male choosing one when he comes of age. Bear, wolf, shark, and Wolverine are common animal totems, as benefits their powerful natures. Also see the Kett racial description, and the Druid class description.
7.7 Religion of the Orcs
Orcs are a shamanistic people, inhabiting a world with thousands of spirits, some good and some bad. They see little difference between arcane and divine magic, and consider all magic to be the work of spirits. Thus, among Orcs, a cleric, druid, witch, or sorcerer could all find themselves filling similar positions in a tribe. Orcs feel comfortable around their ancestors, and often keep the skulls of family members on display in their homes. Orcs see undead as ‘soulless’ and thus have little fear of necromancy. Intelligent undead are disliked by orcs, but tolerated.
Orc clans where Zubek is worshipped are far more violent and xenophobic than ones where the cult is not tolerated. Each Orc clans varies in its religious practices, making an ‘orc’ religion difficult to speak off.

HarbinNick |

History of Mir
8.1 The Dawn Era
After the dawn of creation, the various races, Elves, Humans, Dwarves, and Orcs lived primitively, likely without fire, and as hunter-gathers. Evidence shows people lived in caves, hunted various large beasts, and generally had a stone age level of technology. The Dawn Era is the longest Era, spanning almost 5000 years.
As no cultures had discovered writing, study of the Dawn Era is closer to archeology, than history. Cave paintings, ceremonial burials, and ancient village excavations are the only way to learn more about the era. A few crude, stone idols possibly of the old gods have been discovered from the early part of the Dawn Era.
The later part of the Dawn Era is notable for the Stone Giants. A now extinct race, stone Giants created the first structures of the land, simple monoliths and burials mounds. Stone Giants lacked writing, using a system of runic glyphs, which bear some similarities to Giant, and Dwarven. Stone Giants used their great strength to erect these structures, whose purposes are mostly unknown, and believed to have a religious, magical, or ceremonial purpose. The Stone Giants went extinct at the end of the Dawn Era, possibly due to the predatory nature of dragons.
8.2 The Dragon Era
Beginning approximately 5000 years ago, the Dragon era lasted for 2000 years. The Dragon Era was named after the powerful dragons who inhabited Mir, at this time. Dragons enslaved most of the surface dwelling races, forcing the Dwarves to migrate deeper underground to avoid them. Prior the Dragon Era, Dwarves had lived in shallow caves, closer to the surface.
Dragons were worshipped as gods, and used their powerful draconic magic to resist efforts to slay them. As humans, elves, and orcs still were in a stone-age, they had little ways to effectively resist the power of dragons.
After approximately 1200 years, the Dwarves discovered the secret of iron, and then steel. The dwarves began arming the Orcs, who were reproducing rapidly, and migrating all over Mir, due to population pressures. At the same time, the Iftar began studying a form of Draconic Magic that would become known as Arcane Magic.
The 4 races, human, Orc, Dwaves, and Elves united in a major campaign against the Dragons, and their mostly hongshan enthralled slaves and cultists. The dragons were eventually defeated, with the most powerful, Vlaxdakroth sacrificing tens of thousands of his followers to elevate himself to godhood. Some myths say the humans were aided by the arrival of a mysterious war party, who arrived from the South Sea. This war party consisted of Dazhbog and the other gods of the Cheloveki Pantheon.
The Dragon Era saw the humans divide into four distinct ethnic groups. The Kett were the most isolated and primitive, and resented the technological advances of the Dwarves, and distrustful of these ‘new gods’.
The greatest invention of the Dragon Era was written language. The languages Draconic, Deep Dwarven, and Ancient Elvish (High Elvish) are all attested to. Dwarven and Elvish are quite different from their modern form. Deep Dwarven uses a runic alphabet, and Ancient Elvish was written in a highly ornamental calligraphic hand. Thus Stone Inscriptions in Ancient Elvish are rare. Draconic has changed little, and was the first language to be written in Mir.
Major technological advances of the Dragon Era are the domestication of the horse, the invention of the crossbow and longbow, Iron and Steel working, and early experiments in alchemy. Musical instruments were perfected among the Elves, with the lyre and panpipes taking their modern form. Formal magical instruction and study, both among the Iftar and the Dwarves, dates from this time.
8.3 The Era of the Great Wars
Beginning approximately 3000 years ago, the Great Wars marked tremendous change across all of Mir. The dragons overthrown, the various mortal races now found themselves in an novel situation. They were all in a position for dominating a new Mir.
Almost immediately, the Elves, whose dislike for the crass Orcs, and arrogant Dwarves was legendary, attacked Orc camps located close to the Elf Wood and Elf Dales. The Dwarves quickly tried to intervene for peace and had their ambassadors returned. The Cheloveki stayed neutral during this War of Elves and Orcs.
The War dragged on for a century, with the dwarves proving weapons to the Orcs, and the Elves winning every battle, while losing every campaign. The lack of fertitility among the Elves doomed them to defeat, and their refusal to accept Dwarven technology caused a great rift within the Elvin community. There was a debate with some Elves suggesting an alliance with the Chelovleki, while others wished to fight to the bitter End
In the 3rd Era, two centuries after the war had begun, a group of Wood Elf communities, signed an alliance with the Cheloveki, against the Orcs, and their Dwarven arms suppliers. This would be the beginning of the community that would become known as the City Elves. Over the years, the close ties between the two groups, led to the adoption of many Cheloveki traits, most importantly, the adoption of the Cheloveki Pantheon.
The endless warfare seemed to have no end in sight. Orcs raided humans, Elves responded, and the Dwarves fortified themselves, building their fortified cities, defensive tunnels, and deadly war machines. Nobody could seem to break this stalemate. Local cease fires were signed, and then violated. Sporadic battles went on for centuries.
All this changed when in year 1000 of the 3rd Era, the Iftar succeded in their most mad ritual yet. A group of mad clerics managed to summon Iqbal, by sacrificing an entire city. The resulting curse struck the Iftar with their red eyes, and Iqbal, in mortal form, raised an army of zombies to sow discourse and chaos across the world. As undead, his zombie horde simply crossed under the sea which divided the two continents.
This event, which horrified even the gods, called for an alliance. Orcs, Humans, Iftar regugees, Elves and Dwarves were forced to put aside ancient hatreds for self preservation. The Cheloveki war hero, Aleksander Veliki was proclaimed leader, or Kynaz by the Boyarin. He immediately called for aid, appearing in person to the 5 Dwarven Kings. Together with his knights, the Elves, and the Orc Clans, he destroyed the zombie army. Iqbal himself was banished, not by the army, but by a secret, and powerful Kett circle of Druids. According to myth, these Druids were turned into Trees, but still retain the powers of speech and thought. A result of the Iqbal Catastrophe was the banning of necromancy, at least in Cheloveki territory.
Seeing the victory through, Aleksander took the title of Emperor of Mir, or Tsar. He negotiated peace with each of the civilizations, arranged for expeditions to ancient sites, repatriated the Iftar refugees, and was generally thought of as the greatest ruler in the history of Mir. At his death, the Boyarin returned to their usually petty squabbles.
Among the elves, he sent many missionaries to the City Elves, furthering his goal of converting the Elves. The Wood Elves resisted his efforts, and retreated to the depth of the Elf Wood.
8.4 The Modern Era
Beginning a millennia ago, the Modern Era is characterized by steady development in the areas of magic, and technology. Agricultural techniques have improved, and efforts are being made to colonize the Western Plains of Nordland. Expeditions into the jungles of the Hongshan Archipelago, and the Eastern Taiga are underway.
The two most important developments of the Modern Era are the Meeting of Clans and the Fall of the Hierophant. In the 427th year of the Modern Era, the Orcs revolted with each clan declaring themselves independent from the other clans. This has led to the six major clans that the majority of orcs swear allegiance to. Since then the Orc clans have engaged in disputes and wars with each other, but no longer go to war as a nation. This has brought a sigh of relief to their neighbors, who no longer fear the wrath of the Orc Nation at war.
Thus the more civilized Orc clans have increased trade and dialogue with their neighbors, while the more warlike tribes have gone into a relative decline. Many experts hope this will lead to a more peaceful era, one in which the Orcs can channel their traditional aggression into a more refined civilization. Others, mostly Orcs, feel this will lead to the destruction of their unique culture.
The most important recent event is the Fall of the Hierophant. In year 880 of the Modern Era, the Hierophant, the highest ranking priestess in the theocratic Iftar State, was assassinated by agents loyal to Iqbal. The cities of the Great Desert fell into a disarray, leading to the creation of several independent Sheikhdoms. The ruler of each city, or tribal region, would now govern independently, and the Cult of Tal’al lost much of its political power. In particular, Jezrael the Mad, the Sultan of Markakesh, outlawed all worship of Tal’al and created a state devoted to Iqbal. Surprisingly, his liberal trade practices, and anti-corruption activities made him a popular ruler. Supported by his son and grandson, he has turned the Sultanate into the most powerful, and wealthy of the Sheikhdoms of the Great Desert.
The current year, 946 4th Era, witnessed the first princess, Lyudmila Gregorievna, being elevated to the position of Kynaz. As she is only 14 most power is concentrated in the hands of her advisors, and the boyrin are as powerful, perhaps more powerful, than ever.

HarbinNick |

Languages of Mir
9.1 Languages of Humans
Yazik is the language of the Cheloveki. It features many consonant clusters which give it a harsh sound, and a complicated gramrmar with 6 cases. Plurals in Yazik may be irregular, in particular, boyar and boyarin being the most common example. It is spoken and used, with slightly divergent regional pronunciations. It is written in an alphabet with 29 letters.
Hongshan is a tonal language, spoken by the Hongshan ethnic group. It is notorious for it’s lack of tense on verbs, all concepts of time being expressed by adverb. (I go to store now. I go to store yesterday. I go to store tomorrow). The 5 tones rising, falling, plain, rising and falling, falling and rising, make it difficult and unique. It has no written form.
Kett is spoken by the Kett. Each Kett tribe has it’s own vocabulary, and the language is euphemistic. A bear translates as “grumpy old man of the forest” a tiger is only “fierce cat”. Kett is a linguistic isolate, sharing few words with any other language save druidic.
Druidic is the secret language of druids. Little study of this language is possible.
Iftarin is the language of the Iftar. It features a distinctive rolled r and a variety of pharyngeal sounds which give it a unique sound. Iftar has many abyssal loan words, which give the language an ‘evil’ feel. This is the source of much prejudice in Mir. The ‘ in Iftarin is a glottal stop marker.
9.2 Dead Human Languages of Mir
Old Church Yazik this ancient liturgical language was the language of the Cheloveki in the early 3rd Era. It is difficult to read, unless one is well educated. Some hymns and religious texts use this language, but it is seldom encountered in modern writing, and never in speech.
Hongshan Draconic Ancient Hongshan Dragon Priests of the 2nd Era used this language to decorate their temples. It is a bizarre mixture of draconic and Hongshan words. The symbols used are glyphs. This is an extremely rare and seldom encountered language. It bears little resemblance, if any, to modern Hongshan, as nobody is sure of the pronunciation; only the meaning has been deciphered.
Necril a dead language in everyway, used by Iftar necromancers
9.3 Languages of the Elves, Dwarves, and Orcs
Dwarven is a stable, little changing language, that has changed hardly at all since the beginning of the 3rd Era. Due to widespread literacy among the Dwarves, the language has been well preserved, and has suffered less from the adaption of loan words. Dwarven is noted for its similarity to Giant, and may be related. Dwarven uses a runic alphabet.
Elvish is the language of the city elves, a language famous for its vowel harmony, and liquid consonants. It is considered to be the most beautiful of the languages, and is popular in music. Elvin songs are considered the most beautiful, and so many bards learn Elvish. Many books are published in Evlish. It is written in a flowing cursive script.
Wood Elvish, Old Elvish, Green Elvish is the traditional, even archaic language used by the wood elves. Though a smattering of mutually intelligible words exist, and the grammar is similar, Wood Elvish is a different language than Elvish, and features many words taken from Sylvan, or even Druidic.
Orc Orc is a language famous for its harsh sounds, and particularly violent vocabulary. Orc has several dozen ways to say “He was killed” translations would mean “He died well” to “He was reduced to a headless corpse” to “He was clearly overmatched and his death was a total waste.” Orcs are the most taciturn race, and their culture has produced no great orators, nor a great speech. Actions speak louder than words in Orc culture. Orcs write in the Dwarvish script, having no writing system of their own.
9.4 Dead Languages of Elves, Dwarves, and Orcs
Stone Giant-This language, possibly similar to dwarven, is found on the giant ruins dating to the first Era. Its pronunciation is a mystery. It only expresses simple ideas, and uses stylized glyphs.
Deep Dwarven The original, runic form of Dwarven, used in ancient magical inscriptions, grave markers, and historic records.
High Elvish, Ancient Elvish a language used by elves of the 2nd Era. It is more similar to Wood Elf than modern Elvish.
Sylvan According to some sources, this was the original language of elves, but as this would be from the Dawn Era, proof seems illusive, not dead, still used by fey creatures, but ancient Elvin ruins may feature Sylvan inscriptions.
9.5 Other major languages of Mir
Aklo- This language is used by cultists of the Spiral. It is a strange language and features wheezes and snorts. The hideous, maniacal laughter associated with it seems to be merely a side-effect, and not a feature of the language.
Draconic is the language of dragons. Various other sentient retiles speak it, such as kobolds and lizard men. It is popular in its written form among wizards and magicians.
Celestial is used by high ranking members of the cult of Tal’al.
Abyssal is often used by cultists of the Dark Gods
Giant- Used by hill giants, trolls, and other large savage races. No writing system.

HarbinNick |

Cults and Organizations of Mir
10.1 Alchemical Academy
Alignment: LN
Symbol: A book with an alchemical flask on the cover
Type of Organization: Academic
Founded by a Dwarven alchemist guild at the beginning of the modern ear, the Alchemical Academy is the leading financer of archeological, research, or scientific expeditions in Mor. They publish and annual journal of their findings, and often recruit adventurers to serve as bodyguards or scouts. Membership in the organization is by invitation only, but members are not restricted to Dwarves, or alchemists, but any scholars of any discipline. The Organization has its headquarters in the Dwarven Capital of Khazdwem.
10.2 The Duma
Alignment LN
Symbol: A two headed eagle of a field of yellow
Type of Organization: Hereditary nobility
The Duma is the group of boyarin tasked with the election of a kynaz. Membership varies in number, but it is never more than a dozen. The high priest of Dazhbog is always a member, as is the royal general. As the highest political body in the land, second only to the Kynaz the duma wields enormous power, both domestically, and in areas of foreign policy. The current princess, Lyudmila, has trouble ruling effectively, due to her youth and gender, and so much of the power resides in the Duma. The Duma meets once a year, in summer, as travel is easiest at this time of the year.
10.3 The University of Llythrythdella
Alignment CG
Symbol: A golden lyre on a field of green
Type of Organization: Academic
One of two universities in Mir, and the oldest, the University is a powerful force for knowledge in Mir, and the center of City-Elf culture. The philosophers, teachers, and professors of the University are legendary, and the library is the largest in Mir, possessing texts from the 2nd Era. Sons and daughters of noble families are sent to study fencing, music, art, history, religion, and culture. The university funds research expeditions across the whole of Mir
The university is famous for its liberal and progressive though, and has attracted various heretics, failed revolutionaries, anarchists, and political dissidents from across Mir. The University has a friendly rivalry with the more pragmatic, less idealistic Alchemical Academy.
10.4 Dwarven Chartered Company DCC
Alignment LE
Symbol: An unequal balance scale
Type of Organization: Dwarven Banking Monopoly
The DCC based out of the closed city of Khazmarr, is the wealthiest company in Mir. Agents of the DCC run counting houses, finance mines and business ventures, insure caravans, loan funds to nobles, smuggle arms, and do anything to make a profit.
Agents will use bribery, extortion, or blackmail to achieve terms favorable for the company. Should that fail, they will resort to violence, and have been known to hire bodyguards, hired muscle, thugs, spies, and assassins. The company’s highest level leadership possesses diplomatic immunity, and is thus seldom involved in their more ‘unsavory’ practices. Many conspiracy theories involve the DCC, partly due to the nature of the company. The inner workings of the company are top secret, and the city of Khazmarr is closed to all non-dwarves.
10.5 The Mages College of Marakaresh
Alignment LE
Symbol A phoenix
Type of Organization: Academic
The center of magic in Nordland, the college is located in the city of Marakaresh. Students travel from across Nordland to study in safety and comfort. Admission is open to all males showing powerful magical aptitude. Students focus on fire magic, and the binding and summoning of creatures. Necromancy is banned, but virtually anything elseis allowed, even experiments that would be banned in other places is allowed. The College is also at the forefront of Alchemical research in Mir.
Religious Organizations of Mir
10.6 The Black Dogs
Alignment LN
Symbol: A black dog’s head
Type of Organization: Secret Police, Inquisition
Dedicated to the Cheloveki god of justice, the Black Dogs are an order of Inquisitors who hunt down those who have escaped justice such as renegade criminals, traitors, spies, evil witches, enemy agents, and murderers. The organization has a highly decentralized leadership, to protect members of the organization. They work in secret, and their actions seldom come to light, A law unto themselves, they will engage in kidnapping, espionage, torture, and other evil acts, should if help them find their prey. Many inquisitions pose as highwaymen, monster hunters, vampire slayers, or other adventuring types.
10.7 The Shabab
Alignment LE
Symbol An Iftar Dagger, dripping acid.
Type of Organization: Secret Police for the Sultan of Marakaresh
The Shabab, an organization of Inquisitors, rogues, and assassins serve the Sultan and the High Priest of Iqbal. Most powerful in the Great Desert, they have spies everywhere. The organization is tasked with two things: To keep law and stability at home, and to destroy any enemies of the Sultan abroad. The Shabab uses any means necessary to achieve these goals. They often find themselves working at cross purposes with the Black Dogs, and organized crime syndicates. They have kill orders for any priests of Tal’al who should be working in their home city, Marakaresh.
10.8 Knights of the Lady’s Scimitar
Alignment LG
Symbol A scimitar on a field of green
Type of Organization: Paladin Order
The Knights, an order of Paladins devoted to the goddess Tal’al seek martyrdom in a worthy cause. They wander widely around Mir, and consider the Shabab their worst enemies. Due to the nature of their work, they often pass themselves off as simple wanderers, and unlike most Paladins, will cheerfully lie about themselves if they view it ‘necessary.’ Many who have been aided by Iftar wanderers in fact were helped by members of the Order. The Order is based in the Protectorate of the Scimitar, a desert region ruled by the Knights.
10.9 The Cult of the Earthmother
Alignment NG
Symbol A Dwarven Women surrounded by 5 stars
Type of Organization: Dwarven Religious Cult
Evidence suggests that early Dwarven culture was matriarchal, worshipping a female entity known as the Earth Mother. A few Dwarven communities worship this entity. Domains associated with her are Community, Earth, Good, and Protection. The cult is non-violent, and shuns war. The cult is severely repressed among the Dwarves, and followers are banished, and their children removed from their homes. Followers of the earth mother live in abandoned mines, and shallow caves. Poverty stricken surface dwarves make up the bulk of her followers, usually living in Dwarven communities, outside of Dwarven lands. Some have migrated to the Western Plains of Nordland, hoping to create a community of their own.
10.10 The Order of the Eye
Alignment LE
Symbol an open eye in a pentagram
Type of Organization: Secret Society of Mages
A Gnostic secret society of mages, open to all regardless of race that considers Azyth their patron. Obsessed with magic, for its own sake, the thefts of temple relics, ancient tomes, and ritual artifacts are blamed on cult members. The cult is widely seen as harmless, and a sign if typical wizard eccentricity. In reality, high ranking cult members are often in powerful positions in society, and the organization wields greater power than it lets on.
10.11 Hands of Ithrael
Alignment CE
Symbol A Wolf’s Paw
Type of Organization: Elf supremacy terrorist organization
A secret, mostly despised, organization of Elves dedicated to the eradication of the three evils, Humans, Dwarves, and Orcs, the Hands of Ithrael are among the most feared and hated organization in Mir. Viewing all non-elves as prey, they practice indiscriminate terrorist acts on the other races. The murders of travelers and farmers, the posining of wells, and the slaughter of livestock are all acts blamed on the Hands. In addition, the Hands consider werewolves sacred, and many members are lycanthropes, actually desiring the ability to spread chaos and the curse. The organization is active in both City, and Wood Elf communities, but is usually severely repressed among City Elves. Among the Wood Elves, there are entire tribes, dedicated to Ithrael, and these few deeply damage relations between Elves and the other races.
10.12 Blood Axes
Alignment CE
Symbol Crossed Great Axes, dripping with blood
Type of Organization: Bandit Clan
A loosely connected confederation of bandits who worship Zubek, most are Orcs, but others, with a particularly vicious streak are inducted into the circle. The Blood Axes, unlike other bandits, are more interested in bloodshed and sadism than money. Slaughter, rape, and slavery await those unlucky enough to run into a clan of Blood Axes. Priests of Zubek offer up human sacrifices to their dark patron, and the most fervid devotees practice cannibalism. Blood Axes are particularly common among the poorly patrolled trade routes of Mir. Some Blood Axes become pirates, seeking prey at sea, or landing and raiding small fishing villages.
10.13 The Missionary Society
Alignment NG
Symbol Praying Hands
Type of Organization: Wandering mendicant missionaries of the Cheloveki Pantheon
The Cheloveki continue to try to convert their neighbors, the Orcs, Dwarves, and Wood Elves, as well as all humans, to the worship of their gods. Travelling missionaries, who are funded by donations, wander among the border regions, preaching the dogma of their gods. Many are killed, martyred, or injured on the roads. They practice poverty for their own safety, as otherwise they’d fall prey to banditry. They are skilled healers and theologians, and adventures brave souls. At times they will even work, paying their own way to the mission fields.
10.14 The Sisterhood of the Moon
Alignment NE
Symbol A black Cat
Organization: All female criminal organization dedicated to Lilith
The Sisterhood is an ancient, secretive criminal cartel, well organized and very powerful. Membership is open only to females, most of whom are adopted and raised by the cartel. Lilith is a patron to the order. Young girls are trained as spies, thieves, pick pockets, burglars and seductresses. The organization favors guile and agility over brute force. In the most patriarchal places, the Sisterhood is a powerful ally to women. A brutal husband suddenly poisoned, or a corrupt guard suddenly shows up floating in the river, after striking a streetwalker the previous day , these are signs the sisterhood has acted.
Smuggling, fencing stolen goods, purse snatching, prostitution, and other non violent crimes are a main source of income for the sisterhood. The blackmailing of compromised officials is another.
10.15 Dragon Cults
Alignment LE, NE, CE
Symbol: Various Dragon Motifs
Organization: Small, independent cells dedicated to the worship and preservation of individual dragons
Across Mir, mostly in the most remote and ancient places, powerful dragons still exist. Though far smaller and weaker than their ancient brethren, the great wyrms, they are still capable of attracting followers. Due to the immense longevity of Dragons, entire generations can be born, age, and die, all serving the same draconic overlord. The most powerful Dragon Cult is devoted to
Vlaxdakroth. Two other powerful Dragons known to have cult followers today are Nadrexroth, a wyrm black dragon who resides in the Hongshan Archipelago; and Regbaidezhroth a wyrm white dragon, who haunts the Great Glacier. Dragon cults make use of the ancient dragon temples of the 2nd Era, and thus are located far from modern civilization.

HarbinNick |

New Feats
Agile Archer (Racial, Kett)
You receive a +1 dodge bonus to avoid ranged missile attacks. The Kett make skilled use of cover, dropping prone, and athleticism, to avoid presenting their body to ranged missile fire.
Anger of the Orcs (Racial, Orc)
If you score a critical hit, on a power attack, you may reroll the damage. You must use this value, even if it is lower than the original value. The Orcs favor powerful, over handed swings that often slice their opponents in half, preferring power over precision.
Battle Scarred (Racial, Orc)
You receive a +4 bonus to intimidate checks made to demoralize an opponent in combat. You receive a +2 bonus to diplomacy and intimidate checks made against other Orcs. You wear the proud scars of a Orc Warrior
Citizen of the World (Racial, City Elf)
You receive a +2 to diplomacy, +2 to bluff, +2 to Knowledge: Nobility and +2 to lingusitics. The City Elves are the most cosmopolitan and cultured race on Mir. They are skilled in diplomacy.
Church Education (Racial, Cheloveki or City Elf, non-cleric)
You know a single 0-level spell from the cleric list. You can cast this spell once per day+ your wisdom modifier. Taught by priests and cleric, you have learned some simple divine magic.
Dragon-skin (Racial, Hongshan)
You have the bloodline of an ancient red dragon. You receive fire resistance 2. Many Hongshan claim descent from the great wyrms of the 2nd Era.
Dwarven Locksmith (Racial, Dwarven)
You receive a +2 to all disable device checks, perception checks to notice traps, and +2 to knowledge: engineering checks made to understand a trap, or defensive device. Dwarves are skilled inventors, trap makers, and locksmiths.
Dwarven Deist (Racial, Dwarven)
You receive a +4 bouns on will saves against harmful divine magic. The Dwarves are resistant to divine magic, and shrug off many of its harmful effects.
Embrace of the Earth (Racial, Wood Elf)
You receive a +1 dodge bonus when fighting in woods or forested regions. The Wood Elves are masters of the forests, and use this natural cover to their advantage in combat.
Forest Fiend (Racial Kett)
You receive a +2 to stealth checks and a +2 to perception checks. You gain low light vision in forested areas.
Some Kett hunt at night. These stealthy raiders are among the most feared predators in their regions.
Infernal Alchemist (Racial, Iftar)
You enhance your bombs with the power of hell. Your bombs do extra d4 damage to good creatures. They do an extra d6 to good outsiders. The Alchemists of Marakaresh produce posions and explosives to defeat the powers of good.
Prone takedown (Racial, Hongshan)
You can take down an opponent while prone. You do not provoke an attack of opportunity when performing a trip combat maneuver if prone. In addition, you receive a +2 bonus on checks made to trip a foe. A hongshan martial art technique, in which a foot is braced on the opponents ankle, and the other foot hooks the opponents knee, this devastating takedown is a secret of the Hongshan Monks.
Lunging Head butt (Racial Hongshan)
As a full attack option, you make a single unarmed attack against a small or medium human or monstrous humanoid opponent. If it hits, lunging head butt forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), or be dazzled by the pain until healed, either by magic, of a DC 15 heal check. A vicious head butt that breaks the nose and shatters the teeth of the opponent, and severely ruins their ability to focus.
Natural Leader (Combat Feat)
In combat, each round, the the character chooses an ally who gains a +1 to hit, and a +1 to armor. This is a morale bonus, lasting as long as the Natural Leader is able to speak. Each round he can continue to grant the bonus, or change it to a different ally. This is not a spell, but a supernatural ability, and does not require concentration or action to maintain.
Thunderclap (Combat Feat)
Anytime the character scores a critical hit with a war hammer, or other weapon with the name hammer, the opponent must make a save (DC=10+Characters level+Wisdom modifier) or the opponent is deafened for one minute.
Mages Gift (Divine Feat)
Anytime the cleric gains a new odd number level, he also gains a single, 1st level wizard spell. He can cast this spell using his wisdom modifier. This spell can be cast once a day. So a 3rd level cleric with this feat could know mage armor (1 per day) and magic missile (1 per day) or magic missile (2x per day).
Mother’s touch (Divine Feat)
Anytime the cleric casts a healing spell, the character may reroll the dice. If the value is lower than the original, the lower value must still be used. This ability only functions on spells that include the words cure or restoration. This ability does not function on cure spells used on undead creatures.
Freedom of the Air (General Feat)
Once per day, you receive a +20 divine bonus to an escape artist check. You receive a +2 to all Escape Artist checks.
Wrath of the Dark God (Combat Feat)
You add your wisdom modifier as a bonus to all damage dealt with crossbow weapons.
Desert Rose (General Feat)
You no longer drink water. You receive a +4 bonus to all saves versus poison or disease. You are immune to the dazzled condition.
Lord of a Thousand Lies (General Feat)
You receive the undetectable alignment ability. You do not have the red eyes of the Iftar, and receive a +10 to disguise checks to pass as non-Iftar.
Lion’s Courage (General Feat)
You are immune to fear, including magical fear effects.
Purging Heals (Divine Feat)
Your cleric level counts as two higher for all spells versus undead. A 1st level cleric casting cure light wounds on an undead would do 1d8+3.
Hunter’s Prey (General Feat)
You gain a +2 to all attack and damage rolls against animals.
Irresistible
People who find you sexually attractive can’t say no. You Receive +2 to bluff, intimidate, and diplomacy checks. You add +2 to the DC of enchantment spells versus the opposite sex.
The Call of the Beast (Combat, Wood Elf)
You gain a natural bite attack. It does 1d6 damage, plus STR modifier. You gain darkvision instead of lowlight vision.
Lore keeper (General)
You gain roll knowledge checks, untrained, for any knowledge skill up to a DC of 15. Once per day, you can take a +20 on an initiative roll.
Dragon’s Resistance (General)
You gain resist elements: fire 5
Catwalk (General)
When in shadows, or at night, receive a +5 to stealth checks, +5 to acrobatics, and lowlight vision
Dweller in the Dark (General, Divine)
When you pass either a bluff, diplomacy, or intimidate check, the opponent must make a will save equal to 10+your level+ charisma modifier. If he fails, he is confused for 1 minute. This is a mind affecting ability.
Death Eater (Combat)
Fueled by carnage, you recover 1 hp with every killing blow
Red Mist (Combat)
You receive DR/1. This increases to DR/2 at 5th level.
Natural Leader Dazhbog
Thunder Clap Perun
Mages Gift Volos
Mother's Touch Mokosh
Freedom of the Air Stribog
Wrath of the Dark God Chernybog
Desert Rose Tal'al
Lord of a Thousand Lies Iqbal
Lion's Courage Lythrenthen
Purging Heals Wynthyna
Hunters Prey Carlythwyth
Irresistible Synthynella
The Call of the Beast Ithrael
Lore Keeper Azyth
Dragon's Resistance Vlaxdakroth
Catwalk Lilith
Dweller in the Dark The Spiral
Death Eater Mordek