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  Jaiman is a continent on the planet Kulthea, which is 
  circled by two moons, one white; Orhan, the other black; 
  Charon. Powerful ley lines cross the world of Kulthea; 
  concentrations of ambient magic which wizards and their ilk 
  gather and shape into powerful enchantments. These ley lines 
  increase the power of magic and so attract wizards, outsiders and 
  summoners like bees to honey. The lines are dotted with mages’ 
  towers, hedge wizards’ cottages and ancient way houses that 
  provided shelter when the land was experiencing a golden age. 
  This age is ended and the way houses have fallen into disrepair 
  and many have been forgotten. Even the greatest creation of the 
  first races; the Essaence Gates have fallen into disrepair and 
  disuse. Only the secretive Navigator Guilds hold the knowledge 
  of their use but most people go their entire lives without seeing a 
  Navigator so they can hardly be called prolific. 
  Jaiman itself is a land of mixed race and varied 
  climates; both geographic and political. It is rich in culture and 
  species some fell others righteous. Dark creatures including 
  minions of the Unlife, Ancient Dragonlords, followers of the 
  New Religion and false kings watch carefully as fledgling states 
  emerge from war into peace, cascade from peace into civil war 
  and slay thousands in the worship of evil spirits now made gods. 
  Fell creatures live in the ruins of once bright cities of splendour 
  and holiness, now desolate, haunted husks. The demihumans of 
  the realms are proud and distinctive, in the common Rhaya 
  tongue; elves, dwarves, gnomes and halflings abound next to 
  their human neighbours, (it is however, polite and wise to call 
  these races by their own racial title in their own tongue; Iylari, 
  Runiir, Vorloi and the Mariel tribesmen.) The humans 
  themselves are somewhat too diverse to call one race, but distinct 
  groups do exist and such groups have mingled their blood with 
  the demihumans, some with goblinoids or orcs and some even 
  with dragons or worse.  
  The mightiest war being waged across Jaiman, and 
  Kulthea for that matter (besides the Blood War of the Lower 
  Planes), is the ancient battle between the Pantheon of the Faith 
  (the old, true gods) and the New Religion (once spirits now 
  godlings promising freedom of choice). The New Religion and 
  their followers have broken the ancient covenant of life and 
  freely use the power of the Unlife. Undead creatures have 
  emerged in almost every land and at present two such lands have 
  been lost to the Unlife. Even the Iylari battle against their own 
  dead. On the Black Wall that overlooks the dark remains of the 
  city, Gorai’ya Iylari wizards and swordsmen fight valiantly to 
  stop the dark tide from overwhelming their fair forests and cities. 
  The New Religion has placed itself against all powers and 
  creatures that worship life and living. They are universally hated 
  by all manner of life and the followers of the Pantheon of the 
  Faith have found themselves in some strange alliances with their 
  mortal enemies to battle this threat. Even the followers of the evil 
  Gods of the Faith will not wield the dark power of Unlife, to do 
  so is to cut themselves from their god and be cast out. 
  Unfortunately these individuals find easy acceptance by the New 
  Religion, the Black Tower of dark magics or the Church Aarnak; 
  the clergy of the Unlife 
   
  This campaign is my humble attempt to make the 
  original work of Shadow World by Terry Kevin Amthor of ICE 
  into a workable d20 system, unique and different from what is 
  was originally designed to be, and in some cases the only 
  similarity are the names of places and people used in the original 
  publications. I fell in love with the idea of Shadow World; of 
  Kulthea, of Emer and Jaiman and especially of the brooding, 
  archaic feel it had. While this may not be what the designers 
  intended it is what it did for me. I have tried to make an 
  enjoyable, detailed yet simple campaign filled with my own 
  biases and likes, lacking my dislikes and petty annoyances. It is 
  offered as is to do with what you like. I do this only for my own 
  enjoyment since I love to design and tinker with rules as much as 
  I do playing them. This is the culmination of what started as a 
  10-page player handout and then became something bloated and 
  unusable as it grew in size. It now re-emerges as a three 
  booklets; with fewer graphic to aid download speed and many 
  rule changes as a result of our role-playing experiences in 
  Jaiman. 
   
  Enjoy and Salut! ~ DrM 
   
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  Lines of magical energy that can be thought of as 
  ambient, natural, primal magic, cross the surface of Kulthea. To 
  the non-arcane spell caster they have no effect, however to the 
  arcane spell caster the effects are incredible. Their spells can be 
  cast better than ever before, their opponents have trouble 
  resisting these enchantments and the spell resistance of creatures 
  is greatly diminished around the area of effect of these ley lines. 
  The ley lines come in major and minor lines and when tails of 
  these lines approach each other they form a complete circle of 
  ley, a nexus, like a whirlpool of ley energy; this in turn has a 
  much greater effect than a mere ley line and is sorely sought after 
  by mages for their arcane increasing effect. Many a mages tower 
  is built within the area encircled by a nexus or ley line for this 
  benefit. However with every benefit there comes a price, the 
  difficulty of casting a spell, especially if disturbed is much 
  greater since the ley itself is very distracting, as mages of the 
  White Tower of Arion Isle have found on repeated studies of the 
  phenomenon. A concentration roll must be made to succeed 
  casting an arcane spell while within the area of effect of the ley. 
  The difficulty of such a roll increases as the power of the ley 
  increases. If a concentration check is required while within the 
  effects of the ley (such as a casting on the defensive) use the 
  modifier given to modify that concentration check to increase its 
  difficulty instead of making two rolls per spell, one for the 
  defensive posture and the other roll for the ley.  
  The Minor Ley Line: gives a benefit of +2 DC to all 
  arcane spells cast within 1 mile of a minor ley line while also 
  giving a +2 to spell penetration rolls. Concentration DC9+spell 
  level. Modifier to Concentration checks –2. 
  The Major Ley Line: as minor ley line as well as 
  giving the effect of the metamagic feats: extend spell and enlarge 
  spell on all arcane spells cast within its effect. If an already 
  extended and/or enlarged spell is cast here then no extra benefit 
  is gained. This effect is within 2 miles of a major ley line. 
  Concentration DC12+spell level. Modifier to Concentration 
  checks –4. 
  The Nexus: as major and minor ley line in addition to 
  the feats: augment summoning being in effect on all summoned 
  creatures and maximise spell affecting all non-summoning 
  arcane spells. Cooperative spells cast within the nexus have 
  double their normal bonuses. Ritual and Ritual Sacrifice feats 
  each gain a +1 level effect in determining the maximum spell 
  level castable and all DCs for the Ritual Sacrifice feat are 
  reduced by 5. The ambient magical energy is such that all arcane 
  spell casters gain the virtual ability: Metamagic Mastery 1 while 
  within its area of effect. See the Archmage description later in 
  booklet for details. The effect of a Nexus is within the area 
  encircled by the ley line. The area around it to a distance of 5 
  miles acts as either the minor or major ley line depending on the 
  
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  type that makes up the nexus itself. Concentration DC15+spell 
  level. Modifier to Concentration checks –6. 
  The Wayhouse: these small stone lodges are large 
  enough to sleep ten or so medium sized creatures. They are built 
  along ancient roads that once followed the ley lines. They act as 
  protection against unnatural creatures and dangers. They have a 
  permanent magic circle against evil spell for the hut itself and 
  10’ around it. The hut can create food and water each day for ten 
  people in the huts food chest. The chest is stone and part of the 
  hut and cannot be removed. The chest is activated once a fire is 
  lit in the hearth; this is a common story amongst many races. The 
  wayhouses are long and far between and built at a time when 
  dangers lurked along the few roads of the realms, as the nations 
  have changed so has the flow of traffic and so these huts have 
  been lost to the undergrowth and wilderness. Often the hut itself 
  has been destroyed and all that remains are the marker rune 
  stones in a circle showing the limit of the protection it still 
  provides. These wayhouses can be very difficult to find but 
  radiate faint (but potent) magic. The ley lines they sit on power 
  them and while their marker rune stones remain in place (inside 
  the area of effect of the protective magic) the enchantment will 
  survive. 
  The Essaence Portals: The Essaence portals can be 
  found in almost any form and shape. The most common are; 
  ancient rock pillars, stone doorways, natural rock hollows and 
  other natural and unnatural formations. These are actually 
  dormant magical gates linked to each other in a web. Once in a 
  higher age these gates were constantly open, allowing all manner 
  of creature to travel quickly across the span of Kulthea. Now 
  they are kept firmly locked by the wardens of the lost lore of 
  portal mastery; The Navigator Guilds. The Guilds themselves 
  alone hold the knowledge on how to open and close each 
  individual gate. On Jaiman alone there is in excess of 30 gates 
  each with its own unique way of opening, controlling the exit 
  gate and closing the gate. The Navigators charge great fees to 
  access the portals but for those in a hurry it is a sacrifice they are 
  happy to make. The portals found in or near major cities are 
  clearly marked with instructions on how to summon a Navigator 
  but for those in the wild identifying a portal may be easier than 
  actually establishing how to summon its warden. Portals, even 
  when inactive radiate a faint magic, as does the space between 
  them that will become the ‘gate’. See prestige classes for more 
  details on the Essaence Portals and the Navigator Guilds. 
   
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  Following are the possible PC races for the players to 
  choose. If any of the races are not palatable feel free to change 
  them with DM permission. A special note; to make this 
  campaign feel different and try and get my players to think of it 
  as such I demand they call the races by their true title and not by 
  the common ones such as elf, dwarf, halfling etc. To do so in 
  play is an insult to the NPC in question and highly derogatory; 
  the NPCs’ respond appropriately to such behaviour. The PC 
  races are listed under their old-common title and any changes 
  given below. 
  Note that any special abilities are listed as; racial or 
  culture. A member of another race brought up in a culture, not of 
  their own gains the cultural benefits of their foster race but not 
  the racial ones. A member of a race always gains his or her own 
  racial benefits. The culture benefits for the same race, in 
  differing regions are given under the one description. Apply the 
  generic stats for that race and the cultural ones for the region 
  where the PC is from. (see geography of Jaiman for this 
  information.) Language is always a cultural trait. 
   
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  For every PC created roll d20. If 18-19 then the PC is a 
  member of a minor Noble family or trading house raised to low 
  nobility (new or minor houses – see noble knight) and may take 
  the class Aristocrat if desired. Always add one dice when rolling 
  their starting funds (ie 3d4x10gp becomes 4d4x10gp), note that it 
  is also a great way to introduce long-term family enemies. If a 20 
  is rolled then the PC is high nobility or royalty (noble, great or 
  ancient houses - see noble knight) and starts with double funds at 
  creation and must start as an apprentice level multiclassed 
  Aristocrat or 1st level Aristocrat at creation (this is known as DM 
  bastardry). Either high or low noble may become the Noble 
  Knight prestige class presented later in the prestige class section. 
  If on the same dice a 1 is rolled then the PC has a blood taint that 
  the DM will inform the player the details of. Usually blood taint 
  is not present in Noble families but a second d20 is rolled if the 
  initial was 1 and another subsequent 1 indicates low nobility as 
  well as blood taint. Blood taint is the presence of other racial 
  blood in your family that for some reason has come forth in you, 
  it may be something as subtle as dragon blood indicating 
  sorcerous tendencies, Iylari or Runiir blood or something as 
  bizarre as the Yuan-Ti or far realm dwelling Agothu, see p.70. 
  This makes for great role-playing but gives the game a high 
  magic & outsider involvement. Omit this blood taint if desired. 
  Some races are listed with a Dragon Taint number; this 
  is the increase on top of the 1 from the above roll that indicates 
  dragon blood. Treat a roll of 1 as you would normally, but a roll 
  of 2 up to and including the number given indicates dragon blood 
  and the PC may become a sorcerer. See Sorcerer details below. 
  Some races presented will be unclear unless the 
  description of the geography of the area corresponding to the 
  race is read. 
   
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  The spoken and written languages for Kulthea are 
  changed as follows. There are gutter versions of some of these 
  languages and Un’ prefixes these. Ie Un’Erlin is the gutter 
  version of the true Erlin language. Two people with Un’Erlin 
  can communicate with each other but when talking to someone 
  who has the true tongue each person must make an INT check at 
  DC15 to understand the conversation content. These gutter 
  versions are learned where the original language was introduced 
  but has fallen from use or has been bastardised by the local 
  dialect. 
  Elven splits into 2 groups Erlin (common elvish) and 
  Iylar (noble ancient elvish) they are two separate languages. 
  Dwarvish becomes Toman. Gnomish becomes Chira. Halfling 
  becomes Mal. Common has several different dialects, each 
  completely different to the rest. Rhaya would have to be the 
  most common tongue of Jaiman, Taal is an ancient language still 
  used by the Myri and finally Yinka is the blood tongue of the 
  Y’kin a guttural harsh language. The land of Emer has several 
  dialects in use in Jaiman; the most commonly encountered is 
  Shay, the common tongue of Emer, Taruk the tongue of the 
  Kuluku and Rhiani the tongue of the desert horsemen. 
  Related languages are treated as Un’ versions of each 
  other. They are as follows; Erlin ~ Iylar, Orcish ~ Goblin, Chira 
  ~ Taruk, Infernal ~ Abyssal, Draconic ~ Taal and Toman ~ 
  Undercommon. Thus a Runiir scout who speaks Toman but not 
  undercommon is within hearing range of two drow talking 
  quietly in undercommon. He would make a listen check to see if 
  he could hear the conversation and then a translate check (INT 
  DC15) to see if he could understand it. 
  
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  The word human is not derogatory, but rather non-
  specific. Many human races exist and the PC can choose any of 
  them with the DMs approval. Humans show some of the highest 
  rates of Dragon Blood Taint of all the creatures of Jaiman.  
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  This is the most common human subtype in Jaiman. 
  They are descended from the Zori and 
  Talath peoples that first inhabited Jaiman 
  as separate groups. As travel and trade 
  grew so did the intermingling of these 
  races. Jameri display all eye and hair 
  colours and their skin is usually light but 
  tans quickly. They are the most common 
  human of Jaiman and show a diversity 
  and adaptability to a variety of climes and 
  environs.  
  Race: Human from PHB 
  Preferred Class: Any 
  Languages: Rhaya 
  Religion: The Faith, with some cults of the New Religion 
  Culture ~ Lu’Nak: The land of the Blue Forest. The Jameri are 
  travellers and villagers and can pick one non-class skill that 
  becomes a class skill of; survival, nature or animal based & gain 
  a +1 bonus to this skills’ checks. 
   
  ~ Wuliris: The Thousand Fiefdoms otherwise known as 
  the swamp. A sad and sorry land full of danger, bitter cold and 
  plentiful mud. Pick one non-class skill that becomes a class skill 
  of; sense motive, appraise, bluff, craft or profession & gain a +1 
  bonus to this skills’ checks. If profession or craft is taken then 
  only that one particular talent is class skill based, not all crafts or 
  professions and the +1 bonus only applies to that individual 
  profession or skill. 
  ~ Melurian States: War torn land of mercenaries and 
  brigands. Pick one non-class skill that becomes a class skill of; 
  spot, sense motive or bluff & also gain a +1 bonus to this skills’ 
  checks. 
  ~ Nomikos Library: The centre of learning in Jaiman. 
  Peaceful and beautiful. Pick one non-class skill that becomes a 
  class skill of; knowledge (one), alchemy or craft & gain a +1 
  bonus to this skills’ checks. 
  ~ Plasidar Island: The busy trading port & rumoured 
  brigands isle. A land full of pirates and excitement, pick one 
  non-class skill that becomes a class skill of; sense motive, 
  appraise or bluff & also gain a +1 bonus to this skills’ checks. 
   
  ~ Saralis: Once powerful state now fragmented 
  domains where petty warlords and fallen knights battle for 
  parcels of unclaimed land. Mercenary armies abound and the 
  people of Saralis have one of the feats; Blooded or Military 
  service (see below) at first level but suffer a –1 chr modifier. 
  ~ Xa’Ar:  This once prosperous land is now a scarred 
  and ruinous place full of haunted keeps and ancient 
  battlegrounds. The Unlife holds a strong grasp here and any 
  people that survive have a harrowing existence. There are terrible 
  tales of entire villages of people in this twisted realm that are 
  kept alive to feed the dark requirements of the Unlife. Any 
  survivors of this land emerge with strange facial tattoos and no 
  memory of their previous existence. Their enchanted facial 
  tattoos cause -2 to Will based saves. Not even the scholars at 
  Nomikos have ben able to explain this to any satisfaction. These 
  people may always take Hunter of the Undead prestige class 
  without losing a level or being drained of any stats by an undead 
  creature and also without being able to turn undead. If the class 
  is adopted they gain the ability to turn undead as a cleric of equal 
  level to their hunter level upon becoming a hunter. They also 
  begin the game with no memory of what occurred in Xa’Ar but 
  the feats blooded and alertness are taken without choice at first 
  level in addition to move silently and hide each gaining a +1 
  racial bonus and always being considered class skills. 
  ~ Arion Isle: The White Tower of Wizardry. The Misty 
  Isle. This place has many names but it simply the home of the 
  wizards guild of Jaiman. It sits in the middle of a ley nexus and 
  great magics are performed here. People of the Isle must take the 
  feat; courteous magogracy at first level as one of their feats. In 
  addition they receive a +1 bonus to knowledge – arcane rolls and 
  this is always a class skill.  
  ~ U’Lyshak: The land of Knights and Noble Houses. A 
  great nation threatened by civil war. The class and feudal system 
  here is kept strongly in place by the noble families and the serfs 
  are on average too poor, ill fed and fearful to rise against the 
  glittering knights and their well trained house troops. The only 
  high nobility are the Zori Nobles, a human subrace but some low 
  Jameri noble houses have emerged. Members of low nobility 
  gain a +1 bonus to appraise or diplomacy rolls and the one 
  chosen is a class skill, commoners gain a +1 bonus in an 
  individual profession or craft and that single choice is always a 
  class skill. 
  ~ Rhakhaan: The other land of Jaiman where the 
  fuedal system rules. The people of this realm are either of noble 
  birth or commoners, these commoners make up the bulk of the 
  population and contribute the bulk of its produce, unfortunately 
  they have only a minority of its wealth. They are a quiet people 
  used to being led and those few who choose to become 
  adventurers do so to escape this dull and restricted life. Low and 
  High Nobles both gain +1 bonus in diplomacy which is always a 
  class skill, commoners gain a +1 bonus in an individual 
  profession or craft and that single choice is always a class skill. 
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  The Haidic clans of Lu’Nak the Blue Forest have a long 
  history of interfamily wars. They are a 
  short tempered and proud race fond of 
  food, drink and physical competition. 
  They have thick red or blond hair 
  sometimes darkening to a ruddy brown. 
  Their eyes are deep-set and usually green, 
  hazel or grey. They have an honest, direct 
  nature and expect others to follow suit, 
  they have no time for liars, thieves or 
  cheats and their legal system reflects this 
  attitude. Their clan structure is an extended family with the 
  eldest 3-5 capable members forming a council who advise their 
  lord or lady. This lordship is not inherited and is cast by vote of 
  every adult clan member and the council position is valid for life. 
  The lordship can be stripped by vote of the clan but is rarely 
  required. They have few sorcerers and fewer wizards, their 
  spellcasters tend to be clerics, druids or adepts. 
  Race: Human from PHB 
  Preferred Class: Barbarian 
  Languages: Rhaya, Un’Toman 
  Religion: Shoan, Alile, Coulide, Buiva, Adur, Lussa & the Triad 
  Racial: +1 STR & -1 INT 
  Culture: Wilderness lore is a class skill & gains a +1 bonus on 
  all checks. 
   
   
   
   
  
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   These hardy people, found in small family groups are 
  descended from the Haidic clans of the 
  Blue Forest. They settled in the arctic 
  islands 
  of 
  the 
  NW 
  (Mur 
  Fostisyr) 
  generations ago, drawn by the relative 
  peace, free of the clan wars that has torn the 
  Blue Forest apart. They bonded together 
  casting aside their relative clan allegiances 
  and formed one large family. To this day 
  this ideal of peace has succeeded. The only 
  wars they fight are with the goblinoids and 
  fell creatures of the island, many of who serve Oran Jatar; the 
  White Dragonlord. They are a hardy people, stern and cautious 
  of strangers but warm and trusting of friends. 
  Race: Human from PHB 
  Preferred Class: Any class 
  Languages: Rhaya, Un’Toman 
  Religion: Shoan, Adur, Alile, Faurm & Faurug 
  Racial: +1 STR & -1 INT.  
  Culture: Wilderness lore is a class skill & gains a +1 bonus on 
  all checks. 
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  This is a gentle, simple peace faring race from the 
  southeast plains of Tanara. They are 
  taller than most humans with pale eyes 
  and blond or reddish hair, their skin is 
  usually tanned from exposure to the sun 
  as their farming and agriculture based 
  lifestyle predisposes this. They are a 
  strong and hardy race, more inclined to 
  study nature and practical skills rather than history or 
  philosophy. A very pragmatic people they are renowned for their 
  single mindedness, not from stubbornness but rather from a 
  direct and simple way of thinking. They follow a task through to 
  its completion with a zeal that is unique, however they find 
  complex theoretical concepts too abstract to be useful and 
  therefore unwarranted of learning. They are a noble and proud 
  race seemingly free of many of the negative emotions and it is 
  extremely rare to find evil Myri. Some bold souls of this race 
  make fine warriors and excellent monks. 
  Race: Human from PHB, base height modifier is 2d12 instead of 
  2d10. 
  Preferred Class: Any 
  Languages: Rhaya, Taal 
  Religion: The Faith, with many followers of the Andam Way. 
  Racial: +1 CON, +1 STR & -2 INT. The Myri are very mentally 
  focused and receive a natural +1 to WIL checks and a +1 bonus 
  to concentration checks, which is always considered a class skill. 
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  A unique race of Jaiman thought to be of purer dragon 
  blood than any other race. They share the 
  plains of Tanara with their Myri neighbours 
  but spend most of their lives beneath the 
  earthy or within their stone lodges which 
  lay half submerged in the foothills of the 
  area. They are magically gifted having some 
  styles of magic not found anywhere else of 
  Jaiman. They live partially underground in 
  immense 
  lodges 
  and 
  have 
  extensive 
  dealings with the Runiir and other underground species. They 
  have a close relationship with the Myri whom they have taken 
  upon themselves to protect and teach. They employ the Myri to 
  produce much of their food and also use them as guards and 
  agents in dealings with other races. They are reclusive and 
  usually do not leave their halls without specific reason. They live 
  in the mountainous region of North Tanara and are lead by a 
  complex magocracy. Their appearance can be startling with their 
  natural pure white hair dyed colourfully in a wild array of styles. 
  Their jewellery and tattooing give them a otherworld appearance 
  and the presence in the surface world of a Duranakai traveller is 
  a cause for great attention.  
  Race: Human in PHB 
  Preferred Class: Wizard 
  Languages: Rhaya, Toman, Taal 
  Religion: The majority worship Ectoraige, The Triad, Alile or 
  Shoan 
  Dragon Taint: 3  
  Racial: +1 INT & -1 STR & spellcasting prodigy is gained as an 
  extra feat at first level. 
  Cultural: Their wizards have access to the following feats from 
  Book of Eldritch Might I & II; all Lace Spell feats, etch object 
  rune and item image. They can also train to become Graven Ones 
  (from Eldritch Book I). They have access to all of the mark and 
  greater mark arcane spells from the same book. The feat; tattoo 
  focus (from below) may be taken without being a specialist 
  wizard and it may be taken multiple times, in the same spell 
  school or a different one. If taken multiple times the total bonus 
  is equal to their CON bonus, after which they run out of skin to 
  tattoo. 
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  Little is known about this savage race save for that 
  information 
  accumulated, 
  based 
  on 
  their 
  actions 
  over 
  generations. They live to the south of the 
  Myri and Duranakai in Tanara. They are 
  blood 
  thirsty, 
  warlike, 
  expansionist, 
  theocratically led race that is very difficult 
  to deal with due to their religious and racial 
  supremacist ideals. Their lands are quite 
  fertile and their architecture, like their 
  demeanour is dark and foreboding. Due to 
  the asocial manner in which the Y’kin clerical leaders treat their 
  neighbours the few Y’kin that work and flourish in other realms 
  are always suspected as being spies or agents of the church or 
  they are actually what they seem; peace minded citizens who fled 
  the horror of their own realm.  The Y’kin church includes 
  sacrifice as a regular part of its ceremonies and many say that the 
  gods they worship are one step away from being demons 
  themselves. Whatever the truth is one fact remains known it is 
  not a safe place for travellers as many people disappear after 
  being supposably recruited into being an unwilling participant in 
  one of their ceremonies. There are some incredible monuments 
  of bygone ages, including a string of lighthouses that illuminate 
  the rocky coastline, agents from Nomikos are attempting to 
  negotiate access to study these phenomena, and who can guess 
  what other wonders lie inland in this dark realm.  
  Race: Human in PHB 
  Preferred Class: Cleric 
  Languages: Yinka, Un’Rhaya 
  Religion: The New Religion, in particular Asharat and Sinn. 
  They hold the symbol of the snake and all reptile most sacred 
  and most households will have at least one snake or reptilian pet 
  or work beast. 
  Cultural: Knowledge (religion) is always a class skill as is sense 
  motive. (This is due to the religious training every young Y’kin 
  receives and the paranoia that surrounds their every life makes 
  them very wary hence the sense motive). 
  
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  The Zori of U’Lyshak are always of high noble birth 
  and part of the great game of houses. 
  Their bloodline can be traced back many 
  generations and the oldest families have 
  the greatest prestige and honour. Many of 
  the knights of this realm are of Zori birth 
  and they can be easily distinguised from 
  their baseborn Jameri serfs and freemen 
  by their pale blue eyes and attractive 
  features. While being in size comparable to that of normal 
  humans they are seldom short or overweight but usually of 
  average height and of slight, slim build, tightly muscled rather 
  than bulky. They eyes almost always pale blue and their voices 
  of a purer pitch compared to the baseborn Jameri.  
  Race: Human in PHB 
  Preferred Class: Any 
  Languages: Rhaya, Un’Iylar 
  Religion: Usually the faith, but of all the human races their 
  emphasis on religion is probably the weakest. The Jameri tend to 
  be more observant of their faith than the Zori, who tend to 
  change them based of political and social benefits 
  Racial: -1 CON due to the inbreeding, but the player can choose 
  the stat for a +1 increase (not CON). The player’s history should 
  include the development of that statistic.  
  Culture: They gain a +1 roll to diplomacy, which is always a 
  class skill, and are always of high noble birth. See the section 
  regarding high nobility regarding those details. 
   
  ������������������������
  The land of Emer is the great continent to the south; it 
  shares with Jaiman sea and air trade in the form of the ley ships, 
  suspended from the balloons that drift along the ley lines of this 
  world. Although not able to carry a large amount of cargo they 
  are quick, safe and ensured of a timely arrival. The land of Emer 
  has some unique races that are found on Jaiman as visitors, 
  traders, immigrants or slaves. 
  ��������
  The Kuluku are a rare human species that originate 
  from the Khum-kaan Forest in southern Emer. They are tall and 
  broadly built with chocolate brown skin, are completely hairless 
  and have emerald green eyes. A broad nose, 
  prominent eyes and lips and the small 
  sharply sloping forehead dominate their face. 
  They are a quick witted and smiling race that 
  frequently gather attention to themselves 
  because of their incredible height and deep 
  voices. 
  Race: Human in PHB but use 2d10+6 for 
  their base height 
  Preferred Class: Ranger 
  Languages: Taruk, Shay 
  Religion: Adur, the Triad, Lussa and Nusas 
  Dragon Taint: 3 
  Racial: +1 CON & -1 DEX  
  Cultural: Start with the feat; forester as an additional feat at first 
  level. 
   
   
   
   
   
  ������
  The Laan claim to be the racial predecessors of all the 
  humans of Kulthea. They claim to be the 
  first humans, rightful inheritors of the lands 
  and their peoples. They also claim to the 
  strongest, smartest, most attractive and 
  obviously the clear choice to lead any 
  group of people especially humans. They 
  can be found in isolated numbers, usually 
  individually with other races. The nature of 
  the Laan people means you either love 
  them or hate them, they make leaders of greatness and people 
  swell to their banners, likewise people swell together to do battle 
  them. They are singly arrogant even more so than the Iylari Loar 
  who are renowned for their condescending arrogance. While the 
  Loar may be forgiven for being merely being misunderstood, no 
  such reason can be given for the Laan. They indeed are tall, 
  strong and intelligent, but in their strengths lays their weakness, 
  most other races, due to their inherent arrogance, despise them. 
  They, on the other hand cannot fathom why others will not 
  follow their lead, nor take their advice when it is clearly the best 
  course of action, always. They hail from NW Emer, are tall, 
  blond and sharp featured with eyes of bright blue or grey. They 
  have very little facial hair and reproduce very slowly. They live 
  longer lives than the other human races and their numbers are 
  dwindling as their blood mixes with the base humans of the 
  realm. 
  Race: Human in PHB but use 2d10+4 for base height. 
  Preferred Class: Any (Laan may have 2 preferred classes) 
  Languages: Shay, Taal 
  Religion: The Triad, Alile, Shoan, Baistigh & Uimfe. 
  DragonTaint: 2  
  Racial: +1 STR, +1 INT, +1 CON, -2 CHA, -1 WIS. They gain 
  the feat leadership automatically at sixth level as an additional 
  feat and always gain a +3 racial bonus for determining leadership 
  score. 
  �������
  The Rhiani people occupy the lands of Uj in SW Emer. 
  They live in the vast semiarid pains of that great expanse. Their 
  horses fetch huge prices in other lands and 
  their talent with horsemanship and training is 
  near unrivalled. They are a fierce, proud 
  strong people with dark hair, small frame and 
  sparse facial hair. They have a long a proud 
  history and have very strong family bonds. 
  Interfamily feuds between rival tribes can last 
  for several generations without quarter to be 
  suddenly settled by one act of kindness by one party. In these 
  battles few Rhiani die except in accidents as each party tries to 
  capture as many of the enemy as possible. They may be taken, 
  forced into menial labour for a few weeks or months and then 
  returned on a whim. They may even marry into the new tribe and 
  gain a somewhat strange position of being a member of two 
  tribes who are at war. They are an emotional people, full of 
  expression once known, but outwardly grim and stoic. 
  Race: Human as in PHB but starting height bonus 2d8 not 2d10 
  Preferred Class: Scout 
  Languages: Rhiani, Un’Shay 
  Religion: Nusas, Lussa, Uimfe and Baistigh. 
  Cultural: They must take the feats Mounted Combat & Horse 
  Nomad (see below) at first level as their starting feats. In 
  addition they always consider wilderness lore and ride as class 
  skills. They gain the feat Campaigner (see below) as a bonus feat 
  at creation. 
  
  �
  �����������������������������
  These are the elves of Jaiman but it is an insult to call 
  them that. They will not flinch at being called an elf but will not 
  forget the ignorant insult easily. They are a proud, long-lived 
  people of great composure and presence. The main change from 
  the PHB is the height of the elven people; they are taller than 
  most humans rather than shorter. (ie Middle Earth elves). They 
  come in the following sub races for PC selection. 
   
  �����������������
  The Loari are the noble caste of the elvish peoples. 
  They are seemingly condescending and aloof, not deliberately so 
  but due to their isolation and long lives 
  they tend to contemplate and discuss things 
  differently than other races. Their habit of 
  discussing people as if they were not there 
  in the presence of those not used to it can 
  be incredibly insulting. They are a strong, 
  tall race, proud and noble. An agreement 
  made with a Loar will never be broken and 
  they expect the same from others. They 
  have a deep sense of control about them, their white, grey, blond 
  or black hair combined with violet eyes makes their appearance 
  startling and intimidating. They are a graceful, contemplative 
  race, slow to act but decisive once a course of action has been 
  found. Their inbreeding over generations to perpetuate the violet 
  eyes (which is a sign of Loari nobility) has lead them to have a 
  weaker constitution than many other races including other Iylari. 
  Race: Grey elf from DMG (use elf from PHB but with the stat 
  changes from below) 
  Preferred Class: Wizard 
  Languages: Iylar, Erlin, Rhaya 
  Religion: Correlon, Alile, Adur, Shoan, Mannam & the Triad 
  Dragon Taint: 2  
  Racial: +1 DEX, +1 STR  +2 INT, -2 CHR & -2 CON. 
  Male 5’2”+2d10 120lb+(x1d4) 
  Female 4’9”+2d10 85lb+(x1d4) 
  Cultural: Intimidate and sense motive are always class skills 
  due to their training in politics and noble interaction between the 
  Loari noble families. 
  �������������������
  The Loari children that lack the violet eyes of noble 
  blood and the vast bulk of the 
  Iylari on Urulan are Linaeri, those 
  elves that undertake the mundane 
  tasks for their noble families. Most 
  Lineari are born into a family 
  whom which they serve for their 
  entire lives. Their hair is red, 
  brown, black or blond, their eyes 
  grey, hazel or green. They have 
  greater range of emotional states than their Loari nobles and are 
  much easier to befriend. Most Iylari encountered on the Jaiman 
  mainland are of Linaeri blood. Rarely, a Loari noble will tire of 
  the political games of their homeland and travel to the mainland 
  in search of adventure but this is the exception to the Loari way. 
  The Linaeri are a musical and joyous race and much of the 
  artwork produced by the Iylari and sold on the mainland as 
  Urulan treasures is crafted by this subrace. 
  Race: High elf from PHB 
  PreferredClass: Bard 
  Languages: Iylar, Erlin, Rhaya 
  Religion: Correlon, Alile, Adur, Shoan, Mannam & the Triad 
  DragonTaint: 2 
  Racial: +2 DEX & -2 CON  
  Male 5’2”+2d10 120lb+(x1d4) 
  Female 4’9”+2d10 85lb+(x1d4) 
  Cultural: They are an artistic race and receive a +1 bonus to 
  crafting skills when producing items and also gain +1 bonus to 
  perform. Craft and perform are always class skills. 
   
  �����������������
  The Erlini live a more simplistic life than their Iylari 
  brethren. They thrive in the forests in small 
  hamlets or thorps living at one with the 
  environment around them. They were the 
  elves originally sent into the forests to keep 
  the goblinoid creatures from attacking the 
  Iylari lands. For generations they have 
  completed this task and still preform it to 
  this day. They are the elves most 
  commonly encountered on Jaiman and 
  many of them have integrated themselves into human society. 
  They have sandy or brown hair with brown eyes and they are 
  slightly shorter than their nobler Iylari brothers, but much 
  heavier and stronger.  
  Race: Wood elf from DMG (use PHB elf but stat changes from 
  below) 
  Preferred Class: Ranger 
  Languages: Erlin, Rhaya 
  Religion: Correlon, Cam, Adur & the Triad 
  Racial: +2 STR, +2 DEX, -1 CON, -1 INT & -2 CHA 
  Male 4’11”+2d10 120lb+(x1d4) 
  Female 4’6”+2d10 85lb+(x1d4) 
  Cultural: The Erlini receives awareness as a bonus feat at first 
  level and spot, search and listen are always class feats. 
  ��������������������
  These are perhaps the most feared of the inhabitants of 
  Lu’Nak; the blue forest. The Dylari are vastly different to their 
  cultured and noble brethren. They live 
  for freedom and the forest itself; their 
  fierce protection of the forest and its life 
  makes even the Haidic clans respect 
  their boundaries. The Dylari have a very 
  strong druidic philosophy as well as a 
  xenophobic tendency. They usually only 
  trade with those they know well and still 
  distrust them to the point of insult. They 
  respect no laws of other lands or cultures 
  and when others travel in their realm 
  they would take heed to remember this. Their intense sense of 
  personal worth and freedom makes them absolutely disgusted by 
  slavery, serfdom and to lesser a extent even employment. They 
  are a tall grim people given to solemn contemplation and 
  infrequent smiles. Their inner joy however is expressed when 
  around those they trust most and they are a truly free spirited 
  race. Their frequent practice of full body tattooing and gruff 
  nature gives them a reputation of fierceness that is renown in the 
  realms. They are not a primitive or barbaric people merely 
  disinterested in the finery and trappings of their Iylari brethren. 
  They split from that way long ago and have no intention of ever 
  returning. Some sages theorise that the reason for their extremes 
  of tattooing and barbaric appearance is to distance them as far as 
  possible from other Iylari and to deliberately cause them offence; 
  such wise scholars also keep these opinions from being traced 
  back to themselves however in light of Dylari temperaments. 
  
  �
  Race: wild elf from DMG (use elf from PHB but with the stat & 
  other changes from below) 
  Preferred Class: Ranger 
  Languages: Erlin 
  Religion: Corellon, Lussa  & Adur 
  Racial: +2 DEX & -2 INT 
   They gain no bonus to finding secret doors and instead gain a +2 
  bonus to all nature and animal related rolls.  
  Male: 5’+2d10 120lb+(x1d4) 
  Female: 4’8”+2d10 85lb+(x1d4) 
  Cultural: Proficient with 2 of the following weapons; 
  shortsword, handaxe or scimitar. Proficient with shortbow and 
  composite shortbow. Dylari like all Iylari esteem the arts of 
  swordplay and archery, however their reclusion into the deepest 
  forests has altered their cultural weapon selection. The longbow 
  is too unwieldy to use in thick vegetation as is the longsword and 
  rapier. The handaxe and shortsword are both short weapons, 
  easier to use in such situations while the curved nature of the 
  scimitar allows it to travel through vegetation with less 
  impediment than a straight blade. 
   
  ���������������������������
  These are the dwarves of Jaiman but woe to any who 
  call them that. They are a stubborn, quick tempered, gruff race 
  that dwells in underground complexes or in semi-buried stone 
  lodges. They are an honest, straightforward race that prefers 
  action to contemplation. Most are deeply religious and have a 
  very loyal demeanour. They have a fascination with gems, stone 
  craft and metals of all types and shape them with great skill. 
  They are the dwarves from the PHB with very few changes. 
  ������������
  This clan hails from the icy islands of Mur Fostisyr in 
  the NW of Jaiman. They do not have any 
  deep mines in these areas but rather live in 
  stone houses and lodges half submerged 
  into the rocky faces of the mountains and 
  hills. Their mines tend to be open face 
  rather than subterranean tunnels. They 
  also tend not to be as perfectionist as their 
  mainland cousins in their making of 
  weapons and the like. They would just as 
  likely use a human forged axe or pick as 
  they would a Runiic one. The bitter islands have given them a 
  survival instinct far greater than their racial pride. They are the 
  most pragmatic and socially flexible of all the Runiir. 
  Race: Dwarf from PHB 
  Preferred Class: Fighter 
  Languages: Toman, Rhaya 
  Religion: Moradin 
  Cultural: Appraise & wilderness lore are always class skills. 
  ����������������
  This is the clan known by non-
  Runiir as the Fief of the Free Dwarves. 
  Their clanholme extends into shallow 
  mines in the mountains to the north in 
  Wuliris. They are excellent traders and 
  have integrated themselves with the 
  many races around the area. They are 
  the only Runiir that refer to themselves 
  as dwarves, but whether this is a true 
  sentiment or just a ploy to make potential buyers more 
  comfortable is unknown. They deal extensively with the deep 
  Clan Tarkh’Moor of the southern reaches who have very little 
  contact with outsiders and prefer to trade indirectly with others 
  through the members of Clan Khelgarnam. A relatively cheerful 
  people when compared to the average Runiir but still not to be 
  taken lightly. They are excellent traders, merchants and 
  bargainers. 
  Race: dwarf from PHB 
  Preferred Class: Expert 
  Languages: Toman, Rhaya 
  Religion: Moradin, Cam & Oigne and Uide. 
  Cultural: Appraise & sense motive are always class skills. 
  ����������������
  These deep dwelling Runiir are distrustful of surface 
  creatures, including other Runiir. 
  Their homes exist deep within the 
  expanse of the grey mountains 
  where they mine industriously and 
  produce metal goods, gems and 
  jewellery of great beauty. Most of 
  the goods sold by Clan Khelgarnam 
  are in fact purchased from this clan. 
  Dour, gruff and unsmiling these 
  Runiir would rather deal fairly with 
  their cousins than strangers. 
  Race: deep dwarf from DMG (use dwarf from PHB with the 
  following stats and other changes) 
  Preferred Class: fighter 
  Languages: Toman, Goblin 
  Religion: Moradin 
  Racial: +2 CON & -4 CHA. Additional +1 to resist poison and 
  WIL saves vs. magic. Darkvision 90’. Sensitive to daylight, -1 
  circumstance penalty when in bright light. 
  Cultural: They gain a bonus when using the item creation feat: 
  Inscribe Rune, as if they had the abilities Rune Craft +1 & Rune 
  Power +1 as a Runemage. Their innate knowledge of RuneLore 
  is unrivalled by any other Runiir clan. If they gain those abilities 
  by taking the RuneMage class the bonuses stack. 
  ������������������
  This clan lives in an extensive network of tunnels in the 
  Saral March Mountains and their clan name 
  in Toman translates as Guardians. They are 
  fairly self-sustained, only trading with the 
  people of Bur’Vom to the east and some 
  trusted Saralians from the south. They have 
  secluded farmlands in the mountains with 
  herds of sheep and goats with many planted 
  grain, vegetable and fruit crops. They also 
  mine metals and gems while making use of 
  the local dark wood to fashion all manner 
  of weapons and armor. These are usually for their own use but 
  some are traded for items they lack or cannot grow or make. 
  They also guard the paths to Xa’Ar and regularly battle with the 
  hordes from that dark realm. This fact is mostly unknown by 
  most people of Jaiman who know very little about this clan of 
  Runiir. They receive backing from Arion isle and Gryphon 
  College and forces from these two organizations bolster the 
  Runiir of this secretive clan in their direct confrontation with the 
  forces of the Unlife.  
  Race: Dwarf from PHB 
  Preferred Class: Ranger 
  Languages: Toman, Rhaya 
  Religion: Moradin & The Triad of Life. 
  Cultural: Gain a +1 bonus in Knowledge (Unlife) and it is 
  always considered a class skill. Their chosen enemy if the 
  Ranger class is taken is usually the Unlife. 
  
  �
  ����������������������������
  These are the halflings of Jaiman but it is an insult to 
  call them that. They are a fiery, quick-blooded race of superb 
  horsemen (or at least ponies). They scour the lands to the north, 
  tiring all they meet with their endless enthusiasm and lust for 
  life. To travel with them is a great honour and a sign of immense 
  trust. They have strong family bonds and are an honest simple 
  people. The fact that their urban cousins make some of the finest 
  rogues in the lands implies that their rural cousins are somewhat 
  different.   
  �������
  These are the wild tribesmen of 
  the Mariel Wastes. They live on the 
  northern border of Zor and travel across 
  from the west to east. Trading with the 
  other families in Tharzor and sometimes 
  in Onfelop to the east, although this is a 
  long and difficult journey. The people of 
  Minon to the south are used to seeing the swaggering small 
  tribesmen in their land and frequently trade with them. Those 
  Mariel that have flocked to the cities in great numbers for 
  generations use the urban description below. 
  Race: Halfling from PHB 
  Preferred Class: Scout(tribe) & Rogue(urban) 
  Languages: Mal, Rhaya 
  Religion: Cam, the Triad, Baistigh, and Nusas. 
  Cultural: (Tribe) gain the feat Horse Nomad at first level as an 
  extra feat. (Urban) gain silver palm feat or nimble fingers; 
  players choice as a bonus feat at first level. 
   
  �������������������
  These are the gnomes (forest) of Kulthea. They are 
  small framed and reclusive creatures and hail from Emer to the 
  south of Jaiman; more specifically the isle of the Jade Forest 
  south of Khum-kaan in Raelian Bay. They have travelled to 
  Jaiman in small numbers and several large groups exist. They 
  live in Lu’Nak the Blue Forest in the north or in Remiriath Forest 
  in the southwest. There are no standard PHB gnomes on Jaiman 
  or Emer, they may exist elsewhere on Kulthea if desired. 
  �������
  They are lithe with brown skin, 
  green eyes and brown and grey hair; 
  bearded, but always bald on top. Their 
  eyes have a long searching look and just 
  their gaze saddens many people. They are 
  an ancient people that live simply 
  amongst the forest and are at one with its 
  life. They live in dwellings that are indistinguishable from the 
  forest and their nature makes them easy friends of the Kuluku, 
  Dylari and Erlini. They frequently practice runemagic and tattoo 
  their skin with markings and swirls that serves as both magical 
  protection and camouflage as they frequently wear very little. 
  Race: Forest gnome from the DMG (use the gnome from PHB 
  with the following changes) 
  Preferred Class: Druid 
  Languages: Chira, Un’Shay 
  Religion: Adur and the Faith. 
  Racial: -2 STR & +2 CON. They gain no bonus vs illusion and 
  instead gain the ability to pass without trace at will. In addition 
  the +1 bonus TH against goblinoids, kobolds and orcs also 
  applies against reptilian humanoids. They gain no illusion spells 
  per day, and gain no bonus with alchemy. They instead gain the 
  ability to speak with animals at will as a 1st level druid to talk 
  with any type of animal. Their +2 bonus with Listen is retained 
  and they also gain an additional +4 racial bonus to Hide in 
  forested environs (adding to the normal +4 hide bonus) and Hide 
  and Wilderness Lore are always considered class skills.  
   
  ���������������������������
  These are the half-race peoples of Jaiman. The half-orcs 
  exist as per the PHB as do the half elves. Most mixed race elves 
  are of average human height (not shorter per 
  PHB) and can be found in two different 
  circumstances. The first are the true half-
  elves, those born of an Iylari parent and a 
  human one. They either integrate into their 
  mothers or fathers family environment and 
  take the description from the PHB with the 
  Cultural benefits from the race descriptions 
  above for their cultural identity and the height from the Erlini. 
  The other circumstance are the below subraces, they are the races 
  of humans that have developed in close relationship with the 
  Iylari and due to many cross-racial children being born over the 
  generations eventually the Iylari blood trait became the normal. 
  They are the half-elven clans of Jaiman; all children born to them 
  show the distinct mark of the Iylari people. Even those children 
  born to a single human parent will still carry the elven blood. 
  ���������
  These villages of human and elven descent inhabit the 
  dense evergreen forests of Mur Fostisyr; the 
  frozen isles off the northwest coast of Jaiman. 
  They sustain themselves on farming and 
  trading. They have the delicate features and 
  little facial hair that belies their Iylari heritage. 
  They have little affinity with the forest and 
  show scarce lore or tradition of their Iylari 
  ancestors. They now battle alongside their neighbours, the 
  Udahir and Sykar in order to merely survive in these islands 
  against the forces of Oran Jatar; the White Dragonlord. They 
  excel in farming, sailing, fishing, trading and craft skills. They 
  rarelt produce wizards because of their isolation but the adepts, 
  druids and clerics flourish among this hardy, industrious race. 
  Race: Half elf from PHB 
  Preferred Class: Any 
  Languages: Un’Erlin, Rhaya 
  Religion: Cam, Adur, Faurm & Faurug 
  Dragon Taint: 2 
  Racial: 
  Male: 5’+2d10 120lb+(x1d4) 
  Female: 4’8”+2d10 85lb+(x1d4) 
  Cultural: Craft & Profession are always class skills  
  ��������
  These are the travelling gypsy tinkers of the rolling 
  plains of Tanara. They occupy the fertile land 
  that is the southern border of the Bay of 
  Urulan. This wandering nomadic lifestyle is 
  due in part because of the Y’kin attacks on 
  these people that has been a source of terror 
  for the Sulini for generations. The travelling 
  lifestyle was a way of preventing regular 
  attacks on known towns and villages, by 
  living off the land and constantly moving it tended to make ones 
  life longer and happier, free of Y’kin attacks. The Sulini in 
  generations past had planted an amazing array of fruit, grains and 
  vegetables across the plains to provide sustenance for the 
  
  �
  following generations of Sulini to live off. They are a jovial race, 
  quick to show friendship, but slow to actually befriend. Their 
  love of bright garish colours and ostentatious jewellery combined 
  with their incredibly elaborate and equally bright caravans makes 
  them a unique sight to behold roving the grasslands of this 
  beautiful realm. They have a reputation for being tricksters, 
  seducers and vagabonds that makes them either loved or 
  despised. The sounds of a Sulini tinker caravan at night with the 
  singing, bonfires, music and laughter is welcome to many lost 
  and weary traveller. A word of caution; never break a deal with a 
  Sulini tinker – they have their own unique legal system which 
  only they seem to understand and deal harshly with many crimes 
  that other more ‘civilised’ peoples think very little of.  
  Race: Half elf from PHB 
  Preferred Class: Rogue 
  Languages: Rhaya, Un’Erlin 
  Religion: Triad, Coulide, Lussa, & Cam. 
  Racial:  
  Male: 5’+2d10 120lb+(x1d4) 
  Female: 4’8”+2d10 85lb+(x1d4) 
  Cultural: Perform & Bluff are always class skills.  
   
  ���������������������
  ��������������������
   
  �������������
  This is the group of arctic islands to the NW of Jaiman. They are 
  surrounded by steep pebbly beaches and low frigid cliffs. The 
  ocean is quite calm with the occasional ice flow from the north 
  drifting near the northern shores of this bleak realm. They have 
  no major cities in these islands but the many villages trade with 
  each other and through the eastern trading ports of Torandrim 
  and Keltharkest. There are three distinct cultures on these 
  islands, the mixed blood Kytaari villagers, the Syrkar who are 
  descended from Haidic blood and finally the Udahir, Runiir 
  clansmen who make their homes in the low mountains of these 
  inhospitable lands. The white Dragonlord Oran Jatar makes the 
  isle of Aalk Gaath (the large northern isle) his home. So far no 
  sign of expansion or war has been seen from this dragon lord 
  although frequent confrontation with all manner of goblinoids 
  and giants may in fact be that the war has already begun. 
  Climate: Cold with many hills and some mountains. 
  Demographics: A few Udahir small towns but mainly villages, 
  hamlets or thorps for the Syrkar and Kytaari. 
  Economics: The peoples of Mur Fostisyr use ivory discs and flat 
  hard shells as currency when trading amongst themselves. The 
  gaf is an ivory plate worth 1pp, the shor is rounded & half the 
  size worth 1gp, the pai is a flat shell worth 1sp and the sar is a 
  young flat shell worth 1cp. This currency is engraved and 
  marked for identification. The shells are very hard to find and 
  have been used for currency for many generations. Forgery in 
  this realm is almost unheard of since all the communities share 
  the burden of survival in this wilderness and punish all crimes 
  with great severity. When trading with outsiders they use trade 
  bars or metals & gems bought from the Udahir. 
  Politics: Tribal and clan structures. 
  Special: Some of the purest metals in the realm comes from the 
  Udahir shallow mines, and the gemstones worked by the Kytaari 
  and Udahir are renowned for their clarity and value. Few wizards 
  or clerics exist in these bitter islands. Most villages have a healer 
  or adept to tend to their health. A few clerics have travelled and 
  settled here to study RuneLore from the Udahir and the lands 
  have little for the wizards or academics to be interested in. Those 
  who have the gift of wizardry tend to become adepts and those of 
  sorcerer blood tend to leave these lands to find their fame.  
   
  �������������������������
  A deceptive term for the lands of the north, the great 
  forest once stretched from Claedesbrim Bay to the shores of east 
  Wuliris. It is now a landlocked forest, still great in size, but 
  suffering from its many abuses over the centuries. The cities to 
  the west act as intermediaries in trade with Mur Fostisyr, Saralis, 
  the Blue Forest and Wuliris. This is a grey land full of danger 
  and war; the hordes of Sulthon Ni’Shaang (the red Dragonlord) 
  threaten all life in this realm. Fortunately the black valley 
  (Ja’miil Targ) in the NE limits easy access to the west and south 
  and his evil hordes and dragon knights are forced to follow the 
  coast to the north and east. These are indirect routes, full of 
  hardship which may explain why the Dragonlord at least for the 
  moment has halted his advances and is instead fortifying his 
  supply lines. However conflict in the great forest is still common 
  between the Haidic and Dylari tribes and the Dragonlords forces. 
  The great volcano Ri’shariv Ja’miil casts ash and smoke across 
  much of this area and anything left exposed for any length of 
  time accumulates a fine grey ash. This combined with the harsh 
  winters and frequent rains turns much of this area into a 
  depressing wooded quagmire. 
  Climate: Temperate with the three islands of Claedesbrim bay 
  being cold. A collection of mountainous and plains surround the 
  vast forested area that gives this land its name. 
  Demographics: 
  Torandrim ~ mixed small town of mainly Udahir traders and 
  craftsmen, they buy many base materials from their brothers on 
  Mur Fostisyr and specialise in forging and smelting these into 
  purified trade bars for transport and into fine weapons, armor and 
  tools. 
  Keltharkest ~ mixed small town of mainly Jameri & Kytaari 
  peoples. They trade and produce many fine items of art and 
  jewellery. They are also expert sailors and fisher folk. This is an 
  ancient Iylari land where many old ruins and artefacts are still 
  found. 
  Quelbourne ~ a large mixed town of mainly the Jameri peoples. 
  They trade with the other islands in the bay and act as a meeting 
  place for the traders of the great forest and the Saralis warlords. 
  It is protected by its high cliffs and the mountainous range to the 
  north. It borders the great forest to the east. It is said to be built 
  on a site of ancient evil, and it is a dark place full of ancient 
  stones and old roads. Frequently new building sites uncover old 
  basements and tunnels that are quickly and quietly shored up. 
  The locals do not like discussing these facts with outsiders and 
  apart from the colourful and exciting trade markets this is a 
  shadowy, dangerous place full of secret ways and hidden lore. 
  
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  Bur’Vom ~ a small isolated town of the Jameri peoples, this is 
  the moated keep of the Black House Tarley. Once a peaceful 
  riverside town surrounding an ancient keep, the Tarleys fled 
  from Kreaern to the south after losing a bitter coup against the 
  two noble houses; Tyrell and Garlan. The once rulers of Kreaern 
  have avowed vengeance and bide their time training troops and 
  buying equipment from the north. A military style town where 
  the Tarleys rooster symbol adorns the many guards and check 
  points of this land. 
  Duris ~ a small mixed city of mainly Jameri people on the river 
  that feeds the great lake Ainkald. It is ruled by a council made up 
  of the heads of the varied guilds, trading families and the militia. 
  It is known as the Free Republic of Duris. This was once a 
  thriving place of trade and commerce but since the increasing 
  encounters in the blue forest with fell creatures the people within 
  the forest have begun to trade significantly less. This has 
  impacted on the income of Duris and great change has been seen 
  in the last few years. The Duris people have been cutting more 
  trees from the blue forest than ever before for the dual reason of 
  increased trade down lake in raw timber and timber products and 
  also to provide themselves with a clear killing field in case of 
  engagement with enemy forces. They are especially harvesting 
  the great black oaks with which they are creating all manner of 
  resilient weapons and constructions. This has angered all the 
  people of the blue forest and they at present are trying to 
  peacefully dissuade the rulers of Duris to cease their extensive 
  logging program, this however is seeming more futile and 
  current attacks on logging teams has seen a vast increase in Duris 
  guards in the area. 
  Pyraak ~ the ruling temple of the red Dragonlord. Little is 
  known about this place, save it is the source of the red dragon 
  knights and goblinoid forces that are invading the blue forest. 
  Economics: The people of this realm use freely the currency of 
  the great southern realms, but in the past have also minted their 
  own coins in Duris. These Duris coins are quite common but not 
  nearly so as the other great currencies. They are the gold dale 
  worth 1gp, the silver gentle worth 1sp and the copper common 
  worth 1 cp. 
  Politics: there is no one unified rulership of this region. It is 
  mainly town or regional elected representatives, and in the case 
  of Bur’Vom a feudal system emplaced by the Tarley House. 
  Special: Few wizards call this part of the realm their own; those 
  spell casters encountered are more likely to be druids, clerics and 
  adepts. Even sorcerers seem to be few in number in this realm. 
  Those wizards that do exist are rarely powerful but may be 
  willing to pass their skills onto others they encounter, or more 
  likely, advise them of where to go to get structured training. 
  Many charlatans and tricksters pose as mages to gain wealth 
  through fear or entertainment and for these reasons wizards and 
  their ilk are frowned upon and distrusted in this realm more than 
  anywhere else on Jaiman. The huge black oaks of this forest are 
  used to make weapons of amazing strength. 
   
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  This is the land of a thousand fiefdoms, named because 
  of its fragmented and isolated towns that act on their own in all 
  things. Each has its own militia, leaders, laws and taxes. It is a 
  dangerous place for visitors as thievery and crime abounds, some 
  fiefdoms are thought to be run entirely under the gloved fist of 
  criminal elements. It is a cold rocky land where the ground tends 
  to alternate between frozen soil, hard to toil and with lacklustre 
  crops, to a muddy stinking quagmire after the frequent rains in 
  the region. It is a land where fortunes are to be made and lost by 
  the knife rather than the sword and where traders are said to be 
  able to provide anything at the right price. 
  Climate: The southern portion of Wuliris is considered 
  temperate with the central region being cold. The interface is 
  marshland most of the year and makes travel difficult. There are 
  no constructed or maintained roads in the region since no central 
  body exists to oversee this. It is a land of plains and marsh, the 
  mountains visible to the west that border the Zor wasteland and 
  the blue forest to the west provides some protection from the 
  elements and forces of the red dragon, but it is a bitter, sad place 
  where people scrape whatever living they can in the face of 
  social, political and environmental adversity. Not many people 
  choose to live here, rather most live their lives planning to 
  instead leave and start life afresh far from Wuliris. 
  Demographics: 
  Baalth ~ This is the northernmost town of this region, it is an 
  isolated Jameri hamlet that is said to have dealings with the red 
  dragon forces. This may be true since it sits in the gap between 
  the blue forest and the sea, directly in the path of any army 
  moving that way. It never had much of a militia since it was 
  distant enough to be relatively safe from the bickering of the 
  southern fiefs. It is slightly warmer here being so close to the 
  temperate region to the north. The people of Baalth have traded 
  extensively with the people of the blue forest in the past but this 
  too has seemed to diminish. The Baalth people are thought of 
  more than a little strange by the other folk of this region since 
  they are the most isolated and taciturn in their dealings with their 
  southern cousins. Old man Pery, who is said to have at least 20 
  wives and even more children, rules this place with great family 
  power. 
  Karethspek ~ A once thriving trading centre for exchange 
  between the people of the forest and those of eastern Wuliris. It 
  is a mixed village with a strong militia made up of foresters, 
  many of mixed Iylari and orcish blood. They have seen 
  increasing activity in the confrontation between the forest folk 
  and those of the red dragon forces. By not directly taking sides 
  they have managed to save themselves from being over-run by 
  the dragon troops but have also disillusioned the Dylari and 
  Haidic clans, both of which have reduced trade with Karethspek. 
  The people of this village have been thought responsible for 
  several attacks on red dragon troops in the area, but the ruling 
  elected council of 5 has denied this vehemently, strongly stating 
  their neutrality in this current conflict. Karethspek derives the 
  majority of its income from its silver mines to the south, which 
  are run by the Mining Co-operative. 
  Alaros ~ A mixed village that thrives on fishing and ocean trade. 
  They have a long-standing agreement to supply inland Onfelop 
  with ocean produce and have extensive river barge experience as 
  well as open ocean travel. A quiet, honest place that is at odds 
  with the towns around them. They take pride in their honesty and 
  trade lifestyle. They are ruled by an elected mayor and have little 
  in the way of militia. 
  First Bay ~ Named because of it being the first visible bay in the 
  area that seems safe to beach on. It is perfectly suited as a trade 
  port and that is what it has become. It trades extensively with the 
  eastern islanders and the towns further south. They have a strong 
  militia, both land and ocean based that are rumoured to double as 
  pirates and brigands when directed to do so. A place where 
  anything can be bought, it is the shining gem of Wuliris with 
  paved streets, buildings of over one story made of stone and even 
  several guilds. It is a large mixed town. 
  Bellramp ~ A mixed hamlet mentioned only because of the 
  ancient towers that pepper the area, most of which have 
  enormous bells mounted within them. Some towers have 
  collapsed, but many remain upright, and in strong winds the bells 
  begin to chime in a disturbing chorus. Their exact purpose 
  whether they are a remnant of some warning system, or a 
  communication network is unknown. It still remains that they 
  
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  have withstood the test of time, and deny access by even the 
  most ardent mages who frequently come to this lonely place to 
  study this great mystery. The town itself is almost entirely geared 
  towards catering for these visitors; having such luxuries as warm 
  baths, laundry services, brothels (higher class than elsewhere) 
  and of course experts willing to sell information and artefacts to 
  these visitors, for a price of course. There was at last count 17 
  towers, some collapsed, some sinking, some upright. Some 
  scholars believe the towers to be part of some protective 
  enchantment, with so many of the towers failing one hopes that 
  this is not the case, lest some great evil be released. 
  Onfelop ~ The inland keep of Baron Onfelop is surrounded by an 
  isolated small village. It is rumoured he is the son of a fishing 
  family from Rivertown who made his fortune somewhere in this 
  desolate, frozen wasteland. Whatever his source of gold it has 
  enabled him to build this keep, defences and village out of his 
  own pockets. It has paved streets, a stone defensive wall, moat 
  (mostly frozen) and stone buildings. It is built using an ancient 
  style even though newly constructed, as directed by the Baron 
  himself. Some think him mad, same dangerously eccentric, 
  whatever his motivation it has given hundreds of people 
  somewhere to live and feel safe in this wilderness. Cousins of the 
  Baron represent the people of Onfelop in most towns and any 
  dealings with him are done through these said representatives. 
  They are courteous and well educated, few others of this town 
  are seen by the regions populace because of its isolation. Even 
  the traders of Alaron who supply them with much of their food 
  are very discreet when asked specific questions about their 
  employers. It seems there is some secret in this place but no one 
  seems to know what. 
  Shaabray ~ A mixed village of fisher folk and traders that deal 
  with the islanders and the south fiefdoms. Ruled by an elected 
  mayor they have a strong militia and a well maintained town. 
  The land here is cold and hard to farm, but the bounty of the sea 
  aids them in their survival. 
  Elven Quay ~ This mixed small town is an extensive trading port 
  and farming district. The warmer temperate zone and rich nearby 
  islands enable this town to farm, log, fish and even mine the area 
  to produce income. This however is the source of the areas major 
  problem; in that while they are so busy making money off the 
  land they have disregarded the town itself. It is a shantytown of 
  poorly aged wood and simple clay bricks. There seems to be no 
  sense to the layout of the town, apart from the vast warehouses 
  and piers that occupy the majority of the landscape. It is named 
  from the ancient sea fort that occupies the island just south east 
  of the town. It was once an Iylari outpost for Urulan but was long 
  ago abandoned. Locals speak of strange lights and noises drifting 
  from the island at night and shun it and its waters completely. 
  Rivertown ~ This integrated large town is the unofficial capital of 
  the area. It has generous numbers of all differing races and varied 
  religions. It is a true free town where all manner of behaviour, 
  custom and dialect are accepted. There is a privately run militia, 
  answerable to the harbourmaster, or more specifically, the 
  thieves’ guild. There are innumerable thugs for hire, (better that 
  than letting them get bored and deciding that the ex-employer 
  may instead make a good victim), and also many pleasures of 
  varied tastes always at a price you can afford. Rivertown has 
  almost 2 blocks dedicated to brothels, drug dens and alehouses. 
  The famed Red Temple finds a prominent place within this 
  quagmire of humanities vices, taking almost an entire block by 
  itself. The mysterious red priests, who serve in the temple 
  complex claim to ‘cater for every desire.’ People from all parts 
  of Jamain and for that fact Kulthea travel to Rivertown just to 
  visit the Red Temple. This is a decedent place where the 
  openness and honesty of the patrons is more disturbing rather 
  than refreshing. The town is a vibrant trade centre for the Bay of 
  Urulan and the fiefs to the north and west, it is a place where all 
  things are measured by their respective worth and treated as 
  such. There are few secrets or mysteries in Rivertown, the lies 
  are unmasked and proudly displayed without care of judgement 
  or shame and the only deciding factors are price and availability. 
  Vandone ~ An ancient mixed small town found on the lower 
  reaches of the grey mountains. It is thought to have been part of 
  the Zor Empire in ages past since the stonework and masonry are 
  of a similar design to that found in the Zor wastes itself. This 
  town is partly built within the ancient ruins and spills out into 
  open farmland. It is a colourful shantytown built on the sombre 
  grey skeleton of an ancient city. The temperate weather and 
  rolling plains enable the Vandonese people to farm successfully 
  and reap the rewards of the rich river flats nearby. The 
  marshlands to the north sometimes interfere with land travel so 
  this town has extensive barge and ferry companies that use the 
  river to transport goods to the seaport of Rivertown. The ruins of 
  the city gains intense interest from Nomikos scholars and it is 
  rare not to find at least a dozen or so of these flamboyant and 
  inquisitive academics with escorts in the town at any one time. 
  The industry of the area copes well with these eccentrics and 
  caters for their needs with visitor facilities being well developed. 
  This region now produces some of the finest white wines in the 
  land and Vandonese Whites are now in great demand in the 
  southern noble kingdoms. 
  Fief of the free dwarves ~ This is the stronghold of the Runiir of 
  Wuliris, an imposing mountain complex in a very secure 
  location. It overlooks a small mixed town where people come 
  from far and wide to trade with the Runiir clan Khelgarnam. A 
  very strong willed and well-armed Runiir militia keeps crime in 
  the town to a minimum. The metal goods and jewellery produced 
  here are renowned through all of Jaiman. Extensive guild 
  training houses for many crafts exist here as well as the largest 
  temples of Shoan and Moradin in Jaiman. Raw metals and 
  unfinished gems are traded here for foodstuffs and other 
  necessities. The Runiir of this fief are well accustomed to 
  working with other races and are not as xenophobic as some of 
  their brothers from elsewhere. This town is run by the Runiir 
  family heads; not many people now much about this system of 
  rulership but if anything can be said it is that this town is one of 
  the safest in all of Jaiman. 
  Kartok ~ An isolated island village renown for its wildlife and 
  beaches. The locals are a simple folk that derive sustenance from 
  the vast array of sea and land produce that surrounds them. It is 
  thought to be a haven for pirates and the like and is ruled by an 
  elected council. The village has a variety of shops where wares 
  are available for trade and sale, most of which are simple local 
  produce, but if the right people are known then it said that all 
  manner of items and goods can be purchased from Kartok 
  traders. 
  Avilor ~ This once deserted island is now occupied by an 
  isolated thorp, hardly worth mentioning save that the locals have 
  recently been very aggressive in deterring any visitors to this 
  island. The locals have been seen making large excavations on 
  the island and unearthing all manner of unusual items, or so the 
  tales would tell. It is a picturesque place, now gaining the 
  attention of outsiders who are keenly interested to see what these 
  locals have found on what was considered to be a worthless 
  island. 
  Economics: The people of this region use the metal coins of any 
  of the other realms; being relatively new region and having no 
  central ruling body they have no coinage of their own. 
  Politics: Varied, but mainly elected committees, representatives 
  of varied guilds and some clan systems. 
  
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  Special: A dangerous place full of rogues and deceptive traders, 
  most people in this realm have honed their skills of sense motive, 
  bluff and appraise above all others for obvious reasons. 
   
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  This vast south-eastern land is made up of three distinct 
  regions each inhabited by unique cultural groups. It is vibrant, 
  green land with rolling hills and plains dominated by the vast 
  range of mountains that is the backbone of the grey mountains. 
  This is a land that has seen great conflicts in the past, but at 
  present it is mostly peaceful except for the occasional incursion 
  from the Y’kin Empire found in the south. 
  Climate: Temperate with mountainous regions bordering the 
  west and isolates the Y’kin to the south from the rest of Tanara. 
  The remaining land is mostly hills and plains. Some forested 
  areas exist but these are sparse. 
  Demographics: 
  Sortyn ~ This is the most isolated of the Duranakai lodges. It can 
  be seen from miles away with its vast cut out mountain scape and 
  plumes of smoke making its presence obvious. It is an isolated 
  small city run fairly and justly by the mages of this realm. It is a 
  colourful and vibrant city where a visitor could easily forget the 
  strangeness of the host race. A well-developed network of roads 
  spreads from the city and connects through the mountains to 
  Runiir trading posts and Duranakai watchtowers. The Duranakai 
  are an ancient race that has maintained much of the building and 
  architecture of bygone ages, even their new roads and walls have 
  a look of antiquity about them. A vast roadway connects Sortyn 
  to Yagorth and is known as the Great Road. It contains marvels 
  of engineering such as sweeping bridges and enormous tunnels 
  as it runs straight and true. 
  Yagorth ~ This large, isolated town contains the ruling council of 
  the Duranakai as well as their halls of academia and magic. It is a 
  place of enormous learning and knowledge. They have strong 
  ties with Nomikos Library and trade links with the Myri, Sulini 
  and people of Calthor to the west. Their tunnel systems and 
  roadways are some of the most advanced and well maintained in 
  Jaiman. They can travel quickly and safely from Yagorth to a 
  surprising number of towns and cities without ever being seen. 
  Galen ~ This is the largest Myri settlement in Jaiman; it is an 
  isolated village with few other races save the Myri themselves 
  and the Duranakai teachers and guardians. Most of the plains are 
  dotted with Thorps and Hamlets and these send their children to 
  Galen to be taught by the Duranakai scholars. The Myri seem 
  content to be lead by the Duranakai and it is a coexistence that 
  has been in place for generations. It is a vast farmland district 
  with many fine beers and red wines produced here. 
  Ulir ~ This is a peaceful village that overlooks the southern 
  aspect of the Bay of Urulan. It is a corridor of land between two 
  broad rivers that has been used by Myri for generations as 
  farmland and grazing pastures. The Duranakai presence here is 
  not as obvious as it is to the north but still representatives and 
  teachers of that strange race are here to lead the Myri and serve 
  as a central teaching and governing body. 
  Ur Tombs ~ Strange ruins that are of ancient Duranakai 
  architecture. These foreboding stone lodges are set into a bleak 
  valley that is concealed from view until the last moment of 
  entering it. There is a constant Duranakai and Myri guard here 
  with an elaborate warning system in place. Little is known of the 
  tombs and the Duranakai discourage visitors to this secretive 
  place. They are thought to the tombs of a race that predates any 
  known on Jaiman. 
  Shenin ~ This is the unofficial capital of the Sulini tinker society. 
  This gathering constitutes a mixed village in size but very few 
  permanent structures actually exist. Even the local non-
  wandering Sulini tend to still live in the garish caravans and tents 
  that is their races hallmark. The few stone structures are 
  haphazardly built with seemingly no organization or planning. A 
  basic road system, smithy, mill, bakery, several inns and 
  breweries make up the permanent structures. It is a light-hearted 
  place full of shifting colours, dancing, aromas and laughter. 
  Bucoli ~ A fortified series of watchtowers occupies this region 
  atop the mountain range and along the steep beaches. The Sulini 
  that have been found guilty of some crimes are made to serve as 
  guards along these towers. They do this as a willing part of their 
  punishment so as to regain the shame they have given their 
  families. They still wear their own clothing and are perhaps the 
  most striking and motley organised militia in Jaiman. This is the 
  defensive network that is in place to combat and warn of any 
  Y’kin incursion. This is the home of the SeaGuard Knighthood 
  of Tanara. 
  Chakor ~ The vast ship building yards of the Y’kin Empire are 
  found here along with their military training halls and main 
  church. It is a huge, open temple; more like an amphitheatre, it is 
  the centre of worship and sacrifice in their religion. A dark and 
  foreboding place full of tall spires and decaying backstreets, it is 
  an isolated large city. The few other races here are either 
  diplomats or slaves. Not many details of this place is known 
  since any visitor is carefully guided and accompanied at all times 
  by an acolyte of the church. 
  Achren ~ The dark scar on the rocky beach of the south coast is 
  the main training temple for the priests of the Y’kin. It is also a 
  major training centre for special troops and local church leaders. 
  It is an isolated small city with the only non-Y’kin present being 
  trusted slaves. This place is full of secrets and dark lore; it is the 
  most tightly guarded town that the Y’kin control. The 
  surrounding area, including the roads and land to the east of the 
  grey mountains are dotted with small villages and hamlets, each 
  with a delegation of Y’kin priests and a detachment of the feared 
  temple guards 
  The Temple of Gentle Fire ~ This temple of monks train in the 
  dunes near Bucoli, they receive students from around Jaiman and 
  are famous for their slow almost hypnotic style of unarmed 
  combat. They are friendly and welcoming of visitors. 
  Economics: The Sulini & Myri tend to use the currencies of 
  other realms. The Duranakai use their own coins for trade with 
  these races. The Y’kin have their own coins, which are rejected, 
  in this area and in most other regions. The Y’kin have been 
  known to use the coins of others or mint featureless trade coins 
  and bars of base metals due to the intense rejection of their own 
  tender in trades or payment of outsiders. Their coins are lozenges 
  
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  of metal (roughly the size of the end joint of your little finger) 
  flat with a whole in one end so they can be strung and worn as 
  jewellery. The more coins a person wears the greater the 
  declaration of wealth they are making. Their coins are the silver 
  ko worth 1cp, the silver pok worth 1sp, the gold tari worth 1gp 
  and the blood gold yane worth 10gp. 
  Politics: The Sulini are a wandering tinker race with no central 
  rulership, in their two cities a committee made up of a member 
  of every family within the town makes decisions on behalf of the 
  population. The process is long but democratic. The Y’kin are a 
  strict theocracy. The Myri are a group of villagers with no central 
  ruling body, each village is ruled by an elected body of 
  representatives. The Duranakai are a magocracy with advisors 
  from different castes giving advice and guidance. 
  Special: The Myri peoples produce some of the finest cheeses in 
  Jaiman. They have vast flocks of cattle and sheep and live 
  quietly and efficiently as farmers. The Y’kin worship dark gods 
  and are known to practice sacrifice. They frequently raid their 
  neighbours for such victims. The Duranakai have unique styles 
  of magic wither unto unique in Jaiman, even Arion cannot 
  unravel their secrets, and while they remain so secretive this 
  appears unlikely to change. 
   
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  This is the ancient home of the Iylari. It is a vast island 
  split by a low mountain range and having a warmer southern 
  portion with dense jungle-like rainforests. It is a beautiful land 
  that few outsiders ever see. The Iylari are very reclusive and the 
  ruling Loar nobles enforce this by extensive use of wardens and 
  enchantments to detect and deter unwanted visitors. Due to this 
  policy being in place for as long as most mortals can remember 
  very few people continue to try and enter the realm of Urulan 
  without express invite of the Iylari people. 
  Climate: Central spine of the island is mountainous while the 
  surrounding island is mostly forest. The southern half is warm 
  and the northern half temperate. 
  Demographics: Many small thorps and hamlets exist in the 
  forest and mountains of Urulan. These are mainly family villas 
  and lodges; some are noble Loar retreats, studios or private 
  gardens. All Iylari buildings are like a natural extension of the 
  environment, working with the forest and rocks making them 
  part of the construction rather than moving or destroying them. 
  This gives their larger cities a truly unique appearance in 
  function and structure. 
  Urlon ~ Northern most of the Iylari lands this isolated large town 
  is home to many Iylari xenophobes and those Loari and Linaeri 
  who seek privacy for contemplation or research. It is a quiet 
  secluded town built with many towers and bridges that enhance 
  the height provided by the towns steep cliffs and give an 
  impressive view across the wild oceans and the lands to the 
  north. There are few Erlini here and those that are act as 
  merchants with Rivertown and Elven Quay. The port itself is 
  strongly defended and the Northwatch guards are well known for 
  their training and strength at arms. 
  Qui’el ~ This is the home of magic for this land. It is an isolated 
  small town occupied by an enormous tower and sprawling 
  buildings adjoining it. It is almost entirely devoted to the training 
  of Iylari wizardry and the magical arts. Many of the wizards here 
  are also members of Arion Tower and they two groups share 
  information and assets. 
  Arojil ~ This mixed large city is the home of the Loar noble 
  Houses, their vast estates make this city one of the largest in all 
  the realms, both in population and land mass, since most of the 
  buildings have sprawling estates with guest houses and farmland 
  attached to them. There are a fair number of other races 
  represented here but most are emissaries or scholars acting as 
  tutors to the noble houses. It is the one city of Jaiman where one 
  does not feel oppressed by the sheer mass of life; it is an open 
  place full of parks, open-air displays and markets. It has an 
  extensive wharf, but little trade passes through here, the noble 
  houses carefully control their own fleets and Erlini traders who 
  buy on behalf of each house to supply them with rarities from 
  abroad and the few necessities that cannot be locally produced. 
  Suth’ryan ~ Known as the Black Gate this enormous structure is 
  made from stark black blocks of granite and is rumoured to have 
  been made by the Runiir and Iylari peoples many generations 
  ago. Its function is to prevent incursions from Gorai’ya that is the 
  ancient city that has fallen to the Unlife. The Black Gate is a wall 
  that extends across this strip of land and is dotted with only 3 
  massive gates; each is heavily defended and manned by its own 
  guard of Erlini warriors and wizards from Qui’el. Erlini guards 
  walk the walls between the gates and relieve their brothers from 
  the watchtowers that are set every mile along its bleak length. A 
  paladin captain and a detachment of 20 Erlini warriors man each 
  of these towers; they are supported by wizards and clerics as 
  required. Areas that have an increasing frequency of attack gain 
  more reinforcement and the actual number of guards per tower 
  changes because of the attacks. It is considered a great honour to 
  be accepted into the Southwatch Guard and its members wear the 
  symbol of a white circle with an unbroken black horizontal line 
  with great pride. 
  Gorai’ya ~ The ruins of this once beautiful city have been 
  defiled and expanded by the forces of the Unlife. The many 
  Iylari undead minions of this region work tirelessly in 
  manufacturing defences and machines of war from the dying 
  forests that surrounds them and throw them at the Black Wall to 
  the north. This is a dark realm that only the brave rangers, 
  wizards and scouts of the Southwatch Guard venture into to 
  gather information and wage war on the Unlife in their own 
  lands. The Iylari peoples are ashamed of allowing their fair city 
  to fall into corruption and all the Iylari people speak it of with 
  great bitterness and sadness. 
  Economics: The coins of Urulan are beautiful and unique. They 
  are in the form of small discs, slightly smaller than most realms 
  coins, they are made of a grey ceramic like material in the centre 
  of which is a clear resin like plate with the emblem and worth of 
  the coin in many languages. The method of creating these coins 
  is a mystery and has not been discovered even by the scholars of 
  Nomikos. They radiate a faint magic if detected. The Iylari use a 
  coinless debt and honour based economy when dealing with each 
  other, so these coins are mainly used in their dealings with other 
  races and many of them reach the lands to the west. They are 
  commonly accepted and given near full value in exchange due to 
  their unique nature. They are the jael worth 1sp, the laer worth 
  2gp and the ye’os worth 40gp. Each can have the resin removed 
  and each half used a coinage of half its full value. The resin plate 
  can be easily reattached and this must be part of the enchantment 
  the coins bear. Each coin is of a unique size and the resin centres 
  fit only that particular coin. 
  Politics: Royalty with noble hierarchy based on family ties and 
  relationship to the ruling family. The older the family the more 
  power it wields in the council chambers. 
  Special: The Iylari pottery, china, paintings and sculptures are 
  some of the finest in Jaiman and are very sought after by 
  collectors and those wishing to show their wealth. The unique 
  wood/resin compound Shaalk is made only on Urulan, it can be 
  used to make armors and paper of amazing strength. The fine and 
  delicate Iylari wines of the region are expensive and well sought; 
  they are the Arojil Whites and the deep bloody reds of Qui’el. 
   
  
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  The thin strip of coast that is the southern border of 
  Jaiman is a dangerous and wild place. With a long history of 
  wars and internal strife it is a shadow of its former glory. Once 
  its knights and noble houses rivalled those of Rhakhaan and 
  U’Lyshak but now after centuries of destructive civil and 
  political wars the Houses have entirely fallen and been replaced 
  by ragtag armies of ex-mercenaries and brigands. Some small 
  kingdoms exist where violence is not the status quo but these are 
  rare and transient as the winds of change and war blow ever 
  strong in Meluria. 
  Climate: Hot. Wind struck but beautiful beaches make up the 
  southern side of Meluria. The north is the peaceful bay of Elysea 
  where perfect white sand borders bright blue water and sea life 
  abounds. Littered through this paradise are the hulking skeletal 
  wrecks of Melurian war barges and battle fleets; destroyed 
  during the great wars and left where they drifted onto the sand 
  banks. Some locals still live off the findings in these wrecks but 
  this is a dangerous lifestyle since the number of mercenaries and 
  brigands in this area is such that any sudden change in wealth 
  seldom goes unnoticed nor without bloodshed. A high but 
  narrow range of mountains occupies this strip of land and is 
  crossed by many roads and dotted with forts, palisades and 
  defended townships. 
  Demographics: Many isolated camps and thorps exist, most 
  harbouring bandits, pirates or smugglers. The safest places in 
  Meluria are the established towns but these have heavy taxes and 
  restrictive laws and are designed to benefit the oldest family lines 
  that live there and keep all newcomers at a social distance and 
  economic disadvantage. 
  Farrn ~ This strongly fortified integrated small town is defended 
  by a ragtag army calling themselves the Blue Knights of the 
  Coast; they wear deep blue cloaks and whatever mix of armor 
  they can gather. Their intent seems genuine which is to make the 
  roadways and thorps of the region safe from brigands and 
  goblinoid raids. They do however ask for donations from those 
  they protect, and some locals have recently claimed hearing of 
  attacks against those villages who refused to pay. It may be that 
  this is a form of extortion but in the region it is always hard to 
  find the truth. 
  Tuloria ~ A small integrated town that sits off the great road of 
  northern Meluria. A strong militia that charge for the use of the 
  roadway mans it and occupies the simple wall and gate that 
  crosses the roadway. Since the lands through the mountains to 
  the south are heavily populated by giants and goblinoids the few 
  merchants of the region see no reason not to pay the fee. They 
  also hire guards and guides for those not familiar with the 
  regions dangers. The town has a proportion of its residents living 
  in the wrecks that litter the sandy shores and the town is a 
  dangerous and unpredictable place full of violence and hidden 
  wealth. 
  Fulcrumia ~ The most civilised and established of the states of 
  Meluria is highlighted by the large town of Fulcrumia. It sits in a 
  natural valley that is protected well by rock formations and 
  narrow roads. Its militia is well trained and only rarely dabble in 
  thievery and banditry. The House Hallwen nobles who claim to 
  be a surviving noble bloodline rule this region. Their claim of 
  nobility is doubtful, yet the results of their careful rulership can 
  be seen in the relative stability of this region. 
  Aranmor ~ A dark and bleak island that the locals shun. 
  Rumoured to be inhabited by demons and worse, a calm island 
  that appears ominous in its apparent peacefulness. There is no 
  life on Aranmor that can be seen from sea apart from the 
  unnaturally dense jungle that covers every part of its lower 
  reaches and from that dense envelope the sparse and empty 
  mountains rise to occasionally billow smoke and spew ash. 
  Plasidar ~ This is a thriving land of merchants, pirates and 
  thieves. It is ruled from Gul and its fleets control much of the 
  trade in this bay. A strong Iylari population occupies this land 
  and are mostly Erlini with a few Linaeri. These folk are most un-
  Loari in their behaviour and have integrated fully with the 
  regions inhabitants such that many half bloods exist from unions 
  of these Iylari and local Jameri. 
  Gul ~ This is the capital city of Plasidar and is lead by a 
  merchant council that has an impressive fleet. A dangerous and 
  yet exciting integrated small city it is full of a dizzying array of 
  different cultures and a diverse collection of lifestyles. The trade 
  in the region flows through this city and many merchants start or 
  finish their journeys here. 
  Sidar ~ A dark and strange place, this small village is dwarfed by 
  the thin black tower at its centre. A dense twisted wood that is 
  completely fenced off and protected by magical defences so that 
  none may enter surrounds the tower. Merely gazing upon it 
  brings headaches and pangs of irrational fear. Some have even 
  said that spirits from within the twisted dark bows of the sickly 
  trees have threatened them and even appeared before them when 
  venturing too close. Pale-faced Erlini who refuse to leave occupy 
  the village, they avoid conversation and never elaborate on why 
  they choose to remain here. They trade extensively with Gul for 
  food and materials, as all perishables seem to rot quicker in the 
  area surrounding the tower. The Erlini are very cautious and 
  protective of the tower and its surrounds and always ensure 
  visitors are accompanied at all times. 
  Ormian Island ~ The island home of the Nomikos Library is 
  dotted with tiny thorps that serve to produce the food and 
  requirements of the scholars of this vast complex. It is also home 
  to many manors and towers that belong to wizards and their ilk 
  who frequent the library and find it easier to have their own lands 
  rather than stay in one of the many (but expensive) hotels that are 
  available. 
  Nomikos ~ The library is enormous and open to all. Strict 
  defences including wizards, clerics of Ectoraige and the feared 
  Changramai ward this elaborate city-library. The library’s 
  surrounds are large enough to encompass an entire large town. It 
  is a sprawling building of white marble and open vistas. All 
  manner of intelligent and gentle creatures may be found here. 
  The library scribes have strong links to Arion, Qui’el and 
  Gryphon College. A council of scribes known as the Loremasters 
  leads the library and they have the undisputed rulership of this 
  island. The rules and regulations of the library are as follows. 
  • 
  No evil may enter the halls. 
  • 
  Respect the library and its staff 
  • 
  Use the knowledge for evil not 
  • 
  Donation of 1gp per day is required 
  • 
  If threatened, all guests will defend the library and its 
  servants as they will defend you 
  • 
  Obey the Changramai, scribes and Loremasters in any 
  matter while on the island 
  The Temple of High Winds ~ This simple series of halls is 
  located on the shores of the coast south of Fulcrumia. A clay 
  brick road that the monks maintain joins it to the city of 
  Fulcrumia. The monks can be seen running along its paths as part 
  of their endurance training while practicing their art alone or in 
  groups on the sandy beaches and rocky hills of the area. The 
  monastery is always open to those in need and protects the many 
  locals who in turn supply their food and necessities. 
  Economics: The ancient coinage of Meluria is a flat coin much 
  the same as that of Rhakhaan and U’Lyshak but it has fallen 
  from grace and is used mainly in internal exchanges. Its value is 
  
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  greatly impaired due to the lack of security and structure inside 
  Meluria. The naming is very simple with plates (1cp), silvers 
  (1sp), steels (1gp) and suns (1pp) being the most common used. 
  The plates and silvers are almost pure metals and can be 
  exchanged for a fair rate, but the suns and steels are alloys with 
  minimal gold and silver content and their worth, along with the 
  state of the land of Meluria has fallen greatly. 
  Politics: The lands of Meluria are a state of anarchy, rival quasi-
  noble lordlings battle with brigands, pirates, scavengers, villagers 
  and mercenaries. There is no peace in the land of Meluria and 
  travel through this realm is dangerous at best. Ormian Island 
  with the vast city-library of Nomikos is ruled by a council of 
  sages – elected by their peers for their experience, wisdom, 
  understanding and most of all, passion for knowledge. Also on 
  this island is the Changramai monastery where the guardians of 
  the library are trained. Entry into this elite order is gained by 
  defeating a 1st year (1st level) changramai student in combat. 
  Duke Arivar Vonbryne otherwise known as Duke Halfblood 
  rules the isle of Plasidar. He is a half-Iylari merchant-noble 
  whose family established themselves as the premiere merchant 
  house in the region. They are considered a royal family by the 
  people of Plasidar and its use carries great weight in this area. 
  Special: The land of Aranmor is considered haunted and no 
  known map or details of the land is known to exist. Plasidar is a 
  bustling trade city and does excellent business from the traders 
  from Emer to the south as it acts as a depot for goods to be stored 
  before their passage to the Jamian mainland. It is a sheltered bay 
  and its generous harbour has aided its reputation as the second 
  greatest harbour in Jaiman, after Lethys. 
   
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  This is a harsh and desolate wasteland desert that sits 
  between the blue forest to the north and the lush lands of 
  Rhakhaan to the south. At the wastes’ centre is a glassy plain 
  completely devoid of life that is at least a 100miles across. Those 
  who enter it die of a strange wasting sickness. In the mountains 
  to the north live the Mariel tribesman, wild and free spirited 
  people of small stature but endless energy and exuberance. To 
  live with the Mariel tribes is a breathtaking and exhausting 
  experience. They are friendly, forthright and honest (but the fact 
  that some of the finest thieves in Jaiman are of Mariel blood begs 
  this friendly nature to be questioned). They live on the open 
  plains in tents that are carried by their ponies and erected every 
  night. They seldom stay in one place for more than a month and 
  use several old cities of the ancient Zor empire that have semi-
  repaired houses that are used as safe homes by various Marial 
  tribes. 
  Climate: Cold in the north with plains and some mountains to 
  the north, east and west. The southern part is temperate and the 
  west edge along the lake is slightly warmer. 
  Demographics: Almost entirely wandering bands of Mariel 
  tribesmen of thorp or hamlet size. 
  Tharzor ~ This ancient city is on the shores of the great lake 
  Ainkald. It is a ruinous, decaying city; the highlight of which is a 
  permanent festival of the Mariel. At any one time at least a dozen 
  families will be here swapping food, stories, supplies and 
  organising marriages. To the Mariel this is a holy place and all 
  marriages and ceremonies must be conducted here. It is said to 
  have an everlasting spring of water that gives vitality and vigour 
  to even the sickest of drinkers. This has never been verified and 
  the Mariel jest at any claim that this fictitious font exists. 
  Economics: The Mariel people use any coins they can get their 
  hands on. They swap gems, jewellery, baubles and almost 
  anything else that looks good. Two Mariel trading will establish 
  the relative worth of the items and coins being used and then 
  trade. The coins of other realms are rarely used for their correct 
  worth but rather the value that the two Mariel barterers agree on. 
  A strong word of warning to visitors is to be wary of any trade 
  with a tribesman. Their idea of a fair deal and strict ownership of 
  goods and property is questionable at best. 
  Politics: Tribal structures where the strongest and wisest lead. 
  Any tribal member may challenge the tribal chief for leadership 
  but the challenge must first be accepted by the Circle of Wisdom 
  (the advisors for the chief). This Circle is the true leadership of 
  the tribe and the chief essentially the figurehead. The circle will 
  lay down the rules of the challenge (every time is different) and 
  the confrontation must take place at the holy city of Tharzor. 
  Special: Some brave individuals who have returned from the 
  centre of the glassy plain have talked of an ancient city, alien in 
  its beauty and full of flameless and heatless lights. They 
  invariably die of a wasting disease or become insane. The 
  scholars of Nomikos and the wizards of Arion may know more 
  but they are not forthcoming with such information. 
   
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  This once fertile land nurtured the great Wyvern 
  Dynasty into glory several generations ago. Since then it has 
  disintegrated into fragmented domains where petty warlords and 
  fallen knights battle for parcels of unclaimed land. These armies 
  are made up from the incredible array of mercenaries that operate 
  in the area as well as the many standing armies of some small 
  fiefdoms. The soldiers of this land are equipped with a strange 
  mix of armours and weapons. Some soldiers wielding ancient 
  great swords embossed with forgotten family crests clad in noble 
  plate armours ride alongside grizzled veterans in Y’kin banded 
  mail and wielding rust-smeared falchions. Local lore says that 
  you can dig anywhere in Saralis and find bones and weapons 
  close to the surface. 
  Climate: The northern reach of Saralis is considered temperate 
  while the southern portion is hot and dry. 
  Demographics: A huge array of fortified castles, villages and 
  warbands in temporary housing occupy this realm. Each warlord 
  is very territorial and will defend their land with great 
  enthusiasm. The horses and soldiers of this realm are well 
  experienced and they make up the bulk of the mercenaries in the 
  other lands of Jaiman. Most of these bands and crumbling keeps 
  have the population of hamlets or villages but some larger towns 
  exist. 
  Shiran ~ A large city that is well defended by the guards and 
  motley knights of the Minor House Vance. The many spies and 
  
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  knights that occupy its population, walls, policing body and 
  surrounding plains, ensure its rulership over the city. It is a 
  suspicious place where strangers are treated with respect but also 
  suspicion, it is difficult to deal with the locals without the ruling 
  body finding out, such is the breadth of their spy network. Many 
  underground organizations are trying to overthrow the feudal 
  state that the family maintains but the enormous wealth they 
  possess ensures the status quo. The Runiir of Clan Grelk’Rathan 
  to the north have many trading interests here and although it is 
  known they do not approve of the current political state of Shiran 
  they also are in need of the materials and produce that Shiran 
  provides them. 
  Kreaen ~ This mixed small city sits on the shores of Lake Karish 
  and is home to many merchants and brigands. It is a stopover of 
  safety for the many and varied peoples of this war ravaged land. 
  The leaders of this town have never taken sides or taken part in 
  the battles that have sometimes raged outside its walls. Its 
  position as the main port for the lands to the east across the lake 
  and from the northern lakeside settlements has given it the ability 
  to control the flow of food and equipment into the region. Any 
  group or person who takes up arms against Kreaen directly or 
  indirectly soon finds themselves without a stable supply of life’s 
  necessities. The two noble houses of the town; Tyrell and Garlan 
  have a unified militia that is well armed and trained. These 
  guards patrol the town itself and surrounding roads. They are 
  fair, honest and just and are one of the few surviving groups of 
  honour in this region and if their actions are an indication of the 
  intent of their leaders, then the area may well have a bastion of 
  honour in this war torn region for years to come. 
  Saral ~ This realm has been taken over by Damos Huroth Alizon 
  III; a self styled noble, perhaps a bastard son of house Tarley if 
  the rumours be true. Whatever his linage, his skills of leadership 
  and tactics are second to none in the region. He has crushed 
  every enemy in the southern part of the realm and installed a new 
  and fragile peace; this would a cause for celebration if Damos III 
  were not such a pompous, self-important warmonger. The only 
  reason he has stopped his assault on the north is because the 
  financial backing he was receiving from the Norek merchant 
  princes has been exhausted and he is not able to loan any more 
  gold. He is therefore currently consolidating his presence in the 
  south and taxing the local population heavily to repay the 
  massive sum he already owes the merchant houses of Norek. His 
  guards and ‘knights’ (bandits) travel the realm and procure any 
  gold they can without incurring too much attention from the 
  locals. Damos’ instructions are clear and that is to reap the 
  produce of the land, not to rape the land. He is a proud Saralin 
  and actually does think of the peoples well being, only if they 
  agree to serve him and follow his orders. 
  Turak ~ This is the ancient capital of Saralis, a huge sprawling 
  castle on the shores of the eastern lake its moat is long dry and its 
  walls and gates lay broken. It is inhabited only by the ghosts of 
  the dead and is avoided by all in the area because of the many 
  claimed hauntings and horrors that inhabit the dread ruins. 
  Ank’Vor ~ The new capital of Saralis, this once small town has 
  now swollen to the size of a small city and is still growing. The 
  Saralins are fleeing to this city for the relative security it offers. 
  Work is readily available and all manner of tradesmen and 
  craftsmen are in dire need. Damos III rules with an iron fist here 
  and thus the law is well obeyed. All churches of the Faith have 
  been removed and replaced by great cathedrals of the New 
  Religion of which Damos III is an avid follower. The Iron Band 
  of Kloor keeps the peace here and many of Damos’ troops and 
  militia are also knights and sworn warriors of the New Religion. 
  The city is mostly temporary housing at present but is quickly 
  taking shape as an impressive and well-designed city. The docks 
  are well dredged and heavily fortified and trade is currently 
  brisk. Damos III is offering good prices for the materials he 
  desires and none have complained of the agreements and 
  treatments they have received. 
  The Temple of Falling Stone ~ This very hard and direct form of 
  unarmed combat has its home in the mountains of north Saralis. 
  The Saral March mountain range hides their academy complex 
  from view and their training techniques are somewhat of a 
  mystery. The roads leading to their home are well signed and 
  strangers are advised to take a differing route. As can be 
  expected the roads are well guarded by both the Runiir of Clan 
  Grelk’Rathan and monks of the academy since they share 
  common land, training and materials. These monks man the 
  tunnels and paths that lead to Xa’Ar aside the Runiir and they 
  share many of the dour and gruff peoples mannerisms, lifestyle 
  and sense of humour. Most monks learn Un’Toman as part of 
  their training due to the exposure of the Runiir people. 
  Economics: The coins of Saralis are still in use in this realm and 
  are embossed with a wyvern on both sides. The penny is a brass 
  coin worth 1cp, the dragon is a silver alloy worth 15cp, the ducat 
  is a gold alloy worth 20 dragons or 3 gp, and the star is a purer 
  form of gold worth 5 crowns or 15gp. They are a smallish coin 
  and quite light. The alloys used in the creation of such coins is 
  now unknown and makes their value quite stable even with the 
  current turmoil of this realm. 
  Politics: Vying warlords, dictators, mercenaries and feudal states 
  led by self-appointed nobles. 
  Special: A dangerous land devoid of the peace and prosperity 
  seen by some of their neighbours. Most people of this realm have 
  experienced war and loss as a normal part of living and a gloom 
  of fear hangs over most villages that are encountered in this sorry 
  war ravaged land. The initial reaction of people of this realm to 
  strangers is invariably wary. The sparse woods on the edge of the 
  Saral March mountain range are the source of the famed dark 
  wood with which weapons and other wood products of great 
  durability are made. 
   
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  This land was once a thriving civilisation that outshone 
  even the mighty Wyvern Dynasty of Saralis. In a very different 
  manner it has fallen and become a dark place full of hatred and 
  evil. At the height of the empire the then King Breven Hallsek III 
  appointed a new advisor after his trusted but old uncle had died. 
  This advisor is blamed for corrupting the king and surrounding 
  him with dark and perverse pleasures. The king’s decline into 
  depravity was long and carefully planned over a 40-year period, 
  but by the end, the king was practicing rape, torture and sacrifice 
  in his own name. The kingdom fell into a vast civil war, the 
  survivors of which were nearly destroyed by an army of the 
  Unlife; lead, or so the tales would tell, by the advisor himself. 
  The land is now a scarred and ruinous place full of haunted keeps 
  and ancient battlegrounds. The Unlife holds a strong grasp here 
  and any people that survive here must have a harrowing 
  existance. There are terrible tales of entire villages of people in 
  this twisted realm that are kept alive to feed the dark 
  requirements of the advisor and his fell army. 
  Climate: Temperate with the two northern isles being cold. It is 
  made up of mostly plains, hills and mountains. 
  Demographics: All manner of goblinoid races although these 
  are sometimes in fear of the Advisor as much as the surviving 
  humans and demihumans are. The people that live here are a 
  tired and beaten people. Ruled by those appointed by the Advisor 
  who is also known as the White Mage, or the Magician. The 
  scholars of Gryphon College believe him to be Lorgalis the 
  White – an Iylari Loar cast out from Urulan for his dark 
  exploration of the Unlife. 
  
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  Aereks ~ Was a vast trading city; now bastion of Unlife and 
  forward mounting area for their attacks to the east. 
  Nemhs ~Ancient capital city of the land, sacked and ruined, no 
  information has been gathered about its state in years. Thought to 
  be the home of the White Mage. 
  Wi’Shokhaan ~ The great lighthouse marks this treacherous point 
  of land, its light still shines and illuminates the hordes of Unlife 
  that swell in its ruined city. The ancient temples of the Faith and 
  the Great Hall of Magic once stood here and innumerable 
  magical treasures may still lie lost amid its fallen stone and 
  crumbling walls. 
  Economics: No coins of Xa’Ar are in 
  common circulation. The state of the 
  internal economy is unknown at present. 
  Their coins are collectors’ items for 
  individuals in Nomikos and Arion Isle. 
  Politics: Under the leadership of The 
  White Mage. 
  Special: A dark place not to be visited 
  lightly. At present the forces seem to be 
  probing the defences of the Runiir to the east while not exploring 
  water travel. Their fear or lack of initiative in moving forces over 
  water has been a source of great speculation for many 
  generations. 
   
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  The Wizards’ Tower sits atop the highest point of this 
  small island. It is home to many of the arcane spell casters of 
  Jaiman and it is here they meet to exchange spells, gossip, 
  knowledge and equipment. Guild membership and access to the 
  island is heavily restricted and enforced by a detachment of 
  Tower wizards and their apprentices. There is a small, integrated 
  town that surrounds the Tower where traders and farmers work 
  to supply many of the Tower’s needs. The Tower’s council 
  approves every person who walks this island and it is probably 
  the safest place on Jamian. Membership is dependant on council 
  acceptance and requires the mage to be of non-evil alignment. 
  Here wizards can train to become Guildmages or Archmages 
  (prestige classes) and have access to some of the rarer spells of 
  Jaiman. Pupils of the Tower wear the white robes of the 
  apprentice, as the progress they gain the pale blue robes of the 
  initiate then the dark blue robes of the fully trained journeyman. 
  If they become 9th level wizards or Guildmages they must wear 
  the black robes of the council and are able to cast votes in 
  decisions that appear before the Tower. Those rare spell casters 
  who become Archmages wear robes of their choice. (But not the 
  robes of any other Archmage – they must be unique). Sorcerers, 
  adepts and bards may not join the Tower; they may come here 
  for use of the library or for training but may never be full 
  members of the Guild. 
  Climate: Hot. 
  Demographics: A simple integrated town made mostly of stone 
  that was magically constructed. 
  Economics: The wizards council uses chits for its internal 
  economics, these are worth cp, sp, gp as normal and are a 
  roughly squared ceramic material. For dealing with outsiders 
  they use the currency of other realms or trade bars. 
  Politics: Magocracy by a council of all mages above 9th level 
  lead by the inner elected council. 
  Special: Every specialist school has representation within the 
  council and these factions lock horns on differing topics. It is this 
  internal struggle that weakens the council’s ability to react 
  quickly and many clandestine responses by the council itself are 
  actually on behalf of only one or two factions. Many differing 
  races can be found on Arion Isle and it acts as a home for many 
  mages and wizards who would otherwise not be welcome in their 
  own lands. One of the jobs the Tower does is search in all 
  various cultures for potential wizards and recruit them for the 
  Tower. Many cultures in parts of Jaiman have festivals for this 
  event and in others people have been known to just disappear 
  overnight. Either way the major priority of the guild is to offer 
  guidance to potential wizards and teach them the precepts of the 
  Tower as well as the art of wizardry. The sworn oath a member 
  of the Tower is; 
  “To harm not an innocent, to share my knowledge, to 
  crave not power but wield my gifts with humility and wisdom for 
  the better of the Tower, the land and its people.” 
   
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  This land was once the third great empire, its cities, 
  knights and noble houses were as mighty as any found in 
  Rhakhaan or U’Lyshak. Its crops and produce were some of the 
  finest in Jaiman; even the Red Hills are named for the red wine it 
  once produced. It fell into chaos and darkness when the armies of 
  the Unlife revealed themselves under the leadership of three 
  Priests Aarnak. This triad of clerics with their force of 
  deathknights slew the defenders and knights of Ly’Aran and took 
  the realm as their own. The land has slid slowly into a state of 
  abandonment as the Unlife pursued its dark goal of ridding the 
  realm of all life. It would seem their goal has been reached and at 
  present they seem to be waiting, building their forces before 
  testing the might of the U’Lyshak to the east. 
  Climate: Temperate with mainly hills and plains. 
  Demographics: Unknown. 
  Economics: None. 
  Politics: It is suspected to be under the leadership of the Dark 
  Council – 3 powerful Priests Aarnak. 
  Special: A land to be avoided, it is dotted with ancient cities and 
  ruined villages. The sounds of nature are absent here, as any 
  surviving life has adapted for a secluded, fearful existence. The 
  only movement on this scarred landscape are the ever-present 
  patrols of Unlife as they scour the land for the scarce few 
  survivors to present to their dark masters. 
   
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  This desolate island was never widely inhabited, barren 
  and unremarkable except for a single mountain upon which sits 
  an enormous tower. This tower is a remnant of a bygone era and 
  none in living or recorded history has entered it. It is said that the 
  tower was created to control a powerful gate to the lower planes; 
  it may be that the three dark masters that caused the downfall of 
  
  �
  Ly’Aran penetrated the tower and claimed that secret as their 
  own. It may alternately be that the three were taken by the power 
  of the tower and are acting under its influence. Whatever the 
  truth may be the seas around this island boil and crash to prevent 
  any vessel landing and terrible creatures lurk beneath the waves 
  and upon its shores with like intent. 
  Climate: Temperate with calm seas that can turn into a ferocious 
  maelstrom with little warning. The island is mainly made up of 
  plains becoming hills and a single mountain 
  Demographics: Unknown. 
  Economics: None. 
  Politics: Unknown. 
  Special: The Sages of Nomikos and the Council of Arion have 
  an outstanding bounty for information and proof of anyone 
  landing on this island and entering the tower. They however 
  seem unwilling to take the task themselves which should serve as 
  ample warning as to the danger of the task. 
   
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  The great kingdom of U’Lyshak is under the rule of the 
  High Priest Yaarth a high-ranking priest of Trialos. He has 
  assumed regency since the young prince Kier Ianis disappeared 
  several years ago and the remainder of his family refused to take 
  the throne in his absence. Under the rulership of the Priest the 
  region has become more militant with heavily armed church 
  knights patrolling the roads becoming a frequent sight. Outlaws 
  preying on the weak have become more and more brutal and 
  callous since punishments for petty crimes have become harsher 
  and harsher. There are rumours of a civil war about to break out 
  and may change the face of this ancient kingdom forever. It is a 
  noble land with rich fertile fields and vast farming districts. 
  Dotted across the land are castles and keeps belonging to the 
  various noble families of the region, these families have a strong 
  influence over the local politics and some ancient laws are still in 
  place that other realms have since removed, as they are 
  considered archaic. The major law still in place is the right to 
  bear arms; only those of noble birth, or of knighthood may wear 
  half and full plate armours and bear weapons designed purely for 
  warfare. When doing so they must bear their family crest proudly 
  and unhindered on a tabard, shield or flag. The sight and sounds 
  of noble tourneys and games are commonplace in this land as are 
  the grumblings of the poor and downtrodden (as there is in any 
  feudal state). 
  Climate: Hot with much of the land being very fertile plains 
  with some mountains to the northwest. The great Remiriath 
  Forest lies to the south. 
  Demographics: An ancient land with a strong history where 
  humans control most of the power due to their noble lineage and 
  demihumans are still considered foreign and somewhat separate 
  to the nation. The Jameri here are a terribly xenophobic people, 
  if not obviously then subtly and it is a hard land for demihumans 
  to become accepted or successful. 
  Helyssa 
   
  Cynar ~ This large isolated city is the capital of U’Lyshak and 
  is currently in turmoil after the disappearance of the ruling 
  prince. The High Priest Yaarth, ruling in his absence, is changing 
  many ancient laws and has appointed the lands official faith to be 
  that of the New Religion while all but banning the worship of the 
  Pantheon of the Faith. The nobles of houses Vyman and Ryger 
  have readily accepted this shift and are allied with the High 
  Priest. While the house Ianis and their cousins the Tullys along 
  with their allies the Blackwoods oppose the priest’s rule. The 
  commoners still cling to the Faith while the priest’s inquisitors 
  attempt to ferret out underground churches and find the Faiths’ 
  priests. The city itself is an enormous port with a brisk economy 
  and a respectable fleet. Many a person goes missing in the city at 
  present and it is not a safe place to be open about ones beliefs. 
  Aram 
   
  T’Lek ~ This small isolated city is surrounded by thorps and 
  hamlets, however it is a land in civil war. The city is home to 
  enormous cathedrals of the Faith and is populated by many high 
  ranking followers of the Pantheon in the various seminaries and 
  training camps within the city. Meanwhile outside the city walls 
  the knights of Melcolm battle the followers of house Eagan and 
  the common people suffer unheard. While Eagan supports the 
  New Religion and has strong ties to both Saral to the north and 
  the High Priest Yaarth in Cynar to the south, house Melcolm 
  proudly follows the Faith and openly condemns the High Priest 
  of murdering the young Prince Kier. This land is torn by war and 
  while the Priest cannot undo the edict of the missing prince to 
  declare house Eagan a Black House, he can offer military and 
  logistical support. Many members of the Iron Band of Kloor 
  have been seen fighting in Eagan colours and while Melcolm has 
  many priests and knights from the city of T’lek, which they hold, 
  they may be facing too great an enemy. 
   
  The Temple of Flowing Water ~ The monks have not taken 
  sides in the conflict between the two houses and have refused 
  approaches by both parties. Recently Iron Band troops have 
  clashed with some monks near their training halls and the 
  Temple has declared itself isolated and removed any chance of 
  negotiation with either party. 
  Vorn 
   
  Vorn City ~ Lord Boshkar of house Westerling rules this 
  district. He is a practical man from a proud and simple land and 
  is building troops to both protect his district and claim any land 
  that becomes forfeit. This strong house and their cousins the 
  Redforts have amassed an enormous treasury with which they 
  have supplied their troops well. The knights are well disciplined 
  and well trained and are preparing for war. Boshkar is not a 
  religious man, being far to pragmatic and the long standing 
  jealousy they have had for the ocean-borne wealth of Cynar has 
  seeded their intent to take by any means possible the wealth and 
  land they crave, in Cynar’s current weakened state. Vorn is a 
  small isolated city occupied by many keeps and fortified halls. It 
  is well defended and well supplied from its isolated fields and 
  farms to the north. Its people are well treated but stand no chance 
  of rising to a greater station and this land represents well the 
  disparity of the have and have-nots in the feudal system. 
  Sensche 
   
  Kysar ~ The mixed small city of Kysar is the exception of 
  U’Lyshak where Iylari, Runiir and Jameri mingle in crowded 
  streets. The ruling house Hoat and their cousins the Presters have 
  instituted many changes in their land allowing more flexible laws 
  of trade and ownership and several large merchant houses are 
  already making their way into other districts. They have lessened 
  taxes and promoted education in the land. Their knights are 
  noble and true and battle any injustice proudly and willingly. The 
  ties they share with their Iylari neighbours of Remiriath forest 
  are growing stronger each day and the region has a very bright 
  future if this continues. Kysar is seen as a weak state and easy 
  pickings by their neighbours and are treated with disdain by the 
  noble houses in Vorn. 
   
  Remiriath Forest ~ This vast forest kingdom is home to the 
  largest group of Erlini outside of Urulan. They have vast forested 
  lands under their control and allow no trespassers. Wards and 
  warders guard the forest’s many paths and strangers are quickly 
  dealt with. None may enter their realm without permission. It is 
  rumoured that a great ruined city of an ancient era lies at the 
  centre of this great forest but all attempts to access it have been 
  declined politely and forcibly by the locals. It is known that 
  many visitors from Arion and Nomikos travel through Sensche 
  
  �
  under the escort of the knights of the realm and are passed on to 
  the care of the warders for passage into the dark forest. The links 
  between Sensche and Remiriath have grown much stronger 
  recently and many Erlini are now seen in the humans’ lands. 
   
  Norek ~ This started as a trading town for the Iylari of 
  Remiriath but quickly grew into a sprawling integrated small 
  city. Its trading fleets and merchant houses are some of the 
  largest in the region, while its fleets trade regularly with Plasidar 
  and Lethys. The city is known as the Twins since it is actually 
  two separate large towns; the original to the east is enclosed in 
  the boughs of the forest and houses the Iylari interests of this 
  place. Originally the xenophobic Erlini would allow no visitors 
  to sleep on their soil and made them camp on the other side of 
  the rivers mouth. Over time more permanent structures were 
  built as trade increased and the Erlini relaxed their laws. 
  Eventually bridges were built and open trade encouraged. The 
  ancient laws are still in place and no visitors after sundown are 
  allowed onto Erlini soil and no inns or the like cater for strangers 
  on the eastern side of the city. The two differing architectures of 
  the city make it renown in the lands and people travel vast 
  distance just to see the enormous bridges of Norek. 
  Economics: The coins of this realm are some of the most 
  widespread and used in all of Jaiman. They have not changed in 
  many generations and to this day are still being minted. They are 
  the brass bit (1cp), the copper penny (1sp) the silver mark (1gp) 
  the gold florin (5sp) the gold crown (1gp) and the white star 
  (1pp). They are all rounded coins, with the symbol of the royal 
  house (a chrysanthemum) and the reverse shows a star filled sky. 
  Politics: Feudal system with a royal line and noble houses. 
  Special: A land of plenty and yet want, it produces vast amounts 
  of crops and spices with which it trades for base metals and other 
  goods. Its strength lies in the vast infrastructure it has developed 
  over the many generations it has existed, but still clings to a rigid 
  feudal system under the control of the noble houses. The White 
  Brotherhood who protect the Silver Crown are desperately 
  searching for their prince while the Priest Regent has charged 
  them with this duty, in their place he has instated his own 
  Templars to take on all tasks that the White Guard once had. 
   
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  A vast and wondrous land full of noble houses, vast 
  castles, knights clad in the finest of armours and a mighty road 
  system that allows quick and safe transit almost anywhere in the 
  realm. A complex system of markers gives distances to major 
  cities and regularly spaced inns and way houses offer safe refuge 
  for travellers caught between towns and villages. These inns are 
  spaced so as to cater for one days normal journey by wagon on 
  busy roads and every three days on the quieter paths. The inns 
  are home to a detachment of road wardens, who based from that 
  inn, guard the road and scout for any trouble. They are regularly 
  moved between inns and are paid a base salary and an incentive 
  proportional to the decrease in banditry in their region of 
  roadway. This system works extremely well and every coin spent 
  in these inns is taxed at an extra 10% being the road levy, which 
  goes to paying the guards and road maintenance crews, which 
  are made up of the convicts of the realm. The noble houses are 
  vying for political power and constant wars occur; these wars are 
  not fought openly but with poison, manipulation, spies and 
  prestige being the main forces. The noble knights vie for power 
  and recognition in tourneys and other like competition; only 
  rarely do they come to blows meant to draw true blood. This 
  however would seem almost unavoidable since the Emperor 
  Jerrin Arej Malvion Faslurin VII is under threat from the north in 
  the form of Frelik of Minon; a bastard son of Minster if rumours 
  are true, who has taken the land of Minon as his own and now 
  wars openly with its southern neighbour Kaytha. His army of 
  Saralin mercenaries are slowly taking the lands of Kaytha while 
  he forces the Emperor to consider sending imperial troops to 
  confront him directly and risk open civil war. It is unknown from 
  whence the usurper gained his gold to fund this war but his 
  resources seem near limitless. He has strong alliances with the 
  New Religion and priests of Trialos hold masses for his troops 
  before major battles. The Iron Band has strong elements within 
  his army and many of his captains are warpriests or templars of 
  the chaos god Lutann. 
  Climate: Temperate to the north and south with the middle strip 
  of land including Prevan, Haalkataine, Lathornia and west 
  Lethys being hot and humid. The land is made up of mainly 
  plains with some forests at the foot of the great range of The 
  Grey Mountains, which provides the eastern border to this 
  enormous state. 
  Demographics: As mentioned above many way houses and inns 
  exist on the major roads. A vast and complicated network of 
  well-maintained roadways covers the entire land and these roads 
  continue far from the lands into neighbouring territories. Well-
  defended border towers manned by the feared border guard 
  protect and defend the lands from incursions from militant 
  neighbours. 
  Minon ~ A relatively poor nation by Rhakhaan standards, it is 
  mainly farmland and vast flocks of cattle and sheep. It main 
  produce is fine cheeses of all varieties and preserved meats. The 
  house Minster is a poor family despite its long heritage. Their 
  belief is true to the Faith however and its ruling household is in 
  hiding as Frelik has taken this land with little opposition. For the 
  common person life has been undisturbed even though war 
  technically exists in their land. The noble knights and their 
  charges of house Minster are in hiding and sought by guards and 
  seekers of Frelik. Against the power of the New Religions priests 
  and Templars it is suspected that these nobles will not evade 
  them for long and may be heading for Gryphon College. The 
  large mixed town of Minon is home to many differing races and 
  trade barges travel between them and Kaytha regularly. Some 
  produce here is taken to Arion isle, but most is sold in local 
  markets for regional use. The Minsters’ keep and stables occupy 
  the highest local hill, at the edge of the town. It is poorly 
  defended since this has been a peaceful place for so long and is 
  currently being renovated with heavy fortifications by the forces 
  of Frelik. How the locals respond to the introduction of the New 
  Religion has yet to be seen, but is expected to be negative if 
  Frelik openly damages the Faith’s churches or persecutes its well 
  established followers. 
  
  �
  Gryphon College ~ this is the home of the Magicians Guild of 
  Toran and it also houses many clerics and templars of the Faith 
  who come from outer districts to worship at the enormous 
  cathedral here. The College wars openly with the Unlife and the 
  Religion and bases itself on a steep mountain surrounded by vast 
  farmlands. The locals aid and supply the Collegians for their 
  protection and the sight of formations of gryphons and riders 
  over the land tends to discourage any wrongdoing. How this 
  place will fare with Frelik’s advancing army is of great interest 
  to many on Jaiman. 
  Kaytha ~ This large mixed city sits on the banks of the Lake of 
  Mists and is a busy trading centre. Its fish products are 
  distributed inland and its cuisine is well known throughout 
  Rhakhaan. Minor house Greatjoy’s castle sits just south of 
  Kaytha, across the river. It is heavily defended and its knights are 
  well armed and disciplined. The castle itself overlooks the town 
  and the Greatjoys are well thought of in the region. Their knights 
  are noble and true. It is a bright town full of music and song, its 
  inns and food stalls have friendly competition to create the finest 
  foods and dishes in Kaytha, and they proudly compete in the 
  yearly food and brewing festival that draws many visitors from 
  distant lands. 
  Calthos ~ Is a small mixed city that sits in a river fork and is 
  overshadowed by the Grey Mountains. Its location is due to the 
  rich minerals to be found in the mountains to the east of the city. 
  Its entire economy is based on mining, smeltering and producing 
  fine metal goods. Their arms and armour are the finest in 
  Rhakhaan and many master smiths travel to learn, compare and 
  sell their craft and wares here. It is a great honour for a knight to 
  bear a weapon of Calthosian Steel. It is an ancient city full of 
  tradition and pride and the Houses Rosehall and Serret have 
  enormous interests in the local metal industry and are fearful of 
  the impact that the coming civil war will have upon their 
  economy. Trading houses have enormous warehouses here in 
  which they store materials prior to transporting them across 
  Rhakhaan. As can be imagined these are heavily defended and 
  finding work as caravan guards is a common trade for the 
  youngsters of the area to pursue. These applicants are then 
  trained and equipped by the merchant house, which also sees to 
  their accommodation and protection. This is to instil a feeling of 
  family and loyalty in the guards and they are fiercely protective 
  of their respective trading houses. The Calthos Merchant Guards 
  are a mercenary company that only hires out as caravan guards 
  and operates across Rhakhaan, they are well known for their 
  loyalty and honesty. 
  Prevan ~ The mighty state of Prevan separated from Haalkataine 
  almost eight generations ago. At the time House Avanir was 
  rewarded this prized land for saving the then child Emperor from 
  an assassination attempt. Since then relations between the two 
  regions has been strong and the Imperial Troops and Phoenix 
  Guard use the borderland of this area as training grounds and 
  drill yards. The Houses Avanir and Chayle both have extensive 
  family involvement in both of these military groups and make it 
  a matter of pride to ensure close political and military 
  involvement between the two regions remains strong. Prevan city 
  is a small mixed city that has a mixture of farming, mining and 
  production facilities. Its areas of interest are very broad and what 
  they cannot produce themselves can easily be obtained from their 
  neighbours. The city is relatively new and is carefully planned 
  with the noble Houses manors and keeps occupying the upper 
  tiers of the city since it is partially built on the mountain base. 
  The defence of the city is very sound and well manned by 
  detachments of local and Imperial troops. 
  Lathornia ~ House Yronwood has kept this land under its control 
  for many generations. It is an old fashioned state where the 
  commoners are vastly poorer than the nobles and the disparity 
  between the two is very obvious. The changes installed by 
  Emperor Jerrin VII have been undermined in this area as the 
  local Houses oppose his Imperial will openly. The restructuring 
  of the political system here is proceeding very slowly and the 
  Houses make no secret of their disdain for dismantling their 
  power base, which they see as an attack on their noble heritage. 
  The noble Houses have their homes and keeps across the plains 
  of Lathornia. None of them are near Baytown itself, which is 
  probably why Baytown has had the freedom to develop into what 
  it is today. 
  Baytown ~ This is otherwise known as Freetown, where any may 
  walk the streets safe in the knowledge that you will not be judged 
  by your birth, no special benefits exist to only those of higher 
  birth and the quality of goods and services you receive will be 
  equal to all. This small mixed city is home to many escaped serfs 
  and bonded labourers not happy with the lot given to them under 
  the hand of the Lathornian Noble Houses. Nobles and their 
  servants often receive worse treatment here than the commoner 
  and it is not a place to show noble etiquette or education. 
  Thievery is rife in Baytown and it the base for numerous bands 
  of brigands who make their living on the land or bay, feeding off 
  richer targets than they.  Baytown is also well placed as a port to 
  transport goods and passengers for the northern states of this 
  realm; as such it is the home for several well provisioned 
  merchant houses. Most of these houses are actually owned in 
  part by the noble houses of the land but this is a very well kept 
  secret. 
  Haalkataine ~ The Imperial Capital and home to the Emperor is 
  a thriving mixed large city. Its stark, grey stonewalls and 
  buildings, as well as the grim weather, give it a foreboding and 
  grim presence. It is protected from the east by the spine of the 
  Grey Mountains and to the west by its mighty walls and complex 
  defensive trenches. It is a city that has grown from a childhood 
  of war and its design is always function ahead of aesthetic. The 
  Imperial palace is the largest single construction in the city and 
  occupies an entire central block; it is adjoining the Cathedral of 
  Hope ~ the major temple of the Faith and also the barracks of the 
  Imperial Phoenix Guard. The major Houses have keeps and 
  castles atop the mountain range and are connected by winding 
  roads and gate towers. A constant state of political war exists 
  between these Houses and the Imperial Capital is the most 
  dangerous place for those of noble birth who fall from grace. 
  Assassins and rumourmongers find good employ in this dark, 
  foreboding and politically volatile city. 
  Tubern ~ Great House Fowler has held this land for many 
  generations. Their ancestral keep sits in the centre of a sprawling 
  mixed large town that takes up a great deal of space for its 
  population due to the many plantations and vineyards that have 
  been slowly absorbed by the city proper over time. Its 
  knighthood is small and less formal than those of most other 
  regions. This neighbour of Haalkataine takes little joy in the 
  political games of the capital. Many major Houses have interests 
  in the crops of this region and also keep manor houses for 
  holidays and trips abroad. Its countryside is unblemished by war 
  and it sees somewhat better weather than the capital. The main 
  purpose of this area is to supply delicacies for the capital since 
  the weather of Haalkaaine is unsuitable for many of the fine 
  foods and pipeweeds they crave so much. It is suspected that 
  many of the illicit drugs in wide use in Haalkataine originate 
  from the lesser-known parts of Tubern. 
  Noros ~ Known for generations as the war front of Rhakhaan, 
  here young aspiring squires, knights on penance and troops who 
  have erred in their duty are sent to man the watch towers that 
  ensure safety from the Y’kin incursions. The watchtowers are 
  well fortified and supplied from the interior states. With so many 
  disgraced nobles making their temporary homes here and most 
  
  �
  bringing with them several wagons of ‘necessities’ upon their 
  semi banishment from ‘civilisation’ the lifestyle they live is far 
  from frugal. The men who man these towers and ride between 
  them are a motley group with nobles sitting beside common 
  soldier, they are all equal in theory, but depending on the 
  strength and character of the officer in charge some nobles have 
  reasserted their authority and claimed semi-control of squads of 
  soldiers as their own. The small town of Noros is little more than 
  a fortified provision store that has grown over time as the 
  garrisons needs increased, now almost every delicacy and 
  frivolity can be sought and found here due to the vast moneys 
  that the noble outcasts manning the border have at their disposal. 
  It is a rough place where the sword is barred as much as sharp 
  words and those unfamiliar with the ways of soldiering will be at 
  ends with a town that has been completely shaped by that 
  profession. The Great Twin Houses of Theon–Harlow are in 
  charge of this area and their knights are functional and 
  pragmatic, not leant towards flowery words and etiquette but 
  rather the baser side of knighthood ~ combat, resiliency and 
  obedience. 
  Sanaria ~ This is an ancient land that has been held by the 
  Redwyne House for generations. They are one of the oldest 
  families in all of Rhakhaan and have a proud history of marrying 
  many differing noble families of Rhakhaan. The House itself is 
  more academic than militant and few combative knights are 
  produced from this land. This is in part due to the powerful 
  influence that Nomikos has had on the region since the Sanarians 
  supply the island library with an array of basic foodstuffs and 
  inland delicacies; so trade is one of the main incomes for the 
  region. This House also supplies many scholars and scribes to 
  the northern provinces since they are not as ill thought of as the 
  Lethians. Many of the court mages used in Rhakhaan are from 
  the Academy of Magic in Sanaria City; a small integrated city 
  that boasts a myriad of inns and pleasure establishments. Many 
  Rhakhaan nobles travel to Sanaria to delight in the decadent halls 
  of Sanaria since their southern cousins have a different moral 
  code than the uptight northerners. Street vulgarities referring to 
  someone being as ‘common as a Sanarian’ are frequently heard 
  in the north. However many of these young northerner nobles 
  bent on sowing their seeds often find themselves travelling back 
  north with a young Redwyne bride in tow after being cleverly 
  manipulated by the vast network of House employees that exist 
  in this interesting, to say the least, state. 
  Lethys ~ This was once the major trading port for the region of 
  Rhakhaan, now it is the only metropolis sized city in Jaiman. It is 
  a fully integrated place with all manner of races being 
  represented. The Lethians, although being superior in numbers 
  and economic status to Haalkataine, are lead by some very loyal 
  families who have no desire to challenge Imperial power. While 
  their troop numbers are less than the Imperial guard they could 
  easily amass a mercenary army at short notice, but with 
  leadership and direction being provided by the two older Houses 
  Veorth and Sunderly any challenge is unlikely. The other minor 
  Houses that have risen from merchant backgrounds are quite 
  ready to openly defy the Imperial law and frequently teeter on 
  the verge of doing so publicly. At present they restrict 
  themselves to the funding and support of an underground 
  movement whose aim is to separate from Rhakhaan completely 
  and so evade the heavy taxes and tariffs that Haalkataine imposes 
  on all trade that occurs in their protectorate. Already it is 
  increasingly uncommon to see plate clad House knights or 
  Imperial guard in Lethys streets but rather guards and minor 
  nobles clad in merchant colours or wearing the red scarf of the 
  separatist movement. At present with Haalkataine and the older 
  Houses paying more interest to the civil war in the north, this 
  civil unrest has gone unheeded, but how far they can push 
  without a response is cause of much debate in Lethian taverns. 
  Economics: The Rhakhaan coinage is the most common used in 
  the Jaiman and is commonly seen in lands as far as Emer in the 
  south. The current coins are tin adrac (1cp), copper piece (5cp), 
  the silver hope (2sp) the gold talon (1gp), the gold sovereign 
  (5gp) and the platinum lore (5pp). They are all stamped with the 
  phoenix of Rhakhaan on one side and a relief of the Emperor on 
  the other. 
  Politics: Once the power base of Rhakhaan was strictly feudal 
  with the many noble Houses and the powerful Imperial Troops 
  keeping the peace. Now the people on the most are well cared for 
  and many socialist ideals are in place, with state funding for 
  villages to develop better crop systems and with state education 
  for peasants becoming commonplace. It is perhaps the best place 
  to be if one is of low birth but this may be changed if Frelik of 
  Minon rises to power since he is reinstituting the feudal state 
  with vengeance in the lands he has already taken. 
  Special: The wines and brandies of the southern districts are 
  particularly sought after due to their deep and smoky 
  characteristics, while the northerners prefer their dark and malty 
  beers, strong ales and grain sprits. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  The one consistent feature of the many religions of 
  Kulthea is their history. Most theologians agree that there are 
  great similarities between the individual church’s histories as 
  well as those of the New Religion & the Pantheon of the Faith. 
  (This is based on Michael Scott’s ~ Tales of the Bard trilogy. 
  Without a doubt, my favourite novels.) 
   
  ��������������������������
  In the beginning there was the One, the void and the 
  Soul Wind. The One slept while floating through the Void and 
  while he slept, he dreamt. Its dreams were troubled. The One was 
  without presence and beyond comprehension; its dreams were 
  vast and fathomless. Without gender or race the One’s dreams 
  were curious and novel, filled with concepts and images alien 
  and strange. It dreamt of Form, Shape and Substance while 
  dreaming dreams an eternity in length and immeasurable in 
  complexity. 
  The Soul Wind grasped these dreams and scattered them 
  into the void, thus Form, Shape and Substance became real. 
  Still the One slept. The Soul Wind grasped Essence and 
  Identity. Then the greater passions Love and Hate and the myriad 
  of lesser passions and let them bind with the Form, Shape and 
  Substance. Into this seething cauldron of creation a single tear 
  fell from the One and lent it Life. 
  The Soul Wind blew through the darkest recesses of the 
  Ones dreams and nightmares and drew from them long forgotten 
  ideas and concepts. Into Life was given good and evil, law and 
  chaos, knowledge and innocence. 
  The One awoke and was pleased with what it saw. The Void 
  was still vast and empty so the galaxies were created. The suns, 
  planets and moons became home to all the Soul Wind had taken 
  from the One. Life took in its myriad of forms, some painfully 
  grotesque, some utterly beautiful. Some flourished some died. 
  The One soon tired of creation and the attention it required, its 
  vast slumber lured it, so fragments of itself it took and breathed 
  Life upon them. Thus the Great Old Ones; Hanor and Hara were 
  born. The One entrusted the care of Life and the entire 
  multiverse to Hanor and Hara who were infinitely powerful since 
  they were made from shards of the One. Then the One left to 
  sleep and to this day still slumbers. 
  Hanor and Hara guided Life for eons; they created beings of 
  their own, guided evolution, shaped worlds and entire planes. In 
  their effort to broaden Life, they shaped the Inner planes; the 
  Material, Positive, Negative, Faerie, Elemental and Para-
  elemental planes. Around them they formed the Outer planes; the 
  Astral, Shadow, Celestial, Infernal, Abyssal, Limbo, Mechanus, 
  Outlands and the all-invasive Ethereal plane which stretches out 
  to the edge of sanity and reality to become the Far Realms. The 
  variety of Life was infinite but soon they grew bored and the 
  petty requirements of each individual plane was taxing, let alone 
  considering the requirements of individual beings. Thus they 
  worked with the stuff of Life and fragments that the Soul Wind 
  had collected on its travels and shaped the Old Ones. They were 
  great beings, almost as powerful as their creators, but their 
  essence was very different. Since the Soul Wind had collected 
  fragments on its journey, each of the Old Ones had a specific 
  interest or facet inherent to them. There was the difference 
  between them and Hanor and Hara who were made of the One 
  and alien in their Form, Shape and Substance. The Old Ones 
  were representative of the fact that Life had already grown and 
  was definable and unique. 
  The Old Ones in turn created their minions to serve them 
  and oversee Life in its many forms. These were the Faithful. 
  Named for their purpose, which was to monitor and serve the 
  facets of Life that Hanor and Hara had created, to remain faithful 
  to their charges. The Faithful were all shapes and forms, demons 
  to angels, fire to ice. They were given portfolios of interest to 
  which they held the obligation of ministering troubles, 
  imbalances and excess. They were the Gods of the Faith. 
  The Gods of the Faith walked the planets and planes, shaped 
  Life and observed change. In their first ultimate creation they 
  shaped a race based on themselves, equally beautiful and 
  powerful, angelic and demonic, their servitors and playthings, 
  The First Race; the Culai. While their creators gave praise to the 
  Culai, the many failures that their forming of Life had resulted in 
  were cast aside.  These grotesques were banished into the far 
  depths of reality; into the Far Realm, were they remain to this 
  day. The machinations of their twisted minds are made of the 
  insanity of godhood itself. They are the tentacled horrors of star 
  drunk dreams and only mad scholars and esoterics seek their 
  secrets; they are named the Agothu. 
  The Culai spread across the worlds and planes, multiplying 
  and learning. The Old Ones retreated to join Hanor and Hara and 
  the Faithful were left to manage Life themselves. Pleased with 
  the Culai the Faithful dispersed to shape their own home planes. 
  Thus the demiplanes of Ab Absolom, the Silent Wood and the 
  Garden of Life Eternal were made. They dabbled with the ample 
  Life that abounded and created the mortal races, animals, 
  elementals, aberrations, celestials and demons. Of these creations 
  the mortal races were seen to be the most adaptable and versatile 
  and underwent natural evolution of their own resulting in such 
  races as the Iylari, Runiir, goblinoids and man. The Culai were 
  summoned and charged with serving these races as the voice of 
  the Faithful, guiding and teaching the lesser races in order for 
  them to flourish. 
  The Culai, who were slow to breed were few in number 
  compared to the vast hordes of the mortals whose welfare they 
  were charged with, had to separate and each take a race or area 
  as their own. The new races’ demands taxed the Culai who had 
  little patience for creatures as dim witted and young as the 
  mortals and soon became resentful of their task, desiring their 
  freedom once again. Even so, with the Culai to guide them, the 
  mortal races grew to include the mightiest civilisations ever seen. 
  Art, music, religion all flourished and the mortals were 
  overjoyed. Peace reigned between Kobolds and Vorloi, Orcs and 
  Runiir, Iylari and Lugroki and even the Demons and Devils held 
  an uneasy peace, but still the Culai were hateful of their position 
  and task. The Faithful had left the affairs of the lesser creatures 
  to the Culai and were oblivious to their rumblings of discontent. 
  The Culai banded together and introduced a terrible creation of 
  their own to the mortals, War. 
  The First Wars were terrible; the golden age was destroyed 
  as the Culai pitted each race against the other. The mortals 
  unaware of the alliances the Culai had made, served their God 
  Rulers as best they could by forging new weapons and taking 
  them up upon their once beloved neighbours. The mortal races 
  were severely diminished and into this terrible time the Culai 
  revealed themselves in all their glory and power. Taking up 
  weapons forged from Life they slew millions across the planes 
  until the Faithful were forced into awareness by the rents created 
  in Life by the deaths and banded together with the mortal heroes, 
  to battle the Culai. 
  The Final War between the Culai and their creators, the 
  Faithful, was fought at Ab Absolom, part of the Outlands 
  designed to act as a testing ground for new beings defining their 
  powers. It proved perfect for a godly war-plane. The Culai were 
  culled, and their few survivors fled to the darkest recesses of the 
  
  �
  universe. The mortal heroes were slain all save one man, Buiva 
  who was lifted up and made the God of War, Warden of Ab 
  Absolom. 
  Such was the disruption of Life, caused by these wars, that 
  the Old Ones were awoken from their deep slumber.  Once aware 
  they turned their attention to the Faithful. The Culai would never 
  had been able to wreak such evil if the Faithful had been true to 
  their making, thus the Old Ones wove a terrible curse and bound 
  the Faithful with it, driven by their sorrow upon seeing the 
  legions of souls making their journey to the Silent Wood.  
  “Faith lends Substance” they spoke, and thus without 
  worship the Faithful would wither and die; this became known as 
  the Pact of Worship. The gods were forced to actively encourage 
  worship and patronage from their mortal charges, lest they be no 
  more. The Old Ones gave their essence in the shaping of the Pact 
  and were torn asunder by the Soul Wind to the cries of the 
  Faithful, who wept in sorrow and shame. To their horror they 
  realised that they were responsible for the destruction of the 
  brethren and they wept tears of godly guilt and sadness. These 
  tears fell upon the bodies of the dead Old Ones and a terrible 
  thing happened. Where godly Life and godly death met there 
  became the Unlife, the twisted mockery of Life itself animating 
  the bodies of the shattered Old Ones. The Faithful drew back too 
  shocked to strike down the abomination when they had the 
  chance, and while they watched transfixed the Unlife drew itself 
  away and hid from their gaze. 
   
  The Faithful were stunned by two acts of equal 
  enormity. They hunted for the Unlife but to no avail, it had 
  insinuated itself into many peoples and cultures on the mortal 
  planes and could not be rooted out. It was an insidious illness of 
  twisted divinity that the Faithful swore a binding oath together 
  that they would forever hunt and destroy the fell power that 
  represented their greatest failure. One Faithful could not take the 
  oath such was his shame. He instead turned on his siblings with 
  growing resentment, blaming the Old Ones for his binding to his 
  mortal charges. Trialos, greater god of Iylari Nobility left the 
  Faithful with scorn and hatred to form his own belief, known as 
  the New Religion. Trialos immediately summoned evil and 
  spiteful mortal beings with feelings and sentiments like his own 
  and bestowed upon them divine power through the shaping of 
  both Life and Unlife. They became the Trialdone, servants of 
  Trialos; Lord of the New Religion. They made their home in the 
  lower abyssal and infernal planes. Sharing the power of Unlife 
  with any who would learn. Demons, devils and the like quickly 
  succumbed to the power of the Unlife and still bear its taint to 
  this day.  
  The Pantheon of the Faith has grown little since that terrible 
  time; they have nurtured and guided the mortal races with a light 
  but deft touch. They still bear the sorrow of that aching moment 
  of realisation of how much they had hurt Life and released the 
  dark horror of the Unlife. It is a constant memory of the 
  unravelling of the Old Ones, at their failure that gives them 
  tireless devotion to the mortal races. 
  The New Religion has warred, killed, terrified and sacrificed 
  their mortal charges in order to increase their individual power. 
  They practice and teach the terrible secrets of the Unlife to those 
  willing to learn in order gain their worship and increase their 
  own powerbase. Some of these beings in turn generate their own 
  worship and ascend to quasi-godhood. These creatures are 
  doubly cautious since both the Trialdone and the gods and 
  servants of the Pantheon would gladly see them destroyed; one 
  for the power their followers would grant them and the other for 
  their crimes against Life. 
  �������������
  These are the still remembered gods that either gave 
  themselves to the making of the Pact of Worship or were killed 
  in the Final Culai War. Their near-forgotten symbols can be 
  found on ancient monuments and tombs. Occasionally a cult will 
  arise, worshipping one of these ancient powers claiming to have 
  contacted the power, but these never seem to flourish. They are 
  the lost gods of broken temples and civilisations whose legacy is 
  found deep in the deserts of embossed of old coins and stones 
  brought up from deep digging pits and in fishing nets. Some say 
  their bodies; the size of continents hang lifeless in the Astral 
  plane, waiting for enough worship to awaken them so they can 
  ‘live’ once again. Until that day their body-tombs act as land and 
  home for many Astral dwelling creatures. The gods are shown 
  with their portfolio and their demise. 
   
  Maker & User  Early gods of creation [Pact ~ Old Ones] 
  Lady Dannu  
  The prime female deity [Pact ~ Old One] 
  Bor  
   
  The man god [Pact ~ Old One] 
  Osidian   
  Lord of time [Pact ~ Old One] 
  Kloca   
  Lord of stone and rock [Pact ~ Old One] 
  Q’sleedor  
  Father of Mountains [Pact ~ Old One] 
  Feitigh   
  The windlord [Pact ~ Old One] 
  Ochrann  
  The god of compassion [Pact ~ Old One] 
  Scmall   
  The spirit of the clouds [Culai Wars] 
  Dore  
   
  Worker of metal, the great smith [Culai Wars] 
  Fifhe  
   
  Beast Mistress, Dannu’s daughter [Culai Wars] 
  Snaittle   
  The cold god [Culai Wars] 
  Fiarle   
  The little god of icy spaces [Culai Wars] 
  Huide   
  The little god of summer rain [Culai Wars] 
  Luid  
   
  The fire sprite [Culai Wars] 
   
  �������������
   
  The gods are presented with a brief description of their 
  portfolio, relationship with other gods, the reason for their 
  worship, their domain spells, alignment, favoured weapon, 
  clergy type and home plane.  The domains are selected from as 
  normal. The Clergy entry gives an indication of the type of 
  structure the member of the church have; Militant - strict military 
  style hierarchy, with a lifestyle similar to being in a militia 
  group, Central - a central church controlling all other temples, 
  with a hierarchy, Local - each temple acts independently and 
  Cult - no temples, only groves or shrines, no group structure, or 
  hierarchy, all members equal. Also given is the type of followers 
  that clergy has including any prestige classes available through 
  that church and the home plane of that god. Any special abilities 
  that the followers gain are listed under special, these abilities 
  apply to any class listed in the Clergy section. The planes and 
  their arrangement will be described later in the section: 
  Topography of the Planes. 
   
   
   
   
   
   
   
   
   
   
  
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  She is the goddess of nature. Adur 
  represents nature in all its forms. She is the 
  protector of animal s, plants and forest kin. 
  Those who live within her domain usually 
  worship her, as do those who rely on her 
  environment for survival. The Vorloi, druids and rangers tend to 
  pay her homage. 
  Alignment: N 
  Home Plane: Beastlands 
  Favored Weapon: Staff 
  Domains: animal, woodland, plant, travel 
  Clergy: Cult [druid, divine oracle, contemplative, hunter of 
  the undead] 
   
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  Alile sits upon a stone throne located 
  in a simple lodge on the outskirts of the Silent 
  Wood, Mannam’s realm of the dead. This is 
  where the souls of the departed come for 
  judgment prior to re-entering the realm of 
  mortals. He is the patron of judges and rulers. He is unbiased and 
  unswayable in all things. It he is judges the lives of once mortals, 
  now petitioners when they arrive before him.  
  Alignment: LN 
  Home Plane: Arcadia 
  Favored Weapon: Greatsword 
  Domains: fate, knowledge, law, time 
  Clergy: Central [cleric, templar, church inquisitor, consecrated 
  harrier, divine oracle, contemplative, hospitaler, hunter of the 
  undead, weaponmaster] 
   
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  This is the lord of thunder and storms. 
  Worshipped by those who wish to placate his fury 
  and avoid his wrath or by those who revel in the 
  awesome display of nature’s power. There are those 
  few who delight in his majesty and try to bend it to 
  their own will; of which most are insane. He is 
  chaos personified and represents the raw power and 
  fury of nature and the gods. 
  Alignment: CN 
  Home Plane: Ysgard 
  Favored Weapon: Warhammer 
  Domains: water, chaos, destruction, storms 
  Clergy: Cult [cleric, hunter of the undead] 
   
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  The human warrior Buiva survived 
  the Final War of the Culai and was raised to 
  godhood. He is the patron of all warriors, 
  especially oath bound mercenaries. He is 
  portrayed as a lean, well-muscled man in a tattered cloak of 
  tartan worn over chainmail with a battered shield and wielding a 
  bastard sword. He is the tireless warrior and his followers are 
  sworn enemies of the New Religion. His followers tend to keep a 
  few links of chainmail wrapped in tartan for good luck. 
  Alignment: NG 
  Home Plane: Ab Absolom (the Outlands) 
  Favored Weapon: Bastard Sword 
  Domains: luck, protection, planning, war 
  Clergy: Militant [cleric templar, warpriest, Hospitaler] 
   
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  Cam is the god of bridges, luck, trade and 
  travel. He is the patron of all those who suffer 
  wanderlust. Merchants, nomads, travelers and 
  engineers pray to him especially. His followers tend 
  not to spend much time in one place and feel the 
  near uncontrollable desire to travel. He is also the 
  patron of the Mariel Tribesmen. 
  Alignment: CG 
  Home Plane: Outlands ~ wanderer 
  Favored Weapon: Staff 
  Domains: luck, protection, trade, travel 
  Clergy: Local [cleric, contemplative, holy liberator, hunter of the 
  undead] 
   
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  The triad represents life and aging. Sa’lte is 
  youth, and is depicted as the unblemished vitality of 
  the young, clad in garish colors and having a ready 
  smile, he is the yellow god of life. Qua’lte is the 
  second aspect of the triad and represents adulthood. 
  He is strong, muscular and confident, clad in 
  serviceable clothing and a short red beard. He is the 
  red god of life. The last is C’lte, the blue god of life, 
  representing age and wisdom. Deep-set eyes and a 
  flowing grey beard mark him as wizened and thoughtful. He is 
  stooped but still strong. They are known as the Undying since 
  they are trapped forever in their respective ages. They represent 
  the process of life and aging in all its aspects. Followers of the 
  Triad are some of the strongest enemies of the Unlife, since it is 
  a mockery of what they are.  
  Alignment: LG 
  Home Plane: The Garden of Life Eternal 
  Favored Weapon: Longsword 
  Domains: family, good, renewal, time 
  Clergy: Central [cleric, paladin, silken brother, church inquisitor, 
  consecrated harrier, contemplative, divine oracle, hospitaler, 
  hunter of the undead, sacred exorcist] 
   
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  The major god of Iylari people, 
  Corellon Larethian is also known as the Creator 
  of the Iylari, the Protector, Protector and 
  Preserver of Life, and Ruler of All Iylari. 
  Corellon Larethian is the creator and protector 
  of all the varied Iylari races. He governs those 
  things held in highest esteem among them, such as magic, music, 
  
  �
  arts, crafts, poetry, and warfare. Iylari, half-bloods, woodland 
  hunters and some bards worship him. Great enmity exists 
  between the followers of Gruumsh and Corellon, as is the hatred 
  between the gods themselves. It is Corellon who claimed his eye 
  in a great battle after the Culai wars. 
  Alignment: CG 
  Home Plane: Arborea 
  Favored Weapon: Longsword 
  Domains: craft, magic, woodland, war 
  Clergy: Local [cleric, Bladedancer, warpriest, contemplative, 
  divine oracle, holy liberator, hunter of the undead, templar] 
   
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  She is the mistress of dreams, prophecy, passion and 
  desire. Coulide is the patron of lovers, whores, seers, diviners 
  and forecasters of prophecy. She 
  has a mixed following and her 
  temples reflect this. Quite often 
  there will be multiple altars, one 
  each for the different groups that 
  worship her. In her guise of 
  patron of whores and lovers she 
  is a scantly clad woman; alluring 
  and proud, as patron of seers she 
  is deeply cowled and of piercing 
  eyes. Of all the gods of the Pantheon she has the widest of 
  supporters. Many people who suffer nightmares carry a charm of 
  Coulide to ward them off. She is also the goddess of dreams, and 
  protector from nightmares. 
  Alignment: NG 
  Home Plane: Elysium 
  Favored Weapon: Dagger 
  Domains: fate, knowledge, charm, illusion 
  Clergy: Local [cleric, contemplative, divine oracle] 
   
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  Ectoraige is the god of learning and knowledge. He is 
  the patron of mages, academics and 
  teachers across the realm. His wors hip 
  is limited only by those cultures that 
  respect knowledge and those who 
  wield it. His depiction of a heavily 
  cloaked seer holding a quill or an open 
  book, are the most common. 
  Alignment: LN 
  Home Plane: The Library of Lore (The 
  Outlands) 
  Favored Weapon: Staff 
  Domains: knowledge, magic, rune, spell 
  Clergy: Central [cleric, contemplative, divine oracle, hunter of 
  the undead] 
   
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  Faurm is the sea god, patron of 
  ocean merchants, sailors and fisher folk. It 
  is he who protects those who travel the 
  open seas and oceans. He is slumbering 
  chaos and power, he is vast and mighty his 
  secrets are his alone, and many races make their home within his 
  realm or ply their craft upon it, so his worship is varied and 
  large.  
  Alignment: CN 
  Home Plane: Aman & Naman; the White & Black rivers 
  Favored Weapon: Scimitar 
  Domains: chaos, ocean, water, travel 
  Clergy: Local [cleric, divine oracle] 
   
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  Brother of Faurm, he is the patron of the bitter winds of 
  night. He is the biting wind of cold that 
  strikes at night, batters window shades, 
  shakes walls, and forms trees into a 
  terrifying dance of shadows. He is the 
  keeper 
  of 
  the 
  great 
  winds 
  of 
  Pandemonium and lets them run at night 
  to placate their eager urges. His worship 
  is limited to those who seek to avoid his 
  wrath out of necessity or fear. Any who 
  are exposed to the bitter, biting winds of 
  the ocean, desert, mountains or icy 
  steppes call his name at night to protect 
  themselves and their possessions from the chaos and fury of his 
  charges. 
  Alignment: CN 
  Home Plane: Pandemonium 
  Favored Weapon: Short Spear 
  Domains: air, chaos, retribution, suffering 
  Clergy: Cult [cleric, contemplative] 
   
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  Gruumsh is the patron god of evil 
  humanoids and goblinoids. He is a brutal god 
  who demands strength and tyranny from his 
  followers. His titles are One-Eye and He-Who-
  Never-Sleeps. He calls on his followers to be strong, to cull the 
  weak from their numbers, and to take all the territory that 
  Gruumsh thinks is rightfully theirs (which is almost everything). 
  He harbors a special hatred for Corellon Larethian, Moradin, and 
  their followers. In ages past, Corellon Larethian put out 
  Gruumsh’s left eye in a great battle. 
  Alignment: CE 
  Home Plane: Acheron 
  Favored Weapon: Battleaxe 
  Domains: suffering, evil, strength, war 
  Clergy: Local [cleric, templar, divine oracle, warpriest] 
   
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  Goddess of Orhan, the white moon. Daughter of Lady 
  Dannu, Lussa is patron to all those 
  who derive strength and power from 
  the moon and those with unattainable 
  love. Those creatures that delight in 
  the darkness lit only by the pale 
  moonlight and those in tormented love. 
  Lussa was cursed by the Old Ones in 
  the making of the Pact never to touch 
  
  �
  her love; Nusas the sun god. Her mortal charges suffered terribly 
  under the Culai, but such was her love for Nusas, she remained 
  oblivious to their suffering. So still they circle each other, only 
  infrequently do they approach, but never touch as they both long 
  to. 
  Alignment: N 
  Home Plane: Lower layer of the Beastlands (Bound there). 
  Favored Weapon: Sickle 
  Domains: renewal, charm, moon, suffering 
  Clergy: Cult [cleric, contemplative, divine oracle, hunter of the 
  undead] 
   
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  Mannam is lord of the dead. He is a tall figure in a long 
  cloak and as he walks the sound of creaking wood and rustling 
  leaves accompany him. The winged servants of Mannam; the 
  Bainte assist him in his tasks. He rules 
  Manach the dead city where the dead 
  arrive from their mortal demise. Here 
  they are free to live (if it can be called 
  that) until they accept their mortal fate 
  and choose of their own free will to 
  confront Alile in his grove amidst the 
  Silent Wood for judgment and rebirth. 
  Mannam is the keeper of the dead, not 
  death itself and he is charged with 
  protecting those who have ended their 
  time on the material until their rebirth. 
  Alignment: N 
  Home Plane: Manach in The Silent 
  Wood 
  Favored Weapon: Scythe 
  Domains: fate, death, renewal, time 
  Clergy: Local [cleric, contemplative, 
  divine oracle, hunter of the undead] 
   
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  Maurug is the destroyer, Lord of Chaos and the Insane. 
  Worshipped most by those attempting to 
  divert his attention, Maurug has gained 
  popularity with the races of goblins, 
  lugroki and orcs.  More people fear 
  Maurug than worship him, but their fear 
  and belief lends him substance. Most 
  cultures have members who have been 
  touched by the insanity of Maurug so his 
  power 
  and 
  reach 
  cannot 
  be 
  underestimated. Clerics and followers of 
  Maurug have knowledge of the Agothu; 
  the creatures between the stars, the many 
  tentacled dancers of star drunk insanity and share this knowledge 
  with those brave enough to seek it. 
  Alignment: CN 
  Home Plane: Pandemonium 
  Favored Weapon: Heavy flail 
  Domains: chaos, destruction, insanity, trickery 
  Clergy: Cult [cleric, divine oracle, alienist (arcane)] 
  Special: The followers of Maurug can summon creatures with 
  the pseudonatural template instead of the fiendish or celestial. 
  The pseudonatural template can be found in the Manual of the 
  Planes or Tome and Blood. It has the same CR modifier as the 
  fiendish or celestial templates so the same base creatures from 
  the summon tables may be used. 
   
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  She is the Goddess of Healing 
  & Compassion also known as the 
  crying lady. Mishkal personally bears 
  the suffering of those in need her 
  attentions. 
  She 
  patrons 
  healers, 
  volunteers and good spirited people 
  everywhere. Hospices in her name can 
  be found in most cities, and usually 
  healers carry her symbol. She battles 
  constantly with those who would harm 
  the innocent and her paladins are some 
  of the most feared in the lands. 
  Alignment: LG 
  Home Plane: Celestia 
  Favored Weapon: Staff 
  Domains: good, healing, retribution, protection 
  Clergy: Central [cleric, paladin, church inquisitor, consecrated 
  harrier, contemplative, hospitaler, hunter of the undead, sacred 
  exorcist, knight of the chalice] 
   
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  Moradin is the god of 
  Runiir and he is also known as the 
  Soul Forger and the Creator. 
  Moradin first taught the Runiir 
  about metal and gems and gave 
  them their skills in smithing, 
  metalworking, engineering, and 
  war.  
  Alignment: LG 
  Home Plane: Celestia 
  Favored Weapon: Runiir Waraxe. 
  Domains: cavern, craft, metal, war 
  Clergy: Militant [cleric, paladin, warpriest, church inquisitor, 
  consecrated harrier, hunter of the undead, divine oracle, 
  hospitaler, knight of the chalice, sacred exorcist, templar] 
   
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  Nusas was the lover of Lady Lussa, but unlike her was 
  quick to see the pain his mortals were suffering under the Culai. 
  He battled in the Final War with great 
  prowess and zeal and gained the respect of 
  his peers. To take part in the battle he 
  spurned Lady Lussa and left her in misery, 
  too late did Lady Lussa realize the reasons 
  why, and thus they were cursed never to 
  touch again. Those who take joy in the sun, 
  light and happiness worship Nusas. He has a 
  vast worship in many cultures. 
  Alignment: NG 
  Home Plane: Top layer of the Beastlands 
  (Bound there) 
  Favored Weapon: Morning Star 
  
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  Domains: good, fate, strength, sun 
  Clergy: Local [cleric, contemplative, divine oracle, hunter of the 
  undead, sacred exorcist, templar, warpriest] 
   
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  Most established cities bear at least a symbol if not a 
  shrine or temple of these gods near their entrance. They represent 
  the peace and prosperity of cities. Oigne is the patron of 
  craftsman, produce and creation. Uide is the patron of law, 
  merchants, trade and politics. It is said there is a third god of this 
  group not mentioned in the text of the twins, Reann; patron of 
  thievery and deception. This 
  has never been proven, but it is 
  common 
  knowledge 
  that 
  thieves often carry a symbol of 
  Oigne & Uide on themselves, 
  and are often represented by 
  priests of the Twins at their 
  trials. 
  Alignment: N 
  Home Plane: Bytopia ~ Duthion (see Topography of the Planes) 
  Favored Weapon: Shortsword 
  Domains: craft, family, protection, trade 
   
  Reann: luck, trickery, planning 
  Clergy: Local [cleric, divine oracle] 
   
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  Shoan is the smith of the gods and patron of metal 
  working in all its forms. Many races 
  worship him but the bulk of his 
  followers come from the human cities. 
  Craftsmen who work with metal of all 
  types call for his aid and blessing, and 
  it is common practice to purchase 
  blessed water from the church of Shoan 
  and add it to cooling barrels for luck. 
  He was Moradin’s apprentice and took 
  the skills he had learned and shared them with the human races. 
  His followers and Moradins’ share many ceremonial similarities 
  and there exists a strong bond between the two churches. 
  Alignment: LG 
  Home Plane: Bytopia ~ Shurrock (see Topography of the 
  Planes) 
  Favored Weapon: Warhammer 
  Domains: craft, fire, metal, strength 
  Clergy: Cult [cleric, paladin, consecrated harrier] 
   
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  Uimfe; the brother of Gruumsh, is 
  the 
  patron 
  of 
  evil 
  demihumans 
  everywhere. His means are not the 
  obvious display of strength or power but 
  rather the subtle machinations of fear, 
  deception and the shadows. Some civilised 
  creatures worship him for power, but good aligned churches 
  quickly disperse these cults. He is the patron of murder and 
  trickery, stealth and deception, darkness and corruption. He is the 
  balancing power of the good that most of the Pantheon represents 
  and his existence is tolerated by the Faith for this reason. 
  Alignment: NE 
  Home Plane: The Silent Wood 
  Favored Weapon: Dagger 
  Domains: illusion, evil, death, trickery 
  Clergy: Cult [cleric, divine oracle, contemplative] 
   
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  The gods of the New Religion are divided into two 
  groups. Firstly, the Trialdone; those once-mortals who were 
  selected by Trialos to represent his new Church and were granted 
  divinity through the power of Life and Unlife. The second are 
  those who have joined the Religion since then. The Trialdone 
  have greater followings since they have existed for longer, while 
  the others are new and relatively weak compared to their older 
  brethren. However the new gods in order to stabilize their 
  following have a more direct involvement with their followers 
  and grant them greater attention. The Trialdones’ divinity is 
  dependant on Trialos, if he were to be destroyed the Trialdone 
  would become nothing more than that were before; quasigods or 
  mortals. It is for this reason they battle on his behalf and all of 
  the followers of the Trialdone are subservient to those of the 
  Lord of the New Religion; Trialos. 
   
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  Those evil and vile creatures that seek to harness 
  nature’s fury and power to their own ends 
  worship Aiada. He is given patronage in 
  order to be granted control over the fury 
  of the ocean, sea winds, desert storms, 
  snowfall avalanches and the like. His 
  symbol is seen all too often by cargo laden vessels pursued by 
  pirates and murderers. He is a bloodthirsty god who revels in 
  slaughter and delights in pillage. He is not a nature god but rather 
  grants power over nature for evil ends. 
  Alignment: CE 
  Home Plane: Carceri 
  Favored Weapon: Javelin 
  Domains: air, storms, water, unlife 
  Clergy: Cult [cleric, divine oracle, contemplative] 
   
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  Ghede is lord of the beasts and lust. Brother and 
  incestuous lover of Lady Asherat, 
  both of whom were cast into the 
  void by followers of the Faith due 
  to their tainted love. Trialos sought 
  them out and made them Trialdone. 
  Ghede represents bestial behavior 
  and heavy-handed control over 
  lesser creatures. He is the known as 
  the slavelord and yet is slave to his 
  own desires. He is the patron of 
  purveyors of flesh, misery and 
  desire. 
  Alignment: NE 
  Home Plane: Carceri  
  Favored Weapon: Great Club 
  
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  Domains: animal, suffering, trickery, unlife 
  Clergy: Cult [cleric, templar] 
  Special: The followers of Ghede, when using summoning spells 
  to call creatures to fight for them can apply the Beast of Xvim 
  template from the Monsters of Faerun. This template adds +1CR, 
  so a creature with one HD less than the summon spell level 
  before the template is added can be summoned. 
   
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  Those who seek to harness the power of dreams and 
  nightmares 
  for 
  their 
  own 
  ends 
  worship Hercosis. They seek and 
  torment their victims in their dreams, 
  trying to blur the distinction between 
  waking and sleeping horrors. Initially 
  Hercosis was a minor assistant of 
  Coulide, but he succumbed to his 
  desires of power and tyranny and 
  turned on the Faith and joined 
  Trialos. 
  Alignment: NE 
  Home Plane: Hades 
  Favored Weapon: Spiked Chain 
  Domains: insanity, trickery, illusion, unlife 
  Clergy: Cult [cleric] 
   
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  Kishar was a servant of Baistigh in the Final War, but at 
  its end he chose to abandon his lord 
  and follow Trialos. He claimed the 
  storms 
  destructive 
  fury 
  as 
  his 
  domain and some say that the 
  clashes of lightning and thunder that 
  rage above Kulthea is the warring of 
  Baistigh and Kishar. 
  Alignment: CE 
  Home Plane: Carceri 
  Favored Weapon: Dire Flail 
  Domains: chaos, destruction, storm, 
  unlife 
  Clergy: Cult [cleric, templar, divine oracle] 
   
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  Kloor is the war god of 
  the New Religion. Kloor’s priests 
  seek 
  out 
  disillusioned 
  young 
  warriors and seduce them with 
  promises of glory and fame; they 
  are tricked into thrice swearing 
  loyalty to Kloor and are a bound to 
  their oath with an iron band that 
  surrounds their wrists. These bands 
  force loyalty and obedience under 
  sufferance of exquisite pain. All 
  members of Kloors church wear 
  these bands. 
  Kloor was a captain in 
  Buiva’s army that faced the Culai in the Final War, he fled and 
  escaped with his life and then returned to join Trialos. Lacking 
  any great power of his own he later pillaged the tomb of Bor the 
  Man God, and stole from there the two greatest weapons forged 
  by Shoan; Sant the living blade and the spear Cle Bor with its 
  fiery diamond head. He is the patron of warriors who revel in the 
  primal instincts of battle, those who rejoice in others deaths by 
  their hands and those who practice ignoble combat techniques. 
  Alignment: LE 
  Home Plane: Gehenna 
  Favored Weapon: Falchion 
  Domains: charm, trickery, war, unlife 
  Clergy: Militant [cleric, iron brother, templar, consecrated 
  harrier, warpriest] 
   
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  Lady Asharat; sister and lover 
  of Ghede, is the taker of souls, 
  goddess of dark magic and ritual 
  sacrifice. She is the patron of those 
  who would torture and sacrifice others 
  in the hope of gaining fell powers, she 
  infrequently answers these calls to 
  maintain the hope that she will aid 
  those who call her. A dark and bitter 
  goddess feared by even her own kind. 
  Followers of Lady Asharat gain Ritual 
  & Ritual Sacrifice as bonus feats upon 
  joining the church.  
  Alignment: NE 
  Home Plane: Hades 
  Favored Weapon: Dagger 
  Domains: 
  magic, rune, suffering, 
  unlife 
  Clergy: Cult [cleric, divine oracle, contemplative] 
   
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  The New Religions god of 
  death. Contrary to Mannam; who 
  cares for the dead, Lebellius revels 
  in the death process, the longer or 
  more unexpected the better. He is 
  represented as a fat jovial man in 
  bright red robes with a thatch of 
  white hair and twinkling eyes. His 
  alternate form is a skeleton wreathed 
  in flames wielding a greatsword. He 
  was once a high servant of Mannam 
  and attempted, with dark magics and 
  the slaughter of hundreds to extend 
  his own life. He was finally captured 
  by the Bainte; winged servants of 
  Mannam and executed. Trialos captured his soul on its trek to the 
  Silent Wood and gave him divinity. 
  Alignment: LE 
  Home Plane: Gehenna 
  Favored Weapon: Greatsword 
  Domains: death, fate, suffering, unlife 
  Clergy: Cult [cleric, divine oracle, contemplative] 
   
  
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  Lutann is the chaos god of the New Religion. If Kloor’s 
  warriors make up the army of the 
  New Religion then the Chaos 
  Templars of Lutann make up its 
  elite knights. They are clad, like 
  their master, in heavy plate armors 
  that are inscribed with spidery 
  runes. 
  Lutann 
  represents 
  shear 
  chaos, destruction and anarchy. His 
  followers’ use spiked armors with 
  fearsome, ornate demon-helms. Every level a templar, cleric or 
  warpriest of Lutann gains they must roll on the chaos mutation 
  table of p169 in the Monster Manual. Within the church those 
  with greater deformities are seen as blessed by Lutann and are 
  afforded great praise & respect.  
  Alignment: CE 
  Home Plane: Carceri 
  Favored Weapon: Falchion 
  Domains: chaos, rune, destruction, unlife 
  Clergy: Militant [cleric, templar, warpriest] 
   
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  Quatatal is the sun god of the New Religion; those who 
  seek to harness the ravaging heat and 
  exposure of the sun worship him. He is 
  not prayed to out of joy like Nusas, but 
  rather because of the suns destructive 
  effects such as harsh drought, desert 
  winds, 
  unrelenting 
  exposure 
  and 
  delirium. His following is growing in 
  desert areas as groups attempt to wield 
  his fiery power against their enemies.  
  Alignment: NE 
  Home Plane: Gehenna 
  Favored Weapon: Scimitar 
  Domains: fire, illusion, sun, unlife 
  Clergy: Cult [cleric, templar] 
   
   
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  Sheesharak is the god of 
  vengeance. This is the god of 
  revenge and collector of debts. He is 
  the unrelenting upholder of contracts 
  and bargains and those who seek to 
  gain the best out of an unfair 
  proposition or dealing pray to him. 
  He also represents the survival of the 
  fittest mentality and therefore the 
  culling of the weak.  
  Alignment: LE 
  Home Plane: Gehenna 
  Favored Weapon: Battleaxe 
  Domains: law, destruction, retribution, unlife 
  Clergy: Cult [cleric, divine oracle] 
   
   
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  Sinn is the lover of Trialos and has claimed creatures of 
  the lower planes as her area of worship. Those wanting to 
  summon or commune with lower plane denizens often give her 
  praise. Her followers are mages 
  and clerics who use the fell 
  powers of the lower planes for 
  their own benefit. All followers of 
  Sinn 
  gain 
  Ritual 
  and Ritual 
  Sacrifice as bonus feats upon 
  joining the church. 
  Alignment: NE 
  Home Plane: Hades 
  Favored Weapon: Punch Dagger 
  Domains: charm, evil, magic, 
  unlife 
  Clergy: Cult [cleric, acolyte of the 
  skin (arcane)] 
   
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  Tinis represents all those who worship fire and its 
  destructive force. He also represents those who promote racial 
  hatred. 
  His 
  followers 
  purge 
  impurities of those around them 
  with flame. This cult is banned in 
  most 
  civilized 
  realms, 
  but 
  flourishes nonetheless in areas 
  where 
  xenophobia 
  and 
  racial 
  hatred are tolerated. 
  Alignment: CE 
  Home Plane: Gehenna 
  Favored Weapon: Hand Axe 
  Domains: 
  fire, 
  destruction, 
  trickery, unlife 
  Clergy: Cult [cleric, contemplative, divine oracle] 
   
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  Tixs is the seductress 
  and 
  tormentor. 
  Minor 
  cat 
  godling; newest god of the 
  New Religion. Those who use 
  their body and beauty to take 
  advantage of others follow 
  Tixs. Her worship is very 
  small but very zealous. She is 
  also the patron of brigands and 
  their sort, not mere thieves, but 
  those who go out of their way 
  to cause death and suffering 
  when not necessary. She is the 
  laughing 
  goddess 
  of 
  pain 
  without pity. 
  Alignment: NE 
  Home Plane: Hades 
  Favored Weapon: Bladed Gauntlet 
  Domains: animal, charm, trickery, unlife 
  Clergy: Cult [cleric] 
   
  
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  Trialos was once God of Iylari Nobility and 
  Leadership and a staunch power of the Faith. Trialos 
  refused to bend his knee in sorrow following 
  the Pact and accept guilt. He left and granted 
  a shard of his own divinity of lesser creatures 
  whose hearts were as black as his own; 
  creating the Trialdone, and has warred on the 
  Faith ever since. He is the God of Pride and 
  bends his knee to no power or authority. His 
  following is the greatest of the Religion since 
  all who worship one of the Trialdone also 
  worship him.  
  He is the patron of nobility, leaders 
  and power. Those who crave power not 
  rightly theirs worship him and many a land 
  has had the New Religion made its official 
  faith due to the followers of Trialos assisting 
  the new leaders ascension to power. It is he 
  who brought the knowledge of the Unlife to 
  the demons, devils and other lower plane creatures; creatures he 
  knew would have little moral trouble in using the fell power for 
  their own ends.  
  Alignment: LE 
  Home Plane: Gehenna 
  Favored Weapon: Rapier 
  Domains: evil, nobility, planning, unlife 
  Clergy: Central [cleric, templar, shadow warrior, Seeker of 
  Trialos, consecrated harrier, contemplative, divine oracle, 
  warpriest] 
   
  �����������������������
   
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  The Andam brothers worship all the Pantheon of the 
  Faith as a single belief, known as The Way, they revel in 
  religious discussion and philosophy with priests of other gods on 
  this topic. The living proof of their belief is their ability to cast 
  divine spells. Their ideals suggest that all gods of the Faith are 
  merely facets of the single entity and it to this being and 
  philosophy of balance and peace that they give worship. They 
  wear simple orange and grey robes of coarse cloth and take a 
  vow of poverty. They help the poor, sick and needy in any way 
  possible. They can be seen in the poor sections of cities tending 
  the wounds and sores of the lame and helping in soup kitchens 
  that they run. 
  The Andam are known as some of the gentlest and 
  wisest people in all the realms, surprisingly they have trained 
  some of the finest unarmed combatants in Kulthea, who are 
  indistinguishable from their clerical brethren. These monks act as 
  guards for their clerical brothers while preaching and hunting 
  down their sworn enemies; the New Religion and agents of the 
  Unlife. Many of the followers of the Andam way come from 
  other clergies of the Faith; these clerics and templars have been 
  swayed by the gentle teachings of the Andam and have left to 
  join them. Strangely no Faith church will try to prevent this and 
  usually celebrate the departure as a joyous occasion. The Andam 
  have a long and proud tradition and very few organizations are 
  thought of so well throughout all of Jaiman and Emer as they are. 
  Alignment: NG 
  Home Plane: Unknown perhaps the Positive Plane 
  Favored Weapon: - 
  Domains: good, healing, knowledge, protection 
  Clergy: Local [cleric, monk, sacred fist] 
  Special: The monks of the Andam way are normal monks from 
  the PHB modified by the rules following in the Monk 
  section. They must however take Knowledge Religion as a 
  class skill instead of Arcane due to their religious training 
  and are of NG alignment. 
   
  ������������������������������
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  Some choose to follow the dark path of Unlife 
  and worship this foul, negative, primal energy. It is the 
  unbridled evil and darkness that dwells in the 
  shadows and lurks at the edge of our nightmares. 
  These individuals who worship the anti-life shun 
  everyone who don’t share their thirst for power and 
  love of darkness and death. The priest Aarnak can hide 
  amidst their friends and neighbors for decades, never 
  revealing their fell secret, while all the time partaking in 
  dark ceremonies involving undead creatures and blood sacrifice. 
  Even other evil creatures tend to hunt them down for slaying or 
  at least cast them out. They are Kulthea’s renegades and most 
  despised threat to all life, good and evil, and are therefore 
  understandably cautious, suspicious and when cornered; brutal. 
  Alignment: any non-good 
  Home Plane: Unknown perhaps the Negative Plane 
  Favored Weapon: Dagger 
  Domains: evil, death, knowledge, unlife  
  Clergy: Cult [cleric, master of shrouds, divine oracle, 
  contemplative] 
   
  ����������������
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  These creatures have survived for centuries in Kulthea. 
  They are the ancient dragons, oldest of their kind that may be the 
  source of mortals’ ability to become sorcerers. They have great 
  personal power and an affinity with evil mortal races that flock 
  to their winged banners. Their minions’ armor is fashioned into 
  shapes and spikes to resemble the flow of a dragons form. Their 
  actions and temperament is that of evil expansionism. They 
  respect no life or group save their own and frequently have their 
  Lugroki hoards attack settlements for seemingly no gain. 
  There are five Dragonlords, each respecting the other’s 
  region and power base. If they were ever to join forces they 
  would be a great threat to all of Kulthea. They, even though evil, 
  oppose the forces of the Unlife and all who wield it as strongly 
  as the Faith does. This puts them at odds with the Religion, 
  which is probably just as well. 
  The priests of the Dragonlords are clerics in every 
  respect. This detail by itself is unsettling since they are then, by 
  definition, gods. They may be exploiting the weakness in the 
  Pact, that if enough beings worship you and you believe yourself 
  a god, you become a god. Philosophical musings aside these 
  creatures and their minions are yet another powerful force to be 
  reckoned with in Kulthea.  
  All of the Dragonlords are residents of the material 
  plane. 
   
   
  
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  The green dragon resides on the isle Molaac Ruan. 
  Domain:  plant, scalykind, evil, renewal  
  Clergy: Cult [cleric, templar] 
   
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  The red dragon resides in Ja miil Targ - the Black 
  Valley below Ri’shariv Ja’miil – the fiery red mountain in NE 
  Jaiman above Wuliris. 
  Domain:  fire, scalykind, evil, nobility 
  Clergy: Cult [cleric, templar] 
   
  ��������������������������������
  The black dragon resides on the Lost Isles in the far 
  west of Thuul. She is the Empress of Lu’horgu. 
  Domain:  death, scalykind, evil, suffering  
  Clergy: Cult [cleric, templar] 
   
  ����������������������������
  The blue dragon lives in Vog Mur in NE Emer. 
  Domain:  magic, scalykind, evil, magic 
  Clergy: Cult [cleric, templar] 
   
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  The white dragon makes Aalk Gaath (the larger sub-
  island) in Mur Fostisyr his home. 
  Domain:  water, scalykind, evil, storms  
  Clergy: Cult [cleric, templar] 
   
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  These are the twisted failures of the Faith that preceded 
  the Culai. They were flung into the edge of reality by the Old 
  Ones and soon forgotten. There were insanity and madness 
  amidst the stars they whispered, cried, screamed and begged but 
  the Old Ones, in their great shame, ignored them. Still they cry, 
  even to this day and if you are unfortunate enough to come 
  across a book of forbidden lore, or a semi-erased glyph of 
  tentacled horrors amidst the stars, you may just begin to hear 
  their song of madness and join their frolicking at the edge of 
  insanity and rapture. These are the creatures found in the Far 
  Realm from the Manual of the Planes. See the section on the 
  Topography of the Planes for more detail. Those who worship 
  the Agothu use the following. 
  Alignment: any 
  Home Plane: The Far Realm 
  beyond the Deep Ethereal 
  Favored Weapon: - 
  Domains: fate, knowledge, time, 
  insanity 
  Clergy: 
  Cult 
  [cleric, 
  divine 
  oracle, alienist (arcane)]  
  Special: The followers of the 
  Agothu can summon creatures 
  with the pseudonatural template 
  instead 
  of 
  the 
  fiendish 
  or 
  celestial. 
  The 
  pseudonatural 
  template can be found in the 
  Manual of the Planes or Tome 
  and Blood. It has the same CR 
  modifier as the fiendish or 
  celestial templates so the same 
  base creatures from the summon 
  tables may be used. The Chaos 
  Beast and Gibbering Mouther 
  from the Monster Manual are creatures long ago touched by the 
  Agothu and are easily summoned by Summon Monster spells. 
  The gibbering mouther can be summoned with the IV version 
  and the Chaos beast becomes summonable with the V instead of 
  the VI version per PHB for the follower of the Agothu. 
  All followers of the Agothu must twist their minds to 
  understand the god inspired insanity that created the Agothu, not 
  many minds can withstand this. Every time a follower of the far 
  star dancers makes a WIL check (successful or not) they must 
  make another WIL check once they are ‘safe’. Safety means not 
  immediately threatened by danger. This check is against 
  DC10+their level. If failed they are affected by a Confusion spell 
  cast at their current level. If they stop worshipping the Agothu 
  they still suffer this insanity.  
   
  This is an ancient symbol known as the 
  Elder Sign; thought to be that of the 
  Agothu, it can be found in books, on 
  ancient stone carvings and engraved on strange 
  green stones dragged from the depths of the 
  oceans. It is unknown the relationship 
  between this symbol and the Agothu, whether it 
  represents them or repels them. Scholars investigating the rune 
  have succumbed to madness on many occasions so a definitive 
  answer is yet to be found. 
   
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  Some beings worship the elemental planes themselves. 
  The planes or the powers that dwell there have the ability to 
  grant godlike powers to their followers. In this manner they are 
  truly gods in form and function.  It is suspected that there exists 
  elemental rulers on these planes and by the worship of the single 
  element they are in fact giving this being power. Any cleric that 
  worships a primal elemental energy gains the following. 
  Alignment: any 
  
  �
  Home Plane: The relevant Elemental Plane 
  Favored Weapon: - 
  Domains: element of worship, magic, healing, protection 
  Clergy: Cult [cleric, elemental savant (tome & blood)] 
  Special: The follower of the elemental powers over a period of 
  time becomes more and more like the element they worship. 
  Every level they gain they must make a WIL DC10+new level to 
  avoid becoming tainted (or blessed) with the element they hold 
  so revered. If failed they immediately become Plane Touched ~ 
  Gensai from the Monsters of Faerun, of the element they 
  worship. This cannot be chosen of free will and must be rolled 
  each level. It is not a conscious decision but rather the side 
  effects of being exposed to the awesome primal energy of the 
  elemental planes. 
    
  �������������������������
   
   
  The planes of existence of the Jaiman campaign are 
  somewhat different to that of the standard ‘wheel’ in the Manual 
  of the Planes. There are still the broad groups of the inner and 
  outer planes as detailed below. 
   
  ��������������  
  This plane exists everywhere; it is coexistent with every 
  plane detailed below. Each plane has its own ethereal, which 
  then borders the Deep Ethereal. This deep ethereal is 
  coterminous with each individual planes’ ethereal. Thus any 
  plane can be reached by entering the ethereal, travelling to the 
  deep ethereal then the second planes own ethereal and finally the 
  second plane itself. The deep ethereal is an option that exists in 
  the Manual of the Planes and is used for the Jaiman Campaign. If 
  the deep ethereal is thought to be near infinite. Scholars suggest 
  that if you travel the deep ethereal, but in a direction in which no 
  other plane lies, you will eventually enter the Far Realm; home 
  of the Agothu. This has been achieved a few times and the exact 
  nature of the border between the two realms is unknown. 
   
  ������������  
  The inner planes are made up of the material plane, the 
  elemental planes of fire, water, air and earth, the paraelemental 
  border planes of ice, ooze, magma and smoke, the positive and 
  negative planes and the faerie plane. All the planes are co-
  existent with the material plane but not with each other. The 
  arrangement of the elemental planes is as below; they are 
  coterminous (can travel from plane to plane ‘walking’ over their 
  borders) with each other but not with the material, faerie or 
  positive and negative planes which are all coexistent but 
  separate.  
  Smoke 
  Air 
  Ice 
  Fire 
  Material 
  Faerie 
  +/-ve 
  Water 
  Magma 
  Earth 
  Ooze 
   
  �������������
  The outer planes are made up of the upper, lower, 
  neutral, the transitive planes of astral and shadow and the 
  outlands which has connections to all of the outer planes. The 
  upper planes are all coterminous, joined by the White River; 
  Aman (Oceanus), while the lower planes are also coterminous 
  joined by the Black River; Naman (Styx). The inner planes are 
  connected to the astral and shadow planes. The astral has a 
  mildly good aligned trait and has connections (astral pools) to the 
  upper, inner and neutral planes. The shadow plane has a mildly 
  evil aligned trait and has connections (astral pools – now shadow 
  pools) to the lower, inner and neutral planes. No colour pool 
  exists from the astral to shadow and vice versa so it is not 
  possible to travel directly from the shadow to astral plane. The 
  Black River travels through the shadow plane as does the White 
  River through the astral. The Rivers may be entered where the 
  coterminous borders between the planes touch the transitives and 
  then the river can take you to the planes they flow through.  
  Below is the Topography of the outer planes. 
   
  �������  
  Change the description found in the Manual of the 
  Planes to reflect this; the lower level of this plane (Dothion) is 
  home to the twin gods of the cities; Oigne & Uide. Most of the 
  level is a thriving metropolis named Twintown, complete with 
  extensive gardens, markets and galleries. It acts as a meeting 
  place where all manner of creatures come and go from the 
  Outland gate town of Tradegate. It is a generally safe place. With 
  a mildly good alignment that deters most wanton evildoers. The 
  upper level of Bytopia (Shurrock) is home to Shoan the 
  Godsmith. Most of this layer is made up of smithies, mines, 
  forges, smelters etc. Here craftsmen of all races and alignment 
  come and trade secrets and hope to be taught by the great smith 
  god. Moradin is a frequent guest here as he and his once 
  apprentice forge items of great beauty and power. 
   
  ���������������������������
  This is the home plane of the Triad of life. It is a 
  wondrous place, full of life in all its forms. Petitioners that have 
  been judged worthy by Alile are sent here as reward to reside in 
  pleasure eternal and bask in the radiance of the Triad. All manner 
  of celestial and axiomatic creatures fill this realm. It looks much 
  like any of the upper planes; rich lush vegetation, faint music and 
  singing, gentle warm sun, mild breeze. It is the perfection of 
  goodness and life. The plane is a series of islands amid the river 
  Anam, the garden islands are connected by a series of bridges. 
  On one such island is the Timeless Tree, on which grows the 
  fruit of immortality which any mortal can consume and be 
  granted divine immortality and the ability to see the balance of 
  life and death within anything. The Outland portal town of the 
  Garden is Respite and its sits between Ecstasy and Tradegate. 
  • 
  Normal gravity. 
  • 
  Timeless ~ retroactive upon leaving the realm. 
  • 
  Finite in size; limited to the islands and bridges. 
  • 
  Divinely morphic: the Triad may alter the Garden at 
  will. 
  • 
  No elemental traits. 
  • 
  Mildly Lawful aligned. 
  • 
  Strongly Good aligned. 
  • 
  Enhanced magic: all healing spells are maximized. 
   
  ����������������
  This is where the souls (petitioners) of the Faith are sent 
  upon their death. They arrive, newly dead in a small clearing 
  surrounded by the petrified forest that is the Silent Wood. There 
  
  �
  they are told by the Bainte; the winged servabts of death, to 
  travel the path until they reach Manach; City of the Dead. They 
  are warned not to leave the path under pain of the souls eternal 
  torment. This is the first test of faith. All manner of foul and 
  desperate creatures inhabit the Wood and they tempt the newly 
  dead with promises of all manner of riches and pleasure in an 
  attempt to lure them off the path. Once this happens they become 
  fodder and currency for creatures of the lower planes. Once in 
  sight of Manach they are met by another Bainte and together 
  they use the bridges of wood (body), stone (heart) and crystal 
  (senses) to cross Manam the Black. These bridges keep the 
  monstrosities of the Silent Wood from sacking the city and 
  consuming the souls of the newly dead. To cross the bridges a 
  Bainte or an immortal of the Faith must accompany the newly 
  dead. Once inside Manach the Bainte presents them the 
  following choices, they may remain in the city or they can 
  choose to leave and confront Alile to have their mortal life 
  judged. Depending on how Alile judges them they may find 
  themselves in the Garden of Life Eternal, reborn back on the 
  material to learn another lesson or condemned to be taken by the 
  creatures of the Silent Wood. Not surprisingly some petitioners 
  choose to remain in the city, as do those who do not (or refuse 
  to) recognize the fact of their own death.  
  The Outland portal town of the Silent Wood is the Mire, 
  it sits halfway between Plague-Mort and Curst. Here a township 
  of sorts has grown made of those who have mastered the living 
  city of the dead and found a way to escape. In the Mire living 
  and dead can mingle for those able to freely traverse the planes. 
  An evil place beyond compare, made from those who fear Alile’s 
  judgment have escaped and will not cross back into Manach. The 
  petitioners of the Silent Wood can enter the Mire but can go no 
  further than its boundaries. The creation of the Mire also allowed 
  the Silent Wood to creep into the Outlands and its deathly reach 
  still threatens the dead of the Mire. A constant battle with the 
  creatures of the Wood occurs around the Mire and within it death 
  occurs daily. Not a true death for the petitioners, but a temporary 
  inconvenient one, full of the pains and tortures of reality, but a 
  mere reminder of their true status. No-one can truly die in the 
  Mire, except the living foolish enough to travel there. 
  Alile sits in judgment in the main room of his Basilica 
  while his stalwart knights defend its walls and plan forays to 
  capture any who have escaped judgment. The dead of Manach 
  can call for judgment at any time by stepping into the sole temple 
  of Manach. The temple itself is a shared demiplane connecting 
  both Alile’s and Mannam’s realms. Petitioners may only enter 
  and exit from the one side though they may not cross through. 
  • 
  Normal gravity. 
  • 
  Timeless. 
  • 
  Infinite; the petrified forest is borderless while the city 
  Manach itself is finite. 
  • 
  Divinely morphic: Mannam can by will alter the 
  structure of the city Manach. He can also make the path 
  through the Wood change in size, direction, length and 
  slope. The Silent wood will change to accommodate 
  this but this is the extent of his power over the forest 
  itself. 
  • 
  No elemental traits. 
  • 
  Manach is mildly neutral aligned while the Silent wood 
  and the Mire are mildly evil aligned. 
  • 
  Normal magic. 
   
  �����������
   
  Ab Absolom is the chequered war place of the gods. It 
  is situated in the Outlands and was once a beautiful place, full of 
  hills, rivers and all manner of life and land. It was meant to act as 
  a mini-material where the gods could test their newest creations 
  and see how they would respond in a controlled environment, 
  free of the affect of the already spreading material planes mortal 
  races. The landscape of Ab Absolom was near utterly destroyed 
  in the Culai Wars and much blood, divine and mortal was spilt 
  on the ground there. There are some scholars that say that the 
  strange effect that the Outlands has magic is because of the 
  divine wars once fought there. The plane itself is home to Buiva 
  who rarely leaves this realm, he is the warden of the bodies of 
  the dead here, divine, Culai and mortal and vast treasure is to be 
  had for those brave enough to risk his wrath. Ab Absolom is 
  located under Sigil. It is actually a demiplane contained within 
  the Spire itself, so far no way, short of climbing manually down 
  the inside of the spire (once a way inside is found) has been 
  established. The dead magic effect of the Spire also affects the 
  plains of Ab Absolom making the God of War even more potent 
  against mortal or divine creatures. Buiva is the one god who has 
  been known to have entered Sigil safely and returned. 
   
   
   
   
   
   
   
   
  Ysgard 
  Arborea 
  Beastlands 
  Bytopia 
  Elysium 
  Gardens 
  of Life 
  Eternal 
  Celestia 
  Arcadia 
  Anam 
  The White River 
   
   
  Astral 
   
  each plane has its  
  own ethereal 
   
   
   
  each ethereal is coterminous 
  with the deep ethereal  
   
   
  Limbo 
   
  Inner 
   
  Mechanus 
   
   
  Shadow 
   
  the Outlands connect  
  to the material & all upper,  
  lower & neutral planes 
   
   
   
  the deep ethereal  
  eventually leads to  
  the Far Realm 
  Naman 
  The Black River 
  Silent 
  Wood 
  Pandemonium 
  Abyss 
  Carceri 
  Hades 
  Gehenna 
  Nine 
  Hells 
  Acheron 
   
   
   
   
   
   
   
   
  
  �
  ��������������� 
  �����
  Granted Power and Spells: As PHB. 
   
  ��������
  Granted Power and Spells: As PHB. 
   
  �������
  Granted Power: You gain the Runiir 
  ability of stonecunning. If you already 
  possess stonecunning, your racial bonus 
  for stonecunning increases from +2 bonus 
  to +4 on checks to notice unusual 
  stonework. 
  Cavern Domain Spells 
  1 Detect secret passages 
  2 Darkness 
  3 Meld into stone 
  4 Leomund’s secure shelter 
  5 Passwall 
  6 Find the path 
  7 Maw of stone 
  8 Earthquake 
  9 Imprisonment 
   
  �������
  Granted Power and Spells: As PHB. 
   
  ������
  Granted Power: You can boost your 
  Charisma by 4 points once per day as a 
  free action. The increase lasts 1 minute. 
  Charm Domain Spells 
  1 Charm person 
  2 Calm emotions 
  3 Suggestion 
  4 Emotion 
  5 Charm monster 
  6 Geas/quest 
  7 Insanity 
  8 Demand 
  9 Dominate monster 
   
  ������
  Granted Power: You cast Creation spells 
  at +1 caster level and gain Skill Focus (a 
  +2 bonus) in the Craft skill of your 
  choice. 
  Craft Domain Spells 
  1 Animate rope 
  2 Wood shape 
  3 Stone shape 
  4 Minor creation 
  5 Wall of stone 
  6 Fantastic machine 
  7 Major creation 
  8 Forcecage 
  9 Greater fantastic machine 
  �������
  Granted Power and Spells: As Player’s 
  Handbook except for the following 
  changes; 
  3 Speak with the Dead 
  6 Circle of death 
  8 Horrid wilting 
   
  �������������
  Granted Power and Spells: As PHB. 
   
  �������
  Granted Power and Spells: As PHB. 
  �
  ������
  Granted Power and Spells: As Player’s 
  Handbook except for the following: 
  2 Death knell 
  6 Forbiddance 
  �
  �������
  Granted Power: Unity ward: As a free 
  action, you may protect a number of 
  creatures equal to your Charisma modifier 
  with a +4 dodge bonus to AC. This 
  supernatural ability lasts 1 round per 
  level. An affected creature loses this 
  protection if it moves more than 10 feet 
  from you. You may affect yourself with 
  this ability. 
  1 Bless 
  2 Shield other 
  3 Helping hand 
  4 Imbue with spell ability 
  5 Hallow 
  6 Heroes’ feast 
  7 Succor 
  8 Protection from spells 
  9 Prismatic sphere 
   
  �����
  Granted Power: You gain the Uncanny 
  Dodge ability of a 3rd level rogue. If you 
  have another class that grants the uncanny 
  dodge ability, treat your level in that class 
  as three higher for determining your 
  uncanny dodge ability. 
  1 True strike 
  2 Augury 
  3 Bestow curse 
  4 Status 
  5 Mark of justice 
  6 Geas/quest 
  7 Vision 
  8 Mind blank 
  9 Foresight 
   
  ������
  Granted Power and Spells: As PHB. 
   
  ������
  Granted Power and Spells: As PHB. 
   
  ���������
  Granted Power and Spells: As PHB. 
   
  ���������
  Granted Power: You cast all illusion 
  spells at +1 caster level. 
  1 Silent image 
  2 Minor image 
  3 Displacement 
  4 Phantasmal killer 
  5 Persistent image 
  6 Mislead 
  7 Project image 
  8 Screen 
  9 Weird 
   
  ����������
  Granted Power: Due to your intimate 
  knowledge of the diseases of the mind 
  strengthening your mental defenses you 
  gain a +2 bonus to all WIL saves. 
  1 Cause fear 
  2 Tashas hideous laughter 
  3 Confusion 
  4 Phantasmal Killer 
  5 Feeblemind 
  6 Nightmare 
  7 Insanity 
  8 Chain of Chaos (DotF) 
  9 Weird 
   
  �����������
  Granted Power and Spells: As PHB. 
   
  �����
  Granted Power and Spells: As PHB. 
   
  ������
  Granted Power and Spells: As PHB. 
   
  �������
  Granted Power and Spells: As PHB. 
   
   
   
   
   
   
   
  
  �
  ������
  Granted Power: Free Martial (or Exotic) 
  Weapon Proficiency and Weapon Focus 
  with your choice of hammer. 
  1 Magic weapon 
  2 Heat metal 
  3 Keen edge 
  4 Rusting grasp 
  5 Wall of iron 
  6 Blade barrier 
  7 Transmute metal to wood 
  8 Iron body 
  9 Repel metal or stone 
   
  �����
  Granted 
  Power: 
  Turn 
  or 
  destroy 
  lycanthropes as a good cleric turns or 
  destroys undead. You can use this ability 
  a total number of times per day equal to 3 
  + your Charisma modifier. 
  Moon Domain Spells 
  1 Faerie fire 
  2 Moonbeam 
  3 Moon blade 
  4 Emotion 
  5 Moon path 
  6 Permanent image 
  7 Insanity 
  8 Animal shapes 
  9 Moonfire 
   
  ���������
  Granted Power: You have the spell-like 
  ability to inspire allies, giving them a +2 
  morale bonus to saving throws, attack 
  rolls, ability checks, skill checks, and 
  weapon damage rolls. Allies must be able 
  to hear you speak for 1 round. Using this 
  ability is a standard action. It lasts a 
  number of rounds equal to your Charisma 
  modifier, and may be used once per day. 
  1 Divine favor 
  2 Enthrall 
  3 Magic vestment 
  4 Discern lies 
  5 Greater command 
  6 Geas/quest 
  7 Repulsion 
  8 Demand 
  9 Storm of vengeance 
   
  ������
  Granted 
  Power: 
  You 
  have 
  the 
  supernatural ability to breathe water as if 
  under the effect of a water breathing 
  spell, for up to ten rounds per level. This 
  effect occurs automatically as soon as it 
  applies, lasts until it runs out or is no 
  longer needed, and can operate multiple 
  times per day (up to the total daily limit of 
  rounds). 
  1 Endure elements 
  2 Sound burst 
  3 Water breathing 
  4 Freedom of movement 
  5 Wall of ice 
  6 Otiluke’s freezing sphere 
  7 Waterspout 
  8 Maelstrom 
  9 Elemental swarm (cast as a water spell 
  only) 
   
  ���������
  Granted Power: Free Extend Spell feat. 
  1 Deathwatch 
  2 Augury 
  3 Clairaudience/clairvoyance 
  4 Status 
  5 Detect scrying 
  6 Heroes’ feast 
  7 Greater scrying 
  8 Discern location 
  9 Time stop 
   
  �������
  Granted Power and Spells: As PHB. 
   
  ������������
  Granted Power and Spells: As PHB. 
   
  ��������
  Granted Power: If you fall below 0 hit 
  points, you regain a number of hit points 
  equal to 1d8 + your Charisma modifier. 
  This supernatural ability functions once 
  per day. If an attack brings you to -10 hit 
  points or below, you die before this 
  granted power takes effect. 
  1 Charm person 
  2 Lesser restoration 
  3 Remove disease 
  4 Reincarnate 
  5 Atonement 
  6 Heroes’ feast 
  7 Greater restoration 
  8 Polymorph any object 
  9 Freedom 
   
  ������������
  Granted Power: If you have been 
  harmed by someone in combat, you may 
  make a strike of vengeance with a melee 
  or missile weapon against that person on 
  your next action. If this attack hits, you 
  deal maximum damage. You may use this 
  supernatural ability once per day. 
  1 Shield of faith 
  2 Endurance 
  3 Speak with dead 
  4 Fire shield 
  5 Mark of justice 
  6 Banishment 
  7 Spell turning 
  8 Discern location 
  9 Storm of vengeance 
   
  �����
  Granted Power: Free Scribe Scroll feat. 
  1 Erase 
  2 Secret page 
  3 Glyph of warding 
  4 Explosive runes 
  5 Lesser planar binding 
  6 Greater glyph of warding 
  7 Drawmij’s instant summons 
  8 Symbol 
  9 Teleportation circle 
   
  ����������
  Granted Power: Rebuke or command 
  animals (reptiles and snakes) as an evil 
  cleric rebukes or commands undead. Use 
  this ability a total number of times per day 
  equal to 3 + your Charisma modifier. 
  1 Magic fang 
  2 Animal trance* 
  3 Greater magic fang 
  4 Poison 
  5 Animal growth* 
  6 Eyebite 
  7 Creeping Doom (composed of tiny 
  snakes) 
  8 Animal shapes* 
  9 Shapechange 
  *Affects ophidian or reptilian creatures 
  only. 
   
  ������
  Granted Power: You get a +2 bonus to 
  Concentration and Spellcraft checks. 
  Spell Domain Spells 
  1 Mage armor 
  2 Silence 
  3 Dispel magic 
  4 Rary’s mnemonic enhancer 
  5 Break enchantment 
  6 Greater dispelling 
  7 Limited wish 
  8 Antimagic field 
  9 Mordenkainen’s disjunction 
   
  �������
  Granted Power: You gain electrical 
  resistance 5. 
  1 Entropic shield 
  2 Gust of wind 
  3 Call lightning 
  4 Sleet storm 
  5 Ice storm 
  6 Summon monster VI (air spell only) 
  7 Control weather 
  8 Whirlwind 
  9 Storm of vengeance 
   
  
  �
  ����������
  Granted Power and Spells: As PHB. 
   
  ����������
  Granted Power: You may use a pain 
  touch once per day. Make a melee touch 
  attack against a living creature, which 
  sustains a -2 enhancement penalty to 
  Strength and Dexterity for 1 minute. This 
  spell-like ability does not affect creatures 
  immune to critical hits. 
  1 Bane 
  2 Endurance 
  3 Bestow curse 
  4 Enervation 
  5 Feeblemind 
  6 Harm 
  7 Eyebite (sicken effect only) 
  8 Symbol (pain effect only) 
  9 Horrid wilting 
   
  �����
  Granted Power and Spells: As PHB. 
   
  �����
  Granted Power: Free Improved Initiative 
  feat. 
  1 True strike 
  2 Gentle repose 
  3 Haste 
  4 Freedom of movement 
  5 Permanency 
  6 Contingency 
  7 Mass haste 
  8 Foresight 
  9 Time stop 
   
  ������
  Granted 
  Power: 
  You 
  may 
  detect 
  thoughts once per day as a spell-like 
  ability, affecting one target and lasting a 
  number 
  of 
  minutes 
  equal 
  to 
  your 
  Charisma modifier. Activating this power 
  is a free action. 
  1 Message 
  2 Converted 
  3 Veil of grace and splendour 
  4 Sending 
  5 Fabricate 
  6 True seeing 
  7 Mordenkainen’s magnificent mansion 
  8 Mind blank 
  9 Discern location 
   
  ��������
  Granted Power and Spells: As PHB. 
   
  ���������
  Granted Power and Spells: As PHB. 
   
  ��������
  Granted Power: You gain the feat; Extra 
  Turning as an additional feat at no cost. 
  Only if this domain is listed for a deity 
  may the followers of such a being rebuke, 
  bolster and command undead, all others 
  turn (or mesmerise) or destroy (or sever). 
  See cleric section for details. 
  1 Invisibility to undead 
  2 Desecrate 
  3 Animate dead 
  4 Circle of Doom 
  5 Unhallow 
  6 Create undead 
  7 Unholy word 
  8 Create greater undead 
  9 Energy Drain 
   
  �����
  Granted Power and Spells: As PHB. 
   
  �������
  Granted Power and Spells: As PHB. 
   
  ���������
  Granted Power: Free Point Blank Shot 
  feat. 
  1 True strike 
  2 Cat’s grace 
  3 Snare 
  4 Tree stride 
  5 Commune with nature 
  6 Find the path 
  7 Liveoak 
  8 Sunburst 
  9 Antipathy 
   
  
SOURCE: textdata/thevault/Rolemaster/Shadow World/Maps/Maps/d20 · Campaign Guide to Kulthea.pdf