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  THE PEOPLE OF JAIMAN 
  The races of Jaiman are many and varied. The lands 
  themselves are a vast collection of differing climates and 
  geographies and the people that habitat it are just as diverse. 
  The inhabitants of Jaiman and for that matter the entirety of 
  Kulthea can be grouped into 3 major groups, the Malan or the 
  human races (named from the Laan word meaning young), the 
  Huir including the elves, dwarves, gnomes and halfling races, 
  (Huir comes from the Laan meaning ancient) and finally the 
  Malloc, the goblinoid and related races (coming from their 
  own tongue meaning chosen). 
   
  THE NORTHERN REALMS  
   
  MUR FOSTISYR 
  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 iceflow 
  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 trading ports of 
  Torandrim and Keltharkest. There are three distinct cultures 
  on these islands, the half elven Kytaari villagers, the Syrkar 
  who are descended from haidic blood and maintain their 
  extended family villages and finally the Udahir or hill dwarves 
  who make their homes in the low mountains of these 
  inhospitable lands. 
  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, and the gemstones worked by the Kytaari 
  and Udahir are renowned for their purity and value. Few 
  wizards or clerics exist in these bitter islands. Most villages 
  have a healer or witch/warlock 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 warlocks and those of sorcerer blood 
  tend to leave these lands to find their fame. 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. 
  THE RUNIIR (CLAN UDAHIR)  
  This clan of Runiir (dwarves) is considered dwarves from 
  the PHB. 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 greater than their racial pride. 
  Race: dwarf 
  PreferredClass: fighter 
  Languages: Toman, Rhaya 
  Religion: Moradin 
  Special: Appraise & wilderness lore are class skills 
  DragonTaint: 5% chance of sorcerer 
  THE KYTAARI  
  These villages of once elven 
  descent no inhabit the dense 
  evergreen forests of this frigid 
  realm. They sustain themselves  
  on farming and trading. They 
  have the delicate features and 
  little facial hair that belies their 
  half elven nature. They half little 
  affinity with the forest and show 
  little lore or tradition of their 
  elvish 
  ancestors. 
  They 
  now 
  battle alongside their neighbours in order to merely live in 
  these islands. They excel at trading, sailing, fishing, trading 
  and craft skills.  
  Race: half elf 
  PreferredClass: any 
  Languages: Un’Erlin, Rhaya 
  Religion: Cam, Adur, Faurm & Faurug 
  Special: craft & profession are class skills. Size as Erlini. 
  DragonTaint: 13% chance of sorcerer 
  THE SYKAR  
   These small family groups are descended from the 
  Haidic clans of the Blue Forest. They settled in the arctic 
  islands 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 Malloc 
  and fell creatures of the island. 
  They are a hardy people, stern and 
  cautious of strangers but warm and trusting of friends. 
  Race: human 
  
  PreferredClass: barbarian 
  Languages: Rhaya, Un’Toman 
  Religion: Shoan, Adur, Alile, Faurm & Faurug 
  Special: +1 str, -1 int. wilderness lore is a class skill & 
  gains a +1 bonus all checks. 
  DragonTaint: 7% chance of sorcerer 
   
  LU’NAK (THE BLUE FOREST) 
  A deceptive term for the lands of the north, the great 
  forest once stretched from Claedesbrim Bay to 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 the trade with those 
  of Mur Fostisyr and Saralis and those of 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) limits 
  easy access to the west and south and the Malloc hordes and 
  dragon knights are forced to follow the coast to the north and 
  east. An indirect route and 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 
  tribes and malloc 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 dry dust. 
  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 elvish 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. 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 which 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. 
  Bur’Vom ~ a small isolated town of Jameri people, 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 with the 
  two other noble houses. 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 flag 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 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 mallocs the 
  traders of 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 downlake in raw timber 
  and timber products and also to provide themselves with a 
  clear killing field in case of engagement with malloc 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 malloc 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 ducat worth 1gp, the silver gentle worth 1sp and 
  the copper common worth 1 cp.  
  Politics: there is no one unified rulership of this region 
  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 that do are rarely powerful but may be willing to 
  pass their skills onto others they find, 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. 
  THE LU’NAKI JAMERI 
  This is the most common 
  human subtype in Jaiman. They are 
  descended from the Zori and 
  Talath peoples that first inhabited 
  this region as separate groups. As 
  travel and trade grew so did the 
  intermingling of these races. They 
  display all eye and hair colours and 
  their skin is usually light but tan 
  quickly. 
  They 
  are 
  the 
  most 
  common human of Jaiman and 
  show a diversity and adaptability to 
  a variety of climes and environs.  
  Race: human 
  PreferredClass: any 
  Languages: Rhaya 
  Religion: The Faith, with some cults of the New Religion 
  Special: pick one non-class skill that becomes a class 
  skill of survival, nature or animal based & also gains a +1 
  bonus to all this skills checks. 
  DragonTaint: 10% chance of sorcerer 
  THE HAID 
  The Haid clans have a long history of interfamily wars. 
  They are a very 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 station 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 witches. 
  Race: human 
  PreferredClass: barbarian 
  Languages: Rhaya, Un’Toman 
  Religion: Shoan, Alile, Coulide, Buiva, Adur, Lussa & 
  the Triad 
  Special: +1 str, -1 int. wilderness lore is a class skill & 
  gains a +1 bonus all checks. 
  DragonTaint: 8% chance of sorcerer 
  THE DYLARI (WILD ELVES)  
  These are perhaps the most feared of the inhabitants of 
  the blue forest. They wild elves, 
  as they are known by the malan 
  that live nearby, are named 
  because of the vast difference 
  that exists between them and 
  their 
  cultured 
  and 
  nobles 
  brethren. The dylari live for the 
  life of 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 when others travel in their realm and 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. 
  Race: wild elf 
  PreferredClass: ranger 
  Languages: Erlin 
  Religion: Corellon, Lussa  & Adur 
  Special: +2 dex, -2 int. They gain no bonus to finding 
  secret doors and instead gain a +1 bonus to all nature and 
  animal related rolls. They have starting proficiency in the 
  longsword or shortsword (not rapier). 
  Height:  
  M:4’11”+2d10 120lb+x(1d4) 
   
   
  F:4’6”+2d10      85lb+x(1d4) 
  DragonTaint: 15% chance of sorcerer 
   
  WULIRIS 
  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 their own militia, leaders, laws and taxes. It is 
  a dangerous place of visitors as thievery and crime abounds, 
  some fiefdoms are even said to be run entirely under the 
  gloved fist of criminal elements. It is a cold rocky land where 
  the ground tend 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 buy anything at a 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 built 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 provide 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 most live their lives planning to instead leave here. 
  Demographics: 
   Baalth ~ This is the northernmost town of this region, it 
  is an isolated 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 south. It is slightly warmer here being 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 strangely by the folk of this 
  region since they are the most isolated. It is ruled by old man 
  Pery who is said to have at least 20 wives and even more 
  children. 
  Karethspek ~ A once thriving trading centre for exchange 
  between the people of the forest and those of Wuliris. It is a 
  mixed village with a strong militia made up of foresters, many 
  of elven blood. They have seen increasing activity in the 
  confrontation between the forest folk and those of the red 
  dragon forces. While not directly taking sides they have saved 
  themselves from being over-run by the dragon troops but have 
  also disillusioned the Dylari and Haid, both of which have 
  reduced trade with Karethspek. The people of this village have 
  been thought responsible for several attacks of red dragon 
  troops in the area, but the ruling elected council of 5 has 
  denied this. 
  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. A quiet, honest town 
  which 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 to 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 several 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. Whether they are a 
  remnant of some warning system, or a communication 
  network it still remains that they have withstood the test of 
  time, and withstood 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 enchanted and designed to be 
  part of some protective enchantment, with many of the towers 
  failing one hopes that this is not the case. 
  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 (frozen) and stone 
  buildings. It is built in an ancient style even though new, as 
  directed by the Baron himself. Some think him mad, same 
  dangerously eccentric, whatever his motivation it has given 
  hundreds of peoples somewhere to live and feel safe in this 
  wilderness. A cousin of the Baron represents the people of 
  Onfelop in most towns and any dealings with him are done 
  through these people. 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 quiet 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 seems to 
  be one of the problems in the area, in that while they are so 
  busy making money from the area they have disregarded the 
  town itself. It is a shantytown of broken wood and primitive 
  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 town. It is 
  named from the ancient 
  elven 
  sea 
  fort 
  that 
  occupies the island just 
  south east of the town. It 
  was 
  once 
  an 
  elvish 
  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 intergrated large town is the unofficial 
  capital of this area. It has generous numbers of all differing 
  races and varied religions. It is a true free place where 
  everyone is free to do what they want, for better or worse. 
  There is a privately run militia, answerable to the 
  harbourmaster, or more specifically people think, 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 temple is run by the mysterious red 
  priests who serve in the temple complex to ‘cater for every 
  desire’ or so they claim. 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 honesty you find 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 no secret lies 
  in Rivertown, the lies are unmasked and proudly displayed 
  without care of judgement or shame.  
  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 ruins runs into open 
  farmland. It looks like a colourful shanty town built on the 
  sombre grey skeleton of the 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 to the north so this town ahs extensive barge and 
  ferry companies that use the river to transport goods to the 
  seaport of Rivertown. The ruins of the city gain intense 
  interest from Nomikos scholars and it is rare not to find at 
  least a dozen with escorts in the town at any one time. The 
  industry of the area cope well with these eccentrics and cater 
  for their needs with visitor facilities being well developed. 
  This region now produces seme of the finest white wines in 
  the land and Vandonese Whites are now in great demand. 
  Fief of the free dwarves ~ This is the stronghold of the 
  Runiir of Wuliris, an imposing mountain castle with a very 
  secure location. It overlooks a small mixed town where people 
  come from far and wide to trade with the Runiir clans. Crime 
  is kept to a minimum here and a very strong willed and 
  minded Runiir militia police this district. 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. 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 or 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 are wares 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, it is mentioned only that they have been very 
  aggressive in deterring any visitors to this island and have 
  been reported to be 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 locals who are vastly interested to see what these foreigners 
  have found on what they consider to be their 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. 
  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. 
  THE WULIRAN JAMERI  
  As per Lu’Naki Jameri but 
  their bonus skill must come 
  from sense motive, appraise, 
  bluff, craft or profession. 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. 
  THE RUNIIR (CLAN KHELGARNAM)  
  As per Runiir above except for instead of wilderness lore  
  being a class skill sense motive is in 
  addition to appraise. This is the clan 
  that lives and mines the mountains 
  to the north. They deal extensively 
  with the clan of deep dwarves of the 
  southern reaches who have very 
  little contact with outsiders and 
  prefer to trade indirectly with others 
  through the members of the Clan 
  Khelgarnam. 
  THE RUNIIR (CLAN TARKH’MOOR)  
  These 
  deep 
  dwarves 
  are 
  distrustful of surface creatures 
  including most humans. Their 
  homes exist deep within the 
  expanse of the grey mountains 
  where they mine and forge metal 
  goods, and produce gems and 
  jewelry of great beauty. Most of 
  the 
  goods 
  sold 
  by 
  Clan 
  Khelgarnam are in fact purchased 
  from the deep dwarves. Dour, gruff and unsmiling these 
  dwarves would rather deal fairly with their cousins than 
  strangers. 
  Race: deep dwarf 
  PreferredClass: fighter 
  Languages: Toman, Goblin 
  Religion: Moradin 
  Special: +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. 
  Also they gain a bonus when using runes 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 dwarven clan. 
  DragonTaint: 7% chance of sorcerer 
  THE EASTERN & SOUTHERN REALMS 
   
  TANARA 
  This vast land is made up of three distinct different 
  regions, each inhabited by unique cultural groups. It is 
  pleasant land with rolling hills and plains dominated by the 
  vast range of mountains that is the backbone of the grey 
  mountains. A land that has seen much conflict between the 
  races in the past it is more the most part peaceful except for 
  the occasional incursion from the Y’kin to the south. 
  Climate: Temperate, mountainous regions borders the 
  west, and divides 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. A colourful and vibrant city one could 
  forget the alien ness of the host race. A well developed 
  network of roads spread from the city and connect through the 
  mountains to Runiir trading posts and Duranakai watch 
  towers. They 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 or Yagorth and is known as the great 
  road. It contains marvels of engineering such as sweeping 
  bridges and enormous tunnels and it runs straight and true. 
  Yagorth ~ The large isolated town that contains the ruling 
  council of the Duranakai people as well as their teaching halls. 
  It is a place of enormous learning and knowledge. They have 
  strong ties with Nomikos and good trade links with the Myri, 
  Sulini and Calthor to the west. Their tunnel systems and 
  roadways are some of the most advanced and maintained in 
  this land. 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 this land, 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 there. 
  The Myri seem content to be lead by the Duranakai and it is a 
  coexistence that has been in place for generations. A vast 
  farmland district many fine beers and red wines are produced 
  here. 
  Ulir ~ This is a peaceful village that overlooks the bay to 
  the southern areas of the Sulini tinkers. It is a corridir of land 
  between to rivers that has been use by many Myri as farmland 
  and grazing pastures. The Duranakai presence here is not a 
  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 
  deserted valley that is concealed from view until the last 
  moment of entering it. There is a constant Duranakai and Myri 
  guard and an elaborate warning system in place. Little is 
  known of the tombs and the Duranakai discourage visitors to 
  this place. They are thought to the tombs of a race that 
  predates any known race on Jaiman. 
  Shenin ~ This is the unofficial capital of the tinker 
  society. The gathering constitutes a mixed village in size but 
  very few permanent structures exist. Even these non-
  wandering Sulini tend to still live in the garish caravans and 
  tents that is their hallmark. The few stone structures are a 
  semi-organised road system, several inns and brewers. A 
  bakery and some metal smiths and the like. It is a lighthearted 
  place full of shifting colours, aromas and tinkers. 
  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. These are the defensive network that is in place to 
  combat and warn of any Y’kin incursions. This is the home of 
  the SeaGuard Knighthood. 
  Chakor ~ The vast ship building yards of the Y’kin are 
  here along with their military training halls and main temple. 
  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 al 
  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 non Y’kin 
  being mainly 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 selection of church guards and a 
  priestly attachment. 
  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 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 advise 
  and guidance. 
  Special: The Myri 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.  
  THE MYRI 
  This is a gentle, simple peace faring race. They are taller 
  than average 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 practical 
  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 
  PreferredClass: any 
  Languages: Rhaya, Taal. 
  Religion: The Faith, with many followers of the Andam 
  Way. 
  Special: +1 con, +1 str, -2 int. The Myri are very 
  mentally focused and receive a natural +1 against spell 
  and spell like effects and a +1 bonus to concentration 
  checks which is always considered a class skill. 
  DragonTaint: 10% chance of sorcerer 
  THE DURANAKAI 
  A unique race of Jaiman thought to be of purer dragon 
  blood than any other race. 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 
  PreferredClass: wizard 
  Languages: Rhaya, Toman, Taal 
  Religion: The majority worship Ectoraige, The Triad, 
  Alile or Shoan. 
  Special: +1 int, -1 str. They have access to the following 
  feats from Eldritch Might; all Lace Spell feats, etch object 
  rune and item image. They can also train to become 
  Graven Ones. They have access to all of the mark and 
  greater mark arcane spells. Spellcasting prodigy is an 
  extra feat at first level and the feat; tattoo focus may be 
  taken without being specialised and multiple times, in the 
  same spell school or a different one. 
  DragonTaint: 25% chance of sorcerer 
  THE SULINI  
  These are the travelling 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 
  families of tinker 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. All this aside the sounds of a Sulini tinker 
  caravan at night with the singing, bonfires, music and laughter 
  is a welcome sound 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 
  PreferredClass: rogue 
  Languages: Rhaya, Un’Erlin 
  Religion: Triad, Coulide, Lussa, Nusas & Uimfe 
  Special: Perform & bluff are always class skills. They 
  may become mirror masters as from the book of eldritch 
  might and have access to the mirror based spells therein. 
  Size as Erlini 
  DragonTaint: 13% chance of 
  sorcerer 
  THE Y’KIN  
  Little is known about this savage 
  race save for that gathered from their 
  actions over generations. They are 
  blood thirsty, warlike, expansionist, 
  theocratically led race that is very 
  difficult to deal with due to the 
  supremacist ideals. Their lands are 
  quite fertile and their architecture like their demeanour is dark 
  and foreboding. That is to say not all Y‘kin are like that, only 
  the ruling church and the actions it takes. Many Y’kin work 
  and flourish in other places but always the doubt is present are 
  they spies or agents of the church or as they seem peace 
  minded citizens that 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 wanders lie inland in 
  this dark realm.  
  Race: human 
  PreferredClass: cleric 
  Languages: Yinka, Un’Rhaya 
  Religion: The New Religion, in particular Asharat and 
  Sinn. 
  Special: 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. For a Y’kin born into a different area use the 
  local special abilities or penalties for that district. 
  DragonTaint: 9% chance of sorcerer 
   
  URULAN (THE GREAT FOREST) 
  This is the ancient home of the Iylari (elves). 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 many people never see. The elves are very 
  reclusive and the ruling Loar nobles enforce this by extensive 
  wardens and enchantments to detect and deter unwanted 
  visitors. Due to this policy being in place for as long as 
  anyone can remember very few people try and enter the realm 
  of Urulan. 
  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 Loars’ retreats, studios or 
  private gardens. All Iylari buildings are like a natual 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 elven lands this isolated 
  large town is home to many elven xenophobes and those Loari 
  and Linaeri who seek privacy for contemplation or research. It 
  is a quiet secluded town build 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 ~ 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 entirely devoted to the training of 
  Elven magic and related 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 makes 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. The walls between the gates 
  are walked by Erlini guards who relieve their brothers from 
  the watch towers which are set every mile, each of these is 
  manned by a single wizard and a detachment of 20 Erlini 
  warriors. It is considered a great honour to be accepted into 
  the Southern Guard and its members wear the symbol of a 
  white circle with an unbroken black horizontal line with pride.  
  Gorai’ya ~ The ruins of this once beautiful city have been 
  strengthened by the Unlife. The many elven undead minions 
  of this region work tirelessly in manufacturing defenses and 
  machines of war from the dying forests that surround 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 
  Warders of the Gate 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 its example is used in every day life to strengthen the 
  resolve of their inhabitants against he Unlife and also to berate 
  children from misbehaving. 
  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. 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 elven wines of the region are expensive 
  and well sought, they are the Arojil Whites and the deep 
  bloody reds of Qui’el. 
  THE IYLARI LOAR (GREY ELF)  
  The Loari are the noble caste of 
  the 
  elvish 
  peoples. 
  They 
  are 
  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, a deal made with a loar will never be broken 
  by them and they expect the same from others. They 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 slow, 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 are a sign of loar nobility) has lead them to 
  have a weaker constitution than many other races. 
  Race: grey elf 
  PreferredClass: wizard 
  Languages: Iylar, Erlin, Rhaya 
  Religion: Correlon, Alile, Adur, Shoan, Mannam & the 
  Triad. 
  Special: +1 dex, +1 str  +2 int, -2 chr, -2 con. 
  Male 5’2”+2d10 120lb+(x1d4) 
  Female 4’9”+2d10 85lb+(x1d4) 
  Intimidate and sense motive are always class skills due to 
  their training in politics and noble interaction between the 
  Loar noble families. 
  DragonTaint: 17% chance of sorcerer 
  THE IYLARI LINAER (HIGH ELF)  
  The Iylari loar 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 a more emotional state 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 
  home and travel to the mainland in search of adventure but 
  this is the exception to the loari way. They 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 done 
  by this race. 
  Race: high elf 
  PreferredClass: bard 
  Languages: Iylar, Erlin, Rhaya 
  Religion: Correlon, Alile, Adur, Shoan, Mannam & the 
  Triad. 
  Special: +2 dex, -2 con.  
  Male 5’2”+2d10 120lb+(x1d4) 
  Female 4’9”+2d10 85lb+(x1d4) 
  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. 
  DragonTaint: 14% chance of sorcerer 
  THE ERLIN (WOOD ELF) 
  These elves live a more simplistic life than their iylari 
  brethren. They live 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 
  humanoid 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 iylari brothers but much heavier and 
  stronger.  
  Race: wood elf 
  PreferredClass: ranger 
  Languages: Erlin, Rhaya 
  Religion: Correlon, Cam, Adur & the Triad. 
  Special: +2 str, +2 dex, -1 con, -1 int, -2 cha. 
  Male 4’11”+2d10 120lb+(x1d4) 
  Female 4’6”+2d10 85lb+(x1d4) 
  The erlini receives awareness as a bonus feat at first level 
  and spot, search and listen are always class feats. 
  DragonTaint: 12% chance of sorcerer 
   
  THE MELURIAN STATES 
  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, windy 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 goes unnoticed. A high but thin 
  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 longer family lines that live there and keep newcomers at a 
  disadvantage. 
  Farrn ~ A strongly defended integrated small town that is 
  defended by a ragtag knighthood calling themselves the Blue 
  Knights of the Coast; they wear deep blue cloaks and 
  whatever armor they can find. Their intent seems genuine and 
  that is to make the roadways and thorps of the region safe 
  from brigands and the sort. They do ask for donations from 
  those they protect, and some have recently spoken of those 
  who refused to pay falling fell of brigands soon after. 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 of 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 very dangerous 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. 
  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. This is doubtful, yet the results of their 
  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 peaceful 
  island that appears ominous in its apparent calm. 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 ~ 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 elven 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 elves exist from such 
  unions. 
  Gul ~ The capital small city is lead by a merchant 
  council and has an impressive fleet. A dangerous and yet 
  exciting integrated city it is full of all cultures and walks of 
  life. The trade in the region flows through this place 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 
  defenses so that none may enter it 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 these perishables seem to rot quicker in the 
  region surrounding the tower. The Erlini are very cautious and 
  protective of this region and always ensure visitors are 
  accompanied at all times and when sleeping are always 
  steered away from the towers locale. 
  Ormian Island ~ The island home of the Nomikos Library 
  is dotted with tiny thorps that serve to produce the foods and 
  requirements of the scholars of the vast hall. It is also home to 
  many manors and towers that belong to wizards and the like 
  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 cater for foreign and visiting scholars.  
  Nomikos ~ The library is enormous and open to all. 
  Strict defenses involving wizards, clerics of Ectoraige and 
  other of the Faith and the feared Changramai ward this 
  elaborate city-library. The grounds itself 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 
  • 
  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 
  simple road that the monks maintain joins it to the city 
  Fulcrumia. The simple clad 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. They monastery is always open to those in 
  need and cares for 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 only in internal exchanges. Its 
  value is 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 
  lords (quasi nobles) 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. The 
  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 thirst for 
  knowledge. Also on this island is the second changramai 
  monastery where the guardians of the library are trained. Entry 
  into this elite order is gained by defeating a 1st year 
  changramai student in combat. The isle of Plasidar is ruled by 
  Duke Arivar Vonbryne otherwise known as Duke Arivar 
  Elvenkin. He is a half elven merchant noble whose family 
  established themselves as the premiere merchant house in the 
  area. They are considered a royal family by the people of 
  Plasidar and the title is passed on through the family. 
  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. Its sheltered bay and easy harbour have aided its 
  reputation as the second greatest harbour in Jaiman after 
  Lethys. 
  THE MELURIAN JAMERI  
  As per Lu’Naki Jameri but they start 
  with a +1 bonus to spot, sense motive or 
  bluff and whichever is chosen is 
  considered a class skill. A country made 
  of bandits and mercenaries and they look 
  the part. 
  THE NOMIKOS JAMERI  
  As per Lu’Naki Jameri but their bonus skill must come 
  from any knowledge skill, alchemy or craft. The skill hosen is 
  always considered a class skill. They 
  dress simply and as befits their work. The 
  scholars wear loose robes or smocks, the 
  farmers wear practical work attire and the 
  same for all other professions. This is a 
  socialist type of community where nearly 
  no money exists. Instead exchange of 
  services and work provides meals, 
  housing and community work projects. 
  THE PLASIDAR JAMERI  
  As per Lu’Naki Jameri but their 
  bonus skill must come from sense 
  motive, appraise or bluff. The one 
  chosen is a class skill. They are a 
  flamboyantly 
  dressed 
  people 
  with 
  heavy influences of ancient dress 
  patterns of U’Lyshak and Lethys. 
   
   
  THE MID NORTHERN REALMS 
   
  THE ZOR WASTES 
  This is the harsh and desolate wasteland of the land 
  between the blue forest and the lands of Rhakhaan. At its 
  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 
  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 plains in tents that are carried 
  and erected every night. They seldom stay in one place for 
  more than a month and have several old cities of the 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 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 laugh at any claim that this 
  fictitious font exists. 
  Economics: The mariel use any coins they can get their 
  hands on. They swap gems, jewellery, baubles and almost 
  anything else that looks good. Two mariel doing a trade will 
  establish 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. Warning; never deal with a mariel. 
  Politics: Tribal structures where the strongest and wisest 
  lead. Any may challenge the tribal chief for leadership and the 
  challenge must be accepted by the circle of wisdom (the 
  advisors for the chief). This circle is the real power of the tribe 
  and the chief just 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 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. He scholars of 
  Nomikos and the wizards of Arion may know more but they 
  are not forthcoming with such information. 
  THE MARIEL TRIBESMEN (HALFLING) 
  These are the wild tribesmen of the mariel wastes. They 
  live on the northern border 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 joined 
  the urbanised jameri of the region use 
  the urbanised description below. 
  Race: halfling 
  PreferredClass: scout(tribesmen), rogue(urbanised) 
  Languages: Mariel, Rhaya 
  Religion: Cam, the Triad, Baistigh, and Nusas. 
  Special: (tribesmen) Gain the feat Horse Nomad at first 
  level as an extra feat. (urbanised) gain silver palm feat or 
  nimble fingers; players choice. 
  DragonTaint: 10% chance of sorcerer 
   
  SARALIS 
  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 mercenary 
  companies that operate in the area as well as the many 
  standing armies of some domains. 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 along 
  side 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 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 feared, it is difficult to deal with the locals without the 
  ruling body finding out such is the complexity 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 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. 
  Kreaen ~ The mixed small city that sits on the shores of 
  Lake Karish is home to many a merchant and brigand alike. It 
  is a stopover of safety for the many and varied peoples of the 
  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 station as the main port for the lands to 
  the east across the lake and from the northern lakes has given 
  it the ability to control the flow of food and equipment into the 
  region. Any who takes up arms against Kreaen directly or 
  indirectly finds themselves without a stable supply of 
  necessities and also that the local populace is against them. 
  The ruling houses of the town Noble House Tyrell and Garlan 
  have a unified knighthood that are fairly well supplied and 
  well trained. These guards patrol the region and its 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 in 
  league with their leaders then the area will have a bastion of 
  safety for years to come. 
  Saral ~ This realm has been taken over by Damos Huroth 
  Alizon III, a self styled noble perhaps a bastard of house 
  Tarley if the rumours are 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 consolidating his presence in the south and taxing 
  the local population heavily to repay the massive sum he owes 
  the merchants houses of Norek. His guards and ‘knights’ sic 
  bandits, travel the realm and procure any gold they can 
  without incurring to much attention from the locals. Damos’ 
  instructions are clear and that is to reap the produce of the 
  land, not rape the land. He is a proud Saralin and actually does 
  think of the peoples well being; 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. 
   
  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 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 ports are well trenched and 
  defended and trade is 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 ~ The very hard and direct 
  form of unarmed combat has its home in the mountains of 
  north Saralis. The Saral March mountains hides their 
  academies 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 Runiir 
  and monks as they both 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. The 
  monks learn Un’Toman as part of their training. 
  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 crown 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 in the turmoil of this realm. 
  Politics: Vying warlords, dictators, mercenaries and 
  feudal states led by self appointed nobles. 
  Special: A dangerous land devoid of peace and prosperity 
  seen by some of their neighbours. Most people of this realm 
  have seen 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 reactions of people of this real are 
  invariably wary. The sparse woods on the edge of the saral 
  march mountains are the source of the famed dark wood with 
  which weapons and other wood products of great durability 
  are made. 
  THE SARALIS JAMERI  
  This realm is made up of 
  mercenaries, villagers, thugs and 
  quasi nobles. Most people of the 
  state of Saralis have had some 
  military training and are very wary 
  of strangers. This is a classic realm 
  of hunters and the hunted, there are 
  those that survive and usually rule 
  by strength of arms and those that 
  survive 
  by 
  being 
  ruled 
  and 
  quiescent. Use the standard Jameri 
  description but the people of Saralis have blooded or military 
  service feat at first level but suffer a –1 chr modifier. 
  THE RUNIIR (CLAN GRELK’RATHAN)  
  This clan of Runiir (dwarves) is considered dwarves from 
  the PHB. This clan lives in an extensive network of tunnels in 
  the saral march mountains and their clan name in Toman 
  means guardians. They are fairly self sustained only trading 
  rarely with the people of Bur’Vom to the east and some 
  trusted saralian traders from the south. They have secluded 
  farmland in the mountains with herds of sheep and goats with 
  many planted grain 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 secretative 
  clan in their war with the Unlife.  
  Race: dwarf 
  PreferredClass: fighter 
  Languages: Toman, Rhaya 
  Religion: Moradin 
  Special: Gain a +1 bonus in knowledge – unlife and it is 
  always considered a class skill. If not brought up in their 
  clanholme use standard runiir special ability. 
  DragonTaint: 5% chance of sorcerer 
   
  XA’AR 
  This land was once a thriving civilisation that outshone 
  even the mighty Wyvern Empire of Saralis. In much the same 
  way it has fallen and become a dark place full of hatred and 
  evil. At the height of the empire the 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 kings 
  decline into depravity was long and carefully planned over a 
  40 year reign, but by the end the king was practicing rape, 
  torture and sacrifice in his royal 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 
  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: Lugroki, all manner of goblinoid races 
  although these are sometimes in fear of the Advisor as are the 
  humans and demihumans. The Jameri that live here are a tired 
  and beaten people. Ruled by those appointed by the Advisor 
  also known as the White Mage, or the Magician. He is thought 
  to be Lorgalis the White – an Iylari Loar cast out from Urulan 
  for his dark exploration of the Unlife. 
  Aereks ~ Was a vast trading city; now bastion of Unlife 
  and forward mounting area for their attacks of 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 halls of magic once stood here and 
  innumerable magical treasures lie lost in its crushed bricks and 
  mortar. 
  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. 
  THE XA’AR JAMERI  
  Some poor refugees of this 
  realm have made their way to the 
  safer lands of Jamian. These 
  sorry, pale skinned people have 
  had all manner of terror inflicted 
  upon them and are extremely 
  timid and frightened. Less and 
  less people manage to escape 
  from this desolate realm and some 
  sages suggest that the White Mage 
  is 
  turning 
  his 
  attention 
  on 
  securring all parts of Xa’Ar before truly challanging the 
  defenses of the brave Runiir to the east. Jameri from this realm 
  who have escaped always bear the facial tattoos that make 
  them unique; studies have shown roughly 3 different tattoo 
  types. These  symbols themselves vary from person to person 
  but similar shapes divide them into like groups. These 
  symbols have proven impossible to remove and radiate faint 
  magic. They start as a normal Jameri but with a -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 first 
  level feats blooded and alertness are taken without choice in 
  addition to move silently and hide each gaining a +1 racial 
  bonus and being class skills. 
   
  ARION ~ THE WIZARDS ISLE ~ MISTY TOWER 
  The wizards’ tower sits atop the highest point of this 
  small island. It is home to many of the spell casters of Jaiman 
  and where they meet to exchange spells, gossip information 
  and equipment. Guild membership and access to the island is 
  restricted and enforced by a detachment of wizards and 
  apprentices. There is a small, integrated town that surrounds 
  the tower where traders and farmers work to supply many of 
  the towers needs. The towers council has approved 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 
  mages can train to become guild mages or archmages and 
  have access to some of the rarer spells of Jaiman. Membership 
  is set at a joining fee of 1,000gp plus 1,000gp per calendar 
  year (use these instead of the figures given for the guild 
  mage). If membership is lapsed the guild must be rejoined. 
  Pupils 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 of decisions that appear 
  before the tower. Those rare spell casters who become 
  archmages wear the robes of their choice. (but not the robes of 
  any other mage – they must be unique). Sorcerers, warlocks 
  and bards may not join the guild. 
  Climate: Hot. 
  Demographics: A simple integrated town made of stone 
  that seems to have no seems or joins. 
  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 guildmages and archmages inner 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. 
  THE PEOPLE OF ARION ISLE 
  As per the race from differing 
  areas but instead of the previous 
  special they gain the following,  
  but they must take courteous 
  magogracy at first level as one of 
  their feats. In addition they receive 
  a +1 bonus to knowledge – arcane 
  rolls and this is a class skill.  
  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 guild does is 
  search in all various cultures for 
  potential mages 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 priority of the guild is to offer 
  guidance to potential mages and 
  teach them the precepts of the 
  tower as well as wizardry. The sworn oath of a member of the 
  wizards’ guild is as follows 
  “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 peoples.” 
  THE WESTERN REALMS 
   
  LY’ARAN 
  This land was once the twin empire of U’Lyshak, its 
  cities, knights and noble houses were trading with its 
  neighbours and 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 when the armies of the Unlife 
  revealed themselves under the leadership of the Priests Aarnak 
  and their force of deathknights. These fell creatures slew the 
  defenders of many of the towns and villages and took the 
  
  realm as their own. The land has slid slowly into a state of 
  abandonment as the evil creatures pursued their 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 armies 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 not travelled lightly, 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.  
   
  ULOR 
  This desolate island was never well inhabited, barren and 
  unremarkable except for a single mountain upon which sits ae 
  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 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.  
   
  U’LYSHAK 
  The great kingdom of U’Lyshak is under the rule of the 
  High Priest Yaarth (church of Trialos). He has assumed 
  regency since the young prince Kier Ianis disappeared some 
  years prior 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 knights patrolling the 
  roads a common sight. Outlaws prey on the weak and 
  punishments for petty crimes has 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 castle 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. When doing so they must 
  bear their family crest proudly and unhindered. They sight and 
  sounds of tourneys are commonplace in this land as are the 
  cries of the poor and downtrodden as there are in any feudal 
  system. 
  Climate: Hot with much of the land being fertile plains 
  with some mountains to the northwest. The great Remiriath 
  forest lies to the south. 
  Demographics: A strongly mixed and ancient land where 
  humans control most of the power due to their noble lineage 
  and demihumans are still considered outlandish. They 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 the 
  land and is in turmoil after the disappearance of the ruling 
  prince, the High Priest Yaarth is changing many ancient laws 
  and has appointed the lands religion to be that of the New 
  Religion while all but banning 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 priests rule. The commoners still cling to the Faith 
  while the Priests inquisitors attempt to ferret out underground 
  masses 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 in the region, however it is a land in civil 
  war. The city itself is home to some enormous churches of the 
  Faith and is populated by many high ranking followers of the 
  Faith in the various seminaries and training camps in the city. 
  While in the land the knights of Melcolm battle the followers 
  of house Eagan and the commoners suffer unheard. While 
  Eagan supports the New Religion and has strong ties to both 
  Saral to the north and the High Priest in Cynar to the south, 
  house Melcolm proudly follows the Faith and openly 
  condemns the High Priest of murdering the young prince. 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 an iron band 
  of kloor has 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 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 practical land and is 
  building troops to both protect his district and claim any land 
  that becomes forfeit. The strong family 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 planted the desire to take it in their time 
  of weakness. 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 have and have 
  nots in the feudal state. 
  Sensche 
  
   
  Kysar ~ The mixed small city of Kysar is the 
  exception of this land where elf, dwarf and human mingle in 
  crowded streets. The ruling house Hoat and their cousins the 
  Presters have instituted many changes in their land allowing 
  looser 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. 
  The ties they share with their elven neighbours of Remiriath 
  forest are growing stronger and stronger and the land has a 
  bright future. They are seen as a weak state and easy pickings 
  by their neighbours and are treated with disdain in 
  conversations in Vorn. 
  Remiriath Forest ~ This vast land houses many Erlini 
  peoples. They have vast lands under their control and allow no 
  trespassers. Wards and warders guard the forests 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 
  this is unknown for sure. 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 stronger and stronger 
  recently and many elves are now seen in the humans’ lands. 
  Norek ~ This started as a trading town for the elves of the 
  forest but quickly grew into a sprawling integrated small city. 
  Its trading fleets and merchant houses are some of the largest 
  in the land while its fleets trade regularly with Plasidar and 
  Lethys. The city is known as the Twins since it is actually 2 
  separate large towns, the original to the east is enclosed in the 
  boughs of the forest and houses the elven 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 dark are 
  allowed onto elven 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. 
  THE U’LYSHAK JAMERI  
  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. To be born into servitude into a 
  noble house is to be for life, and for 
  those so known to have abandoned 
  this station they have broken one of 
  the basic laws of this land and will 
  be tried if caught. The ancient 
  houses of this land are the Zori 
  people. A separate human race by 
  the fact they have bred only with 
  other noble houses and retained 
  some unique characteristics. The bulk of the people of this 
  land and those who are of one of the New Houses are of 
  Jameri blood. 
  Special: Roll of Table 4 
  in the character history, or roll 
  % and if 86-95 – upper class 
  and you may become an 
  aristocrat of a trading family 
  and if 96-100 you are of noble 
  birth and may become a 
  knight or aristocrat of a new 
  house. Trading families gain a 
  +1 bonus to all appraise rolls 
  and this is a class skill, new house nobles 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. 
  THE ZORI NOBLE FAMILIES  
  The Zori prople are always of 
  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. Most of the 
  knights of this realm are of Zori birth 
  and they can be easily distinguised 
  from their baseborn Jameri serfs and 
  freemen. They have slightly pointed ears and delicate features. 
  While being is size comparable to that of normal humans they 
  are seldom short or overweight but usually of average height 
  and slightly slim build, tightly muscled rather than bulk. They 
  eyes are green or blue and their voices of a higher pitch than 
  the Jameri. 
  Race: human 
  PreferredClass: any 
  Languages: Rhaya 
  Religion: Usually the faith, but of all the regions their 
  emphasis on religion is probably the weakest. The Jameri 
  tend to be more observant of their beliefs than the Zori 
  who tend to change them based of political and social 
  benefits. 
  Special: -1 con due to the inbreeding, but the player can 
  choose the stat for a +1 increase (not con) that the players 
  history emphasised the development of. They gain a +1 
  roll to diplomacy, which is always a class skill, and are 
  always of noble birth. They must start as an apprentice 
  multiclassed character with one of the classes being 
  aristocrat but can choose to be trained as a knight. Roll on 
  the knights table to find what family the Zori comes from 
  and choose one of the families of that rank. 
  DragonTaint: 6% chance of sorcerer 
  
  THE MIDLANDS 
   
  RHAKHAAN ~ THE PHOENIX EMPIRE 
  A vast and wondrous land full of noble houses, vast 
  castles, knights clad in the finest of armours and the 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 regular way houses offer safe 
  refuge for travellers caught between inns. These inns are 
  spaced so as to cater for one days normal journey on busy 
  roads and every three on the quieter ones. 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 convicts of the 
  realm. The houses are vying for political power and constant 
  wars are in action; 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 rumour were true, 
  who has taken the land of Minon as his own and now wars 
  openly with 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 and risk 
  open civil war. It is unknown from whence the usurper gained 
  his gold to fund this war but his resources seem limitless. He 
  has strong allegiances with the New Religion and holds 
  masses with his troops before major battles. The iron band has 
  elements within his 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 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 these borders. 
  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. Its ideals and belief is true however to the Faith and 
  its current 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 rocks their land. The 
  noble knights and their charges of house Minster are in hiding 
  and sought after 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 is 
  home to many differing races and trade barges travel between 
  Minon 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 Frelik. How the locals 
  respond to the introduction of the Religion has yet to be seen, 
  but is expected to be negative if Frelik openly damages the 
  Faith’s churches or persecutes its followers. 
  Gryphon College ~ Home of the Magicians guild of 
  Toran, it 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 lands tend 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 across 
  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 trained. 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 ~ A small mixed city that is nestled in a river 
  fork and 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 some of the finest in Rhakhaan and many master 
  smiths travel to learn, compare and sell their craft 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 Rosehall and 
  Serret have enormous interests in the local metal industry and 
  are fearful of the impact that the 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. They 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 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 pits. 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 
  smattering of farmland, mining and production facilities. Its 
  areas of interest are very broad and what they cannot produce 
  themselves they can easily obtain 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 
  mountains steeps. 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 groups is very obvious. The 
  changes installed by Jerrin VII have 
  been undermined in this area as the 
  houses combat the 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 make 
  their homes across the land of 
  Lathornia. None of them are near 
  Baytown itself, which is probably why Baytown itself has 
  developed 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 
  unknown to those of higher birth than you and the quality of 
  goods and services you receive will be equal to all. This small 
  mixed city is home to many an escaped serf and bonded 
  labourer not happy with the lot given to them under the hand 
  of the Lathornian Noble Houses and fled to this haven. 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 of 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 presence. It is protected from the east by the spine 
  of the Grey Mountains and to the west by its mighty walls and 
  defensive trenches. It is a city that has grown from a childhood 
  of war and its design is always functional ahead of aesthetics. 
  The imperial palace is the largest single construction in the 
  city and occupies an entire city centre 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 and foreboding city. 
  Tubern ~ Great house Fowler has held this land for many 
  generations. Its 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 most other knights. 
  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 delicacies they crave so 
  much. 
  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 watch towers are 
  well fortified and well provisioned 
  with many disgraced nobles making 
  their temporary homes here and 
  most bringing with several wagons of ‘necessities’ upon their 
  semi banishment from ‘civilisation’. 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 officer in charge many different systems are 
  in place, some emulating the feudal state with rich and poor 
  receiving differing treatment and many merely having men 
  regardless of birth. The small town of Noros is little more than 
  a fortified provision store that has grown as needs increased, 
  now almost every delicacy and frivolity can be sought and 
  found here due to the vast moneys that noble outcast 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 way 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 the proud history of 
  marrying many differing noble families of Rhakhaan. The 
  house itself is more academic than militant and few knights 
  are produced from this land. This is in part due to the powerful 
  influence that Nomikos has had on the region since the 
  Sanarans 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 in Sanara City; a 
  small integrated city that boasts a myriad of inns and pleasure 
  establishments. Many Rhakhaan nobles travel to Sanara to 
  delight in the decadent halls of Sanara since their southern 
  cousins have a different moral code than the uptight 
  northerners. Street vulgarities referring to someone being as 
  ‘common as a Sanaran’ 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 in Jaiman. It 
  is a fully integrated place with all manors of races being 
  represented. The Lethians, although being in superior numbers 
  and economic backing 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 uncommon to see plate clad knights 
  or imperial guard in Lethys but rather guards and nobles clad 
  in merchant colours or wearing the red scarf of the separatist 
  movement. At present with Haalkataine and the older houses 
  more inetersted in the 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 bars. 
  Economics: The Rhakhaan coinage is the most common 
  used in the land 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).  
  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 being in place with funds 
  for villages to develop better crop systems and the state paying 
  for education of their 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. 
  THE RHAKHAAN JAMERI  
  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.  
  Special: Roll of Table 
  4 in the character history, or 
  roll % and if 86-95 – upper 
  class and you may become 
  an aristocrat and if 96-100 
  you are of noble birth and 
  may become a knight or 
  aristocrat of a house. 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. 
   
  THE LAND OF EMER 
   
  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 or immigrants. 
  THE KULUKU  
  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 
  of their race dominate their face.  
  Race: human 
  PreferredClass: ranger 
  Languages: Karuk, Shay 
  Religion: Adur, the Triad, Lussa and Nusas. 
  Special: Add 6 inches to base. They have a +1 con, -1 
  dex modifier. Gain track feat as an extra feat at first level, 
  if they gain track through a class a +4 bonus applies. 
  DragonTaint: 10 % chance of sorcerer. 
  
  THE VORLOI 
  These 
  small 
  framed 
  and 
  reclusive creatures hail from the 
  isle of the Jade Forest south of 
  Khum-kaan. 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 simple dwellings that are 
  indistinguishable from the forest and their nature makes them 
  long friends of the Kuluku, Dylari and Erlini. They frequently 
  practice runemagic and tattoo their skin with markings and 
  swirls and this serves as both magical protection and 
  camouflage as they frequently wear very little. 
  Race: gnome 
  PreferredClass: druid 
  Languages: Chira, Un’Shay 
  Religion: Adur and the Faith. 
  Special: -2 str, +2 con. They gain no bonus vs illusion 
  and instead gain the ability to pass without trace at will. 
  In addition to the +1 bonus TH against goblinoids etc this 
  also applies to reptilian creatures. They gain no illusion 
  spells per day, and gain no bonus with alchemy. Their +2 
  bonus with Listen is lost and instead they gain an 
  additional +4 racial bonus to Hide in forested environs 
  (adding to the normal +4 hide bonus) and Hide is always 
  considered a class skill.  
  DragonTaint: 7% chance of sorcerer 
  THE LAAN  
  The Laan claim to be the ancestors of all the human races. 
  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 wherever arrogance and 
  self-opinionated persons are welcome. 
  They are singly arrogant even more so 
  than the Iylari Loar who are renown 
  for their condescending arrogance. 
  While the Loar may be forgiven for being merely 
  misunderstood, no such reason can be given for the Laan. 
  They indeed are tall, strong and smart, but in their strengths 
  lays their weakness, most other races, due to their nature, tend 
  to despise them. They on the other hand cannot fathom why 
  others will not follow their lead, nor take their advice that is 
  clearly the best course of action, always. They hail from NW 
  Emer and are tall, blond and sharp featured with eyes of bright 
  blue or grey. They have very little facial hair and reproduce 
  very slowly. 
  Race: human 
  PreferredClass: any 
  Languages: Shay, Taal 
  Religion: The Triad, Alile, Shoan, Baistigh & Uimfe. 
  Special: +1 str, +1 int, +1 con, -2 cha, -1 dex. Add 6 
  inches onto base height. They gain the feat leadership 
  automatically at sixth level as an additional feat and 
  always gain a +3 for determining leadership score. 
  DragonTaint: 13% chance of sorcerer 
  THE RHIANI NOMADS 
  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 in near unrivalled. The are a 
  fierce, proud strong people with dark 
  hair, small frame and sparse facial hair. 
  Race: Human  
  PreferredClass: scout 
  Languages: Rhiani, Un’Shay 
  Religion: Nusas, Lussa, Uimfe and 
  Baistigh. 
  Special: They must take the feat 
  Horse Nomad at first level as one 
  of their starting feats. In addition they always consider 
  wilderness lore and ride as class skills. 
  DragonTaint: 10% chance of sorcerer 
  
SOURCE: textdata/thevault/Shadow World/Shadow World Lands & People of Jaiman.pdf