Empire of Morad
The Empire of Morad is one of Ethica's most famed and powerful human dominant nation on the western continent known as Atamara, it's people are descended from a strong and militant history. The current ruler Emperor Necarson Obarskyr has had the experienced Imperial Legions and War Magi at his disposal in his rain and their presence has surely kept order throughout the empire. Adventuring is frowned upon without an official license, but adventurers could likely lend a tremendous amount of aid Imperial military. Emperor Obarskyr is known to offer land in exchange for services rendered to his country, so this was a place adventurers wanting to make a name for themselves tended to flock to. A realm with a large population of human and elves, the latter who keep to their forest to the north. The Empire has earned a strong reputation as a peaceful and rich land. Recent times also reveal an increased military presence to their northern broader with Styiga. Despite several other Atamaran religions predating it, the construction of a temple to The Order marked the rise of the first religion to gain a significant following among the common people. The Order is the predominant religion of both the nobles and commoners within the Morad Empire. It is also illegal to found another religion without permission from the Imperial Senate.
Region language: Mordish
People of the Empire rely on a well-trained and well-armed militia to defend their land. You're no stranger to the use of weapons. Thus you gain proficiency with all martial weapons.
Luck of Heroes
The lands of the Empire is known for producing heroes. Through luck, determination, and resilience, you survive when no one expects you to make it through. You receive a +1 luck bonus on all saving throws and a +1 luck bonus to Armor Class.
You are trained in fighting in woodlands and know how to use the terrain to best advantage.
PRE: Growing up in deep woodland territory in Morad.
You ignore hampered movement penalties from naturally occurring light or heavy undergrowth. (You are still hampered by magically enhanced brush and plants.) When fighting in wooded areas, you gain a +1 dodge bonus to Armor Class.
Nation of Gybahdin
The desert kingdom in the lands of Gybahdin, also known far and wide as Stygia, possibly the most infamous nation in the Western mainland, the continent Atamara, is the birthplace, home, and wellspring of the Priesthood of Set the serpent god of darkness. Stygia is a dark and forbidding land of windswept mountains and badlands. Stygia has the largest population of undead in all Ethica. The entire kingdom is ruled by the clergy, with the closest devotee or disciple of Set having the single most influential hand throughout the Stygian territory. From the coast of the Eastern Sea to the shores of the great lake of Styx, the power of Set’s snake-worshiping acolytes is supreme. Although bordered by the dark-fured Gnolls and the cannibal Darfari to the west, and to the north by the influential merchant-traders of Dhamaaur, Stygia does not show fear of its neighbors. So ironclad is their belief in Set that they look upon all outsiders as infidel lower creatures who have not yet discovered the truth in Set's darkness. Outsiders are less than they are, and only a shackle's clasp away from being a slave. Dominated by a ruthless theocracy dedicated to the worship of the serpent-god Set, the Stygians are masters of occult secrets, dark magic, and diabolic lore. The scholarship is legendary and their mastery of the magical arts is without equal anywhere in the known world. Unlike the other kingdoms the Stygians care little for what goes on beyond their borders; while the Morad Imperials and the Serendins measure their worth in castles and glittering armies, the scholar-priests of Stygia care nothing for such trifles. They learned long ago that true power lies in knowledge and in pacts with dark powers older than the cosmos itself. A dark shadow has been cast across Stygia for centuries, taking many shapes as time progresses. Rulers, warlords, beasts and demons have risen up between the dunes to make Stygia their rightful home. While the faithful control and master where the walls built by slaves will keep the wilderness at bay, there are countless stretching miles of sandy wastes that give Stygia a thousand and one places to hide treachery, death, and-for the bravest of souls-adventure!
Region language: Stygian
You were raised in a land where mighty wizards are common. Everyone in your homeland knows something about magic, and you have learned that things are sometimes not as they appear. You receive a +2 bonus on all Knowledge (Arcana) and Spellcraft checks. You also get a +2 bonus on saving throws against illusion spells or effects.
You are particularly efficient at overland movement across the great deserts of Gybahdin. You can move overland across trackless desert waste lands at normal speed. You gain a +4 bonus on CON checks required for forced marches across deserts and to resist the intense heat, due to you knowledge of traveling the wastes you get a you get a and a +2 bonus on all Survival checks while in the waste. Up to one ally per character level can also gain these benefits while traveling with you. Your tough surroundings have also given you +2 bonus on all Fortitude saves.
The taint of the Yuan-ti runs in your veins. No outward signs give away you heritage, but you are something more--or less--than those of your normal heritage. You gain a +2 bonus to all Fortitude saves vs. poison, and a +2 bonus to all Reflex saves.
You grew up in one of the many tribes of the wastes with a culture that relies on Riding and shooting for survival. You gain proficiency with the Composite Shortbow, Light Lance, and Scimitar. In addition, you get a +3 bonus to all Ride checks.
Serendin is nestled west of the savage Gnoll wilderness to it's east, north of the militant Famieras Dum, and south of the wild Dagraba isle. It has pleasant weather and rich, arable farmable lands interwoven and fed by some of the largest rivers in the world, The lands of Serendin are frequently described as appearing like "seas of grass", and are therefore perfect for horses (the word roch, in Serena, means horse). Game hunting is common and plentiful, and wilderness paths and civilized roads are patrolled by Serendin knight forces, most of it's populous are human with a growing number of beastfolk, most cast offs of Gybahdin. At first glance, it is a peaceful kingdom of plenty built on a very pleasant stretch of Ethica land, with a strong code of laws and honor. Alas, it cannot be so. Although the King Sikakia of Dhamaaur has taken great lengths to keep his kingdom safe from outside threats and domestic squabbles, Serendin sees its share of unrest. Serendin has become a kaleidoscope of intrigue and hand-on-hilt politics. There are many people who call this land home, carving several invisible borders within the kingdom itself. Bossonians, Poitanians, Gundermen, and dukesof prestige all lay claim to lands that now all exist under wise King Sikakia's rule. It is due to this hot bed of politics, Serendin would much rather stay at peace with it's many neighbors as much as possible. The armies of Serendin are largely horsemen, divided into irregular units termed éoreds (Old English for cavalry, troops), which could include up to 2,000 riders. There are also companies of infantry and archers, as seen in the Battle of the Fords of Isen. Serendin's armies were more of a very well trained militia called upon in times of war, with the actual standing army relatively small. They are described as armed with long spears, swords, axes, light helms, round wooden shields, and mail armour. The greatest Serendin knights were the King's Riders, the personal bodyguard of the King of Serendin. The horsemen of Serendin are acclaimed as some of the greatest riders in all of Eithca.
Region language: Serena
Your people are renowned for their skill at story and song. You gain a +2 bonus on all Perform checks and on checks with one Craft skill that involves art, such as calligraphy, painting, sculpture, or weaving. In addition, if you have the bardic music ability, you may use it three additional times per day.
You were lucky enough to be spawned by those of great means, and as such you enjoy living in the lap of luxury. You start out with double your normal starting money. In addition, Diplomacy and Knowledge (Nobility and Royalty) are always considered class skills for you. Also, if you gain the Leadership feat you receive a +2 to your Leadership score.
You've spent endless hours learning how to handle a mount in a fight due to your training as a page.
PRE: Trained as a knight, fighter, or paladin.
You can take 10 on Ride checks, even if you are rushed or threatened.
If either you or your mount fails a Reflex save while mounted, you can attempt a Ride check to succeed on the saving throw anyway. The save is successful if your Ride check result is equal to or greater than the spell's save DC. (Essentially, you can substitute your Ride check result for your Reflex save if the former is higher.) You can attempt this substitution once per round for either your mount or yourself. If both you and your mount fail a Reflex save against the same effect, your Ride check result applies to both your save and your mount's save.
Famieras Dum is a theocracy on the southern part of Atamara dedicated to Sanguis Astroism. It was formed on Andaria,07 , when Prophet Mathurin Hossenfeffer seceded the city of Mimer from Astrum.
a nation born of an alliance between men and dwarf, is long time ally of Morad, the rival nation of Serendin and the underground Kingdom of the Drow and depends on dwarven mercenaries for their defense. Famieras Dum lies south of Serendin and west of Morad in the magical realm of Eithca. The Famieras people both human and dwarf alike are strong followers of the god Tyr. They've sent out numerous missionaries to other regions of Ethica to spread the teachings of Tyr. Although they had almost given up on some of the more savage humanoids, towards the end of the White age one priest ventured to teach one of the most savage races about their God.
Perhaps thee most renowned location and land mark in Famieras Dum is Mithral Hall, a massive dwarven stronghold beneath Endless Mountain north of Famueras Dum, and home to some of the most powerful blast furnaces in the world, where the strongest steel and weapons are forged. It is one of the best known dwarven strongholds in Ethica. Originally a Adamantine and mithral mine belonging to Clan Battlehammer, this underground town became a safe haven for various dwarf families and even some persons of great interest of other races. Mithral Hall has a long history of tragedy and triumph, and is the making and breaking of countless individuals.
Region language: Famish
Your people are admired for their single minded determination and clarity of purpose. You gain a +2 bonus on Will saves and Concentration checks.
Because you are inured to the hellish heat of your homelands dwarven forges, you are resistant to blasts of fire that would damage other creatures. You gain resistance to fire 5.
Your people are known for their love of battle, and they rarely waste time in meeting a foe blade-to-blade. You know how to make the most of a charge. You gain a +4 bonus on the attack roll you make at the end of a charge.
Reinos Unidos Radhale
Reinos Unidos Radhal's people are a model of duality, with a large population of gnomes and a smaller ruling class of powerful elven arcanist. Split between rugged hard working agriculturalists and learned, bookish individuals the "typical" Radhalarian is anything but. Metropolises bustle with activity as two major dragonmarked house enclaves and two centers of learning draw heavy business, while solitary monasteries dot the landscape where monks live in almost complete solitude, rarely venturing from their homes. Radhal's temperate climate and fertile soil make it a haven for good farmland and Aundair's wine is especially well known across Ethica. Two great centers of learning reside in Radhal, The University of Wynarn and the floating city of arcane study Arcanix. High elven Radhalarain's are known for their somewhat arrogant attitudes. Although arrogance is hardly a trait unique among most elves, the Radhalarians learn at a young age the results of a strong will in competition with others. That is not to say that every Radhalarian is stubborn, or thick-headed, but that they will not easily concede a point they believe to be right, and indeed public arcane and martial duels have become a staple of Radhalarian society; so much that many Radhalarians have adopted names for specific maneuvers, spell combinations, and styles used in duels.
Reinos Unidos Radhal is also the birth place of the militant sentient constructs known as Warforge. They are the only nation to have mastered the art of building and giving birth to these wonderful creatures of science and magic.
Region language: Radlein
PRE: Elf, Gnome
In your homeland, all who show some skill at the Art may receive training as arcane spell casters. Thus, many characters know something of the ways of the bard, the sorcerer, or the wizard. As such, choose one arcane spell casting class. You can activate spell trigger magic items as if you had 1 level in the selected class.
PRE: Elf, Gnome
You grew up in a land where the pen was held in higher regard than the sword. All Knowledge skills are considered class skills to you, no matter what your current or future class selections. In addition, you may also select two Knowledge skills that you have developed more fully. With these two chosen skills, you gain a +2 bonus.
PRE: INT 10 or CHA 10,
You come from a land where cantrips are taught to all who have the aptitude to learn magic. Every crafter and artisan, it seems, knows a minor spell or two. You can cast three 0-level arcane spells per day as either a sorcerer or wizard (your choice, as long as you have a score of at least 10 in the ability that controls the spell casting for that class). You must make this decision when you first take the feat. Thereafter, you have an arcane spell failure chance if you wear armor (for wizards) and are treated as a sorcerer or wizard of your character level for the purpose of determining level-based variables of the spells you cast. If you choose to cast spells as a sorcerer, the DC for saves against your spells is 10 + your CHA modifier. You know two 0-level spells of your choice from the sorcerer/wizard spell list.
If you choose to cast spells as a wizard, the DC for saves is 10 + your INT modifier. You have a spell book with all 0-level spells written in it, as any wizard, and can freely choose which three to use on any given day.
Dhamaaur, also known as the Merchant's Domain, is a tremendously wealthy nation in North of Gybahdin. The country's natural resources and wealth, combined with its mercantile nature has led Amn, the capital of Dhamaaur, to become one of the most important and influential trading centers throughout Ethica. Geographically, Dhamaaur is a fairly small state, though its size is impressive compared with its neighbor and frequent rival, Bradholm. Money flows in and out of Dhamaaur like no other country. It receives a lot of goods from Reinos Unidos Radhale and Serendin to the east and west respectively by sea, on their way to east end of the Continent or west. It is rivals with Gybahdin and Bradholm. While most often drawing merchants and businessmen, it also attracts adventurers from many lands, even from outside the West continent. Thanks to its vast wealth and the amount of importance that is placed upon smooth and efficient trade, merchant companies, often run by wealthy families or "houses," hold a great deal of the power in Dhamaaur, so much so that they can compete with more traditional political forces in the country. Since its unification under Thayze Selemchant Dhamaaur was ruled by the Council of Six, who resided in Athkatla. Their main duties are to maintain trade within and outside of Dhamaaur, controlling nearly every aspect regarding the economy of the nation. Around a sixth of the population of Dhamaaur lives within its cities and major towns, with the rest living in villages and rural farmlands. Two thirds of the population lives west of Mar De Dagsan sea. Around the Year of Wild Magic roughly 74% of inhabitants are human and the remaining percent split between halfling and dwarf.
Region language: Dhamadein
You come from a wealthy nation and family with numerous contacts in the trading coasts and craft guilds of Ethica's bustling cities. You can get a good deal on almost anything you buy or sell. When you sell weapons, magic items, or other adventuring goods, you get 75% of the list price rather than 50%. Once per month, you can buy any single item at 75% of the offered price. You also receive and extra 300 gold to spend as you see fit during character creation.
You grew up in a culture based on haggling and the art of the deal. You get a +2 bonus on all Appraise, Bluff, and Sense Motive checks.
You grew up in a land where the people are accustomed to dealing and trading with strangers without needing to draw their weapons to make their point. There are few problems that you can't talk your way out of. You take only a -5 penalty if you attempt a Diplomacy check as a full round action. Normally, a diplomacy check takes 1 full minute, and rushing it imparts a -10 penalty.
The most powerful sea raiders next to their Khrodir rivals, the Bradholm are active supporters of the Dagraba buccaneers (pirates by any other name). Bradholm is a proud, rich and sometimes wild land, though often torn by civil strife and bitter feuds between powerful members of its nobility. Bradholm is one of the greatest commercial nations of Ethica, second only to their southern neighbors Dhamaaur, renowned for its maritime industry, master seamen, and short, stocky sailors (reputedly the best in all the world). Dhamaaur and Stygia are its major sea-faring rivals, but Bradholm dominates over even them in most coastwise trade. Its own coast is a glittering array of cosmopolitan cities and teeming ports from which merchant ships sail south to Famieras Dum and the the Empire of Morad. The largest and richest port city of all is Messantia. Here begins the Road of Kings, a major highway running northward to Khrodir, an endless flow of river traffic from Dhamaaur, Gybahdin, and Khrodir traveling on its winding lengths.
The population supports many beastfolk as well as humans who hold the greater influence. Men here are dark-skinned, with thick, curly dark hair and short, stocky bodies. Bradholm' judges are appointed by the Human nobility. The courts are well known for siding with the wealthiest party in civil cases. They have no compunction about imprisonment or torture for witnesses who refuse to testify. The Bradholmains are primarily Selûne worshipers, although Shar, often praised as a Goddess of Thieves, is worshiped by many Bradholmains freebooters. Other religions are tolerated, although worship of Set, the Stygian serpent-god, is viewed with considerable suspicion. Thieves and raiders are more prevalent in Bradholm then almost anywhere else in the world.
Region language: Bradish
PRE: Growing up in any community of small city or greater size.
You have learned how to keep informed, ask questions, and interact with the underworld without raising suspicion. You gain a +2 bonus on Gather Information, Intimidate, and Sense Motive checks.
The sea is in your blood. You are no stranger to seas chases and blood on the decks. You gain a +2 bonus on Balance and Profession (Sailor) checks. You ignore any hampered movement penalties for fighting on pitching or slippery decks, and you gain a +1 dodge bonus to Armor Class during any fight that takes place on or in a boat or ship.
In a land threatened by fierce raiders, you have learned to fight effectively against certain foes. You know their ways and how to beat them. You acquire a Favored Enemy. This benefit functions like the Ranger class feature of the same name, you may pick one race arch type and from then on gain the same bonuses while facing them as a ranger who as chosen them as a favored enemy would.
Khrodir is a magocratic gynarchy in the far northeast of Ethica. The northern part of the country is barren and wreaked by strong, harsh winds while the south is cool but not nearly as bad. Surrounded by great almost barren plains and numerous rivers, the built up area of Khrodir is not very defensible. The people of Khrodir are called Khodi. Khrodir is more closely connected to the Feywild than any other location in Ethica. The smoky sjorl cheese originated in Khrodir, although foreigners often found it unpleasant. Jhuild, also known as firewine, was made in and exported from Khrodir, a tall glass of it might cost around 15 gold pieces in other parts of Ethica. Khrodir is a wealthy and powerful province; the city hold of Solitude has always been one of the richest and most influential regions. Recently, Solitude has grown ever more powerful, controlling much of the northern coastline following King Thian's alliance by marriage with Macalla, daughter of one of Khrodir most powerful tribes.
Region language: Khroda
Ankheg Tribe Ambush
You have learned how to hide and spring to attack, much like the ankhegs that roam the plains where you hunt. You gain a +4 circumstance bonus on Hide checks when prone in tall grass. During a surprise round, you can leap up from prone position as a free action.
Snow Panther Tribe Sprint
You have learned the secret of lightning-fast running from the snow Panther that roams the plains where you live. Once per hour, you can move four times your speed when making as a full-round action. You cannot perform this feat while wearing medium or heavy armor or carrying a medium or heavy load. The effect last one round for every con modifier.
Eagle Tribe Vision
You have keen eyesight reminiscent of the giant eagles that fly over your tribal lands. You gain a +5 bonus on Spot checks.
Wolf Tribe Hunter
You have learned the secrets of hunting from the wolf that roam the lands where your tribe wanders. You gain a +2 bonus on Hide checks and a +2 bonus on trip attempts and rolls to avoid being tripped.
Dagraba is located on an island in the northern part of the Mar De Tormentas Sea, off the coast of Khrodir. It is a mountainous jungle of savage beasts, hulking dinosaurs, and disease-ridden swamps. Savage human tribes, goblins, and above all lizrdfolk of all kind and even stranger monstrous folk haunt the thick jungles. Nevertheless, Dagraba draws adventurers who search for its legendary riches. The god Cazic Thule is almost exclusively revered in the land, for the divine powers of Ethica awarded Cazic Thule the dominion over the land of Dagraba in exchange for the deity's vigilance over the threat from under the Peaks of Flame.
Region language: Dagaba
Your people thrive in regions that others find uninhabitable, and excel at uncovering the secrets of the wilderness and surviving to tell the tale. You get a +2 bonus on all Fortitude saves, and a +2 bonus on all Survival checks
Your people are at home in the trees and high places, daring falls that paralyze most other folk in abject terror. You get a +2 bonus on Balance and Climb checks. You do not lose your Dexterity bonus to AC when climbing, and attackers do not gain any bonuses to attack you while you are climbing.
Whether due to prolonged exposure or natural hardiness, you have grown immune to some diseases and resistant to all others. Benefit: You are immune to one specific type of disease, such as the red ache or mummy rot. In addition, you gain a +2 circumstance bonus on saving throws against other diseases (including magical diseases). You recover points lost to ability damage from disease at double the normal rate (2 points per day, rather than i). If someone with the Heal skill (including yourself) uses your blood to help someone with the disease to which you are immune, the diseased character automatically makes his saving throw to recover. If your blood is used to aid in the healing of someone with any other disease, it provides a +4 bonus on the Heal check.
Special: You can gain this feat multiple times. Each time you take it, you become immune to a new disease. The +2 circumstance bonus against other diseases does not stack with itself, since the circumstances of each disease immunity are essentially the same.