Wombat's Edits to Post #4 of the OP:
Region 6: Tiroja
Spoiler: Regional Traits
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Ability Scores: Tirojans gain a +2 to Constitution.
Skill Point Selection: They can choose their racial skill point from the following list: Craft (weapons), Handle Animal, Intimidate, Perception, and Survival.
Feat Selection: They can choose their racial feat from the following list: Blindfight, Escape Route, Fleet, Self-sufficient, and Toughness.
Automatic Language: Tirojans start the game speaking Tirojic.
Spoiler: Geography
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Far to the south Malerien wears it's crown of ice. The features of this land were carved by aeons of creeping ice. Where the ice stops the tundra begins. It spreads for miles and miles. Often one could travel for days with no landmarks and no signs of movement aside from drifting snow. Farther north the taiga rises. Despite the cold air the earth is a hot bed of springs and volcanic vents. This heat keeps the earth beneath the forest warm enough to support life and keep growing. The forest stretches to the northern border, and is fed by south flowing mountain streams and north flowing glacial rivers.
Landmarks:
Sundered Lands: A massive crevasse across the tundra that marks the edge of the ice cap. In Mythology, this is where Magthuum battled the gods of winter. The area has very heavy volcanic activity and lava can be seen churning at the bottom of the crevasse.
Ulmic: This lone pillar of ice towers above the tundra, standing nearly two hundred feet high. Despite it's massive size it drifts slowly across the frozen fields. Ulmic is believed to be the mourning widow of one of the defeated gods of winter and coming across it is a bad omen.
Crone's Mirror: In the northeast of the region sits one of the largest freshwater lakes in the world. It was formed by a melting glacier and is still fed primarily by glacial streams. The water is a dark blue and it's depth is unknown. A great bounty of fish live here. It is named for the reflection of the mountain known as the Crone that ripples in it's waters.
Spoiler: Culture
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The Tirojic people are distant relations of the Dyrmic people who followed game south onto the tundra. Years of raiding, trading, and intermixing with the Mihl-Naas to the north have made the Tirojans a distinctly different people from their Dyrmic ancestors. They are taller and tend to be darker skinned.
The Tirojans are a nomadic tribal people. The tribes tend to consist of extended family groups with as many as 100 members. They move constantly, and intertribal warfare is common, especially in the summer months when the cold is less of an overarching threat. Hide, wood, and bone are the most common materials for tools or building, though obsidian is not uncommon for tribes nearer to the Sundered Lands. Tirojans keep dogs both as hunting and work animals. Dogsled is the preferred method of travel across the tundra, though tribes who spend more time closer to the northern border have tamed the large ceiruu (fantasy caribou) to use as mounts.
The Tirojans have a rich mythology of the world around them. They believe that the world was once covered in ice, but the god of fire, Magthuum, conquered the winter and drove it back so that man could live. Just as fire melts snow, so too does man so they have come to believe that they are descended from fire spirits and the god Magthuum. Fire takes a central place in ritual and the home.
Spoiler: Resources
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There are three primary resources that the Tirojans hold. The first is food. The arctic forests are overflowing with game, and Tiroja's lakes and rivers are so thick with fish that one could almost just reach in and grab one. The second is lumber. The forests that house Tiroja's life have been untouched and unchecked since the dawn of man. The third is a deep understanding of fire. The Tirojic people have long understood that their continued existence in this harsh arctic climate is dependent on fire. As such it takes a central place in both ritual and experiment. The Tirojans understand what materials burn hottest or brightest, and which burn what colors.
In addition Tiroja has a modest mineral wealth and an abundance of fresh water.
Region 7: Dyrma
Spoiler: Regional Traits
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Ability Scores: Dyrmans gain a +1 bonus to Dexterity and Constitution.
Skill Point Selection: They can choose their racial skill point from the following list: Climb, Craft (armory), Perception, Survival, and Swim.
Feat Selection: They can choose their racial feat from the following list: Athletic, Fleet, Self-Sufficient, Toughness, and Throw Anything.
Automatic Language:Dyrmans start the game speaking Dyrmic.
Spoiler: Geography
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Dyrma is a cold land. It has a frosty climate, and is composed of hills and mountains, with rivers winding their way through the highlands. It's mountains climb high, often punching through the clouds. The land is difficult to defend, with vast open spaces, with very through tactical choke points.
The most famous of it's landmarks is Great Pallom (Gwych Pllym), the world's largest mountain. It also contains an extensive cave network that is rumoured to stretch throughout the entire Pallom (Pllym) mountain range.
Another landmark is the Steaming Gorge (Ageru Ceunat). The geothermal vents underneath the canyon heat up the surface, and the waterfalls that flow into it cause clouds of steam to raise from the surface.
The Pillars of the Giants (Hoelion wyth y Gewri'r) are another of the landmarks. They are a set of three 20 foot tall, 6 foot wide rock spires with jewels and gems visible on their surface.
Spoiler: Culture
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The Dyrmic People are short and fair skinned, with predominantly blonde or red hair and dark eyes. They have muscular legs, broad shoulders and thick facial hair.
They live in small family units, made up of an adult couple and three of four children. When the children become adults (a right of passage where the child slays a dangerous animal or monster), they leave their family and find another Dyrmic adult to start a family with.
They dress in furs and leathers, designed to protect and be practical, except for those who reach old age, who wear fur garments designed for comfort and warmth. Tools are basic, and include tools made of animal bones or flint, and bows with primitive arrows.
Spoiler: Resources
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Dyrma has large amounts of ores in it's many mountains, such as copper, tin, lead and silver. It also has large amounts of fsh and mountain goats which make good food for the populace. However, it lacks in flat, fertile land, and therefore farming is nearly impossible.
Region 8: Kasumor
Spoiler: Regional Traits
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Ability Scores: Kasumorians gain a +2 bonus to Strength and Intelligence, -2 to Dexterity.
Skill Point Selection: They can choose their racial skill point from the following list: Craft (weaponry), Diplomacy, Handle Animal, Martial Lore, and Ride.
Feat Selection: They can choose their racial feat from the following list: Armor Proficiency (Light), Blind Fight, Defensive Combat Training, Improved Initiative, Combat Reflexes.
Automatic Language: Kasumorians start the game speaking Brumean.
Spoiler: Geography
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Kasumor is an ancient and mysterious place. It's lands, which was special even at the beginning of times, were made even stranger by its people by techniques long forgotten. Experimental plants and animals can be found all across Kasumor, but behave like normal animals for the most part. On the contrary, they are a normal part of the life cycles and ecosystems there, fulfilling roles just like any other ecosystem. Underground, although not as strange, houses some of the weirdest minerals and substances ever seen, just as Shintouite, also known as Impact-rock, which increases in strenght and durability the more stresses are applied to it. This is the main reason why most of the Kasumorian fortresses are still standing today unbreached, their walls have become so solid over the years that they are virtually impenetrable.
- Kasumi Plains: These wide plains of grass are home to a very strange species of flower, which resembles a dandelion, but instead with white leaves and round instead of elongated seeds. The featherlike structure which it used to spread the seeds more resemble clouds then vibres. When these spores are in the air, when inhaled, they put the inhaler to sleep for exactly 48 hours after exposure. Nobody has found out why. However, it is evident that the inhaling process is needed for the seeds to germinate after they have been exhaled and enduced their sleep. The plains in its enterity, which comprise about 25% of the north-west of the country, consist of rolling hills covered with grasses with here and there a group of adepted wildlife that became resistant to the seedlings of this plant, such as highlands or wild horses. Note that these groups only live around the edges of the terrain and because of the inability to produce sufficient effective seed-blockers, nobody knows what lies in the hart of the land.
- Shintouite Mountain Range/Mines: In the southern regions of the country, resembling a normal mountain range, the stone mined from here is far from ordinary. This particular stone hardens when more pressure is applied to it, provided the stone is strong enough to withstand the initial impact. The stone starts out soft (around chalk hardness), but by slowly ramping up the pressure exposure, it can become almost infinitely hard and durable. This also means that how older a structure is, the more solid it becomes and as such also more resistant to wear and tear, including winds and water damage. Most Kasumor “ruins” are still in pristine condition. The mountains themselves are weathered at the top, but still very steep and high when compared to mountain ranges of the same age, due to the strengthening effect.
- Verandil Forest: A weird place, this forest looks normal on the outside but is home to a large variety of wildlife not seen anywhere else. Nobody has made a good list of the species present, but they include huge size vermin, plant-animal hybrids and even human-plant hybrids. The forest itself resembles a European temperate forest. From here, they have tamed and tried to take control of several species of huge vermin (which are more intelligent then their small kind due to the experiments of old), of which the huge mantis and huge stag-beetle have been the most successful. The mantids are used as mounts, while the stag-beetles are more used as walking battering rams.
Spoiler: Culture
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As denizens of a country that takes great pride in it's martial prowess, lore and diplomacy, the inhabitants of Kasumor are a rough, disciplined yet strangely cheerfull people. They are led by the Earthguard, a leader who serves as a king aswell as a marshal in battle. Beneath him are the three Arches, which serve as generals under the Marshal. These three generals are themed after the remaining three elements and have a corresponding flag.
They excell at fortifying themselves in a place to wear out the enemy with the help of their Shintouite defensive machinery. If that is not an option, they are also very skilled with a weapon. When pressed for combat, they tend to dissuate the enemy into dueling, to minimize the bloodshed.
Sometimes, they also fight mounted on huge praying mantids, slashing with their sword in perfect cadence with the claws of the mantids. This is not common, as having a praying mantis as a mount is a sign of great prowess in battle and is only awarded to the greatest fighters of the land. However, the royal guard consists of 444 men and a praying mantis for each, making them feared in battle.
The population is concentrated in the capital, Earthome, where the Earthguard also resides. Earthome is located on the northern shore, around 30 miles from where the Kasumi plains begin, which also makes it a magnet for any alchemists and weapon experts trying to weaponize the strange sleep inducing flower.
Also, there are 4 large fortresses at the borders: Earth, Wind, Fire and Waterguard. Earthguard and Fireguard are situated along the western border, while Windguard and Waterguard are situated along the eastern border. They are all around 300 years old, making the Shintouite from which they are made very sturdy and virtually immune to conventional siege weaponry, but not yet totally unbreakable. However, due to a low population, only fortress Earthguard is manned in the current day.
In the way of village structure, they all have a Shushan, which is a sort of elderly figure, wise and experienced, who leads the village and handles local infrastructure and military matters. This Shushan is chosen by the village people themselves and is then appointed for 7 years.
Spoiler: Resources
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Due to their lack of technology to fully gather the resources at their disposal, they don't have access to the total richness of their land. However, with the help of any allies they may make, that problem can be solved and turn Kasumor into a defensive powerhouse.
Region 9: ???
Region 10: Kor
Spoiler: Regional Traits
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Ability Scores: Kor gain a +2 bonus to Constitution and Strength, as well as a -2 penalty to Charisma.
Skill Point Selection: They can choose their racial skill point from the following list: Handle Animal, Perception, Ride, Swim, and Survival.
Feat Selection: They can choose their racial feat from the following list: Extra Rage, Improved Initiative, Intimidating Prowess, Power Attack, and Toughness.
Automatic Language: Kor start the game speaking Kor.
Spoiler: Geography
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Kor is a varied and harsh land, thick and brambled with swamps in the west bordering the Green Sea and with a desert splitting the region along the north south lines the only pleasant land is found along the easternmost coast though only a fraction of the population lives there as the majority live in the western lands.
While hilly and difficult to cross in a quick amount of time Kor is not mountainous nor is it cut off from the bordering nations and regions, leaving it open to invasion from the north and south, though the Green Sea deters feasible invasion from the west.
- The Emerald Bridge So named after the Green Sea it borders to the west this strip of land between the Green Sea and Lake Avi supports the capital of Kor and a large amount of the population. This swampy strip of land is dotted with high plateaus on which native inhabitants make their homes.
- Lake Avi Named after the First Conqueror, this Lake is the largest body of water within the Land of Kor barring the Green Sea to the west. The deep blue water is a stark contrast to the murky depths of the Green Sea and it's place in Kor history as the location where First Conqueror Avi washed away the stains of tribalism has lead to its reverence among many of the people of Kor.
- The Akeering Desert The greatest struggle faced by the natives of Kor is the traversing of the Akeering Desert, this obstacle eventually led to the domestication of the dire bats that lived in the caves surrounding the desert lands but even now with the rarity of the bats and the size of the desert the Akeering desert keeps western and eastern Kor largely separated though fealty is still pledged across the barren land.
Spoiler: Culture
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The people of Kor are ruled by the iron fist of The Conqueror, the name given to the current eldest of the First Conqueror's Avi's descendants. While The Conqueror rules wholly and completely his claim to power can be threatened by any worthy warrior should he or she disagree with The Conqueror's decisions. As such no Conqueror so far has abused their power, using it only to better Kor and her people.
Kor was once a land of tribals, then came Avi, the First Conqueror. Legend says Avi was borne of fire reborn in water elevated by air and that destiny to embody all four elements led to his conquest of all the earth of Kor. Avi was a born warrior, the first to domesticate the dire bats of the desert, and a natural leader and with his strength of mind and might he conquered and assimilated all the tribes of Kor into one under his own rule. When Avi passed, his descendant took his place and when challenged for power, slew his opponent, cementing the divine right of the Avi bloodline to rule Kor.
Rough and gruff, the people of Kor are born raiders and barbarians. While Kor itself is a decent land its lack of resources and belief that The Conqueror must dominate all earth for themselves leads the people and government of Kor to be aggressive and militaristic in their dealings with the outside nations, though Kor, being a land of warriors, has a reputation as producing hardy and useful warriors and this reputation outside Kor has led some to begin to see Kor itself as a potentially mercenary state, an idea that has not been dissuaded by the current Conqueror.
The land of Kor overflows with human life, a hardy and abundant people, Kor is never without feet to fill the boots of its warriors and mercenaries. Most homes sport pairings with children upwards of 9-10 and pairings often begin as young as 14 or 15 among the populace.
Spoiler: Resources
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Swamps bordered by desert with no founts of resources underground. The lands of Kor are devoid of much resources and populated by a variety of vicious and nasty beasts where humans have yet to establish their foothold. The only resource unique to Kor are the riding Dire bats, tamed by the First Conqueror, but even these are rare sights outside of the most fearsome and well known warriors of the land. This shortage of naturally available resources is the main reason for Kor's practiced art of raiding and invading their neighbors for food and supplies beyond the most basic amenities.
Wombat's Edits to Post #5 of the OP:
Region 11: ???
Region 12: Kovalika
Spoiler: Regional Traits
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Ability Scores: Kovalikans gain a +1 bonus to Charisma and Intelligence.
Skill Point Selection: They can choose their racial skill point from the following list: Appraise, Bluff, Diplomacy, Linguistics, and Profession (sailor).
Feat Selection: They can choose their racial feat from the following list: Deft Hands, Fast Learner, Iron Will, Persausive, Skill Focus(Profession [merchant]), Skill Focus(Profession [sailor]).
Automatic Language:Kovalikans start the game speaking Mardish. Although it is a secret language, they may learn Kovalikan Sign Language as a bonus language, but only if taken at first level.
Spoiler: Geography
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The small nation of Kovalika is bordered by water on all sides, save a narrow strip of land which connects it to region 3. A large inland sea also runs along this border. The land is averagely fertile,consisting of rolling hills and plains for the most part. The fact that the only connection to land is through a narrow mountain pass makes the land easily defendable by land,and so only a small standing army exists,as the nation focuses on its navy for military matters. Three points of interest are:
- Marid's Tooth. A large mountain, composed completely of rock, juts out from the sea. It is regarded with superstitious caution by sailors, and used as a beacon.
- The Bazaar Sea. Lined with trading towns, which often extend to houseboats, this sea, which faces west, and joins the ocean, is the main port of call for many traders.
- The Jeweled Islands. These volcanic islands host an aboundance of precious gems within. A great deal of Kovalika's wealth comes from here.
Spoiler: Culture
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Kovalikans are of shortish height, with lightish hair, and skin tending toward the darker tones. Their eyes are usually brown,with the occasional child being born with red eyes. These "marid blessed" are regarded as lucky, and touching ones head is said to share the luck with the toucher.
Both men and woman ware long robes,as it is considered impolite to show the feet, with the exception of sailors. Headbands are used by all, with strands of precious beads showing status and wealth, with more beads representing higher status.
Kovalikans are taught to be shrewd from birth, and most are expert hagglers. Kovalikan manners are extreme, and it considered a travesty to ignore them. Often, veiled insults are woven in with the complements.
Sample conversation:
"Greetings, O most glorious of traders. May this lowly worm offend your ears with a proposal for a minute?"
"Certainly, sultan of customers. What would you tell this most miserable among wretches?"
"I have, O pearl among purveyors, a certain unworthy rag which I desire to show your excellency."
"Well, show my cloudy eyes this magnificent tapestry which the most noble gentleman holds in his satchel."
And so forth.
Kovalika is ruled by merchants, with 12 guild masters presiding. They rule fairly for the most part, but each is largely self serving. Also, the power vacuum between the craftsmen and merchants is great, as Kovalika relys on import, so local artistians have poor business.
Kovalikans are fairly superstitious people,believing in a host of Marids, each of whom must be appeased in specific ways.
Spoiler: Resources
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Kovalika has access to a large amount of resources,and were they find themselves lacking,the people trade for what they need,having built themselves up as merchant nation. The land is rather fertile,and some farmers do exist,growing spices,fruit and livestock,the nations true wealth lies in the gem islands,volcanic isles home to diamonds,sapphires,emeralds and rubies. Though not having the strongest military,people or government,the guild nation of kovalika has survived by virtue of its gems,and by attempting to be everyone's friend,making alliances with whoever has the highest trade offer.
Region 13: Hartinya
Spoiler: Regional Traits
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Ability Scores: Hartinyans gain a +1 bonus to Wisdom and Constitution.
Skill Point Selection: They can choose their racial skill point from the following list: Heal, Intimidate, Knowledge (nature), Perception, and Survival.
Feat Selection: They can choose their racial feat from the following list: Catch Off-Guard, Endurance, Great Fortitude, Self-Sufficient, and Toughness.
Low-Light Vision: Hartinyans can see twice as far as other humans in poor lighting.
Light Sensitivity: Hartinyans have Light Sensitivity, as detailed in the Bestiary.
Automatic Language:Hartinyans start the game speaking Hartinese.
Spoiler: Geography
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The island of Hartinya, or the Ever-Dark Isle, is completely forested, and the natives know these forests very well, making it easily defendable, on top of the advantage of it being an island. The forests are very dark underneath the thick canopy, and though the Hartinyans don't invade very often (due to thier very small militery), they will sacrifice thier own lives to defend Hartinya. Three points of interest are:
The Cave of Malice: Somewhere under the dark canopy lies a cave going down into the earth. In this cave the air is toxic, laced with a poison called Zyte, and many natives died going into this cave. Thus it was given its name.
The Islands of Chaos: The small islands off of the main isle were given their name when a king had four sons and left the mainland to his eldest. But the other three wanted inheritance as well, so they discovered these small island and they all coveted the title of King over these isles. And a battle insued until the three were pushed into the ocean by each other. The islands are also good for mining tin and copper (giving Hartinya a good source of bronze).
The Tallest Tree: One tree in the dark forests rises above all the others so if you could get on the canopy you could see it for miles around the main village of Hartinya, which lies at the base of the tree.
Spoiler: Culture
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The pale dark haired natives of Hartinya have red eyes and they love punishing the weak and they hate humans other than themselves.
The dark of the forest holds many terrors but the natives have no fear for it,using this terror to defend the island against invaders.Their government (if u can call it that) is a tribal or clan structure and the current chief is named Sarrder Chur. Hartinyins make their clothes out of the tree bark and leaves and animal skin cloaks. Their beliefs and customs include: Zyte must stay on the island and those who trade it out of island get poisoned by it. They believe in gods of trees and nature. And there are shamans who use "magic" which is really just medicines and poisons. Names are not carried among bloodlines but the first animal a child sees becomes their surname. Wearing something from the animal that is your surname is considered taboo.
Spoiler: Resources
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Zyte, a poison gas or liquid, from the cave of malice
Bronze, from the isle's of Chaos
Wood And Fruit, from the trees covering the island
The occasional gem, also from the isle's of chaos
Animal Skins, Furs and Bones, many an animal walk the island of Hartinya
Region 14: Terethor
Spoiler: Regional Traits
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Ability Scores: Terethorians gain a +4 bonus to Strength, a +1 bonus to Constitution, a -1 penalty to Wisdom, and a -2 penalty to Charisma.
Skill Point Selection: They can choose their racial skill point from the following list: Craft (armor), Craft (weaponry), Intimidate, Ride, and Survival.
Feat Selection: They can choose their racial feat from the following list: Heavy Armor Proficiency, Mounted Combat, Power Attack, Shield Master, and Toughness.
Automatic Language: Terethorians start the game speaking Therish.
Spoiler: Geography
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Terethor is a land of craggy cliffs with forested foot hills and lush plains. to the east rises a range of mountains that serve as a wall from the rest of the main land. but to the west clouds often cover the shear cliffs of the sea coast. Inland is flat verdant plains with many species of wildlife roaming the fields.
- The Beaches of Amothoor are a stretch of sand surrounded by the high cliffs it is a place where many sailors have met their end.
- The Cliff of Red Fire is a towering mountain that at its cratered summit it can freeze a man in minutes. But if you looked down one of the craters, a blast of heat would sear you face off, for the core of this mountain is a molten mass of magma. This provides many precious metals and also the use of lava for massive siege machines.
- The Sink Holes of Sorrow is a marsh down to the south of Terethor where the land is overridden with water and is sinking down into bottomless pits. on the sides of the pits runs a thick tar substance that reacts violently when heated.
Spoiler: Culture
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The fierce people of Terethor where once nomadic tribes men of the inner plains but with the arial of The Iron Lords, order has been created and the once wild and blood thirsty natives have risen up to become a proud and powerful nation, with fortified castles adoring every hill and mountain. The people of Terethor are a hardy group that has adapted to the frosty could of the mountains and the warm valleys of their home.
The average peasant is clad in worn furs and leathers that are his only clothes. But, if a peasant proves himself to be honorable
his status might be raised to a more noble rank.
A noble is the lord of a village (size depending on his rank). He over sees that the kings taxes are being payed and that the law is being up held.
But when war comes, the peasants rakes and pitchforks are throw aside and they follow their lord into battle for all men are trained to fight from an early age, and for in this time is it most likely for a poor man to become rich.
Each family lives in a small house ( a fancy hovel but dont tell them that) with a small plot of land that is their own (as long a they pay the lord a 10th of their crops each year) this land can be expanded and shrunk do to the rank of the owner.
While the nobles life inside fortified castles with the town sprawled beneath it,
they live finely off of Terethor's feudal system.
Most of the people of Terethor are fair-haired and tall.
The people of Terethor believe that all must be achieved with ones own steel and not by any intervening gods this does not mean they do not have gads they just dont look to them for help, with one exception their god of war who (so they say) often takes the for of an eagle and flys above the battle field.
The people of Terethor have now united under the shadow of the war-bird and the sound of the drum.
Spoiler: Resources
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Terethor relies mainly on itself for most of its resources. In the center of Terethor the rich farm land is not ignored. and to the east the volcanic mountains render up many metals and beautiful gem stones that are of immense use in the waring ways of Terethor. they also have made many uses for the tar found in the pits of sorrow, mainly for torches, water proofing and lighting their arrows. They also have found a way to make a certain type of stone almost impossible to crack this is VERY helpful in making the impregnable fortresses of Terethor. and then there is always the lava from the cliff of red fire that can alway be used to fend of the foolish invader.
Region 15: Kazia
Spoiler: Regional Traits
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Ability Scores: +2 Strength, +2 Constitution +2 Dexterity, -4 Charisma: Kazians have thin ropy bodies that mark them as the decedents of men and women who have lived in some of the harshest climbs in the world, but their harsh, angular features and raspy voices are said to be discerning to many.
Skill Point Selection: They can choose their racial skill from the following list: Intimidate, Perception, Swim, Survival, Stealth.
Feat Selection: They can choose their racial feat from the following list: Fleet, Armor Proficiency(Light), Athletic, Intimidating Prowess, and Stealthy.
Automatic Language: Kazians start out speaking Kazian-Tongue, a harsh, gurgling language with little connection to Trader's Tongue linguistics-wise.
Spoiler: Geography
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The lands of Kazia are not nice. They are hilly and pitiful things, the domains of sheep-herds and stunted hill tribes that have never seen horses in thousands of years. The true worth in the country is in it's waters, bountiful and clean.
- Ladon-Land: The westernmost strip of land in Kazia, this is the closest thing the region has to a breadbasket. The people here are said to be the most calm and collected of three tribal territories that makes up the country, and as such has the most influx of migrants. The mines here are said to be some of the most productive in the world, and it is said that the forests here are filled with plants and fruits that gift wonders to their imbibers.
- Kelpi-Land: The middling strip of land in Kazia, this land has a reputation for being utterly uninhabitable by most outsiders. Misty and clogged with forgotten villages and small brown rivers, most avoid this grassless land if they could avoid it. It houses the House of the Water-Kings, the main center of worship for the local religious sect, and serves as the most notable settlement in the region as well.
- Níohoggr-Land: Containing most of the population in Kazia, it might also be the most dangerous. The people here are regimented and unpitying, and the weather here can freeze less forgiving folk. The capital city is on the northern coast of the the Sea of Serpents, the large inland lake in the northernmost regions, and it is where the Queen and her highest servents dwells. The people here have reputations for consorting with things better left forgotten in their hilly homes and their sea-caves, hideous things of bygone eras.
Spoiler: Culture
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Kazians see themselves apart form the other nations of man, believing themselves to be of different stock from the other peoples that populate the world. Mostly insular, their history has mostly been within the same stretch of land for more than a thousand years, with wars and kingdoms growing within the three main strips of land that makes up the world.
Kazians are often seen as ugly and odd by outsiders, with nearly all of their number having skin as white as snow and with hair almost always black, worn long. Their eyes are noted to almost be bulging and pale-colored, and they have sharp chins and bony frames. They also partake in the practice of sharpening their teeth, for ceremonial reasons.
Despite this, Kazia is a very externally peaceful culture, with lifespans long and food plentiful. However, they are fond of bloody sports, with the capital being the site of dozens of gladiator games and blood sports unseen in more southern climbs. In fact, it is tradition for the rulers of the land to take there place by killing the currant one, which has been followed for hundreds of years.
The local religion is a strange and mystical one, worshiping powers involving water and serpents. The House of The Water Kings is the site of this marshal religion, and many noble youths are sent to this cathedral made of whale-bones and human hide to train in the arts practiced by the priests there.
Spoiler: Resources*
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Pending...
Wombat's Edits to Post #6 of the OP:
Region 16: Tallar
Spoiler: Regional Traits
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Ability Scores: Tallarians gain a +1 bonus to Constitution and Intelligence.
Skill Point Selection: They can choose their racial skill point from the following list: Craft (weaponry), Diplomacy, Knowledge (nature), Perception, and Survival.
Feat Selection: They can choose their racial feat from the following list: Alertness, Cosmopolitan, Endurance, Great Fortitude, and Iron Will.
Automatic Language: Tallarians start the game speaking Talarn. It is a hasrh language, full of consonants and jarring word shifts, but also with much beauty in it.
Spoiler: Geography
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The island nation of Tallar is beautiful to behold. The frozen landscape is eerily beautiful, full of towering ice sculptures and mountain ranges.
Despite this life does flourish. The hot springs in the center of the island give life to the people and creatures who live there.
However, the land is not easy to defend. Large passes have been carved through the mountains by the winds of time, and rivers flow in abundance. In the summer these flow, allowing boat traffic; in the winter they freeze solid making for excellent roadways.
- The Bay of Rek: The name of this bay is taken from the language of those who first landed there. Their ships ran aground on the reefs and sandbars, shattering the hulls and drowning most of the crew. This bay is still dangerous to sail in, but also has the best fishing in all of Tallar.
- The Great Spring: This is the center of life on Tallar. Even during the winter this valley is lush and warm, warmed by the energies from beneath the ground. Trees grow there anew each winter, as do plants, ferns, and animal life of all kinds. However, during the summer it is a hateful place. Blisteringly hot, most plant life dies, and none but the hardiest animals venture there.
- The Talmar Ice Plains: These plains are an oddity; they are not truly ice. They are instead sheets of glass like crystal. They stretch for miles, just pure crystal. During the winter it sparkles like ice, and so that is where the name comes from. You cannot see deeper than a few feet; after that it gets too cloudy. It is also hard to chip away at, and when it breaks it is deadly sharp to anyone who touches it, making it a poor material. Some people speculate that immense heat froze sand into the glassy crystal that is there now. Where the heat may have come from nobody knows.
Spoiler: Culture
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The people of Tallar live in a veritable paradise. Their homes are wonderful, they are governed by a very just democratic system, and they all have a say in the actions of the Collective. The people all work together as best they can to make this utopia work. Each group has their own job to do, and food is distributed evenly. The children are schooled each day in the morning, and then allowed to work with a tradesman or tradeswoman in the afternoons.
The land of Tallar is underpopulated. While the people are very happy generally, and content with their life, they are often sickly, and weak, as the land does not produce much food. As such it is mildly underpopulated.
The people are short and stout, evolved to conserve heat. They are tanned from long hours spent in the reflecting sun.
Spoiler: Resources
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The island of Tallar has hardy forests of spruce and fir trees across large swathes of the island making wood an ideal material for construction.
However most of the resources of the people of Tallar come from their minds. Smarter than others they think differently, being applied scholars. Their land is filled with learning. The biggest repository of this is the Wagon library. This is a wagon train filled with books and tomes, histories, thoughts, everything at all that has ever occurred to the Tallar, and everything that they have learned from other people.
They also have a few ports. These ports do not have much trade value as they are too far for trade ships to make the trip worthwhile but they do have boats there. So far these boats are not suitable for long voyages, being better for fishing or one way trips to the mainland, but the Tallar are working to make them better.
Region 17: Ethal
Region X: The Nation of the Waste
Spoiler: Regional Traits
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Ability Scores: Wastelanders gain a +2 bonus to Constitution, Intelligence and Charisma and have a -2 penalty to Dexterity and Wisdom.
Skill Point Selection: They can choose their racial skill point from the following list: Craft (alchemy), Craft (art), Diplomacy, Iaijutsu Focus, Survival.
Feat Selection: They can choose their racial feat from the following list: Black Marketeer, Cosmopolitan, Dilletante, Improved Initiative, Quick Draw.
Automatic Language: Wastelanders start the game speaking Trader's Tongue.
Spoiler: Terrain
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The Waste is among the smallest regions on Malerien, but is also the most deadly. The animals grow to monstrous proportions, with a temperament that rivals (and in some cases exceeds) that of a mother bear. Even the plants there want to rip the skin off of all outsiders and eat their spleens for dinner. This is sometimes called the Low Realm, and its denizens are called monsters by the superstitious. But the scholarly know that monsters no longer exist - if they ever did to begin with.
And yet, there is one thing here that draws the greedy and inquisitive into the depths. Tales tell of an ancient cavern, known only as the Pit. It is said that it leads to the Underworld, but anyone will tell that such a place is only legend, and that the place is filled only with gold and other precious ores, and with precious stones larger than a skullcap.
But not many who go in search of this cavern ever return...
Spoiler: Culture
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The people of the Nation are an old people, but the Nation is young. 'Twas mere decades ago that Alekkan the Fiery brought the clans together and united their strengths and fortified their weaknesses. Thus they became a nation that would search out the best things in the most unusual places. Art, hospitality and a shrewd mind were always the prime focus of their culture, and though their culture was certainly at a height, higher than any other, they lacked resources. And thus, through being founded in a nation of unity, the Nation of the Waste would strive to be the greatest tiny nation in the area of trade and commerce.
Today, the Nation is ruled by a pair of consuls, chosen each year from among members of it's five most influential clans. To be eligible for office, one needs to pass several rigorous tests in areas of science, economics, strategy and tactics, to ensure the Nation can be ruled only by the best.
Most people live in one of three of the Waste's major cities that have been built in locations along trade routes, two of which lie close to its neighbouring countries, the third encompassing a large part of the only island part of the Nation. Visitors to each of them often come back with stories of their beauty, wide streets and water systems.
Spoiler: Resources
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The Nation of the Waste does its name honour: it has few resources of its own. Water is hard to come around away from the shore, and the only way to get it is its system of wells. Allegedly, there are vast riches to be found underground in metals and minerals, but if so, the Nation does not yet possess the right technology to access it. Still, it would explain where the old riches of the clans come from...
There Are More Secret Regions...
Find Them.
Claim Them.
Conquer Them.