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| Buchlayne Minor - Continued | ||||||||||||||||||||||||
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| The Lugalate of Nur: This small nation was once considered one of the Akkatomian City-States. Centuries past, a very ambitious Bellin leader began to shape his own kingdom with himself as the Lugal (Priest-King) of the area. In actuality, it is one of the most civilized and efficiently-run governments in the area. Favored Classes: Cleric or Monk Restricted Characters: All characers must be Belllin (Goblin) or Half-Goblin Skills: Knowledge (Ancient History) and Knowledge (Religion - Ancient Goblin) Languages: Uln, Qashar, Kullish Special: Only characters from the Lugalate of Nur may spend skill points in Speak Language to learn sa-Bellinur (Ancient Goblin). The Free City of Ryn: Situated on the coast at the bottom tip of Buchlayne Minor, Ryn is a major trading and port city, where goods from all over Samoth are bought and sold. It is a city of great riches, great crime, and great greed. Favored Classes: Rogue or Wizard Restricted Characters: None Skills: Knowledge (Arcana) and Bluff Languages: Jamshish, Afrani, Pashmani The Thar-Clans: A group of three dwarven (Tharri) tribes in the desert waste area of Buchlayne Minor. They compete against each other for food, resources, and land. As most sensible people do not venture into the vast desert region of Buchlayne Minor, there is little to no interaction with the Thar-Clans. The three clans are Thar-Clan Sha, Thar-Clan Ta and Thar-Clan Keh. Favored Classes: Cleric or Fighter Restricted Characters: None Skills: (Sha) Knowledge: Religion (Sha Totem) and Handle Animal; (Ta) Knowledge: Religion (Ta Totem) and Ride; (Keh) Knowledge: Religion (Keh Holism) and Survival Languages: Shahtash, Afanlu, Teysavan |
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| PC Regions 3 | ||||||||||||||||||||||||
| Atkira | ||||||||||||||||||||||||
| Little is known about tthis continent, particularly the more southern regions. The nations of Kasindu, Nkoya, and Zembari are in the north, and are home to vast rocky deserts and great grassy plains. A group of either arcane or divine magick-users called the M'Boro Society is known to operate across political borders and may hold the real power in the north. Most of the southern portion is made up of jungles, rain forests, and fierce animals. Continent Language: Kaan is a mixture of several of the main languages and can be used to communicate throughout the north Kasindu: This country to the far north of the continent is a large kingdom of tall, dry grasses and sporadic trees. A group of horse-mounted warriors form the military and government. It has the most contact with countries on other continents. Favored Classes: Fighter or Sorcerer Restricted Characters: None Skills: Knowledge (Nature) and Ride Languages: Kasindu, Ndiri Nkoya: This nation stretches down the eastern part of the continent, moving down into a light, dry forest characterized by lots of brush in-between scattered trees. Many of the peoples on the coast are expert sailors and sea-raiders. Toward the interior, it is said that the people have learned to train elephants and hippopotami for war and for labor. Favored Class: Ranger or Rogue Restricted Characters: None Skills: Profession (Sailor) and Handle Animal Languages: Punti, Nkoya Zembari: This land is mainly in the light forest zone of the continentbut toward the south the kingdom falls into the rain forest zone. There are several powerful families that hold sway here in different parts of the country, each following a particular brand of ancestor or element worship. Many believe that the powerful m'Boro Society is ruled by the families from Zembari. Favored Class: Barbarian (south only), Sorcerer Restricted Characters: None Skills: (South) Survival and Knowledge (Religion -Ancestor Worship); (North) Knowledge (Arcana) and Craft (mask-making) Languages: Zembari, Kembabwe Special: The Shaman character class can be added as a Favored Class with GM approval |
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