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- == Glyphrock ==
- This small city state was located at a barren Continent, with massive ports dotting its outer perimeter. The metropolis houses tens of thousands individuals, and located on a plains. It is surrounded by three layers of walls, made from stones carved with runes and rocks decorated with glyphs, which separated the city into outskirt, outer area, inner area, and restricted halls. Travel inside the city relies on the network of paved roads, and the horse pulled wagons.
- City-state of Glyphrock welcomes any people with open hand, especially since everything is based on what a man can do and what a man can't do. Each individual is judged based on capabilities and merits, with constant evaluations and standardization throughout the tasks. However, the consequences of failing are not harsh, as the independent city-state also consider to help the unfortunate and those with limitations as charity. Nevertheless, only the competent gain trusts, power, and influences in the city, and the incompetents are viewed with pity.
- The famous Pan Didactherion Academy is located at this city state, and numerous residential areas enclosed by commerce areas around them call this place as home. One can argue that this city of learning also houses the best yet bizarre cuisine from all over the world, thanks to the numbers of immigrants who came to this small city-state. Many of the residents are academy member, whether as students or staffs. The numerous researchers also often contribute new inventions to the city-state's weird selection of food and drinks.
- Residents of the city are usually classified as Citizens and Visitors. The application for citizenship is a difficult process with multiple tests; however just like the norm in the city, they welcome any visitors kindly. The natives tend to have a sense of goodwill and fairness, and respecting people based on their capabilities.
- The city-state relied on trade with other nations especially for raw materials and foodstuffs; it does not possess any significant resources at hand, despite their needs of raw materials. Recent event separated the city-state from its continent, and annexed it into a totally different, unexplored continent, perfectly cut from any other nations. Now the City-state of Glyphrock must start exploring the area, so it can fulfill its capricious appetite for resources.
- === Grast ===
- The Grast Empire was located on a vast, multilevel, archipelago, with tall mountains standing and waterfalls falling from one island to another. The towns and settlements are self-sufficient with their own farms or mines, and industries, with the capital city sit on the top of the highest mountain. Wide paved roads capable of sporting four passing caravans connect these towns and settlements. Bridges, enforced by massive chains, built to connect most islands of the archipelago.
- Despite the Monarchy system, with a single Emperor running the governments, Grast Empire wields two massive powers: valuable minerals (such as gold, silver, and gemstones) and financial bankings. They run the kingdom based on floating prices, fully market-based, and encourages competitions in business.
- Wealth is considered the most important thing, thus the people are often divided into the wealthy class and the worker class. It is said that their people are extremely good at appraising items, events, or accidents. The people tend to be calm, calculating, and place money above all else. They are also known for their ability in resisting temptations in over-indulging in almost anything; after all they prefer to save than spend.
- -- Backgrounds--
- This nation is dominated by Human with light hair color such as silver and blonde, with blue or green eyes. Individuals who went outside the nation usually for business, pleasure, or study. Common language is used to a higher level of eloquence.
- a. Wealthy
- ++ Proficiency in Deception, Persuasion, Gaming Set of your choice, one language of your choice.
- ++ Starts with: a silvered rapier, signet ring, and 400gp. Clothing: Fine Clothing.
- ++ Feature: [Shrewd Negotiator] Advantage on Charisma (Persuasion) check used for haggling prices.
- b. Workers
- ++ Proficiency in Insight, Perception, one artisan's tools, Forgery kit.
- ++ Starts with 75gp. Clothing: Fine Clothing.
- ++ Feature: [Paranoia] Advantage on saving throws against charm and compulsion, and Wis (Insight) against Deception.
- === Serendiluminaric ===
- The Serendiluminaric Continent (originally called Silduril), originally a home of many Elves and Gnomes, is a fertile Land with mysterious forests, elevated pine hills, and beautiful rivers. The nature is bountiful, with multitude variety of livestocks, herds, and vegetations existed. Artistic paintings and musics decorated every villages and tree-cities.
- Time in this Continent seemed to stop. Dukes of Serendiluminaric act as nobilities who rule the continent. Each Duke rules a serfdom, and each Duke is valued amongst their peers by their wisdom and rhetoric ability. Matters often decided after a long discourses on philosophy, culture, and history; if ever decided.
- People from Duchies of Serendiluminaric are often beautiful and enjoy beautiful things. They are highly cultured, with many numerous artists and artisans became famous even in the other nations. They prefer to respect life and the sacred value of freedom, and to value the purity of mind, body, and soul, over almost anything else; maybe except the self perfection on culture. The Dukes and lesser nobles are crystal fair, the serfs and commoners are clearly nice, while everyone is good at some pure artistic style.
- -- Backgrounds --
- This nation is dominated by Elves and some Gnomes. Humans and Half-elves tend to have dark curly hair and hazel eyes with prominent nose. Individuals who went outside the nation usually are driven by curiosity of other places. Elven language is used throughout the continent.
- a. Aristocrat
- ++ Proficiency in Persuasion, History, one gaming set, one Musical instrument or Painter's tool or Calligraphy tools.
- ++ Starts with a quarterstaff or spell casting focus, a signet ring, a book, and 200gp. Clothing: Fine Clothing.
- ++ Feature: [Philosopher] Advantage on Int (History) and Int (Nature) checks.
- b. Plebes
- ++ Proficiency in Investigation, Survival, Herbalism kit, one Musical instrument or one Artisan's tools.
- ++ Starts with 75gp and a book. Clothing: Common Clothing.
- ++ Feature: [Attention to Detail] Advantage on Int (Investigation) checks.
- === Wiscouth ===
- Lush green Continent of Wiscouth is famous with wild life. It is dominated with thick jungles, deep forests, tremendously wide plains, deep inner seas and lakes, with some steppe grasslands and deserts filled the rest. Everything in Wiscouth is bigger, wider, and more gigantic than anything else. It is also often deemed as the land of giants. Remaining powers of Elohino, the deceased goddess of Nature, is abundant here.
- Despite the wild demeanor of Wiscouth, each druidic circle and tribe appointed a person to represent their group in the Root Tree, where decision making is made for the Continent-wide matters. Appointment is based on elections at an interval, with numerous circles and tribes often make a political coalition in order to have a better bargaining position on the Root Tree gatherings.
- Folks from Wiscouth are known to be tribal, practical, simple, self-sufficient, but brash and often short-tempered, and quick to anger. Living attuned to the natural world also means they realize the dying aspect of the Elohino, which often made them bitter. They love to do good things for the sake of doing good things, yet very humble and always silent about their good deeds. Extravagances in appearance is also frowned; even the elites of two major influential group of tribes and druidic circles, the Elohino Grove and the Omahkapi'si, are very modest in their appearance.
- -- Background --
- This land is dominated by Humans with black hair, brownish to reddish skin, muscled body, and long nose. Individuals who went outside the nation usually are men with a mission to improve Elohino's condition, or to fight the destruction caused by Chaos and Demonspawn. Common language is used, side by side with Sylvan language.
- a. Elohino Grove, the conservative defender of nature.
- ++ Proficiency in Survival, Nature, herbalism kit, one language.
- ++ Starts with two scimitars or hand axes, shortbow and 20 arrows, leather armor, and 50gp. Clothing: Travelers Clothing.
- ++ Feature: [Tree Symbol] Automatically identify Plant monsters, and advantage on Wis (Survival) checks.
- b. Omahkapi'si, the hunters of the wilderness.
- ++ Proficiency in Animal Handling, Insight, one gaming set, one musical instrument.
- ++ Starts with one glaive or great axe, shortbow and 20 arrows, leather armor, a book, and 50gp. Clothing: Travelers Clothing.
- ++ Feature: [Wolf Symbol] Automatically identify Beast monsters, and advantage on Cha (Animal Handling) checks.
- === Promethic ===
- Olim continent has the largest inner sea, with an inland island featuring a giant, tall mountain. Temples dotted the whole continent, while cities connected with roads full of shrines. The continent itself is fertile, and a lot of olive farms can be found. The mountains are rich with irons and bronze and silver, and mined by sanctified churches. Religious activities literally can always be seen. Everyone prays albeit at different times, depending on their cults. Olive farms and sheep ranches covered the outer land, while the inner sea is dotted with small sailing ships and galleys.
- With so many cults of so many faiths overlapping, the powerful are the clerics and churches, with each church has their own High Priests. Each of these churches is ruled according to their own tenets and creeds, but interfaith relationships are decided by the confederation: a loose congregation whose members are the High Priests of each churches formally named Clerical Theocratic Confederation of Promethean Sacred Arc, which also called Promethic by most people.
- Promethic people are proud of their pious and religious lifestyle, and always do good acts, regardless from the militant nor the hospitaler branch. They also encourage others to do good, and love to warn others about the danger of irreligiousness. Due to the fact that most church promote acts of kindness, most of the people also do not mind donating their time, money, or energy to others, and they know that they are doing good things in life; and they believe they set the standard of good life.
- -- Background --
- This land is dominated by Human with fair skins, varying hair color, and varying build. Individuals who went outside the nation usually for gospel missions in enlightening the universe with Gods' teachings. Citizens use Celestial language almost on a daily basis.
- a. Militant Order
- ++ Proficiency in Religion, History, one gaming set, Celestial language.
- ++ Starts with a silvered xiphos (short sword), 3 javelins, crossbow (light or heavy) with 20 bolts, bronze breastplate or bronze splint mail, round shield, holy symbol, and 25gp. Clothing: Fine Clothing.
- ++ Feature: [Stoic Fist] Advantage on saving throws against fear.
- b. Hospital Order
- ++ Proficiency in Medicine, Nature, herbalism kit, Celestial language.
- ++ Starts with a quarterstaff or spellcasting focus, a book, a herbalism kit, 4 healer kits, holy symbol, silk robe, and 25gp. Clothing: Fine Clothing.
- ++ Feature: [Merciful Hand] Any healing effect dealt to other creature from you is increased by half of your character level (round up).
- === Entraid Alliance ===
- The Entraid Alliance consisted of several city-states that dotted the mountainous continent, above and under the ground. The mountains often belch thick smoke of industry. Most of the city-states are underground, beneath the massive tunnels of the tall, grand mountains. The real power behind these city-states are the Guilds, with powers not limited by the state borders. These Guilds control the productions and consumptions of every citizen of the Alliance, from the mountain dwelling dwarves and gnomes, to the unique dwelling humans.
- Each citizen receives payment based on their contribution to the Guilds and societies, with productions of goods are monitored by the guild. A common stockpile of resources are maintained in granaries and underground warehouses. These resources are spent only to improve the wellbeing of every guild members and everyone else who contributed to the society. Decision is made by the Guild leaders, and each citizen is expected to support the society and Guild Leaders' decisions.
- People of the Entraid Alliance shares a common trait: they are hard-working. Yet they are also cautious and often wary of others, due to the possibility of backstabbing in the society. Sabotaging other works or stealing credits are quite common, however jeopardizing productions is a hideous crime; this includes slackening around. A rigid caste system separates them into guild members and outcasts.
- -- Background --
- This land is highly dominated by Dwarves and Gnomes. Humans tend to have a smaller build (compared to other human), light colored skin, black straight hair, and small eyes. Individuals who went outside the nation usually are making new business or running from old business. Dwarvish and Gnomish are used more than Common.
- a. Professional Guild Members
- ++ Proficiency in Perception, gaming set, and two artisan's tools.
- ++ Starts with a crossbow (light, hand, or heavy) with 20 bolts, two artisan's tools, a book, and 150gp. Clothing: Fine Clothing.
- ++ Feature: [Efficient Crafters] Double the speed of crafting mundane items, and increase the Rank of the tools by 1 to determine Material Price (so 1 rank divide the price by 2, 3 ranks divide the price by 4).
- b. Outcasts
- ++ Proficiency in Stealth, Sleight of Hand, disguise kit, and thieves tools.
- ++ Starts with a crossbow (light, hand, or heavy) with 20 bolts, leather armor, disguise kit, thieves tools, and 25gp. Clothing: Common Clothing.
- ++ Feature: [I Can Cover You] When a medium sized creature or smaller in 10ft. from you make a Stealth check, you can roll a Stealth check. You decide which roll to use.
- === Magedom of Lucia's Gap ===
- Lucia's Gap is different with most other Flying Lands; it is more vertical than horizontal, shaped like a gigantic dagger. The top part of Lucia's Gap (called The Hilt) is very cold, with constant snow and icy lakes. The lower part of Lucia's Gap (called The Blade) is full of underground volcanic activities, with magma and lava instead of rivers and seas. Right in the middle of the Land, a huge gap full of Chaotic energy, often spits Demonspawns out and unleashes other wild magic. The backwater towns of Lucia's Gap are separated by distance, often vertically. Traveling from one town to another often means a lot of climbing up and down, or scaling slippery icy stairs; vehicles and mounts are not practical to be used in this volatile Land.
- With massive energy of Chaos that bend realities, it is no wonder that Lucia's Gap values any wizards and sorcerers above all else. Anyone who can participate in helping the community to survive is always highly sought, and in a land of Wild Magic, people who control Chaos (or Cosmos) become the heroes. Also due to this dangerous living place, each individual is expected to contribute to the society, and expected to take only what they need from the resource pool. The society uses no money nor trade, but they use a complicated 'favor' as currency, which fits well their pure communism.
- The communal people of Lucia's Gap are very cold and stoic, yet they do their best to plant 'favor' that can be extracted later when they need something. Mundane items such as food and equipments are easily shared with anyone in need, because it is just the way they live. This also means, when they need some mundane items, they also do not bother to take it from anywhere, without knowing the concept of 'property'. Regardless, the people of Lucia's Gap are highly patient in enduring any hardships, any betrayals, or any insults; what matter most for them is to survive.
- -- Background --
- This land housed Humans with dark straight hair, fair skin, and varying eye color. Individuals who went outside the nation usually are outcasts of the society, to study, or on a mission from the Magocracy. Draconic is used by people above and below.
- a. People of The Hilt
- ++ Proficiency in Acrobatics, Arcana, Draconic language, Infernal language.
- ++ Starts with a silvered short sword, a spellcasting focus, a book, writing tools, and a belt pouch. Clothing: Common Clothing.
- ++ Feature: [Tundra Dweller] Comfortable with cold temperature as low as -20 Celcius, and gain Resistance (cold).
- b. People of The Blade
- ++ Proficiency in Athletics, Arcana, Draconic language, Abyssal language.
- ++ Starts with a silvered short sword, a spellcasting focus, a book, writing tools, and a belt pouch. Clothing: Common Clothing.
- ++ Feature: [Volcano Dweller] Comfortable with hot temperature as high as 50 Celcius, and gain Resistance (fire).
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