<span class="bbc_size" style="font-size: 12pt;"><strong>For 300 years, the Four Races struggled against the might of the Horde.<br/>Then the Four Races became Five.    Then Seven.    Then Eight.</strong></span><br/><br/>Game Material:  Dropbox (https://www.dropbox.com/sh/kyz53alf4tjgnav/AAAYIQBdm1vJGq12zkyIDaXla?dl=0)<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Timeline</div><div class="spoiler_body">While much of the prehistory has been lost during the period known as the Great Race War, fragments which are preserved mostly in oral form remain.   What has been provided here should be considered only the most important pieces.<br/><br/><br/>The Demi-Human Wars (1180 to 990 years ago)<br/>1180-1156 = The First Human/Aelum War<br/>1160-1144 = The Nekomi/Shein War<br/>1100-1088 = The Human/Nekomi War<br/>1021-990 = The Second Human/Aelum War<br/><br/>The Golden Age (990 to 370 years ago)<br/>980-925 = The various Worldgates are built.<br/><br/>The Great Race War (370 to 50 years ago)<br/>370 = The Aelum find themselves engaged in wide scale skirmishes against the various forces of the Horde.<br/>363 = The first battle of Ubaid.    This is the point most historians define as the beginning of the Great Race War.  From this point, the conflict ceases to be fought merely by the Aelum and instead is fought by all four of the demi-human races.<br/>327 = The Talsar are first created.<br/>283 = The Warborn first appear.<br/>267 = The Cerkle join the conflict.<br/>123 = The Shikabane emerge.<br/>50 = The second battle of Ubaid.   After this time, Horde forces seem to return to the infrequent skirmishes that marked their conflict with the Aelum during the Golden Age.  Because of this, the Great Race War is declared a victory.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">The Nations</div><div class="spoiler_body">Hi-Brazil<br/>Primary Population: Human.<br/>Capital: Avalon<br/>National Language: Avalonian<br/><br/>Sakhalin<br/>Primary Population: Nekomi<br/>Capital: Yonaguni .<br/>National Language: Sakhalha<br/><br/>Akkadian<br/>Primary Population: Aelum<br/>Capital: Ubaid .<br/>National Language: Akka.<br/><br/>Harappa<br/>Primary Population: Shien<br/>Capital:Balathal<br/>National Language: Balath.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Dieties</div><div class="spoiler_body">Domains are provided for reference.<br/><br/>Isyllia<br/>Isyllia is usually depicted as a female Warborn.<br/>Title:  The Sun Goddess<br/>Alignment: Lawful Good<br/>Domains: Air, Glory, Nobility, Protection, Sun<br/>Favored Weapon: Longbow<br/><br/>Zidella<br/>Zidella is usually depicted as a female Shien.<br/>Title:  The Maiden<br/>Alignment: Neutral Good<br/>Domains: Community, Good, Liberation, Water<br/>Favored Weapon: Glaive<br/><br/>Hiroque<br/>Hiroque usually appears in the guise of a old human male, typically using a walking stick with a  lantern hanging from it.<br/>Title:  The Traveller<br/>Alignment: Chaotic Good<br/>Domains: Animal, Plant, Travel, Weather<br/>Favored Weapon: Quarterstaff<br/><br/>Galmiel<br/>Galmiel is usually depicted as a male Nekomi, typically with white hair.<br/>Title:  The Enlightened One<br/>Alignment: Lawful Neutral<br/>Domains: Artifice, Knowledge, Law, Magic, Rune<br/>Favored Weapon: Longsword<br/><br/>Amasur<br/>Amasur always takes the form of a male human with white hair and blood red eyes.<br/>Title:  Lord of the Dead<br/>Alignment:  True Neutral<br/>Domains: Death, Earth, Repose, Healing<br/>Favored Weapon: Morningstar<br/><br/>Azmear<br/>Azmear always appears as a male Aelum.<br/>Title:  War God<br/>Alignment:  True Neutral<br/>Domains:  Fire, Protection, Strength, War<br/>Favored Weapon: Greatsword<br/><br/>Xiaomei<br/>Xiaomei appears a twin-tailed female Nekomi, with black fur.<br/>Title:  Moon Goddess<br/>Alignment:  Chaotic Neutral<br/>Domains: Chaos, Healing, Luck, Water<br/>Favored Weapon: Katana<br/><br/>Izheria<br/>Izheria has known to take on a variety of appearances but favors that of a female human.<br/>Title: The Temptress<br/>Alignment: Lawful Evil<br/>Domains: Charm, Trickery, Fire, Luck<br/>Favored Weapon: Whip<br/><br/>Jiseru<br/>Jiseru always appears as a skeletal figure wrapped in a heavy black robe.<br/>Title:  The Corrupted One<br/>Alignment: Neutral Evil<br/>Domains: Darkness, Destruction, Evil, Madness<br/>Favored Weapon: Scythe</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">The Horde</div><div class="spoiler_body">Surtur<br/><br/>Basics<br/>XP 4,800<br/>CE Large humanoid giant<br/>Init +5, Senses darkvision 60 ft., low-light vision; Perception +11<br/><br/>Defense<br/>AC 15, touch 10, flat-footed 14 (+1 Dex, +5 natural, -1 size)<br/>hp 94 (10d8+40); fast healing 5<br/>Fort +10, Ref +4, Will +5<br/><br/>Offense<br/>Speed 40 feet.<br/>Melee greatclub +14/+9 (2d8+7)<br/>Space 10 ft, Reach 10 ft.<br/><br/>Statistics<br/>Str 20, Dex 12, Con 17, Int 6, Wis 10, Cha 7<br/>Base Atk +7; CMB +13; CMD 24<br/>Feats Iron Will, Toughness, Skill Focus (Perception), Intimidating Prowess, Improved Initiative<br/>Skills Intimidate +10, Perception +11<br/>Languages Giant<br/><br/>Ecology<br/>Environment temperate or cold hills<br/>Organization solitary, pair, gang (3–4), or family (5–16)<br/>Treasure greatclub<br/><br/><br/><br/>Fomorian<br/><br/>Basics<br/>XP 1,200<br/>CE Medium humanoid fomorian<br/>Init +0, Senses darkvision 60 ft; Perception +5<br/><br/>Defense<br/>AC 14, touch 10, flat-footed 14 (0 Dex, +4 armor)<br/>hp  32 (5d8+10)<br/>Fort +2, Ref +5, Will +1<br/><br/>Offense<br/>Speed 20 feet (30 feet base)<br/>Melee greataxe +4 (1d12+1)<br/>Ranged shortbow +4 (1d6)<br/>Space 5 ft, Reach 5 ft.<br/><br/>Statistics<br/>Str 12, Dex 12, Con 12, Int 10, Wis 10, Cha 10<br/>Base Atk +3; CMB +4; CMD 15<br/>Feats Toughness<br/>Skills Climb +4, Perception +4, Stealth +4, Survival +4<br/>Languages fomorian<br/><br/>Ecology<br/>Environment warm plains or desert<br/>Organization solitary, pair, hunting party (2–5)<br/>Treasure hide armor, greataxe, shortbow with 20 arrows.<br/><br/><br/><br/>Gibber<br/><br/>Basics<br/>XP 600<br/>NE Medium humanoid gibber<br/>Init +4, Senses darkvision 60 ft; Perception +2<br/><br/>Defense<br/>AC 15, touch 10, flat-footed 14 (0 Dex, +4 armor, +1 shield)<br/>hp  16 (3d8+3)<br/>Fort +3, Ref +3, Will +1<br/>Defensive Abilities ferocity<br/><br/>Offense<br/>Speed 20 feet (30 feet base)<br/>Melee heavy mace +3 (1d8+2)<br/>Ranged javelin +1 (1d6+2)<br/>Space 5 ft, Reach 5 ft.<br/><br/>Statistics<br/>Str 14, Dex 10, Con 14, Int 10, Wis 10, Cha 8<br/>Base Atk +2; CMB 0; CMD 11<br/>Feats Toughness, Improved Initiative<br/>Skills Perception +2, Stealth +2, Survival +5<br/>Languages gibberish<br/><br/>Ecology<br/>Environment temperate hills, mountains, or underground<br/>Organization solitary, gang (2-4) or warband (6-10)<br/>Treasure hide armor, small wooden shield, heavy mace, 3 javelins<br/><br/><br/><br/>Pukwudgie<br/><br/>Basics<br/>XP 400<br/>NE Small humanoid pukwudgie<br/>Init +1, Senses darkvision 60 ft; Perception 0<br/><br/>Defense<br/>AC 15, touch 10, flat-footed 14 (0 Dex, +5 natural, +1 size)<br/>hp  7 (1d8+3); DR 5/magic<br/>Fort +0, Ref +3, Will +0<br/><br/>Offense<br/>Speed 30 feet.<br/>Melee claws 1d3<br/>Space 5 ft, Reach 5 ft.<br/>Spell-Like Abilities (CL1)<br/>1/day – magic stone<br/><br/>Statistics<br/>Str 10, Dex 12, Con 10, Int 10, Wis 9, Cha 6<br/>Base Atk +1; CMB 0; CMD 11<br/>Feats Toughness<br/>Skills Perception +0, Stealth +7<br/>Languages pukwudgie<br/><br/>Ecology<br/>Environment temperate or cold hills<br/>Organization gang (4–9) or warband (10–16)<br/>Treasure none</div></div>