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Humans are a very young species on Ilyan.

The world has known other inhabitants


through its life, including beings of great magical power, such as gods, demigods, and
monstrous Chaos entities.

Humans gained dominance in Ilyan only recently, in the early Forth Age (about a
thousand years ago). Before this, they were only one species among many. Humans
have adapted well to the world, expanding their realms at a steady pace up to the
present time.

The majority of the sentient beings of Ilyan are humans (humans constitute over 80% of
the population of Ilyan, circa 1621 ST), but many other creatures and entities of ancient
origin still exist and interact with humanity on occasion. The sentient nonhuman
inhabitants of Ilyan are known collectively as the Elder Races.

The Elder Races are the Wylder (A plant being that take on many unique shapes
depending on the geographical location), The Ravians ( An anthropomorphic bird
people, or Ebony skinned raven headed figures like Anubis or Rah. I havent chosen),
The Crafted (A robot race built to be slaves and gladiators), The Fae ( A multi-faucated
race from the tricky Pixie to the trouble-making Satyr), The Archni (A spider centar
people who lead with power magics and brutal warfare), and lastly, the Goliaths (four
armed Giant blooded folk who believe they ascend from the gods, and still create in
their honor.)

The human cultures of Ilyan are many thousands of years younger than those of our
world. Humans are at a far earlier state of civilization development than we are, and
currently function at levels roughly equivalent to our Neolithic to Bronze Age cultures.
However, the pervading presence of magic, combined with interaction with the Elder
Races, many of whom are far more advanced than humanity, have created cultures with
no Earthly equivalent.

Daily Life in Ilyan


Types of Civilization
For most of her human inhabitants, Ilyan is a simple and unsophisticated world. In
Earthly terms, most of mankind is still at a Neolithic or Bronze Age stage of civilization
(mixed agriculture, basic tools, and simple theocratic governments). Certain areas have
attained an Iron Age level of sophistication in some regards, due to the magic that
pervades the world, or the legacies of past ages.

The Elder Races are at various stages of development. Most human scholars agree that
Archni and Wylder are at a lower stage of civilization, and place the Rayvians at the
top (assuming that man can even evaluate the their ancient, almost inexplicable
civilization). The Goliaths of Ilyan rate only slightly lower than the Rayvians, and the
Goliaths clearly have the most developed technology.

Of course, applying human criteria to the cultures of other species can be a pointless
exercise. For example, Archni naturally consider themselves to have reached a
pinnacle of sophistication, and in certain terms, such as the availability of complex
smells and sonic sensations within their caves, they are right, and can be proud of their
achievement. The God Learners divided the human cultures they encountered into four
categories: primitive, nomad, chiefdom, and civilized. Although these categories reflect
Normalik prejudices and can easily be criticized (for example, the Dor have elements of
primitive and chiefdom), they are a useful framework for understanding the diversity of
human civilizations.

Primitive: Members of primitive cultures have neither permanent settlements nor


political organizations more complex than family and clan. They do not have their own
system of writing. Although individuals may acquire metal tools from more developed
civilizations (as they might learn another writing system), there is no native
metalworking. Primitives may cull and garden useful plants, but do not engage in plow
farming or pastoral herding; they primarily hunt and gather food across a traditional
range averaging about four square miles per person in hilly country.

Nomad: Nomads depend upon their livestock herds for survival, moving them from
point to point during the year to find the best grazing. Most nomads are mounted, or
otherwise use beasts of burden to carry supplies and equipment during their endless
treks. They lack permanent settlements, organize themselves along clan lines, and
dont develop writing, although they may use pictographs or adapt another cultures
writing system for their use. Some nomadic cultures have metalworking.

Chiefdoms: Chiefdoms are organized and socially stratified into at least two social
classes (elite and commoner), although more classes are common. An individual might
change social class during a lifetime by extraordinary behavior. The clan is the basic
organizing principle, but clans often band together into tribes or larger confederations.
They lack powerful central governments (some classes have long traditions of personal
freedom). Chiefdoms practice mixed agrarianpastoralism, metalworking, and writing.
They have permanent settlements, even large cities with priests, merchants, and people
who can read.

Civilized: These cultures are marked by full-time centralized state governments which
regularly collect taxes, and contain cities, fulltime division of labor, social concentration
of wealth, ruling classes, bureaucracies, community ties based on residency rather than
kinship, monumental architecture, professional warfare, and writing.

Magic and Religion


Ilyan religion and magic are basic to existence, and acknowledged by everyone. The
gods are acknowledged, experienced, and exert powerful influence upon the world.
Some form of polytheism is the most prevalent religious practice in Ilyan. An individual
worshiper may have a special relationship with a chosen deity, but acknowledges and
often worships other gods as well. Other religious practices exist as well, such as
naturalist animism, philosophical materialism, and mystical illumination.

The omnipresence of magic in Ilyan means that day-to-day life is different in many ways
from that which we experience. Life centers around a persons cult or religion. Magic is
a source of both increased safety and ease of life, and is also a source of conflict and
terror. Injuries are not as serious on Ilyan as they are in our world, for most physical
damage and infection can usually be healed by ones friends or family, or at least by
someone local. This contrasts with life on Earth, where many peoples sole recourse for
serious injury is to journey to highly-paid specialists found only in urban centers.

However, the ease with which magic heals wounds means that violence is even more
popular in Ilyan as a way to settle disputes than it is on Earth. Diseases are far more
dangerous than injury in Ilyan, due to the presence of Pathinas, the Plague Mother, and
other harmful entities. Healing is often available, but disease still kills significant
numbers of infants and children before they can be taken to a healer.

Hunting and agriculture both benefit from magic. Fertility spells increase herding and
crop yields, spirit charms aid hunters arrows, and so on. Thus more people can be fed
from the same resources. However, the legacy of aeons of magical wars and disasters
means that areas rich in natural resources are few in number.

Life and Death


Existence is dangerous in Ilyan. Mankind must deal with frequent natural and Chaotic
disasters, constant wars of conquest and religion, quarrels with the Elder Races, feuds
with neighbors, and raids by foreign tribes. Thus the value of warriors, adventurers, and
mercenaries to society.

The many deities of Ilyan have an indirect but effective influence on population growth,
wars, and abundance, both through their magic and, more importantly, through
influence on their worshipers. These deities are palpably real, and the certainty of a life
after death means that behavior is more important than survival for most people. If
proper behavior is to attack ones neighbors, then so be it.

Many magical terrors haunt Ilyan, sometimes wiping out whole cities in a single day.
The Titans and the Mother of Monsters are two famous examples. Also, many of the
cursed lands of Ilyan are believed to be expanding, at the expense of fertile areas.

History reveals that Ilyan suffers cataclysmic disasters every few centuries, such as vast
wars between magic-using societies, invasions by monsters or unknown races, and
even the destruction of entire continents. Prophecies indicate that a new and even more
terrifying period of cataclysm may be imminent: the Hero Wars.

Social Organization and Politics


Understanding the nuances of Ilyan cultures will be useful if you wish to roleplay Ilyan
characters in an authentic manner, rather than like a 21st-century urbanite. Like
humans in our world, individuals in Ilyan tend to organize themselves into groups, for
purposes such as defense, hunting, and crop-raising. Such groups, usually known as
societies, tend to evolve gradually from tribes into kingdoms, all the way to our modern
nation-states. The societies of Ilyan are still at an early stage in this process of societal
evolution.

Dont make the mistake of assuming that such societies and their associated cultures
are less sophisticated or complex than our own modern, technological societies,
however. Few students of Earths Classical Era would presume to claim simplicity or
unsophistication for the societies and cultures of that period. Most of Ilyan knows little of
the regimented, bureaucratic political and social organization practiced on Earth by our
modern societies. Most Ilyan people live in small tribal and ethnic homelands with weak
central government, where strong personal leadership and local customs and traditions
are most important. Chieftains in such societies are often selected more on the basis of
skill and honesty than by their wealth and connections. Knowledge is imparted to
children by friends and family rather than by a specially trained educational system. As
a consequence, cultures tend to have different values from our own. Ilyans undoubtedly
have different priorities and ways of doing things. It is likely that members of many
societies even think differently from us. Of course, not all Ilyan societies are simple
tribes.

In some arid areas of Ilyan great nomadic khanates or megatribes have evolved.
Certain fertile regions, such as the Janube river valley, are organized into independent
city-states. Several major political entities, such as kingdoms or theocratic dictatorships,
exist in Ilyan, mostly in regions where advanced agriculture is an effective economic
strategy. The mightiest organization is the awesome and now decadent Solar Empire.

Members of even the most advanced of these societies still live, act, and think in ways
somewhat unfamiliar to our modern Earthly societies. For example, it is important to
understand that all these methods of Ilyan organization and government, from tiny clan
hearths to great empires, are by necessity rigidly authoritarian in nature, with
consequent limitations in freedom for the average man. Such democratic innovations as
choice of religion, open criticism of the establishment, selection of occupation by the
individual rather than by tradition or heredity, and many other rights that you are
probably accustomed to, do not exist for most Ilyans.

Even in comparison with the totalitarian regimes that are so common on present day
Earth, the societies of Ilyan would likely be more violent, more repressive, and less
enlightened. This is the price of survival in a hostile world. In Ilyan societies, power is
held by a chieftain, king, or other supreme authority. The meanings and connotations of
this authority differ from society to society. The leader may be selected by reason of
birth, or by his superior ability in hunting, war, magic, or some other form of endeavor. In
most human societies the rulers power is balanced by aristocracies or theocracies,
noble or priestly classes accountable only to the ruler for their actions. Councils of such
individuals sometimes rule in the place of a single leader.

In any case, the vast majority of humanity belongs to the working class (farmers,
hunters, fishermen, soldiers, artisans). These persons are all subject to the ruling class
to a great extent, although the degree of oppressive behavior varies considerably from
one society to the next. How effective are the societies of Ilyan at providing services to
their members, such as the distribution of food and clothing, defense against
marauders, or artistic and religious gratification? What about a societys ability to grow
in population and expand its territory in competition with other societies? In both cases,
major success often seems to require an ancient concept: bureaucracy. One of the
most successful societies of ancient Earth was Egypt, in which a simple theocratic
bureaucracy was organized for agricultural purposes.

Our modern technological states, whether authoritarian or democratic, are astoundingly


expert in bureaucratic measures. Of course, there are no modern industrial states as we
know them in Ilyan. Nor are there any socialist planned economy states, or popular
democracies. Also, there is no global infrastructure in Ilyan: there are none of the
international organizations, and communications or trade networks that are so
important, if largely unappreciated, in our world. In fact, there are few effective
bureaucratic organizations of any kind to be found in Ilyan. Thus vital activities of a
society, such as widespread organization of agriculture, comprehensive tax collection,
or military preparation, cannot be carried out efficiently.

Such modern measures as universal military conscription are unheard of in even the
most advanced societies of Ilyan. This severely restricts the power of most Ilyan
societies, even those with powerful magical and divine aid, to a Bronze Age or even
lower scale of activity and growth. The few societies that do have both powerful magic
and effective bureaucratic organizations, have the most powerful armies, the greatest
populations, and the most comfortable living conditions. These societies also wield
considerable influence worldwide.

It should be noted that Ilyan political organization varies widely and cannot be
completely categorized in terms of Earthly stages of development. The same is even
more apparent when it comes to understanding cultural concerns and quirks. The
primary difference, yet again, is the omnipresence of magical knowledge and divine
power. Even though the human societies of Ilyan are younger than ours and have not
had the time to evolve our complex structures of technology, government, and fashion,
unusual magically-influenced patterns of organization and culture occur, patterns almost
alien to our imagination. Such cultures have structured themselves in ways difficult to
categorize in conventional Earthly terms. For example, the reclusive Jawrothari culture
offers its people immortality, while denying them certain opportunities that are common
in almost all Earthly cultures, such as the opportunity to raise a family. The Jawrothari
are governed by the mysterious Stalar, a caste of leader-diplomats. This caste, like the
other Jawrothari castes, has had unusual limitations set on their behavior limits that
would be inconceivable to most Earthly ruling elites. To understand the Jawrothari one
must understand the nature and purposes of their magic. Many other Ilyan societies are
similarly subtle.

Economics
Communication and trade between distant regions is rare in most of Ilyan. People rarely
travel beyond their homeland. Long distance travel is a hazardous business, with
brigands and sky pirates a constant menace. Travel by land is strenuous and
dangerous. Bandits are a widespread hazard. For most people, travel means going by
foot. Travel by riding beast is typical only for nomads or the wealthy. In the Solar
Empire, Imperial riding beasts (Griffon, Pegasi, Bison, and Mule) are more common
than horses. Horses are extremely rare in Solar Empire, and unknown outside of the
more populated islands. Expensive to buy and maintain, horses are for cavalrymen,
messengers, or the wealthy. Mules are the most common pack animals, and one of the
most common riding animals. Roads are rare, and, as a result, so are wheeled vehicles.
The Daughters Road in the Solar Provinces and the Royal Roads of Sartar are
extraordinary feats of magical engineering, but even paved roads are remarkable. Most
roads are simply packed dirt. Travel down or along navigable air streams is greatly to be
preferred. The mighty streams of Iylan serve as highways for trade and travel.

The hazards of travel by sky are if anything greater than those of travel by land. Wolf
Pirates and other pirates are a constant menace. There are natural hazards to be faced
as well, such as storms, Sky Squid, Doom Currents, and more. Despite the risks, there
are great profits to be made in Sky trade. Where goods cannot travel by air or by river
(for those islands large enough to constitute them), they must be carried overland.

Where they regularly stop, taverns, wine-bars, and other establishments, catering to
more horizontal forms of refreshment, do a roaring trade. Most people make
transactions in kind, rather than coinage, although some powerful rulers do mint coins
on a regular basis. Such financial measures as money lending, bookkeeping, and
banking are rarely used. Only the most advanced or mercantile cultures of Ilyan, such
as the Holy Country, the Solar Empire, or the Athani city-states, have entered the
economic stage in which these factors become significant.

International Trade
There are a handful of cities of central importance for international trade. The Holy
Country city of Nochet in particular serves as the major trade emporium, providing a
market for incoming goods and the exchange of merchandise from all lands. During the
sailing season, these cities are great international markets and their harbors swarm with
merchantmen vessels. Twins, the capital of the Solar Empire, is the center of their trade
networks, despite having no access to the sea trade.

The rivers of the Pelorian lowlands serve as highways for goods and people; beyond
them, endless mule caravans must transport goods across Dragon Pass and Pent. We
can imagine the scene in one of these trade centers. An enormous array of goods is on
display on the waterfront and the streets leading to it. Priests of Merkantith or other
trade gods oversee the market. Guards closely watch over precious and semiprecious
goods: gold from Peloria; emeralds from the Holy Country; lapis lazuli from the Kingdom
of Ignorance; gods blood crystals from the Dragon Pass, or Prax; diamonds (especially
and other gemstones from the mines of the Arachni; statuettes, rings, finger-rings,
necklaces, bracelets, and earrings, exquisitely worked in all of the above by crafters
from the civilized lands. Amphorae of oil and wine are unloaded from merchant ships;
the vessels themselves works of art painted with mythological or quotidian scenes.
Merchants display dyed woolen textiles; linen garments; and bolts of silk. Warehouses
have been built to house raw materials, especially metals from the various
Arstrongholds (the only source of iron in Ilyan), bronze from Dragon Pass or Peloria,
copper from Esrolia or Tarsh, all often shaped into the form of oxhide ingots to facilitate
transport. Slaves captured in war are a common sight at such markets, providing
manual labor or more specialized skills. Spices, tea, and exotic herbs, give the air an
unusual fragrance, but fails to conceal the foul smells of animals, rancid meat, human
waste, and other noxious odors. Merchants converse in a dozen different languages,
but most deals are done in Tradetalk, a pidgin language developed by the Issaries cult
and used as a lingua franca in markets throughout Ilyan.

Ilyan Warfare
Ilyan warfare is superficially similar to that of our world. Formations of foot or horse fight
under the leadership of a king, general, priest, magician, or warlord against their
enemies. Ambushes, skirmishes, field battles, and sieges are used to break an enemys
will to resist, just as in the wars of our own world. Unlike our own Earth, in Ilyan magic
plays a decisive, often even primary, role in warfare. Priests cast bolts of lightning or call
down flames from the heavens; shamans can unleash spirits like the all-consuming
Oakfed; devotees of war or storm gods can shatter regiments; and the Solar Empire has
units like the Field School of Magic, the Crater Makers, or the awesome Crimson Bat
that can decimate entire armies. In Ilyan, victory is often not on the side with the biggest
battalions, but the side with the mightiest gods and spirits!

This can have surprising results; for example, a Paleolithic band of hunter-gatherers,
backed up by powerful shamans, can overwhelm a superior civilized phalanx lacking
magical support. The few armies that are both magically powerful and organizationally
sophisticated (The Solar Army) are terrifying indeed. The magical elements of Ilyan
warfare can dominate a battle in many ways:
Wizards can cast spells that manipulate natural laws, such as making bronze harder
than iron, or causing fire to erupt from the air.
Orlanthi storm worshipers can fly through the air wielding lightning and thunder.
Solar magicians can call down meteors from the Red Sun to annihilate entire
regiments.
Priests, shamans, or wizards can summon elemental events, such as flood, storm,
earthquake, volcano, or even a wall of fire.

As a result, Ilyann armies often use tactics or strategies that would make no sense in
our world but may be fundamental to using their armys magic to its best effect. Armies
are often assembled according to sacred formulae and combatants are often chosen to
best match ancient myths. Certain individuals or units may lack any direct military value,
but must be present for other regiments to use their own best magic.
Infantry
Infantry can be divided into Light Infantry and Heavy Infantry. Light Infantry is common
to every society, even the most primitive. In many societies, light infantry is used as a
skirmishing screen ahead of the main body of infantry. Skirmishers with slings, javelins,
or bows can be found in societies as diverse as Balazaring hunter-gatherers, Eolian
slingers, and Lunar peltasts. Heavy Infantry is typically armored with bronze or heavy
leather and armed with spears and swords. They are generally associated with tribal or
civilized societies but can be as diverse as Orlanthi thanes, Dara Happan hoplites, and
Seshnegi Horali.

Cavalry
At the Dawn, chariots were more commonly used in battle than mounted cavalry. By the
Third Age, chariots are used largely for ceremonial purposes and to transport ancient
battlefield regalia. In much of southern Genertela, Praxian beasts are as commonly
used as cavalry mounts as are horses. Light Cavalry is armed with missile weapons,
typically bows or throwing javelins. They skirmish with the foe, withdrawing from any
offensive only to turn around and counterattack once the offensive is spent. The Impala
Riders are Light Cavalry par excellence, as are the Pentan horse archers. Heavy
Cavalry engages in direct contact with the foe, usually with lances (spears), sometimes
with swords, maces, or axes. Heavy cavalry can be found in societies as diverse as the
Bison Riders, High Llama Riders, Loskalmi Men-of-All, Seshnegi Talars, and Tusk
Riders. In some societies (most notably Fonrit and Teshnos), pachyderms (elephants,
rhinoceroses, and shovel-tuskers) are used as heavy cavalry or even as moving
platforms for archery and magic.

Magical Units
Magical units have no Earthly equivalent. These units tend to be very small; a few
priests, shamans, or wizards who provide offensive and/or defensive support for their
unit. Even fewer are heroic individuals who manifest or incarnate divine powers. Some
magical units exist to neutralize the magic of the enemy, such as the Earth Temple
Grounders, who can cast down flyers. The temples of various war gods are often
present at battles, the priests protected by bodyguards. Priests receive magic from the
gods to help their soldiers or harm the enemy. Sometimes this power is focused on
individuals who manifest, incarnate, or embody divine powers. Less martial cults
typically do not provide magical support in battle. While the magical techniques differ
wildly, there is no practical difference between:
A Hykimi warrior assisted by shamanic magic;
An Orlanthi devotee incarnating his gods and performing divine feats; or
A Western warrior augmented by spells and enchantments.
Some magical units have Heroquested to gain powers effective against a particular
enemy, to neutralize an enemy strength, or to remove magical powers from a foe. The
Lunar Empire has always excelled in such magical expeditions, which enabled them to
defeat both the Carmanian Empire and, later, the Celestial Empire of Sheng Seleris. In
the Hero Wars, the Orlanthi turn the tables on the Lunars using their own techniques
against them, and such knowledge spreads to other magical battlegrounds, such as
Fronela, Ralios, Seshnela, and even far off Kralorela and Pamaltela.

Heroes
Heroes transform the battlefield in ways that have no equivalent to terrestrial warfare.
Although every person possesses a measure of heroism, true Heroes are set apart from
normal folk in a number of distinct ways. These individuals have transcended human
limits, and walk among the lesser gods. Yet they remain human and are subject to the
same motives and feelings as ordinary mortals. The strength of a single Hero and their
companions may be equivalent to entire regiments of warriors.
Adventurers in the

World of Ilyan
Where do player characters come from in a roleplaying game? Why are they doing what
they do? How do they fit into their society? Can they gain positions of authority or are
they doomed to be outsiders all their lives? The primary purpose of this work is to aid
the Narrator in answering such questions by providing a detailed, exciting background
that considers the role of the adventurer. A brief overview of these concepts is
presented here. Exciting adventures are easily found in Ilyan, and anyone in Ilyan can
be an adventurer, even a peasant or beggar, although the usual player character is
more skilled than the average person in methods of survival, and has some degree of
experience in dueling or in war. Few, if any, Ilyann cultures recognize the adventurer as
a discrete occupation or class, any more than was done in Earths past history. Rather,
a player character can be anyone who leaves home to seek their fortune, goes on a
long trip to seek a family member, joins a local movement to combat oppression, or is
drawn into affairs beyond the normal ken. Adventurers generally take risks for some
purpose, of course, but in Ilyan, that purpose can be almost anything: certainly more
than just experience and gold! In some Ilyann stories the player characters will be
ordinary villagers who are caught up in exciting and alarming circumstances. In others,
the typical player character is an outsider to the region in which the adventure takes
place. Thet are likely to be a wanderer in search of fame, prestige, or simple wealth,
using their skills in personal combat and magic wherever they travel. Such characters
have a greater chance of survival and are more exciting to play for younger players.
What are some examples of Ilyann adventurer occupations? Traditional player
characters that weve seen include scruffy treasure-hunters, famous mercenaries,
treacherous professional spies, distinguished emissaries, drunken caravan merchants,
even roving scholars basically, anyone working in hazardous activities for a chance at
a big gain. Note that merchants are not listed incorrectly: a merchants life can be very
risky as well as very lucrative in Ilyan. How do such independent, well-armed, potentially
dangerous persons fit into Ilyann society? The answer varies from culture to culture and
by adventurer occupation. In most societies, thieves, assassins, and other criminals,
once identified, are almost always killed or run out of town, so playing such persons as
characters is not recommended. Mercenaries and wandering warriors are common
sights in many regions. Such characters will be watched carefully, but not harassed
unless they perform violence on locals, or violate local custom. Non-threatening
strangers such as healers or scholars will usually be welcomed, for knowledge can be a
precious thing in Ilyan. Do people point when they see a stranger wearing armor on the
street? Yes, unless a war is in progress. Does the casting of magic in public cause
undue attention from local authorities? Usually yes, especially if the person is a
stranger, and the kind of magic is direct and harmful in effect. As a general rule,
Narrators can assume that adventurers are conspicuous and under observation by any
figures of authority in an area. Adventurers of a different species than the inhabitants of
the area will be particularly conspicuous, of course. As a matter of note, the word for
adventurer does exist in most Ilyann languages. The word means many things, but
usually indicates someone taking risks, often illicit or at least without too many scruples,
for selfish personal gain. More generously, the word can describe anyone undertaking
daring, independent political and/or military activity on behalf of a greater cause. This
latter concept of the adventurer is worth looking at, since this is the kind of activity that
many player-characters will be undertaking in an adventure. Such heroic activity has
died out in our own world, to the loss of storytellers. Heroes of the stamp of Odysseus,
Marc Antony, Jean dArc, Bradamante, Sir Richard Burton, Harald Hardrada, or
Tokugawa Ieyasu are rarely heard of, and the kind of independent, selfish, but heroic
activity such men and women were famous for is now stopped by the strong central
governments that exist on Earth, who wish neither assistance nor threats to their
supremacy. In Ilyan most governments can rarely monitor, much less suppress,
mercenary warriors, roving merchants, or other independent individuals of the kind likely
to be player characters. Many governments even encourage adventurous activity: for
example, the city government of Pavis, in the Wastelands of Genertela, grants official
licenses to independent warriors or treasurehunters passing through the city on the way
to the adjacent ruins (the notorious Big Rubble). Adventurers have become public
figures in many cultures in Ilyan. The low level of political organization in most of Ilyan
sometimes permits adventurers to seize great power in weaker areas, and often allows
them to do great harm. The most successful adventurers are known as heroes, or even
demigods, and are famed, for good or evil, throughout the world. One of the most
famous examples was the legendary God-King of the region known as the Holy
Country, who, it is believed, was a common sailor or sea captain before his arrival and
rise to power. The typical Ilyann adventurer exists somewhere outside both the ruling
and the working class. The adventurers skill and courage allow them to evade
subservience and fight back against oppression, yet their independent nature and lack
of local official status prohibit them from occupying positions of power in the more
stratified Ilyann societies. Heroes are those who surmount these, and other difficulties.

Gods: To be Defined

Map: To be Defined

Classes:

Human Fighter See Book


Human Rogue See Book
Human Mage See Book
Human Cleric See Book
Human Merchant See Book
Human Paladin See Book

Wylder Ranger
Wylder Enchanter
Wylder Courtier
Wylder Druid

Ravian Assassin A thief who specialized in stealing lives rather then gold.
Ravian Songbird Similar to a Spellsword Bard
Ravian Warlock A mage who focuses on dark and forbidden arts
Ravian Knightwing A knight who channels Necromantic/Demonic Powers

Requires 9 int, 9 cha. Can Fly. Can Carry about 60lb at max encumbrance while flying.

Crafted Gladiator Similar to Fighter but much more powerful, at the expense of level
caps

Requires 11 str, 11 con Cant die, contain spark that if put into a new body will
reincarnate. Natural Armor.
Goliath Barbarian savage warrior who uses raw power to bully his way through
challenges
Goliath Shaman the spiritual leader of the Goliaths. Like druids, but focuses more on
spirits then
Goliath Mechanist
Goliath Artificer Similar to Mechanist, but makes potions and magical items rather
then mechanical constructs.

Requires 11 Str, 11 Int

Archni Orbweaver A true Thaumaturge, Archni worship Mealoden mother of the


arcane.
Archni Spear Guide
Archni Toxin Master

Requires 9 Wis

Satyr Bard
Pixie Trickster

Requires 9 Cha.

TL;DR New Classes

Ravian Songbird
Goliath Artificer
Wylder Druid

Classes:

Wylder Druid
Requires 9 INT
HD 1, Fighting 1, Divine 2.

d6

The class advances in attack throws by two points every four levels. The class can
use a broad selection of weapons, but only a narrow selection of armor. It may fight with
weapons and shields, and two-handed weapons. The class may perform one cleave
attack per two levels.

the class can only wear leather armor or lighter.


The Class can wield Daggers, Spears, Maces, and Any Bow.

cast spells, and engage in magical research as a cleric. The classs divine spell
repertoire is based on a spell list of 10 spells per level.

Saves as Cleric

1,625 XP to level up.

1st Level Attunement to Nature: All Wylder gain a +1 bonus to surprise rolls when in
the wilderness.

1st Level Photosypthsis: Given at least 8 hours worth of sunlight, you can forgo all
food.

1st Level Connection to Nature: All elves are unaffected by the paralysis ghouls can
inflict, and gain a +1 bonus on saving throws versus Petrification/Paralysis and Spells.

1st Level Animal Friendship: Animals will begin at friendly towards you, and can be
chosen as followers.

1st Level Shapechange: The character can shape change into a normal animal once
per day per level of experience. While in animal form, the character has the
movement, armor class, attacks, damage, and powers of the animal. He retains his
normal Hit Dice, hit points, attack throws, and saving throws.

1st Friend of Birds and Beasts: The character is well-schooled in the natural world. He
can identify plants and fauna with a proficiency throw of 11+, and understands the
subtle body language and moods of birds and beasts (though they may not understand
the character). He gains +2 to all reaction rolls when encountering normal animals, and
can take animals as henchmen.

3rd level Speak with Animals: The character can speak with animals (as the spell) at
will.
5th level Difficult to Spot: The character has the ability to seemingly disappear into
woods and underbrush with a proficiency throw of 3+ on 1d20. In dungeons, if the
character is motionless and quiet in cover, he can escape detection with a proficiency
throw of 14+ on 1d20.

9th level Spiritwalk: The character may spiritwalk, following theprocedures detailed in
the shaman class.

Ravian Song Bird


Songbird

d4

Songbirds cannot wear armor of anykind.


Songbirds can wield all Swords/Daggers, bows, whips, & saps.

Attack throw as Thief.

Casting as Mage

Max Level 11
Songbird Proficiency List: Alchemy, Battle Magic, Beast Friendship,
Black Lore of Zahar, Collegiate Wizardry, Craft, Diplomacy, Elementalism, Elven
Bloodline, Engineering, Familiar, Healing,
Illusion Resistance, Knowledge, Language, Loremastery,
Magical Engineering, Mapping, Mystic Aura, Naturalism, Quiet Magic, Performance,
Prestidigitation, Profession, Sensing Power, Transmogrification, Soothsaying,
Unflappable Casting

Level 1: Ancient Pacts, Inexorable, Dark Soul, Flying, Move Silenty as theif, Hide in
Shadows as Thief, Inspire Courage, Magical Music.

Level 3: Backstab

Level 5: Predigitation

Level 6: Ambush

Level 8: Spellstoring/Hex

Races:
The Wylder
As the youngest race on Ilyan, the Wylder are somewhat of an oddity. They have
yet to find their place in the stereotypes of man, and as such are viewed with varying
degrees of fear, love, and respect. Some priests are claiming the Wylder were sent by
Mother Ilyan to destroy what she sees as the human plague. Others see them as
avatars of their nature gods, and worship them accordingly and everything in-
between.

The Wylder themselves do not subscribe to any such notions of grandeur for
themselves. The Maelstorm, a forever roving mana storm that ravels the globe, eclipsed
the Elkwoods. As Maelstorms lighting struck the Elkwood, the first of the Wylder were
born.

Crawling out the tree like a chick from egg, the Wylder began to break free into
the world. Wylder all have a collective memory of the storm. Of the fear and pain and
suffering that their Birthwood felt when the storm raged. Because of this, phrases such
as Through the coming storm, we will prosper or Born of the sky and the earth are
prominent throughout the Wylder people.

A Wylders Birthwood, the tree from which it was spawned is its single most
important object. A natural link is formed, and the Wylder is forever able to know of its
Birthwoods condition, safe or otherwise. Should a Wylder die it will always be reformed
within the Birthwood until ready once again to burst free. Should the tree die however,
the Wylder will not be too far behind.

Human scholars would classify the Wylder has a hive mind, acting with a single
collective. This is only partially true. The Wylder, through touch and chant, have a
collective experience. That being said, just because everything is experienced together,
doesn't mean that every Wylder experience it in the same way. So it is up to each
individual Wylder to interoperate and internalize each experience in their own way.

When Wylder first emerge from their Birthwood, they are often fearful/shocked/
over-taken by the amount of sensory detail hitting them all at once, much like a new
born human baby. Within moments, a Sapmother/father will share their experience,
bringing the newborn immediately up to speed.

Because of this, Wylder are extremely community minded, willing to go to the


extreme without a second with for the sake of the grove. Additionally, representatives
are sent out into the world to gather more experiences and bring them back so that the
Wylder people in whole can further their growth. This would be a Wylders sole reason
for being way from their Wylder brothers and sisters.

There is a drawback to this whole process however. When Wylder die, and return
to their birthwood, they lose all access to all the memories and experiences they have
and must be reacclimated. Therefore, Wylder Adventurers must actually return alive to
their grove to share what they have learned.
The Ravians/Ravani
Ravani is the slur used.

The Ravians are the oldest race on Ilyan, existing since the dawn of the third age, and
surviving past the shattering into the modern age.

To fully explain the Ravians, one must delve deeper into the understanding of the ages
and where exactly the Ravians fit into that.

Age 1: The lost Age This age is lost to time, and only the most powerful and oldest
forces in the universe know of its mysteries.

Age 2: The Reckoning The coming of Titans and Giants. They came from the
elements and reshaped the planet in their image, creating the lower races as slaves.
The Ravians were among the last to be created, the Fourteenth race, and served as
messengers for the titans. Or as food when the mood came about.
Age 3: The Shattering the birth of Thirteen, the original set of gods from which all
future godlings would be spawned (Also referred to as the Patroned Races).

Age 4: The Unnamed Modern Age The death of the thirteen, and rise of the new gods.

With the Titans defeated, the thirteen ascended to their new thrones. In turn, The
Thirteen chose to patron a race and lead them to a brighter future. Being the last and
the weakest race, the Ravians were not chosen and remained with their lot as a race
tied down by destiny to be slaves.

The Ravians would not tolerate this, and decided to take matters into their own
hands. Feasting on the flesh, and drinking the blood of the defeated titans. Ravians had
the magicks of the titans now flowing within their veins. In secret, the Ravians practiced
their arts until they had perfected it, and when the time came, they ambushed and killed
each of the thirteen.

As the Thirteen Fell, each of the Patroned Races fled across Ilyan, later to be
worshiped as the new gods.

The Ravians of today are a shadow of their former glory. Much was lost in the in
the battles against the Thirteen But to this day, the Ravians strive to make it on their
own, refusing the help of any of the godlings.

Ravians are broken into two castes, the workers and the noble elite. The worker
caste is given a duty at hatching, and everything revolves around this singular fact. A
Ravian written into the mining job will be given a family that can best support them, and
the family itself is designed so that a mining Ravian can best support it.

The Noble elite is made up of the last seven original Ravians to feast on the flesh
of the titans, and made up of 93 additional Ravians that have past the rigorous trial into
nobledom.

A worker cast Ravian may accept to partake in the trial at any time, going into
voluntary Exile. The trail is as such: Return with the secret of immortality, or do not
return at all. Many Ravian leave home in search of this secret. Many do not ever return.

The Ravian life style is a simple one, at least out the outside. Living in the bored-
out caves of a cliff face overlooking the coast, the Ravians are a fishing people. Deeper
in their caves however, the ravians cultivate rare and powerful flora and fauna that they
use to for their magical rituals. This intern draws larger magical beasts to the area,
creating multileveled mega dungeons.

The Goliath

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