| 2500 years ago, humanity was at the zenith of the fabled golden age. It was also an age of war. A great war raged for centuries, and when it was ended by the gods, the paradise that was the Golden Age was lost. |
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| An Unofficial D20 Setting |
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Character Creation
Character Generation( Human)
3d6/6 columns
4d6 - the lowest die/3 columns
Sadian/Pashemite/Yemari



Sadians: A swarthy skinned, dark haired, desert dwelling people that inhabit the yellow wastes of Sadia. Sadians claim to be the descendants of the ancient empire of Sa'ad. The empire was destroyed during the cataclysm, leaving vast deserts over a region that was once believed to be " Paradise ".
The majority of Sadians are nomadic, and believe that their way of life was mandated by the Enlightened Ones as penance for the Great War. It is believed that this penance will be lifted upon the return of the prophet and thus the return of paradise. They live at the whim of the gods, raising goats and camels, raiding, and wandering between the scattered oasis's
ManySadians have embraced trade though. Sadian merchants ply the endless wastes, linking the far east with the western world.
The Sadians are devoutly religious, and worship a pantheon of gods called the Enlightened Ones. The enlightened gods were revealed by the prophet Mamoudar Al Qadar, and believed to be the true gods of salvation.
Nomads are guided by the teachings of the prophet, as written in the Akbar Qadar ( Great Holy Word of the Prophet ). Station, gender roles, and piety are very important in Sadian culture...Sadians that do not embrace enlightenment are cast off as infidels ( Punishments from exile to death can result ).
Despite their religious beliefs, the Sadians are tolerant of outsiders and very hospitable. Sadians encounter many different peoples through trade, and because of the importance of their location, attract many visitors. " Adherance to the words of the prophet are required of the Sadian, and a great gift of wisdom to those that are not. "
Sadian men are on the avg. 5'-5'4, women 4'5-5'. Hair color is almost always black, skin color ranges from bronze, to light tan.
Pashemites: Pashemites are ethnically identical to the Sadians. the difference between the people is culture and religion. The Pashemites are descendants of the followers of Molech & Ishat. The people of Pashem dwell upon a volcanic isle east of Sadia, in a society that has rejected the teachings of the prophet.
Pashemites are devil worshipers, militaristic, and highly urbanized. The region is ruled by The Pasha, a quasi god-king that is a decendant of Molech & Ishat. His rule is absolute in theory, but in reality, the Holy Order of the Flame holds an equal if not greater share of power.
The most feared element of Pashemite society is The Holy Order of the Flame. This secretive society is considered the right hand of Molech and his chosen decendants that sit upon the Pashemite throne. Wizards and clerics ( Pashari ) of this order specialize in fire magic, and are greatly feared and respected for the power they wield. The Order also maintains a branch of Assassins...Calling themselves the Holy Slayers. These Holy Slayers track down criminals, engage in espionage, and have been used to remove troublesome enemies.
Pashemite wizards, though the sworn enemy of the enlightened peoples of Sadia, are not so uncommon in the region. Sadian hospitality is extended ( grudgingly ) to even the Pashemites...As long as they behave themselves.
Yemari: Also ethnically identical to Sadians. The Yemari are culturally different from their more nomadic kin. The Yemari are, and according to them, have always been a settled people.
Yemari are highly urbanized, and look down upon their less civilized brethren that dwell in the shifting sands. To the Yemari, they are the culture bearers of paradise lost, and it is their way of life that will ressurect it. They see no point in wandering the shifting sands and parched wastes, waiting for the return of the prophet. To the Yemari, paradise will return only when men have prepared the region for the prophets return.
The Yemari adhere to the teachings of the Prophet, but have a more strict interpretation of the holy covenant. As a result, their society is less open to outsiders, more militant in spreading the " Holy Word ", and engaged in bloody turf wars with their sworn enemies, the Pashemites...This Jihad has raged on and off since the death of the prophet millenia ago.
Urite/Scythian/Samartian



Urite: Urites can be found in the rugged mountains of the north. They are a strong and proud people that have claimed the mountains as their own for millenia. They are light tan to dark tan in coloration, and host a variety of hair colors, ranging from pitch black to red and even blonde amongst the extreme northern tribes. Avg male height is 5'8/females are tall as well 5'4 being the average.
Urites prefer baggy clothing, and the men, not the women, wear veils. It is improper for a man to reveal his face in public, Men and women share equal status in society, so it is not uncommon to find female warriors amongst them. Their society is tribal. Each tribe is divided into clans. Family/Clan/Tribal ties are strong, and one can expect to feel the wrath of an entire tribe should they harm an Urite without just cause.
The prophet never caught on amongst these fierce and independant people, so they are viewed as barbarians at best by Sadians. They are nature orientated as far as their religion is concerned,,relying on the Kahin ( shamans/druids ) as spiritual leaders.
There is something that makes the Urites unique amongst humanity, it seems that they are the only humans that have the ability to become sorcerers! According to the Urites, they were blessed with " The Gift ' as they call it, by the gods of the Fey after the Great War. They claim it was as a reward for sheltering elven survivors fleeing the genocidal war humanity was waging against them. Wisemen of the region cannot confirm this legend as fact, and the Urites are reluctant to allow their " gifted ' to be studied.
Scythian: The Scythians are a warlike, nomadic people that inhabit a region north of the Urites. They are fearless, skilled horsemen that raid the civilized regions near them. For the most part, they threaten only the prometheans, but have been known to venture into Anitolia and even the mountains of the Urites.
Little is known about their society, but wisemen believe that it is divided into rival tribes that are led by the strongest warriors of the tribe. it is not known if they engage in agriculture, and to date they are not known to trade.
Skin colorations are swarthy brown to tan. Hair colr is usually black, and kept short. Hides and sometimes metal armor captured from raids against Prometheans are commonly worn by warriors. Tattos are common amongst the warriors, as are piercings. Women are left to tend the home and children.
Average male height is 6'/females are tall as well, 5'8 being the average. Scythian mercenaries are a common sight throught the known world, being in high demand for their horsemenship, archery skills, and fierceness in battle.
Samartian: These reclusive people inhabit the northernmost regions of the known world. They are a settled people, that are quite friendly towards outsiders. They claim to have orginated from the Northwest millenia ago, down the great rivers that criss cross the lands they dwell in. Their language is related to the peoples that live North of the Prometheans and Macedonians, A people called the Slavs.
Samartians are fair of skin, brown to light brown haired, and stout ( Men and women rarely exceding 5'5 in height ). They are primarily farmers and herders. Their society is fuedal and ruled by hereditary nobility.
Promethean traders report that the Sarmartians are quite superstitious, fearing the night and what lurks amongst the shadows.
Sethian

Sethians: Ah, the Sethians. Sethians claim to be the first humans to walk the known world. Their civilization has survived, unchanged since The Arrival in 5000 BCE. Not even the Great War and the cataclysm could stop their civilization from being one of the known worlds greatest empires.
Sethians are bronze skinned, black haired, and of medium build. Men prefer to keep their heads clean shaven, and women prefer their hair kept long and adhorned with precious stones and beads.
Avg male height is 5'5/females 5'.
The Sethians are ruled by a God-King called the Pharoa, who is the decendant of Amoc-Ra ( Prophet and son of Ra ). The Pharoas share power with the priests, who are the " chosen " of the gods. Sethian priests are greatly feared throughout the known world...Having at times laid waste to entire armies foolish enough to invade their territories.
Sethia is a wealthy and ancient land. It's people are viewed as arrogant, elitist, cruel and warlike. Slaves toil under the blazing sun to construct gargantuan monuments and provide labor for their masters. Even the poorest Sethian owns atleast one slave.
Promethean/Krimean/Anitolian



Prometheans: The Prometheans once ruled the most powerful empire known to humanity. Their ancient realm stretched from distant Avalon to Anitolia, and the Plains of Cartagia. Almost every modern civilization has been influenced by the ancient Prometheans.
The Great War and cataclysm reduced the once mighty empire to ashes. The western portion was completely lost to Cerlians, Kaldain, and hoardes of humanoids. Their northern realms were overun by Slavs from the fallen empire of Sarn, and their western holdings revolted after catastrophic plagues and famines brought about by the cataclysm. For 1000 years, the Prometheans were on the verge of extinction. Then their prophet arrived. A demi god, claiming to be the son of the ancient god Prometheus came down from the heavens to save his people. The prophet, taking the name Prometheates, gathered the warring city states and warlord-kingdoms under his banner. Within 50 years, the Promethean Empire was restablished.
Since the rebirth of their empire, the Prometheans have become leaders in science, mathmatics, literature, and the arts. The recent rediscovery of blackpowder has also made their armies one of the most powerful in the known world, and the Emperor has made it no secret that he intends to use those armies to recover territories lost millenia ago.
Prometheans are olive skinned, dark of hair, and stout ( 5'5 being the average height for males/5' for females ). They prefer loose fitting clothing, and enjoy many of lifes pleasures ( Often being accused of excesses better left to the imagination ). Prometheans are well educated, enjoy a high standard of living ( Even the poorest of families owns a slave or two ), and come off as arrogant.
Promethean art, architecture, and science is treasured throughout the known world...Students from as far as Brettonia come to Promethea's universities to study. Promethean society is led by a hereditary emperor and a senate that is elected by the freeborn males of society...Promethean politics is filled with intrigue, corruption, and infighting.
Krimeans; Krimeans are decendants of ancient Promethean colonists. Through the ages they have enjoyed relative isolation from the rest of the world and their lands are wild and inhabited by dangerous creatures. Krimean society is centered around their walled communities. Each community is governed by a senate that is elected by freemen. The communities rarely war with each other and have been known to cooperate against common enemies that threaten their lands ( Promethians and Scythians being the greatest threat ).
Being a rural people, Krimeans are mostly agrarian. Literacy is not high at all, and they are reported to be a very superstitious people. Their gods are primarily nature orientated, and their spiritual life is led by Draurdi ( Druid/Wizards ) who also act as the official archivists and teachers in Krimean society.
Krimeans are olive skinned, but fairer of hair ( which they prefer to wear long, and or braided with precious stones ), they are not as stout as their Promethean kinfolk, avg male height is 5'8/females 5', and prefer leathers and wools for clothing.
Anitolians: The decendants of ancient Prometheans, Sumer-Assyrians, and civilized Scythians. The Anitolians have a long standing enmity with their former Promethean masters, and are the greatest obstacle to the Promethean dreams of regaining their old empire.
Anitolians are culturally similair though. they are ruled by an emperor, who is balanced by a senate of elcted officials. Anitolians are Unique amongst the Eastern world nations, for its banishment of slavery., making the nation a haven for former slaves and indentured servants.
The Anitolians can boast of having one of the worlds finest navies, and of being the most religiously open nation in the region. The Temple of 1000 gods is the most popular religious institution in Anitolia ( permitting and promoting tolerance for all faiths ). A monotheistic faith has also emerged, and claims that all the gods are but the underlings of one supreme force that IS life. It is a faith that is rapidly gaining in popularity.
Trade is the lifeblood of Anitolia, as are it's vast mineral resources. Their ships can be found throughout the known world carrying goods between East and West. This of course challenges Promethean rule of the seas, and intensifies the enmity between the two empires.
Anitolians are a mix of peoples, so a potential PC from this region may choose from Sumer-Assyrian, Scythian, and Promethian for ethnicity, or a mix of the players choice. There is no true Anitolian ethnic group.
Bengali

The Bengali are an ancient people that claim to have been on this world millenia before the rest of humanities arrival. Around 4500 BCE, the primitive ancestors of the Bengali were subjigated by the Aryans, and forced into an opressive caste system. The caste system was meant to control the Bengali socially and spiritually, and it worked for 4500 years.
During the Great War, the Aryans were driven out, and the cataclysm that soon followed finally freed the Bengali from bondage. Or did it?
The Bengali threw out their former masters, but retained the caste system, A system that even the Aryans have abandoned.
Bengali society is a patchwork of fuedal states, warlords, and city states that war amongst each other on a regular basis. The only time their is unity, is when some warlord or king decides to attack Aryan lands to the west. The alliances are short lived, and the gains made by the Bengali are never worth the price paid in lives and resources.
Despite their turmultuous political system, and opressive caste system, the Bengali produce many of the known worlds luxeries.
Silk, masterwork items, and spices are in great demand, and the Bengali meet that demand, growing wealthy beyond imagination.
Skin colorations range from the light tan of the Brahmins ( Ruling caste ) to the near ebony of the Untouchables ( lowest caste ). Avg male height is 5'/females are 4'5 on average. Hair color is always black, and eyes range from black to bright green. Bengali prefer loose fitting garmets of silk, and adhorning themselves with gold and gems.
The Bengali are reknowned for their mountaintop monestaries and the monks that inhabit them. The monks claim to be the followers of Bengal Rashiva, the Bengali demigod that led the rebellion against the Aryans, later to be reborn as the so called rogue prophet. The monks claim to have received the ultimate wisdom and teachings.
The Brahmin lords despise the monestaries, for the monks claim that the caste system is evil and must be abolished. The popularity of the monks steadily grows amongst the lower castes, and the monks teach that, in time the Brahmins will fade away.
For 1500 years the Brahmins have attempted to eradicate the monks, but they lack the unity and resources to crush the impregnable mountain strongholds...They also have lost the favor of the people.
The monks offer passive, but stern resistance to the Brahmins. This approach heightens the monks popularity even further amongst the lower castes.
Zulandi


Zulandi: The Zulandi are the people from the Southlands. It is reported that there are some 300+ ethnic groups, 285+ Languages, and a variety of tech levels amongst these proud and noble people.
Although ethnically and culturally diverse, all Zulandi share some common features. Ebony to very dark brown skin color, black hair, and various eye colors, with blue being the rarest ( Found only amongst Shamans and Wizards ). Avg male height is an astounding 6' 5-7'/females 6'-6'5. Obesity is extremly rare, and resistance to diseases and toxins is greater ( +1 saves vs poisons and toxins ).
( Nyambe D20 African Adventures is an excellent resource for Zulandi PCs. Available in print from Atlas Games. )
Sumer-Assyrian/Aryan


Sumer-Assyrian: A fierce and feared people that inhabit the dry plains of Parthatia just north of Sadia. During the Golden Age, these people were part of a mighty empire that stretched from the Mare Arderra to Bengali. The Great War and the following cataclysm ruined the mighty empire, throwing it into chaos and tearing it apart. Today, the decendants have splintered into three major ethnic groups, and numerous city states that constantly war with each other. Skin colorations are fair to light bronze. Hair colorations range from black to brown. Avg male height is 6'/females 5'-5'5. Men and women hold equal status in society, and every able bodied citizen ( regardless of sex ) is expected to undergo training in the military.
Aryan: The Aryans are an ancient race that claim to have been the the first of their race to have set foot upon this world millenia ago. According to their mythology, they are decendants of a race of refugees from a world overun by an alien, evil race called the Illithar. Many were enslaved and " consumed " by the creatures, but a lucky few escaped through great portals to this world to begin anew.
Upon the arrival of their ancestors, the Aryans encountered the ancestors of what are now the Bengali. The more advanced Aryans easily subjigated the more primitive Bengali, creating a caste system to maintain control of their new subjects.
During the Great War, while the Aryans were leading the efforts to commit genocide upon the elves, the Bengali revolted and drove out their masters. The Aryans were crushed, and the cataclysm was the final blow to the dying empire.
Today the Aryans are divided into warring city states. Although they no longer practice a caste system, wage genocidal wars, or subjicated any other races, the memory of their past deeds has not faded.
The region they inhabit is dry and mountainous, but rich in resources and strategically valuable. The Bengali, Sumerians, and occasionally raiding Sadians are an ever present threat. Because of this, the Aryans have had to live up to their ancient reputations. " No mercy, no survivors " is a common battle cry amongst Aryan warriors.
Skin colorations are fair, hair ranges from black to sandy blonde, avg male height is 6'-6'3/females stand 5'-5'8. Women are expected to tend to the home, while men take charge of politics, war, and governance.
CharacterGeneration(Dwarf/Dervak)

str- 12+d8 dex-15 max con- 12+d8 int- 18 max wis- 18 max cha- 17 max
Dervak: A southern branch of the dwarven race. They are tan skinned and black haired, brown or black eyed, and of normal height for dwarves. Dervak inhabit Iberia, Promethean regions, and the deserts of Sadia. They are organized into grand mountaintop city states, ruled by hereditary kings. The Dervak are isolationists and trade only occasionally with their human neighbors. The Dervak are monolithic builders, creating ziggurats, colossal statues and buildings. Their knowledge of science and engineering is legendary, making use of steam power and optical devices.
*Zunagar: A jungle dwarves are a brown skinned race that dwells in the jungles of the deep south. Little is known of theses dwarves, but local humans say that they are savage fighters and eat their captives. They speak their own dialect of dwarvish called khazzalan.
*Deurgar: A gray skinned, deep dwelling race of dwarves, notorious for their evil ways and ancient feud with surface dwarves. Little is known about their society, but sages presume it is divided into empires, kingdoms, and city states that are loosely united. They occasionally war with surface dwarves and are constantly in conflict with the denizens of the underworld....Deurgar hate surface dwarves, but will cooperate when combating common enemies such as Drow, goblins, etc...
* Restricted
Character Generation ( Gnome/Neb'linar )

str- 6+d6 dex- normal con- 12+d6 int- 11+d8 wis- 12+d6 cha- 10+d8
Gnomes: Gnomes are found throughout the known world. The Neb 'linar, as they call themselves are usually encountered in large human cities as merchants and artisans.
There are underworld groups of gnomes, but few have been encountered...most human sages dismiss these tales as myth. The first group is known as the svirneblin( deep gnomes). It is said that they live in great cities below the world, mining the darks for gems and precious metals, This branch will occasionally trade with surface gnomes and dwarves. The third and most mysterious branch of the gnomes are known only as dark creepers, encounters with these beings usually result in conflict...surface gnomes claim that the creepers are a branch that was driven into the depths during the great war, and were the cause of the gnomish homelands destruction.
The region of Kur' Gren ( Dead Home, in Neb'Linari ) is believed to be where the ancient Neb' linar empire once stood. Few gnomes will set foot there, for it is believed that the land is cursed.
Character Generation ( Halfling/ Halmari )

str- 6+d6 dex -12+d8 con- 10+d8 int- normal wis- 10+d8 cha- 10+d8
Halflings: Halmari as they refer to themselves, dwell wherever there are dwarves. Halmari usually have alliances with dwarves ( Their communities being within or near dwarven territories). They are excellent farmers and woodsmen, providing food goods and Forrest goods for dwarves and occasionally humans.
There are rumors that ebony skinned Halmari dwell in the jungles far to the south, but such reports have yet to be confirmed.
Languages
Sadian ( Sadian, Yemari, Pashemi )
Sumerian
Assyrian
Aryan
Urite
Scythian
Promethean ( Promethean, Krimean, Macedonian, Minoan, Anitolian )
Slavic ( Samartian )
Sethian
Zulandi ( Banu, Uru, Nubai, Swali, Zulan )
Bengali ( Bengali, Panji, Hindi, Pashti, Brahji, Bangiri )
Dwarvish ( Dervak, Dargan, Grum, and Erdan )
Gnomish ( Neblinari )
Halfling ( Halmari )
Ancient Languages
Elvish ( Alnunin ) hieroglyphic/only known in written form amongst humans.
Dargol ( ancient dwarvish ) runic
Sad ( Ancient Sadian ) hieroglyphic
Uru ( Urite ) hieroglyphic
Sumer ( Sumerian-Assyran, Aryan ) cuneiform
Near Eastern Core Classes
PHB classes are permitted as well
check with the DM
Restricted Classes
Humans cannot be sorcerers
Urites are the exception
Also see
the Sha' ir
Restricted Races
Elves are not permitted as Pcs in mixed ( Non Elven ) groups.
1/2 Elves do not exist
Beginning Funds
4d10x10xlvl
Currency
1 gol (riyal) = 10 sil (dinar) = 100 cop (shekel)
barter is the most common form of trade amongst nomads. Salt is a valuable trade unit as well. 1 lb of salt = 1 riyal, frankincense and myrrh will trade at 1 riyal per ounce. Water trades at 1 dinar per gallon in the city, and 1 riyal in the desert.
Wizard Spell books
0 d8
1st d6
2nd d4
Wizards receive a bonus skill: Profession 4 ranks.
This reflects 8 years of university schooling/apprenticeship,
Wizardry is not a public practice, people associate it with fairies and demons. A knowledge skill relating to the profession must be chosen as well. Example lawyer will need knowledge/local law.
Bards no longer cast spells
Rangers no longer cast spells
*Clerics receive the bonus skill: Knowledge (religion) 4 ranks.
Ressurection & Raising the Dead
Being dead is a traumatic event, and it will cost the PC not only money and resources, it will cost physically. 1 Con point will be lost per resurrection or raise dead performed. ONLY a wish spell, used for the purpose of bringing back the dead PC will negate the loss of the Con. A PC can only be resurrected or raised as many times as they have Con points.
In addition, PCs that were dead and brought back, will have to have 1-3 months of rest and downtime to fully recover from the experience. The standard is 1 month bedrest/light activity, but spellcasters may need more time to recover from the mental trauma ( Which would hinder concentration and clear thought ). For the first 1 hour of being ressurected, raised, etc... The PC will be in a mild coma and imobile, once regaining conciousness and thus returning to life, the PC will have to get that 1-3 months of rest to fully recover. Until that rest period is taken, all ability, skill, and attack rolls, and saves will be at -4 and spellcasting/memorization of spells will not be possible. Movement is also halved.
Critical Hits
A natural 20 is a critical hit. Case closed. There is no need to re roll to confirm the critical. Beating the 1 in 20 chance is sufficient.
1E DMG notes for spell research:
Converted from DMG 1e page 115 to 3e
Cost:
200 gold per spell level, per week.This assumes that the wizard has a lab or facilities to do the research. Also a library and all the materials needed to do the research. Without a library or materials are available for the research, then multiply the cost of the first 2 weeks by 10. ( This covers the costs of information gathering, travel, bribes, fees, and other costs. Once the costs are paid, it is assumed that all the materials required for the research have been aquired. The actual lab or facility to conduct the research is still a seperate cost however. )
Time: 2 weeks per spell level.
Conditions for research:
Sound body and mind. Privacy and free of interuption ( 8 hours min. a day of work. 1-2 hour breaks allowed to take care of other business, for a total of 10 hours a day. Any interuption ( less than 8 hours devoted to work tha day ) will add an additional week to the time to research the spell.
Chance of success:
Spellcraft check. Base DC 10 +2 per level of spell. The roll is made by the DM at the end of the research time. Failure means that the spell does not work, and research must be began anew.
I disagree with the expenditure of xp to create a spell, or an item. I personally ignore those rules, demanding no expenditure of xp, nor rewarding with xp as was done in previous editions. Dms may handle that as they see fit. Time and money seem to hurt the PC enough, considering that a researching wizard will be out of the adventuring aspect of the campaign, thus not earning experience or treasure!
or
Regions
Detailing all the regions of the Near East is going to take some time. There's so many! I tried to get a brief plug in for the regions with the ethnic descriptions, so I hope that is enough for now. In the future I will have a Gazetteer for the Near Eastern World.
Northern Region
Samartia
Scythia
Alyr Erin
Sumeria
Southern Region
Sethia
Amar' Tuk
Endless Jungle
Plains of Cartagia
Western Region
Promethea
Anitolia
Krimea
Assyria
Middle Region
Eastern Region
Bengali
Aryastan
The Far East
History & the Gods
Time line & calendar set up for the Near East
BCE = before common era CE = common era
5,000 BCE : The first human settlers arrive in through great shimmering gates, known as " The Exodus " Many of the newcomers had escaped dying worlds, with the assistance of powerful magicks and gods, searching for new homes throughout the material plane.
4,000 BCE : 1000 years passes on this new world, and the humans had grown strong. Many empires stretch across the fertile lands. Humanity, being seen as an infestation by the native elves, is confronted by their armies in an attempt to drive them from the world.
3,000 BCE : Elves and humans continue to war. Dwarves ally themselves with humanity, reversing the gains the elves had made against their human enemies. This " betrayal " by the dwarves is not forgotten.
2,000 BCE : The elves are brought to the brink of extinction, The once neutral gnomes ( neblin ) and halflings ( halmari ), are torn apart by civil war. Factions that support humanity fight against those that support the elves.
0 CE : after thousands of years of wars, famines, and destruction, the gods decide to settle the Great War, as it was called, once and for all. The world was shaken and flipped. Mountains fell and rose, seas swept over the land, civilizations were destroyed in the blink of an eye. For those that survived, a long struggle out of barbarity awaited.
1,000 CE : ( The Arrival ) Humans finally restore parts of their civilization after centuries of barbarity. The dwarves emerge from their isolation in the mountains, and the elves find themselves scattered throughout the remote areas of the world...their once mighty civilization is dust. The cataclysm had leveled the playing field, and the gods returned to reestablish ties with their people. The Age of Prophets begins, and the races are guided towards civilization.
2,000 CE: Elves reestablish some strongholds in the remote regions of the world. By now their race has been further divided into many ethnic groups, with different tongues and customs. Humanity still poses a threat, but the now short lived race ( Before the cataclysm, humans had an avg life span of 500 years or more ) has little memory of the elves. To many humans, elves are but a myth. Elves remain isolated from humanity, but continue the ancient jihad in secret.
2500 CE Present day. Once again empires stretch across the known world. Humans have proved resourceful and ambitious, being the dominant humanoid species of this world. Humanity's dominance does not go unchallenged though. Dragons have reawakened from long slumbers, the jinn have returned to exploit human greed and lust for power, and other fell creatures wait in the shadows to prey upon their new found cattle.
Calendar:
10 months per year, 5 weeks per month, 6 days per week, 30 hours in one day
Most of the regions calendars begin during The Arrival, so current dates would be read as 1500 CE. The Sethian's calendar begins from their arrival in 5000 BCE ( Although the length of the days, months, and years was very different before the cataclysm. As a result non Sethian scholars argue that the Sethian calendar is inaccurate. Sethian date would read 7500 SR ( Sethian Reckoning )
Ishta ( 1st month, spring ) New year festivals, equinox, arival of the prophets
Venu (2nd month, spring ) Rebirth, & fertility,
Apolla ( 3rd month, summer ) Sun gods, solstice
Juna( 4rth month, summer ) midsummer festivals
Dionys ( 5th month, summer ) endsummer festivals
Andorala ( 6th month, autumn ) harvest festival, equinox
Hecatea ( 7th month, autumn ) Festivals of the dead, harvest
Nadai ( 8th month, winter ) Winter festivals, solstice
Frigga ( 9th month, winter ) Winterfest/gift giving
Adoni ( 10th month, winter ) Endewinterfest
The sixth day of every week is a holy day. The calendar varies slightly from region to region, but is basically universal.
The Gods of the Near East
Qadarism
For nearly 1000 years, humanity struggled to survive in a hostile, barbarous world...Until the prophets came. They came to the men of the North, the South, and here in the East. The prophets spoke of the Covenant of the Gods and it's promise to lead humanity to a new golden age. But according to the Sadians and Yemari people these were false prophets...
| The true and only prophet wandered out of the sands of Sadia in the year 999, Prophet Mamoudar Al Qadar, delivered to his people the true Covenant from the Enlightened Ones. The Enlightened Ones promise paradise through our prophet... |
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| The Enlightened Ones are the TRUE gods, and Mamoudar Al Qadar is their prophet.... |
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Prophet Mamoudar Al Qadar
" Now that we are amongst friends, I can tell you that the Pashemites and my people have been at war since the first centuries after the Great War. My people, like the majority of other enlightened people of Sadia, chose to follow the Prophet Mamoudar Al Qadar and his Law of the Covenant between men and the enlightened gods. By following the Law of the Covenant, men would find peace and once again live in paradise. The Pashemites chose to follow the Deceiver Molech, a former student of the prophet, and the prophets brother. Molech allowed his heart to be turned towards evil by the temptress and whore of the gods, Ishat. Together they raised an army to wipe out the Prophet, and have men ruled by Devils, creatures that Molech claims to be the true creators and lords of men. Molech was defeated, and his followers driven to the Isle of Pashemar, where they still live today, plotting the destruction of enlightened civilization. "
Omadism
Prophet Faisal Omad
In 979 CE sheik Faisal Omad ( A legendary desert warrior from the wastes of Sadia ) led his tribe to the Al Qatar region after receiving visions from agents( commonly called the Nephilem ) of the Enlightened Ones . The sheik was told to record the words of the Covenant, and to teach and prepare the people of present day Al Qatar for the arrival of a prophet from the West. The Prophet did arise from the West 20 years later, and the people of Al Qatar fought under his banner against Molech and Ishat.
After the death of the prophet and his later rise into the heavens, sheik Faisal was also taken by the Enlightened ones.
Qatari believe that sheik Faisal Omad was the first prophet, and hold to his version of the covenant, claiming that it is the original. The Qatari faith is known as Omadism, and is reluctantly tolerated by the rest of the Enlightened peoples. After two centuries of religious conflict ( 1060 to 1260 CE ), it was agreed that both faiths could coexist under the common belief of the Enlightened Ones.
Astarte
The Enlightened ones are said to be the true saviors of humanity. They are the culture bearers and the architects of civilization. It is written that the Enlightened Ones guide humanity on a thousand thousand worlds, protecting men from the devils of the 9 Hells and the demons of the Abyss. They promise paradise to all that follow their teachings.
The Enlightened Ones:
Ea ( Patron of humanity, the architect of civilization, Lord of the 1st paradise )
Uzekel ( The messenger, patron of the written word, lord of the 2nd paradise )
Gabrahl ( Gaurdian of the 7 paradises, lord of the 3rd paradise )
Astarte ( Mother of humanity, giver of divine magic, queen of the 4rth paradise )
Malek ( Lord of the Nephilem, lord of the 5th paradise )
Ulsefar ( Patron of music and art, lord of the 6th paradise )
Shemra ( Lady of the shield, guardian of humanity, Queen of fate, Queen of the 7th paradise )
Pashemism
Sarmal Pashem Al Qadar ( Molech ) & Ishat
Molech, being tempted by Ishat, chose to follow the lords of evil that dwell in the 9 Hells. Molech's birth name was Sarmal Pashem Al Qadar. He was the youngest brother of the prophet and the first to follow the prophet. It is said that the young Sarmal was jealous of his older brother, and one night was visited by Ishat. She convinced the young Sarmal that the true guardians of humanity resided in the 9 Hells, and that they created men, thus were the true path to paradise.
Young Sarmal's jealously grew into hatred, and with his mistress Ishat at his side, gathered followers and challenged the prophet. With the power of the 9 Hells at his command, Sarmal took the name of Molech Pashem and met the prophet and the armies of the faithful in battle. Molech fought hard and even slew his brother, but the power of the Nephilem that fought with the prophet proved stronger. Molech gathered his remaining followers and retreated to the island now known as Pashemar.
Upon Molech's death at 126 years of age, his soul was taken by Ishat to the 9 Hells, where he resides in the court of his patron Ashmodai. Before he left, Molech delivered to his people the Covenant of Ashmodai and fathered 24 children with his mistress Ishat. The 6th born son, Ishamar Pashem became the second " Pasha " of the kingdom, and slew his other brothers to secure his hold on power. His 6 sisters became part of his harem and gave birth to successors. The Pashemite religion recognizes the Lords of the 9 Hells as the Enlightened Ones, with Ashmodai ( Asmodeus in the Promethian tongue ) as the " Lord of Hosts. "
Pashemite Clerics ( Pashari )
choose 3 domains from the following domains:
Use the Qissis core class, alignment must be Lawful Evil
Males are members of the Order of Molech ( Commonly known as the order of the Flame )
Females are members of the Sisterhood of Ishat
Death, destruction, evil, fire, knowledge, law, magic, strength, and war.
( The Major Gods of the Dwarves )
Azund
Greater Dervak Gods
Kar 'Vakka, the creator, the forger of the race, the great being that chooses the dwarven gods and protects the great hall in the after kingdom. The being is male and female, old and newborn. Never worshiped directly, although included in all prayers so as to recognize that it is Karvak that ultimately determines fate, even the fate of the gods. N domains: Earth, knowledge, strength, protection
Azund, dwarven god of war and tactics: Azmund is said to be the patron of warriors, weaponsmiths, armorers, and engineers. Worshiped by all dwarves as the founder of dwarven civilization. The first dwarf created by Karvak. LG domains: War, law, good, destruction
Breha, dwarven god of law and order: patron of law, knowledge, primary god of those that rule. Worshiped as the lawgiver and first king of the dwarves. Son of Azmund. LN domains: Law, knowledge, strength
Ben 'Dakar, dwarven god of revenge, the furious vindicator of the dwarven race. Worshiped by vindicators, and battleragers. 3rd son of Breat, blessed by Azmund with the rage during his holy war against the Duergar. CG domains: Destruction, war
Melada, mother of the dwarves, keeper of the hearth, the healer, the guardian of the family. The wife of Azmund, the second dwarf created by Karvak. Worshiped by those that heal, and always prayed to within the home at morning and evening by males and females. Melada is believed to guard the home from disease, and demons that would slay sleeping children. LG domains: Law, earth, healing, luck
Guermal, dwarven god of the dead. No priesthood is devoted to this god, but he is prayed to at funerals, so as to gain a favorable place in the line to the after kingdom. ( when dwarves die, it is believed that they must pass through a great tunnel and review their mistakes in life before entering the after kingdom, those near the front of the line have less mistakes to review, so get into the after kingdom sooner. Those that were evil and twisted in life will become ushers in the tunnel, in service to Guermal. ) N
Greater Duergar Gods
Haddrakal, dwarven god of the Duergar, spawn of evil, king of the false after kingdom( Haddrak ). Worshiped by the Duergar as the progenitor and first king of their race. The surface dwarves believe that Haddrakal was created by Karvak to allow dwarves to choose between evil and good, and ultimately decide whether the race is worthy enough to continue on. Haddrakal is said to maintain his own after kingdom somewhere in the 9 hells, surface dwarves that are truly evil ( those that served in the tunnel, but refuse to repent ) and twisted are sent to Haddrakal by Guermal after they have served a period of time as ushers in the tunnel. Brother of Azmund. LE domains: Law, evil, destruction, war
Garbok-Kor, Duergar god of war, culture, and death. The reaper of the slain. Garbok is the guardian of Haddrak ( the Duergar after kingdom ). All must pass before Gabok before entering the after kingdom, those that are unworthy are sent to Guermal. Gabok is the keeper of all Duergar knowledge. LN domains: Knowledge, war, death, earth
Grella-Kor, queen mother of the Duergar, wife of Haddrakal, sister of Melada, mother of the Duergar race. Grella protects the hearth, and blesses the people with fertility. Those that are unfit to survive are denied the blessings of Grella and left to die. LE domains: Healing, evil, luck, protection
( Major Gods of the Halflings )
Halmar: LG The father of the Halmari. Depicted as a pleasantly plump, and very handsome halfling in a fine tailored outfit. Halamar represents all the ideals of a Halmari male. Father, brother, husband, and provider. He is prayed to when wisdom is sought. Clerics of Halmar may only be male. They the are mediators and protectors of the community, and are responsible for carrying out weddings.
Domains: Halfling, Family, Law, Good, and Protection
Halima: NG The mother of the Halmari. Depicted as a wise, middle aged female in traditional clothing. Halima represents the ideals of the Halmari female. Mother, sister, wife, and homemaker. She is prayed to for good blessings, health, and comfort when times are difficult. Clerics of Halima may only be female. Clerics of Halima are the midwives, healers, and caretakers of the community.
Domains: Halfling, Healing, Craft, Family, Protection, and Good
Bolger: LG The Great Merchant. Depicted as a plump and richly dressed halfling, with a sly smirk on his face. He is prayed to for good fortune in all mercantile endeavors. His motto is: " If you have nothing to make, find something to sell. " Clerics may be male or female, although most are male. Clerics of Bolger are the overseers of community business and trade, being charged with ensuring fair dealings and proper record keeping.
Domains: Law, Good, Trade, Craft, and Travel
Jinam: CG The champion of the people. The fearless warrior of the Halimari.Trained by the dwarven god Azund in the arts of war. Depicted as a handsome, rather buff halfling with a crazed look in his eyes. Jinam is the defender of the race, and is said to watch over every battle his people engage in. " May our enemies go hungry and feel Jinam's wrath!! ' is a common Halimari battlecry. Clerics are expected to be physically impressive in the areas of strength and dexterity ( 13+ in each ) and charismatic ( 13+ ). The servants of Jinam are the only defense for some communities, and must be the best of the best amongst the community's warriors ( Which there are few full time warriors in Halmari society ).
Clerics may be male or female.
Domains: War, Chaos, Protection, and Dwarf
Breyma: NG The Goddess of farming and livestock. She is depicted as a lovely halfling maiden, dressed in a white gown, with flowers in her hair. Legend claims that she was taught the secrets of the elves as a reward for healing an elven kings favorite stallion. Breyma is the patron of the farmers, herders, and fishermen. She is prayed to for good harvests, and good weather. Clerics of breyma may only be female, and refrain from engaging in violence, unless in defense of the community or themselves.
Domains: Earth, Plant, Good, Protection, Healing, and Elf
( The Gods of the Gnomes )
NBLM CN ( The Lord Creator, It who's name cannot be spoken )
The Gnome creator god is a sexless, formless being, believed to dwell in a realm of pure chaos. It creates and destroys on a whim, and is believed to be the divine source that empowers the entire universe. NBLM are the ancient letters that make up part of the gods true name, a name that if spoken, will undo creation and reform the universe. NBLM ( Pronounced Niblim ) is not directly worshiped, has no avatar, and grants no spells. It simply IS. Legend claims that the mighty neblin sorceror emporer Gimchem Lavem called upon NBLM during the final days of the Great War as his city was under siege. The god answered his call for salvation by not only destroying the armies besieging his city, but the entire neblin empire. It is NBLM that is believed to have been petitioned by the gods to bring about the cataclysm that ended the Great War and reshaped the world.
Levim LG ( The First Savior )
Levim was a mortal neblin that led the neblin out of the wastes to the other lands of the Near East. He was " touched by the gods " and charged with preserving neblin culture and beliefs until the arrival of " The Prophet of the Neblin " who would reform the neblin empire. Levim trained 100 of his followers and sent them to guide other neblin survivors. Clerics of Levim are very serious for neblin, believing that they are the keepers of neblin culture and history. Clerics may only be male, of LG alignment, and of direct decent of the original 100 devout followers of Levim.
Domains: Gnome, Good, Knowledge, and Law
Shamar NG ( The Wise Mother )
Shamar is the goddess of fertility, wisdom, health, and prosperity. She is called upon to protect pregnant mothers, and the ill and injured. She is the gaurdian of the home and family. Clerics of Shamar are only female, wearing bright green, simple clothing. Her clerics are forbidden to kill other sentient beings unless in self defense, and encourage diplomacy over war.
Domains: Family, Healing, Protection, and Earth
Hemin Shiny Tooth NG ( The Shrewd Merchant )
Hemin is the neblin god of commerce, craft and trade. He is the embodiment of good business and honest gain. Clerics of hemin wear fine tailored robes of an earthy brown or grey color. The robes are usually embroidered with gold, silver, and rarely platinum thread and precious stones. Clerics may be male or female, and are responsible for the economic health of the community. Commerce is to be conducted in a fair and honest manner. those that cheat, lie, and steal from their customers will be fined, and or banished from their community.
Domains: Trade, Prosperity, Craft, Travel, and Luck
Aron Swifthammer CG ( God of Combat )
Aron is the deified champion of Levim. Legend says that Aron taught his people the arts of war, an art that saved the neblin from the hoardes of foul creatures that preyed upon them during the exodus from Kur' Gren. Clerics of Aron must be male, and be of excellent health and have exceptional strength to serve their deity.
Domains: Metal, Strength, War, and Chaos
Saram Hazelfire CN/G ( Goddess of Storms and Magic )
She is the whipping wind, the shaking earth, and the divine patron of magic in the natural world. Clerics of Saram may be male or female, and may not be evil in alignment. Clerics of Saram are the magical advisors of community leaders, and archivists of magic arcane and divine. It is believed the neblin sorcerors recieve their " gift " from Saram and must not turn to evil, or she will curse the defiler of her gift.
Domains: Air, Chaos, Spell, and Illusion
or
Elves
Elves do not mingle with humans. Most humans believe that the elves are extinct. Those that do make contact with elves are rarely heard from again. Regardless of their alignment, elves will seek to destroy humans on sight. Dwarves ( still unforgiven for their alliances with humans ) are 50% likely to suffer the same fate. Sadian & Yemari wisemen believe that elves are related to the jinn, and sages from all over the known world tend to agree. So the Sadian/Yemari names for these creatures have been retained in the intrest of standardization.

Wild elves: ( Jin' Farlu ) a fair skinned, smaller in stature( 5'5'3 for both genders) and more savage than their other elven relations.
Hair color is sandy blonde to brown, eyes are usually brown or green. They inhabit the forrests of the far East and the jungles of the Southlands. Wild elves regularly war with humans, humanoids and each other for territory, and they do not trade with other races. They are savage fighters and notorious for their warlike ways....They will not hesitate to kill captives and raze entire villages that are near them.

Grey elves: ( Jin' Gamah ) a light grey skinned branch of the elven race that is of average height and various hair and eye colors. They're found in great mountain cities in North of Promethea and the Sumer Mountains. Their society is closed to outsiders and human sages debate whether they exist at all...
Grey elves have devoted themselves to the suppressing of human development to ensure the survival of the elven race. Grey elves spy on and infiltrate human society with their mighty magicks to corrupt and bring down empires and kingdoms that grow too powerful. Grey elves disguise themselves or send doppelganger/grey elf hybrids( Jin' Mohad ) into the courts and guilds of human society...removing powerful magicks, keeping humans in conflict with each other, and perpetuating the myths about elves.

Drow: ( Jin' Darbah ) The Drow are ebony skinned and very very evil. The Drow were driven into the deeps of the world thousands of years before humans ever came to this world. Drow have little contact with humans. Most encounters are violent,but humans are more of a threat to the surface elves , and the Drow appreciate that, and try their best to be civil. For the most part, the conditions of the underworld keep the Drow busy with its denizens and out of the affairs of the surface world. It is believed that the Pashemites regularly trade with the Drow, although this cannot be confirmed.
All elves created have the following guidelines for stats:
str 12+d4
dex 16 +d8
con 13+ d4
int 12+d8
wis 15+d4
cha 12+d6
Elves in this world suffer double damage from fire, and blunt weapons( due to having hollow bones), they do only suffer 1/ 2 damage from falling though. Elves heal slower than humans...sages believe it is due to their long life spans...so their metabolisms are far slower. At any rate elves will heal naturally at half the rate of other races.
Elves also receive the special abilities as stated in the PHB, ( ability modifiers are ignored )
There's new material being added every week!
More to come, We just have to convert piles & piles of 2e material first! A Task Genie would be very handy right about now!
In the meantime watch the pretty girl dance!