Stone Empires [Archive] - Wizards Community

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Grimgrin

03-06-07, 04:21 PM
Stone Empires d20



The Stone Empires Campaign is loosely based on the ancient Stone Age empires of the Americas and the legends of Atlantis. The world of Stone Empires consists of six different humanoid races that cover three continents (North America, South America, and Atlantis). To the far north is a land of snow and ice the ruled by a federation of Ice Runner fishermen and hunters. In the deserts of the northwest live tribes of Cliff Dwellers. Filling the central isthmus is the bloodthirsty nation of the Heart Eaters. Just south of the Heart Eaters, the Forest Born inhabit the ruins of their stone cities engulfed by the lush rain forests of the equatoral region. Southwest of the Forest Born is the vast mountainous empire of the Sun Worshipers. The continent of Atlanteans lies to the east of both creating a triangular sea between the three. Even though this campaign is based on actual people, this document is not intended for historical accuracy or authentic portrayal of Native American civilizations.

Core Races

The core character races of Stone Empire Campaign are dwarf, elf, gnome, halfling, human, and orc. As a human each player character has one bonus feat as well as 4 additional skill points at first level and 1 skill point each additional level. In addition, the human’s background grants the character an additional ability unique to the environment. Each race is unique to a specific region. For instance, all Halflings are Ice Runners, all Dwarves are Cliff Dwellers, all Orcs are Heart Eaters, all Gnomes are Forest Born, all Elves and Half-Elves are Sun Worshippers, and all Humans are Atlanteans. Since some classes are no longer available, a favored class substitution must be made for Elves and Gnomes if they are incorporated into the campaign (i.e. Elven clerics, and Gnomish savage bard or sorcerers). Other humanoids, such as Kobolds, Lizardmen, Gnolls, Goblins exist but are part of nomadic tribes that lack the unity of the six core races and are not considered "civilized" races.

Dungeon Masters with access to "Unearthed Arcana" can further specialize each race. Look Here (http://www.d20srd.org/srd/variant/races/environmentalRacialVariants.htm#aquaticO rcs)

Ice Runners: Artic Halflings
Cliff Dwellers: Desert Dwarves
Heart Eaters: Aquatic Orcs and Standard Half-Orcs
Forest Born: Jungle Gnomes
Sun Worshippers: Artic Elves and Standard Half-Elves
Atlanteans: Standard Humans

Core Classes (Unearth Arcana)
(Totem Barbarian LOOK HERE (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#barbarianVar iantTotemBarbarian))
(Savage Bard: LOOK HERE (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#bardVariantS avageBard))
Cleric
(All FOUR types of paladinLOOK HERE (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#paladinVaria ntsFreedomSlaughterAndTyranny))
Fighter
Ranger
(Wilderness Rogue LOOK HERE (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#rogueVariant WildernessRogue))
Tribal Druid (Aspect of Nature rather than "Wild Shape" LOOK HERE (http://www.d20srd.org/srd/variant/classes/classFeatureVariants.htm#wildShapeVarian tAspectOfNature))
Sorcerer
(Battle Sorcerer, LOOK HERE (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#sorcererVari antBattleSorcerer))


STONE EMPIRE EQUIPMENT

ITEMS OF VALUE
Item,,,,,,,,,,,,Value,,,,Value
,,,,,,,,,,,,,,,,in CB,,,,in GP
Cocoa Bean,,,,,,,,1,,,,,,1/100
Ear of Corn,,,,,,,1,,,,,,1/100
Copper Ingot,,,,,,10,,,,,1/10
Jade Bead,,,,,,,,100,,,,,,1
Gold Jewelry,,,,Varies in Value
Turquoise Bead,,,1000,,,,,10

Cocoa Beans: The cocoa bean is a small hard seedpod commonly ground into power for food flavoring. The cocoa bean is the primary unit of currency use throughout most of the Three Realms. A cocoa bean is abbreviated as “cb” and its value is equal to a copper piece. Cocoa beans are universally valued when gold, jade, and turquoise often loses barter value outside of large cities. One hundred cocoa beans are worth one jade bead (one gold piece).

Ear of Corn (Maize): Ears of corn are also commonly used as currency, but the weight of the corn (0.5lbs) prevents an individual from making large purchases with it. Farmers often measure their wealth in ears of corn. One hundred ears of corn are worth one jade bead (one gold piece).

Copper Ingot: Copper is used to create jewelry, sculptures, and building ornamentation. A copper ingot is a half ounce of purified copper ready for use in artwork and is equal in value to a silver piece. Ten copper ingots will purchase one jade bead (one gold piece).

Jade Bead: Jade beads vary in color from milky white to murky green. They are usually strung on strings as bracelets and necklaces for convenience. The rich often wear great coils of beads to make a boast of their wealth. A jade bead is equal in value to a gold piece. A jade bead will be abbreviated to “jb”.

Gold Jewelry: Gold is a prized by the gods, and all of this precious mineral is used to create artworks and jewelry that may please them. Gold jewelry varies greatly in level depending on the skill of the goldsmith and the amount of gold used.

Turquoise Bead: Turquoise is a sky blue precious stone flecked with green and/or gold specks. This stone is highly valued for jewelry and artwork and is commonly used when bartering for highly valuable goods. A turquoise bead is equal in value to one platinum coin or ten gold pieces and is abbreviated to “tb”.

WEAPONS

The peoples of Stone Empires make all of their weapons from flint, obsidian, wood, bone, and leather. Metals such as copper and gold were only used for jewelry and ornaments. Bone, flint, or obsidian replaces metal in weapons like hand axes, daggers, and spear points, but is more fragile. Bone has a hardness of 6 and 10 hit points per inch of thickness. Stone weapons have a hardness of 8 and 15 hit points per inch of thickness. On a combat attack roll (d20) of “1” the bone, flint, or obsidian point shatters. Knives become useless. A one-handed weapon becomes a club. A two-handed weapon becomes a staff. A tentec or maca is a bludgeoning weapon without its obsidian points.

SIMPLE WEAPONS
Blowgun (Bone): One-handed range weapon, 1d2 (x2), RI 10ft, 2 lbs, Piercing, 1jb
Blowgun, Greater (Bone): Two-handed range weapon, 1d4 (x2), RI 10ft, 4 lbs, Piercing, 10jb
Club (Wood or Bone): Light one-handed weapon, 1d6 (x2), RI: 10ft, 3 lbs, Bludgeoning, 0jb
Dart (Bone or Stone Tipped): throwing weapon, 1d4 (x2), RI 20ft, ½ lb, Piercing, 50cb.
Javelin (Bone or Stone Tipped): throwing weapon, 1d6 (x2), RI 30ft, 2 lbs, Piercing, 1jb
Stone Club: one-handed weapon, 1d8 (x2), 12lbs, Bludgeoning, 12jb
Stone Knife: Light one-handed weapon, 1d4 (x3), RI: 0 ft., 1 lb, Piercing, 1jb
Quarterstaff (Wood): Two-handed weapon, 1d6/1d6 (x2), 4 lbs, Bludgeoning, 0jb
Shortspear (Bone or stone): One-handed weapon, 1d6 (x3), 3lbs, Piercing, 1jb
Spear (Bone or stone): Two-handed weapon, 1d8 (x3), 5lbs, RI: 20ft, 5 lbs, Piercing, 2jb
Sling (Leather +Stone): One-handed weapon, 1d3 (x2), RI: 50ft, Bludgeoning, 0jb.

MARTIAL WEAPONS
Adze (Stone or Bone): Light one-handed weapon, 1d4 (x3), Piercing, 4 lbs., Piercing, 4jb
Axe, Throwing or Tomahawk (Stone): Light one-handed weapon, 1d6 (x2), RI 10ft, 4 lbs, Slashing, 8jb
Hand Axe (Stone): Light one-handed weapon, 1d6 (x3), 5 lbs, Slashing, 6jb
Maca (Obsidian Edged Club): One-handed weapon, 1d8 (x3), 7 lbs, Slashing, 25jb
Stone Mace: One-handed weapon, 1d8 (19-20/x2), 10 lbs, Bludgeoning, 2jb
Atl-Atl or Spear Caster (Wood): One-handed weapon, 3 lbs, Increases the javelin range increment to 60ft, 10jb
Greatclub (Wood): Two-handed weapon, 1d10 (x2), 10 lbs, Bludgeoning, 5jb
Longspear (Stone or Bone): Two-handed weapon, 1d8 (x3), 9 lbs., Piercing, 5jb
Tentec (Obsidian Edged Pole Arm): Two-handed weapon, 1d10 (x3), Reach (10ft), 15 lbs, Slashing, 8jb
Short Bow (Wood): Two-handed weapon, 1d6 (x3), RI: 60ft, 2 lbs, Piercing, 30jb (arrows: 1jb per ten)
Composite Short Bow (Bone): Two-handed weapon, 1d6 (x3), RI: 70ft, 2 lbs, Piercing, 75 jb (arrows: 1 jb per ten)

EXOTIC WEAPONS
Bola, three balls: One-handed range weapon, Ranged Attack:1d6 non-lethal (x2) or Ranged Trip: No damage, RI: 10ft, 3 lbs., Bludgeoning or Touch, 20jb
Leopard Claw Bracer (Bone): Light one-handed weapon, 1d4 (19-20, x2), 2lbs, Slashing, 15jb
Throwing Stick (Wood or Bone): One-handed range weapon, 1d6 (x2), RI: 20ft, 2 lbs, Bludgeoning, 5jb
Barbed Longspear (Bone or Stone): Two-handed weapon, 1d10 (x3), Reach: 5ft, 9 lbs, Piercing, 5 jb
Double Maca (Obsidian): Two-handed weapon, 1d8/1d8 (x3), 15 lbs, Slashing, 100 jb
Double Stone Mace: Two-handed weapon, 1d8/1d8 (19-20/x2), 25 lbs, Bludgeoning, 30 jb
Net (Medium): Two-handed range weapon, Ranged Touch Attack: Entangled (Tiny to Large), Range: 10ft max, 10lbs, 20jb
Whip: Light one-handed weapon, 1d2 non-lethal (x2), 2 lbs, Reach: 15ft, Slashing, 20 jb

ARMOR
Stone-age armor has no metal components. Bronze, brass, iron, and steel are unknown. Copper, gold, and silver is rare, and what little is available, is commonly turned into jewelry. The non-metallic of armor listed below is the most commonly available. Only wooden shields are used as well.
LIGHT
Bark, +2 AC, +5 Max Dex, -2 skill check, 15% arcane spell failure, 30ft/20ft speed, 15 lbs, 5jb
Leather, +1 AC, +8 Max Dex, 0 skill check, 10% spell failure, 30ft/20ft speed, 15 lbs, 10jb
Leather, Beaded, +3 AC, +5 Max Dex, -1 skill check, 15% spell failure, 30ft/20ft speed, 20 lbs, 25jb
Wood or Bone Strip, +3 AC, +4 Max Dex, -3 skill check, 15% spell failure, 30ft/20ft speed, 15 lbs, 15jb

MEDIUM
Hide, +3 AC, +4 Max Dex, -3 skill check, 20% arcane spell failure, 20ft/15ft speed, 25lbs, 15jb
Hide, Buffalo, +4 AC, +1 Max Dex, -5 skill check, 25% spell failure, 20ft/15ft speed, 25 lbs, 30jb
Alligator Breastplate, +5 AC, +0 Max Dex, -6 skill check, 25% spell failure, 20ft/15ft speed, 30lbs, 60jb

HEAVY
Double Hide, +6 AC, +1 Max AC, -6 skill check, 40% arcane spell failure, 20ft/15ft (x3) speed, 50lbs, 250jb
Stone Half Plate, +7 AC, +0 Max Dex, -7 skill check, 40% spell failure, 20ft/15ft (x3) speed, 60lbs, 700jb
Stone Full Plate, +9 AC, +0 Max Dex, -7 skill check, 40% spell failure, 20ft/15ft (x3) speed, 80lbs, 1800jb

UNIQUE EQUIPMENT
Headdress, Feathered: 100jb
Loincloth: 10cb
Mantle, Leather: 50cb
Mantle, Beaded: 5jb
Mantle, Feathered: 20jb
Moccasins: 150cb
Ornaments: Varies
+ Ear Rings
+ Nose Ring
+ Lip Plugs
Sandals: 100cb
Tunic, Leather: 100cb
Tunic, Cotton: 5jb
Tunic, Beaded: 10jb
Tunic, Feathered: 40jb
Canoe, Log (4 people or 800lbs, Speed: 1mph): 40jb
50ft Rope Bridge, Hemp (Break DC: 28): 10jb
Water Gourd (1pt): 50cb

Artic Gear
Fur Clothing, Winter: 8jb
Skates, Bone (x5 run on ice): 10jb
Skis and Poles(x5 run on snow): 15jb
Slit Goggles (prevents snow blindness): 2jb
Snowshoes (Halve any movement penalty): 10jb
Canoe, Seal Skin (Single occupant or 200lbs, Speed: 0.5mph): 20jb
Dog Sled (1 ton): 20jb
Dog Sled Team (8 riding dogs): 80jb
Grimgrin

03-08-07, 07:12 PM
THE SIX NATIONS OF THE THREE REALMS

Stone Empires has six tribal nations; the Atlanteans, the Ice Runners, the Cliffdwellers, the Heart-Eaters, the Forest Born, and the Sun Worshippers. All of these nations have their own religions, their own culture, and their own systems of government. The key difference between these nations and the nomadic tribes that surround them is that each possesses their own written language, agriculture, and mathematics.

Atlanteans
Alanteans are the origin of the human race. They dominate the continent of Atlantis that exists on the south east edge of the Caribbean Sea. Of all the nations of Stone Empires, they are the nation most interested in arcane magic. They use magic extensively in building, farming, and transportation. Atlantis has strong ties to the sea. Their god Nautalos is the ruler of the sea and the protector of their nation. All artworks, buildings, and fashion are influenced by ocean patterns and shapes. Homes are often shaped like sea shells. Clothing and ornaments have prominent aquatic decorations. Statues of sea horses, fish, and sea mammals are scattered through out Atlatean communities. Atlanteans are also more technologically advanced than other races in Stone Empires. They make frequent use of bronze and are the only civilization with the required supplies of tin, copper, and skilled labor to create numerous objects of this metal. All "wonderous" magic items are made with bronze. If an Atlantean spellcaster was to create a “flying carpet” instead of weaving a rug, she would sculpt a bronze statue of a manta ray or crab and sit upon its flat back while flying.

The Atlantean number system is the same as the "pentadecimal" number system. Zero is represented by an empty space. One is a line. Five is a pentagon. A star is 25 (5x5). A star within a pentagon is 125 (5x5x5), A star within a star is 625 (5x5x5x5), and so on. Multiplication is represented by placing a number within another number. So three lines within a pentagon is 3x5= 15. So to create the number 23 an atlantean would draw a pentagon with four lines within it and three parallel lines below it.

Atlantean "cuneform" script is similar to modern writing in which each letter represents a sound rather than the entire word. Cuneform letters are one or more strait or curved lines carved with a knife and then filled with dye and left to dry. Rather than write on stone or clay, Atlanteans create wax tablets made from seaweed pulp and a dye made from fish blood. A tray of sand is also used for handwriting practice and temporary notes. Like all Atlantean magic items, magic scrolls are usually made with a sheet of metal (generally copper) embossed with cuneform letters. Alanteans also use their fish blood dyes to create tatoos of words and numbers to create personal documents.

Atlanteans are very proud of their skill with magic and metal working. Many of their buildings incorporate both skills. All multistory stone buildings are reinforced by magic and metal. “Levitation” spells are used to move between floors. Metal nails and braces are used in carpentry and stonemasonry. Bronze is often used to create doors, friezes, and fountains.

Atlanteans are the only race with access to “Bronze-Age” Weaponry and Armor. In Stone Emires, the Atlanteans use this metal to create weapons and armor as well as works of art. Atlanteans are the only race with access to skills and industry required to fashion metal weapons and metal armor. Even in Atlantis, bronze objects are expensive and uncommon. Most human and half-human fighters trained in Atlantis take Bronze Proficiency as their first bonus feat. Bronze weapons and armor are not has hard as steel versions but are generally equal in weight even though bronze is lighter per cubic inch. Reduce hardness and hit points by 10% (round down). Weight is roughly the same since bronze armaments are usually thicker than steel. Bronze weapons and armor cost the same as steel on Atlantis, but double everywhere else. Alanteans also use silver-plating, cold-iron, mythrial, and adamantine to make armaments, but these special materials cost twice as much as standard (see DMG for standard prices).
New Feat:
Bronze Proficiency (General, Fighter):
Requirements: +1 BAB, Martial Weapons Proficiency, and Heavy Armor Proficiency.
Benefit: You are proficient with the gauntlet, spiked gauntlet, punching dagger, sickle, morningstar, light hammer, kukri, short sword, battleaxe, longsword, scimitar, trident, warhammer, falchion, glaive, greataxe, greatsword, and scythe. You are also proficient with bronze covered shields, tower shields, breastplates, half plate armor, and full plate armor. A piece of shaped bronze is not as sturdy as steel so it is usually crafted thicker than an equivalent steel weapon. Reduce hardness by 10% (Round Down); Reduce hit points by 10% (Round Down); Increase Weight by 10% (Round Up). Cost: Same as as standard steel weapon (PHB: gp=jb), but double the cost outside of Atlantis.


Ice Runners
Ice runners are a federation of nomads that occupy the glaciers and tundra of the northern hemisphere. Typically, these people travel in hunting bands of 10 to 30. Hundreds of bands come together during the spring festival to share stories, trade, find of spouses, and settle intertribal disputes. Additionally, several bands will join forces to attack invaders or for whale hunting. Ice Runners have very limited resources. To conserve wood and preserve vitamin content, meat and fish is usually eaten raw. Every bit of flesh and bone is used by the tribe. Fur and hides are turned into warm clothing that is a necessity for people living in sub-zero conditions. Bone is used in the place of metal and wood in the manufacture of most devices. Ivory tusks are a valuable trade commodity, and many Ice Runners are skilled scrimshaw carvers. Vegetables and most other plant matter is uncommon, so the bulk of an Ice Runners diet is meat.

Ice Runners hunt both on the sea in seal hide canoes and on the tundra chasing animal herds. Their calendar is based on the seasonal migration of animals. A year is not divided into seasons but seasonal game. An ice runner year has 6 parts; seal, elk, caribou, whale, rabbit, and salmon. Astronomy is a science actively pursued by Ice Runners since it is extremely important for navigation on the featureless ice plains. Dogs are used both as game trackers and pack animals. A team of dogs is often attached to a sled to pull large loads across the snow and ice. Ice Runners also make bone skates, snowshoes, snow goggles, skis, and ski poles to assist them on their journeys (see Frostburn).

The writing of the Ice Runners is a cipher of scrape marks called cuneiform. This language is drawn on animal hides, chiseled into whale bones, and chipped on ice tablets. Historical document are tattooed on the body of tribe members to reduce cargo weight. Often a band writes their history on the skin of its adult members. Being tattooed becomes an initiation into adulthood. Some tribal epics have been passed from parent to child for centuries. Mathematically, Ice Runners are limited to tally sticks that allow for simple addition and subtraction. Each tally stick has thirty marks. To represent a number less than thirty the stick is broken down to the proper length. A mark at one end of the stick tells what the tally stick is counting.

For recreation, Ice Runners indulge in all forms of sport. Racing is most common, whether a dogsled run or a ice climbing sprint. Ice fishing is both relaxing and an essential skill. Children have to take on adult responsibilities early in life. The artic is unforgiving and inhospitable, and all members of the tribe have to pull their own weight.

Cliffdwellers
Cliffdwellers live desert farming communities. They possess great wealth compared to the nomadic hunter-gatherer societies that surround them and are often the target of raids. To protect themselves, they shape their homes into defensive fortifications. In open areas, their adobe buildings are built with multiple stories. A ground level the building has no doors or windows. To enter the building, one must climb a ladder to the roof. When attacked, the Cliffdwellers roll up their rope ladders. When possible, a Cliffdweller village is built on top of a mesa or into a sheer cliff. The narrow trail leading to the village can be easily be defend against invaders as they climb. Beneath each village a kiva is dug. A kiva is similar to a basement and all religious ceremonies are conducted within it.

As farmers, Cliffdwellers live by a seasonal calendar. The Cliffdweller year begins with the winter solstice, at which time occurs the ceremony called Yatakya-ittiwanna-quin-techikya ("sun middle-at place arrives"), or Tetsina-wittiwa ("winter middle").

Keeping an accurate calendar for the nation is an important duty often preformed by a local shaman or cleric titled the Peqinne, chief of the zenith. The movements of the sun are observed by the Peqinne. In the six winter months, December to May, the Peqinne goes at sunrise to a petrified wood altar just east of the village, and with offerings of sacred meal he or she prays to the rising sun and notes its position with reference to certain permanent natural marks on the horizon.

During the six summer months he or she goes to an altar to the west and prays to the setting sun while standing within a semicircular stone shrine. The Peqinne again makes note of the position of the sun.

In November, at the winter solstice, the rising sun coincides with a certain mark called Tawa-yalanne, Corn Mountain. The Peqinne informs the Apihlan-shiwanni (“Bow Chiefs”), a fraternity of rangers and messengers, who deliver the news throughout the Cliffdweller nation.

Dancers dress as various Kachina, and offerings and prayers are given to gain their favor. At night, the clergy, shamans, and tribal leaders offer their continued loyalty to the Kachinas and prayers for the coming spring. Beginning on the next morning, the Peqinne plants feathered prayer sticks (never less than four) in the fields for his deceased ancestors. This planting of prayer sticks lasts for twenty-one days, and during the period; as well as the four days preceding and four days following it, he chants the history of his community.

Cliffdwellers written language is based on a common set of simple illustrations called icons. Thoughts and feelings are expressed in the juxtaposition of icons that to the untrained eye is simple artwork. Cliffdweller icons adorn their rugs, clothing, robes, and pottery. The larger the artwork, the more information it can store. Cliffdwellers are also skilled with arithmetic and astronomy. The same constellations familiar to Europeans are watched by Cliffdweller communities.

Hunting and agriculture kept the Cliffdwellers clothed and fed. They grow beans, cotton, corn, peppers, tobacco, and squash in their irrigated fields for both themselves and trade. Hunting supplied them with deer, rabbit, pronghorn, and buffalo meat. Cotton was used to make fine clothing and patterned blankets for themselves and trade.

The most common game among Cliffdwellers is the team sport of “Ittiwanna-Quon” (Middle Hoop). Each team of six is equipped with a beater racket. One end of this short staff has a wicker basket attached to it. The other end is wrapped with padding and is used to batter opponents. The object of the game is to put the ball through a wooden hoop in the center of the playing field. Teammates can not advance the ball towards the goal except by passing the ball to one another. Only the teammate holding the ball can make melee attacks on his opponents. Opponents can only attack the player holding the ball. The target of an attack must make a Fortitude Save versus damage inflicted by the attack to keep from dropping the ball. Any target knocked prone automatically drops the ball. Dropping the ball on the ground turns the ball over to the defending team. Catching a pass from a teammate requires the receiver to roll a higher Reflex Save than his opponent’s attack roll. If the catcher misses, he is struck by the ball and the ball is dropped. Intercepting a pass requires the defender be in the line of the pass. The interceptor must make a Reflex Save higher than the thrower’s attack roll to catch the ball. Generally the field is a 150ft radius circle with bands of color every 50ft. Each team passes the ball from one color band to another until one of the team members is close enough to attempt to throw the ball through the hoop (“Tiny” target).

A beater racket counts as an exotic weapon when used in combat. One end can be used as a two handed mace, while the other end can be used to throw the ball or small stone. A game ball and a game racket inflict non-lethal damage. A battle version stickball staff inflicts lethal bludgeoning damage.

Stickball Staff (Medium Humanoid): Exotic Two-Handed Weapon, Two-Handed Range Weapon, Melee: 1d8 (x2), Ranged (30ft IR): 1d6 (x2), Type: Bludgeoning, Cost: 30jb

Heart Eaters

Heart Eaters live in the isthmus that connects the north and south continents. Their nation radiates out from the shallows of Lake Texcoco and the swamp land that surrounds it. The stone cities of the Heart Eaters are always built in swamps and shallow lakes by slave labor. The marsh surrounding their cities aids in defense as well as feeds the cities residents. Unfortunately, stench and disease plague these cities from the sewage dumped into their water ways.

When building a Heart Eater city, large stone pilings are sunk into the marsh. On top of this stone foundation the Heart Eaters build the stone temples, royal palaces, and market plazas of their empires. Farmers, common laborers, and slaves live on large floating reed mats. The crops of the city are also grown on reed boats coated with soil. All the cities residents use rafts and canoes to travel or carry goods about the city.

In Tenochtitlan, the capitol of the Heart Eaters, the emperor controls and is responsible for collecting taxes, punishment, famine, and fair market trading. The government is a theocracy. Laws are enforced by the emperor who rules by grace of god and the support of the clergy. Daily matters are handled by a secular authority appointed by the current emperor, but most laws are based in tradition rather than logic. Punishment in the city of Tenochtitlan is often enslavement to hazardous labor for a specific amount of time. Minor crimes may result in a day or week of labor. Serious crimes may be a life long, but even slaves can buy back their freedom with sufficient money.

Heart Eater sculptures are the most elaborate in all of the Three Realms. All Heart Eater artwork is an attempt to please the gods. Many of the sculptures reflect their perception of their gods and how they interacted in their lives. Their most famous sculpture is the Great Calendar Stone, which represents their circular universe.

Heart Eaters have a uniform education system. Orc boys and girls are carefully indoctrinated from birth. During the first years of life, fathers educate boys, while mothers take care of girls. Once family education is over, the children of the nobles and priests go to the “calmecac”, and all others go to the “tepochcailli”. The sexes are kept separated at both schools. Slaves are not provided with any education beyond what is necessary for their labor. The children of poor parents are often sold, but usually for only a limited time period.

The tepochcalli is for the children of common families and there is one in each neighborhood. Here, children learned history, myths, religion and Heart Eater ceremonial songs. Boys receive intensive warrior training and also learn about agriculture and craft trades. Girls were educated to form a family, and are trained in domestic arts that will ensure the welfare of their future homes.

The calmecac is for the children of the nobility, and served to form new military and religious leaders. In the calmecac, they are trained in reading, writing, mathematics, and warfare.

The Heart Eaters use a vigesimal system, counting by 20s. The numbers 1-19 are expressed by dots or occasionally by fingers; 20 is represented by a flag; 400 (20x20) by a sign which looks like a feather or a fir tree; and 8,000 (20 x 20 x 20) by a bag or tasseled pouch which was imagined to contain 8,000 cocoa beans.

Heart Eater writing is composed of symbols that can be interpreted as pictogram, ideograms, or phonograms due to its position is a sentence and its color. Thus, to give an example from English, a drawing of an eye may be a pictogram (meaning the eye as part of the body), or an ideogram (expressing the idea of sight and vision), or a phonogram (standing for the vowel sound of a long “I”). In the latter case, the eye symbol can be used, as a sort of pun, to indicate the first person singular. It is possible to write the sentence, 'I can be hospitable', as a series of phonetic glyphs: an eye, a tin can, a bee, a horse, a pit or hole, and a table. Names of towns could be expressed by a combination of such phonograms. The sign for the Aztec capital, Tenochtitlan was a stone (tell) from which sprouted a prickly pear cactus (nochili).

These symbols were not placed in sequence, one after the other like the letters and words in a book, but formed part of a larger composition which often took the form of a scene in which many things may be happening at once. An Aztec manuscript is not read in the normal sense of the word, but is deciphered like a puzzle picture in which the glyphs provide labels and clues to what is going on. The lower part of the picture generally represents the ground, while the upper is the sky. Since the Aztecs had not discovered the rules of perspective, distance is shown by placing the furthest figures at the top of the page and the nearest at the bottom. Relative importance is indicated by size: a victorious king, for example, may be drawn larger than his defeated enemy. All figures are in profile, with no fore-shortening or shadows.

Every item in a composition is important and there to give information, either directly or by implication, and the painter assumes that the person examining the document is familiar with the insignia of rank, the costumes appropriate to the various classes, and the iconography of the different gods. A priest, for instance, is always depicted with his face painted black, his hair long, and his ear-lobe stained red from blood-letting. He can thus be recognized as a priest even when dressed in warrior costume or plain garb. In the same way, an old person can be recognized by the lines which represent the wrinkles on his face, a warrior by his club and shield, a ruler by the turquoise jewelry, or a religious sacrifice by the blue body paint.
Color is also important. The signs for grass, canes, and rushes look very much the same in black and white, but in color there could be no mistake: in the Codex Mendoza grass is yellow, canes are blue, rushes green. A carving of a Heart Eater ruler can be recognized at once by the shape of his diadem and from its color, turquoise, which is reserved for royal use.

A Heart Eater scribe who can keep pace with court proceedings has every reason to be proud of his skill. Both writing and reading are often specialized skills, and it is no wonder that the mass of the population is illiterate. Writing is not taught in the schools attended by peasant children, and indeed the ordinary orc and half orc does not need for it.


Sun Worshippers
As stone empires sprang up across the planet thousands of years ago, the Sun Worshipper created their empire along the mountainous spine of the southern continent. As with all ancient civilizations, its exact origins are unknown. The history of the Sun Worshippers exists as traditional stories and songs. The stone artwork, pottery, gold and silver jewelry, and woven tapestries of the Sun Worshippers reflects the rich culture of the Sun Worshippers.

The Sun Worshippers call their empire 'Land of the Four Quarters', or the Tahuantinsuyu Empire. The Sun Worshippers rule the Andean Cordillera, mountains only second in height and to the Himalayas. Daily life is spent at altitudes up to 15,000 feet. During their religious rituals and ceremonies they climb up to 22,057 feet to Llullaillaco, the highest sacrificial site known today. Mountain roads and sacrificial platforms exist through out their empire which means a great amount of time was spent hauling loads of soil, rocks, and grass up to these inhospitable heights. The cold and dehydration experienced at the high altitudes frequented by the Sun Worshippers is the greatest defense against invaders from lower regions. The ability of the sandal-clad artic elves to thrive at extremely high elevations is a divine miracle to the Sun Worshippers.
The Tahauntimsuyu Empire is the largest nation in the Three Realm. The wealth and sophistication of these people lures many adventurers in journeys to their legendary cities.

Cusco is the political center of the Inca Empire, with its advanced hydraulic engineering, agricultural techniques, marvelous architecture, textiles, ceramics, and goldsmithing. From this city extends a network of the finest road in Stone Empires. These trails are built for fleet-footed messengers as well as the pack llamas used for transporting goods. Shelter, food, and water is readily available along these mountain pathways and allow Sun Worshippers safety and security while traveling.

Sun Worshipper society is made up of “ayllus”, which are clans of families who live and work together. Each allyu is supervised by a “curaca”, or chief. Families live in thatched-roof houses built of stone and mud. Furnishings are uncommon with most families sitting and sleeping on the floor. Potatoes are a staple food. Garments are made from Alpaca and many religious ceremonies involve the animal. All Sun Worshippers wear a poncho of colorful cloth, a ceremonial hat, and leather sandals on their feet.

Sun Worshippers have a feudal caste structure. The ruler, Sapa Inca, and his wives, the Coyas, have supreme control over the empire. The High Priest and the “Army Commander in Chief” are next in power. The four “apus”, the regional army commanders, are ranked just below the army commanders. Next are temple clerics, architects, administrators, paladins, and army generals. Next are artisans, musicians, army captains, and the quipucamayoc, the imperial accountants. At the bottom are tribal druids, sorcerers, barbarians, farmers, herding families, and warrior conscripts.

Every style of hand-weaving is practiced by the Incas. Weaving is used instead of writing in some cases. Music was part of ceremony. Sun Worshippers commonly make trumpets and bells out of materials such as bone or stone. The Sun Worshippers are famous for their skill with silver and gold. They mine for deposits of gold and silver in their mountaintops, only use this wealth for the creation of religious artifacts. Gold is the 'sweat of the sun' and silver is the 'tears of the moon. The people have no coinage at all. “Money” exists in the form of work. Each subject of the empire pays taxes by laboring on the myriad roads, crop terraces, irrigation canals, temples, or fortresses. In return, rulers paid their laborers in clothing and food. Traders barter with food, wine, or seed stock. Silver and gold are abundant, but only used for adornment and aesthetics. Sometimes gold or silver is melted and weapons or armor are dipped into the mix. In this case gold is treated as “Cold Iron” in order to overcome damage resistance and to determine cost of the treatment.

Because the basic requirements of all citizens are supplied by the government, citzens rarely steal things.. The worst crimes in the Sun Worshipper empire are violating a “Sun Virgin” (nun), murder, insulting the emperor, and mocking the gods. The punishment, being thrown off of a cliff, is enough to keep most people from committing these crimes. If one made love to one of the emperor’s wives, they would be hung on a wall naked and left to starve. Smaller crimes were punished by the chopping off of the hands and feet or the gouging of the eyes. There are no prisons in this empire.

The Sun Worshipper calendar is based on the observation of both the Sun and the Moon, and their relationship to the stars. The year is divided into 12 lunar months (30 days per month). Every third year is made up of 13 moons, the others having 12. This formed a cycle of 37 moons, and 20 of these cycles made up a period of 60 years, which was subdivided into four parts and could be multiplied by 100. The Sun Worshippers number system is based on three: one dot is one, a triangle is three, a half circle is 15, a full circle is 30. A line drawn under a dot, triangle, half circle, or full circle means multiple those numerical values by 10. Two lines means multiply by 100.
Grimgrin

04-16-07, 06:03 PM
Religion of the Atlanteans

Atlanteans worship their ancestors. The founding father of the Atlantean race and their nation is Nautalos, Lord of the Sea. Nautalos is worshiped by every family and venerated by all Atlanteans. All atlanteans also have a female family ancestors. These are the maternal guardian spirits that protect and guide each family of Atlanteans. Most families only give offerings to Nautalos and mother of their bloodline.

All Atlanteans have a deep reguard for bloodlines and blood relations. Family loyalty is foundation of Atlantean politics. Each family competes with all others to add power, wealth, and glory to there bloodline. Many families specialize in a specific trade or craft. Other families have members in multiple occupations. The ruling oligarchy of Atlantis is a group of men and women with wide rangeing family ties to nearly all the family groups of Atlantis. Nautalos is considered the primary deity of Atlantis because all families in Atlantis trace their ancestory back to him.

NAUTALOS

Long ago, the Earth was a barren desert and home to the Fire God (Solstos) and his consort the Ice Goddess (Lumas). This wasteland was alternately boiled by the Sun God and frozen by the Moon Godess. To entertain themselves, the Solstos and the Lumas created playthings from the dust, but none of these creations lived long. One of these mortal creatures was a human named Nautalos. Nautalos was unhappy being a toy of the gods and plotted to gain his freedom. Because he was handsome and clever, he was able to seduce the Ice Goddess and fathered many daughters. His actions soon earned him the jealousy of the Fire God. Solstos attempted to kill Nautalos, but he was protected by Lumas from harm. As the fire and ice gods battled in the sky, their flesh rained down as bits of metal. Fire metal from Solstos (copper) and ice metal from Lumas (tin). Nautalos took equal parts of god flesh and combined it to create a vorpal sword of bronze. Nautalos snuck up behind the Sun and cut off his head. The Moon wept to see the death of her husband and deluged the Earth with her tears. To keep her from flooding the world entirely, Nautalos beheaded her as well. The blood from each god rained down and seeped into the Earth to form veins of copper and tin underground. Nautalos took the skull of each and set them in the sky as trophies of his victory over the gods. The head of Solstos became the sun and the head of Lumas became the moon. He married his daughters and formed the bloodlines of Atlantis.

Titles: Father of Atlantis, Lord of the Sea, Consort of the Moon.
Porfolio: Oceans, Shipbuilding, Fishing, Warfare, Parenthood, Bronze
Domains: Water, Luck, Travel, Protection, and War
Favored Weapon: Longsword
Alignment: Lawful Neutral

THE BLOOD MOTHER

Each family claims to be a direct descendant from one of Nautalos's daughters. This maternal spirit provides each family with its talents and religious gifts. The blood mother for each family provides that family with access to three specific domains. All families have at least one member that has trained to become the cleric of the blood mother of the family. The Blood Mother cleric leads her family in religious ceremonies and sacrifices. Most families do not engauge in the sacrifice of sentient creatures, but deformed children, heretics, and bastards are often killed by their own families to preserve the purity of the bloodline.

Tiles: The Holy Mothers, The Matriarchs, The First Wives
Porfolio: Varies by ancestor
Domains: Any (Pick Three)
Favored Weapon: Pick One
Alignment: Any
Grimgrin

04-16-07, 06:04 PM
Religion of the Ice Runners

Animsm
Although the religious or social purposes behind Ice Runner behavior, ceremonies, and art can be unclear, their spiritual beliefs are very similar to the practices of other hunter/gatherer populations. To live on an artic iceshelf requires an intimate realtionship with the land and all of its inhabitants. To the Ice Runner, the spirit world is as real as the physical realm. They believe that everything that shares their world possesses an inua[/i] (soul or spirit) that is trancendent of its host. Before the earth was formed, inua could change from a physical object to a spiritual presence at will, and although this ability was eventually lost by most inua, those residing in a particularly strong animal (or shaman) can still enter and exit the physical realm at will. To the Ice Runners, ancestral spirits (inua) inhabited all animals, objects, and places. If a Ice Runner tribe ignores particular rites, these spirits may punish them for their apathy. It is therefore important for Ice Runners to main in harmony with their spiritual and physical environment.
For example, offering thanks to a dead animal may please its spirit (inua) and insure good hunting luck in the future. Often a portion of a freshly slain animal is buried in the ice or returned to the water. When butchering a seal, an honorable hunter will release the seal's spirit by throwing the seal's bladder back into the sea. Nothing of the animal is wasted. Hunters that ignore these traditions may bring ill fortune apon themselves and their tribe.
All wandering groups of Ice Runners have a shaman, or angekok, who has the power to communicate with the spirits (inua). By leading the tribe in ritual ceremonies, the shaman seeks help with such things as successful hunts, favorable weather, or curing the sick. Two important entities in Ice Runner rituals are Silas (Snow Weirds) and Sednas (Ice Weirds): [b]See Frostburn: pg.: 126. A Sila drifts on artic winds, watching and manipulating the weather. A Sedna lives within icy pools and may assist Ice Runner tribes in locating seals, whales, and other sea creatures. Both are elemental creatures that resemble humanoid females, and have an ancient association with Ice Runner tribes.
Ice Runner sculptures and etchings often convey spiritual ideas in their imagery. Their artwork is derived from both the artist's own experiences and from legends and stories. Reverance and respect for animals is always strongly apparent in their art. Penguins are not native to the artic and so are never incorporated into Ice Runner artwork.
Amulets made from owls' claws, wolf bones or bird skulls are worn to improve wisdom, strength, or charisma attributes. Necklaces are often made of small ivory carvings of people, objects and animals. Painted wooden masks are an important part of ceremonies which included dances, drumming, chants and songs. Magic items created by the Ice Runners will always incorporate local animals, regional equipment, or artic apparel.
The Ice Runner spell casters often carve a small tubular ivory sculpture called a Tupilak. This magic rod is based on an old camp story about an ugly mythical creature with a single enormous tusk. With a Tupilak, the user can attempt to bestow a curse on another. However, it is risky to use, since it can backfire on the individual using it.
Tupilak: Once per day, this magic rod can cast the spell bestow curse on any creature it touches. If the victim successfully saves against the spell, the bestow curse spell is automatically successful against the rod's wielder. The rod can always be employed as a +1 ivory club by its owner. Caster Level: 5th, Prerequisites: Craft Rod, Craft Magic Arms and Armor, bestow curse, Market Price: 8,000jb, Weight: 2 to 3lbs.
One of the ways in which respect for the inua is shown is by using beautifully-crafted weapons. The more respect that went into crafting the knife, harpoon-head or spear, the more successful the hunter would be.
The hunter could also trick animals or subdue them by enlisting spiritual aid. He made his weapons from materials familiar and comforting to his prey, and he called on spirit-helpers by decorating his hunting equipment with images of his quarry's natural predators. This imparted the predator's strength, power, or swiftness to the hunter or his weapons.

***** Among the many sources of ivory used by the Ice Runner, the most important is the tusks of the walrus. The difference in the color of the ivory as it ages (over centuries) is dramatic, shifting from creamy white to soft hues of yellow and brown, and later to darker browns and even a blueish tint occasionally. Fossilized Ivory is often used to make the most powerful magical objects.

Clerics in the "animism" tradition can choose any domain that agrees with their alignment. The two they chose represent the spirits they are devoted to the most.
Grimgrin

04-16-07, 06:06 PM
Cliffdweller Religous Beliefs

Cliffdweller civilization is shaped by their mythology. They believe that many, many years ago, the Cliffdwellers came up to the Earth's surface from the underworld. For many generations they wandered throughout the deserts and barren plains. They were persecuted and chased by other nomadic tribes throughout their travels. Full of despair, a young wife prayed to the Great Spirits to tell her how she could protect her children. Finally, after a week of weeping they sent an animal messenger to her. An owl with one blue and one brown eye told the woman that if she did not wish to live below her enemies, she must live above them. From that moment on, Cliffdwellers have settled on high plateaus, cliffsides, and adobe castles.
Cliff Dweller society is deeply religious and very different from that of other local tribes. They grow their own food in irregated fields near their stone and adobe domiciles and do not migrate with the seasons. The leaders of Cliffdweller communities are elected position. The chief (Tapupu), and the lieutenant-chief (Tsipalaa-shiwanni), are appointed annually by a clerical group, consisting of the six so called rain-priests (Ashiwanni) associated with the world-regions, the two war-chiefs or Bow Chiefs, and Shiwan-akya (chief old-woman). And they produce the most beautifull pottery in all of the Stone Empires.
The Cliffdwellers worship a pantheon of 300 Kachina (ancestral gods). Each Kachina represents a different facet of divine magic (a domain). Clerics and shamans during religious festivals carry out two different types of ceremonies. In some ceremonies masked clerics impersonate Kachina. Other ceremonies involve shamanistic societies who reenact the struggle of hunter and prey in song and dance. Shamans and clerics play an important role in the community lending spiritual guidance as well as knowledge and healing. Clerics pray to the gods for favors ranging from fertile soil to abundant amounts of rain. Shamans try to protect natural resources, manage game, and study animal and herbal lore.
There are twelve divine orders. The orders not only treat sickness, educate, and defend the people, but are also the custodian of a secret magic. Each order has several grades, that rate the skill of their members. Most members are eventually initiated into the mysteries of one of these orders; or in other words, join a prestige class that provides an additional divine domain. The twelve divine orders correspond to twelve unique domains (see Complete Divine); Competition, Community, Creation, Dream, Glory, Inquisition, Madness, Mysticism, Oracle, Pact, Purification, and Weather.
Although it is not uncommon for religion to control tribal societies, the fact that women play a vital role in Cliffdweller communities is quite uncommon. Women are the soul of the tribe. Men may do all of the hunting, building, and farming, but when they are done, whatever they have caught, collected or built belongs to the women. The women are the ones who do all of the trading with different tribes and take care of financial issues and problems. Men have no personal property other than their clothing and weapons.

Art is a way for Cliffdwellers to communicate their dreams, visions, and beliefs to each other. Pottery, clothing, rugs, and baskets are just a portion of the great arts and crafts of these people. Their art uses patterns, symbols, and icons to represent their ideas, beliefs, dreams, and visions.
Pottery is made for everyday use, including cooking, storage, bathing, as well as and religious ceremonies. Religious pottery is painted and carved with designs that tell a story. Most earthen ware is considerably softer and of coarser texture than the pieces created by Cliffdwellers. Some claim that its superiority is obtained by the use of lignite, which allows Cliffdweller potters to fire their vessels for several days straight. Others assert, "it is the result of burying the clay in moist sand for a long time, perhaps two moons, which causes something in the clay to rot."
Grimgrin

04-16-07, 06:07 PM
Heart Eaters Religion

Primary Gods of the Heart Eaters
TEZCATLIPOCA, "Smoking Mirror" (obsidian)
Titles: Moyocoyatzin, (Capricious Creator), Titlacahuan, (He Whose Slaves we Are), Moquequeloa, (The Mocker) , Moyocoyani, (Maker of Himself), Ipalnermoani, (Lord of the Near and the Nigh), Nahuaque, (Night Wind), Necocyautl (Sower of Discord on Both Sides).
Alignment: Lawful Evil
Portfolio: the night sky, sorcery, royalty, warfare, virility,
agility, speed, jaguars, slavery, sin, and misery
Domains: DESTRUCTION, EVIL, LAW, MAGIC, WAR, DARKNESS (Divine)
Symbol: A mirror emitting wisps of smoke
Favored Weapon: Obsidian Knife

TEZCATLIPOCA, God of Night and Sorcery, is the most powerful, supreme deity of the Heart Eaters and controls the destiny of their nation. He created the Heart Eater people in his own image and taught them all they know of magic and warfare. His ceremonies are commonly led by the royal family, for Tezcatlipoca was the object of the lengthy and reverent prayers in rites of kingship. The anointed king of the Heart Eaters becomes the mortal representative of Tezcatlipoca on earth. In this position, he acts as the leader of both the military and the clergy. The ruler of the Heart Eaters gains the title "The Flute of Tezcatlipoca" and often acts as a mediator between his people and his god.
Tezcatlipoca travels unnoticed through heaven and hell and over the surface of the earth. Wherever this god goes wars, anxiety, and trouble are sure to follow. Tezcatlipoca commonly incites wars between siblings, tribes, and entire nations. It is through this constant warfare that the true nobility emerge. A king is only a king as long as he maintains a firm hold on his throne and his people. Tezcatlipoca's cruel hand is often the downfall of the rich and powerful. When he chooses to appear on the earth, he brings destruction, and only rarely provides good fortune to an individual. After all, why should he?
The hallmark of Heart Eater religions is human sacrifice. These ritual can be represented by the sacrifice rules given in [u]The Book of Vile Darkness[/b], when a sacrifice is made to provide a magical spell effect to worshippers. In addition, human sacrifice is routinely employed to provide a good harvest, call for rain, predict the future, and gain luck in battles. Human sacrifice is a cornerstone of life within the Heart Eater nation.
Human sacrifices made to Tezcatlipoca are commonly the fiercest warrior of an enemy tribe. At the foot of his temple, captured enemies are cut open with an obsidian knife. Their heart is removed and burnt as an offering to the God of the Night. The flesh of the victims is later cooked and shared among the victorious warriors and their families.
The temples of Tezcatlipoca are the largest and most ornate of all the buildings built by the Heart Eaters and their slaves. A highly polished black obsidian idol of Tezcatlipoca is the common veneration to this god. In some smaller towns a wooden idol painted black is used. The forehead, nose, and mouth of most idols are painted in dark flesh tones. An intricate lip plug of crystalline beryl with a green or blue feather compliments the idol's face. Around his neck is a huge golden jewel and on his arm golden bracelets. In his left hand is a fan of blue, green and yellow feathers, surrounding a round plate of gold, polished like a mirror. This mirror fan is called Itlachiayaque, "Place from Which He Watches", as Tezcatlipoca could see all by looking into its shiny surface. In his right hand the idol carries four arrows signifying punishment for sin he would inflict on traitors. Adorning his ankles are twenty golden bells, but tied to his right foot is a deer hoof, which represented his swiftness and agility.
His main temple in Tenochtitlan and is an enormous pyramid that rises higher than any other building in the city. At the very top of the pyramid it a small square chamber (15ft by 15ft) reached by a stairway built into the face of the pyramid. It is a dark and mysterious place where the idol is kept behind a curtain with only special priests allowed to view and serve the image. In this chamber lies a stone altar approximately 6 feet tall upon which rested a wooden pedestal, on this pedestal stood the idol. The altar and the walls of the chamber are decorated with scenes of warfare and slaughter. The pyramid is called the "Sacred Mountain" and is shared with another deity called Tlaloc.

TLALOC, God of Rain
Titles: Epcoatl (Seashell Serpent), Oztoteotl (The God of Caves), Tlalteuctli (Earth Lord). Chicahualilizti (That Which Makes Things Strong)
Portfolio: drought, rain, lightning, floods, caves, sea coasts, fertility, child sacrifice
Alignment: Chaotic Evil
Domains: AIR, EARTH, EVIL, CHAOS, WATER, WEATHER (Divine)
Symbol: Blue face mask
Favored Weapon: Rattlestaff (a hollowed out quarterstaff made into a rattle that sounds like rainfall)

TLALOC, the rain deity, is another deity commonly worshipped by the Heart Eaters and their slaves. Tlaloc is part of the pantheon ruled by Tezcatlipoca, but the idea of a storm god especially identified with mountaintop shrines and life-giving rain is older than the city of Teotihuacán and the Heart Eater people. It is accepted by most scholars, that Tlaloc was inducted into the Heart Eater pantheon after most of his worshippers were conquered and enslaved by the rising Heart Eater nation. The primary temple of this major deity was located atop Mt. Tlaloc, where humanoid victims are sacrificed to fertilize water-rocks within the sacred enclosure. In Tenochtitlan another Tlaloc temple shared the platform atop the dual main pyramid, called the Sacred Mountain.
Tlaloc is not a creator God, but is actually an elemental force. His first wife Xochiquetzal, "Goddess of flowers and love", was stolen from him by Tezcatlipoca. His second wife is the Goddess Matlolcueitl, "The Lady of the Green Skirts", and an ancient name for the mountain known as Malinche, located in Tlaxcala.
Although a beneficent god Tlaloc certainly has the power to unleash floods, lightning and drought when angry. To please him children are sacrificed to him as well as prisoners dressed in his image. It is said that the more the babies and children cries the more Tlaloc is pleased. During the sacrifice the tears of the screaming children are seen as representations of falling rain, the more the children cries, the better the rain season.
An interesting ceremony to Tlaloc by his priests is for the priests to throw themselves into frigid lake waters at midnight and imitate the sound and splashing of water birds to the point of exhaustion. This is apparently done just to please Tlaloc. In another ritual a priest would climb a mountain naked and painted black, carrying fir boughs and a conch trumpet. He would chew tobacco and periodically blow the horn. After piercing his ears and thighs with hollow spines to jet blood, he would retrace his steps stumbling back down the mountain path. Commonly the priest would die of blood loss along the way.
The direction of the rains Tlaloc sent is also of importance. The western rain is red colored from the sunset. This rain represented the richness of autumn and is an omen of change. The blue southern rain is a rich blend of rain and summer fertility and is considered a sign of good fortune. The eastern rain is a golden rain which fell lightly over the crops making the crops grow, a promise of life. The north rain is a hail and thunder message from Tlaloc often bringing destruction. Snow and hail are thought of as representations of the bones of the past dead coming to plague the living.
The temple to Tlaloc, on Mt. Tlaloc, is approximately at the 4000 meter level with views of the twin volcanoes Popocatepetl and Ixtaccihuatl and the valley communities below them. Mt. Tlaloc was located approximately twenty-five miles due east of Tenochtitlan and directly north of the twin volcanoes. In the Spring, at the height of the dry season, the leaders of Tenochtitlan, Tetzcoco, Tlacopan, and Xochimilco would make a pilgrimage to the shrine to call for rain from within the mountain.
While the Heart Eater leaders are conducting their ceremony, a large tree called "Father", or Tota, was erected near the great shrine to Tlaloc in Teotihuacán and surrounded with small trees to symbolize a forest. An impersonator of Chalchiuhtlicue, Goddess of the sea and lakes, is selected to sit in the forest and symbolize the lake. As the leaders were returning, the great tree was felled and rafted out to the Pantitlan shrine, located in the center of the lake, where a great fleet of canoes met the returning leaders. The impersonator is then sacrificed, her blood poured into the water of the lake, jewelry given to the water of the lake, and the tree symbolically planted to indicate a renewal of life and growth. The tree is left to stand with the trees planted in past ceremonies.
An idol of Tlaloc is easily identified by his characteristic mask giving the impression of eyeglasses and a mustache. Blue is his dominant color and of his mask. His body and face are often painted black, and water is often depicted dripping from his hands. The name Tlaloc, derives from the term "tlalli", meaning earth, with the suffix "oc", meaning something that is on the surface. People who die from child sacrifice, drowning, lightning, dropsy, skin diseases or other things thought to be associated with water went to Tlacocan, the earthly paradise of Tlaloc. Its exact location is unknown, but is called the place of "Light and Life", and all souls embraced by Tlaloc enjoyed everlasting happiness there. This is the comfort offered to the parents of child sacrifices and those afflicted with "watery" diseases.
His home in Tenochtitlan is on the same pyramid as Tezcatlipoca's chamber. In Tlaloc's special chamber is his statue, which is made of stone in the shape of a horrible monster. The statue is dressed in blue with a green feather headdress. A string of green stone beads, called chalchihuitl (jade), hang from his neck. His ears, arms, and ankles are adorned with bracelets of precious stones. No other idols in the city are adorned with as many precious jewels as Tlaloc. In his right hand is a purple wooden thunderbolt, in his left hand is a leather bag filled with coral. The idol is placed upon a green cloth draped over a dais. His stone body is sculpted as a man and the face of a two headed serpent.

XIPE TOTEC, the Flayed Lord
Titles: Yopi (God With A Mask), Moyohualihtoatzin (Night Volunteer), Tlatlauhqui Texcatl (Red Smoking Mirror), Yohuallahuantzin (Inebriated in the night)
Alignment: Chaotic Evil
Portfolio: alcohol, sacrifice, blood, suffering, spring, regrowth, jewelers, eagles
Domains: CHAOS, DEATH, EVIL, TRICKERY, MADNESS (Divine)
Symbol: Red eagle
Favored Weapon: Bone Club

XIPE TOTEC, the god of springtime and regrowth, was originally from Zapotlan, a town in the state of Xalisco and was well honored by all those living near the seashore. Itching, diseases of the eyes, and tumors were attributed to this well worshiped god, since he would afflict those who did not worship him with boils, blisters, and festering sores. The Heart Eaters conquered the area and Xipe Totec was added to the pantheon. Some priest claim that Xipe Totec is the twin brother of Tezcatlipoca.
All of his ceremonies are centered on flaying a slave and covering a priest with the skin of his victim. The rite is a metaphor for the arrival of spring when the earth must cover itself with a new skin or coat of vegetation for the old decayed skin of winter. Those chosen to wear the flayed skin of the victim sacrificed to this god would wear the skin bloody side out with the victims hands left to hang flapping as the priest celebrated this rite. He was the God of Goldsmiths because as the skin of a victim aged it turned a golden color similar to the metal gold the smiths used.
Another well practiced sacrificial rite to Xipe requires a victim to be tied to a framework and then riddled with arrows until death. The victim's blood is thought to make the ground fertile and to simulate the falling of rain.
Xipe Totec is represented in codices as a red Tezcatlipoca with all his clothes and adornments dyed red and his face is colored red with yellow stripes. A red ribbon tied in a fancy bow is placed on his forehead and in the middle of the bow is placed a golden object. A well worked breechcloth of human skin complete his costume. Human skins worn by warriors and priests in reverence to this god are collected and stored in a special vault under his temple. Strong liquor is often consumed during his nocturnal rituals and the drunken revels of his worshippers are infamous within the Heart Eater nation.

XOCHIQUETZAL, the Goddess of the Flowering Earth
Titles: CHICOMECOATL (Goddess of Corn and Fertility), CIHUACAOTYL (Goddess Whose Roaring Signaled War), COATLICUE (She of the Serpent Skirt)
Alignment: Neutral Evil
Portfolio: artists, dancing, feasting, fertility, flowers, gambling, silversmiths, prostitution, and maize/corn.
Domains: PLANTS, LUCK, EVIL, ARTIFICE (Divine), CHARM (Divine)
Symbol: A marigold bloom
Favored Weapon: Sling

XOCHIQUETAL, goddess of flowering earth, is celebrated during the "Farewell to Flowers" festival signifying the coming frost. During this autumn festival, people would make merry and smell the flowers knowing that they are about to dry up for the season. After the feast, a slave woman in the guise of Xochiquetzal was ritually killed and flayed and a priest wearing her skin would sit at the foot of the temple while area craftsmen dressed as monkeys, ocelots, dogs, coyotes, and jaguars would dance about the priest while he or she pretended to weave cloth. Each of the dancing craftsmen would carry in their hands a symbol of their craft, a painter his brush, etc.
Xochiquetal favors the sacrifice of young female virgins. Formal ceremonies seeking her favor during the spring planting will sacrifice unmarried women to her. The victim's arms and legs are crossed after cutting out her heart and bound tightly to her body. The victim is then sent rolling down the steps of the temple. At the foot of the temple, Xochiquetzal's priests will take the body of the sacrificed virgin to the Ayauhcalli, "the house of the mist", which is a sort of cellar built especially for this sacrifice, where the bodies were kept.
Xochiquetal is the goddess of erotic love. This goddess also has power over maize and vegetation, flowers, grains, weavers, sculptors and embroiders. Worshippers who desired success in romance, farming, or artistry commonly made a personal sacrifice to the deity. Quail and incense are often offered to this goddess and depending on the devotion some would fast for 20 - 80 days. People who were born on One Flower or Seven Flower were pre-destined to become good at crafts and worship this god. She is said to afflict those who displeased her with sterility and intimate afflictions.
The image of this deity was of wood in the shape of a young woman. A gold ornament was placed over her mouth and a crown of red leather in the form of a braid was placed on her head. Green bright feathered decorated this headband in the shape of horns. She was dressed in a blue tunic adorned with woven flowers made from delicate feather work. Her arms were open as in the form of a woman dancing. Xochiquetal's flower is the marigold and is other incorporated in any ritual involving her. Her temples are rarely more than a walled garden.
Grimgrin

04-16-07, 06:10 PM
Religion of the Forest Born

CHAC, the God of Healing Waters
Alignment: Neutral Good
Portfolio: rain, rivers, springs, blood, birth, and good health.
Domains: GOOD, HEALING, PROTECTION, WATER, SCALYKIND (Divine)
Symbol: a swimming snake or sea serpent
Favored Weapon: Short spear

CHAC is the god of rain. He is a benevolent god for the Forest-Born who often seek his help for growing their crops. Chac is associated with creation and life and is the patron of both herbal and divine healers. Chac is divided into four equal mind-linked entities. Each entity resembles a serpent but is colored according to the cardinal direction it oversees: North (white), South (yellow), East (red), or West (black). Some debate persists as to whether or not Kukulcan is just another aspect of Chac. All depictions of Chac are of a snake surrounded by water. Snakes hold a special place in his ceremonies and many magic-users devoted to Chac have a snake as their familiar. CHAC as the god of rain is especially important in the forested peninsula region where the Forest-Born live. Humanoid idols of him often possess protruding fangs, large round eyes, and a proboscis-like nose. In some cities, his altar is his reclining stone image known as the Chac Mool and is used as a platform for offerings. The Forest-Born rarely make human sacrifices. When they do, a volunteer of the royal family or priesthood may offer a measure of his or her blood to Chac or another god. The willingness of the volunteer is essential to a successful blood sacrifice.
The Forest-Born embrace the concept of "death before dishonor". They believe that an honorable suicide will grant you a place in heaven. Hence, it was very common for suicides to happen because of losing a battle, public dishonor, or as a political statement. Yaxche is the Tree of Heaven under which good souls rejoice and is guarded by Ixtab, the goddess of the Hanged.

KUKULCAN, the Wind God
Alignment: Lawful Neutral
Portfolio: astronomy, duels, pride, rage, royalty, tradition, warfare, and wealth.
Domains:: AIR, LAW, STRENGTH, WAR, GLORY (Divine), NOBILITY (Divine)
Symbol: A serpent with a pair of feathered wings
Favored Weapon: Javelin

KUKULCAN, the Wind God, is depicted as an enormous snake with a pair of feathered wings sprouting from its back and is associated with the Morning Star, the planet Venus. He is the god of astronomers, the royal family, and tradition, but also the god of warfare, rage, and duels of honor. His influence can either insure success or guarantee failure. His favor can never be taken for granted and must be earned.
At Uxmal, a Forest-Born city, all the buildings are aligned in the same direction. The doorways and windows of the cities buildings are crafted for astronomical sightings, especially for the planet Venus. With this as a tool, the Forest-Born possess a detailed astronomical record and can keep an extremely accurate calendar. This calendar is very important for tracking the seasons and record keeping.
The Morning Star, Venus, is an omen of warfare. Many offerings are made to Venus for success in warfare. On occasion, the Forest-Born people will stop up their chimneys so that no light from Venus can enter their houses and cause harm.

AH PUCH, God of the Underworld
Titles: the Stinking One, the Spotted Corpse
Alignment: Neutral Evil
Portfolio: natural disasters, disease, secrets, history, ghosts, and punishment
Domains: DEATH, DESTRUCTION, EARTH, KNOWLEDGE, PESTILENCE (C.Div.)
Symbol: Dancing skeleton or "Death Mask"
Favored Weapon: Stone mace

AH PUCH is a death god and is responsible for the earthquakes, drought, plagues, and floods that kill hundreds of creatures every year. He is the ruler of the subterranean land of the dead (called Mintal), and lives in a dimensional purgatory where all souls except those of soldiers killed in battle and women who died in childbirth spend some time. A Forest-Born that persecutes others can expect to stay as his prisoners long after their death. He is a hypocritical god since he is the only Forest-Born deity that will grant rewards to people who murder others in his name, but still punishes them for human sacrifice and other sins when they die. He portrayed as a dancing skeleton in most artwork, but he is also known by his "Death Mask", a skull with its eyes dangling by their nerve cords.


YUMIL KAXOB, the God of Maize
Alignment: Chaotic neutral
Portfolio: agriculture, alchemy, bastards, celebrations, fertility, gambling, herbs, lumber, and youth.
Domains: CHAOS, PLANTS, LUCK, COMMUNITY (Divine), LIBERATION (Divine)
Symbol: A young man wearing a headdress of ripe corn
Favored Weapon: Quarterstaff

YUMIL KAXOB, the Maize god, provides the ripe corn which was the base of the Forest-Born's agriculture. He is also the patron of alchemists, herbalists, and lumberjacks. The Maize god is principally shown as a young man with a headdress of maize and a curved streak of yellow paint on both cheeks.
By anyone’s standard, Yumil Kaxob is an inattentive father. Maize is his yellow haired daughters that grow from his seed which he annually spews across the earth, but the Maize god does not raise his seed himself. The fate of his seed is decided by the gods of rain and drought. Chac, the Rain god, will provide water to raise tall strong "daughters" when properly honored. However, Ah Puch, the death god, can kill the corn through drought or pestilence if angered or ignored.
Grimgrin

04-16-07, 06:11 PM
Sun Worshipper Religion

The Sun Worshipers are direct descendants of the Sun. All elements of their civilization are infused with the divine character of Inti, the Sun god. The emperor is called Sapan Intiq Churin, or the Only Son of the Sun. The Sun Worshiper empire has had only thirteen emperors since its formation. This is because all the God Kings are undead. Every fifty years the current emperor retires from the throne and the next emperor in the succession takes his place. The emperors stick to a strict rotation of kingship and while waiting for their turn on the throne they usually hibernate in well guarded tombs. Some of these ageless emperors are benevolent while others are merciless tyrants. All enjoy the fierce devotion of the clergy and the unquestioning obedience of people. The thirteen "God Kings" are listed below.
1. Manco Capac - The first Son of the Sun
2. Sinchi Roca
3. Lloque Yupanqui
4. Maita Capac
5. Capac Yupanqui
6. Inca Roca
7. Yahuar Huacac
8. Inca Viracocha
9. Pachacuti-Inca-Yupanqui
10. Topa Inca Yupanqui
11. Huayna Capac
12. Huascar
13. Atahuallpa - Current ruler

Sun Worshipers are a deeply religious people. They are very superstitious and most wear charms to ward off evil that may befall anytime. Sorcerers hold high positions in this society. It is commonly believed that sorcerers gain their magic from royal bloodlines. Clerics are very powerful as well and hold the majority of government positions. The domains available to royal clerics are Death or Repose, Fire, Magic, Sun, and Travel. The theology of the clergy is set by the current emperor of the Sun Worshippers and church policies will lean towards his alignment and beliefs. The Sun Kings dislike change and are stanch traditionalists.

Sun Worshippers believe that resurrection is available to everyone and save their nail clippings, hair cuttings, and teeth in case the returning spirit needs them. Nobility will have their corpses mummified and the wealthiest will seek to cling to life as undead liches. The higher the caste the more elaborate the funeral preparations are of a Sun Worshipper. It is taught that those that best please the Sun God will be protected from death and granted eternal life for their religious devotion.

The religious and political center of Sun Worshipper life is the sprawling fortress known as Sacsahuaman. This building is located Cuzco, 'The Naval of the World'- the home of the emperor and site of the sacred Temple of the Sun. Within its stone walls the immense wealth of the Sun Worshippers is clearly evident with gold and silver decorating every room. The secret of Sun Worshipper wealth is the mita (labor tax). This is a labor program imposed upon every citizen by the emperor. Since it only took about 65 days a year for a family to farm for its own needs, the rest of the time was devoted to working on temple owned fields, building bridges, roads, temples, and terraces, or extracting gold and silver from the mines. The work was controlled through local chiefs who reported to the royal family. The food sent to the capital supported the clergy and royal family. Gold and silver is believed to be the best offering to give the Sun god and will ward off evil spirits.
The Sun Worshipper sovereign, lord of the Tahuantinsuyo, the Four Cornered Land, is held sacred and is seen as a direct descendant of the Sun god, Inti, and the Earth goddess, Pachamama. Thus, their legend of the origin tells how the sun god sent his children Manco Capac and Mama Ocllo (and in another version the four Ayar brothers and their wives) to found Cuzco, the sacred city and capital of the Sun Worshipper empire.
Inti Raymi ("Sun Festivity") is the biggest, most important, spectacular, and magnificent festivity of the year. It is aimed so that the entire community can engage in the worship of "Apu Inti" (Sun God). It is performed every year on June 21, that is, in the winter solstice of the Southern Hemisphere, in the great Cuzco main plaza. In their mythology, it is stated that all Sun Worshippers are descendants of the Sun; therefore, they have to worship it annually with a sumptuous celebration. More over, the festivity is carried out at the end of the potato and maize harvest in order to thank the Sun for the abundant crops (or ask for better crops during the next season).
It is easy to identify the solstices when the Sun is located at the farthest point from the earth or vice versa. With these two points of reference the Sun Worshippers created a calendar to plan their farming and religious activities.
Most tribes of Sun Worshippers have their own regional rituals. On the winter solstice, the Quechuapatas (native people of the Andes who speak "quechua" language and the native population of Cuzco) had to perform diverse rituals in order to ask the Sun not to abandon its children.
Preparations are carried out in the Koricancha (Sun Temple), in the Aqllawasi (House of Chosen Women), and in the great Main Square (Wakaypata). Some days before the ceremony, all the population practice fasting and sexual abstinence. Before dawn on June 21st, the Cusquenian nobility, presided over by the Son of the Sun and the Willaq Uma (High Priest), are located on the Haukaypata (the plaza square's northeast ceremonial portion), the remaining noble population is placed on the Kusipata (southwestern portion). Prior to this the "Mallki" (mummies of noble ancestors) are brought and they are located in privileged sectors so that they can witness the ceremony.
At sunrise, the population greets the Sun God with the "much'ay", resounding kisses offered symbolically with the fingertips. After all that, people sing solemn canticles also called "wakay taky" (weepy songs) in order to achieve an extreme emotional and religious pitch.
Subsequently, the Son of the Sun, holds up two golden tumblers called "akilla" containing chicha (maize beer) made inside the Aqllawasi by the local women. The beverage of the right hand tumbler is offered to the Sun and poured into a golden channel linking the plaza square with the Sun Temple. The emperor drank a sip of chicha from the other tumbler, the remainder drank in sips by the noblemen close to him. Later, chicha was offered to every attendant and citizen.
Later the emperor, along with his retinue, walk toward the Sun Temple through the Intik'iqllu (Street of the Sun) in order to witness the llama sacrifice.
During this most important religious ceremony, the High Priest has to sacrifice a completely black or white llama. With a sharp ceremonial golden knife called a "tumi" (+4 flaming kukri) he opens the animal's chest and with his hands pulls out its throbbing heart, lungs, and viscera. Observing these elements he attempts to foretell the future. Later, the animal and its parts are completely incinerated.
After the sacrifice, the High Priest has to produce the Sacred Fire. Standing in front of the Sun he had to get its rays in a concave gold mirror that contains oil soaked cornmeal that bursts into fire when heated by the sunlight. This fire has to be kept burning for the next year in the Koricancha and Aqllawasi.
Once all ritual stages of the Inti Raymi are finished, all the attendants are moved to the southwestern sector of the plaza square (Kusipata) where all the people are entertained with music, dance, and abundant chicha.
Gold and Silver is extremely valuable in every Stone Empire. The Sun Worshippers are famous for their gold. They mine extensive deposits of gold and silver and commonly craft it into religious artworks and jewelry. Gold, to the Sun Worshippers, is the 'sweat of the sun' and silver is the 'tears of the moon.' Gold and silver are rarely part of local commerce. Wealth exists in the form of work and farm land. Each subject of the empire pays taxes by laboring on the myriad roads, crop terraces, irrigation canals, temples, or stone fortresses of the empire. In return, rulers paid their laborers in clothing and food. Silver and gold were abundant, but only used for aesthetics and religious offerings.
Grimgrin

04-16-07, 07:05 PM
Unique Magic Objects

Most magical objects created in Stone Empires are made from materials found in the wild. A spell caster is limited to the creation of hats and headdresses, cloaks, amulets, robes, bracers, gloves, belts, bags, and boots. Arms and armor are limited to the stone age armaments presented at the beginning of this article. A few specific types of magical armor are listed below along with some magic objects unique to each empire.

REGIONAL ARMAMENT GUIDLINES

Atlantean Armament
For the most part, Atlanteans use the same stone, bone, and wood objects all the other nations use. Since Atlantis is a small continent in the Carribean Sea, most of its warriors are skill in swimming as ship handling so lightweight weapons and armor are prefered by sailors. The most common type of water craft is hollow log cannoes and reed boats. Wooden war barges are also used to move large groups of soldiers, but they often flounder in rough seas. Bronze has a religious and ceremonial importance to Atlanteans. War leaders often decorate boats with bronze and use bronze armor and weapons. Many magic items created by Atlanteans are made of bronze rather than stone or steel. A weapon or piece of armor made of bronze is not as hard the steel equivalent, but is lighter per cubic inch. Reduce both the hardness and hit points of any steel object made of bronze by 10% (round down), but the weight is roughly the same since bronze is cast thicker than steel. The cost of a bronze weapon is the same as the steel version (see PHB: jb=gp), but double the cost outside of Atlantis. See BRONZE PROFICENCY feat for a list of weapons and armor created with bronze.


Ice Runner Armament
Ice Runner armor is usually made from leather, bone, and hide. Warmth is more important than protection. Lightweight objects and armor are favored for their mobility. Blue Ice (see Frostfell) can be used as armor for those naturally resistant to cold.


Cliffdweller Armament
Cliffdwellers make their armor from leather and hide, but sometimes utilize Stone Clay.
STONE CLAY
Stone Clay is a black or red clay and soft as butter, but when fired it is as hard as granite and more comfortable to wear than carved stone armor (reduce Armor Check penalties by 2 and increase Maximum Dexterity bonus by 1). Both armorsmiths and potters can craft a suit of stone armor with it. Additionally, spells with the "fire" descriptor can be cast without any chance of arcane failure. The main drawback of Stone Clay armor is that wearer tends to overheat. The wearer takes a -1 Reflex penalty and -1 initiative penalty from sluggishness caused by overheating. Any fire resistance or the Heat Endurance feat (see Sandstorm) is enough to prevent this effect. Weapons made from stone clay are limited to bludgeoning types, but gain a +1 enhancement bonus to AB and damage. Fired Stone Clay has 20 hit points per inch of thickness and a hardness of 10.
Cost: Light: +750jb, Medium: +3,000jb, Heavy: +7,000jb, Bludgeoning weapon: +500jb, Other items: +400jb per pound


Heart Eater Armament
Heart Eaters craft armor from leather, hide, bone, feathers, obsidian (stone armor), and human skin. Though in appearance these armors are different than European armors; in function and cost, they are exactly the same (jb=gp).
Jaguar Armor (a jaguar mask and jaguar pelt body wrap): Demon Armor
Eagle Armor (possesses a beak shaped helmet and is covered with bird feathers): Celestial Armor
Snake Armor (made bone, stone, and shell beads with a snake skin headdress): Elven Chain
Feathered Shield (wooden shield covered with bird feathers): Winged Shield


Forest Born Armament
The Forest Born often incorporate "darkwood" in their weapons and armor. Since most forest born warriors specialize in hit and run warfare, magic users create armor that helps warriors remain hidden and move silently. The most common suit of armor used is the Ghost Shirt.
GHOST SHIRT :
This is a +2 Studded Leather armor of Shadow and Silent Moves. Additionally once per day, the wearer can cast blink on herself as a free action. The blink spell lasts for 10 rounds.
CL: 10th, Cost: 40,000jb, Prerequisites: CRAFT MAGIC ARMS AND ARMOR, blink, invisibility, silence. Cost to Create: 20,000jb, 800xp.


Sun Worshipper Armament
Sun Worshippers are the only people with the resources and the skill to make weapons and armor out of solid gold. Gold can be used as a substitute for any object normally made of stone (i.e. stone mace, stone knife, stone axe, etc.). Any stone object made of solid gold weighs 50% more than normal. Therefore, anyone wielding a weapon made of gold suffers a -1 BAB penalty but gains a +2 damage bonus. Golden armor is treated the same as stone armor but increases the Armor bonus by +1 at the cost of an additional -2 Armor Check skill penalty. Solid gold armor also provides the wearer with a +2 circumstance bonus to Diplomacy, Bluff, and Perform rolls. Purchase Cost: x10 the cost of the standard stone version.

Silver is also used, but has less impact on weapon or armor performance. Since these weapons are made of pure silver (rather than silver plating), any creature vulnerable to silver takes double damage from the silver weapon or the unarmed attacks of a player wearing solid silver stone armor. Solid-silver weapons inflict a -1 BAB penalty on attack rolls. Solid-silver stone armor also provides the wearer with a +1 circumstance bonus to Diplomacy, Bluff, and Perform rolls. Purchase Cost: x5 the cost of the standard stone version.




REGIONAL WONDEROUS MAGICAL ITEMS


APPLY WAR PAINT
Prerequisite: Spellcaster level 3rd, Nomadic Tribes only

Benefit: You can create a magical war paint design that replicates any spell of 6th level or lower that you know and that targets one or more creatures. Painting a war paint design takes one day. When you paint the design, you set the caster level. The caster level must be sufficient to cast the spell in question and no higher than your own level. The base price of the war paint is its spell level × its caster level × 50 gp. To paint on the war paint, you must spend 1/25 of this base price in XP and use up raw materials (special dyes, masterwork brush, and so on) costing one-half of this base price.

When you activate a War Paint design, it counts as a move equivalent action and the wearer is the focus of the spells effect (even damage).

Any war paint design that stores a spell with an XP cost is created with the XP cost pre-paid. In addition to the costs derived from the base price, you must pay the XP when painting on the war paint.

An "erase" spell will destroy the war paint design if the wearer fails a Will Save versus the "erase" spell, but the paint can not be remove otherwise until activated.
Purchase Cost (rarely available): Spell level x caster level x 100gp



CRAFT BRONZE CHARM
Prerequisites: At least a 4th level spellcaster, Atlantean only
Benefit: Grants the user a luck bonus on a single saving throw. A charm is made from bronze and can be kept on a bracelet or necklace. The charm can be activated at any time as a free action, but is destroyed when activated. The wearer can only activate one charm per day reguardless of how many he possesses. The charm must be worn against the wearer's skin to be effective.
Purchase Price: Total luck bonus times 100gp, Cost to Create: Total Luck bonus times 50gp plus Luck bonus times 2xp. Required Caster Level: Luck Bonus times four .



CRAFT SPIRIT KNOT
Prerequisites: 3rd level spellcaster, Ice Runner only

The icy wastes are filled with wandering incorporeal and ethereal spirits. These homeless entities are often inherently malevolent and dangerous to people. They need to be exorcised, warded off, and attacked, but never venerated. Shamans, however, can control such spirits and imprison them.

Often people request protection from incorporeal or ethereal creatures. For them, the shaman may create a spirit knot that anyone can use. This knot can be created with any flexible material that can be tied into a knot. Any area encircled with a cord tied with a spirit knot is a barrier to incorporeal creatures. They must struggle to pass it unless it is cut, covered, or buried. If the knot is used to seal a container, building, or gate, the spirit must untie the knot before it can enter the enclosed area. The spirit must make a Will save (DC=the class level of the shaman plus 10. The hardness of the entire cord increases in hardness equal to the CL its creator. Untying the knot requires a "Use Rope" skill check (DC= 15 + CL of creator). Cost to Create: CL x 4000 in jade beads plus CL x160xp.



CRAFT KACHINA MASK
Prerequisites: 3rd level spellcaster, Cliffdweller only

Kachina masks are carved out wood by Cliffdweller tribes. They are made to look like one of the 300 Kachina gods. Dancers often wear these masks to dress up as Kachina spirits for tribal ceremonies. The Kachinas, or Ancestral Gods, are beings of a great might and a great power to Cliffdwellers. They were known to come down to earth and actually help Cliffdwellers tend their fields and give them wisdom about agriculture, law, and government. They physically interacted with the people on a personal level.
Enchanted Kachina masks improve the spell strength of domain spells. While wearing the proper Kachina mask, the magic user gains a +2 bonus to her spell strength when casting any spell listed for the domain the mask represents. The magic user is only capable of wearing one mask at a time. For example, a character wearing a Death mask may cast cause fear with a +2 DC Will save. Wearing a Kachina Mask hampers speech and creates a 5% chance of arcane and divine spell failure.

Purchase Price: 8000jb (rarely for sale), Cost to Create: 4000jb plus 160xp.



CRAFT FLAYED SKIN
Prerequisites: Leatherworking: 10 ranks, Heart Eater only

Using a creature's skin, a skilled craftsman can create a "supernatural" suit of leather/hide armor or leather garment. Only Heart-Eaters use sentient humanoids with this feat. The creature flayed must be at least of equal size category to the wearer. Anyone wearing a properly sized flayed skin gains "one" of the following properties.

1. Spell resistance (No more than half what the creature possessed in life)

2. Energy resistance (No more than half the value of any resistances possessesed by the creature. The sum of all the resistances determines the cost of the armor)

3. Magical Armor Bonus (+1 magic armor bonus per +5 natural armor bonus that the creature possessed in life)

4. Skill Bonus (No more than half the Attribute and/or Racial skill modifier that the creature possessed in life)

The DC to successfully craft a flayed skin is 20 plus the bonus or resistance provided. The market value of the flayed skin is equal to the value of the armor + (1000jb x Bonus or Resistance squared). Neither the armor's bonus nor resistance works in anti-magic areas.
Cost to Create: 500jb x Bonus or Resistance squared plus 20xp x Bonus or Resistance squared.


CRAFT CRYSTAL SKULL
Prerequisites: 6th level spell caster, Race: Forest Born, Sun Worshipers, or Heart Eaters
Benefit: Same as the Craft Skull Talisman feat (Frostfell), but the skull is carved rock crystal

Crystal skulls are mostly made by the Forest-born, but the Sun Worshippers and Heart Eaters also make their own. The origin of the crystal skull can be determined by its appearance. A Heart Eater crafted skull often has oversized canines. Forest Born skulls are smaller than the others. Sun Worshipper skulls have elongated craniums.



CRAFT & UTILIZE NAZCA LINES
Prerequisites: Sun Worshippers only, Knowledge (Nature): 12 ranks, Knowledge (Arcana): 12 ranks

Nazca lines are vast designs drawn on the pampas plains (stony desert). These designs are only easily viewed from above and act to channel the magical energy of the region. At certain times of the year, such as the summer and winter solstice, this power can be tapped to increase the power of magic spells cast at the apex of the design. The Sun Worshippers use Nazca lines to improve crop yields, win battles, and fight plagues. These designs are permanent and are maintained by the local residents.

The Nazca plain is virtually unique for its ability to preserve the markings upon it, due to the combination of the climate (one of the driest on Earth, with only twenty minutes of rainfall per year) and the flat, stony ground which minimizes the effect of the wind at ground level. With no dust or sand to cover the plain, and little rain or wind to erode it, lines drawn here tend to stay drawn. These factors, combined with the existence of light colored subsoil beneath the desert crust, provide a vast writing pad that is ideally suited to the artist who wants to leave his mark for eternity.

The pebbles which cover the surface of the desert contain ferrous oxide. The exposure of centuries has given them a dark patina. When the gravel is removed, they contrast with the color underneath. In this way the lines were drawn as furrows of a lighter color, even though in some cases they became prints. In other cases, the stones defining the lines and drawings form small lateral humps of different sizes. Some drawings, especially the early ones, were made by removing the stones and gravel from their contours and in this way the figures stood out in high relief. There are two kinds of designs: the first are figures of various creatures and the others form geometric lines. The concentration and juxtaposition of the lines and sheer size requires intensive long-term labor of hundreds of people to create a new design.

While standing within a design, a spell caster can attempt to boost her spell casting ability. First as a full round action, the spell caster must link to the design by making a Concentration check (DC 15). If successful, she may then utilize the design as listed below. If she rolls a "1" or fails the skill check, she is stunned for 1d4 rounds.

Mobile Link: While linked, the spell caster must always make a Concentration check (DC 20) when she moves within the design. If she rolls a "1" or fails the skill check, she is stunned for 1d4 rounds. If she leaves the design the link is lost.

Boost Spell casting: As a free action, the spell caster can attempt to boost a spell. This spell is increase by one caster level for all level dependant properties.

Fuel Metamagic: As a free action, the spell caster can attempt to cast a spell with any metamagic feat she knows without preparing the metamagic effect in advance or paying the additional spell level costs. The casting time is increased to at least one round or takes an additional round to cast. The spellcaster must succeed at a Spellcraft check (DC 20 + spell level +metamagic increase). If the spell caster fails the check or rolls a "1", she loses the spell and suffers 1d4 experience level drain.

Seize the Link: A spell caster who is linked to a design is instantly aware of any other spell casters linked to the design. Once per round, the spell caster can attempt to break another's link. The spell casters make opposed Spellcraft checks. The mage with the lowest value loses her link with the Nazca lines.
Soel Griffin

04-18-07, 03:58 AM
Nice work! Really cool take on Atlantis/Old World cultures.

And you have Craft: Flayed Skin!!!
Grimgrin

04-18-07, 02:08 PM
Nice work! Really cool take on Atlantis/Old World cultures.

And you have Craft: Flayed Skin!!!

Thanks for the compliments. I'm glad you appriciate it.

Reworded "Craft Flayed Skin" for clairity
Grimgrin

04-19-07, 07:56 PM
Transferred to a PDF file for easier reading.

CLICK HERE (http://grimgrin4488.tripod.com/sitebuildercontent/sitebuilderfiles/stone_empires_d20_v2.pdf)
Soel Griffin

04-30-07, 02:16 AM
The pdf is put together nicely! All of the pictures really help establish a greater feel for the setting.

This should be checked out by everone who is interested in building a setting, and collecting it via pdf or website, even if just for the presentation.