Home to Dalam-Creau, the Tsofered Towers, and time rifts, Farthen is a built into a lush valley surrounded by mountains rich in natural minerals. Though not as dangerous as they were in times past, growing up in Farthen teaches reaction before thought: stepping into a time zone can be fatal at worst, or leave you stranded out of sync for a couple hours. The city thrives with all the business DC has brought in; people spend a lot of money on entertainment and collecting unique things, and everyone has a place in Farthen. One of the easiest places to travel to or from with the exception of Core-Junction, Farthen has become the eastern hub of Dom-Vaug.
+1 Charisma
+2 to Diplomacy and Knowledge (Geography); add both skills to your list of class skills.
When you are surprised, you can take a 5ft step as an immediate action.
You get an additional +1 to any Morale bonuses you receive.
Once occupied by the Resonate, Mechanus, and Harmonium, Core-Junction has become the center of the world; though now a free city, the Resonate’s presence can still be felt. Between airports, teleportation rings, trains, and planar gates, everything has to run like clockwork. Markets are abound, every race and type of person can be found here; with their planar hubs to Sigil, you can run into merchants from everywhere, all coordinated by the last Axiomite. People who grow up here tend towards making order from chaos: by sticking to a schedule and making lists almost anything can be accomplished.
+1 Intelligence
You can take 10 on one Craft, Knowledge, or Profession of your choice, chosen at character creation.
You have a +2 Insight bonus to skill checks against chaotic creatures, and to all saves versus effects from a chaotic source.
When you ready an action, you get a +2 untyped bonus to the roll associated with the action.
After the attack on Godsface by the Harmonium, the Glass Sea spilled into the Artori Wilds, the which had been the forest spawned from the recovered seed of the World Tree. With the infusion of psionic energy into the highly magical trees, they started to break apart a bit and take on the illusion of consciousness; over the many years they started to form coherent minds, and began to work with the people of Godsface. As it stands now, they have no complex cities, but they work together with their neighbors and enjoy exploring the world. The Wilds are one of the safer places to explore, as most of the wildlife is augmented constructs with the exception of the massive striders. Train tracks run through the wilds at several points, going to various towns outside of the valley.
+1 Wisdom
You can use Knowledge (Nature) as a Diplomacy check against animals, magical beasts, plants, or vermin.
Altered by natural magic in the Wilds, your senses are stronger: you gain low light vision or, if you already have low light vision, you gain darkvision 30ft (add 30ft if you already have darkvision).
Everyone watches out for each other: you give adjacent allies +1 to initiative and +1 AC.
Past Reprise, and the Artori Wilds, there is a massive plateau of red rock and adamantine veins; this is the home to Vith Innovations, the Illikin people, Silvermen, and Elans. A rather desolate place, other races are welcome but they have limited food options. The only producers of trains, but also mechanical suits, printing presses, and a variety of other devices used around the world. Being so isolated, the people there rarely have problems with other companies or cities. They sit on the edge of the plane, behind the Soulforge, Pruxiligne’s Gate, the Seat of Sindrii; there you can look off into the Astral Plane, the home of The Dweller.
+1 Intelligence
Add Disable Device to your list of class skills; if you fail by more than 5, you do not trigger the trap or break the item (if applicable).
You ignore the first 10ft of difficult terrain, and are adapted to the effects of high altitude.
You understand the basic functions and uses of any technological item.
Considered the default capital of Dom-Vaug, Golden City is a neighbor metropolis to Core-Junction. The home of Golden Communications, rival to Ammon Advancements, Golden City stands as a proud city that fought against the Resonate, and rebuilt itself. It is a place of flashy lights, dark alleys, black markets, casinos, and various other ways to make money and change one’s place in life. Run by Keri the Golden Regent, and her partner LeTorca, the city has a little bit of everything for everyone. As a major airport, having the bridge to Avilla, and connecting with all the trains coming from Reprise, almost every major travel path leads to Golden.
+1 Charisma
You get a +1 untyped bonus to all Charisma based checks; this bonus increases to +3 when used against a target that has never interacted with you.
You only need 4 hours of sleep to feel well rested and recover spells.
You are proficient with one modern firearm (selected at character creation) and add one additional language to your starting languages
In the mountains south of Core-Junction, in the Grenfjord Mountains, there is a temple community. Once the home of the venerated wielders of the Alfiers, the Perpetuals, it still holds to those beliefs, but most now follow the Black Tomes, written by the last true Perpetual Mathias Black; obsessed with fate, he wrote upon every surface in the monastery. The mountainous region is home to a lot of elemental creatures and wind spirits that tempt people to fall from the dangerous crags, and is the largest supplier of memory moss; initiates can use the vapors to recall previous moments from others’ lives. At the top of the Grenfjord, the ruins of the previous monastery are close to being restored to the glory they once were. The winds and spirits make it hard for airships to get close, so there is one train track that goes up the mountain, turning what would be a week long climb in dangerous conditions into a day.
+1 Intelligence
Studied Paths: Choose one Knowledge skill to add list of class skills. When you make a check with the chosen Knowledge, you may roll 2d20 and choose the better.
You know how to navigate the bluffs; you do not lose your Dexterity modifier to AC when climbing, and you get +5 to your Climb checks to grab on while falling.
You can immediately identify the magical properties of any non-technological weapon.
Once the capital of the Halfling people, Mourningthorne now is more of a trading outpost with the swamp races south of Nugget. Old castles and ruins stick out from the bogs and mire, and Halfling ghosts can be seen at night wandering the deeper part of the swamps trying to call out to people to tell a joke or play pranks. Home to the Lizardfolk and Ogres, who trade with the outside races and have their various conflicts - though nothing usually too lethal - they occasionally raid on the outside villages for supplies. A popular hotspot for archaeologist divers, and other treasure hunters who are trying to find important artifacts to bring up and sell on the surface.
Ammon has now taken over the area to help build it into a new hub site, they will be moving the Mon'Air factories and airports there, as part of the expansion of the city, many of the Swamp Ogre have been pushed out to make room for building.
Features
+1 Strength
You start fluent in Lizardmen or Halfling in addition to your normal starting languages.
Crowds do not count as difficult terrain
You can use Appraise as Diplomacy when bartering; add both skills to your list of class skills. When bartering, you do not need to share a language.
Once a small port city across from Brekin, during the Harmony Wars, it became an occupied territory. Now with assistance from Golden and Ammon they have rebuilt as functioning city. The city is operating on two levels; the higher one, where all the commerce and travel occurs, sits on top of a massive broken stone, with bridges connecting all the districts and neighborhoods. Below, in the swamp shoals between the crags are where the lower class work; a lot of Illikin can be found here collecting materials and helping with the ships that come in. Most famous for their stilt use to be able to move thru muck, sand, and swamp with ease.
+1 Dexterity
You gain +2 to Acrobatics and +2 to your CMD to avoid being tripped; add Acrobatics to your list of class skills.
You know how to navigate the Pauldron depths; you cannot get lost, and reduce the penalties for blindness by half.
You can use stilts without a penalty, and can take 10 on Jump checks when using stilts / poles / quarterstaves.
A small village that has grown to a decent sized city, a majority of the Citizens in the main town are Androids. The fields outside of Nugget provide a lot of the food for the northern continent, and with the assistance and trade of the Lizardfolk, they were able to expand and grow. Overall a rather simple town for how large it is, Nugget is more focused on the community and how to help one another, and afraid to become one of the larger metropolises like Golden and Dar’mon. With current growth, it won’t be long before Nugget has to admit it will become a major city.
+1 Charisma
You get 2 extra skill points per level; these skill points must be spent in a Profession or Knowledge skill.
Once per day, you may ignore an effect that would cause you to become fatigued or exhausted.
As long as at least two allies are within 30ft of you, you gain a +1 untyped bonus to AC, Will saves, Perception checks, and Initiative checks.
Nestled between the Rook’s Wrath mountain range, Reprise is a logging town and the last stop before you would head out to Godsface. It was long controlled by the Resonate during the last war, until it was set free by the Cragmen; since then the people of Reprise have had a steady alliance and friendship with the Cragmen, which help them harvest various special materials from the mountain for trade with Vith and Golden. A place of plenty of parties and festival days, Reprise is more than welcoming to people passing thru, those that live there often work in the mountains and forests working to bring in materials. Reprise is also the headquarters of Balanced Engineering, specializing in low-cost technology for the masses and high-end technological prototypes.
+1 Strength
You begin play fluent in Cragmen, Auran, and Terran.
You do not take the -5 penalty to Climb at half speed; add Climb to your list of class skills.
You can choose to take 10 on any skill check when aiding another person.
Built in the northern pine barrens above Pauldron, the entire town is built around the pillar to the L’Vat of Fire; their forging techniques and advanced weapons manufacturing give Ammon a strong position on the northern continent. The area used to be home to a barbaric tribe of Illikin who have since been relocated to the shoals under Pauldron. The Fire L’Vat’s presence has given the entire area some unique supernatural effects, and long exposure has left long-standing citizens with certain elemental effects tying them to the Plane of Fire. The barrens are a large and quiet place, so people are used to acting alone out in the pines.
Recently the L'Vat pillar has been acting strange and producing energy variations, causing strange effects on the people and in the pine barrens.
Features
+1 Wisdom
You speak Ignan or Aklo and get a +2 profane bonus to perception.
You gain Fire resistance 5, and get a +2 profane bonus to all saves versus fear
When you are alone (no allies within 15ft) you get a +1 profane bonus to attack rolls, skill checks, damage rolls, and caster level checks made to overcome spell resistance or counterspell, including dispel checks.