Home of the largest Druid cult, the World Guardians. Once a divided tribe, with the Ascension of Nicodemus the two sects reconciled their differences and now work to protect the Isles from outside forces. The Isles have now become a nature preserve; massive spiders, Onyx deer, basilisks, cognivores, and many more horrid monsters live in the deep forest that for the most part is left alone by the other cities. A strict no-fly zone above it to keep people safe means that getting into the deeper parts of the island require guides or people well trained in survival techniques. The deepest parts are said to contain sleeping Bandersnatches, though the World Guardians are quick to dispel rumors to prevent people from trying to get them and cause problems.
+1 Wisdom
+1 untyped bonus to all Wisdom-based skills.
You can use your Survival skill for Stealth checks in natural settings. Add both skills to your list of class skills.
You can automatically identify any Animal, Magical Beast, Monstrous Humanoid, Plant or Vermin of large or larger size, provided the creature is not disguised through mundane or magical means.
An island that once that housed a tower to an insane mage, it has since evolved into a shore to shore city. Once the home of Aegis Industries, with the return of Pruxiligne, ZerOne the Silverman head of the company left to follow his god into the unknown. Seeing its chance, Ammon took over the island forming A’MonAir, an airship and technology company. Being part of the Dar’mon Union, it is crowded with people and clockwork workers. A great place to meet up with aspiring technologists and crafters. Since Ammon was able to take over this area, this has given them unrestricted access to the Hedron fields of Chanovos.
+1 Intelligence
You gain +2 skill points per level; these extra skill points must be spent on either Craft skills or Knowledge (Engineering) or (Technology).
You do not treat crowds as difficult terrain.
When you craft an item, you increase the speed to craft by 25%