People

The people in Siv'Solvanis are as variable as their countries and cultures.

Greater Siv
Agrian Stoutfolk: Characters born in Agria have lived amongst the gnomes for all their life.

HP +1 per HD; Count as Gnome Subtype; Knowledge (Engineering) is class skill and +4 to Knowledge (Engineering) pertaining to Constructs.

Asarian Astrologist: Asar is a land dominated by Gnomes and Goblins, but mostly goblins.

Movement Speed +1 per HD; Count as Goblin Subtype; Knowledge (Engineering) is class skill and +4 to Knowledge (Engineering) pertaining to explosives.

Austreian Treekin: Austrea's Rock is the original world of the fey kin. Where many villages encircle the shade of the First Tree.

+8 against compusion effects; fey companion (-8 druid); Knowledge (Nature) is class skill and +4 to Knowledge (Nature) pertaining to Fey.

''Fey Companion is an Animal companion of one of the following creatures, Minimum CR 1; Cannot be used by level 8 or lower characters with this trait until they reach 9th level. Becomes an animal companion with the animal companion progression for druid animal companions, characters level is druid level -8, base creatures include Atomie, Brownie, Chaneque, Faun, Fuath, Jinkin, Vexgit, Grig, Mimi, Mockingfey, Monaciello, Nixie, Pestie and Sprite. Instead of Multiattack at 9th, ability focus in spell-like abilities. Ability Score increases are +2 for mental stats, or +1 for physical stats. If the Austrean wants a Chaneque companion they must be at least MR 1.''

Blackbourne Shade: The people of blackbourne are accustomed to fighting ghosts due to the great conflict that killed millions in the country, the land has become haunted due to a magical force deep under the ground. All weapons natural or manufactured that are wielded by people from this country have the Ghosttouch property. This property does not count towards their maximum enhancement bonus. Additionally Knowledge: History OR Knowledge: Religion become class skills.

Blood of Skold: Characters born in Skold are accustomed to the harsh climes of the region.

DR 1/magic Per HD; Cold Resistance 1 per HD; Survival is Class Skill and +4 to survival to find food.

Byzartian Florafolk: Byzartis is the leading exporter of floral arrangements in the known world. The land has a unique soil make up that is poored into their great lake from the nearby country of Gaia. This odd mix of chemicals make the land naturally superior for flowers of all kind. However a large number of plant enemies infest this land as well. Creatures starting here are treated as though they have Favored Enemy bonus of +4 against plants, and Know: nature is always a class skill.

Chevalier of Cartineau: Cartineau is constantly at war with Remois, this war has lasted hundreds of years and though it has majorly been a rough tension between the two countries, open engagment is not uncommon. Creatures starting here gain Mounted Combat as a bonus feat. If they already have this feat they instead get a +8 bonus to ride checks. The Ride Skill is always a class skill for creatures starting here.

Egonian Scalekin: Egon is renown as a land of Yuan-Ti, Nagaji, and other reptilan folk. Creatures starting here gain an enhancement bonus to their natural AC of +1 per four levels. Additionally, The land has many ruins and dungeons under its mostly flat and barren surface, the Knowledge: Dungeoneering Skill is always a class skill for Egonians.

Engium Elder: Engium is the home of the Grand Library, the worlds largest library, people flock from all around the world in order to study here. Creatures starting here gain a +2 bonus to their base intelligence score and choose one knowledge skill. This skill is always a class skill for them.

Espurian Landgater: Espurius is a land of intrigue and conjuration. The Pillared City or Ransev is its most famous land mark. This city is made up of thousands of buildings erected atop great, but thin, pillars of earth that loom over a salt flat. So naturally, moving around here without flight or teleportation is difficult. Many of the people here choose the latter. Teleportation spells cast by Espurians gain a 1.5x bonus to caster level, and summoning spells cast by espurians always yield +1 creatures summoned (but only in the case of summoning spells that summon more than one creature.)

Far Island Trader: Far island traders begin play with 500 extra gold per Hit Die. And gain a +4 bonus to AC and Damage against aquatic creatures.

Gaian Firstkin: Gaia is said to be the land from where the rest of the world sprung. This land resembles a massive concave bowl of woodland that, at its center, has a shallow lake overshadowed by a solitary tree that is much larger than other trees in its area. Said to be one of the Two Boons of the World, This tree along with its twin, often called The First Tree, are the largest single masses of plant matter in the world. Gaians have a close tie with nature, and Knowledge: nature and Survival are always class skills for them. Additionally, once per day, they may revive one creature upon death by summoning a Gaian Fairy to cast breath of life.

Ghemboldian Sand Dweller: Characters borne of the genie-bled deserts on the southern edge of Greater Siv, bordering Siv.

+1 to Spell and Spell-like Ability DC per five hit dice. Genie-Soul; One Knowedge or Performance skill becomes a class skill, and gains a +2 miscellaneous Bonus.

Genie-Soul: Ghemboldians have ancient ties to genie-kind, and as such, gain a familiar (as per the Wizard arcane bond ability). This familiar must be a genie, though it can be any kind of genie (unless otherwise noted), though it is devolved to 1 HD per 6 levels of the master. This familiar has Share Spells, and can cast wish 1/year. It must have stats appropriate to its HD. (typically an 8, 10, 10, 12, 14, 16 spread, moved around as chosen at character creation, gaining +4 split however selected by the master at each HD advancement, (examples include: +1 strength +3 intelligence; or +2 strength +2 intelligence; or +1 strength +1 wisdom +2 intelligence; or +4 strength)

Harvthenian Runner: Harvthenian's are fast and focus on farming. The land is fertile and one of the major exporters of livestock in the world. Harvthenian's gain a +5 movement speed bonus per Hit Die, additionally they gain a +1 bonus to strength for every 5 levels.

Kittersbourne Noble: Kittersbourne is a land of art and culture, The cities are built along the water on the series of islands and connected by mass ferry transit. Often masquerades are held, in fact nearly every day, and the rich of Kittersbourne make up the majority of population. Kittersbourne nobles gain +750 gold per HD at character creation, and select one performance skill, this skill is always a class skill for them.

Linnessian Nymphblood: The lake of Linness is known as Lustley Pond due to the high concentration of Nymphs in the area. The lake is treated very much as a frontier as many of the cities are built on the western border of the small country. Characters starting here are immune to charm, and gain a +4 bonus to compulsion effects.

Middlewake Midman: Middlewake is a mountainous region of traders and nomads. Appraise and Diplomacy are always class skills of people starting here, and vendors always show all wares to these characters as they have an eye for trade.

Nelshelwheir Nightwolf: Nelshelwheir is a land cast in a permanent shadow as it lies in a small cove between the mountains of Vigor, God's Land, and the Spires of Espurius. Characters here have Deep Vision as a bonus racial trait, and can cast darkness 3/day. Additionally, lycanthropes are treated as animals for any skills, class features, and spells that effect only animals.

Nord of Northmourn: Nords of northmourn gain a +1 bonus to consitution per five HD, and survival is always a class skill for them, Additionally they can choose one skill and change its key ability to constitution.

Osonian Skinshifter: Oson is a land that lies between Egon and Ghembold, it has a great number of reptilians like its neighbor to the north, characters here can Alter Self at will, as they have long tried to fit into both societies as their own land is infested with savage lizardmen and death hydras! Additionally, Stealth and Disguise are class skills.

Remoian Ramian: Remois is a land of conflict constantly plagued by both rebellions, and an ongoing, albeit cold war with Cartineau to the west. Remoians are cutthroat in combat and lack the honor of the soldiers of Cartineau. The landscape is almost always aflame. Intimidate is always a class skill for remoians and they may enter a special rage that lasts for 1 round per HD per day, though they can end this and use it seperate times of the day as long as the total rounds does not exceed their HD. This Rage makes them immune to mind effects and grants them the effects of haste and a +6 bonus to damage rolls, however while under the effect of this rage they are confused as well. This confusion bypasses any immunities to such things and cannot be cured except by ending the rage.

Rhodalian Miner: Rhodalis is a forested land originally settled by elves, but kobolds have long since taken it over and turned the ground into a hollow maze of mines. Rhodalian's start play with a random assortment of 4d4+2 gemstones rolled by the GM, and a burrow speed for 20 feet.

Savestian Hollower: The Hills of Savest are on an island adjacent to the Far Islands and though these hills are anything but steep they are intersting to look at, as they are filled with burrows and barrows and other in-build structures and a large number of pipes that spew steam are dotted on the roofs of these hills. This land is heavily populated by gnomes and halflings and other small races and are a center of industry. Savestian's begin play with an assortment of 3 minor wonderous items.

Ugirian Hunter: Ugir is a wooded region reknown for its archers and hunters. Characters originating here gain a bonus to their ranged attack and ranged damage rolls of +1 per four levels.

Vigorian Vanguard: Vigor is a convex mountainous region and at its very center is a massive castle where the Lords and Ladies of Vigor live their lives while the lesser folk mine in the heart of the mountain. There are few exterior cities due to a decree that nothing is allowed to pull attention from the great palace of Vigor. Vigor is often in conflict with Cartineau to the east. Characters here have Knowledge: Engineering as a class skill, and gain a +1 bonus to dexterity for every 5 HD, due to the narrow paths that make up most of the cities.