<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.rpg.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Dan</id>
	<title>RPGnet - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.rpg.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Dan"/>
	<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php/Special:Contributions/Dan"/>
	<updated>2026-05-15T06:34:50Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=62585</id>
		<title>Ourworld:Ailokim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=62585"/>
		<updated>2007-10-03T06:33:47Z</updated>

		<summary type="html">&lt;p&gt;Dan: /* Personality &amp;amp; Relations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The magically inclined little Aaru, with some justification, insist they are a species above and beyond most other races of the world. Guardians of an undeniably powerful legacy their tendency to ‘civilise’ their area of the world and rebuild their lost glory upon the graves of lesser species has them viewed with some suspicion by neighbouring cultures. Of course they see their actions as advancing a greater good, but to more fully fathom their nature one must appreciate the sad history of this once dominant race.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Once upon a time the Aaru lived happily with their coevolved psionic cousins the Aalu. The Aaru speak insistently of the lost times when together their ancient cities reached high into the skies, their culture spanned the planet and their remarkable technologies and magics were able to twist the very reality of the world and all upon it. One day a dark omen in the form of a small asteroid fell from the sky and was seized by the Aaru as an intriguing research opportunity. Too late the Aaru discovered that it carried a hideous plague that after an incubation period slowly turned sentient life into powerful and extremely resilient carnivores. The plague caused increasingly erratic and eventually psychotic behaviour as the victims eyes slowly turned red, sinuous muscles worked with emerging talons and sharp teeth to slaughter the living. Worse still was the effect when the plague spread to the Aalu as they manifested extremely powerful psionic abilities that eventually proved too much for the highly advanced combined forces of the Aaru and Aalu to defeat. Fighting a losing battle the Aaru retreated to heavily fortified cities and tried to outlast the inevitable. The Aalu however were not content with the inevitable, while sheltering in the Aaru capital they combined their extraordinary psionic powers in a terrible ritual that doomed their planet to a great ‘Sundering’ in order to purge all upon it.&lt;br /&gt;
&lt;br /&gt;
The ‘Sundering’ was a cataclysm of sorts that began about 1500 years ago an ended around 1000 years ago. It began with the appearance of a star in the night sky that continued to grow at an alarming rate, as it grew the temperature dropped rapidly freezing many life forms to death and destroying agriculture. The Aaru magics sustained their culture largely through this period. As this star of doom grew larger still the world began to get hotter again, and hotter still until the world was aflame. Again the powerful magics of the Aaru preserved them. The world erupted into rivers of lava and began to break up, mountains drifting slowly into the sky as the world broke itself apart. Many perished at this point, though many in main population centres persevered though extraordinary arcane feats never fully understood. Surviving on islands of molten rock the few remaining Aaru cities were then slammed at vast speeds into other vast rocks and finally into the fateful star that doomed them. That a few hundred powerful individuals survived was miraculous and a testament to extraordinary powers that have now been lost.&lt;br /&gt;
&lt;br /&gt;
The great sundering destroyed virtually all of Aaru civilisation, land, lore, technologies, magics, spirit, their ability to bear offspring and even drained the pigment from their hair. The handful of Aalu psionicists that also survived were initially hated for what they had done, though a grudging respect eventually formed between them, they were never to be welcome in Aaru cities again.&lt;br /&gt;
Of the mere hundreds of Aaru that survived the disaster most lapsed into despair, a few however used what gifts they had left to try and preserve their race and culture. Using some remnants of their arcane lore and technologies they created three ‘Soulifactories’; strange devices able to create life in the form of one of three young Aaru chosen for their unique qualities. As a result all Aaru under the age of 900 bear a striking resemblance to each of these chosen three. There are a slowly diminishing number of unique and venerable Aaru that remember the sundering, a selection of whom form the Majestic Twelve; the Aaru’s ruling body. These Twelve have overseen the slow salvaging of elements of their former culture and wealth for over a millennium.&lt;br /&gt;
Today the Aaru number around 20,000 and occupy four city sites on the Western continent of Elysium. The embittered Aaru have been peaceful from necessity; painfully aware of the slow rate at which they are able to reproduce they value their lives highly. So far the greatest Aaru scholars and scientists have failed to replicate the original ‘Soulifactories’ or discover additional ways of reproducing themselves. In their experiments however they have created/bred a slave race that they find useful for industry and warfare known as the ‘Umberkim’. &lt;br /&gt;
&lt;br /&gt;
The Umberkim are the result of the Aaru’s best efforts at creating a fourth more efficient Soulifactory around 500 years ago. Unfortunately all they could manage were a dull witted but powerful mutant race with a short life span. The rapidly produced Umberkim number around 80,000 spread across the five Elysian cities and serve as the mainstay of Elysian military, agriculture and industry. Maturing quickly, Umberkim slaves live on average for a mere 25 years in part due to the hazardous tasks given to them by the Aaru. Augmented with the powerful magics and technology of their masters, the combined Aaru/Umberkim military are one of the most formidable standing armies in the world, though have seen relatively little action. The ‘special forces’ division of the Aaru military on the other hand is famed for it’s daring and bewildering raids across the span of the planet. This brings us to another defining characteristic of the Aaru.&lt;br /&gt;
&lt;br /&gt;
== The Immunisation ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Aaru life is a precious commodity that will not normally put at risk, with one exception; Psionics. Since the early days of rebuilding, the majestic twelve have decreed ‘The Immunisation’ requiring that Psionicists and Psionic creatures and users either be sent to Aeon for re-education or eradicated from the face of the planet (the Aalu have been excepted). The Aaru fear that remnants of the disease that destroyed their former culture may have survived the Sundering and that the removal of psionic users from the world will nullify key capabilities of those diseased to destroy them.&lt;br /&gt;
&lt;br /&gt;
All Aaru citizens are aware that psionic power use must be reported to central council, though only a handful know what happens next. Over the last millennium the Aaru special forces have become adept at hunting down individuals, and the families of individuals, that exhibit Psionic power. Often turning up shortly after a Psionic child is born to take it for re-education and then return it some weeks later. Despite their extreme discretion and attempts to frame the Unseelie for these disappearances their ‘immunisation’ policy has generated a certain amount of animosity towards the Aaru, indeed folklore often unfairly blames the Aaru for still births, crop damage, dead livestock and other mysterious disappearances. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Personality &amp;amp; Relations ==&lt;br /&gt;
&lt;br /&gt;
Aaru tend to be embittered but proud, self righteous and ruthlessly pragmatic. It would be fair to say they regard most other sentient races as equally inferior and have fairly high standards as to what they actually call sentient. Low-sentience races (such as the Umberkim) are basically considered in pragmatic terms as others races might consider animals.&lt;br /&gt;
&lt;br /&gt;
Aaru society can be thought of in terms of a pyramid where the Umberkim make up the bulk at the bottom, with graduating middle classes of Aaru deferring power to a series of lords who defer to the Majestic Twelve who interpret the will of their chief deity Ma’at. This highly hierarchical society in which the underclass is exploited is maintained through a consummately powerful information control regime. From birth all members of Aaru society are spoon fed information campaigns that reinforce individual roles, classes, policies and frames life in such a way that virtually everyone is not merely content with their station, but passionately devoted to it and Aaru advancement. Those outsiders who venture into Aaru cities and are vocal about their failure to appreciate this order of things have been known to disappear and then reappear with more moderate opinions.&lt;br /&gt;
&lt;br /&gt;
Since the Sundering the Aaru have carried a terrible curse in their blood and will never be able to bear children, relying instead on magics and technology to reproduce themselves. This combined with information campaigns has led to a powerful sense of solidarity with their vat grown siblings and they will support a fellow Aaru (though not an Umberkim) in virtually any situation. &lt;br /&gt;
The whole of Aaru society in one way or another is geared towards the reestablishment of their culture’s lost glory. In practical terms they are limited by their slow reproduction rate and have only constructed a few large cities. Many feel however that it is only a matter of time before the Aaru rediscover the method of constructing new Soulifactories and prepare themselves for the inevitable expansion this would allow.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Aaru gain their common name ‘Greys’ from the lack of pigment in their hair and dark eyes, otherwise Aaru resemble short humans with very pale skin. Longevity is a virtue in itself to the Aaru, augmented with powerful magics Aaru enjoy an extraordinarily long life span (anywhere up to 1200 years). They adhere to strict dress codes and a ritual marking on their forearm that defines their role in society and station for which they train from ‘birth’.&lt;br /&gt;
 &lt;br /&gt;
Their creations, the Umberkim, on the other hand are a hairless, far stronger, hardier race resembling an oafish human with thick leathery skin. Their dull wits and short lifespan make them ideal slaves to further Aaru hegemony. Occasional individuals have transcended their programming and escaped to the new world where they have made lives for themselves as free men. The Aaru however casually maintain that any of Umberkim blood are their property and must be returned to them or killed.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
Aaru are very supportive of their own and generally see Aaru advancement as the most noble of objectives. Their relations with other races are less transparent, Aaru during their expansion been guilty of inflicting some devastating local wars. They consider slave races like the Umberkim (and several others) as others might livestock. The more enlightened races, can with work, garner a degree more respect (especially the Laideann) though are viewed of course as inferior, or more pragmatically as pawns in a grander scheme. However if an Aaru gives his word, even to the livestock, he will strive to keep it as a mark of Aaru civility and order. Despite more moderate outward appearances the Aaru’s governing body (the Majestic Twelve) and high ranking military awkwardly classify as a Lawful Evil. Aaru Lords and middle class on the other hand tend towards their cultures projected image of neutrality and though some stray a little, it is almost unheard of to find a chaotic Aaru.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
To be revised&lt;br /&gt;
&lt;br /&gt;
== Cities ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aeon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The mountainous centre of Aaru civilisation and culture it was here that the survivors of the sundering made their stand and started to rebuild what was lost. The highly defensible city has grown over a millennium and aided Aaru control over both sides of the Hypothian range. The first &amp;amp; second Soulifactories ‘Erea’ &amp;amp; ‘Laert’ were built here and have together produced a good 80% of the Aaru population. Aeon serves as a nursery for young Aaru as they are trained for their initial roles in the world. It is houses the home legion of the Aaru army and the Majestic Twelve. It is rare for outsiders to be allowed into a city as important as Aeon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nubt&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It was a proud moment when Aaru society founded it&#039;s first coastal satellite colony around 500 years ago. It signified the beginning of an expansion that over stretched Aaru man power and created the conditions that necessitated the creation of a third Soulifactory ‘Reos’ and later the creation of the Umberkim. Nubt today is a thriving metropolis and centre of trade for Aaru civilisation. Though still rigid and hierarchical by world standards it contains the largest racial &amp;amp; cultural diversity of any Aaru settlement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zae&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The second stage of Aaru expansion was made almost necessary by the increasing population of Umberkim slaves that have poured ceaselessly from the spawning vats. Zae was founded to localise control of the rich southern agricultural and forest resources liberated from an uncooperative regime of humans known as Tallastians. There are 9 Umberkim for every Aaru settler that reluctantly takes their post here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ptah&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For similar reasons Ptah was founded on the western coast, though it’s pleasant climate and coastal location make it a far more popular posting and also a holiday destination. What Ptah lacks in terms of good farm land it makes up for in fishing and tourism for overworked Aaru.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Philoxenite&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A simultaneous expansion northwards was also considered necessary to renew dwindling mineral resources and create a defensible out-post between Aaru settlements and the sometimes temperamental dwarven residents of the Northern Reach, who are prone to misunderstandings of Aaru intent.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
&lt;br /&gt;
Though a great deal has been lost to the Aaru many powerful magics and useful technologies survived and more are being researched with each passing year. Aaru casters pride themselves on having the greatest library of magics in the world. Over the centuries many Aaru magics have however been carelessly traded with the Keltoi whose mastery of the mystical arts now rivals and in some areas exceeds their own.&lt;br /&gt;
&lt;br /&gt;
Undoubtedly the Aaru’s most powerful magics are preserved pre-Sundering ritual magics that tend to influence the construction of their cities and the crafting of various objects. Aaru cities for example are encircled with powerful protection and detection wards, their agriculture is made more abundant, water cleansed, and even localised weather controlled to a degree. In the category of item/object creation we see examples of solar focusers that sit ominously upon the walls of their cities, or indeed the elaborate systems of pipes and valves that allows for water to flow in every Aaru building.&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Aaru base languages are Aaru &amp;amp; Common. Aaru value their language as a sacred bridge to their glorious past to be used by none but they. In day to day life they speak common, though are often fluent in other languages preferring more eclectic languages over other humanoid languages. Umberkim can speak common and can sometimes understand Aaru, however are punished harshly if they speak the language of the masters.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
(Medium Humanoids)&lt;br /&gt;
&lt;br /&gt;
Ability scores for Aaru &amp;amp; Umberkim are based on which of the four Soulifactories they have been created at. Three separate and complimentary Aaru were selected as the paragons of their culture and were then inserted into the first Soulifactories as the templates for future Aaru creation.&lt;br /&gt;
&lt;br /&gt;
Although their genetic potential is predetermined an Aaru’s developmental experiences in early life can potentially emphasise one or two ability scores at the expense of others. Specifically an Aaru can alter 2 of their base ability scores by a maximum of +2 by taking a commensurate minus to other separate ability scores.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Erea’ STR:10 | DEX:15 | CON:12 | INT:15 | WIS:12 | CHA:14&lt;br /&gt;
 &lt;br /&gt;
Soulifactory ‘Laert’ STR:12 | DEX:12 | CON:14 | INT:10 | WIS:15 | CHA:15&lt;br /&gt;
 &lt;br /&gt;
Soulifactory ‘Reos’ STR:14 | DEX:12 | CON:14 | INT:12 | WIS:14 | CHA:14&lt;br /&gt;
&lt;br /&gt;
To reflect the narrow options open to Umberkim in society they may only add a single +2 and its commensurate -2 to the template below.&lt;br /&gt;
&lt;br /&gt;
Proto-Soulifactory ‘Umber’ STR:17 | DEX:14 | CON:14 | INT:8 | WIS:8 | CHA:12&lt;br /&gt;
&lt;br /&gt;
Umberkims do not receive Marks of Destiny (like their Aaru siblings) instead at first level an Umberkim may chose a single bonus feat from the following: Endurance, Run, Toughness, Improved Toughness, Great Fortitude or Skill Focus Profession/Craft (player’s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[These are designed to be balanced for 32 point character creation campaigns and should be adjusted for differing campaign power levels]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aaru receive a +2 Racial Bonus on Ritual Magic skill checks.&lt;br /&gt;
&lt;br /&gt;
Marks of Destiny (Su) Aaru are ritually tattooed at birth with one of six unique markings that grant a special power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau (Strength) +1 bonus on strength checks and strength based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein (Grace) +1 bonus on dexterity checks and dexterity based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur (Mind) +1 bonus on int checks and int based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon (World) +1 bonus on wisdom checks and wisdom based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Juugz (Soul) +1 bonus on charisma checks and charisma based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the age of 100 years an Aaru is recognised as coming of age and is rewarded in a special ritual with an additional mark of destiny. This additional tattoo increases the bonus from the marks to +2 and depending on which of the 9 combinations grants an additional benefit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Sein: When an Aaru deals damage from a sneak attack or crit they gain a +2 dodge bonus to AC until their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Neur: (Sw) Twice per day this tattoo allows an Aaru to expend a prepared spell and gain it’s level to hit and damage for 1 round.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Weon: (Im) An Aaru with this combination can elect to take a -1 to hit and damage at the start of a round to gain an insight bonus of +2 to will saves till the beginning of their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Juugz: (Sw) Once a day this combination allows it user to add their strength bonus to a charisma based check so long as they are unarmoured and are revealing their physique.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Neur: This combination allows an Aaru to use their dexterity score instead of their normal ability score for the purposes of determining bonus spells.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Weon: (Sw) By expending one or more turn/rebuke attempts this combination allows it’s wielder once a day to add a metamagic effect to a spell they are casting, with no effect on the spells casting time or effective level. The number of turn/rebuke attempts expended must equal the normal level adjustment of the metamagic feat. The Aaru must have the metamagic feat &amp;amp; cannot cast a metamagic/spell combination of a level that they wouldn&#039;t normally be able to cast.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Juugz: (Im) Twice a day as an immediate action this combination allows an Aaru to expend either a turn/rebuke attempt or an unprepared spell slot of at least 1st level to gain 1d6 damage on a sneak attack or an unarmed strike.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Weon: This combination allows an Aaru if they leave a spell slot unfilled for the day to add the level of that spell slot to the DC to resist spells of that level or lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Juugz: (St) Once a day as a standard action this combination allows its user to ‘reclaim’ a spell already cast in the last 3 rounds by expending a spell 1 level lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon-Juugz: (Im) This combination grants the Aaru the ability to sacrifice a turn/rebuke attempt and gain 1 effective caster level, or to sacrifice a prepared spell and gain it’s level to a turning check.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== A Day in the Life ==&lt;br /&gt;
&lt;br /&gt;
Coming soon.&lt;br /&gt;
&lt;br /&gt;
== Aaru Rituals ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEGENDARY RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These rituals are exorbitantly expensive, enormously taxing and mostly require the majestic twelve to perform them due to the incredible power they harness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of the Harvest:&#039;&#039;&#039; This ritual optimises the local weather patterns to the needs of crops/agriculture. It also once a year makes strange circles appear which over a few days slowly expand out until the entire crop is harvested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Industry:&#039;&#039;&#039; This ritual focuses the attention and activity of people in an area and makes them more productive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Solidarity:&#039;&#039;&#039; This ritual creates a large area mind effect that enhances feelings of solidarity and community. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of City Erection:&#039;&#039;&#039; This complex ritual has a multitude of effects that aid the rapid construction of a fledgling city. It assists in levelling the earth beneath the site and sinks trenches for the regulation buildings required in an Aaru city. It hastens and sustains workers, helps join building materials, dimly displays where all materials are to be placed and many more subtle effects that facilitate the construction of a city in mere months instead of years.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Rubbish Disposal:&#039;&#039;&#039; This inauspiciously named ritual is actually extremely potent in its effects. It creates a permanent portal into another realm through which things do not return. Aaru are fond of connecting their sewerage and rubbish disposal systems to such portals. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Soulifactory Construction:&#039;&#039;&#039; This ritual has been cast only five times since it’s creation a millennium ago and many feel it will not be cast again any time soon, requiring as it does the sacrifice of those who cast it and many others besides.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Kinetic Carrier Construction:&#039;&#039;&#039; This expensive ritual creates a Kinetic Carrier Vessel. It has been cast only five times in a millennium due to the rarity of its material components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MAJOR RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These rituals are mostly very expensive, require many well practiced casters and often the sacrifice of creatures and experience points. Some of these rituals are no longer castable due to the scarcity of their material components. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Roads:&#039;&#039;&#039; While sustained this ritual can create a gravel road across all but the most extreme surfaces. It finds the most optimal path, Felling trees and spreading gravel over a smoothes surface.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Warding:&#039;&#039;&#039; This powerful ancient ritual creates an invisible barrier past which low levelled characters and monsters will have trouble crossing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Protection:&#039;&#039;&#039; This ritual creates an invisible barrier that has several characteristics. It acts as a one way barrier that…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Defence:&#039;&#039;&#039; This ritual is sometimes cast in times of battle, granting those within it area of effect a magical +2 to their armour value &amp;amp; 5 elemental resistance for 1 day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Battle:&#039;&#039;&#039; This ritual is cast to enhance it’s recipients weapon attacks magically by +2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Dimensional Anchoring:&#039;&#039;&#039; This ritual functions as the spell but with longer duration and larger area of effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Major Scrying:&#039;&#039;&#039; This ritual functions as the spell but with a more difficult will save, larger viewing area, lessened requirements and a much longer duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Mending:&#039;&#039;&#039; This ritual creates an area in which a constant mend spell operates for a long duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Cleanliness:&#039;&#039;&#039; This ritual creates a small area that sterilises people, objects and anything else placed within it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Health:&#039;&#039;&#039; This ritual creates a small area that grants any who enter within it fast healing /1 while in that area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Solar Focuser Construction:&#039;&#039;&#039; This ritual creates a Solar Focuser; a huge ranged weapon that adorn the walls of Aaru settlements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Kinetic Mat Construction:&#039;&#039;&#039; This ritual creates a Kinetic Mat; a brightly glowing sheet of star metal that when guided by an experienced pilot can fly at a fair clip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Shadow Walking:&#039;&#039;&#039; This ritual creates a small area of shadow and emulates the effect of the shadow walk spell for all within the area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MINOR RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Rain/Shine:&#039;&#039;&#039; This ritual can either bring about rain or clear away clouds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Feasting:&#039;&#039;&#039; This ritual acts as the spell Heroes Feast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Alarm:&#039;&#039;&#039; This ritual is similar in effect to the spell Alarm. It’s area of effect is greater, duration longer and it additionally allows the caster to specify exceptions based on race/species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Empowerment:&#039;&#039;&#039; This ritual effects all who cast it granting them an effective caster level one level higher for the day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Artillery:&#039;&#039;&#039; This ritual eventually creates a large bonfire that launches a widened fireball at a distant target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Scrying:&#039;&#039;&#039; This ritual duplicates the effect of the Scry spell as long as the ritual is maintained.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Fixing:&#039;&#039;&#039; This ritual creates an area that constantly generates the effect of the spell Mend.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of ACF Armour Construction:&#039;&#039;&#039; Item creation ritual.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of ACF Goggle Construction:&#039;&#039;&#039; Item creation ritual.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of ACF Sabre Construction:&#039;&#039;&#039; Item creation ritual.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Telepathy:&#039;&#039;&#039; This ritual reads the inner most thoughts of its nearby target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Domination:&#039;&#039;&#039; This ritual duplicates the effect of the spell dominate person but with a longer duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Dreams:&#039;&#039;&#039; This ritual can send a specific dream to its distant recipient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Cattle Mutilation:&#039;&#039;&#039; This ritual is used to properly prepare meat for Aaru consumption.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Dan</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=62584</id>
		<title>Ourworld:Ailokim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=62584"/>
		<updated>2007-10-03T06:30:36Z</updated>

		<summary type="html">&lt;p&gt;Dan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The magically inclined little Aaru, with some justification, insist they are a species above and beyond most other races of the world. Guardians of an undeniably powerful legacy their tendency to ‘civilise’ their area of the world and rebuild their lost glory upon the graves of lesser species has them viewed with some suspicion by neighbouring cultures. Of course they see their actions as advancing a greater good, but to more fully fathom their nature one must appreciate the sad history of this once dominant race.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Once upon a time the Aaru lived happily with their coevolved psionic cousins the Aalu. The Aaru speak insistently of the lost times when together their ancient cities reached high into the skies, their culture spanned the planet and their remarkable technologies and magics were able to twist the very reality of the world and all upon it. One day a dark omen in the form of a small asteroid fell from the sky and was seized by the Aaru as an intriguing research opportunity. Too late the Aaru discovered that it carried a hideous plague that after an incubation period slowly turned sentient life into powerful and extremely resilient carnivores. The plague caused increasingly erratic and eventually psychotic behaviour as the victims eyes slowly turned red, sinuous muscles worked with emerging talons and sharp teeth to slaughter the living. Worse still was the effect when the plague spread to the Aalu as they manifested extremely powerful psionic abilities that eventually proved too much for the highly advanced combined forces of the Aaru and Aalu to defeat. Fighting a losing battle the Aaru retreated to heavily fortified cities and tried to outlast the inevitable. The Aalu however were not content with the inevitable, while sheltering in the Aaru capital they combined their extraordinary psionic powers in a terrible ritual that doomed their planet to a great ‘Sundering’ in order to purge all upon it.&lt;br /&gt;
&lt;br /&gt;
The ‘Sundering’ was a cataclysm of sorts that began about 1500 years ago an ended around 1000 years ago. It began with the appearance of a star in the night sky that continued to grow at an alarming rate, as it grew the temperature dropped rapidly freezing many life forms to death and destroying agriculture. The Aaru magics sustained their culture largely through this period. As this star of doom grew larger still the world began to get hotter again, and hotter still until the world was aflame. Again the powerful magics of the Aaru preserved them. The world erupted into rivers of lava and began to break up, mountains drifting slowly into the sky as the world broke itself apart. Many perished at this point, though many in main population centres persevered though extraordinary arcane feats never fully understood. Surviving on islands of molten rock the few remaining Aaru cities were then slammed at vast speeds into other vast rocks and finally into the fateful star that doomed them. That a few hundred powerful individuals survived was miraculous and a testament to extraordinary powers that have now been lost.&lt;br /&gt;
&lt;br /&gt;
The great sundering destroyed virtually all of Aaru civilisation, land, lore, technologies, magics, spirit, their ability to bear offspring and even drained the pigment from their hair. The handful of Aalu psionicists that also survived were initially hated for what they had done, though a grudging respect eventually formed between them, they were never to be welcome in Aaru cities again.&lt;br /&gt;
Of the mere hundreds of Aaru that survived the disaster most lapsed into despair, a few however used what gifts they had left to try and preserve their race and culture. Using some remnants of their arcane lore and technologies they created three ‘Soulifactories’; strange devices able to create life in the form of one of three young Aaru chosen for their unique qualities. As a result all Aaru under the age of 900 bear a striking resemblance to each of these chosen three. There are a slowly diminishing number of unique and venerable Aaru that remember the sundering, a selection of whom form the Majestic Twelve; the Aaru’s ruling body. These Twelve have overseen the slow salvaging of elements of their former culture and wealth for over a millennium.&lt;br /&gt;
Today the Aaru number around 20,000 and occupy four city sites on the Western continent of Elysium. The embittered Aaru have been peaceful from necessity; painfully aware of the slow rate at which they are able to reproduce they value their lives highly. So far the greatest Aaru scholars and scientists have failed to replicate the original ‘Soulifactories’ or discover additional ways of reproducing themselves. In their experiments however they have created/bred a slave race that they find useful for industry and warfare known as the ‘Umberkim’. &lt;br /&gt;
&lt;br /&gt;
The Umberkim are the result of the Aaru’s best efforts at creating a fourth more efficient Soulifactory around 500 years ago. Unfortunately all they could manage were a dull witted but powerful mutant race with a short life span. The rapidly produced Umberkim number around 80,000 spread across the five Elysian cities and serve as the mainstay of Elysian military, agriculture and industry. Maturing quickly, Umberkim slaves live on average for a mere 25 years in part due to the hazardous tasks given to them by the Aaru. Augmented with the powerful magics and technology of their masters, the combined Aaru/Umberkim military are one of the most formidable standing armies in the world, though have seen relatively little action. The ‘special forces’ division of the Aaru military on the other hand is famed for it’s daring and bewildering raids across the span of the planet. This brings us to another defining characteristic of the Aaru.&lt;br /&gt;
&lt;br /&gt;
== The Immunisation ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Aaru life is a precious commodity that will not normally put at risk, with one exception; Psionics. Since the early days of rebuilding, the majestic twelve have decreed ‘The Immunisation’ requiring that Psionicists and Psionic creatures and users either be sent to Aeon for re-education or eradicated from the face of the planet (the Aalu have been excepted). The Aaru fear that remnants of the disease that destroyed their former culture may have survived the Sundering and that the removal of psionic users from the world will nullify key capabilities of those diseased to destroy them.&lt;br /&gt;
&lt;br /&gt;
All Aaru citizens are aware that psionic power use must be reported to central council, though only a handful know what happens next. Over the last millennium the Aaru special forces have become adept at hunting down individuals, and the families of individuals, that exhibit Psionic power. Often turning up shortly after a Psionic child is born to take it for re-education and then return it some weeks later. Despite their extreme discretion and attempts to frame the Unseelie for these disappearances their ‘immunisation’ policy has generated a certain amount of animosity towards the Aaru, indeed folklore often unfairly blames the Aaru for still births, crop damage, dead livestock and other mysterious disappearances. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Personality &amp;amp; Relations ==&lt;br /&gt;
&lt;br /&gt;
Aaru tend to be embittered but proud, self righteous and ruthlessly pragmatic. It would be fair to say they regard most other sentient races as equally inferior and have fairly high standards as to what they actually call sentient. Low-sentience races (such as the Umberkim) are basically considered in pragmatic terms as others races might consider animals.&lt;br /&gt;
&lt;br /&gt;
Aaru society can be thought of in terms of a pyramid where the Umberkim make up the bulk at the bottom, with graduating middle classes of Aaru deferring power to a series of lords who defer to the Majestic Twelve who interpret the will of their chief deity Ma’at. This highly hierarchical society in which the underclass is exploited is maintained through a consummately powerful information control regime. From birth all members of Aaru society are spoon fed information campaigns that reinforce individual roles, classes, policies and frames life in such a way that virtually everyone is not merely content with their station, but passionately devoted to it and Aaru advancement. Those outsiders who venture into Aaru cities and are vocal about their failure to appreciate this order of things have been known to disappear and then reappear with more moderate opinions.&lt;br /&gt;
&lt;br /&gt;
Since the Sundering the Aaru have carried a terrible curse in their blood and will never be able to bear children, relying instead on magics and technology to reproduce themselves. This combined with information campaigns has led to a powerful sense of solidarity with their vat grown siblings and they will support a fellow Aaru (though not an Umberkim) in virtually any situation. &lt;br /&gt;
The whole of Aaru society in one way or another is geared towards the reestablishment of their culture’s lost glory. In practical terms they are limited by their slow reproduction rate and have only constructed a few large cities. Many feel however that it is only a matter of time before the Aaru rediscover the method of constructing new Soulifactories and prepare themselves for the inevitable expansion this would allow.&lt;br /&gt;
[[Image:Ailokim.jpg|thumb|An average Ailokim]]&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Aaru gain their common name ‘Greys’ from the lack of pigment in their hair and dark eyes, otherwise Aaru resemble short humans with very pale skin. Longevity is a virtue in itself to the Aaru, augmented with powerful magics Aaru enjoy an extraordinarily long life span (anywhere up to 1200 years). They adhere to strict dress codes and a ritual marking on their forearm that defines their role in society and station for which they train from ‘birth’.&lt;br /&gt;
 &lt;br /&gt;
Their creations, the Umberkim, on the other hand are a hairless, far stronger, hardier race resembling an oafish human with thick leathery skin. Their dull wits and short lifespan make them ideal slaves to further Aaru hegemony. Occasional individuals have transcended their programming and escaped to the new world where they have made lives for themselves as free men. The Aaru however casually maintain that any of Umberkim blood are their property and must be returned to them or killed.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
Aaru are very supportive of their own and generally see Aaru advancement as the most noble of objectives. Their relations with other races are less transparent, Aaru during their expansion been guilty of inflicting some devastating local wars. They consider slave races like the Umberkim (and several others) as others might livestock. The more enlightened races, can with work, garner a degree more respect (especially the Laideann) though are viewed of course as inferior, or more pragmatically as pawns in a grander scheme. However if an Aaru gives his word, even to the livestock, he will strive to keep it as a mark of Aaru civility and order. Despite more moderate outward appearances the Aaru’s governing body (the Majestic Twelve) and high ranking military awkwardly classify as a Lawful Evil. Aaru Lords and middle class on the other hand tend towards their cultures projected image of neutrality and though some stray a little, it is almost unheard of to find a chaotic Aaru.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
To be revised&lt;br /&gt;
&lt;br /&gt;
== Cities ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aeon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The mountainous centre of Aaru civilisation and culture it was here that the survivors of the sundering made their stand and started to rebuild what was lost. The highly defensible city has grown over a millennium and aided Aaru control over both sides of the Hypothian range. The first &amp;amp; second Soulifactories ‘Erea’ &amp;amp; ‘Laert’ were built here and have together produced a good 80% of the Aaru population. Aeon serves as a nursery for young Aaru as they are trained for their initial roles in the world. It is houses the home legion of the Aaru army and the Majestic Twelve. It is rare for outsiders to be allowed into a city as important as Aeon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nubt&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It was a proud moment when Aaru society founded it&#039;s first coastal satellite colony around 500 years ago. It signified the beginning of an expansion that over stretched Aaru man power and created the conditions that necessitated the creation of a third Soulifactory ‘Reos’ and later the creation of the Umberkim. Nubt today is a thriving metropolis and centre of trade for Aaru civilisation. Though still rigid and hierarchical by world standards it contains the largest racial &amp;amp; cultural diversity of any Aaru settlement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zae&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The second stage of Aaru expansion was made almost necessary by the increasing population of Umberkim slaves that have poured ceaselessly from the spawning vats. Zae was founded to localise control of the rich southern agricultural and forest resources liberated from an uncooperative regime of humans known as Tallastians. There are 9 Umberkim for every Aaru settler that reluctantly takes their post here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ptah&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For similar reasons Ptah was founded on the western coast, though it’s pleasant climate and coastal location make it a far more popular posting and also a holiday destination. What Ptah lacks in terms of good farm land it makes up for in fishing and tourism for overworked Aaru.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Philoxenite&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A simultaneous expansion northwards was also considered necessary to renew dwindling mineral resources and create a defensible out-post between Aaru settlements and the sometimes temperamental dwarven residents of the Northern Reach, who are prone to misunderstandings of Aaru intent.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
&lt;br /&gt;
Though a great deal has been lost to the Aaru many powerful magics and useful technologies survived and more are being researched with each passing year. Aaru casters pride themselves on having the greatest library of magics in the world. Over the centuries many Aaru magics have however been carelessly traded with the Keltoi whose mastery of the mystical arts now rivals and in some areas exceeds their own.&lt;br /&gt;
&lt;br /&gt;
Undoubtedly the Aaru’s most powerful magics are preserved pre-Sundering ritual magics that tend to influence the construction of their cities and the crafting of various objects. Aaru cities for example are encircled with powerful protection and detection wards, their agriculture is made more abundant, water cleansed, and even localised weather controlled to a degree. In the category of item/object creation we see examples of solar focusers that sit ominously upon the walls of their cities, or indeed the elaborate systems of pipes and valves that allows for water to flow in every Aaru building.&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Aaru base languages are Aaru &amp;amp; Common. Aaru value their language as a sacred bridge to their glorious past to be used by none but they. In day to day life they speak common, though are often fluent in other languages preferring more eclectic languages over other humanoid languages. Umberkim can speak common and can sometimes understand Aaru, however are punished harshly if they speak the language of the masters.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
(Medium Humanoids)&lt;br /&gt;
&lt;br /&gt;
Ability scores for Aaru &amp;amp; Umberkim are based on which of the four Soulifactories they have been created at. Three separate and complimentary Aaru were selected as the paragons of their culture and were then inserted into the first Soulifactories as the templates for future Aaru creation.&lt;br /&gt;
&lt;br /&gt;
Although their genetic potential is predetermined an Aaru’s developmental experiences in early life can potentially emphasise one or two ability scores at the expense of others. Specifically an Aaru can alter 2 of their base ability scores by a maximum of +2 by taking a commensurate minus to other separate ability scores.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Erea’ STR:10 | DEX:15 | CON:12 | INT:15 | WIS:12 | CHA:14&lt;br /&gt;
 &lt;br /&gt;
Soulifactory ‘Laert’ STR:12 | DEX:12 | CON:14 | INT:10 | WIS:15 | CHA:15&lt;br /&gt;
 &lt;br /&gt;
Soulifactory ‘Reos’ STR:14 | DEX:12 | CON:14 | INT:12 | WIS:14 | CHA:14&lt;br /&gt;
&lt;br /&gt;
To reflect the narrow options open to Umberkim in society they may only add a single +2 and its commensurate -2 to the template below.&lt;br /&gt;
&lt;br /&gt;
Proto-Soulifactory ‘Umber’ STR:17 | DEX:14 | CON:14 | INT:8 | WIS:8 | CHA:12&lt;br /&gt;
&lt;br /&gt;
Umberkims do not receive Marks of Destiny (like their Aaru siblings) instead at first level an Umberkim may chose a single bonus feat from the following: Endurance, Run, Toughness, Improved Toughness, Great Fortitude or Skill Focus Profession/Craft (player’s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[These are designed to be balanced for 32 point character creation campaigns and should be adjusted for differing campaign power levels]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aaru receive a +2 Racial Bonus on Ritual Magic skill checks.&lt;br /&gt;
&lt;br /&gt;
Marks of Destiny (Su) Aaru are ritually tattooed at birth with one of six unique markings that grant a special power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau (Strength) +1 bonus on strength checks and strength based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein (Grace) +1 bonus on dexterity checks and dexterity based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur (Mind) +1 bonus on int checks and int based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon (World) +1 bonus on wisdom checks and wisdom based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Juugz (Soul) +1 bonus on charisma checks and charisma based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the age of 100 years an Aaru is recognised as coming of age and is rewarded in a special ritual with an additional mark of destiny. This additional tattoo increases the bonus from the marks to +2 and depending on which of the 9 combinations grants an additional benefit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Sein: When an Aaru deals damage from a sneak attack or crit they gain a +2 dodge bonus to AC until their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Neur: (Sw) Twice per day this tattoo allows an Aaru to expend a prepared spell and gain it’s level to hit and damage for 1 round.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Weon: (Im) An Aaru with this combination can elect to take a -1 to hit and damage at the start of a round to gain an insight bonus of +2 to will saves till the beginning of their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Juugz: (Sw) Once a day this combination allows it user to add their strength bonus to a charisma based check so long as they are unarmoured and are revealing their physique.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Neur: This combination allows an Aaru to use their dexterity score instead of their normal ability score for the purposes of determining bonus spells.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Weon: (Sw) By expending one or more turn/rebuke attempts this combination allows it’s wielder once a day to add a metamagic effect to a spell they are casting, with no effect on the spells casting time or effective level. The number of turn/rebuke attempts expended must equal the normal level adjustment of the metamagic feat. The Aaru must have the metamagic feat &amp;amp; cannot cast a metamagic/spell combination of a level that they wouldn&#039;t normally be able to cast.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Juugz: (Im) Twice a day as an immediate action this combination allows an Aaru to expend either a turn/rebuke attempt or an unprepared spell slot of at least 1st level to gain 1d6 damage on a sneak attack or an unarmed strike.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Weon: This combination allows an Aaru if they leave a spell slot unfilled for the day to add the level of that spell slot to the DC to resist spells of that level or lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Juugz: (St) Once a day as a standard action this combination allows its user to ‘reclaim’ a spell already cast in the last 3 rounds by expending a spell 1 level lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon-Juugz: (Im) This combination grants the Aaru the ability to sacrifice a turn/rebuke attempt and gain 1 effective caster level, or to sacrifice a prepared spell and gain it’s level to a turning check.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== A Day in the Life ==&lt;br /&gt;
&lt;br /&gt;
Coming soon.&lt;br /&gt;
&lt;br /&gt;
== Aaru Rituals ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEGENDARY RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These rituals are exorbitantly expensive, enormously taxing and mostly require the majestic twelve to perform them due to the incredible power they harness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of the Harvest:&#039;&#039;&#039; This ritual optimises the local weather patterns to the needs of crops/agriculture. It also once a year makes strange circles appear which over a few days slowly expand out until the entire crop is harvested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Industry:&#039;&#039;&#039; This ritual focuses the attention and activity of people in an area and makes them more productive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Solidarity:&#039;&#039;&#039; This ritual creates a large area mind effect that enhances feelings of solidarity and community. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of City Erection:&#039;&#039;&#039; This complex ritual has a multitude of effects that aid the rapid construction of a fledgling city. It assists in levelling the earth beneath the site and sinks trenches for the regulation buildings required in an Aaru city. It hastens and sustains workers, helps join building materials, dimly displays where all materials are to be placed and many more subtle effects that facilitate the construction of a city in mere months instead of years.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Rubbish Disposal:&#039;&#039;&#039; This inauspiciously named ritual is actually extremely potent in its effects. It creates a permanent portal into another realm through which things do not return. Aaru are fond of connecting their sewerage and rubbish disposal systems to such portals. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Soulifactory Construction:&#039;&#039;&#039; This ritual has been cast only five times since it’s creation a millennium ago and many feel it will not be cast again any time soon, requiring as it does the sacrifice of those who cast it and many others besides.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Kinetic Carrier Construction:&#039;&#039;&#039; This expensive ritual creates a Kinetic Carrier Vessel. It has been cast only five times in a millennium due to the rarity of its material components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MAJOR RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These rituals are mostly very expensive, require many well practiced casters and often the sacrifice of creatures and experience points. Some of these rituals are no longer castable due to the scarcity of their material components. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Roads:&#039;&#039;&#039; While sustained this ritual can create a gravel road across all but the most extreme surfaces. It finds the most optimal path, Felling trees and spreading gravel over a smoothes surface.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Warding:&#039;&#039;&#039; This powerful ancient ritual creates an invisible barrier past which low levelled characters and monsters will have trouble crossing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Protection:&#039;&#039;&#039; This ritual creates an invisible barrier that has several characteristics. It acts as a one way barrier that…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Defence:&#039;&#039;&#039; This ritual is sometimes cast in times of battle, granting those within it area of effect a magical +2 to their armour value &amp;amp; 5 elemental resistance for 1 day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Battle:&#039;&#039;&#039; This ritual is cast to enhance it’s recipients weapon attacks magically by +2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Dimensional Anchoring:&#039;&#039;&#039; This ritual functions as the spell but with longer duration and larger area of effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Major Scrying:&#039;&#039;&#039; This ritual functions as the spell but with a more difficult will save, larger viewing area, lessened requirements and a much longer duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Mending:&#039;&#039;&#039; This ritual creates an area in which a constant mend spell operates for a long duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Cleanliness:&#039;&#039;&#039; This ritual creates a small area that sterilises people, objects and anything else placed within it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Health:&#039;&#039;&#039; This ritual creates a small area that grants any who enter within it fast healing /1 while in that area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Solar Focuser Construction:&#039;&#039;&#039; This ritual creates a Solar Focuser; a huge ranged weapon that adorn the walls of Aaru settlements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Kinetic Mat Construction:&#039;&#039;&#039; This ritual creates a Kinetic Mat; a brightly glowing sheet of star metal that when guided by an experienced pilot can fly at a fair clip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Shadow Walking:&#039;&#039;&#039; This ritual creates a small area of shadow and emulates the effect of the shadow walk spell for all within the area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MINOR RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Rain/Shine:&#039;&#039;&#039; This ritual can either bring about rain or clear away clouds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Feasting:&#039;&#039;&#039; This ritual acts as the spell Heroes Feast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Alarm:&#039;&#039;&#039; This ritual is similar in effect to the spell Alarm. It’s area of effect is greater, duration longer and it additionally allows the caster to specify exceptions based on race/species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Empowerment:&#039;&#039;&#039; This ritual effects all who cast it granting them an effective caster level one level higher for the day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Artillery:&#039;&#039;&#039; This ritual eventually creates a large bonfire that launches a widened fireball at a distant target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Scrying:&#039;&#039;&#039; This ritual duplicates the effect of the Scry spell as long as the ritual is maintained.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Fixing:&#039;&#039;&#039; This ritual creates an area that constantly generates the effect of the spell Mend.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of ACF Armour Construction:&#039;&#039;&#039; Item creation ritual.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of ACF Goggle Construction:&#039;&#039;&#039; Item creation ritual.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of ACF Sabre Construction:&#039;&#039;&#039; Item creation ritual.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Telepathy:&#039;&#039;&#039; This ritual reads the inner most thoughts of its nearby target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Domination:&#039;&#039;&#039; This ritual duplicates the effect of the spell dominate person but with a longer duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Dreams:&#039;&#039;&#039; This ritual can send a specific dream to its distant recipient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Cattle Mutilation:&#039;&#039;&#039; This ritual is used to properly prepare meat for Aaru consumption.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Dan</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=62583</id>
		<title>Ourworld:Ailokim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=62583"/>
		<updated>2007-10-03T06:16:26Z</updated>

		<summary type="html">&lt;p&gt;Dan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The magically inclined little Aaru, with some justification, insist they are a species above and beyond most other races of the world. Guardians of an undeniably powerful legacy their tendency to ‘civilise’ their area of the world and rebuild their lost glory upon the graves of lesser species has them viewed with some suspicion by neighbouring cultures. Of course they see their actions as advancing a greater good, but to more fully fathom their nature one must appreciate the sad history of this once dominant race.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Once upon a time the Aaru lived happily with their coevolved psionic cousins the Aalu. The Aaru speak insistently of the lost times when together their ancient cities reached high into the skies, their culture spanned the planet and their remarkable technologies and magics were able to twist the very reality of the world and all upon it. One day a dark omen in the form of a small asteroid fell from the sky and was seized by the Aaru as an intriguing research opportunity. Too late the Aaru discovered that it carried a hideous plague that after an incubation period slowly turned sentient life into powerful and extremely resilient carnivores. The plague caused increasingly erratic and eventually psychotic behaviour as the victims eyes slowly turned red, sinuous muscles worked with emerging talons and sharp teeth to slaughter the living. Worse still was the effect when the plague spread to the Aalu as they manifested extremely powerful psionic abilities that eventually proved too much for the highly advanced combined forces of the Aaru and Aalu to defeat. Fighting a losing battle the Aaru retreated to heavily fortified cities and tried to outlast the inevitable. The Aalu however were not content with the inevitable, while sheltering in the Aaru capital they combined their extraordinary psionic powers in a terrible ritual that doomed their planet to a great ‘Sundering’ in order to purge all upon it.&lt;br /&gt;
&lt;br /&gt;
The ‘Sundering’ was a cataclysm of sorts that began about 1500 years ago an ended around 1000 years ago. It began with the appearance of a star in the night sky that continued to grow at an alarming rate, as it grew the temperature dropped rapidly freezing many life forms to death and destroying agriculture. The Aaru magics sustained their culture largely through this period. As this star of doom grew larger still the world began to get hotter again, and hotter still until the world was aflame. Again the powerful magics of the Aaru preserved them. The world erupted into rivers of lava and began to break up, mountains drifting slowly into the sky as the world broke itself apart. Many perished at this point, though many in main population centres persevered though extraordinary arcane feats never fully understood. Surviving on islands of molten rock the few remaining Aaru cities were then slammed at vast speeds into other vast rocks and finally into the fateful star that doomed them. That a few hundred powerful individuals survived was miraculous and a testament to extraordinary powers that have now been lost.&lt;br /&gt;
&lt;br /&gt;
The great sundering destroyed virtually all of Aaru civilisation, land, lore, technologies, magics, spirit, their ability to bear offspring and even drained the pigment from their hair. The handful of Aalu psionicists that also survived were initially hated for what they had done, though a grudging respect eventually formed between them, they were never to be welcome in Aaru cities again.&lt;br /&gt;
Of the mere hundreds of Aaru that survived the disaster most lapsed into despair, a few however used what gifts they had left to try and preserve their race and culture. Using some remnants of their arcane lore and technologies they created three ‘Soulifactories’; strange devices able to create life in the form of one of three young Aaru chosen for their unique qualities. As a result all Aaru under the age of 900 bear a striking resemblance to each of these chosen three. There are a slowly diminishing number of unique and venerable Aaru that remember the sundering, a selection of whom form the Majestic Twelve; the Aaru’s ruling body. These Twelve have overseen the slow salvaging of elements of their former culture and wealth for over a millennium.&lt;br /&gt;
Today the Aaru number around 20,000 and occupy four city sites on the Western continent of Elysium. The embittered Aaru have been peaceful from necessity; painfully aware of the slow rate at which they are able to reproduce they value their lives highly. So far the greatest Aaru scholars and scientists have failed to replicate the original ‘Soulifactories’ or discover additional ways of reproducing themselves. In their experiments however they have created/bred a slave race that they find useful for industry and warfare known as the ‘Umberkim’. &lt;br /&gt;
&lt;br /&gt;
The Umberkim are the result of the Aaru’s best efforts at creating a fourth more efficient Soulifactory around 500 years ago. Unfortunately all they could manage were a dull witted but powerful mutant race with a short life span. The rapidly produced Umberkim number around 80,000 spread across the five Elysian cities and serve as the mainstay of Elysian military, agriculture and industry. Maturing quickly, Umberkim slaves live on average for a mere 25 years in part due to the hazardous tasks given to them by the Aaru. Augmented with the powerful magics and technology of their masters, the combined Aaru/Umberkim military are one of the most formidable standing armies in the world, though have seen relatively little action. The ‘special forces’ division of the Aaru military on the other hand is famed for it’s daring and bewildering raids across the span of the planet. This brings us to another defining characteristic of the Aaru.&lt;br /&gt;
&lt;br /&gt;
== The Immunisation ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Aaru life is a precious commodity that will not normally put at risk, with one exception; Psionics. Since the early days of rebuilding, the majestic twelve have decreed ‘The Immunisation’ requiring that Psionicists and Psionic creatures and users either be sent to Aeon for re-education or eradicated from the face of the planet (the Aalu have been excepted). The Aaru fear that remnants of the disease that destroyed their former culture may have survived the Sundering and that the removal of psionic users from the world will nullify key capabilities of those diseased to destroy them.&lt;br /&gt;
&lt;br /&gt;
All Aaru citizens are aware that psionic power use must be reported to central council, though only a handful know what happens next. Over the last millennium the Aaru special forces have become adept at hunting down individuals, and the families of individuals, that exhibit Psionic power. Often turning up shortly after a Psionic child is born to take it for re-education and then return it some weeks later. Despite their extreme discretion and attempts to frame the Unseelie for these disappearances their ‘immunisation’ policy has generated a certain amount of animosity towards the Aaru, indeed folklore often unfairly blames the Aaru for still births, crop damage, dead livestock and other mysterious disappearances. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Personality &amp;amp; Relations ==&lt;br /&gt;
&lt;br /&gt;
Aaru tend to be embittered but proud, self righteous and ruthlessly pragmatic. It would be fair to say they regard most other sentient races as equally inferior and have fairly high standards as to what they actually call sentient. Low-sentience races (such as the Umberkim) are basically considered in pragmatic terms as others races might consider animals.&lt;br /&gt;
&lt;br /&gt;
Aaru society can be thought of in terms of a pyramid where the Umberkim make up the bulk at the bottom, with graduating middle classes of Aaru deferring power to a series of lords who defer to the Majestic Twelve who interpret the will of their chief deity Ma’at. This highly hierarchical society in which the underclass is exploited is maintained through a consummately powerful information control regime. From birth all members of Aaru society are spoon fed information campaigns that reinforce individual roles, classes, policies and frames life in such a way that virtually everyone is not merely content with their station, but passionately devoted to it and Aaru advancement. Those outsiders who venture into Aaru cities and are vocal about their failure to appreciate this order of things have been known to disappear and then reappear with more moderate opinions.&lt;br /&gt;
&lt;br /&gt;
Since the Sundering the Aaru have carried a terrible curse in their blood and will never be able to bear children, relying instead on magics and technology to reproduce themselves. This combined with information campaigns has led to a powerful sense of solidarity with their vat grown siblings and they will support a fellow Aaru (though not an Umberkim) in virtually any situation. &lt;br /&gt;
The whole of Aaru society in one way or another is geared towards the reestablishment of their culture’s lost glory. In practical terms they are limited by their slow reproduction rate and have only constructed a few large cities. Many feel however that it is only a matter of time before the Aaru rediscover the method of constructing new Soulifactories and prepare themselves for the inevitable expansion this would allow.&lt;br /&gt;
[[Image:Ailokim.jpg|thumb|An average Ailokim]]&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Originally from a high gravity world Ailokim are constructed from fundamentally different stuff to the &#039;normal&#039; races of this world. Their short bodies, elongated limbs and largish heads have an almost insect like quality about them. Ailokim are sometimes likened to stocky human children that have grown off on some sort of unsettling tangent. Ailokim gain their common name from the lack of pigment in their hair and their extraordinarily long life span (anywhere up to 1200 years). They adhere to strict dress codes and a ritual marking on their forearm that defines their role in society and station for which they train from ‘birth’.&lt;br /&gt;
 &lt;br /&gt;
Their creations, the Umberkim, on the other hand are a hairless, far stronger, hardier race resembling an oafish human with thick leathery skin. Their dull wits and short lifespan make them ideal slaves to further Ailokim hegemony. Occasional individuals have transcended their programming and escaped to the new world where they have made lives for themselves as free men. The Ailokim however maintain that any of Umberkim blood are their property and must be returned to them or killed.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
Ailokim are very supportive of their own and generally see Ailokim advancement as the most noble of objectives. Their relations with other races are less transparent, Ailokim practice slavery and have during their expansion been guilty of instigating some grievous local wars. They consider races like the Umberkim (and several others) as others might livestock. The more enlightened races, can with work, garner a degree more respect (especially the Laideann) though are viewed of course as inferior, or more pragmatically as pawns in a grander scheme. However if an Ailokim gives his word, even to the livestock, he will strive to keep it as a mark of Ailokim civility and order. Despite outward appearances the Ailokim’s governing body (the Majestic Twelve) and high ranking military awkwardly classify as a Lawful Evil. Ailokim commoners on the other hand tend towards their cultures projected image of neutrality and though some stray a little it is almost unheard of to find a chaotic Ailokim.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
In short Ailokim worship the past. In more pragmatic terms they worship their ancestors who are the most direct conduit to great spiritual powers that are the gods. Ailokim see Gods not as specific entities but rather as forces of the universe. These forces find embodiment as specific demigod ancestors that represent each force. &lt;br /&gt;
&lt;br /&gt;
Though others call them by differing names the Ailokim Gods represent these concepts, followed by the Ancestor worshipped as their avatar: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BAIG&#039;&#039;&#039; (War/Death) The most recent and revered avatar of Baig was a fiery young Ailokim called Kraed Reos Hammerstein I. Kraed rose quickly through the ranks of the Ailokim combined forces eventually leading the final assault on the last Tallastian city where he died valiantly as he steered his kinetic carrier into the enemies vanguard, sealing the battles outcome.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rerth&#039;&#039;&#039; (Valour/Protection) The first and current leader of the Ailokim Combined Forces - Goethral Immaltrium is revered for his careful decisions and tactics about when to war and when to consolidate; these have been central to Ailokim domination of their region. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Semile&#039;&#039;&#039; (Healing/Life) Revered since the first days of the Ailokim’s arrival here Learth Sommstein resurrected countless survivors after planet fall later sacrificing himself in the creation of the first Soulifactory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neurod&#039;&#039;&#039; (Knowledge/Magic) A still living avatar Teark Cromming II created the Soulifactory ‘Umber’ is a prolific researcher and currently leads the Majestic Twelve governing the affairs of Ailokim society.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knive&#039;&#039;&#039; (Trickery/Luck/Chaos) Knive&#039;s avatar &#039;Juntar Hemmon&#039; in the early days set up the Ailokim Secret Psion Squads (or ASPS) and his ‘colourful’ exploits are the stuff of Ailokim bedtime stories and his eventual demise a frightening warning about the horrific nature of Psions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Freon&#039;&#039;&#039; (Nature/Animals) Arimus Linton preserved and adapted many of the Ailokim agricultural rituals and practices to their new world flora and fauna, laying a strong foundation for Ailokim growth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rinwal&#039;&#039;&#039; (Travel) Torton Senwick was responsible for the first survey and map of the new world, also detailing the capacities of it’s various inhabitants. His journals, though sadly outdated, are a fascinating read that serve still as a guide for wayward Ailokim.&lt;br /&gt;
Blin (Law/Money) First leader of the Majestic Twelve, it was Blin’s administration that laid the foundation for the Ailokim to attain their position of mercantile power within the world economy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire:&#039;&#039;&#039; The last recognised avatar of fire was a troublesome pyromaniac Ailokim called Trousel Erea Tichon II. He was responsible for a devastating elemental fuelled fire that consumed the poor quarter of Megara and he was executed some time ago for his crimes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earth:&#039;&#039;&#039; A devastating earthquake was traced to a disillusioned mage experimenting in his subterranean chambers beneath Aeon. The name Jeorth is retold to warn others from such dabbling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air:&#039;&#039;&#039; Tornado activity was able to penetrate the wards of Megara due to the assistance of a small cult led by one Neamen Reos Architoo II. Despite the constant pursuit of the ACF he is still at large.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Water:&#039;&#039;&#039; A bizarre Ailokim wizard named Rontar Leart Cosmin III has been sending confusing omens of doom from within the great ocean for many decades now. The ACF has been reluctant to spend resources pursuing him as he seems to pose no actual threat.&lt;br /&gt;
&lt;br /&gt;
All have sanctioned churches devoted to them with the exception of the 4 elements. Warped cults have developed in the dark corners of the Ailokim culture that pay homage to these deities.&lt;br /&gt;
&lt;br /&gt;
== Cities ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aeon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The mountainous centre of Ailokim civilisation and culture it was here that the survivors of the sundering made their stand and started to rebuild what was lost. The highly defensible city has grown over a millennium and aided Ailokim control over both sides of the Hypothian range. The first Soulifactory ‘Erea’ was built here and has produced around 10,000 souls. Aeon serves as a nursery for young Ailokim as they are trained for their initial roles in the world. It is houses the home legion of the Ailokim army and the council of elders. It is rare for outsiders to be allowed into a city as important as Aeon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nubt&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It was a proud moment when Ailokim society founded it&#039;s first coastal satelite colony around 500 years ago. It signified the begining of an expansion that over stretched Ailokim man power and created the conditions that necessitated the creation of the Umberkim. Nubt today is a thriving metropolis and centre of trade for Ailokim civilisation. Though still rigid and heirachical by world standards it contains the largest racial &amp;amp; cultural diversity of any Ailokim settlement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zae&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The second stage of Ailokim expansion was made almost necessary by the increasing population of Umberkim slaves that have poured ceaselessly from the spawning vats. Zae was founded to localise control of the rich southern agricultural and forest resources liberated from an uncooperative regime of humans known as Tallastians. There are nine Umberkim for every Ailokim settler that reluctantly takes their post here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ptah&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For similar reasons Ptah was founded on the western coast, though it’s pleasant climate and coastal location make it a far more popular posting and also a holiday destination. What Ptah lacks in terms of good farm land it makes up for in fishing and tourism for overworked Ailokim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Philoxenite&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A simultaeous expansion northwards was also considered necessary to renew dwildling mineral resources and create a defensible out-post between Ailokim settlements and the sometimes tempermental dwarven residents of the Northern Ranges, who are prone to misunderstandings of Ailokim intent.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
&lt;br /&gt;
Though a great deal has been lost to the Ailokim many powerful magics and useful technologies survived and more are being researched with each passing year. Ailokim casters pride themselves on having the greatest library of magics in the world. Over the centuries many Ailokim magics have however been carelessly traded with the Keltoi whose mastery of the mystical arts now rivals and in some areas exceeds their own.&lt;br /&gt;
&lt;br /&gt;
Undoubtedly the Ailokim’s most powerful magics are preserved pre-Sundering ritual magics that tend to influence the construction of their cities and the crafting of various objects. Ailokim cities for example are encircled with powerful protection and detection wards, their agriculture is made more abundant, water cleansed, and even localised weather controlled to a degree. In the category of item/object creation we see examples of solar focusers that sit ominously upon the walls of their cities. Another, and recognised signature of Ailokim culture and warfare, is the kinetic mat; a magically enchanted sheet of rare star metal that glows brightly and can fly at a fair clip. &lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Ailokim base languages are Ailokim &amp;amp; Umberkim. Ailokim value their language as a sacred bridge to their glorious past to be used by none but they. In day to day life they speak a common dialect that has become known as Umberkim, though they are often fluent in other languages typically preferring more eclectic languages over other humanoid languages. Umberkim can speak common and can sometimes understand Ailokim, however are punished harshly if they speak the language of the masters.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
(Medium Humanoids)&lt;br /&gt;
&lt;br /&gt;
Ability scores for Ailokim &amp;amp; Umberkim are based on which of the four Soulifactories they have been created at. Three separate and complimentary Ailokim were selected as the paragons of their culture and were then inserted into the first Soulifactories as the templates for future Ailokim creation.&lt;br /&gt;
&lt;br /&gt;
Although their genetic potential is predetermined an Ailokim’s developmental experiences in early life can potentially emphasise one or two ability scores at the expense of others. Specifically an Ailokim can alter 2 of their base ability scores by a maximum of +2 by taking a commensurate minus to other separate ability scores.&lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Erea’ STR:10 | DEX:15 | CON:12 | INT:15 | WIS:12 | CHA:14&lt;br /&gt;
 &lt;br /&gt;
Soulifactory ‘Laert’ STR:12 | DEX:12 | CON:14 | INT:10 | WIS:15 | CHA:15&lt;br /&gt;
 &lt;br /&gt;
Soulifactory ‘Reos’ STR:14 | DEX:12 | CON:14 | INT:12 | WIS:14 | CHA:14&lt;br /&gt;
&lt;br /&gt;
To reflect the narrow options open to Umberkim in society they may only add a single +2 and its commensurate -2 to the template below.&lt;br /&gt;
&lt;br /&gt;
Proto-Soulifactory ‘Umber’ STR:17 | DEX:14 | CON:14 | INT:8 | WIS:8 | CHA:12&lt;br /&gt;
&lt;br /&gt;
Umberkims do not receive Marks of Destiny (like their Ailokim siblings) instead at first level an Umberkim may chose a single bonus feat from the following: Endurance, Run, Toughness, Improved Toughness, Great Fortitude or Skill Focus Profession/Craft (player’s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[These are designed to be balanced for 32 point character creation campaigns and should be adjusted for differing campaign power levels]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Racial hatred toward Psions &amp;amp; Psionic Creatures (+1 Hit &amp;amp; Dam).&lt;br /&gt;
Ailokim receive a +2 Racial Bonus on Ritual Magic skill checks.&lt;br /&gt;
&lt;br /&gt;
Marks of Destiny (Su) Ailokim are ritually tattooed at birth with one of six unique markings that grant a special power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau (Strength) +1 bonus on strength checks and strength based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein (Grace) +1 bonus on dexterity checks and dexterity based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur (Mind) +1 bonus on int checks and int based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon (World) +1 bonus on wisdom checks and wisdom based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Juugz (Soul) +1 bonus on charisma checks and charisma based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the age of 100 years an Ailokim is recognised as coming of age and is rewarded in a special ritual with an additional mark of destiny. This additional tattoo increases the bonus from the marks to +2 and depending on which of the 9 combinations grants an additional benefit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Sein: When an Ailokim deals damage from a sneak attack or crit they gain a +2 dodge bonus to AC until their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Neur: (Sw) Twice per day this tattoo allows an Ailokim to expend a prepared spell and gain it’s level to hit and damage for 1 round.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Weon: (Im) An Ailokim with this combination can elect to take a -1 to hit and damage at the start of a round to gain an insight bonus of +2 to will saves till the beginning of their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Juugz: (Sw) Once a day this combination allows it user to add their strength bonus to a charisma based check so long as they are unarmoured and are revealing their physique.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Neur: This combination allows an Ailokim to use their dexterity score instead of their normal ability score for the purposes of determining bonus spells.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Weon: (Sw) By expending one or more turn/rebuke attempts this combination allows it’s wielder once a day to add a metamagic effect to a spell they are casting, with no effect on the spells casting time or effective level. The number of turn/rebuke attempts expended must equal the normal level adjustment of the metamagic feat. The Ailokim must have the metamagic feat &amp;amp; cannot cast a metamagic/spell combination of a level that they wouldn&#039;t normally be able to cast.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Juugz: (Im) Twice a day as an immediate action this combination allows an Aiokim to expend either a turn/rebuke attempt or an unprepared spell slot of at least 1st level to gain 1d6 damage on a sneak attack or an unarmed strike.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Weon: This combination allows an Ailokim if they leave a spell slot unfilled for the day to add the level of that spell slot to the DC to resist spells of that level or lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Juugz: (St) Once a day as a standard action this combination allows its user to ‘reclaim’ a spell already cast in the last 3 rounds by expending a spell 1 level lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon-Juugz: (Im) This combination grants the Ailokim the ability to sacrifice a turn/rebuke attempt and gain 1 effective caster level, or to sacrifice a prepared spell and gain it’s level to a turning check.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== A Day in the Life ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dictum of the Twelve&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ailokim society has always strived to bring civility to barbarism, order to chaos and enlightenment to those less fortunate than ourselves. Let me stress that Ailokim have always been very civilised and shone as a role model before a young world. There are however always detractors, saboteurs and those just plain envious of how civilised we actually are. One Ailokim Dictum in particular has confused these malicious creatures consistently for centuries now. Unprepared to believe our assertions regarding the dangers Psions pose this world they would have us not kill the cancerous cells as they emerge to destroy us all. In our infinite civility we have discovered a breakthrough method that can destroy the cancer without killing the carrier. Though it will tax our resources heavily to implement this new method of ‘Re-Eduction’ it will silence our critics and allow them to more clearly see exactly how advanced and wondrous Ailokim culture truly is. &lt;br /&gt;
From this day forth all Psions classed as ‘low threat’ are to be taken to the Re-Eduction Clinic at Megara for processing and then returned in their new non-malignant state.&lt;br /&gt;
&#039;&#039;&#039;– The Majestic Twelve&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACF in Action&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lt. Major Brislow began to tense up, he knew the shadow walk ritual well and it was nearing completion. He could now sense the inertia of the carrier as it slowed to a cruising speed. He pulled his ACF gear into position and activated his night-vision. He wasn’t expecting too much trouble, but then psions sometimes had this way of knowing you were coming and it was his job not to take chances. His deputies followed his lead as he positioned himself at the centre of the arcane glyphs around which the five casters chanted. First came a euphoric feeling of strength and agility, then his movements seemed to blur and finally with a series of electrifying flashes they bent through a dimensional shift to their airborne destination.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Diving through the sky above their rural target Brislow began reciting the incantation and with split second precision cast it as they grew close to a thatched roof. He and his two comrades slowed to land gently beside the innocuous looking farm house and then with another brief incantation turned invisible. Unaccounted for, a dog at the side entrance began to bark. Brislow telepathically cursed prohibition 11a-df4 regarding the necessity of using invisibility after ground fall and cast again silencing the area. If this psion was a real threat then it’d know the ACF squad was here. Adjusting his ACF goggles he scanned for psion power signatures and loaded his handbow. No signals, no alarms, a good sign that they were just here to clean up a sleeper. After more permanently silencing the dog the squad entered and stealthed up the stairs…&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Ailokim Rituals ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEGENDARY RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These rituals are exorbitantly expensive, enormously taxing and mostly require the majestic twelve to perform them due to the incredible power they harness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of the Harvest:&#039;&#039;&#039; This ritual optimises the local weather patterns to the needs of crops/agriculture. It also once a year makes strange circles appear which over a few days slowly expand out until the entire crop is harvested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Industry:&#039;&#039;&#039; This ritual focuses the attention and activity of people in an area and makes them more productive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Solidarity:&#039;&#039;&#039; This ritual creates a large area mind effect that enhances feelings of solidarity and community. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of City Erection:&#039;&#039;&#039; This complex ritual has a multitude of effects that aid the rapid construction of a fledgling city. It assists in levelling the earth beneath the site and sinks trenches for the regulation buildings required in an Ailokim city. It hastens and sustains workers, helps join building materials, dimly displays where all materials are to be placed and many more subtle effects that facilitate the construction of a city in mere months instead of years.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Rubbish Disposal:&#039;&#039;&#039; This inauspiciously named ritual is actually extremely potent in its effects. It creates a permanent portal into another realm through which things do not return. Ailokim are fond of connecting their sewerage and rubbish disposal systems to such portals. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Soulifactory Construction:&#039;&#039;&#039; This ritual has been cast only five times since it’s creation a millennium ago and many feel it will not be cast again any time soon, requiring as it does the sacrifice of those who cast it and many others besides.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Kinetic Carrier Construction:&#039;&#039;&#039; This expensive ritual creates a Kinetic Carrier Vessel. It has been cast only five times in a millennium due to the rarity of its material components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MAJOR RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These rituals are mostly very expensive, require many well practiced casters and often the sacrifice of creatures and experience points. Some of these rituals are no longer castable due to the scarcity of their material components. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Roads:&#039;&#039;&#039; While sustained this ritual can create a gravel road across all but the most extreme surfaces. It finds the most optimal path, Felling trees and spreading gravel over a smoothes surface.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Warding:&#039;&#039;&#039; This powerful ancient ritual creates an invisible barrier past which low levelled characters and monsters will have trouble crossing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Protection:&#039;&#039;&#039; This ritual creates an invisible barrier that has several characteristics. It acts as a one way barrier that…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Defence:&#039;&#039;&#039; This ritual is sometimes cast in times of battle, granting those within it area of effect a magical +2 to their armour value &amp;amp; 5 elemental resistance for 1 day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Battle:&#039;&#039;&#039; This ritual is cast to enhance it’s recipients weapon attacks magically by +2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Dimensional Anchoring:&#039;&#039;&#039; This ritual functions as the spell but with longer duration and larger area of effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Major Scrying:&#039;&#039;&#039; This ritual functions as the spell but with a more difficult will save, larger viewing area, lessened requirements and a much longer duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Mending:&#039;&#039;&#039; This ritual creates an area in which a constant mend spell operates for a long duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Cleanliness:&#039;&#039;&#039; This ritual creates a small area that sterilises people, objects and anything else placed within it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Health:&#039;&#039;&#039; This ritual creates a small area that grants any who enter within it fast healing /1 while in that area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Solar Focuser Construction:&#039;&#039;&#039; This ritual creates a Solar Focuser; a huge ranged weapon that adorn the walls of Ailokim settlements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Kinetic Mat Construction:&#039;&#039;&#039; This ritual creates a Kinetic Mat; a brightly glowing sheet of star metal that when guided by an experienced pilot can fly at a fair clip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Shadow Walking:&#039;&#039;&#039; This ritual creates a small area of shadow and emulates the effect of the shadow walk spell for all within the area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MINOR RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Rain/Shine:&#039;&#039;&#039; This ritual can either bring about rain or clear away clouds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Feasting:&#039;&#039;&#039; This ritual acts as the spell Heroes Feast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Alarm:&#039;&#039;&#039; This ritual is similar in effect to the spell Alarm. It’s area of effect is greater, duration longer and it additionally allows the caster to specify exceptions based on race/species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Empowerment:&#039;&#039;&#039; This ritual effects all who cast it granting them an effective caster level one level higher for the day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Artillery:&#039;&#039;&#039; This ritual eventually creates a large bonfire that launches a widened fireball at a distant target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Scrying:&#039;&#039;&#039; This ritual duplicates the effect of the Scry spell as long as the ritual is maintained.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Fixing:&#039;&#039;&#039; This ritual creates an area that constantly generates the effect of the spell Mend.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of ACF Armour Construction:&#039;&#039;&#039; Item creation ritual.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of ACF Goggle Construction:&#039;&#039;&#039; Item creation ritual.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of ACF Sabre Construction:&#039;&#039;&#039; Item creation ritual.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Telepathy:&#039;&#039;&#039; This ritual reads the inner most thoughts of its nearby target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Domination:&#039;&#039;&#039; This ritual duplicates the effect of the spell dominate person but with a longer duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Dreams:&#039;&#039;&#039; This ritual can send a specific dream to its distant recipient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Cattle Mutilation:&#039;&#039;&#039; This ritual is used to properly prepare meat for Ailokim consumption.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Dan</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=61878</id>
		<title>Ourworld:Ailokim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=61878"/>
		<updated>2007-09-27T08:15:18Z</updated>

		<summary type="html">&lt;p&gt;Dan: /* Religion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The odd looking magically inclined little Ailokim, with some justification, insist they are a species above and beyond most other mortal races of this world. Guardians of an undeniably powerful legacy their tendency to ‘civilise’ their area of the world and rebuild their lost glory upon the graves of lesser species has them viewed with some suspicion by neighbouring cultures. Of course they see their actions as advancing a greater good, but to more fully fathom their nature one must appreciate the sad history of this once dominant race.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Once upon a time the Ailokim lived happily with their coevolved psionic cousins the Aileene. The Ailokim speak insistently of the lost times when together their ancient cities reached high into the skies, their culture spanned the planet and their remarkable technologies and magics were able to twist the very reality of the world and all upon it. One day a dark omen in the form of a small asteroid fell upon their planet that was initially seized by the Ailokim as an intriguing research opportunity. Too late the Ailokim discovered that it carried a hideous plague that after an incubation period slowly turned sentient life into dangerous and extremely resilient carnivores. The plague caused increasingly erratic and eventually psychotic behaviour as green reptilian scales to grow over the skin of those effected, the eyes would slowly turn red, talons and sharp teeth would manifest as the metamorphosis completed. Worse still was the effect when the plague spread to the Aileene as they manifested extremely powerful psionic abilities that eventually proved too much for the highly advanced combined forces of he Ailokim and Aileene to defeat. Fighting a losing battle the Ailokim retreated to heavily fortified cities and tried to outlast the inevitable. The sheltering Aileene on the other hand in desperation combined their extraordinary powers in a terrible ritual that doomed their planet to the ‘Sundering’ in order to kill all upon it.&lt;br /&gt;
&lt;br /&gt;
The ‘Sundering’ was a cataclysm of sorts that began about 1500 years ago an ended around 1000 years ago. It began with the appearance of a star in the night sky that continued to grow at an alarming rate, as it grew the temperature dropped rapidly freezing many life forms to death and destroying agriculture. The Ailokim magics sustained their culture largely through this period. As this star of doom grew larger still the world began to get hotter again, and hotter still until the planet was aflame. Again the powerful magics of the Ailokim preserved them. The planet erupted into rivers of lava and began to break up, mountains drifting slowly into the sky as the gravity of the Ailokim home world failed. Many perished at this point, though many in main population centres persevered though extraordinary arcane feats never fully understood. Surviving on chunks of molten rocks the few remaining Ailokim cities were then slammed at vast speeds into other vast asteroids and finally into the fateful star that doomed them. That a few hundred powerful individuals survived was miraculous and a testament to extraordinary powers that have now been lost.&lt;br /&gt;
&lt;br /&gt;
The great sundering destroyed virtually all of Ailokim civilisation, land, lore, technologies, magics, spirit, their ability to bear offspring and even drained the pigment from their hair. The handful of Aileene that also survived planet fall were initially hated for what they had done, though a grudging respect eventually formed between them, they were never to be welcome in Ailokim cities again.&lt;br /&gt;
Of the mere hundreds of Ailokim that survived (or were able to be resurrected) the disaster most lapsed into despair, a few however used what gifts they had left to try and preserve their race and culture. Using some remnants of their arcane lore and technologies they created three ‘Soulifactories’; strange devices able to create life in the form of one of three young Ailokim chosen for their unique qualities. As a result all Ailokim under the age of 900 bear a striking resemblance to each of these chosen three. There are a slowly diminishing number of unique and venerable Ailokim that remember the sundering, a selection of whom form the Majestic Twelve; the Ailokim’s ruling body. These Twelve have overseen the slow salvaging of elements of their former culture and wealth for over a millennium.&lt;br /&gt;
&lt;br /&gt;
Today the Ailokim number around 20,000 and occupy four city sites on the Western continent of Brianna. The embittered Ailokim have been peaceful from necessity; painfully aware of the slow rate at which they are able to reproduce they value their lives highly. So far the greatest Ailokim scholars and scientists have failed to replicate the original ‘Soulifactories’ or discover additional ways of reproducing themselves. In their experiments however they have created/bred a slave race that they find useful for industry and warfare known as the ‘Umberkim’.&lt;br /&gt;
 &lt;br /&gt;
The Umberkim are the result of the Ailokim’s best efforts at creating a fourth more efficient Soulifactory around 500 years ago. Unfortunately all they could manage were a dull witted but powerful mutant race with a short life span. The rapidly produced Umberkim number around 80,000 spread across the three Ailokim cities and serve as the mainstay of Ailokim military, agriculture and industry. Maturing quickly, Umberkim slaves live on average for a mere 25 years in part due to the hazardous tasks given to them by the Ailokim. Augmented with the powerful magics and technology of their masters, the combined Ailokim/Umberkim military are one of the most formidable standing armies in the world, though have seen relatively little action. The ‘special forces’ division of the Ailokim military on the other hand is famed for it’s daring and bewildering raids across the span of the planet. This brings us to another defining characteristic of the Ailokim.&lt;br /&gt;
&lt;br /&gt;
== The Immunisation ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ailokim life is a precious commodity that will not normally put at risk, with one exception; Psionics. Since the early days of rebuilding, the majestic twelve have decreed ‘The Immunisation’ requiring that Psionicists and Psionic creatures and users either be sent to Aeon for re-education or eradicated from the face of the planet (the Aileene have been excepted). The Ailokim fear that remnants of the disease that destroyed their former culture may have survived the Sundering and that the removal of psionic users from the world will nullify key capabilities of those diseased to destroy them.&lt;br /&gt;
All Ailokim citizens are aware that psionic power use must be reported to central council, though only a handful know what happens next. Over the last millennium the Ailokim special forces have become adept at hunting down individuals, and the families of individuals, that exhibit Psionic power. Often turning up even before a Psionic child is born to take it for re-education and then return it. Despite their extreme discretion and attempts to frame the Unseelie for these disappearances their ‘immunisation’ policy has generated a certain amount of animosity towards the Ailokim, indeed folklore often unfairly blames the Ailokim for still births, crop damage, cattle death and other mysterious disappearances.&lt;br /&gt;
&lt;br /&gt;
== Personality &amp;amp; Relations ==&lt;br /&gt;
&lt;br /&gt;
Ailokim tend to be embittered but proud, self righteous and ruthlessly pragmatic. It would be fair to say they regard most other sentient races as equally inferior and have fairly high standards as to what they actually call sentient. Low-sentience races (such as the Umberkim) are basically considered in pragmatic terms as others races might consider animals.&lt;br /&gt;
&lt;br /&gt;
This highly hierarchical society in which the underclass is exploited is maintained through a consummately powerful information control regime. From birth all members of Ailokim society are spoon fed information campaigns that reinforce individual roles, classes, policies and frames life in such a way that virtually everyone is not merely content with their station, but passionately devoted to it and Ailokim advancement.&lt;br /&gt;
Since the Sundering the Ailokim have carried a terrible curse in their blood and will never be able to bear children, relying instead on magics and technology to reproduce themselves. This combined with information campaigns has led to a powerful sense of solidarity with their vat grown siblings and they will support a fellow Ailokim (but not an Umberkim) in virtually any situation.&lt;br /&gt;
 &lt;br /&gt;
The whole of Ailokim society in one way or another is geared towards the reestablishment of their culture’s lost glory. In practical terms they are limited by their slow reproduction rate and have only constructed a few large cities. Many feel however that it is only a matter of time before the Ailokim rediscover the method of constructing new Soulifactories and prepare themselves for the inevitable expansion this would allow.&lt;br /&gt;
[[Image:Ailokim.jpg|thumb|An average Ailokim]]&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Originally from a high gravity world Ailokim are constructed from fundamentally different stuff to the &#039;normal&#039; races of this world. Their short bodies, elongated limbs and largish heads have an almost insect like quality about them. Ailokim are sometimes likened to stocky human children that have grown off on some sort of unsettling tangent. Ailokim gain their common name from the lack of pigment in their hair and their extraordinarily long life span (anywhere up to 1200 years). They adhere to strict dress codes and a ritual marking on their forearm that defines their role in society and station for which they train from ‘birth’.&lt;br /&gt;
 &lt;br /&gt;
Their creations, the Umberkim, on the other hand are a hairless, far stronger, hardier race resembling an oafish human with thick leathery skin. Their dull wits and short lifespan make them ideal slaves to further Ailokim hegemony. Occasional individuals have transcended their programming and escaped to the new world where they have made lives for themselves as free men. The Ailokim however maintain that any of Umberkim blood are their property and must be returned to them or killed.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
Ailokim are very supportive of their own and generally see Ailokim advancement as the most noble of objectives. Their relations with other races are less transparent, Ailokim practice slavery and have during their expansion been guilty of instigating some grievous local wars. They consider races like the Umberkim (and several others) as others might livestock. The more enlightened races, can with work, garner a degree more respect (especially the Laideann) though are viewed of course as inferior, or more pragmatically as pawns in a grander scheme. However if an Ailokim gives his word, even to the livestock, he will strive to keep it as a mark of Ailokim civility and order. Despite outward appearances the Ailokim’s governing body (the Majestic Twelve) and high ranking military awkwardly classify as a Lawful Evil. Ailokim commoners on the other hand tend towards their cultures projected image of neutrality and though some stray a little it is almost unheard of to find a chaotic Ailokim.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
In short Ailokim worship the past. In more pragmatic terms they worship their ancestors who are the most direct conduit to great spiritual powers that are the gods. Ailokim see Gods not as specific entities but rather as forces of the universe. These forces find embodiment as specific demigod ancestors that represent each force. &lt;br /&gt;
&lt;br /&gt;
Though others call them by differing names the Ailokim Gods represent these concepts, followed by the Ancestor worshipped as their avatar: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BAIG&#039;&#039;&#039; (War/Death) The most recent and revered avatar of Baig was a fiery young Ailokim called Kraed Reos Hammerstein I. Kraed rose quickly through the ranks of the Ailokim combined forces eventually leading the final assault on the last Tallastian city where he died valiantly as he steered his kinetic carrier into the enemies vanguard, sealing the battles outcome.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rerth&#039;&#039;&#039; (Valour/Protection) The first and current leader of the Ailokim Combined Forces - Goethral Immaltrium is revered for his careful decisions and tactics about when to war and when to consolidate; these have been central to Ailokim domination of their region. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Semile&#039;&#039;&#039; (Healing/Life) Revered since the first days of the Ailokim’s arrival here Learth Sommstein resurrected countless survivors after planet fall later sacrificing himself in the creation of the first Soulifactory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neurod&#039;&#039;&#039; (Knowledge/Magic) A still living avatar Teark Cromming II created the Soulifactory ‘Umber’ is a prolific researcher and currently leads the Majestic Twelve governing the affairs of Ailokim society.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knive&#039;&#039;&#039; (Trickery/Luck/Chaos) Knive&#039;s avatar &#039;Juntar Hemmon&#039; in the early days set up the Ailokim Secret Psion Squads (or ASPS) and his ‘colourful’ exploits are the stuff of Ailokim bedtime stories and his eventual demise a frightening warning about the horrific nature of Psions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Freon&#039;&#039;&#039; (Nature/Animals) Arimus Linton preserved and adapted many of the Ailokim agricultural rituals and practices to their new world flora and fauna, laying a strong foundation for Ailokim growth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rinwal&#039;&#039;&#039; (Travel) Torton Senwick was responsible for the first survey and map of the new world, also detailing the capacities of it’s various inhabitants. His journals, though sadly outdated, are a fascinating read that serve still as a guide for wayward Ailokim.&lt;br /&gt;
Blin (Law/Money) First leader of the Majestic Twelve, it was Blin’s administration that laid the foundation for the Ailokim to attain their position of mercantile power within the world economy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire:&#039;&#039;&#039; The last recognised avatar of fire was a troublesome pyromaniac Ailokim called Trousel Erea Tichon II. He was responsible for a devastating elemental fuelled fire that consumed the poor quarter of Megara and he was executed some time ago for his crimes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earth:&#039;&#039;&#039; A devastating earthquake was traced to a disillusioned mage experimenting in his subterranean chambers beneath Aeon. The name Jeorth is retold to warn others from such dabbling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air:&#039;&#039;&#039; Tornado activity was able to penetrate the wards of Megara due to the assistance of a small cult led by one Neamen Reos Architoo II. Despite the constant pursuit of the ACF he is still at large.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Water:&#039;&#039;&#039; A bizarre Ailokim wizard named Rontar Leart Cosmin III has been sending confusing omens of doom from within the great ocean for many decades now. The ACF has been reluctant to spend resources pursuing him as he seems to pose no actual threat.&lt;br /&gt;
&lt;br /&gt;
All have sanctioned churches devoted to them with the exception of the 4 elements. Warped cults have developed in the dark corners of the Ailokim culture that pay homage to these deities.&lt;br /&gt;
&lt;br /&gt;
== Cities ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aeon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The mountainous centre of Ailokim civilisation and culture it was here that the survivors of the sundering made their stand and started to rebuild what was lost. The highly defensible city has grown over a millennium and aided Ailokim control over both sides of the Hypothian range. The first Soulifactory ‘Erea’ was built here and has produced around 10,000 souls. Aeon serves as a nursery for young Ailokim as they are trained for their initial roles in the world. It is houses the home legion of the Ailokim army and the council of elders. It is rare for outsiders to be allowed into a city as important as Aeon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nubt&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It was a proud moment when Ailokim society founded it&#039;s first coastal satelite colony around 500 years ago. It signified the begining of an expansion that over stretched Ailokim man power and created the conditions that necessitated the creation of the Umberkim. Nubt today is a thriving metropolis and centre of trade for Ailokim civilisation. Though still rigid and heirachical by world standards it contains the largest racial &amp;amp; cultural diversity of any Ailokim settlement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zae&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The second stage of Ailokim expansion was made almost necessary by the increasing population of Umberkim slaves that have poured ceaselessly from the spawning vats. Zae was founded to localise control of the rich southern agricultural and forest resources liberated from an uncooperative regime of humans known as Tallastians. There are nine Umberkim for every Ailokim settler that reluctantly takes their post here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ptah&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For similar reasons Ptah was founded on the western coast, though it’s pleasant climate and coastal location make it a far more popular posting and also a holiday destination. What Ptah lacks in terms of good farm land it makes up for in fishing and tourism for overworked Ailokim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Philoxenite&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A simultaeous expansion northwards was also considered necessary to renew dwildling mineral resources and create a defensible out-post between Ailokim settlements and the sometimes tempermental dwarven residents of the Northern Ranges, who are prone to misunderstandings of Ailokim intent.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
&lt;br /&gt;
Though a great deal has been lost to the Ailokim many powerful magics and useful technologies survived and more are being researched with each passing year. Ailokim casters pride themselves on having the greatest library of magics in the world. Over the centuries many Ailokim magics have however been carelessly traded with the Keltoi whose mastery of the mystical arts now rivals and in some areas exceeds their own.&lt;br /&gt;
&lt;br /&gt;
Undoubtedly the Ailokim’s most powerful magics are preserved pre-Sundering ritual magics that tend to influence the construction of their cities and the crafting of various objects. Ailokim cities for example are encircled with powerful protection and detection wards, their agriculture is made more abundant, water cleansed, and even localised weather controlled to a degree. In the category of item/object creation we see examples of solar focusers that sit ominously upon the walls of their cities. Another, and recognised signature of Ailokim culture and warfare, is the kinetic mat; a magically enchanted sheet of rare star metal that glows brightly and can fly at a fair clip. &lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Ailokim base languages are Ailokim &amp;amp; Umberkim. Ailokim value their language as a sacred bridge to their glorious past to be used by none but they. In day to day life they speak a common dialect that has become known as Umberkim, though they are often fluent in other languages typically preferring more eclectic languages over other humanoid languages. Umberkim can speak common and can sometimes understand Ailokim, however are punished harshly if they speak the language of the masters.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
(Medium Humanoids)&lt;br /&gt;
&lt;br /&gt;
Ability scores for Ailokim &amp;amp; Umberkim are based on which of the four Soulifactories they have been created at. Three separate and complimentary Ailokim were selected as the paragons of their culture and were then inserted into the first Soulifactories as the templates for future Ailokim creation.&lt;br /&gt;
&lt;br /&gt;
Although their genetic potential is predetermined an Ailokim’s developmental experiences in early life can potentially emphasise one or two ability scores at the expense of others. Specifically an Ailokim can alter 2 of their base ability scores by a maximum of +2 by taking a commensurate minus to other separate ability scores.&lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Erea’ STR:10 | DEX:15 | CON:12 | INT:15 | WIS:12 | CHA:14&lt;br /&gt;
 &lt;br /&gt;
Soulifactory ‘Laert’ STR:12 | DEX:12 | CON:14 | INT:10 | WIS:15 | CHA:15&lt;br /&gt;
 &lt;br /&gt;
Soulifactory ‘Reos’ STR:14 | DEX:12 | CON:14 | INT:12 | WIS:14 | CHA:14&lt;br /&gt;
&lt;br /&gt;
To reflect the narrow options open to Umberkim in society they may only add a single +2 and its commensurate -2 to the template below.&lt;br /&gt;
&lt;br /&gt;
Proto-Soulifactory ‘Umber’ STR:17 | DEX:14 | CON:14 | INT:8 | WIS:8 | CHA:12&lt;br /&gt;
&lt;br /&gt;
Umberkims do not receive Marks of Destiny (like their Ailokim siblings) instead at first level an Umberkim may chose a single bonus feat from the following: Endurance, Run, Toughness, Improved Toughness, Great Fortitude or Skill Focus Profession/Craft (player’s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[These are designed to be balanced for 32 point character creation campaigns and should be adjusted for differing campaign power levels]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Racial hatred toward Psions &amp;amp; Psionic Creatures (+1 Hit &amp;amp; Dam).&lt;br /&gt;
Ailokim receive a +2 Racial Bonus on Ritual Magic skill checks.&lt;br /&gt;
&lt;br /&gt;
Marks of Destiny (Su) Ailokim are ritually tattooed at birth with one of six unique markings that grant a special power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau (Strength) +1 bonus on strength checks and strength based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein (Grace) +1 bonus on dexterity checks and dexterity based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur (Mind) +1 bonus on int checks and int based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon (World) +1 bonus on wisdom checks and wisdom based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Juugz (Soul) +1 bonus on charisma checks and charisma based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the age of 100 years an Ailokim is recognised as coming of age and is rewarded in a special ritual with an additional mark of destiny. This additional tattoo increases the bonus from the marks to +2 and depending on which of the 9 combinations grants an additional benefit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Sein: When an Ailokim deals damage from a sneak attack or crit they gain a +2 dodge bonus to AC until their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Neur: (Sw) Twice per day this tattoo allows an Ailokim to expend a prepared spell and gain it’s level to hit and damage for 1 round.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Weon: (Im) An Ailokim with this combination can elect to take a -1 to hit and damage at the start of a round to gain an insight bonus of +2 to will saves till the beginning of their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Juugz: (Sw) Once a day this combination allows it user to add their strength bonus to a charisma based check so long as they are unarmoured and are revealing their physique.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Neur: This combination allows an Ailokim to use their dexterity score instead of their normal ability score for the purposes of determining bonus spells.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Weon: (Sw) By expending one or more turn/rebuke attempts this combination allows it’s wielder once a day to add a metamagic effect to a spell they are casting, with no effect on the spells casting time or effective level. The number of turn/rebuke attempts expended must equal the normal level adjustment of the metamagic feat. The Ailokim must have the metamagic feat &amp;amp; cannot cast a metamagic/spell combination of a level that they wouldn&#039;t normally be able to cast.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Juugz: (Im) Twice a day as an immediate action this combination allows an Aiokim to expend either a turn/rebuke attempt or an unprepared spell slot of at least 1st level to gain 1d6 damage on a sneak attack or an unarmed strike.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Weon: This combination allows an Ailokim if they leave a spell slot unfilled for the day to add the level of that spell slot to the DC to resist spells of that level or lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Juugz: (St) Once a day as a standard action this combination allows its user to ‘reclaim’ a spell already cast in the last 3 rounds by expending a spell 1 level lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon-Juugz: (Im) This combination grants the Ailokim the ability to sacrifice a turn/rebuke attempt and gain 1 effective caster level, or to sacrifice a prepared spell and gain it’s level to a turning check.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== A Day in the Life ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dictum of the Twelve&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ailokim society has always strived to bring civility to barbarism, order to chaos and enlightenment to those less fortunate than ourselves. Let me stress that Ailokim have always been very civilised and shone as a role model before a young world. There are however always detractors, saboteurs and those just plain envious of how civilised we actually are. One Ailokim Dictum in particular has confused these malicious creatures consistently for centuries now. Unprepared to believe our assertions regarding the dangers Psions pose this world they would have us not kill the cancerous cells as they emerge to destroy us all. In our infinite civility we have discovered a breakthrough method that can destroy the cancer without killing the carrier. Though it will tax our resources heavily to implement this new method of ‘Re-Eduction’ it will silence our critics and allow them to more clearly see exactly how advanced and wondrous Ailokim culture truly is. &lt;br /&gt;
From this day forth all Psions classed as ‘low threat’ are to be taken to the Re-Eduction Clinic at Megara for processing and then returned in their new non-malignant state.&lt;br /&gt;
&#039;&#039;&#039;– The Majestic Twelve&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACF in Action&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lt. Major Brislow began to tense up, he knew the shadow walk ritual well and it was nearing completion. He could now sense the inertia of the carrier as it slowed to a cruising speed. He pulled his ACF gear into position and activated his night-vision. He wasn’t expecting too much trouble, but then psions sometimes had this way of knowing you were coming and it was his job not to take chances. His deputies followed his lead as he positioned himself at the centre of the arcane glyphs around which the five casters chanted. First came a euphoric feeling of strength and agility, then his movements seemed to blur and finally with a series of electrifying flashes they bent through a dimensional shift to their airborne destination.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Diving through the sky above their rural target Brislow began reciting the incantation and with split second precision cast it as they grew close to a thatched roof. He and his two comrades slowed to land gently beside the innocuous looking farm house and then with another brief incantation turned invisible. Unaccounted for, a dog at the side entrance began to bark. Brislow telepathically cursed prohibition 11a-df4 regarding the necessity of using invisibility after ground fall and cast again silencing the area. If this psion was a real threat then it’d know the ACF squad was here. Adjusting his ACF goggles he scanned for psion power signatures and loaded his handbow. No signals, no alarms, a good sign that they were just here to clean up a sleeper. After more permanently silencing the dog the squad entered and stealthed up the stairs…&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Ailokim Rituals ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEGENDARY RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These rituals are exorbitantly expensive, enormously taxing and mostly require the majestic twelve to perform them due to the incredible power they harness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of the Harvest:&#039;&#039;&#039; This ritual optimises the local weather patterns to the needs of crops/agriculture. It also once a year makes strange circles appear which over a few days slowly expand out until the entire crop is harvested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Industry:&#039;&#039;&#039; This ritual focuses the attention and activity of people in an area and makes them more productive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Solidarity:&#039;&#039;&#039; This ritual creates a large area mind effect that enhances feelings of solidarity and community. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of City Erection:&#039;&#039;&#039; This complex ritual has a multitude of effects that aid the rapid construction of a fledgling city. It assists in levelling the earth beneath the site and sinks trenches for the regulation buildings required in an Ailokim city. It hastens and sustains workers, helps join building materials, dimly displays where all materials are to be placed and many more subtle effects that facilitate the construction of a city in mere months instead of years.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Rubbish Disposal:&#039;&#039;&#039; This inauspiciously named ritual is actually extremely potent in its effects. It creates a permanent portal into another realm through which things do not return. Ailokim are fond of connecting their sewerage and rubbish disposal systems to such portals. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Soulifactory Construction:&#039;&#039;&#039; This ritual has been cast only five times since it’s creation a millennium ago and many feel it will not be cast again any time soon, requiring as it does the sacrifice of those who cast it and many others besides.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Kinetic Carrier Construction:&#039;&#039;&#039; This expensive ritual creates a Kinetic Carrier Vessel. It has been cast only five times in a millennium due to the rarity of its material components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MAJOR RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These rituals are mostly very expensive, require many well practiced casters and often the sacrifice of creatures and experience points. Some of these rituals are no longer castable due to the scarcity of their material components. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Roads:&#039;&#039;&#039; While sustained this ritual can create a gravel road across all but the most extreme surfaces. It finds the most optimal path, Felling trees and spreading gravel over a smoothes surface.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Warding:&#039;&#039;&#039; This powerful ancient ritual creates an invisible barrier past which low levelled characters and monsters will have trouble crossing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Protection:&#039;&#039;&#039; This ritual creates an invisible barrier that has several characteristics. It acts as a one way barrier that…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Defence:&#039;&#039;&#039; This ritual is sometimes cast in times of battle, granting those within it area of effect a magical +2 to their armour value &amp;amp; 5 elemental resistance for 1 day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Battle:&#039;&#039;&#039; This ritual is cast to enhance it’s recipients weapon attacks magically by +2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Dimensional Anchoring:&#039;&#039;&#039; This ritual functions as the spell but with longer duration and larger area of effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Major Scrying:&#039;&#039;&#039; This ritual functions as the spell but with a more difficult will save, larger viewing area, lessened requirements and a much longer duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Mending:&#039;&#039;&#039; This ritual creates an area in which a constant mend spell operates for a long duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Cleanliness:&#039;&#039;&#039; This ritual creates a small area that sterilises people, objects and anything else placed within it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Health:&#039;&#039;&#039; This ritual creates a small area that grants any who enter within it fast healing /1 while in that area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Solar Focuser Construction:&#039;&#039;&#039; This ritual creates a Solar Focuser; a huge ranged weapon that adorn the walls of Ailokim settlements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Kinetic Mat Construction:&#039;&#039;&#039; This ritual creates a Kinetic Mat; a brightly glowing sheet of star metal that when guided by an experienced pilot can fly at a fair clip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Shadow Walking:&#039;&#039;&#039; This ritual creates a small area of shadow and emulates the effect of the shadow walk spell for all within the area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MINOR RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Rain/Shine:&#039;&#039;&#039; This ritual can either bring about rain or clear away clouds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Feasting:&#039;&#039;&#039; This ritual acts as the spell Heroes Feast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Alarm:&#039;&#039;&#039; This ritual is similar in effect to the spell Alarm. It’s area of effect is greater, duration longer and it additionally allows the caster to specify exceptions based on race/species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Empowerment:&#039;&#039;&#039; This ritual effects all who cast it granting them an effective caster level one level higher for the day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Artillery:&#039;&#039;&#039; This ritual eventually creates a large bonfire that launches a widened fireball at a distant target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Scrying:&#039;&#039;&#039; This ritual duplicates the effect of the Scry spell as long as the ritual is maintained.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Fixing:&#039;&#039;&#039; This ritual creates an area that constantly generates the effect of the spell Mend.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of ACF Armour Construction:&#039;&#039;&#039; Item creation ritual.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of ACF Goggle Construction:&#039;&#039;&#039; Item creation ritual.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of ACF Sabre Construction:&#039;&#039;&#039; Item creation ritual.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Telepathy:&#039;&#039;&#039; This ritual reads the inner most thoughts of its nearby target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Domination:&#039;&#039;&#039; This ritual duplicates the effect of the spell dominate person but with a longer duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Dreams:&#039;&#039;&#039; This ritual can send a specific dream to its distant recipient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Cattle Mutilation:&#039;&#039;&#039; This ritual is used to properly prepare meat for Ailokim consumption.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Dan</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=60610</id>
		<title>Ourworld:Ailokim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=60610"/>
		<updated>2007-09-10T01:57:46Z</updated>

		<summary type="html">&lt;p&gt;Dan: /* A Day in the Life */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The little Ailokim, with some justification, insist they are a species above and beyond the other mortal races of this world. Guardians of an undeniably powerful legacy their need to ‘civilise’ the world and rebuild their lost glory upon the graves of lesser species has them viewed with suspicion by neighbouring cultures. They however see their actions as advancing a greater good, but to understand their nature one must appreciate the sad history of this once dominant race.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The little understood ‘Sundering’ was a mysterious cataclysm that began about 1500 years ago an ended around 1000 years ago. It began with the appearance of a star in the night sky that continued to grow at an alarming rate, as it grew the temperature dropped rapidly freezing many life forms to death and destroying agriculture. The Ailokim magics sustained their culture largely through this period. As this star of doom grew larger still the world began to get hotter again, and hotter still until the planet was aflame. Again the powerful magics of the Ailokim preserved them. The planet erupted into rivers of lava and began to break up, mountains drifting slowly into the sky as the gravity of the Ailokim home world failed. Many perished at this point, though many in main population centres persevered though extraordinary arcane feats never fully understood. Surviving on chunks of molten rocks the few remaining Ailokim cities were then slammed at vast speeds into other vast asteroids and finally into the fateful star that doomed them. That a few hundred powerful individuals survived was miraculous and a testament to extraordinary powers that have now been lost.&lt;br /&gt;
&lt;br /&gt;
To this day the Ailokim speak insistently of the lost times when their ancient cities reached high into the skies, their culture spanned the planet and their remarkable technologies and magics were able to twist the very reality of the world and all upon it. Their face will then usually turn almost as grey as their hair as they carry on to tell of the great sundering that destroyed virtually all of their civilisation, their land, their people, their lore, their technologies, their magics, their spirit, their ability to bear offspring and even drained the pigment from their hair.&lt;br /&gt;
&lt;br /&gt;
Of the mere hundreds of fringe dwellers that survived (or were able to be resurrected) the disaster most lapsed into despair, a few however used what gifts they had left to try and preserve their race and culture. Using some remnants of their arcane lore and technologies they created three ‘Soulifactories’; strange devices able to create life in the form of one of three young Ailokim chosen for their unique qualities. As a result all Ailokim under the age of 900 bear a striking resemblance to each of these chosen three. There are a slowly diminishing number of unique and venerable Ailokim that remember the sundering, a selection of whom form the council of elders. These elders have overseen the slow salvaging of elements of their former culture and wealth for over a millennium.&lt;br /&gt;
&lt;br /&gt;
Today the Ailokim number around 20,000 and occupy four city sites on the Western continent of Brianna. The embittered Ailokim have been peaceful from necessity; painfully aware of the slow rate at which they are able to reproduce they value their lives highly. So far the greatest Ailokim scholars and scientists have failed to replicate the ‘Soulifactories’ or discover additional ways of reproducing themselves. In their experiments however they have created/bred a slave race that they find useful for industry and warfare known as the ‘Umberkim’. &lt;br /&gt;
The Umberkim are a dull witted but powerful race that have been bred as much for their physical power as their obedience. They number around 80,000 spread across the three Ailokim cities and serve as the mainstay of Ailokim military, agriculture and industry. Maturing quickly, Umberkim live on average for a mere 25 years in part due to the hazardous tasks given to them by the Ailokim. Augmented with the powerful magics and technology of their masters, the combined Ailokim/Umberkim military are one of the most formidable forces in the world, though have seen relatively little action. The ‘special forces’ division of the Ailokim military on the other hand is famed for it’s daring and bewildering raids across the span of the planet. This brings us to another defining characteristic of the Ailokim.&lt;br /&gt;
&lt;br /&gt;
== The Vendetta ==&lt;br /&gt;
&lt;br /&gt;
Ailokim life is a precious commodity that will not normally put at risk, but with one exception; Psionics. Since the early days of rebuilding the council of elders has decreed ‘The Vendetta’ requiring that Psionicists and Psionic creatures and users be eradicated from the face of the planet. It seems implicit that somehow they were linked or responsible for the Sundering though the council is silent on the matter. Over the last millennium the Ailokim have become adept at hunting down individuals, and the families of individuals, that exhibit Psionic power. Often turning up even before a Psionic child is born to slaughter it and it’s mother. This has caused the Ailokim a certain amount of animosity, indeed they are often blamed for still births and other mysterious deaths.&lt;br /&gt;
&lt;br /&gt;
== Personality &amp;amp; Relations ==&lt;br /&gt;
&lt;br /&gt;
Ailokim tend to be embittered but proud, self righteous and ruthlessly pragmatic. It would be fair to say they regard most other sentient races as equally inferior and have fairly high standards as to what they actually call sentient. Low-sentience races (such as the Umberkim) are basically considered in pragmatic terms as others races might consider animals.&lt;br /&gt;
Since the Sundering the Ailokim have carried a terrible curse in their blood and will never be able to bear children, relying instead on magics and technology to reproduce themselves. This has led to a powerful sense of solidarity with their vat grown siblings and they will support a fellow Ailokim in virtually any situation.&lt;br /&gt;
&lt;br /&gt;
The whole of Ailokim society in one way or another is geared towards the reestablishment of their culture’s lost glory. In practical terms they are limited by their slow reproduction rate and have only constructed a few large cities. Many feel however that it is only a matter of time before the Ailokim rediscover the method of constructing new Soulifactories and prepare themselves for the inevitable expansion this would allow.&lt;br /&gt;
[[Image:Ailokim.jpg|thumb|An average Ailokim]]&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Origianally from a high gravity world Ailokim are constructed from fundamentally different stuff to the &#039;normal&#039; races of this world. Their short bodies, elongated limbs and largish heads have an almost insect like quality about them. Ailokim are sometimes likened to stocky human children that have grown off on some sort of unsettling tangent. Ailokim gain their common name from the lack of pigment in their hair and their extraordinarily long life span (anywhere up to 1200 years). They adhere to strict dress codes and a ritual marking on their forearm that defines their role in society and station for which they train from ‘birth’.&lt;br /&gt;
 &lt;br /&gt;
Their creations, the Umberkim, on the other hand are a hairless, far stronger, hardier race resembling an oafish human with thick leathery skin. Their dull wits and short lifespan make them ideal slaves to further Ailokim hegemony. Occasional individuals have transcended their programming and escaped to the new world where they have made lives for themselves as free men. The Ailokim however maintain that any of Umberkim blood are their property and must be returned to them or killed.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ailokim relate to each other in society as Lawful Good, seeing Ailokim advancement as the most noble of objectives. Their relations with other races are less transparent, Ailokim practice slavery and have during their expansion been guilty of a genocide or two. They consider races like the Umberkim (and several others) as others might animals. The more enlightened races, can with work, garner a degree more respect though are viewed of course as inferior, or more pragmatically as pawns in some grand scheme. However if an Ailokim gives his word, even to an animal, he will strive to keep it as a mark of Ailokim civility and order. In traditional terms they awkwardly classify as Lawful Neutral, and though some stray a little it is almost unheard of to find a chaotic Ailokim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
In short Ailokim worship the past. In more pragmatic terms they worship their ancestors who are the most direct conduit to great spiritual powers that are the gods. Ailokim see Gods not as specific entities but rather as forces of the universe. These forces find embodiment as specific demigod ancestors that represent each force. &lt;br /&gt;
&lt;br /&gt;
Though others call them by differing names the Ailokim Gods represent these concepts, followed by the Ancestor worshipped as their avatar: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BAIG&#039;&#039;&#039; (War/Death) The most recent and revered avatar of Baig was a fiery young Ailokim called Kraed Reos Hammerstein I. Kraed rose quickly through the ranks of the Ailokim combined forces eventually leading the final assault on the last Tallastian city where he died valiantly as he steered his kinetic carrier into the enemies vanguard, sealing the battles outcome.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rerth&#039;&#039;&#039; (Valour/Protection) The first and current leader of the Ailokim Combined Forces - Goethral Immaltrium is revered for his careful decisions and tactics about when to war and when to consolidate; these have been central to Ailokim domination of their region. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Semile&#039;&#039;&#039; (Healing/Life) Revered since the first days of the Ailokim’s arrival here Learth Sommstein resurrected countless survivors after planet fall later sacrificing himself in the creation of the first Soulifactory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neurod&#039;&#039;&#039; (Knowledge/Magic) A still living avatar Teark Cromming II created the Soulifactory ‘Umber’ is a prolific researcher and currently leads the Majestic Twelve governing the affairs of Ailokim society.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knive&#039;&#039;&#039; (Trickery/Luck/Chaos) Knive&#039;s avatar &#039;Juntar Hemmon&#039; in the early days set up the Ailokim Secret Psion Squads (or ASPS) and his ‘colourful’ exploits are the stuff of Ailokim bedtime stories and his eventual demise a frightening warning about the horrific nature of Psions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Freon&#039;&#039;&#039; (Nature/Animals) Arimus Linton preserved and adapted many of the Ailokim agricultural rituals and practices to their new world flora and fauna, laying a strong foundation for Ailokim growth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rinwal&#039;&#039;&#039; (Travel) Torton Senwick was responsible for the first survey and map of the new world, also detailing the capacities of it’s various inhabitants. His journals, though sadly outdated, are a fascinating read that serve still as a guide for wayward Ailokim.&lt;br /&gt;
Blin (Law/Money) First leader of the Majestic Twelve, it was Blin’s administration that laid the foundation for the Ailokim to attain their position of mercantile power within the world economy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire:&#039;&#039;&#039; The last recognised avatar of fire was a troublesome pyromaniac Ailokim called Trousel Erea Tichon II. He was responsible for a devastating elemental fuelled fire that consumed the poor quarter of Megara and he was executed some time ago for his crimes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earth:&#039;&#039;&#039; A devastating earthquake was traced to a disillusioned mage experimenting in his subterranean chambers beneath Arcadia. The name Jeorth is retold to warn others from such dabbling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air:&#039;&#039;&#039; Tornado activity was able to penetrate the wards of Megara due to the assistance of a small cult led by one Neamen Reos Architoo II. Despite the constant pursuit of the ACF he is still at large.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Water:&#039;&#039;&#039; A bizarre Ailokim wizard named Rontar Leart Cosmin III has been sending confusing omens of doom from within the great ocean for many decades now. The ACF has been reluctant to spend resources pursuing him as he seems to pose no actual threat.&lt;br /&gt;
&lt;br /&gt;
All have sanctioned churches devoted to them with the exception of the 4 elements. Warped cults have developed in the dark corners of the Ailokim culture that pay homage to these deities.&lt;br /&gt;
&lt;br /&gt;
== Cities ==&lt;br /&gt;
&lt;br /&gt;
Arcadia&lt;br /&gt;
&lt;br /&gt;
The mountainous centre of Ailokim civilisation and culture it was here that the survivors of the sundering made their stand and started to rebuild what was lost. The highly defensible city has grown over a millennium and aided Ailokim control over both sides of the Hypothian range. The first Soulifactory ‘Erea’ was built here and has produced around 10,000 souls. Arcadia serves as a nursery for young Ailokim as they are trained for their initial roles in the world. It is houses the home legion of the Ailokim army and the council of elders. It is rare for outsiders to be allowed into a city as important as Arcadia. &lt;br /&gt;
&lt;br /&gt;
Megara&lt;br /&gt;
&lt;br /&gt;
It was a proud moment when Ailokim society founded it&#039;s first coastal satelite colony around 500 years ago. It signified the begining of an expansion that over stretched Ailokim man power and created the conditions that necessitated the creation of the Umberkim. Megara today is a thriving metropolis and centre of trade for Ailokim civilisation. Though still rigid and heirachical by world standards it contains the largest racial &amp;amp; cultural diversity of any Ailokim settlement.&lt;br /&gt;
&lt;br /&gt;
Mantinea&lt;br /&gt;
&lt;br /&gt;
The second stage of Ailokim expansion was made almost necessary by the increasing population of Umberkim slaves that have poured ceaselessly from the spawning vats. Mantinea was founded to localise control of the rich southern agricultural and forest resources liberated from an uncooperative regime of humans known as Tallastians. There are 9 Umberkim for every Ailokim settler that reluctantly takes their post here.&lt;br /&gt;
&lt;br /&gt;
Exordia&lt;br /&gt;
&lt;br /&gt;
For similar reasons Exordia was founded on the western coast, though it’s pleasant climate and coastal location make it a far more popular posting and also a holiday destination. What Exordia lacks in terms of good farm land it makes up for in fishing and tourism for overworked Ailokim.&lt;br /&gt;
&lt;br /&gt;
Eleusina&lt;br /&gt;
&lt;br /&gt;
A simultaeous expansion northwards was also considered necessary to renew dwildling mineral resources and create a defensible out-post between Ailokim settlements and the sometimes tempermental dwarven residents of the Northern Ranges, who are prone to misunderstandings of Ailokim intent.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
&lt;br /&gt;
Though a great deal has been lost to the Ailokim many powerful magics and useful technologies survived and more are being researched with each passing year. Ailokim casters pride themselves on having the greatest library of magics in the world. Over the centuries many Ailokim magics have however been carelessly traded with the Keltoi whose mastery of the mystical arts now rivals and in some areas exceeds their own.&lt;br /&gt;
&lt;br /&gt;
Undoubtedly the Ailokim’s most powerful magics are preserved pre-Sundering ritual magics that tend to influence the construction of their cities and the crafting of various objects. Ailokim cities for example are encircled with powerful protection and detection wards, their agriculture is made more abundant, water cleansed, and even localised weather controlled to a degree. In the category of item/object creation we see examples of solar focusers that sit ominously upon the walls of their cities. Another, and recognised signature of Ailokim culture and warfare, is the kinetic mat; a magically enchanted sheet of rare star metal that glows brightly and can fly at a fair clip. &lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Ailokim base languages are Ailokim &amp;amp; Umberkim. Ailokim value their language as a sacred bridge to their glorious past to be used by none but they. In day to day life they speak a common dialect that has become known as Umberkim, though they are often fluent in other languages typically preferring more eclectic languages over other humanoid languages. Umberkim can speak common and can sometimes understand Ailokim, however are punished harshly if they speak the language of the masters.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
(Medium Humanoids)&lt;br /&gt;
&lt;br /&gt;
Ability scores for Ailokim &amp;amp; Umberkim are based on which of the four Soulifactories they have been created at. Three separate and complimentary Ailokim were selected as the paragons of their culture and were then inserted into the first Soulifactories as the templates for future Ailokim creation.&lt;br /&gt;
&lt;br /&gt;
Although their genetic potential is predetermined an Ailokim’s developmental experiences in early life can potentially emphasise one or two ability scores at the expense of others. Specifically an Ailokim can alter 2 of their base ability scores by a maximum of +2 by taking a commensurate minus to other separate ability scores.&lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Erea’ STR:10 | DEX:13 | CON:14 | INT:15 | WIS:13 | CHA:14 &lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Laert’ STR:14 | DEX:12 | CON:14 | INT:10 | WIS:15 | CHA:14 &lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Reos’ STR:14 | DEX:14 | CON:14 | INT:10 | WIS:14 | CHA:14&lt;br /&gt;
&lt;br /&gt;
To reflect the narrow options open to Umberkim in society they may only add a single +2 and its commensurate -2 to the template below.&lt;br /&gt;
&lt;br /&gt;
Proto-Soulifactory ‘Umber’ STR:17 | DEX:14 | CON:14 | INT:8 | WIS:8 | CHA:12&lt;br /&gt;
&lt;br /&gt;
Umberkims do not receive Marks of Destiny (like their Ailokim siblings) instead at first level an Umberkim may chose a single bonus feat from the following: Endurance, Run, Toughness, Improved Toughness, Great Fortitude or Skill Focus Profession/Craft (player’s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[These are designed to be balanced for 32 point character creation campaigns and should be adjusted for differing campaign power levels]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Racial hatred toward Psions &amp;amp; Psionic Creatures (+1 Hit &amp;amp; Dam).&lt;br /&gt;
Ailokim receive a +2 Racial Bonus on Ritual Magic skill checks.&lt;br /&gt;
Marks of Destiny (Su) Ailokim are ritually tattooed at birth with one of six unique markings that grant a special power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau (Strength) +1 bonus on strength checks and strength based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein (Grace) +1 bonus on dexterity checks and dexterity based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur (Mind) +1 bonus on int checks and int based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon (World) +1 bonus on wisdom checks and wisdom based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Juugz (Soul) +1 bonus on charisma checks and charisma based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the age of 100 years an Ailokim is recognised as coming of age and is rewarded in a special ritual with an additional mark of destiny. This additional tattoo increases the bonus from the marks to +2 and depending on which of the 9 combinations grants an additional benefit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Sein: When an Ailokim deals damage from a sneak attack or crit they gain a +2 dodge bonus to AC until their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Neur: (Sw) Twice per day this tattoo allows an Ailokim to expend a prepared spell and gain it’s level to hit and damage for 1 round.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Weon: (Im) An Ailokim with this combination can elect to take a -1 to hit and damage at the start of a round to gain an insight bonus of +2 to will saves till the beginning of their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Juugz: (Sw) Once a day this combination allows it user to add their strength bonus to a charisma based check so long as they are unarmoured and are revealing their physique.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Neur: This combination allows an Ailokim to use their dexterity score instead of their normal ability score for the purposes of determining bonus spells.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Weon: (Sw) By expending one or more turn/rebuke attempts this combination allows it’s wielder once a day to add a metamagic effect to a spell they are casting, with no effect on the spells casting time or effective level. The number of turn/rebuke attempts expended must equal the normal level adjustment of the metamagic feat. The Ailokim must have the metamagic feat &amp;amp; cannot cast a metamagic/spell combination of a level that they wouldn&#039;t normally be able to cast.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Juugz: (Im) Twice a day as an immediate action this combination allows an Aiokim to expend either a turn/rebuke attempt or an unprepared spell slot of at least 1st level to gain 1d6 damage on a sneak attack or an unarmed strike.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Weon: This combination allows an Ailokim if they leave a spell slot unfilled for the day to add the level of that spell slot to the DC to resist spells of that level or lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Juugz: (St) Once a day as a standard action this combination allows its user to ‘reclaim’ a spell already cast in the last 3 rounds by expending a spell 1 level lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon-Juugz: (Im) This combination grants the Ailokim the ability to sacrifice a turn/rebuke attempt and gain 1 effective caster level, or to sacrifice a prepared spell and gain it’s level to a turning check.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== A Day in the Life ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Moral Dialogue&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An earnest young Ailokim Private Welks had been troubled for weeks, finally though he had mustered the courage to confront Sgt. Lysis regarding something of an ethical issue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lysis:&#039;&#039;&#039; Welks! Come take a seat. You mentioned you’d something you wanted off your chest?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Welks:&#039;&#039;&#039; Sergent. Thankyou sir yes. It’s well…  It’s the baby thing sir.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lysis:&#039;&#039;&#039; What of it young man?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Welks:&#039;&#039;&#039; Well sir, let me start by saying that though I’ve never met a Psion before, I appreciate that in a world such as this we must consider them evil. Even if a Psion somehow had good intentions their mere existence invites doom to revisit our people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lysis:&#039;&#039;&#039; Taken as read young man. Let’s get to the point private.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Welks:&#039;&#039;&#039; That’s just it sir. Under normal circumstances killing an innocent infant is an abhorrent evil, yet the manifestation of Psionic power is an evil also. These two absolutes do not sit well with me and I do not know that I could perform my duty if called upon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lysis:&#039;&#039;&#039; It is good to have a man amongst us that thinks beyond the dictates of the twelve and is mindful of his actions. A useful attribute, but please let us consider the consequences. Firstly can we agree that the twelve have knowledge and wisdom gleaned from a millennium of research and experience far beyond our own and as such their statement that the mere existence of Psions would bring upon us another sundering is true?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Welks:&#039;&#039;&#039; I suppose. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lysis:&#039;&#039;&#039; Given these two absolutes we find ourselves in a conundrum. If we act to eradicate Psions we commit an evil act, and if we do not act then we allow to occur a catastrophic event that would kill those we would have dead and many more besides.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Welks:&#039;&#039;&#039; But sir, think of the children, the little smiles on their faces, skipping through fields of flowers, surely pursuing them with a kinetic carrier can’t be the answer?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lysis:&#039;&#039;&#039; Welks. Clearly your ability to calculate moral algebra is flawed. Report to the re-education clinic immediately for further testing. Dismissed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACF in Action&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lt. Major Brislow began to tense up, he knew the shadow walk ritual well and it was nearing completion. He could now sense the inertia of the carrier as it slowed to a cruising speed. He pulled his ACF gear into position and activated his night-vision. He wasn’t expecting too much trouble, but then psions sometimes had this way of knowing you were coming and it was his job not to take chances. His deputies followed his lead as he positioned himself at the centre of the arcane glyphs around which the five casters chanted. First came a euphoric feeling of strength and agility, then his movements seemed to blur and finally with a series of electrifying flashes they bent through a dimensional shift to their airborne destination.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Diving through the sky above their rural target Brislow began reciting the incantation and with split second precision cast it as they grew close to a thatched roof. He and his two comrades slowed to land gently beside the innocuous looking farm house and then with another brief incantation turned invisible. Unaccounted for, a dog at the side entrance began to bark. Brislow telepathically cursed prohibition 11a-df4 regarding the necessity of using invisibility after ground fall and cast again silencing the area. If this psion was a real threat then it’d know the ACF squad was here. Adjusting his ACF goggles he scanned for psion power signatures and loaded his handbow. No signals, no alarms, a good sign that they were just here to clean up a sleeper. After more permanently silencing the dog the squad entered and stealthed up the stairs…&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Ailokim Rituals ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEGENDARY RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These rituals are exorbitantly expensive, enormously taxing and mostly require the majestic twelve to perform them due to the incredible power they harness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of the Harvest:&#039;&#039;&#039; This ritual optimises the local weather patterns to the needs of crops/agriculture. It also once a year makes strange circles appear which over a few days slowly expand out until the entire crop is harvested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Industry:&#039;&#039;&#039; This ritual focuses the attention and activity of people in an area and makes them more productive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of City Erection:&#039;&#039;&#039; This complex ritual has a multitude of effects that aid the rapid construction of a fledgling city. It assists in levelling the earth beneath the site and sinks trenches for the regulation buildings required in an Ailokim city. It hastens and sustains workers, helps join building materials, dimly displays where all materials are to be placed and many more subtle effects that facilitate the construction of a city in mere months instead of years.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Rubbish Disposal:&#039;&#039;&#039; This inauspiciously named ritual is actually extremely potent in its effects. It creates a permanent portal into another realm through which things do not return. Ailokim are fond of connecting their sewerage and rubbish disposal systems to such portals. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Soulifactory Construction:&#039;&#039;&#039; This ritual has been cast only five times since it’s creation a millennium ago and many feel it will not be cast again any time soon, requiring as it does the sacrifice of those who cast it and many others besides.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Kinetic Carrier Construction:&#039;&#039;&#039; This expensive ritual creates a Kinetic Carrier Vessel. It has been cast only five times in a millennium due to the rarity of its material components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MAJOR RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These rituals are mostly very expensive, require many well practiced casters and often the sacrifice of creatures and experience points. Some of these rituals are no longer castable due to the scarcity of their material components. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Roads:&#039;&#039;&#039; While sustained this ritual can create a gravel road across all but the most extreme surfaces. It finds the most optimal path, Felling trees and spreading gravel over a smoothes surface.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Warding:&#039;&#039;&#039; This powerful ancient ritual creates an invisible barrier past which low levelled characters and monsters will have trouble crossing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Protection:&#039;&#039;&#039; This ritual creates an invisible barrier that has several characteristics. It acts as a one way barrier that…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Defence:&#039;&#039;&#039; This ritual is sometimes cast in times of battle, granting those within it area of effect a magical +2 to their armour value &amp;amp; 5 elemental resistance for 1 day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Battle:&#039;&#039;&#039; This ritual is cast to enhance it’s recipients weapon attacks magically by +2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Dimensional Anchoring:&#039;&#039;&#039; This ritual functions as the spell but with longer duration and larger area of effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Major Scrying:&#039;&#039;&#039; This ritual functions as the spell but with a more difficult will save, larger viewing area, lessened requirements and a much longer duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Mending:&#039;&#039;&#039; This ritual creates an area in which a constant mend spell operates for a long duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Cleanliness:&#039;&#039;&#039; This ritual creates a small area that sterilises people, objects and anything else placed within it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Health:&#039;&#039;&#039; This ritual creates a small area that grants any who enter within it fast healing /1 while in that area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Solar Focuser Construction:&#039;&#039;&#039; This ritual creates a Solar Focuser; a huge ranged weapon that adorn the walls of Ailokim settlements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Kinetic Mat Construction:&#039;&#039;&#039; This ritual creates a Kinetic Mat; a brightly glowing sheet of star metal that when guided by an experienced pilot can fly at a fair clip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Shadow Walking:&#039;&#039;&#039; This ritual creates a small area of shadow and emulates the effect of the shadow walk spell for all within the area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MINOR RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Rain/Shine:&#039;&#039;&#039; This ritual can either bring about rain or clear away clouds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Feasting:&#039;&#039;&#039; This ritual acts as the spell Heroes Feast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Alarm:&#039;&#039;&#039; This ritual is similar in effect to the spell Alarm. It’s area of effect is greater, duration longer and it additionally allows the caster to specify exceptions based on race/species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Empowerment:&#039;&#039;&#039; This ritual effects all who cast it granting them an effective caster level one level higher for the day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Artillery:&#039;&#039;&#039; This ritual eventually creates a large bonfire that launches a widened fireball at a distant target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Scrying:&#039;&#039;&#039; This ritual duplicates the effect of the Scry spell as long as the ritual is maintained.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Fixing:&#039;&#039;&#039; This ritual creates an area that constantly generates the effect of the spell Mend.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of ACF Armour Construction:&#039;&#039;&#039; Item creation ritual.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of ACF Goggle Construction:&#039;&#039;&#039; Item creation ritual.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of ACF Sabre Construction:&#039;&#039;&#039; Item creation ritual.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Telepathy:&#039;&#039;&#039; This ritual reads the inner most thoughts of its nearby target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Domination:&#039;&#039;&#039; This ritual duplicates the effect of the spell dominate person but with a longer duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Dreams:&#039;&#039;&#039; This ritual can send a specific dream to its distant recipient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Cattle Mutilation:&#039;&#039;&#039; This ritual is used to properly prepare meat for Ailokim consumption.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Dan</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=60609</id>
		<title>Ourworld:Ailokim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=60609"/>
		<updated>2007-09-10T01:56:10Z</updated>

		<summary type="html">&lt;p&gt;Dan: /* A Day in the Life */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The little Ailokim, with some justification, insist they are a species above and beyond the other mortal races of this world. Guardians of an undeniably powerful legacy their need to ‘civilise’ the world and rebuild their lost glory upon the graves of lesser species has them viewed with suspicion by neighbouring cultures. They however see their actions as advancing a greater good, but to understand their nature one must appreciate the sad history of this once dominant race.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The little understood ‘Sundering’ was a mysterious cataclysm that began about 1500 years ago an ended around 1000 years ago. It began with the appearance of a star in the night sky that continued to grow at an alarming rate, as it grew the temperature dropped rapidly freezing many life forms to death and destroying agriculture. The Ailokim magics sustained their culture largely through this period. As this star of doom grew larger still the world began to get hotter again, and hotter still until the planet was aflame. Again the powerful magics of the Ailokim preserved them. The planet erupted into rivers of lava and began to break up, mountains drifting slowly into the sky as the gravity of the Ailokim home world failed. Many perished at this point, though many in main population centres persevered though extraordinary arcane feats never fully understood. Surviving on chunks of molten rocks the few remaining Ailokim cities were then slammed at vast speeds into other vast asteroids and finally into the fateful star that doomed them. That a few hundred powerful individuals survived was miraculous and a testament to extraordinary powers that have now been lost.&lt;br /&gt;
&lt;br /&gt;
To this day the Ailokim speak insistently of the lost times when their ancient cities reached high into the skies, their culture spanned the planet and their remarkable technologies and magics were able to twist the very reality of the world and all upon it. Their face will then usually turn almost as grey as their hair as they carry on to tell of the great sundering that destroyed virtually all of their civilisation, their land, their people, their lore, their technologies, their magics, their spirit, their ability to bear offspring and even drained the pigment from their hair.&lt;br /&gt;
&lt;br /&gt;
Of the mere hundreds of fringe dwellers that survived (or were able to be resurrected) the disaster most lapsed into despair, a few however used what gifts they had left to try and preserve their race and culture. Using some remnants of their arcane lore and technologies they created three ‘Soulifactories’; strange devices able to create life in the form of one of three young Ailokim chosen for their unique qualities. As a result all Ailokim under the age of 900 bear a striking resemblance to each of these chosen three. There are a slowly diminishing number of unique and venerable Ailokim that remember the sundering, a selection of whom form the council of elders. These elders have overseen the slow salvaging of elements of their former culture and wealth for over a millennium.&lt;br /&gt;
&lt;br /&gt;
Today the Ailokim number around 20,000 and occupy four city sites on the Western continent of Brianna. The embittered Ailokim have been peaceful from necessity; painfully aware of the slow rate at which they are able to reproduce they value their lives highly. So far the greatest Ailokim scholars and scientists have failed to replicate the ‘Soulifactories’ or discover additional ways of reproducing themselves. In their experiments however they have created/bred a slave race that they find useful for industry and warfare known as the ‘Umberkim’. &lt;br /&gt;
The Umberkim are a dull witted but powerful race that have been bred as much for their physical power as their obedience. They number around 80,000 spread across the three Ailokim cities and serve as the mainstay of Ailokim military, agriculture and industry. Maturing quickly, Umberkim live on average for a mere 25 years in part due to the hazardous tasks given to them by the Ailokim. Augmented with the powerful magics and technology of their masters, the combined Ailokim/Umberkim military are one of the most formidable forces in the world, though have seen relatively little action. The ‘special forces’ division of the Ailokim military on the other hand is famed for it’s daring and bewildering raids across the span of the planet. This brings us to another defining characteristic of the Ailokim.&lt;br /&gt;
&lt;br /&gt;
== The Vendetta ==&lt;br /&gt;
&lt;br /&gt;
Ailokim life is a precious commodity that will not normally put at risk, but with one exception; Psionics. Since the early days of rebuilding the council of elders has decreed ‘The Vendetta’ requiring that Psionicists and Psionic creatures and users be eradicated from the face of the planet. It seems implicit that somehow they were linked or responsible for the Sundering though the council is silent on the matter. Over the last millennium the Ailokim have become adept at hunting down individuals, and the families of individuals, that exhibit Psionic power. Often turning up even before a Psionic child is born to slaughter it and it’s mother. This has caused the Ailokim a certain amount of animosity, indeed they are often blamed for still births and other mysterious deaths.&lt;br /&gt;
&lt;br /&gt;
== Personality &amp;amp; Relations ==&lt;br /&gt;
&lt;br /&gt;
Ailokim tend to be embittered but proud, self righteous and ruthlessly pragmatic. It would be fair to say they regard most other sentient races as equally inferior and have fairly high standards as to what they actually call sentient. Low-sentience races (such as the Umberkim) are basically considered in pragmatic terms as others races might consider animals.&lt;br /&gt;
Since the Sundering the Ailokim have carried a terrible curse in their blood and will never be able to bear children, relying instead on magics and technology to reproduce themselves. This has led to a powerful sense of solidarity with their vat grown siblings and they will support a fellow Ailokim in virtually any situation.&lt;br /&gt;
&lt;br /&gt;
The whole of Ailokim society in one way or another is geared towards the reestablishment of their culture’s lost glory. In practical terms they are limited by their slow reproduction rate and have only constructed a few large cities. Many feel however that it is only a matter of time before the Ailokim rediscover the method of constructing new Soulifactories and prepare themselves for the inevitable expansion this would allow.&lt;br /&gt;
[[Image:Ailokim.jpg|thumb|An average Ailokim]]&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Origianally from a high gravity world Ailokim are constructed from fundamentally different stuff to the &#039;normal&#039; races of this world. Their short bodies, elongated limbs and largish heads have an almost insect like quality about them. Ailokim are sometimes likened to stocky human children that have grown off on some sort of unsettling tangent. Ailokim gain their common name from the lack of pigment in their hair and their extraordinarily long life span (anywhere up to 1200 years). They adhere to strict dress codes and a ritual marking on their forearm that defines their role in society and station for which they train from ‘birth’.&lt;br /&gt;
 &lt;br /&gt;
Their creations, the Umberkim, on the other hand are a hairless, far stronger, hardier race resembling an oafish human with thick leathery skin. Their dull wits and short lifespan make them ideal slaves to further Ailokim hegemony. Occasional individuals have transcended their programming and escaped to the new world where they have made lives for themselves as free men. The Ailokim however maintain that any of Umberkim blood are their property and must be returned to them or killed.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ailokim relate to each other in society as Lawful Good, seeing Ailokim advancement as the most noble of objectives. Their relations with other races are less transparent, Ailokim practice slavery and have during their expansion been guilty of a genocide or two. They consider races like the Umberkim (and several others) as others might animals. The more enlightened races, can with work, garner a degree more respect though are viewed of course as inferior, or more pragmatically as pawns in some grand scheme. However if an Ailokim gives his word, even to an animal, he will strive to keep it as a mark of Ailokim civility and order. In traditional terms they awkwardly classify as Lawful Neutral, and though some stray a little it is almost unheard of to find a chaotic Ailokim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
In short Ailokim worship the past. In more pragmatic terms they worship their ancestors who are the most direct conduit to great spiritual powers that are the gods. Ailokim see Gods not as specific entities but rather as forces of the universe. These forces find embodiment as specific demigod ancestors that represent each force. &lt;br /&gt;
&lt;br /&gt;
Though others call them by differing names the Ailokim Gods represent these concepts, followed by the Ancestor worshipped as their avatar: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BAIG&#039;&#039;&#039; (War/Death) The most recent and revered avatar of Baig was a fiery young Ailokim called Kraed Reos Hammerstein I. Kraed rose quickly through the ranks of the Ailokim combined forces eventually leading the final assault on the last Tallastian city where he died valiantly as he steered his kinetic carrier into the enemies vanguard, sealing the battles outcome.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rerth&#039;&#039;&#039; (Valour/Protection) The first and current leader of the Ailokim Combined Forces - Goethral Immaltrium is revered for his careful decisions and tactics about when to war and when to consolidate; these have been central to Ailokim domination of their region. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Semile&#039;&#039;&#039; (Healing/Life) Revered since the first days of the Ailokim’s arrival here Learth Sommstein resurrected countless survivors after planet fall later sacrificing himself in the creation of the first Soulifactory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neurod&#039;&#039;&#039; (Knowledge/Magic) A still living avatar Teark Cromming II created the Soulifactory ‘Umber’ is a prolific researcher and currently leads the Majestic Twelve governing the affairs of Ailokim society.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knive&#039;&#039;&#039; (Trickery/Luck/Chaos) Knive&#039;s avatar &#039;Juntar Hemmon&#039; in the early days set up the Ailokim Secret Psion Squads (or ASPS) and his ‘colourful’ exploits are the stuff of Ailokim bedtime stories and his eventual demise a frightening warning about the horrific nature of Psions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Freon&#039;&#039;&#039; (Nature/Animals) Arimus Linton preserved and adapted many of the Ailokim agricultural rituals and practices to their new world flora and fauna, laying a strong foundation for Ailokim growth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rinwal&#039;&#039;&#039; (Travel) Torton Senwick was responsible for the first survey and map of the new world, also detailing the capacities of it’s various inhabitants. His journals, though sadly outdated, are a fascinating read that serve still as a guide for wayward Ailokim.&lt;br /&gt;
Blin (Law/Money) First leader of the Majestic Twelve, it was Blin’s administration that laid the foundation for the Ailokim to attain their position of mercantile power within the world economy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire:&#039;&#039;&#039; The last recognised avatar of fire was a troublesome pyromaniac Ailokim called Trousel Erea Tichon II. He was responsible for a devastating elemental fuelled fire that consumed the poor quarter of Megara and he was executed some time ago for his crimes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earth:&#039;&#039;&#039; A devastating earthquake was traced to a disillusioned mage experimenting in his subterranean chambers beneath Arcadia. The name Jeorth is retold to warn others from such dabbling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air:&#039;&#039;&#039; Tornado activity was able to penetrate the wards of Megara due to the assistance of a small cult led by one Neamen Reos Architoo II. Despite the constant pursuit of the ACF he is still at large.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Water:&#039;&#039;&#039; A bizarre Ailokim wizard named Rontar Leart Cosmin III has been sending confusing omens of doom from within the great ocean for many decades now. The ACF has been reluctant to spend resources pursuing him as he seems to pose no actual threat.&lt;br /&gt;
&lt;br /&gt;
All have sanctioned churches devoted to them with the exception of the 4 elements. Warped cults have developed in the dark corners of the Ailokim culture that pay homage to these deities.&lt;br /&gt;
&lt;br /&gt;
== Cities ==&lt;br /&gt;
&lt;br /&gt;
Arcadia&lt;br /&gt;
&lt;br /&gt;
The mountainous centre of Ailokim civilisation and culture it was here that the survivors of the sundering made their stand and started to rebuild what was lost. The highly defensible city has grown over a millennium and aided Ailokim control over both sides of the Hypothian range. The first Soulifactory ‘Erea’ was built here and has produced around 10,000 souls. Arcadia serves as a nursery for young Ailokim as they are trained for their initial roles in the world. It is houses the home legion of the Ailokim army and the council of elders. It is rare for outsiders to be allowed into a city as important as Arcadia. &lt;br /&gt;
&lt;br /&gt;
Megara&lt;br /&gt;
&lt;br /&gt;
It was a proud moment when Ailokim society founded it&#039;s first coastal satelite colony around 500 years ago. It signified the begining of an expansion that over stretched Ailokim man power and created the conditions that necessitated the creation of the Umberkim. Megara today is a thriving metropolis and centre of trade for Ailokim civilisation. Though still rigid and heirachical by world standards it contains the largest racial &amp;amp; cultural diversity of any Ailokim settlement.&lt;br /&gt;
&lt;br /&gt;
Mantinea&lt;br /&gt;
&lt;br /&gt;
The second stage of Ailokim expansion was made almost necessary by the increasing population of Umberkim slaves that have poured ceaselessly from the spawning vats. Mantinea was founded to localise control of the rich southern agricultural and forest resources liberated from an uncooperative regime of humans known as Tallastians. There are 9 Umberkim for every Ailokim settler that reluctantly takes their post here.&lt;br /&gt;
&lt;br /&gt;
Exordia&lt;br /&gt;
&lt;br /&gt;
For similar reasons Exordia was founded on the western coast, though it’s pleasant climate and coastal location make it a far more popular posting and also a holiday destination. What Exordia lacks in terms of good farm land it makes up for in fishing and tourism for overworked Ailokim.&lt;br /&gt;
&lt;br /&gt;
Eleusina&lt;br /&gt;
&lt;br /&gt;
A simultaeous expansion northwards was also considered necessary to renew dwildling mineral resources and create a defensible out-post between Ailokim settlements and the sometimes tempermental dwarven residents of the Northern Ranges, who are prone to misunderstandings of Ailokim intent.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
&lt;br /&gt;
Though a great deal has been lost to the Ailokim many powerful magics and useful technologies survived and more are being researched with each passing year. Ailokim casters pride themselves on having the greatest library of magics in the world. Over the centuries many Ailokim magics have however been carelessly traded with the Keltoi whose mastery of the mystical arts now rivals and in some areas exceeds their own.&lt;br /&gt;
&lt;br /&gt;
Undoubtedly the Ailokim’s most powerful magics are preserved pre-Sundering ritual magics that tend to influence the construction of their cities and the crafting of various objects. Ailokim cities for example are encircled with powerful protection and detection wards, their agriculture is made more abundant, water cleansed, and even localised weather controlled to a degree. In the category of item/object creation we see examples of solar focusers that sit ominously upon the walls of their cities. Another, and recognised signature of Ailokim culture and warfare, is the kinetic mat; a magically enchanted sheet of rare star metal that glows brightly and can fly at a fair clip. &lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Ailokim base languages are Ailokim &amp;amp; Umberkim. Ailokim value their language as a sacred bridge to their glorious past to be used by none but they. In day to day life they speak a common dialect that has become known as Umberkim, though they are often fluent in other languages typically preferring more eclectic languages over other humanoid languages. Umberkim can speak common and can sometimes understand Ailokim, however are punished harshly if they speak the language of the masters.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
(Medium Humanoids)&lt;br /&gt;
&lt;br /&gt;
Ability scores for Ailokim &amp;amp; Umberkim are based on which of the four Soulifactories they have been created at. Three separate and complimentary Ailokim were selected as the paragons of their culture and were then inserted into the first Soulifactories as the templates for future Ailokim creation.&lt;br /&gt;
&lt;br /&gt;
Although their genetic potential is predetermined an Ailokim’s developmental experiences in early life can potentially emphasise one or two ability scores at the expense of others. Specifically an Ailokim can alter 2 of their base ability scores by a maximum of +2 by taking a commensurate minus to other separate ability scores.&lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Erea’ STR:10 | DEX:13 | CON:14 | INT:15 | WIS:13 | CHA:14 &lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Laert’ STR:14 | DEX:12 | CON:14 | INT:10 | WIS:15 | CHA:14 &lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Reos’ STR:14 | DEX:14 | CON:14 | INT:10 | WIS:14 | CHA:14&lt;br /&gt;
&lt;br /&gt;
To reflect the narrow options open to Umberkim in society they may only add a single +2 and its commensurate -2 to the template below.&lt;br /&gt;
&lt;br /&gt;
Proto-Soulifactory ‘Umber’ STR:17 | DEX:14 | CON:14 | INT:8 | WIS:8 | CHA:12&lt;br /&gt;
&lt;br /&gt;
Umberkims do not receive Marks of Destiny (like their Ailokim siblings) instead at first level an Umberkim may chose a single bonus feat from the following: Endurance, Run, Toughness, Improved Toughness, Great Fortitude or Skill Focus Profession/Craft (player’s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[These are designed to be balanced for 32 point character creation campaigns and should be adjusted for differing campaign power levels]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Racial hatred toward Psions &amp;amp; Psionic Creatures (+1 Hit &amp;amp; Dam).&lt;br /&gt;
Ailokim receive a +2 Racial Bonus on Ritual Magic skill checks.&lt;br /&gt;
Marks of Destiny (Su) Ailokim are ritually tattooed at birth with one of six unique markings that grant a special power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau (Strength) +1 bonus on strength checks and strength based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein (Grace) +1 bonus on dexterity checks and dexterity based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur (Mind) +1 bonus on int checks and int based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon (World) +1 bonus on wisdom checks and wisdom based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Juugz (Soul) +1 bonus on charisma checks and charisma based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the age of 100 years an Ailokim is recognised as coming of age and is rewarded in a special ritual with an additional mark of destiny. This additional tattoo increases the bonus from the marks to +2 and depending on which of the 9 combinations grants an additional benefit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Sein: When an Ailokim deals damage from a sneak attack or crit they gain a +2 dodge bonus to AC until their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Neur: (Sw) Twice per day this tattoo allows an Ailokim to expend a prepared spell and gain it’s level to hit and damage for 1 round.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Weon: (Im) An Ailokim with this combination can elect to take a -1 to hit and damage at the start of a round to gain an insight bonus of +2 to will saves till the beginning of their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Juugz: (Sw) Once a day this combination allows it user to add their strength bonus to a charisma based check so long as they are unarmoured and are revealing their physique.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Neur: This combination allows an Ailokim to use their dexterity score instead of their normal ability score for the purposes of determining bonus spells.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Weon: (Sw) By expending one or more turn/rebuke attempts this combination allows it’s wielder once a day to add a metamagic effect to a spell they are casting, with no effect on the spells casting time or effective level. The number of turn/rebuke attempts expended must equal the normal level adjustment of the metamagic feat. The Ailokim must have the metamagic feat &amp;amp; cannot cast a metamagic/spell combination of a level that they wouldn&#039;t normally be able to cast.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Juugz: (Im) Twice a day as an immediate action this combination allows an Aiokim to expend either a turn/rebuke attempt or an unprepared spell slot of at least 1st level to gain 1d6 damage on a sneak attack or an unarmed strike.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Weon: This combination allows an Ailokim if they leave a spell slot unfilled for the day to add the level of that spell slot to the DC to resist spells of that level or lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Juugz: (St) Once a day as a standard action this combination allows its user to ‘reclaim’ a spell already cast in the last 3 rounds by expending a spell 1 level lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon-Juugz: (Im) This combination grants the Ailokim the ability to sacrifice a turn/rebuke attempt and gain 1 effective caster level, or to sacrifice a prepared spell and gain it’s level to a turning check.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== A Day in the Life ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Moral Dialogue&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An earnest young Ailokim Private Welks had been troubled for weeks, finally though he had mustered the courage to confront Sgt. Lysis regarding something of an ethical issue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lysis:&#039;&#039;&#039; Welks! Come take a seat. You mentioned you’d something you wanted off your chest?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Welks:&#039;&#039;&#039; Sergent. Thankyou sir yes. It’s well…  It’s the baby thing sir.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lysis:&#039;&#039;&#039; What of it young man?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Welks:&#039;&#039;&#039; Well sir, let me start by saying that though I’ve never met a Psion before, I appreciate that in a world such as this we must consider them evil. Even if a Psion somehow had good intentions their mere existence invites doom to revisit our people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lysis:&#039;&#039;&#039; Taken as read young man. Let’s get to the point private.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Welks:&#039;&#039;&#039; That’s just it sir. Under normal circumstances killing an innocent infant is an abhorrent evil, yet the manifestation of Psionic power is an evil also. These two absolutes do not sit well with me and I do not know that I could perform my duty if called upon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lysis:&#039;&#039;&#039; It is good to have a man amongst us that thinks beyond the dictates of the twelve and is mindful of his actions. A useful attribute, but please let us consider the consequences. Firstly can we agree that the twelve have knowledge and wisdom gleaned from a millennium of research and experience far beyond our own and as such their statement that the mere existence of Psions would bring upon us another sundering is true?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Welks:&#039;&#039;&#039; I suppose. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lysis:&#039;&#039;&#039; Given these two absolutes we find ourselves in a conundrum. If we act to eradicate Psions we commit an evil act, and if we do not act then we allow to occur a catastrophic event that would kill those we would have dead and many more besides.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Welks:&#039;&#039;&#039; But sir, think of the children, the little smiles on their faces, skipping through fields of flowers, surely pursuing them with a kinetic carrier can’t be the answer?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lysis:&#039;&#039;&#039; Welks. Clearly your ability to calculate moral algebra is flawed. Report to the re-education clinic immediately for further testing. Dismissed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACF in Action&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lt. Major Brislow began to tense up, he knew the teleportation ritual well and it was nearing completion. He could now sense the inertia of the carrier as it slowed to a cruising speed. He pulled his ACF gear into position and activated his night-vision. He wasn’t expecting too much trouble, but then psions sometimes had this way of knowing you were coming and it was his job not to take chances. His deputies followed his lead as he positioned himself at the centre of the arcane glyphs around which the five casters chanted. First came a euphoric feeling of strength and agility, then his movements seemed to blur and finally with a series of electrifying flashes they passed through a dimensional door to their airborne destination.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Diving through the sky above their rural target Brislow began reciting the incantation and with split second precision cast it as they grew close to a thatched roof. He and his two comrades slowed to land gently beside the innocuous looking farm house and then with another brief incantation turned invisible. Unaccounted for, a dog at the side entrance began to bark. Brislow telepathically cursed prohibition 11a-df4 regarding the necessity of using invisibility after ground fall and cast again silencing the area. If this psion was a real threat then it’d know the ACF squad was here. Adjusting his ACF goggles he scanned for psion power signatures and loaded his handbow. No signals, no alarms, a good sign that they were just here to clean up a sleeper. After more permanently silencing the dog the squad entered and stealthed up the stairs…&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Ailokim Rituals ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEGENDARY RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These rituals are exorbitantly expensive, enormously taxing and mostly require the majestic twelve to perform them due to the incredible power they harness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of the Harvest:&#039;&#039;&#039; This ritual optimises the local weather patterns to the needs of crops/agriculture. It also once a year makes strange circles appear which over a few days slowly expand out until the entire crop is harvested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Industry:&#039;&#039;&#039; This ritual focuses the attention and activity of people in an area and makes them more productive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of City Erection:&#039;&#039;&#039; This complex ritual has a multitude of effects that aid the rapid construction of a fledgling city. It assists in levelling the earth beneath the site and sinks trenches for the regulation buildings required in an Ailokim city. It hastens and sustains workers, helps join building materials, dimly displays where all materials are to be placed and many more subtle effects that facilitate the construction of a city in mere months instead of years.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Rubbish Disposal:&#039;&#039;&#039; This inauspiciously named ritual is actually extremely potent in its effects. It creates a permanent portal into another realm through which things do not return. Ailokim are fond of connecting their sewerage and rubbish disposal systems to such portals. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Soulifactory Construction:&#039;&#039;&#039; This ritual has been cast only five times since it’s creation a millennium ago and many feel it will not be cast again any time soon, requiring as it does the sacrifice of those who cast it and many others besides.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Kinetic Carrier Construction:&#039;&#039;&#039; This expensive ritual creates a Kinetic Carrier Vessel. It has been cast only five times in a millennium due to the rarity of its material components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MAJOR RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These rituals are mostly very expensive, require many well practiced casters and often the sacrifice of creatures and experience points. Some of these rituals are no longer castable due to the scarcity of their material components. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Roads:&#039;&#039;&#039; While sustained this ritual can create a gravel road across all but the most extreme surfaces. It finds the most optimal path, Felling trees and spreading gravel over a smoothes surface.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Warding:&#039;&#039;&#039; This powerful ancient ritual creates an invisible barrier past which low levelled characters and monsters will have trouble crossing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Protection:&#039;&#039;&#039; This ritual creates an invisible barrier that has several characteristics. It acts as a one way barrier that…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Defence:&#039;&#039;&#039; This ritual is sometimes cast in times of battle, granting those within it area of effect a magical +2 to their armour value &amp;amp; 5 elemental resistance for 1 day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Battle:&#039;&#039;&#039; This ritual is cast to enhance it’s recipients weapon attacks magically by +2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Dimensional Anchoring:&#039;&#039;&#039; This ritual functions as the spell but with longer duration and larger area of effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Major Scrying:&#039;&#039;&#039; This ritual functions as the spell but with a more difficult will save, larger viewing area, lessened requirements and a much longer duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Mending:&#039;&#039;&#039; This ritual creates an area in which a constant mend spell operates for a long duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Cleanliness:&#039;&#039;&#039; This ritual creates a small area that sterilises people, objects and anything else placed within it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Health:&#039;&#039;&#039; This ritual creates a small area that grants any who enter within it fast healing /1 while in that area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Solar Focuser Construction:&#039;&#039;&#039; This ritual creates a Solar Focuser; a huge ranged weapon that adorn the walls of Ailokim settlements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Kinetic Mat Construction:&#039;&#039;&#039; This ritual creates a Kinetic Mat; a brightly glowing sheet of star metal that when guided by an experienced pilot can fly at a fair clip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Shadow Walking:&#039;&#039;&#039; This ritual creates a small area of shadow and emulates the effect of the shadow walk spell for all within the area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MINOR RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Rain/Shine:&#039;&#039;&#039; This ritual can either bring about rain or clear away clouds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Feasting:&#039;&#039;&#039; This ritual acts as the spell Heroes Feast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Alarm:&#039;&#039;&#039; This ritual is similar in effect to the spell Alarm. It’s area of effect is greater, duration longer and it additionally allows the caster to specify exceptions based on race/species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Empowerment:&#039;&#039;&#039; This ritual effects all who cast it granting them an effective caster level one level higher for the day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Artillery:&#039;&#039;&#039; This ritual eventually creates a large bonfire that launches a widened fireball at a distant target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Scrying:&#039;&#039;&#039; This ritual duplicates the effect of the Scry spell as long as the ritual is maintained.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Fixing:&#039;&#039;&#039; This ritual creates an area that constantly generates the effect of the spell Mend.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of ACF Armour Construction:&#039;&#039;&#039; Item creation ritual.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of ACF Goggle Construction:&#039;&#039;&#039; Item creation ritual.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of ACF Sabre Construction:&#039;&#039;&#039; Item creation ritual.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Telepathy:&#039;&#039;&#039; This ritual reads the inner most thoughts of its nearby target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Domination:&#039;&#039;&#039; This ritual duplicates the effect of the spell dominate person but with a longer duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Dreams:&#039;&#039;&#039; This ritual can send a specific dream to its distant recipient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Cattle Mutilation:&#039;&#039;&#039; This ritual is used to properly prepare meat for Ailokim consumption.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Dan</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=60608</id>
		<title>Ourworld:Ailokim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=60608"/>
		<updated>2007-09-10T01:55:15Z</updated>

		<summary type="html">&lt;p&gt;Dan: /* A Day in the Life */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The little Ailokim, with some justification, insist they are a species above and beyond the other mortal races of this world. Guardians of an undeniably powerful legacy their need to ‘civilise’ the world and rebuild their lost glory upon the graves of lesser species has them viewed with suspicion by neighbouring cultures. They however see their actions as advancing a greater good, but to understand their nature one must appreciate the sad history of this once dominant race.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The little understood ‘Sundering’ was a mysterious cataclysm that began about 1500 years ago an ended around 1000 years ago. It began with the appearance of a star in the night sky that continued to grow at an alarming rate, as it grew the temperature dropped rapidly freezing many life forms to death and destroying agriculture. The Ailokim magics sustained their culture largely through this period. As this star of doom grew larger still the world began to get hotter again, and hotter still until the planet was aflame. Again the powerful magics of the Ailokim preserved them. The planet erupted into rivers of lava and began to break up, mountains drifting slowly into the sky as the gravity of the Ailokim home world failed. Many perished at this point, though many in main population centres persevered though extraordinary arcane feats never fully understood. Surviving on chunks of molten rocks the few remaining Ailokim cities were then slammed at vast speeds into other vast asteroids and finally into the fateful star that doomed them. That a few hundred powerful individuals survived was miraculous and a testament to extraordinary powers that have now been lost.&lt;br /&gt;
&lt;br /&gt;
To this day the Ailokim speak insistently of the lost times when their ancient cities reached high into the skies, their culture spanned the planet and their remarkable technologies and magics were able to twist the very reality of the world and all upon it. Their face will then usually turn almost as grey as their hair as they carry on to tell of the great sundering that destroyed virtually all of their civilisation, their land, their people, their lore, their technologies, their magics, their spirit, their ability to bear offspring and even drained the pigment from their hair.&lt;br /&gt;
&lt;br /&gt;
Of the mere hundreds of fringe dwellers that survived (or were able to be resurrected) the disaster most lapsed into despair, a few however used what gifts they had left to try and preserve their race and culture. Using some remnants of their arcane lore and technologies they created three ‘Soulifactories’; strange devices able to create life in the form of one of three young Ailokim chosen for their unique qualities. As a result all Ailokim under the age of 900 bear a striking resemblance to each of these chosen three. There are a slowly diminishing number of unique and venerable Ailokim that remember the sundering, a selection of whom form the council of elders. These elders have overseen the slow salvaging of elements of their former culture and wealth for over a millennium.&lt;br /&gt;
&lt;br /&gt;
Today the Ailokim number around 20,000 and occupy four city sites on the Western continent of Brianna. The embittered Ailokim have been peaceful from necessity; painfully aware of the slow rate at which they are able to reproduce they value their lives highly. So far the greatest Ailokim scholars and scientists have failed to replicate the ‘Soulifactories’ or discover additional ways of reproducing themselves. In their experiments however they have created/bred a slave race that they find useful for industry and warfare known as the ‘Umberkim’. &lt;br /&gt;
The Umberkim are a dull witted but powerful race that have been bred as much for their physical power as their obedience. They number around 80,000 spread across the three Ailokim cities and serve as the mainstay of Ailokim military, agriculture and industry. Maturing quickly, Umberkim live on average for a mere 25 years in part due to the hazardous tasks given to them by the Ailokim. Augmented with the powerful magics and technology of their masters, the combined Ailokim/Umberkim military are one of the most formidable forces in the world, though have seen relatively little action. The ‘special forces’ division of the Ailokim military on the other hand is famed for it’s daring and bewildering raids across the span of the planet. This brings us to another defining characteristic of the Ailokim.&lt;br /&gt;
&lt;br /&gt;
== The Vendetta ==&lt;br /&gt;
&lt;br /&gt;
Ailokim life is a precious commodity that will not normally put at risk, but with one exception; Psionics. Since the early days of rebuilding the council of elders has decreed ‘The Vendetta’ requiring that Psionicists and Psionic creatures and users be eradicated from the face of the planet. It seems implicit that somehow they were linked or responsible for the Sundering though the council is silent on the matter. Over the last millennium the Ailokim have become adept at hunting down individuals, and the families of individuals, that exhibit Psionic power. Often turning up even before a Psionic child is born to slaughter it and it’s mother. This has caused the Ailokim a certain amount of animosity, indeed they are often blamed for still births and other mysterious deaths.&lt;br /&gt;
&lt;br /&gt;
== Personality &amp;amp; Relations ==&lt;br /&gt;
&lt;br /&gt;
Ailokim tend to be embittered but proud, self righteous and ruthlessly pragmatic. It would be fair to say they regard most other sentient races as equally inferior and have fairly high standards as to what they actually call sentient. Low-sentience races (such as the Umberkim) are basically considered in pragmatic terms as others races might consider animals.&lt;br /&gt;
Since the Sundering the Ailokim have carried a terrible curse in their blood and will never be able to bear children, relying instead on magics and technology to reproduce themselves. This has led to a powerful sense of solidarity with their vat grown siblings and they will support a fellow Ailokim in virtually any situation.&lt;br /&gt;
&lt;br /&gt;
The whole of Ailokim society in one way or another is geared towards the reestablishment of their culture’s lost glory. In practical terms they are limited by their slow reproduction rate and have only constructed a few large cities. Many feel however that it is only a matter of time before the Ailokim rediscover the method of constructing new Soulifactories and prepare themselves for the inevitable expansion this would allow.&lt;br /&gt;
[[Image:Ailokim.jpg|thumb|An average Ailokim]]&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Origianally from a high gravity world Ailokim are constructed from fundamentally different stuff to the &#039;normal&#039; races of this world. Their short bodies, elongated limbs and largish heads have an almost insect like quality about them. Ailokim are sometimes likened to stocky human children that have grown off on some sort of unsettling tangent. Ailokim gain their common name from the lack of pigment in their hair and their extraordinarily long life span (anywhere up to 1200 years). They adhere to strict dress codes and a ritual marking on their forearm that defines their role in society and station for which they train from ‘birth’.&lt;br /&gt;
 &lt;br /&gt;
Their creations, the Umberkim, on the other hand are a hairless, far stronger, hardier race resembling an oafish human with thick leathery skin. Their dull wits and short lifespan make them ideal slaves to further Ailokim hegemony. Occasional individuals have transcended their programming and escaped to the new world where they have made lives for themselves as free men. The Ailokim however maintain that any of Umberkim blood are their property and must be returned to them or killed.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ailokim relate to each other in society as Lawful Good, seeing Ailokim advancement as the most noble of objectives. Their relations with other races are less transparent, Ailokim practice slavery and have during their expansion been guilty of a genocide or two. They consider races like the Umberkim (and several others) as others might animals. The more enlightened races, can with work, garner a degree more respect though are viewed of course as inferior, or more pragmatically as pawns in some grand scheme. However if an Ailokim gives his word, even to an animal, he will strive to keep it as a mark of Ailokim civility and order. In traditional terms they awkwardly classify as Lawful Neutral, and though some stray a little it is almost unheard of to find a chaotic Ailokim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
In short Ailokim worship the past. In more pragmatic terms they worship their ancestors who are the most direct conduit to great spiritual powers that are the gods. Ailokim see Gods not as specific entities but rather as forces of the universe. These forces find embodiment as specific demigod ancestors that represent each force. &lt;br /&gt;
&lt;br /&gt;
Though others call them by differing names the Ailokim Gods represent these concepts, followed by the Ancestor worshipped as their avatar: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BAIG&#039;&#039;&#039; (War/Death) The most recent and revered avatar of Baig was a fiery young Ailokim called Kraed Reos Hammerstein I. Kraed rose quickly through the ranks of the Ailokim combined forces eventually leading the final assault on the last Tallastian city where he died valiantly as he steered his kinetic carrier into the enemies vanguard, sealing the battles outcome.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rerth&#039;&#039;&#039; (Valour/Protection) The first and current leader of the Ailokim Combined Forces - Goethral Immaltrium is revered for his careful decisions and tactics about when to war and when to consolidate; these have been central to Ailokim domination of their region. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Semile&#039;&#039;&#039; (Healing/Life) Revered since the first days of the Ailokim’s arrival here Learth Sommstein resurrected countless survivors after planet fall later sacrificing himself in the creation of the first Soulifactory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neurod&#039;&#039;&#039; (Knowledge/Magic) A still living avatar Teark Cromming II created the Soulifactory ‘Umber’ is a prolific researcher and currently leads the Majestic Twelve governing the affairs of Ailokim society.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knive&#039;&#039;&#039; (Trickery/Luck/Chaos) Knive&#039;s avatar &#039;Juntar Hemmon&#039; in the early days set up the Ailokim Secret Psion Squads (or ASPS) and his ‘colourful’ exploits are the stuff of Ailokim bedtime stories and his eventual demise a frightening warning about the horrific nature of Psions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Freon&#039;&#039;&#039; (Nature/Animals) Arimus Linton preserved and adapted many of the Ailokim agricultural rituals and practices to their new world flora and fauna, laying a strong foundation for Ailokim growth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rinwal&#039;&#039;&#039; (Travel) Torton Senwick was responsible for the first survey and map of the new world, also detailing the capacities of it’s various inhabitants. His journals, though sadly outdated, are a fascinating read that serve still as a guide for wayward Ailokim.&lt;br /&gt;
Blin (Law/Money) First leader of the Majestic Twelve, it was Blin’s administration that laid the foundation for the Ailokim to attain their position of mercantile power within the world economy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire:&#039;&#039;&#039; The last recognised avatar of fire was a troublesome pyromaniac Ailokim called Trousel Erea Tichon II. He was responsible for a devastating elemental fuelled fire that consumed the poor quarter of Megara and he was executed some time ago for his crimes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earth:&#039;&#039;&#039; A devastating earthquake was traced to a disillusioned mage experimenting in his subterranean chambers beneath Arcadia. The name Jeorth is retold to warn others from such dabbling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air:&#039;&#039;&#039; Tornado activity was able to penetrate the wards of Megara due to the assistance of a small cult led by one Neamen Reos Architoo II. Despite the constant pursuit of the ACF he is still at large.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Water:&#039;&#039;&#039; A bizarre Ailokim wizard named Rontar Leart Cosmin III has been sending confusing omens of doom from within the great ocean for many decades now. The ACF has been reluctant to spend resources pursuing him as he seems to pose no actual threat.&lt;br /&gt;
&lt;br /&gt;
All have sanctioned churches devoted to them with the exception of the 4 elements. Warped cults have developed in the dark corners of the Ailokim culture that pay homage to these deities.&lt;br /&gt;
&lt;br /&gt;
== Cities ==&lt;br /&gt;
&lt;br /&gt;
Arcadia&lt;br /&gt;
&lt;br /&gt;
The mountainous centre of Ailokim civilisation and culture it was here that the survivors of the sundering made their stand and started to rebuild what was lost. The highly defensible city has grown over a millennium and aided Ailokim control over both sides of the Hypothian range. The first Soulifactory ‘Erea’ was built here and has produced around 10,000 souls. Arcadia serves as a nursery for young Ailokim as they are trained for their initial roles in the world. It is houses the home legion of the Ailokim army and the council of elders. It is rare for outsiders to be allowed into a city as important as Arcadia. &lt;br /&gt;
&lt;br /&gt;
Megara&lt;br /&gt;
&lt;br /&gt;
It was a proud moment when Ailokim society founded it&#039;s first coastal satelite colony around 500 years ago. It signified the begining of an expansion that over stretched Ailokim man power and created the conditions that necessitated the creation of the Umberkim. Megara today is a thriving metropolis and centre of trade for Ailokim civilisation. Though still rigid and heirachical by world standards it contains the largest racial &amp;amp; cultural diversity of any Ailokim settlement.&lt;br /&gt;
&lt;br /&gt;
Mantinea&lt;br /&gt;
&lt;br /&gt;
The second stage of Ailokim expansion was made almost necessary by the increasing population of Umberkim slaves that have poured ceaselessly from the spawning vats. Mantinea was founded to localise control of the rich southern agricultural and forest resources liberated from an uncooperative regime of humans known as Tallastians. There are 9 Umberkim for every Ailokim settler that reluctantly takes their post here.&lt;br /&gt;
&lt;br /&gt;
Exordia&lt;br /&gt;
&lt;br /&gt;
For similar reasons Exordia was founded on the western coast, though it’s pleasant climate and coastal location make it a far more popular posting and also a holiday destination. What Exordia lacks in terms of good farm land it makes up for in fishing and tourism for overworked Ailokim.&lt;br /&gt;
&lt;br /&gt;
Eleusina&lt;br /&gt;
&lt;br /&gt;
A simultaeous expansion northwards was also considered necessary to renew dwildling mineral resources and create a defensible out-post between Ailokim settlements and the sometimes tempermental dwarven residents of the Northern Ranges, who are prone to misunderstandings of Ailokim intent.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
&lt;br /&gt;
Though a great deal has been lost to the Ailokim many powerful magics and useful technologies survived and more are being researched with each passing year. Ailokim casters pride themselves on having the greatest library of magics in the world. Over the centuries many Ailokim magics have however been carelessly traded with the Keltoi whose mastery of the mystical arts now rivals and in some areas exceeds their own.&lt;br /&gt;
&lt;br /&gt;
Undoubtedly the Ailokim’s most powerful magics are preserved pre-Sundering ritual magics that tend to influence the construction of their cities and the crafting of various objects. Ailokim cities for example are encircled with powerful protection and detection wards, their agriculture is made more abundant, water cleansed, and even localised weather controlled to a degree. In the category of item/object creation we see examples of solar focusers that sit ominously upon the walls of their cities. Another, and recognised signature of Ailokim culture and warfare, is the kinetic mat; a magically enchanted sheet of rare star metal that glows brightly and can fly at a fair clip. &lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Ailokim base languages are Ailokim &amp;amp; Umberkim. Ailokim value their language as a sacred bridge to their glorious past to be used by none but they. In day to day life they speak a common dialect that has become known as Umberkim, though they are often fluent in other languages typically preferring more eclectic languages over other humanoid languages. Umberkim can speak common and can sometimes understand Ailokim, however are punished harshly if they speak the language of the masters.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
(Medium Humanoids)&lt;br /&gt;
&lt;br /&gt;
Ability scores for Ailokim &amp;amp; Umberkim are based on which of the four Soulifactories they have been created at. Three separate and complimentary Ailokim were selected as the paragons of their culture and were then inserted into the first Soulifactories as the templates for future Ailokim creation.&lt;br /&gt;
&lt;br /&gt;
Although their genetic potential is predetermined an Ailokim’s developmental experiences in early life can potentially emphasise one or two ability scores at the expense of others. Specifically an Ailokim can alter 2 of their base ability scores by a maximum of +2 by taking a commensurate minus to other separate ability scores.&lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Erea’ STR:10 | DEX:13 | CON:14 | INT:15 | WIS:13 | CHA:14 &lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Laert’ STR:14 | DEX:12 | CON:14 | INT:10 | WIS:15 | CHA:14 &lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Reos’ STR:14 | DEX:14 | CON:14 | INT:10 | WIS:14 | CHA:14&lt;br /&gt;
&lt;br /&gt;
To reflect the narrow options open to Umberkim in society they may only add a single +2 and its commensurate -2 to the template below.&lt;br /&gt;
&lt;br /&gt;
Proto-Soulifactory ‘Umber’ STR:17 | DEX:14 | CON:14 | INT:8 | WIS:8 | CHA:12&lt;br /&gt;
&lt;br /&gt;
Umberkims do not receive Marks of Destiny (like their Ailokim siblings) instead at first level an Umberkim may chose a single bonus feat from the following: Endurance, Run, Toughness, Improved Toughness, Great Fortitude or Skill Focus Profession/Craft (player’s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[These are designed to be balanced for 32 point character creation campaigns and should be adjusted for differing campaign power levels]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Racial hatred toward Psions &amp;amp; Psionic Creatures (+1 Hit &amp;amp; Dam).&lt;br /&gt;
Ailokim receive a +2 Racial Bonus on Ritual Magic skill checks.&lt;br /&gt;
Marks of Destiny (Su) Ailokim are ritually tattooed at birth with one of six unique markings that grant a special power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau (Strength) +1 bonus on strength checks and strength based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein (Grace) +1 bonus on dexterity checks and dexterity based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur (Mind) +1 bonus on int checks and int based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon (World) +1 bonus on wisdom checks and wisdom based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Juugz (Soul) +1 bonus on charisma checks and charisma based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the age of 100 years an Ailokim is recognised as coming of age and is rewarded in a special ritual with an additional mark of destiny. This additional tattoo increases the bonus from the marks to +2 and depending on which of the 9 combinations grants an additional benefit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Sein: When an Ailokim deals damage from a sneak attack or crit they gain a +2 dodge bonus to AC until their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Neur: (Sw) Twice per day this tattoo allows an Ailokim to expend a prepared spell and gain it’s level to hit and damage for 1 round.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Weon: (Im) An Ailokim with this combination can elect to take a -1 to hit and damage at the start of a round to gain an insight bonus of +2 to will saves till the beginning of their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Juugz: (Sw) Once a day this combination allows it user to add their strength bonus to a charisma based check so long as they are unarmoured and are revealing their physique.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Neur: This combination allows an Ailokim to use their dexterity score instead of their normal ability score for the purposes of determining bonus spells.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Weon: (Sw) By expending one or more turn/rebuke attempts this combination allows it’s wielder once a day to add a metamagic effect to a spell they are casting, with no effect on the spells casting time or effective level. The number of turn/rebuke attempts expended must equal the normal level adjustment of the metamagic feat. The Ailokim must have the metamagic feat &amp;amp; cannot cast a metamagic/spell combination of a level that they wouldn&#039;t normally be able to cast.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Juugz: (Im) Twice a day as an immediate action this combination allows an Aiokim to expend either a turn/rebuke attempt or an unprepared spell slot of at least 1st level to gain 1d6 damage on a sneak attack or an unarmed strike.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Weon: This combination allows an Ailokim if they leave a spell slot unfilled for the day to add the level of that spell slot to the DC to resist spells of that level or lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Juugz: (St) Once a day as a standard action this combination allows its user to ‘reclaim’ a spell already cast in the last 3 rounds by expending a spell 1 level lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon-Juugz: (Im) This combination grants the Ailokim the ability to sacrifice a turn/rebuke attempt and gain 1 effective caster level, or to sacrifice a prepared spell and gain it’s level to a turning check.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== A Day in the Life ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Moral Dialogue&#039;&#039;&#039;&lt;br /&gt;
An earnest young Ailokim Private Welks had been troubled for weeks, finally though he had mustered the courage to confront Sgt. Lysis regarding something of an ethical issue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lysis:&#039;&#039;&#039; Welks! Come take a seat. You mentioned you’d something you wanted off your chest?&lt;br /&gt;
&#039;&#039;&#039;Welks:&#039;&#039;&#039; Sergent. Thankyou sir yes. It’s well…  It’s the baby thing sir.&lt;br /&gt;
&#039;&#039;&#039;Lysis:&#039;&#039;&#039; What of it young man?&lt;br /&gt;
&#039;&#039;&#039;Welks:&#039;&#039;&#039; Well sir, let me start by saying that though I’ve never met a Psion before, I appreciate that in a world such as this we must consider them evil. Even if a Psion somehow had good intentions their mere existence invites doom to revisit our people.&lt;br /&gt;
&#039;&#039;&#039;Lysis:&#039;&#039;&#039; Taken as read young man. Let’s get to the point private.&lt;br /&gt;
&#039;&#039;&#039;Welks:&#039;&#039;&#039; That’s just it sir. Under normal circumstances killing an innocent infant is an abhorrent evil, yet the manifestation of Psionic power is an evil also. These two absolutes do not sit well with me and I do not know that I could perform my duty if called upon.&lt;br /&gt;
&#039;&#039;&#039;Lysis:&#039;&#039;&#039; It is good to have a man amongst us that thinks beyond the dictates of the twelve and is mindful of his actions. A useful attribute, but please let us consider the consequences. Firstly can we agree that the twelve have knowledge and wisdom gleaned from a millennium of research and experience far beyond our own and as such their statement that the mere existence of Psions would bring upon us another sundering is true?&lt;br /&gt;
&#039;&#039;&#039;Welks:&#039;&#039;&#039; I suppose. &lt;br /&gt;
&#039;&#039;&#039;Lysis:&#039;&#039;&#039; Given these two absolutes we find ourselves in a conundrum. If we act to eradicate Psions we commit an evil act, and if we do not act then we allow to occur a catastrophic event that would kill those we would have dead and many more besides.&lt;br /&gt;
&#039;&#039;&#039;Welks:&#039;&#039;&#039; But sir, think of the children, the little smiles on their faces, skipping through fields of flowers, surely pursuing them with a kinetic carrier can’t be the answer?&lt;br /&gt;
&#039;&#039;&#039;Lysis:&#039;&#039;&#039; Welks. Clearly your ability to calculate moral algebra is flawed. Report to the re-education clinic immediately for further testing. Dismissed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACF in Action&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lt. Major Brislow began to tense up, he knew the teleportation ritual well and it was nearing completion. He could now sense the inertia of the carrier as it slowed to a cruising speed. He pulled his ACF gear into position and activated his night-vision. He wasn’t expecting too much trouble, but then psions sometimes had this way of knowing you were coming and it was his job not to take chances. His deputies followed his lead as he positioned himself at the centre of the arcane glyphs around which the five casters chanted. First came a euphoric feeling of strength and agility, then his movements seemed to blur and finally with a series of electrifying flashes they passed through a dimensional door to their airborne destination.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Diving through the sky above their rural target Brislow began reciting the incantation and with split second precision cast it as they grew close to a thatched roof. He and his two comrades slowed to land gently beside the innocuous looking farm house and then with another brief incantation turned invisible. Unaccounted for, a dog at the side entrance began to bark. Brislow telepathically cursed prohibition 11a-df4 regarding the necessity of using invisibility after ground fall and cast again silencing the area. If this psion was a real threat then it’d know the ACF squad was here. Adjusting his ACF goggles he scanned for psion power signatures and loaded his handbow. No signals, no alarms, a good sign that they were just here to clean up a sleeper. After more permanently silencing the dog the squad entered and stealthed up the stairs…&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Ailokim Rituals ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEGENDARY RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These rituals are exorbitantly expensive, enormously taxing and mostly require the majestic twelve to perform them due to the incredible power they harness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of the Harvest:&#039;&#039;&#039; This ritual optimises the local weather patterns to the needs of crops/agriculture. It also once a year makes strange circles appear which over a few days slowly expand out until the entire crop is harvested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Industry:&#039;&#039;&#039; This ritual focuses the attention and activity of people in an area and makes them more productive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of City Erection:&#039;&#039;&#039; This complex ritual has a multitude of effects that aid the rapid construction of a fledgling city. It assists in levelling the earth beneath the site and sinks trenches for the regulation buildings required in an Ailokim city. It hastens and sustains workers, helps join building materials, dimly displays where all materials are to be placed and many more subtle effects that facilitate the construction of a city in mere months instead of years.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Rubbish Disposal:&#039;&#039;&#039; This inauspiciously named ritual is actually extremely potent in its effects. It creates a permanent portal into another realm through which things do not return. Ailokim are fond of connecting their sewerage and rubbish disposal systems to such portals. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Soulifactory Construction:&#039;&#039;&#039; This ritual has been cast only five times since it’s creation a millennium ago and many feel it will not be cast again any time soon, requiring as it does the sacrifice of those who cast it and many others besides.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Kinetic Carrier Construction:&#039;&#039;&#039; This expensive ritual creates a Kinetic Carrier Vessel. It has been cast only five times in a millennium due to the rarity of its material components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MAJOR RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These rituals are mostly very expensive, require many well practiced casters and often the sacrifice of creatures and experience points. Some of these rituals are no longer castable due to the scarcity of their material components. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Roads:&#039;&#039;&#039; While sustained this ritual can create a gravel road across all but the most extreme surfaces. It finds the most optimal path, Felling trees and spreading gravel over a smoothes surface.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Warding:&#039;&#039;&#039; This powerful ancient ritual creates an invisible barrier past which low levelled characters and monsters will have trouble crossing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Protection:&#039;&#039;&#039; This ritual creates an invisible barrier that has several characteristics. It acts as a one way barrier that…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Defence:&#039;&#039;&#039; This ritual is sometimes cast in times of battle, granting those within it area of effect a magical +2 to their armour value &amp;amp; 5 elemental resistance for 1 day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Battle:&#039;&#039;&#039; This ritual is cast to enhance it’s recipients weapon attacks magically by +2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Dimensional Anchoring:&#039;&#039;&#039; This ritual functions as the spell but with longer duration and larger area of effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Major Scrying:&#039;&#039;&#039; This ritual functions as the spell but with a more difficult will save, larger viewing area, lessened requirements and a much longer duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Mending:&#039;&#039;&#039; This ritual creates an area in which a constant mend spell operates for a long duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Cleanliness:&#039;&#039;&#039; This ritual creates a small area that sterilises people, objects and anything else placed within it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Health:&#039;&#039;&#039; This ritual creates a small area that grants any who enter within it fast healing /1 while in that area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Solar Focuser Construction:&#039;&#039;&#039; This ritual creates a Solar Focuser; a huge ranged weapon that adorn the walls of Ailokim settlements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Kinetic Mat Construction:&#039;&#039;&#039; This ritual creates a Kinetic Mat; a brightly glowing sheet of star metal that when guided by an experienced pilot can fly at a fair clip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Shadow Walking:&#039;&#039;&#039; This ritual creates a small area of shadow and emulates the effect of the shadow walk spell for all within the area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MINOR RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Rain/Shine:&#039;&#039;&#039; This ritual can either bring about rain or clear away clouds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Feasting:&#039;&#039;&#039; This ritual acts as the spell Heroes Feast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Alarm:&#039;&#039;&#039; This ritual is similar in effect to the spell Alarm. It’s area of effect is greater, duration longer and it additionally allows the caster to specify exceptions based on race/species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Empowerment:&#039;&#039;&#039; This ritual effects all who cast it granting them an effective caster level one level higher for the day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Artillery:&#039;&#039;&#039; This ritual eventually creates a large bonfire that launches a widened fireball at a distant target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Scrying:&#039;&#039;&#039; This ritual duplicates the effect of the Scry spell as long as the ritual is maintained.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Fixing:&#039;&#039;&#039; This ritual creates an area that constantly generates the effect of the spell Mend.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of ACF Armour Construction:&#039;&#039;&#039; Item creation ritual.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of ACF Goggle Construction:&#039;&#039;&#039; Item creation ritual.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of ACF Sabre Construction:&#039;&#039;&#039; Item creation ritual.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Telepathy:&#039;&#039;&#039; This ritual reads the inner most thoughts of its nearby target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Domination:&#039;&#039;&#039; This ritual duplicates the effect of the spell dominate person but with a longer duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Dreams:&#039;&#039;&#039; This ritual can send a specific dream to its distant recipient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Cattle Mutilation:&#039;&#039;&#039; This ritual is used to properly prepare meat for Ailokim consumption.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Dan</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=60587</id>
		<title>Ourworld:Ailokim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=60587"/>
		<updated>2007-09-09T15:02:14Z</updated>

		<summary type="html">&lt;p&gt;Dan: /* A Day in the Life */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The little Ailokim, with some justification, insist they are a species above and beyond the other mortal races of this world. Guardians of an undeniably powerful legacy their need to ‘civilise’ the world and rebuild their lost glory upon the graves of lesser species has them viewed with suspicion by neighbouring cultures. They however see their actions as advancing a greater good, but to understand their nature one must appreciate the sad history of this once dominant race.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The little understood ‘Sundering’ was a mysterious cataclysm that began about 1500 years ago an ended around 1000 years ago. It began with the appearance of a star in the night sky that continued to grow at an alarming rate, as it grew the temperature dropped rapidly freezing many life forms to death and destroying agriculture. The Ailokim magics sustained their culture largely through this period. As this star of doom grew larger still the world began to get hotter again, and hotter still until the planet was aflame. Again the powerful magics of the Ailokim preserved them. The planet erupted into rivers of lava and began to break up, mountains drifting slowly into the sky as the gravity of the Ailokim home world failed. Many perished at this point, though many in main population centres persevered though extraordinary arcane feats never fully understood. Surviving on chunks of molten rocks the few remaining Ailokim cities were then slammed at vast speeds into other vast asteroids and finally into the fateful star that doomed them. That a few hundred powerful individuals survived was miraculous and a testament to extraordinary powers that have now been lost.&lt;br /&gt;
&lt;br /&gt;
To this day the Ailokim speak insistently of the lost times when their ancient cities reached high into the skies, their culture spanned the planet and their remarkable technologies and magics were able to twist the very reality of the world and all upon it. Their face will then usually turn almost as grey as their hair as they carry on to tell of the great sundering that destroyed virtually all of their civilisation, their land, their people, their lore, their technologies, their magics, their spirit, their ability to bear offspring and even drained the pigment from their hair.&lt;br /&gt;
&lt;br /&gt;
Of the mere hundreds of fringe dwellers that survived (or were able to be resurrected) the disaster most lapsed into despair, a few however used what gifts they had left to try and preserve their race and culture. Using some remnants of their arcane lore and technologies they created three ‘Soulifactories’; strange devices able to create life in the form of one of three young Ailokim chosen for their unique qualities. As a result all Ailokim under the age of 900 bear a striking resemblance to each of these chosen three. There are a slowly diminishing number of unique and venerable Ailokim that remember the sundering, a selection of whom form the council of elders. These elders have overseen the slow salvaging of elements of their former culture and wealth for over a millennium.&lt;br /&gt;
&lt;br /&gt;
Today the Ailokim number around 20,000 and occupy four city sites on the Western continent of Brianna. The embittered Ailokim have been peaceful from necessity; painfully aware of the slow rate at which they are able to reproduce they value their lives highly. So far the greatest Ailokim scholars and scientists have failed to replicate the ‘Soulifactories’ or discover additional ways of reproducing themselves. In their experiments however they have created/bred a slave race that they find useful for industry and warfare known as the ‘Umberkim’. &lt;br /&gt;
The Umberkim are a dull witted but powerful race that have been bred as much for their physical power as their obedience. They number around 80,000 spread across the three Ailokim cities and serve as the mainstay of Ailokim military, agriculture and industry. Maturing quickly, Umberkim live on average for a mere 25 years in part due to the hazardous tasks given to them by the Ailokim. Augmented with the powerful magics and technology of their masters, the combined Ailokim/Umberkim military are one of the most formidable forces in the world, though have seen relatively little action. The ‘special forces’ division of the Ailokim military on the other hand is famed for it’s daring and bewildering raids across the span of the planet. This brings us to another defining characteristic of the Ailokim.&lt;br /&gt;
&lt;br /&gt;
== The Vendetta ==&lt;br /&gt;
&lt;br /&gt;
Ailokim life is a precious commodity that will not normally put at risk, but with one exception; Psionics. Since the early days of rebuilding the council of elders has decreed ‘The Vendetta’ requiring that Psionicists and Psionic creatures and users be eradicated from the face of the planet. It seems implicit that somehow they were linked or responsible for the Sundering though the council is silent on the matter. Over the last millennium the Ailokim have become adept at hunting down individuals, and the families of individuals, that exhibit Psionic power. Often turning up even before a Psionic child is born to slaughter it and it’s mother. This has caused the Ailokim a certain amount of animosity, indeed they are often blamed for still births and other mysterious deaths.&lt;br /&gt;
&lt;br /&gt;
== Personality &amp;amp; Relations ==&lt;br /&gt;
&lt;br /&gt;
Ailokim tend to be embittered but proud, self righteous and ruthlessly pragmatic. It would be fair to say they regard most other sentient races as equally inferior and have fairly high standards as to what they actually call sentient. Low-sentience races (such as the Umberkim) are basically considered in pragmatic terms as others races might consider animals.&lt;br /&gt;
Since the Sundering the Ailokim have carried a terrible curse in their blood and will never be able to bear children, relying instead on magics and technology to reproduce themselves. This has led to a powerful sense of solidarity with their vat grown siblings and they will support a fellow Ailokim in virtually any situation.&lt;br /&gt;
&lt;br /&gt;
The whole of Ailokim society in one way or another is geared towards the reestablishment of their culture’s lost glory. In practical terms they are limited by their slow reproduction rate and have only constructed a few large cities. Many feel however that it is only a matter of time before the Ailokim rediscover the method of constructing new Soulifactories and prepare themselves for the inevitable expansion this would allow.&lt;br /&gt;
[[Image:Ailokim.jpg|thumb|An average Ailokim]]&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Origianally from a high gravity world Ailokim are constructed from fundamentally different stuff to the &#039;normal&#039; races of this world. Their short bodies, elongated limbs and largish heads have an almost insect like quality about them. Ailokim are sometimes likened to stocky human children that have grown off on some sort of unsettling tangent. Ailokim gain their common name from the lack of pigment in their hair and their extraordinarily long life span (anywhere up to 1200 years). They adhere to strict dress codes and a ritual marking on their forearm that defines their role in society and station for which they train from ‘birth’.&lt;br /&gt;
 &lt;br /&gt;
Their creations, the Umberkim, on the other hand are a hairless, far stronger, hardier race resembling an oafish human with thick leathery skin. Their dull wits and short lifespan make them ideal slaves to further Ailokim hegemony. Occasional individuals have transcended their programming and escaped to the new world where they have made lives for themselves as free men. The Ailokim however maintain that any of Umberkim blood are their property and must be returned to them or killed.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ailokim relate to each other in society as Lawful Good, seeing Ailokim advancement as the most noble of objectives. Their relations with other races are less transparent, Ailokim practice slavery and have during their expansion been guilty of a genocide or two. They consider races like the Umberkim (and several others) as others might animals. The more enlightened races, can with work, garner a degree more respect though are viewed of course as inferior, or more pragmatically as pawns in some grand scheme. However if an Ailokim gives his word, even to an animal, he will strive to keep it as a mark of Ailokim civility and order. In traditional terms they awkwardly classify as Lawful Neutral, and though some stray a little it is almost unheard of to find a chaotic Ailokim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
In short Ailokim worship the past. In more pragmatic terms they worship their ancestors who are the most direct conduit to great spiritual powers that are the gods. Ailokim see Gods not as specific entities but rather as forces of the universe. These forces find embodiment as specific demigod ancestors that represent each force. &lt;br /&gt;
&lt;br /&gt;
Though others call them by differing names the Ailokim Gods represent these concepts, followed by the Ancestor worshipped as their avatar: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BAIG&#039;&#039;&#039; (War/Death) The most recent and revered avatar of Baig was a fiery young Ailokim called Kraed Reos Hammerstein I. Kraed rose quickly through the ranks of the Ailokim combined forces eventually leading the final assault on the last Tallastian city where he died valiantly as he steered his kinetic carrier into the enemies vanguard, sealing the battles outcome.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rerth&#039;&#039;&#039; (Valour/Protection) The first and current leader of the Ailokim Combined Forces - Goethral Immaltrium is revered for his careful decisions and tactics about when to war and when to consolidate; these have been central to Ailokim domination of their region. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Semile&#039;&#039;&#039; (Healing/Life) Revered since the first days of the Ailokim’s arrival here Learth Sommstein resurrected countless survivors after planet fall later sacrificing himself in the creation of the first Soulifactory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neurod&#039;&#039;&#039; (Knowledge/Magic) A still living avatar Teark Cromming II created the Soulifactory ‘Umber’ is a prolific researcher and currently leads the Majestic Twelve governing the affairs of Ailokim society.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knive&#039;&#039;&#039; (Trickery/Luck/Chaos) Knive&#039;s avatar &#039;Juntar Hemmon&#039; in the early days set up the Ailokim Secret Psion Squads (or ASPS) and his ‘colourful’ exploits are the stuff of Ailokim bedtime stories and his eventual demise a frightening warning about the horrific nature of Psions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Freon&#039;&#039;&#039; (Nature/Animals) Arimus Linton preserved and adapted many of the Ailokim agricultural rituals and practices to their new world flora and fauna, laying a strong foundation for Ailokim growth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rinwal&#039;&#039;&#039; (Travel) Torton Senwick was responsible for the first survey and map of the new world, also detailing the capacities of it’s various inhabitants. His journals, though sadly outdated, are a fascinating read that serve still as a guide for wayward Ailokim.&lt;br /&gt;
Blin (Law/Money) First leader of the Majestic Twelve, it was Blin’s administration that laid the foundation for the Ailokim to attain their position of mercantile power within the world economy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire:&#039;&#039;&#039; The last recognised avatar of fire was a troublesome pyromaniac Ailokim called Trousel Erea Tichon II. He was responsible for a devastating elemental fuelled fire that consumed the poor quarter of Megara and he was executed some time ago for his crimes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earth:&#039;&#039;&#039; A devastating earthquake was traced to a disillusioned mage experimenting in his subterranean chambers beneath Arcadia. The name Jeorth is retold to warn others from such dabbling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air:&#039;&#039;&#039; Tornado activity was able to penetrate the wards of Megara due to the assistance of a small cult led by one Neamen Reos Architoo II. Despite the constant pursuit of the ACF he is still at large.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Water:&#039;&#039;&#039; A bizarre Ailokim wizard named Rontar Leart Cosmin III has been sending confusing omens of doom from within the great ocean for many decades now. The ACF has been reluctant to spend resources pursuing him as he seems to pose no actual threat.&lt;br /&gt;
&lt;br /&gt;
All have sanctioned churches devoted to them with the exception of the 4 elements. Warped cults have developed in the dark corners of the Ailokim culture that pay homage to these deities.&lt;br /&gt;
&lt;br /&gt;
== Cities ==&lt;br /&gt;
&lt;br /&gt;
Arcadia&lt;br /&gt;
&lt;br /&gt;
The mountainous centre of Ailokim civilisation and culture it was here that the survivors of the sundering made their stand and started to rebuild what was lost. The highly defensible city has grown over a millennium and aided Ailokim control over both sides of the Hypothian range. The first Soulifactory ‘Erea’ was built here and has produced around 10,000 souls. Arcadia serves as a nursery for young Ailokim as they are trained for their initial roles in the world. It is houses the home legion of the Ailokim army and the council of elders. It is rare for outsiders to be allowed into a city as important as Arcadia. &lt;br /&gt;
&lt;br /&gt;
Megara&lt;br /&gt;
&lt;br /&gt;
It was a proud moment when Ailokim society founded it&#039;s first coastal satelite colony around 500 years ago. It signified the begining of an expansion that over stretched Ailokim man power and created the conditions that necessitated the creation of the Umberkim. Megara today is a thriving metropolis and centre of trade for Ailokim civilisation. Though still rigid and heirachical by world standards it contains the largest racial &amp;amp; cultural diversity of any Ailokim settlement.&lt;br /&gt;
&lt;br /&gt;
Mantinea&lt;br /&gt;
&lt;br /&gt;
The second stage of Ailokim expansion was made almost necessary by the increasing population of Umberkim slaves that have poured ceaselessly from the spawning vats. Mantinea was founded to localise control of the rich southern agricultural and forest resources liberated from an uncooperative regime of humans known as Tallastians. There are 9 Umberkim for every Ailokim settler that reluctantly takes their post here.&lt;br /&gt;
&lt;br /&gt;
Exordia&lt;br /&gt;
&lt;br /&gt;
For similar reasons Exordia was founded on the western coast, though it’s pleasant climate and coastal location make it a far more popular posting and also a holiday destination. What Exordia lacks in terms of good farm land it makes up for in fishing and tourism for overworked Ailokim.&lt;br /&gt;
&lt;br /&gt;
Eleusina&lt;br /&gt;
&lt;br /&gt;
A simultaeous expansion northwards was also considered necessary to renew dwildling mineral resources and create a defensible out-post between Ailokim settlements and the sometimes tempermental dwarven residents of the Northern Ranges, who are prone to misunderstandings of Ailokim intent.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
&lt;br /&gt;
Though a great deal has been lost to the Ailokim many powerful magics and useful technologies survived and more are being researched with each passing year. Ailokim casters pride themselves on having the greatest library of magics in the world. Over the centuries many Ailokim magics have however been carelessly traded with the Keltoi whose mastery of the mystical arts now rivals and in some areas exceeds their own.&lt;br /&gt;
&lt;br /&gt;
Undoubtedly the Ailokim’s most powerful magics are preserved pre-Sundering ritual magics that tend to influence the construction of their cities and the crafting of various objects. Ailokim cities for example are encircled with powerful protection and detection wards, their agriculture is made more abundant, water cleansed, and even localised weather controlled to a degree. In the category of item/object creation we see examples of solar focusers that sit ominously upon the walls of their cities. Another, and recognised signature of Ailokim culture and warfare, is the kinetic mat; a magically enchanted sheet of rare star metal that glows brightly and can fly at a fair clip. &lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Ailokim base languages are Ailokim &amp;amp; Umberkim. Ailokim value their language as a sacred bridge to their glorious past to be used by none but they. In day to day life they speak a common dialect that has become known as Umberkim, though they are often fluent in other languages typically preferring more eclectic languages over other humanoid languages. Umberkim can speak common and can sometimes understand Ailokim, however are punished harshly if they speak the language of the masters.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
(Medium Humanoids)&lt;br /&gt;
&lt;br /&gt;
Ability scores for Ailokim &amp;amp; Umberkim are based on which of the four Soulifactories they have been created at. Three separate and complimentary Ailokim were selected as the paragons of their culture and were then inserted into the first Soulifactories as the templates for future Ailokim creation.&lt;br /&gt;
&lt;br /&gt;
Although their genetic potential is predetermined an Ailokim’s developmental experiences in early life can potentially emphasise one or two ability scores at the expense of others. Specifically an Ailokim can alter 2 of their base ability scores by a maximum of +2 by taking a commensurate minus to other separate ability scores.&lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Erea’ STR:10 | DEX:13 | CON:14 | INT:15 | WIS:13 | CHA:14 &lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Laert’ STR:14 | DEX:12 | CON:14 | INT:10 | WIS:15 | CHA:14 &lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Reos’ STR:14 | DEX:14 | CON:14 | INT:10 | WIS:14 | CHA:14&lt;br /&gt;
&lt;br /&gt;
To reflect the narrow options open to Umberkim in society they may only add a single +2 and its commensurate -2 to the template below.&lt;br /&gt;
&lt;br /&gt;
Proto-Soulifactory ‘Umber’ STR:17 | DEX:14 | CON:14 | INT:8 | WIS:8 | CHA:12&lt;br /&gt;
&lt;br /&gt;
Umberkims do not receive Marks of Destiny (like their Ailokim siblings) instead at first level an Umberkim may chose a single bonus feat from the following: Endurance, Run, Toughness, Improved Toughness, Great Fortitude or Skill Focus Profession/Craft (player’s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[These are designed to be balanced for 32 point character creation campaigns and should be adjusted for differing campaign power levels]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Racial hatred toward Psions &amp;amp; Psionic Creatures (+1 Hit &amp;amp; Dam).&lt;br /&gt;
Ailokim receive a +2 Racial Bonus on Ritual Magic skill checks.&lt;br /&gt;
Marks of Destiny (Su) Ailokim are ritually tattooed at birth with one of six unique markings that grant a special power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau (Strength) +1 bonus on strength checks and strength based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein (Grace) +1 bonus on dexterity checks and dexterity based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur (Mind) +1 bonus on int checks and int based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon (World) +1 bonus on wisdom checks and wisdom based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Juugz (Soul) +1 bonus on charisma checks and charisma based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the age of 100 years an Ailokim is recognised as coming of age and is rewarded in a special ritual with an additional mark of destiny. This additional tattoo increases the bonus from the marks to +2 and depending on which of the 9 combinations grants an additional benefit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Sein: When an Ailokim deals damage from a sneak attack or crit they gain a +2 dodge bonus to AC until their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Neur: (Sw) Twice per day this tattoo allows an Ailokim to expend a prepared spell and gain it’s level to hit and damage for 1 round.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Weon: (Im) An Ailokim with this combination can elect to take a -1 to hit and damage at the start of a round to gain an insight bonus of +2 to will saves till the beginning of their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Juugz: (Sw) Once a day this combination allows it user to add their strength bonus to a charisma based check so long as they are unarmoured and are revealing their physique.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Neur: This combination allows an Ailokim to use their dexterity score instead of their normal ability score for the purposes of determining bonus spells.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Weon: (Sw) By expending one or more turn/rebuke attempts this combination allows it’s wielder once a day to add a metamagic effect to a spell they are casting, with no effect on the spells casting time or effective level. The number of turn/rebuke attempts expended must equal the normal level adjustment of the metamagic feat. The Ailokim must have the metamagic feat &amp;amp; cannot cast a metamagic/spell combination of a level that they wouldn&#039;t normally be able to cast.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Juugz: (Im) Twice a day as an immediate action this combination allows an Aiokim to expend either a turn/rebuke attempt or an unprepared spell slot of at least 1st level to gain 1d6 damage on a sneak attack or an unarmed strike.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Weon: This combination allows an Ailokim if they leave a spell slot unfilled for the day to add the level of that spell slot to the DC to resist spells of that level or lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Juugz: (St) Once a day as a standard action this combination allows its user to ‘reclaim’ a spell already cast in the last 3 rounds by expending a spell 1 level lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon-Juugz: (Im) This combination grants the Ailokim the ability to sacrifice a turn/rebuke attempt and gain 1 effective caster level, or to sacrifice a prepared spell and gain it’s level to a turning check.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== A Day in the Life ==&lt;br /&gt;
&#039;&#039;Lt. Major Brislow began to tense up, he knew the teleportation ritual well and it was nearing completion. He could now sense the inertia of the carrier as it slowed to a cruising speed. He pulled his SYN gear into position and activated his night-vision. He wasn’t expecting too much trouble, but then psions sometimes had this way of knowing you were coming and it was his job not to take chances. His deputies followed his lead as he positioned himself at the centre of the arcane glyphs around which the five casters chanted. First came a euphoric feeling of strength and agility, then his movements seemed to blur and finally with a series of electrifying flashes they passed through a dimensional door to their airborne destination.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Diving through the sky above their rural target Brislow began reciting the incantation and with split second precision cast it as they grew close to a thatched roof. He and his two comrades slowed to land gently beside the innocuous looking farm house and then with another brief incantation turned invisible. Unaccounted for, a dog at the side entrance began to bark. Brislow telepathically cursed prohibition 11a-df4 regarding the necessity of using invisibility after ground fall and cast again silencing the area. If this psion was a real threat then it’d know the ACF squad was here. Adjusting his ACF goggles he scanned for psion power signatures and loaded his handbow. No signals, no alarms, a good sign that they were just here to clean up a sleeper. After more permanently silencing the dog the squad entered and stealthed up the stairs…&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Ailokim Rituals ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEGENDARY RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These rituals are exorbitantly expensive, enormously taxing and mostly require the majestic twelve to perform them due to the incredible power they harness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of the Harvest:&#039;&#039;&#039; This ritual optimises the local weather patterns to the needs of crops/agriculture. It also once a year makes strange circles appear which over a few days slowly expand out until the entire crop is harvested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Industry:&#039;&#039;&#039; This ritual focuses the attention and activity of people in an area and makes them more productive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of City Erection:&#039;&#039;&#039; This complex ritual has a multitude of effects that aid the rapid construction of a fledgling city. It assists in levelling the earth beneath the site and sinks trenches for the regulation buildings required in an Ailokim city. It hastens and sustains workers, helps join building materials, dimly displays where all materials are to be placed and many more subtle effects that facilitate the construction of a city in mere months instead of years.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Rubbish Disposal:&#039;&#039;&#039; This inauspiciously named ritual is actually extremely potent in its effects. It creates a permanent portal into another realm through which things do not return. Ailokim are fond of connecting their sewerage and rubbish disposal systems to such portals. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Soulifactory Construction:&#039;&#039;&#039; This ritual has been cast only five times since it’s creation a millennium ago and many feel it will not be cast again any time soon, requiring as it does the sacrifice of those who cast it and many others besides.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Kinetic Carrier Construction:&#039;&#039;&#039; This expensive ritual creates a Kinetic Carrier Vessel. It has been cast only five times in a millennium due to the rarity of its material components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MAJOR RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These rituals are mostly very expensive, require many well practiced casters and often the sacrifice of creatures and experience points. Some of these rituals are no longer castable due to the scarcity of their material components. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Roads:&#039;&#039;&#039; While sustained this ritual can create a gravel road across all but the most extreme surfaces. It finds the most optimal path, Felling trees and spreading gravel over a smoothes surface.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Warding:&#039;&#039;&#039; This powerful ancient ritual creates an invisible barrier past which low levelled characters and monsters will have trouble crossing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Protection:&#039;&#039;&#039; This ritual creates an invisible barrier that has several characteristics. It acts as a one way barrier that…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Defence:&#039;&#039;&#039; This ritual is sometimes cast in times of battle, granting those within it area of effect a magical +2 to their armour value &amp;amp; 5 elemental resistance for 1 day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Battle:&#039;&#039;&#039; This ritual is cast to enhance it’s recipients weapon attacks magically by +2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Dimensional Anchoring:&#039;&#039;&#039; This ritual functions as the spell but with longer duration and larger area of effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Major Scrying:&#039;&#039;&#039; This ritual functions as the spell but with a more difficult will save, larger viewing area, lessened requirements and a much longer duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Mending:&#039;&#039;&#039; This ritual creates an area in which a constant mend spell operates for a long duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Cleanliness:&#039;&#039;&#039; This ritual creates a small area that sterilises people, objects and anything else placed within it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Health:&#039;&#039;&#039; This ritual creates a small area that grants any who enter within it fast healing /1 while in that area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Solar Focuser Construction:&#039;&#039;&#039; This ritual creates a Solar Focuser; a huge ranged weapon that adorn the walls of Ailokim settlements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Kinetic Mat Construction:&#039;&#039;&#039; This ritual creates a Kinetic Mat; a brightly glowing sheet of star metal that when guided by an experienced pilot can fly at a fair clip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Shadow Walking:&#039;&#039;&#039; This ritual creates a small area of shadow and emulates the effect of the shadow walk spell for all within the area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MINOR RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Rain/Shine:&#039;&#039;&#039; This ritual can either bring about rain or clear away clouds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Feasting:&#039;&#039;&#039; This ritual acts as the spell Heroes Feast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Alarm:&#039;&#039;&#039; This ritual is similar in effect to the spell Alarm. It’s area of effect is greater, duration longer and it additionally allows the caster to specify exceptions based on race/species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Empowerment:&#039;&#039;&#039; This ritual effects all who cast it granting them an effective caster level one level higher for the day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Artillery:&#039;&#039;&#039; This ritual eventually creates a large bonfire that launches a widened fireball at a distant target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Scrying:&#039;&#039;&#039; This ritual duplicates the effect of the Scry spell as long as the ritual is maintained.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Fixing:&#039;&#039;&#039; This ritual creates an area that constantly generates the effect of the spell Mend.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of ACF Armour Construction:&#039;&#039;&#039; Item creation ritual.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of ACF Goggle Construction:&#039;&#039;&#039; Item creation ritual.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of ACF Sabre Construction:&#039;&#039;&#039; Item creation ritual.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Telepathy:&#039;&#039;&#039; This ritual reads the inner most thoughts of its nearby target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Domination:&#039;&#039;&#039; This ritual duplicates the effect of the spell dominate person but with a longer duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Dreams:&#039;&#039;&#039; This ritual can send a specific dream to its distant recipient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Cattle Mutilation:&#039;&#039;&#039; This ritual is used to properly prepare meat for Ailokim consumption.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Dan</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=60586</id>
		<title>Ourworld:Ailokim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=60586"/>
		<updated>2007-09-09T15:01:39Z</updated>

		<summary type="html">&lt;p&gt;Dan: /* Ailokim Rituals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The little Ailokim, with some justification, insist they are a species above and beyond the other mortal races of this world. Guardians of an undeniably powerful legacy their need to ‘civilise’ the world and rebuild their lost glory upon the graves of lesser species has them viewed with suspicion by neighbouring cultures. They however see their actions as advancing a greater good, but to understand their nature one must appreciate the sad history of this once dominant race.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The little understood ‘Sundering’ was a mysterious cataclysm that began about 1500 years ago an ended around 1000 years ago. It began with the appearance of a star in the night sky that continued to grow at an alarming rate, as it grew the temperature dropped rapidly freezing many life forms to death and destroying agriculture. The Ailokim magics sustained their culture largely through this period. As this star of doom grew larger still the world began to get hotter again, and hotter still until the planet was aflame. Again the powerful magics of the Ailokim preserved them. The planet erupted into rivers of lava and began to break up, mountains drifting slowly into the sky as the gravity of the Ailokim home world failed. Many perished at this point, though many in main population centres persevered though extraordinary arcane feats never fully understood. Surviving on chunks of molten rocks the few remaining Ailokim cities were then slammed at vast speeds into other vast asteroids and finally into the fateful star that doomed them. That a few hundred powerful individuals survived was miraculous and a testament to extraordinary powers that have now been lost.&lt;br /&gt;
&lt;br /&gt;
To this day the Ailokim speak insistently of the lost times when their ancient cities reached high into the skies, their culture spanned the planet and their remarkable technologies and magics were able to twist the very reality of the world and all upon it. Their face will then usually turn almost as grey as their hair as they carry on to tell of the great sundering that destroyed virtually all of their civilisation, their land, their people, their lore, their technologies, their magics, their spirit, their ability to bear offspring and even drained the pigment from their hair.&lt;br /&gt;
&lt;br /&gt;
Of the mere hundreds of fringe dwellers that survived (or were able to be resurrected) the disaster most lapsed into despair, a few however used what gifts they had left to try and preserve their race and culture. Using some remnants of their arcane lore and technologies they created three ‘Soulifactories’; strange devices able to create life in the form of one of three young Ailokim chosen for their unique qualities. As a result all Ailokim under the age of 900 bear a striking resemblance to each of these chosen three. There are a slowly diminishing number of unique and venerable Ailokim that remember the sundering, a selection of whom form the council of elders. These elders have overseen the slow salvaging of elements of their former culture and wealth for over a millennium.&lt;br /&gt;
&lt;br /&gt;
Today the Ailokim number around 20,000 and occupy four city sites on the Western continent of Brianna. The embittered Ailokim have been peaceful from necessity; painfully aware of the slow rate at which they are able to reproduce they value their lives highly. So far the greatest Ailokim scholars and scientists have failed to replicate the ‘Soulifactories’ or discover additional ways of reproducing themselves. In their experiments however they have created/bred a slave race that they find useful for industry and warfare known as the ‘Umberkim’. &lt;br /&gt;
The Umberkim are a dull witted but powerful race that have been bred as much for their physical power as their obedience. They number around 80,000 spread across the three Ailokim cities and serve as the mainstay of Ailokim military, agriculture and industry. Maturing quickly, Umberkim live on average for a mere 25 years in part due to the hazardous tasks given to them by the Ailokim. Augmented with the powerful magics and technology of their masters, the combined Ailokim/Umberkim military are one of the most formidable forces in the world, though have seen relatively little action. The ‘special forces’ division of the Ailokim military on the other hand is famed for it’s daring and bewildering raids across the span of the planet. This brings us to another defining characteristic of the Ailokim.&lt;br /&gt;
&lt;br /&gt;
== The Vendetta ==&lt;br /&gt;
&lt;br /&gt;
Ailokim life is a precious commodity that will not normally put at risk, but with one exception; Psionics. Since the early days of rebuilding the council of elders has decreed ‘The Vendetta’ requiring that Psionicists and Psionic creatures and users be eradicated from the face of the planet. It seems implicit that somehow they were linked or responsible for the Sundering though the council is silent on the matter. Over the last millennium the Ailokim have become adept at hunting down individuals, and the families of individuals, that exhibit Psionic power. Often turning up even before a Psionic child is born to slaughter it and it’s mother. This has caused the Ailokim a certain amount of animosity, indeed they are often blamed for still births and other mysterious deaths.&lt;br /&gt;
&lt;br /&gt;
== Personality &amp;amp; Relations ==&lt;br /&gt;
&lt;br /&gt;
Ailokim tend to be embittered but proud, self righteous and ruthlessly pragmatic. It would be fair to say they regard most other sentient races as equally inferior and have fairly high standards as to what they actually call sentient. Low-sentience races (such as the Umberkim) are basically considered in pragmatic terms as others races might consider animals.&lt;br /&gt;
Since the Sundering the Ailokim have carried a terrible curse in their blood and will never be able to bear children, relying instead on magics and technology to reproduce themselves. This has led to a powerful sense of solidarity with their vat grown siblings and they will support a fellow Ailokim in virtually any situation.&lt;br /&gt;
&lt;br /&gt;
The whole of Ailokim society in one way or another is geared towards the reestablishment of their culture’s lost glory. In practical terms they are limited by their slow reproduction rate and have only constructed a few large cities. Many feel however that it is only a matter of time before the Ailokim rediscover the method of constructing new Soulifactories and prepare themselves for the inevitable expansion this would allow.&lt;br /&gt;
[[Image:Ailokim.jpg|thumb|An average Ailokim]]&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Origianally from a high gravity world Ailokim are constructed from fundamentally different stuff to the &#039;normal&#039; races of this world. Their short bodies, elongated limbs and largish heads have an almost insect like quality about them. Ailokim are sometimes likened to stocky human children that have grown off on some sort of unsettling tangent. Ailokim gain their common name from the lack of pigment in their hair and their extraordinarily long life span (anywhere up to 1200 years). They adhere to strict dress codes and a ritual marking on their forearm that defines their role in society and station for which they train from ‘birth’.&lt;br /&gt;
 &lt;br /&gt;
Their creations, the Umberkim, on the other hand are a hairless, far stronger, hardier race resembling an oafish human with thick leathery skin. Their dull wits and short lifespan make them ideal slaves to further Ailokim hegemony. Occasional individuals have transcended their programming and escaped to the new world where they have made lives for themselves as free men. The Ailokim however maintain that any of Umberkim blood are their property and must be returned to them or killed.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ailokim relate to each other in society as Lawful Good, seeing Ailokim advancement as the most noble of objectives. Their relations with other races are less transparent, Ailokim practice slavery and have during their expansion been guilty of a genocide or two. They consider races like the Umberkim (and several others) as others might animals. The more enlightened races, can with work, garner a degree more respect though are viewed of course as inferior, or more pragmatically as pawns in some grand scheme. However if an Ailokim gives his word, even to an animal, he will strive to keep it as a mark of Ailokim civility and order. In traditional terms they awkwardly classify as Lawful Neutral, and though some stray a little it is almost unheard of to find a chaotic Ailokim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
In short Ailokim worship the past. In more pragmatic terms they worship their ancestors who are the most direct conduit to great spiritual powers that are the gods. Ailokim see Gods not as specific entities but rather as forces of the universe. These forces find embodiment as specific demigod ancestors that represent each force. &lt;br /&gt;
&lt;br /&gt;
Though others call them by differing names the Ailokim Gods represent these concepts, followed by the Ancestor worshipped as their avatar: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BAIG&#039;&#039;&#039; (War/Death) The most recent and revered avatar of Baig was a fiery young Ailokim called Kraed Reos Hammerstein I. Kraed rose quickly through the ranks of the Ailokim combined forces eventually leading the final assault on the last Tallastian city where he died valiantly as he steered his kinetic carrier into the enemies vanguard, sealing the battles outcome.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rerth&#039;&#039;&#039; (Valour/Protection) The first and current leader of the Ailokim Combined Forces - Goethral Immaltrium is revered for his careful decisions and tactics about when to war and when to consolidate; these have been central to Ailokim domination of their region. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Semile&#039;&#039;&#039; (Healing/Life) Revered since the first days of the Ailokim’s arrival here Learth Sommstein resurrected countless survivors after planet fall later sacrificing himself in the creation of the first Soulifactory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neurod&#039;&#039;&#039; (Knowledge/Magic) A still living avatar Teark Cromming II created the Soulifactory ‘Umber’ is a prolific researcher and currently leads the Majestic Twelve governing the affairs of Ailokim society.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knive&#039;&#039;&#039; (Trickery/Luck/Chaos) Knive&#039;s avatar &#039;Juntar Hemmon&#039; in the early days set up the Ailokim Secret Psion Squads (or ASPS) and his ‘colourful’ exploits are the stuff of Ailokim bedtime stories and his eventual demise a frightening warning about the horrific nature of Psions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Freon&#039;&#039;&#039; (Nature/Animals) Arimus Linton preserved and adapted many of the Ailokim agricultural rituals and practices to their new world flora and fauna, laying a strong foundation for Ailokim growth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rinwal&#039;&#039;&#039; (Travel) Torton Senwick was responsible for the first survey and map of the new world, also detailing the capacities of it’s various inhabitants. His journals, though sadly outdated, are a fascinating read that serve still as a guide for wayward Ailokim.&lt;br /&gt;
Blin (Law/Money) First leader of the Majestic Twelve, it was Blin’s administration that laid the foundation for the Ailokim to attain their position of mercantile power within the world economy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire:&#039;&#039;&#039; The last recognised avatar of fire was a troublesome pyromaniac Ailokim called Trousel Erea Tichon II. He was responsible for a devastating elemental fuelled fire that consumed the poor quarter of Megara and he was executed some time ago for his crimes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earth:&#039;&#039;&#039; A devastating earthquake was traced to a disillusioned mage experimenting in his subterranean chambers beneath Arcadia. The name Jeorth is retold to warn others from such dabbling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air:&#039;&#039;&#039; Tornado activity was able to penetrate the wards of Megara due to the assistance of a small cult led by one Neamen Reos Architoo II. Despite the constant pursuit of the ACF he is still at large.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Water:&#039;&#039;&#039; A bizarre Ailokim wizard named Rontar Leart Cosmin III has been sending confusing omens of doom from within the great ocean for many decades now. The ACF has been reluctant to spend resources pursuing him as he seems to pose no actual threat.&lt;br /&gt;
&lt;br /&gt;
All have sanctioned churches devoted to them with the exception of the 4 elements. Warped cults have developed in the dark corners of the Ailokim culture that pay homage to these deities.&lt;br /&gt;
&lt;br /&gt;
== Cities ==&lt;br /&gt;
&lt;br /&gt;
Arcadia&lt;br /&gt;
&lt;br /&gt;
The mountainous centre of Ailokim civilisation and culture it was here that the survivors of the sundering made their stand and started to rebuild what was lost. The highly defensible city has grown over a millennium and aided Ailokim control over both sides of the Hypothian range. The first Soulifactory ‘Erea’ was built here and has produced around 10,000 souls. Arcadia serves as a nursery for young Ailokim as they are trained for their initial roles in the world. It is houses the home legion of the Ailokim army and the council of elders. It is rare for outsiders to be allowed into a city as important as Arcadia. &lt;br /&gt;
&lt;br /&gt;
Megara&lt;br /&gt;
&lt;br /&gt;
It was a proud moment when Ailokim society founded it&#039;s first coastal satelite colony around 500 years ago. It signified the begining of an expansion that over stretched Ailokim man power and created the conditions that necessitated the creation of the Umberkim. Megara today is a thriving metropolis and centre of trade for Ailokim civilisation. Though still rigid and heirachical by world standards it contains the largest racial &amp;amp; cultural diversity of any Ailokim settlement.&lt;br /&gt;
&lt;br /&gt;
Mantinea&lt;br /&gt;
&lt;br /&gt;
The second stage of Ailokim expansion was made almost necessary by the increasing population of Umberkim slaves that have poured ceaselessly from the spawning vats. Mantinea was founded to localise control of the rich southern agricultural and forest resources liberated from an uncooperative regime of humans known as Tallastians. There are 9 Umberkim for every Ailokim settler that reluctantly takes their post here.&lt;br /&gt;
&lt;br /&gt;
Exordia&lt;br /&gt;
&lt;br /&gt;
For similar reasons Exordia was founded on the western coast, though it’s pleasant climate and coastal location make it a far more popular posting and also a holiday destination. What Exordia lacks in terms of good farm land it makes up for in fishing and tourism for overworked Ailokim.&lt;br /&gt;
&lt;br /&gt;
Eleusina&lt;br /&gt;
&lt;br /&gt;
A simultaeous expansion northwards was also considered necessary to renew dwildling mineral resources and create a defensible out-post between Ailokim settlements and the sometimes tempermental dwarven residents of the Northern Ranges, who are prone to misunderstandings of Ailokim intent.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
&lt;br /&gt;
Though a great deal has been lost to the Ailokim many powerful magics and useful technologies survived and more are being researched with each passing year. Ailokim casters pride themselves on having the greatest library of magics in the world. Over the centuries many Ailokim magics have however been carelessly traded with the Keltoi whose mastery of the mystical arts now rivals and in some areas exceeds their own.&lt;br /&gt;
&lt;br /&gt;
Undoubtedly the Ailokim’s most powerful magics are preserved pre-Sundering ritual magics that tend to influence the construction of their cities and the crafting of various objects. Ailokim cities for example are encircled with powerful protection and detection wards, their agriculture is made more abundant, water cleansed, and even localised weather controlled to a degree. In the category of item/object creation we see examples of solar focusers that sit ominously upon the walls of their cities. Another, and recognised signature of Ailokim culture and warfare, is the kinetic mat; a magically enchanted sheet of rare star metal that glows brightly and can fly at a fair clip. &lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Ailokim base languages are Ailokim &amp;amp; Umberkim. Ailokim value their language as a sacred bridge to their glorious past to be used by none but they. In day to day life they speak a common dialect that has become known as Umberkim, though they are often fluent in other languages typically preferring more eclectic languages over other humanoid languages. Umberkim can speak common and can sometimes understand Ailokim, however are punished harshly if they speak the language of the masters.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
(Medium Humanoids)&lt;br /&gt;
&lt;br /&gt;
Ability scores for Ailokim &amp;amp; Umberkim are based on which of the four Soulifactories they have been created at. Three separate and complimentary Ailokim were selected as the paragons of their culture and were then inserted into the first Soulifactories as the templates for future Ailokim creation.&lt;br /&gt;
&lt;br /&gt;
Although their genetic potential is predetermined an Ailokim’s developmental experiences in early life can potentially emphasise one or two ability scores at the expense of others. Specifically an Ailokim can alter 2 of their base ability scores by a maximum of +2 by taking a commensurate minus to other separate ability scores.&lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Erea’ STR:10 | DEX:13 | CON:14 | INT:15 | WIS:13 | CHA:14 &lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Laert’ STR:14 | DEX:12 | CON:14 | INT:10 | WIS:15 | CHA:14 &lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Reos’ STR:14 | DEX:14 | CON:14 | INT:10 | WIS:14 | CHA:14&lt;br /&gt;
&lt;br /&gt;
To reflect the narrow options open to Umberkim in society they may only add a single +2 and its commensurate -2 to the template below.&lt;br /&gt;
&lt;br /&gt;
Proto-Soulifactory ‘Umber’ STR:17 | DEX:14 | CON:14 | INT:8 | WIS:8 | CHA:12&lt;br /&gt;
&lt;br /&gt;
Umberkims do not receive Marks of Destiny (like their Ailokim siblings) instead at first level an Umberkim may chose a single bonus feat from the following: Endurance, Run, Toughness, Improved Toughness, Great Fortitude or Skill Focus Profession/Craft (player’s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[These are designed to be balanced for 32 point character creation campaigns and should be adjusted for differing campaign power levels]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Racial hatred toward Psions &amp;amp; Psionic Creatures (+1 Hit &amp;amp; Dam).&lt;br /&gt;
Ailokim receive a +2 Racial Bonus on Ritual Magic skill checks.&lt;br /&gt;
Marks of Destiny (Su) Ailokim are ritually tattooed at birth with one of six unique markings that grant a special power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau (Strength) +1 bonus on strength checks and strength based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein (Grace) +1 bonus on dexterity checks and dexterity based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur (Mind) +1 bonus on int checks and int based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon (World) +1 bonus on wisdom checks and wisdom based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Juugz (Soul) +1 bonus on charisma checks and charisma based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the age of 100 years an Ailokim is recognised as coming of age and is rewarded in a special ritual with an additional mark of destiny. This additional tattoo increases the bonus from the marks to +2 and depending on which of the 9 combinations grants an additional benefit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Sein: When an Ailokim deals damage from a sneak attack or crit they gain a +2 dodge bonus to AC until their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Neur: (Sw) Twice per day this tattoo allows an Ailokim to expend a prepared spell and gain it’s level to hit and damage for 1 round.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Weon: (Im) An Ailokim with this combination can elect to take a -1 to hit and damage at the start of a round to gain an insight bonus of +2 to will saves till the beginning of their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Juugz: (Sw) Once a day this combination allows it user to add their strength bonus to a charisma based check so long as they are unarmoured and are revealing their physique.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Neur: This combination allows an Ailokim to use their dexterity score instead of their normal ability score for the purposes of determining bonus spells.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Weon: (Sw) By expending one or more turn/rebuke attempts this combination allows it’s wielder once a day to add a metamagic effect to a spell they are casting, with no effect on the spells casting time or effective level. The number of turn/rebuke attempts expended must equal the normal level adjustment of the metamagic feat. The Ailokim must have the metamagic feat &amp;amp; cannot cast a metamagic/spell combination of a level that they wouldn&#039;t normally be able to cast.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Juugz: (Im) Twice a day as an immediate action this combination allows an Aiokim to expend either a turn/rebuke attempt or an unprepared spell slot of at least 1st level to gain 1d6 damage on a sneak attack or an unarmed strike.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Weon: This combination allows an Ailokim if they leave a spell slot unfilled for the day to add the level of that spell slot to the DC to resist spells of that level or lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Juugz: (St) Once a day as a standard action this combination allows its user to ‘reclaim’ a spell already cast in the last 3 rounds by expending a spell 1 level lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon-Juugz: (Im) This combination grants the Ailokim the ability to sacrifice a turn/rebuke attempt and gain 1 effective caster level, or to sacrifice a prepared spell and gain it’s level to a turning check.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== A Day in the Life ==&lt;br /&gt;
&#039;&#039;Lt. Major Brislow began to tense up, he knew the teleportation ritual well and it was nearing completion. He could now sense the inertia of the carrier as it slowed to a cruising speed. He pulled his SYN gear into position and activated his night-vision. He wasn’t expecting too much trouble, but then psions sometimes had this way of knowing you were coming and it was his job not to take chances. His deputies followed his lead as he positioned himself at the centre of the arcane glyphs around which the five casters chanted. First came a euphoric feeling of strength and agility, then his movements seemed to blur and finally with a series of electrifying flashes they passed through a dimensional door to their airborne destination.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Diving through the sky above their rural target Brislow began reciting the incantation and with split second precision cast it as they grew close to a thatched roof. He and his two comrades slowed to land gently beside the innocuous looking farm house and then with another brief incantation turned invisible. Unaccounted for, a dog at the side entrance began to bark. Brislow telepathically cursed prohibition 11a-df4 regarding the necessity of using invisibility after ground fall and cast again silencing the area. If this psion was a real threat then it’d know the SYN squad was here. Adjusting his SYN goggles he scanned for psion power signatures and loaded his handbow. No signals, no alarms, a good sign that they were just here to clean up a sleeper. After more permanently silencing the dog the squad entered and stealthed up the stairs…&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Ailokim Rituals ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEGENDARY RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These rituals are exorbitantly expensive, enormously taxing and mostly require the majestic twelve to perform them due to the incredible power they harness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of the Harvest:&#039;&#039;&#039; This ritual optimises the local weather patterns to the needs of crops/agriculture. It also once a year makes strange circles appear which over a few days slowly expand out until the entire crop is harvested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Industry:&#039;&#039;&#039; This ritual focuses the attention and activity of people in an area and makes them more productive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of City Erection:&#039;&#039;&#039; This complex ritual has a multitude of effects that aid the rapid construction of a fledgling city. It assists in levelling the earth beneath the site and sinks trenches for the regulation buildings required in an Ailokim city. It hastens and sustains workers, helps join building materials, dimly displays where all materials are to be placed and many more subtle effects that facilitate the construction of a city in mere months instead of years.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Rubbish Disposal:&#039;&#039;&#039; This inauspiciously named ritual is actually extremely potent in its effects. It creates a permanent portal into another realm through which things do not return. Ailokim are fond of connecting their sewerage and rubbish disposal systems to such portals. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Soulifactory Construction:&#039;&#039;&#039; This ritual has been cast only five times since it’s creation a millennium ago and many feel it will not be cast again any time soon, requiring as it does the sacrifice of those who cast it and many others besides.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Kinetic Carrier Construction:&#039;&#039;&#039; This expensive ritual creates a Kinetic Carrier Vessel. It has been cast only five times in a millennium due to the rarity of its material components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MAJOR RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These rituals are mostly very expensive, require many well practiced casters and often the sacrifice of creatures and experience points. Some of these rituals are no longer castable due to the scarcity of their material components. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Roads:&#039;&#039;&#039; While sustained this ritual can create a gravel road across all but the most extreme surfaces. It finds the most optimal path, Felling trees and spreading gravel over a smoothes surface.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Warding:&#039;&#039;&#039; This powerful ancient ritual creates an invisible barrier past which low levelled characters and monsters will have trouble crossing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Protection:&#039;&#039;&#039; This ritual creates an invisible barrier that has several characteristics. It acts as a one way barrier that…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Defence:&#039;&#039;&#039; This ritual is sometimes cast in times of battle, granting those within it area of effect a magical +2 to their armour value &amp;amp; 5 elemental resistance for 1 day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Battle:&#039;&#039;&#039; This ritual is cast to enhance it’s recipients weapon attacks magically by +2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Dimensional Anchoring:&#039;&#039;&#039; This ritual functions as the spell but with longer duration and larger area of effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Major Scrying:&#039;&#039;&#039; This ritual functions as the spell but with a more difficult will save, larger viewing area, lessened requirements and a much longer duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Mending:&#039;&#039;&#039; This ritual creates an area in which a constant mend spell operates for a long duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Cleanliness:&#039;&#039;&#039; This ritual creates a small area that sterilises people, objects and anything else placed within it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Health:&#039;&#039;&#039; This ritual creates a small area that grants any who enter within it fast healing /1 while in that area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Solar Focuser Construction:&#039;&#039;&#039; This ritual creates a Solar Focuser; a huge ranged weapon that adorn the walls of Ailokim settlements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Kinetic Mat Construction:&#039;&#039;&#039; This ritual creates a Kinetic Mat; a brightly glowing sheet of star metal that when guided by an experienced pilot can fly at a fair clip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Shadow Walking:&#039;&#039;&#039; This ritual creates a small area of shadow and emulates the effect of the shadow walk spell for all within the area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MINOR RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Rain/Shine:&#039;&#039;&#039; This ritual can either bring about rain or clear away clouds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Feasting:&#039;&#039;&#039; This ritual acts as the spell Heroes Feast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Alarm:&#039;&#039;&#039; This ritual is similar in effect to the spell Alarm. It’s area of effect is greater, duration longer and it additionally allows the caster to specify exceptions based on race/species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Empowerment:&#039;&#039;&#039; This ritual effects all who cast it granting them an effective caster level one level higher for the day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Artillery:&#039;&#039;&#039; This ritual eventually creates a large bonfire that launches a widened fireball at a distant target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Scrying:&#039;&#039;&#039; This ritual duplicates the effect of the Scry spell as long as the ritual is maintained.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Fixing:&#039;&#039;&#039; This ritual creates an area that constantly generates the effect of the spell Mend.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of ACF Armour Construction:&#039;&#039;&#039; Item creation ritual.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of ACF Goggle Construction:&#039;&#039;&#039; Item creation ritual.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of ACF Sabre Construction:&#039;&#039;&#039; Item creation ritual.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Telepathy:&#039;&#039;&#039; This ritual reads the inner most thoughts of its nearby target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Domination:&#039;&#039;&#039; This ritual duplicates the effect of the spell dominate person but with a longer duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Dreams:&#039;&#039;&#039; This ritual can send a specific dream to its distant recipient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Cattle Mutilation:&#039;&#039;&#039; This ritual is used to properly prepare meat for Ailokim consumption.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Dan</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=60555</id>
		<title>Ourworld:Ailokim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=60555"/>
		<updated>2007-09-09T09:55:01Z</updated>

		<summary type="html">&lt;p&gt;Dan: /* Religion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The little Ailokim, with some justification, insist they are a species above and beyond the other mortal races of this world. Guardians of an undeniably powerful legacy their need to ‘civilise’ the world and rebuild their lost glory upon the graves of lesser species has them viewed with suspicion by neighbouring cultures. They however see their actions as advancing a greater good, but to understand their nature one must appreciate the sad history of this once dominant race.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The little understood ‘Sundering’ was a mysterious cataclysm that began about 1500 years ago an ended around 1000 years ago. It began with the appearance of a star in the night sky that continued to grow at an alarming rate, as it grew the temperature dropped rapidly freezing many life forms to death and destroying agriculture. The Ailokim magics sustained their culture largely through this period. As this star of doom grew larger still the world began to get hotter again, and hotter still until the planet was aflame. Again the powerful magics of the Ailokim preserved them. The planet erupted into rivers of lava and began to break up, mountains drifting slowly into the sky as the gravity of the Ailokim home world failed. Many perished at this point, though many in main population centres persevered though extraordinary arcane feats never fully understood. Surviving on chunks of molten rocks the few remaining Ailokim cities were then slammed at vast speeds into other vast asteroids and finally into the fateful star that doomed them. That a few hundred powerful individuals survived was miraculous and a testament to extraordinary powers that have now been lost.&lt;br /&gt;
&lt;br /&gt;
To this day the Ailokim speak insistently of the lost times when their ancient cities reached high into the skies, their culture spanned the planet and their remarkable technologies and magics were able to twist the very reality of the world and all upon it. Their face will then usually turn almost as grey as their hair as they carry on to tell of the great sundering that destroyed virtually all of their civilisation, their land, their people, their lore, their technologies, their magics, their spirit, their ability to bear offspring and even drained the pigment from their hair.&lt;br /&gt;
&lt;br /&gt;
Of the mere hundreds of fringe dwellers that survived (or were able to be resurrected) the disaster most lapsed into despair, a few however used what gifts they had left to try and preserve their race and culture. Using some remnants of their arcane lore and technologies they created three ‘Soulifactories’; strange devices able to create life in the form of one of three young Ailokim chosen for their unique qualities. As a result all Ailokim under the age of 900 bear a striking resemblance to each of these chosen three. There are a slowly diminishing number of unique and venerable Ailokim that remember the sundering, a selection of whom form the council of elders. These elders have overseen the slow salvaging of elements of their former culture and wealth for over a millennium.&lt;br /&gt;
&lt;br /&gt;
Today the Ailokim number around 20,000 and occupy four city sites on the Western continent of Brianna. The embittered Ailokim have been peaceful from necessity; painfully aware of the slow rate at which they are able to reproduce they value their lives highly. So far the greatest Ailokim scholars and scientists have failed to replicate the ‘Soulifactories’ or discover additional ways of reproducing themselves. In their experiments however they have created/bred a slave race that they find useful for industry and warfare known as the ‘Umberkim’. &lt;br /&gt;
The Umberkim are a dull witted but powerful race that have been bred as much for their physical power as their obedience. They number around 80,000 spread across the three Ailokim cities and serve as the mainstay of Ailokim military, agriculture and industry. Maturing quickly, Umberkim live on average for a mere 25 years in part due to the hazardous tasks given to them by the Ailokim. Augmented with the powerful magics and technology of their masters, the combined Ailokim/Umberkim military are one of the most formidable forces in the world, though have seen relatively little action. The ‘special forces’ division of the Ailokim military on the other hand is famed for it’s daring and bewildering raids across the span of the planet. This brings us to another defining characteristic of the Ailokim.&lt;br /&gt;
&lt;br /&gt;
== The Vendetta ==&lt;br /&gt;
&lt;br /&gt;
Ailokim life is a precious commodity that will not normally put at risk, but with one exception; Psionics. Since the early days of rebuilding the council of elders has decreed ‘The Vendetta’ requiring that Psionicists and Psionic creatures and users be eradicated from the face of the planet. It seems implicit that somehow they were linked or responsible for the Sundering though the council is silent on the matter. Over the last millennium the Ailokim have become adept at hunting down individuals, and the families of individuals, that exhibit Psionic power. Often turning up even before a Psionic child is born to slaughter it and it’s mother. This has caused the Ailokim a certain amount of animosity, indeed they are often blamed for still births and other mysterious deaths.&lt;br /&gt;
&lt;br /&gt;
== Personality &amp;amp; Relations ==&lt;br /&gt;
&lt;br /&gt;
Ailokim tend to be embittered but proud, self righteous and ruthlessly pragmatic. It would be fair to say they regard most other sentient races as equally inferior and have fairly high standards as to what they actually call sentient. Low-sentience races (such as the Umberkim) are basically considered in pragmatic terms as others races might consider animals.&lt;br /&gt;
Since the Sundering the Ailokim have carried a terrible curse in their blood and will never be able to bear children, relying instead on magics and technology to reproduce themselves. This has led to a powerful sense of solidarity with their vat grown siblings and they will support a fellow Ailokim in virtually any situation.&lt;br /&gt;
&lt;br /&gt;
The whole of Ailokim society in one way or another is geared towards the reestablishment of their culture’s lost glory. In practical terms they are limited by their slow reproduction rate and have only constructed a few large cities. Many feel however that it is only a matter of time before the Ailokim rediscover the method of constructing new Soulifactories and prepare themselves for the inevitable expansion this would allow.&lt;br /&gt;
[[Image:Ailokim.jpg|thumb|An average Ailokim]]&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Origianally from a high gravity world Ailokim are constructed from fundamentally different stuff to the &#039;normal&#039; races of this world. Their short bodies, elongated limbs and largish heads have an almost insect like quality about them. Ailokim are sometimes likened to stocky human children that have grown off on some sort of unsettling tangent. Ailokim gain their common name from the lack of pigment in their hair and their extraordinarily long life span (anywhere up to 1200 years). They adhere to strict dress codes and a ritual marking on their forearm that defines their role in society and station for which they train from ‘birth’.&lt;br /&gt;
 &lt;br /&gt;
Their creations, the Umberkim, on the other hand are a hairless, far stronger, hardier race resembling an oafish human with thick leathery skin. Their dull wits and short lifespan make them ideal slaves to further Ailokim hegemony. Occasional individuals have transcended their programming and escaped to the new world where they have made lives for themselves as free men. The Ailokim however maintain that any of Umberkim blood are their property and must be returned to them or killed.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ailokim relate to each other in society as Lawful Good, seeing Ailokim advancement as the most noble of objectives. Their relations with other races are less transparent, Ailokim practice slavery and have during their expansion been guilty of a genocide or two. They consider races like the Umberkim (and several others) as others might animals. The more enlightened races, can with work, garner a degree more respect though are viewed of course as inferior, or more pragmatically as pawns in some grand scheme. However if an Ailokim gives his word, even to an animal, he will strive to keep it as a mark of Ailokim civility and order. In traditional terms they awkwardly classify as Lawful Neutral, and though some stray a little it is almost unheard of to find a chaotic Ailokim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
In short Ailokim worship the past. In more pragmatic terms they worship their ancestors who are the most direct conduit to great spiritual powers that are the gods. Ailokim see Gods not as specific entities but rather as forces of the universe. These forces find embodiment as specific demigod ancestors that represent each force. &lt;br /&gt;
&lt;br /&gt;
Though others call them by differing names the Ailokim Gods represent these concepts, followed by the Ancestor worshipped as their avatar: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BAIG&#039;&#039;&#039; (War/Death) The most recent and revered avatar of Baig was a fiery young Ailokim called Kraed Reos Hammerstein I. Kraed rose quickly through the ranks of the Ailokim combined forces eventually leading the final assault on the last Tallastian city where he died valiantly as he steered his kinetic carrier into the enemies vanguard, sealing the battles outcome.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rerth&#039;&#039;&#039; (Valour/Protection) The first and current leader of the Ailokim Combined Forces - Goethral Immaltrium is revered for his careful decisions and tactics about when to war and when to consolidate; these have been central to Ailokim domination of their region. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Semile&#039;&#039;&#039; (Healing/Life) Revered since the first days of the Ailokim’s arrival here Learth Sommstein resurrected countless survivors after planet fall later sacrificing himself in the creation of the first Soulifactory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neurod&#039;&#039;&#039; (Knowledge/Magic) A still living avatar Teark Cromming II created the Soulifactory ‘Umber’ is a prolific researcher and currently leads the Majestic Twelve governing the affairs of Ailokim society.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knive&#039;&#039;&#039; (Trickery/Luck/Chaos) Knive&#039;s avatar &#039;Juntar Hemmon&#039; in the early days set up the Ailokim Secret Psion Squads (or ASPS) and his ‘colourful’ exploits are the stuff of Ailokim bedtime stories and his eventual demise a frightening warning about the horrific nature of Psions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Freon&#039;&#039;&#039; (Nature/Animals) Arimus Linton preserved and adapted many of the Ailokim agricultural rituals and practices to their new world flora and fauna, laying a strong foundation for Ailokim growth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rinwal&#039;&#039;&#039; (Travel) Torton Senwick was responsible for the first survey and map of the new world, also detailing the capacities of it’s various inhabitants. His journals, though sadly outdated, are a fascinating read that serve still as a guide for wayward Ailokim.&lt;br /&gt;
Blin (Law/Money) First leader of the Majestic Twelve, it was Blin’s administration that laid the foundation for the Ailokim to attain their position of mercantile power within the world economy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire:&#039;&#039;&#039; The last recognised avatar of fire was a troublesome pyromaniac Ailokim called Trousel Erea Tichon II. He was responsible for a devastating elemental fuelled fire that consumed the poor quarter of Megara and he was executed some time ago for his crimes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earth:&#039;&#039;&#039; A devastating earthquake was traced to a disillusioned mage experimenting in his subterranean chambers beneath Arcadia. The name Jeorth is retold to warn others from such dabbling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air:&#039;&#039;&#039; Tornado activity was able to penetrate the wards of Megara due to the assistance of a small cult led by one Neamen Reos Architoo II. Despite the constant pursuit of the ACF he is still at large.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Water:&#039;&#039;&#039; A bizarre Ailokim wizard named Rontar Leart Cosmin III has been sending confusing omens of doom from within the great ocean for many decades now. The ACF has been reluctant to spend resources pursuing him as he seems to pose no actual threat.&lt;br /&gt;
&lt;br /&gt;
All have sanctioned churches devoted to them with the exception of the 4 elements. Warped cults have developed in the dark corners of the Ailokim culture that pay homage to these deities.&lt;br /&gt;
&lt;br /&gt;
== Cities ==&lt;br /&gt;
&lt;br /&gt;
Arcadia&lt;br /&gt;
&lt;br /&gt;
The mountainous centre of Ailokim civilisation and culture it was here that the survivors of the sundering made their stand and started to rebuild what was lost. The highly defensible city has grown over a millennium and aided Ailokim control over both sides of the Hypothian range. The first Soulifactory ‘Erea’ was built here and has produced around 10,000 souls. Arcadia serves as a nursery for young Ailokim as they are trained for their initial roles in the world. It is houses the home legion of the Ailokim army and the council of elders. It is rare for outsiders to be allowed into a city as important as Arcadia. &lt;br /&gt;
&lt;br /&gt;
Megara&lt;br /&gt;
&lt;br /&gt;
It was a proud moment when Ailokim society founded it&#039;s first coastal satelite colony around 500 years ago. It signified the begining of an expansion that over stretched Ailokim man power and created the conditions that necessitated the creation of the Umberkim. Megara today is a thriving metropolis and centre of trade for Ailokim civilisation. Though still rigid and heirachical by world standards it contains the largest racial &amp;amp; cultural diversity of any Ailokim settlement.&lt;br /&gt;
&lt;br /&gt;
Mantinea&lt;br /&gt;
&lt;br /&gt;
The second stage of Ailokim expansion was made almost necessary by the increasing population of Umberkim slaves that have poured ceaselessly from the spawning vats. Mantinea was founded to localise control of the rich southern agricultural and forest resources liberated from an uncooperative regime of humans known as Tallastians. There are 9 Umberkim for every Ailokim settler that reluctantly takes their post here.&lt;br /&gt;
&lt;br /&gt;
Exordia&lt;br /&gt;
&lt;br /&gt;
For similar reasons Exordia was founded on the western coast, though it’s pleasant climate and coastal location make it a far more popular posting and also a holiday destination. What Exordia lacks in terms of good farm land it makes up for in fishing and tourism for overworked Ailokim.&lt;br /&gt;
&lt;br /&gt;
Eleusina&lt;br /&gt;
&lt;br /&gt;
A simultaeous expansion northwards was also considered necessary to renew dwildling mineral resources and create a defensible out-post between Ailokim settlements and the sometimes tempermental dwarven residents of the Northern Ranges, who are prone to misunderstandings of Ailokim intent.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
&lt;br /&gt;
Though a great deal has been lost to the Ailokim many powerful magics and useful technologies survived and more are being researched with each passing year. Ailokim casters pride themselves on having the greatest library of magics in the world. Over the centuries many Ailokim magics have however been carelessly traded with the Keltoi whose mastery of the mystical arts now rivals and in some areas exceeds their own.&lt;br /&gt;
&lt;br /&gt;
Undoubtedly the Ailokim’s most powerful magics are preserved pre-Sundering ritual magics that tend to influence the construction of their cities and the crafting of various objects. Ailokim cities for example are encircled with powerful protection and detection wards, their agriculture is made more abundant, water cleansed, and even localised weather controlled to a degree. In the category of item/object creation we see examples of solar focusers that sit ominously upon the walls of their cities. Another, and recognised signature of Ailokim culture and warfare, is the kinetic mat; a magically enchanted sheet of rare star metal that glows brightly and can fly at a fair clip. &lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Ailokim base languages are Ailokim &amp;amp; Umberkim. Ailokim value their language as a sacred bridge to their glorious past to be used by none but they. In day to day life they speak a common dialect that has become known as Umberkim, though they are often fluent in other languages typically preferring more eclectic languages over other humanoid languages. Umberkim can speak common and can sometimes understand Ailokim, however are punished harshly if they speak the language of the masters.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
(Medium Humanoids)&lt;br /&gt;
&lt;br /&gt;
Ability scores for Ailokim &amp;amp; Umberkim are based on which of the four Soulifactories they have been created at. Three separate and complimentary Ailokim were selected as the paragons of their culture and were then inserted into the first Soulifactories as the templates for future Ailokim creation.&lt;br /&gt;
&lt;br /&gt;
Although their genetic potential is predetermined an Ailokim’s developmental experiences in early life can potentially emphasise one or two ability scores at the expense of others. Specifically an Ailokim can alter 2 of their base ability scores by a maximum of +2 by taking a commensurate minus to other separate ability scores.&lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Erea’ STR:10 | DEX:13 | CON:14 | INT:15 | WIS:13 | CHA:14 &lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Laert’ STR:14 | DEX:12 | CON:14 | INT:10 | WIS:15 | CHA:14 &lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Reos’ STR:14 | DEX:14 | CON:14 | INT:10 | WIS:14 | CHA:14&lt;br /&gt;
&lt;br /&gt;
To reflect the narrow options open to Umberkim in society they may only add a single +2 and its commensurate -2 to the template below.&lt;br /&gt;
&lt;br /&gt;
Proto-Soulifactory ‘Umber’ STR:17 | DEX:14 | CON:14 | INT:8 | WIS:8 | CHA:12&lt;br /&gt;
&lt;br /&gt;
Umberkims do not receive Marks of Destiny (like their Ailokim siblings) instead at first level an Umberkim may chose a single bonus feat from the following: Endurance, Run, Toughness, Improved Toughness, Great Fortitude or Skill Focus Profession/Craft (player’s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[These are designed to be balanced for 32 point character creation campaigns and should be adjusted for differing campaign power levels]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Racial hatred toward Psions &amp;amp; Psionic Creatures (+1 Hit &amp;amp; Dam).&lt;br /&gt;
Ailokim receive a +2 Racial Bonus on Ritual Magic skill checks.&lt;br /&gt;
Marks of Destiny (Su) Ailokim are ritually tattooed at birth with one of six unique markings that grant a special power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau (Strength) +1 bonus on strength checks and strength based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein (Grace) +1 bonus on dexterity checks and dexterity based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur (Mind) +1 bonus on int checks and int based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon (World) +1 bonus on wisdom checks and wisdom based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Juugz (Soul) +1 bonus on charisma checks and charisma based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the age of 100 years an Ailokim is recognised as coming of age and is rewarded in a special ritual with an additional mark of destiny. This additional tattoo increases the bonus from the marks to +2 and depending on which of the 9 combinations grants an additional benefit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Sein: When an Ailokim deals damage from a sneak attack or crit they gain a +2 dodge bonus to AC until their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Neur: (Sw) Twice per day this tattoo allows an Ailokim to expend a prepared spell and gain it’s level to hit and damage for 1 round.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Weon: (Im) An Ailokim with this combination can elect to take a -1 to hit and damage at the start of a round to gain an insight bonus of +2 to will saves till the beginning of their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Juugz: (Sw) Once a day this combination allows it user to add their strength bonus to a charisma based check so long as they are unarmoured and are revealing their physique.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Neur: This combination allows an Ailokim to use their dexterity score instead of their normal ability score for the purposes of determining bonus spells.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Weon: (Sw) By expending one or more turn/rebuke attempts this combination allows it’s wielder once a day to add a metamagic effect to a spell they are casting, with no effect on the spells casting time or effective level. The number of turn/rebuke attempts expended must equal the normal level adjustment of the metamagic feat. The Ailokim must have the metamagic feat &amp;amp; cannot cast a metamagic/spell combination of a level that they wouldn&#039;t normally be able to cast.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Juugz: (Im) Twice a day as an immediate action this combination allows an Aiokim to expend either a turn/rebuke attempt or an unprepared spell slot of at least 1st level to gain 1d6 damage on a sneak attack or an unarmed strike.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Weon: This combination allows an Ailokim if they leave a spell slot unfilled for the day to add the level of that spell slot to the DC to resist spells of that level or lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Juugz: (St) Once a day as a standard action this combination allows its user to ‘reclaim’ a spell already cast in the last 3 rounds by expending a spell 1 level lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon-Juugz: (Im) This combination grants the Ailokim the ability to sacrifice a turn/rebuke attempt and gain 1 effective caster level, or to sacrifice a prepared spell and gain it’s level to a turning check.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== A Day in the Life ==&lt;br /&gt;
&#039;&#039;Lt. Major Brislow began to tense up, he knew the teleportation ritual well and it was nearing completion. He could now sense the inertia of the carrier as it slowed to a cruising speed. He pulled his SYN gear into position and activated his night-vision. He wasn’t expecting too much trouble, but then psions sometimes had this way of knowing you were coming and it was his job not to take chances. His deputies followed his lead as he positioned himself at the centre of the arcane glyphs around which the five casters chanted. First came a euphoric feeling of strength and agility, then his movements seemed to blur and finally with a series of electrifying flashes they passed through a dimensional door to their airborne destination.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Diving through the sky above their rural target Brislow began reciting the incantation and with split second precision cast it as they grew close to a thatched roof. He and his two comrades slowed to land gently beside the innocuous looking farm house and then with another brief incantation turned invisible. Unaccounted for, a dog at the side entrance began to bark. Brislow telepathically cursed prohibition 11a-df4 regarding the necessity of using invisibility after ground fall and cast again silencing the area. If this psion was a real threat then it’d know the SYN squad was here. Adjusting his SYN goggles he scanned for psion power signatures and loaded his handbow. No signals, no alarms, a good sign that they were just here to clean up a sleeper. After more permanently silencing the dog the squad entered and stealthed up the stairs…&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Ailokim Rituals ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEGENDARY RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These rituals are exorbitantly expensive, enormously taxing and mostly require the majestic twelve to perform them due to the incredible power they harness.&lt;br /&gt;
Ritual of the Harvest: This ritual optimises the local weather patterns to the needs of crops/agriculture. It also once a year makes strange circles appear which over a few days slowly expand out until the entire crop is harvested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Industry:&#039;&#039;&#039; This ritual focuses the attention and activity of people in an area and makes them more productive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of City Erection:&#039;&#039;&#039; This complex ritual has a multitude of effects that aid the rapid construction of a fledgling city. It assists in levelling the earth beneath the site and sinks trenches for the regulation buildings required in an Ailokim city. It hastens and sustains workers, helps join building materials, dimly displays where all materials are to be placed and many more subtle effects that facilitate the construction of a city in mere months instead of years.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Rubbish Disposal:&#039;&#039;&#039; This inauspiciously named ritual is actually extremely potent in its effects. It creates a permanent portal into another realm through which things do not return. Ailokim are fond of connecting their sewerage and rubbish disposal systems to such portals. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Soulifactory Construction:&#039;&#039;&#039; This ritual has been cast only five times since it’s creation a millennium ago and many feel it will not be cast again any time soon, requiring as it does the sacrifice of those who cast it and many others besides.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Kinetic Carrier Construction:&#039;&#039;&#039; This expensive ritual creates a Kinetic Carrier Vessel. It has been cast only five times in a millennium due to the rarity of its material components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MAJOR RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These rituals are mostly very expensive, require many well practiced casters and often the sacrifice of creatures and experience points. Some of these rituals are no longer castable due to the scarcity of their material components. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Roads:&#039;&#039;&#039; While sustained this ritual can create a gravel road across all but the most extreme surfaces. It finds the most optimal path, Felling trees and spreading gravel over a smoothes surface.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Warding:&#039;&#039;&#039; This powerful ancient ritual creates an invisible barrier past which low levelled characters and monsters will have trouble crossing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Protection:&#039;&#039;&#039; This ritual creates an invisible barrier that has several characteristics. It acts as a one way barrier that…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Defence:&#039;&#039;&#039; This ritual is sometimes cast in times of battle, granting those within it area of effect a magical +2 to their armour value &amp;amp; 5 elemental resistance for 1 day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Battle:&#039;&#039;&#039; This ritual is cast to enhance it’s recipients weapon attacks magically by +2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Dimensional Anchoring:&#039;&#039;&#039; This ritual functions as the spell but with longer duration and larger area of effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Major Scrying:&#039;&#039;&#039; This ritual functions as the spell but with a more difficult will save, larger viewing area, lessened requirements and a much longer duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Mending:&#039;&#039;&#039; This ritual creates an area in which a constant mend spell operates for a long duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Cleanliness:&#039;&#039;&#039; This ritual creates a small area that sterilises people, objects and anything else placed within it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Health:&#039;&#039;&#039; This ritual creates a small area that grants any who enter within it fast healing /1 while in that area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Solar Focuser Construction:&#039;&#039;&#039; This ritual creates a Solar Focuser; a huge ranged weapon that adorn the walls of Ailokim settlements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Kinetic Mat Construction:&#039;&#039;&#039; This ritual creates a Kinetic Mat; a brightly glowing sheet of star metal that when guided by an experienced pilot can fly at a fair clip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Shadow Walking:&#039;&#039;&#039; This ritual creates a small area of shadow and emulates the effect of the shadow walk spell for all within the area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MINOR RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Rain/Shine:&#039;&#039;&#039; This ritual can either bring about rain or clear away clouds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Feasting:&#039;&#039;&#039; This ritual acts as the spell Heroes Feast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Alarm:&#039;&#039;&#039; This ritual is similar in effect to the spell Alarm. It’s area of effect is greater, duration longer and it additionally allows the caster to specify exceptions based on race/species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Empowerment:&#039;&#039;&#039; This ritual effects all who cast it granting them an effective caster level one level higher for the day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Artillery:&#039;&#039;&#039; This ritual eventually creates a large bonfire that launches a widened fireball at a distant target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Scrying:&#039;&#039;&#039; This ritual duplicates the effect of the Scry spell as long as the ritual is maintained.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Fixing:&#039;&#039;&#039; This ritual creates an area that constantly generates the effect of the spell Mend.&lt;br /&gt;
&lt;br /&gt;
Ritual of SYN Armour Construction&lt;br /&gt;
Ritual of SYN Goggle Construction&lt;br /&gt;
Ritual of SYN Sabre Construction&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Telepathy:&#039;&#039;&#039; This ritual reads the inner most thoughts of its nearby target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Domination:&#039;&#039;&#039; This ritual duplicates the effect of the spell dominate person but with a longer duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Dreams:&#039;&#039;&#039; This ritual can send a specific dream to its distant recipient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Cattle Mutilation:&#039;&#039;&#039; This ritual is used to properly prepare meat for Ailokim consumption.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Dan</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Teleri&amp;diff=60308</id>
		<title>Ourworld:Teleri</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Teleri&amp;diff=60308"/>
		<updated>2007-09-07T09:02:17Z</updated>

		<summary type="html">&lt;p&gt;Dan: /* The Ancient Past */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Teleri are traders and travelers, slowly falling into decadence.&lt;br /&gt;
&lt;br /&gt;
NB almost all of the names here are essentially place holders, if people have better names for the Teleri, The Answer in The Machine, Guilders etc, feel free to change them or tell me. Also, being the resident non-Art degree guy, some editing may or may not be in order.&lt;br /&gt;
&lt;br /&gt;
== The Ancient Past ==&lt;br /&gt;
A common sight in the ports and seaside towns the globe over, few but the Ailokim remember that the Teleri are more than merely skilled merchants and dock rats. The Strangers, ancesters of the modern Teleri were Marooned in this place many milenia ago, their vehicle stuck in the solid ice of the edge of the world, with no hope of leaving and no expectation of rescue, they scavenged what they had to build the predecessors to their modern wind ships.&lt;br /&gt;
&lt;br /&gt;
Over time as the memories of the old lands grew dim and their supplies ran low, the Teleri began to trade and converse with the natives of the world, teaching several the basics of arcane magic and alchemy, while learning the lessons needed to live in this harsh new world. Never ones to stand back while unnecessay facts could be found, many spent a great deal of time with the many societies that were around at the time, flying here and there, eating this and that, smoking various other things and either through their own devices, or unintentionally, they became as these people, untill they were fully of this world, and remembered little else.&lt;br /&gt;
&lt;br /&gt;
== Recent Times ==&lt;br /&gt;
Today almost all of the Teleri are descendants of unions between those Strangers and the other peoples of Erland, many have relations in the humans nations which are a popular stopping point, with their beginings of true &amp;quot;civilization&amp;quot; budding, however they were also the catalyst for the largest split in the Teleri society to date, as many disagreed with the decision of several prominent merchants to sell Techno-Magic to the Keltoi in their war against the Urbanus(or Laideann), feeling that while the Urbanus may not been the most enlightened people, selling them out for monetary gain was neither justified, nor, in the long run, beneficial.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
The Teleri have always quested for knowledge, whether it be true understanding, arcane insight, political secrets or mere sensation, it&#039;s a part of their soul, however their only true religion seems to preach the opposite, and the search for mere sensation becomes more common with every passing generation.&lt;br /&gt;
&lt;br /&gt;
The Answer in The Machine teaches that the Strangers came here to escape from a Godlike existence to experience the wonders of mortal life, that the Answer to lifes problems is to experience every new day with childlike innocence and that The Machine in The Floating City was made by the Strangers to supply the Teleri with the necessities in life, leaving them to devote their time and effort to the pleasures of life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Floating City ==&lt;br /&gt;
A marvel of a lost age, the towers of The Floating City rise out of the mists that constantly surround it like the translucent daggers of some long dead colossi, while the streets glint with a thousand sparkles from the slowly fracturing glass of neglected wonders. Known to most Teleri simply as &amp;quot;The City&amp;quot;, it is capable of sustained movement contains both the closest thing to a Teleri Government and the sorcerous machines required to create the wind ships and a host of other magics unique to the Teleri.&lt;br /&gt;
&lt;br /&gt;
Made by The Strangers, the state of repair in The City has long been a volatile point among local Alchemists and loremasters, fueled by the fact that no one really understands it&#039;s construction, and numerous repair attempts have been made, most of which were inefective at best. As belief in The Answer in The Machine grows, it is becoming more and more common to assume that The Strangers planned for everything, and that to even think that there might be a problem, let alone fix it is becoming a marginal view.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Technomancy ==&lt;br /&gt;
To be filled out later&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Physical description ==&lt;br /&gt;
To be filled out later&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Teleri People ==&lt;br /&gt;
The bulk of the Teleri fall in to three main cultures, the most common and the ones most often seen seen in the ports of the world are the Kelpies, although they have a reputation as drifters, hippies, and lowlifes, enough of them have Teleri crafted, if not always Powered ships that their presence is tolerated in most ports, if not liked. Kelpies are ultimately a diverse lot, scattered over ethe globe as they are, while many will swindle what they can and be gone in the morning, just as many are harmless followers of The Machine, opponents of the Guilders trying to start up their own routes. There&#039;s even a small group who are attempting to follow in the footsteps of The Strangers by bringing as many societies to true civilization as possible. The typical Keplie however(as much as they exist), is inquisitive, sociable and generous(sometimes with other peoples property as much as their own).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second group, the Traders Guild, has access to the fastest ships in the world, as they constantly attest, and this makes them premier traders. They also have access to steady supply of magic items from The City, and this makes them wanted over much ofthe world, but the real source of the Guilders power is their contacts and knowledge. &lt;br /&gt;
&lt;br /&gt;
For the Guilders, the Teleri quest for knowledge isn&#039;t about enlightenment or pleasure, it&#039;s not about knowing fifteen types of knots or the proper way to strain tea so it tastes just right. It&#039;s about Power. It&#039;s about the knowing the Duchess&#039;s secret lover. It&#039;s about having the exact right artifact the Prince wants, before even he knew he wanted it. It&#039;s about knowing that one magic trick that even a Dragon&#039;s never seen before. It&#039;s about knowing what the competition doesn&#039;t and using it against them.&lt;br /&gt;
&lt;br /&gt;
And some have had long lives to search.&lt;br /&gt;
&lt;br /&gt;
Of course, not all use this knowledge for merely for personal gain, many feel comfortable enough in their own superiority (real or not) to only use it when the status of the Guild itself is threatened, and most put a great deal of care into benevolently cultivating as many people, and societies as possible. (Excepting of course those who work against The Guild, but what civilized man could possibly want that?)&lt;br /&gt;
 &lt;br /&gt;
The smallest group of Teleri are the City dwellers, being descended almost entirely from the original Strangers the City dwellers are some of the few with to take the time to master the magics of the City and it&#039;s products. Most are either mechanical minded or quite studied and few have much contact with the rest of the world.&lt;br /&gt;
&lt;br /&gt;
== How the Teleri see the other races ==&lt;br /&gt;
&#039;&#039;&#039;Keltoi&#039;&#039;&#039;&lt;br /&gt;
The Teleri have a long history of trade with the Keltoi as one of the few civilized empires on Erland, trading knowledge, magic, Teleri crafts anything which happens to be around. While some have reservations about their &amp;quot;explorations&amp;quot;, most (who care) believe they&#039;ve left behind their warlike ways and see them as good source of money and civilized pleasures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim&#039;&#039;&#039;&lt;br /&gt;
Although it has been a long time since there was anything resembling conflict with the Grey Nation, on a personal level many Teleri still mistrust the Ailokim, to the Keplie they are lifeless and dry, to followers of the Machine, their fall from grace hints at deeper moral shadows, to the Guilders, while their money is as good(or at least close) as any other people&#039;s, their disrespect does not sit well.&lt;br /&gt;
&lt;br /&gt;
The main problem is any Teleri devoted enough to care, or remember, can tell you that in the long run, the Grey Nation&#039;s goals benefit only the Grey Nation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goliaths&#039;&#039;&#039;&lt;br /&gt;
To the Kelpie, the Goliaths are good natured and rambunctious, if somewhat unintentionally dangerous, a good source of strange trinkets, hilarious stories about Goliath &amp;quot;honour&amp;quot; and peyote.&lt;br /&gt;
&lt;br /&gt;
To the more ethical Guilders, Goliaths are a stubborn race who refuse to move forward and create industry, to a few unethical Guilders, they&#039;re a good source of slaves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves&#039;&#039;&#039;&lt;br /&gt;
The Teleri, like everyone else, trade with the Dwarves for their wonderful crafts, although, like everyone else, they have little to no understanding of Dwarven society.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim&#039;&#039;&#039; &lt;br /&gt;
To the Teleri, the Umberkim are merely a race which will never know true civilization, which they consider a shame.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summer Islanders&#039;&#039;&#039;&lt;br /&gt;
Every Teleri (except the boring ones) likes the Summer Islanders. They enjoy seeing the familiar faces, and always enjoy a good party.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Northern City States&#039;&#039;&#039;&lt;br /&gt;
Although the Teleri do trade with the City states, they&#039;re far less welcome here than in the Keltoi lands, partly due to certain unscrupulous Guilders, who played certain prominent Nobles off against one another. Although the Teleri are less than worried, the trade is good, but there&#039;s little alcohol, and the no coffee.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTHING IMPORTANT!!!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Dan</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=60217</id>
		<title>Ourworld:Ailokim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=60217"/>
		<updated>2007-09-05T10:19:56Z</updated>

		<summary type="html">&lt;p&gt;Dan: /* Ailokim Rituals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The little Ailokim, with some justification, insist they are a species above and beyond the other mortal races of this world. Guardians of an undeniably powerful legacy their need to ‘civilise’ the world and rebuild their lost glory upon the graves of lesser species has them viewed with suspicion by neighbouring cultures. They however see their actions as advancing a greater good, but to understand their nature one must appreciate the sad history of this once dominant race.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The little understood ‘Sundering’ was a mysterious cataclysm that began about 1500 years ago an ended around 1000 years ago. It began with the appearance of a star in the night sky that continued to grow at an alarming rate, as it grew the temperature dropped rapidly freezing many life forms to death and destroying agriculture. The Ailokim magics sustained their culture largely through this period. As this star of doom grew larger still the world began to get hotter again, and hotter still until the planet was aflame. Again the powerful magics of the Ailokim preserved them. The planet erupted into rivers of lava and began to break up, mountains drifting slowly into the sky as the gravity of the Ailokim home world failed. Many perished at this point, though many in main population centres persevered though extraordinary arcane feats never fully understood. Surviving on chunks of molten rocks the few remaining Ailokim cities were then slammed at vast speeds into other vast asteroids and finally into the fateful star that doomed them. That a few hundred powerful individuals survived was miraculous and a testament to extraordinary powers that have now been lost.&lt;br /&gt;
&lt;br /&gt;
To this day the Ailokim speak insistently of the lost times when their ancient cities reached high into the skies, their culture spanned the planet and their remarkable technologies and magics were able to twist the very reality of the world and all upon it. Their face will then usually turn almost as grey as their hair as they carry on to tell of the great sundering that destroyed virtually all of their civilisation, their land, their people, their lore, their technologies, their magics, their spirit, their ability to bear offspring and even drained the pigment from their hair.&lt;br /&gt;
&lt;br /&gt;
Of the mere hundreds of fringe dwellers that survived (or were able to be resurrected) the disaster most lapsed into despair, a few however used what gifts they had left to try and preserve their race and culture. Using some remnants of their arcane lore and technologies they created three ‘Soulifactories’; strange devices able to create life in the form of one of three young Ailokim chosen for their unique qualities. As a result all Ailokim under the age of 900 bear a striking resemblance to each of these chosen three. There are a slowly diminishing number of unique and venerable Ailokim that remember the sundering, a selection of whom form the council of elders. These elders have overseen the slow salvaging of elements of their former culture and wealth for over a millennium.&lt;br /&gt;
&lt;br /&gt;
Today the Ailokim number around 20,000 and occupy four city sites on the Western continent of Brianna. The embittered Ailokim have been peaceful from necessity; painfully aware of the slow rate at which they are able to reproduce they value their lives highly. So far the greatest Ailokim scholars and scientists have failed to replicate the ‘Soulifactories’ or discover additional ways of reproducing themselves. In their experiments however they have created/bred a slave race that they find useful for industry and warfare known as the ‘Umberkim’. &lt;br /&gt;
The Umberkim are a dull witted but powerful race that have been bred as much for their physical power as their obedience. They number around 80,000 spread across the three Ailokim cities and serve as the mainstay of Ailokim military, agriculture and industry. Maturing quickly, Umberkim live on average for a mere 25 years in part due to the hazardous tasks given to them by the Ailokim. Augmented with the powerful magics and technology of their masters, the combined Ailokim/Umberkim military are one of the most formidable forces in the world, though have seen relatively little action. The ‘special forces’ division of the Ailokim military on the other hand is famed for it’s daring and bewildering raids across the span of the planet. This brings us to another defining characteristic of the Ailokim.&lt;br /&gt;
&lt;br /&gt;
== The Vendetta ==&lt;br /&gt;
&lt;br /&gt;
Ailokim life is a precious commodity that will not normally put at risk, but with one exception; Psionics. Since the early days of rebuilding the council of elders has decreed ‘The Vendetta’ requiring that Psionicists and Psionic creatures and users be eradicated from the face of the planet. It seems implicit that somehow they were linked or responsible for the Sundering though the council is silent on the matter. Over the last millennium the Ailokim have become adept at hunting down individuals, and the families of individuals, that exhibit Psionic power. Often turning up even before a Psionic child is born to slaughter it and it’s mother. This has caused the Ailokim a certain amount of animosity, indeed they are often blamed for still births and other mysterious deaths.&lt;br /&gt;
&lt;br /&gt;
== Personality &amp;amp; Relations ==&lt;br /&gt;
&lt;br /&gt;
Ailokim tend to be embittered but proud, self righteous and ruthlessly pragmatic. It would be fair to say they regard most other sentient races as equally inferior and have fairly high standards as to what they actually call sentient. Low-sentience races (such as the Umberkim) are basically considered in pragmatic terms as others races might consider animals.&lt;br /&gt;
Since the Sundering the Ailokim have carried a terrible curse in their blood and will never be able to bear children, relying instead on magics and technology to reproduce themselves. This has led to a powerful sense of solidarity with their vat grown siblings and they will support a fellow Ailokim in virtually any situation.&lt;br /&gt;
&lt;br /&gt;
The whole of Ailokim society in one way or another is geared towards the reestablishment of their culture’s lost glory. In practical terms they are limited by their slow reproduction rate and have only constructed a few large cities. Many feel however that it is only a matter of time before the Ailokim rediscover the method of constructing new Soulifactories and prepare themselves for the inevitable expansion this would allow.&lt;br /&gt;
[[Image:Ailokim.jpg|thumb|An average Ailokim]]&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Origianally from a high gravity world Ailokim are constructed from fundamentally different stuff to the &#039;normal&#039; races of this world. Their short bodies, elongated limbs and largish heads have an almost insect like quality about them. Ailokim are sometimes likened to stocky human children that have grown off on some sort of unsettling tangent. Ailokim gain their common name from the lack of pigment in their hair and their extraordinarily long life span (anywhere up to 1200 years). They adhere to strict dress codes and a ritual marking on their forearm that defines their role in society and station for which they train from ‘birth’.&lt;br /&gt;
 &lt;br /&gt;
Their creations, the Umberkim, on the other hand are a hairless, far stronger, hardier race resembling an oafish human with thick leathery skin. Their dull wits and short lifespan make them ideal slaves to further Ailokim hegemony. Occasional individuals have transcended their programming and escaped to the new world where they have made lives for themselves as free men. The Ailokim however maintain that any of Umberkim blood are their property and must be returned to them or killed.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ailokim relate to each other in society as Lawful Good, seeing Ailokim advancement as the most noble of objectives. Their relations with other races are less transparent, Ailokim practice slavery and have during their expansion been guilty of a genocide or two. They consider races like the Umberkim (and several others) as others might animals. The more enlightened races, can with work, garner a degree more respect though are viewed of course as inferior, or more pragmatically as pawns in some grand scheme. However if an Ailokim gives his word, even to an animal, he will strive to keep it as a mark of Ailokim civility and order. In traditional terms they awkwardly classify as Lawful Neutral, and though some stray a little it is almost unheard of to find a chaotic Ailokim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In short Ailokim worship the past. In more pragmatic terms they worship their ancestors who are the most direct conduit to great spiritual powers that are the gods. Ailokim see Gods not as specific entities but rather as forces of the universe. These forces find embodiment as specific demigod ancestors that represent each force.&lt;br /&gt;
&lt;br /&gt;
Though others call them by differing names the Ailokim Gods represent the following concepts: &lt;br /&gt;
&lt;br /&gt;
Baig: War/Death&lt;br /&gt;
&lt;br /&gt;
Rerth: Valour/Protection&lt;br /&gt;
&lt;br /&gt;
Semile: Healing/Life&lt;br /&gt;
&lt;br /&gt;
Neurod: Knowledge/Magic&lt;br /&gt;
&lt;br /&gt;
Knive: Trickery/Luck/Chaos&lt;br /&gt;
&lt;br /&gt;
Feor: Nature/Animals&lt;br /&gt;
&lt;br /&gt;
Rinwal: Travel&lt;br /&gt;
&lt;br /&gt;
Blin: Law/Money&lt;br /&gt;
&lt;br /&gt;
Fire&lt;br /&gt;
&lt;br /&gt;
Earth&lt;br /&gt;
&lt;br /&gt;
Air&lt;br /&gt;
&lt;br /&gt;
Water&lt;br /&gt;
&lt;br /&gt;
All have sanctioned churches devoted to them with the exception of the 4 elements. Warped cults have developed in the dark corners of the Ailokim culture that pay homage to these deities.&lt;br /&gt;
&lt;br /&gt;
== Cities ==&lt;br /&gt;
&lt;br /&gt;
Arcadia&lt;br /&gt;
&lt;br /&gt;
The mountainous centre of Ailokim civilisation and culture it was here that the survivors of the sundering made their stand and started to rebuild what was lost. The highly defensible city has grown over a millennium and aided Ailokim control over both sides of the Hypothian range. The first Soulifactory ‘Erea’ was built here and has produced around 10,000 souls. Arcadia serves as a nursery for young Ailokim as they are trained for their initial roles in the world. It is houses the home legion of the Ailokim army and the council of elders. It is rare for outsiders to be allowed into a city as important as Arcadia. &lt;br /&gt;
&lt;br /&gt;
Megara&lt;br /&gt;
&lt;br /&gt;
It was a proud moment when Ailokim society founded it&#039;s first coastal satelite colony around 500 years ago. It signified the begining of an expansion that over stretched Ailokim man power and created the conditions that necessitated the creation of the Umberkim. Megara today is a thriving metropolis and centre of trade for Ailokim civilisation. Though still rigid and heirachical by world standards it contains the largest racial &amp;amp; cultural diversity of any Ailokim settlement.&lt;br /&gt;
&lt;br /&gt;
Mantinea&lt;br /&gt;
&lt;br /&gt;
The second stage of Ailokim expansion was made almost necessary by the increasing population of Umberkim slaves that have poured ceaselessly from the spawning vats. Mantinea was founded to localise control of the rich southern agricultural and forest resources liberated from an uncooperative regime of humans known as Tallastians. There are 9 Umberkim for every Ailokim settler that reluctantly takes their post here.&lt;br /&gt;
&lt;br /&gt;
Exordia&lt;br /&gt;
&lt;br /&gt;
For similar reasons Exordia was founded on the western coast, though it’s pleasant climate and coastal location make it a far more popular posting and also a holiday destination. What Exordia lacks in terms of good farm land it makes up for in fishing and tourism for overworked Ailokim.&lt;br /&gt;
&lt;br /&gt;
Eleusina&lt;br /&gt;
&lt;br /&gt;
A simultaeous expansion northwards was also considered necessary to renew dwildling mineral resources and create a defensible out-post between Ailokim settlements and the sometimes tempermental dwarven residents of the Northern Ranges, who are prone to misunderstandings of Ailokim intent.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
&lt;br /&gt;
Though a great deal has been lost to the Ailokim many powerful magics and useful technologies survived and more are being researched with each passing year. Ailokim casters pride themselves on having the greatest library of magics in the world. Over the centuries many Ailokim magics have however been carelessly traded with the Keltoi whose mastery of the mystical arts now rivals and in some areas exceeds their own.&lt;br /&gt;
&lt;br /&gt;
Undoubtedly the Ailokim’s most powerful magics are preserved pre-Sundering ritual magics that tend to influence the construction of their cities and the crafting of various objects. Ailokim cities for example are encircled with powerful protection and detection wards, their agriculture is made more abundant, water cleansed, and even localised weather controlled to a degree. In the category of item/object creation we see examples of solar focusers that sit ominously upon the walls of their cities. Another, and recognised signature of Ailokim culture and warfare, is the kinetic mat; a magically enchanted sheet of rare star metal that glows brightly and can fly at a fair clip. &lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Ailokim base languages are Ailokim &amp;amp; Umberkim. Ailokim value their language as a sacred bridge to their glorious past to be used by none but they. In day to day life they speak a common dialect that has become known as Umberkim, though they are often fluent in other languages typically preferring more eclectic languages over other humanoid languages. Umberkim can speak common and can sometimes understand Ailokim, however are punished harshly if they speak the language of the masters.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
(Medium Humanoids)&lt;br /&gt;
&lt;br /&gt;
Ability scores for Ailokim &amp;amp; Umberkim are based on which of the four Soulifactories they have been created at. Three separate and complimentary Ailokim were selected as the paragons of their culture and were then inserted into the first Soulifactories as the templates for future Ailokim creation.&lt;br /&gt;
&lt;br /&gt;
Although their genetic potential is predetermined an Ailokim’s developmental experiences in early life can potentially emphasise one or two ability scores at the expense of others. Specifically an Ailokim can alter 2 of their base ability scores by a maximum of +2 by taking a commensurate minus to other separate ability scores.&lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Erea’ STR:10 | DEX:13 | CON:14 | INT:15 | WIS:13 | CHA:14 &lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Laert’ STR:14 | DEX:12 | CON:14 | INT:10 | WIS:15 | CHA:14 &lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Reos’ STR:14 | DEX:14 | CON:14 | INT:10 | WIS:14 | CHA:14&lt;br /&gt;
&lt;br /&gt;
To reflect the narrow options open to Umberkim in society they may only add a single +2 and its commensurate -2 to the template below.&lt;br /&gt;
&lt;br /&gt;
Proto-Soulifactory ‘Umber’ STR:17 | DEX:14 | CON:14 | INT:8 | WIS:8 | CHA:12&lt;br /&gt;
&lt;br /&gt;
Umberkims do not receive Marks of Destiny (like their Ailokim siblings) instead at first level an Umberkim may chose a single bonus feat from the following: Endurance, Run, Toughness, Improved Toughness, Great Fortitude or Skill Focus Profession/Craft (player’s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[These are designed to be balanced for 32 point character creation campaigns and should be adjusted for differing campaign power levels]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Racial hatred toward Psions &amp;amp; Psionic Creatures (+1 Hit &amp;amp; Dam).&lt;br /&gt;
Ailokim receive a +2 Racial Bonus on Ritual Magic skill checks.&lt;br /&gt;
Marks of Destiny (Su) Ailokim are ritually tattooed at birth with one of six unique markings that grant a special power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau (Strength) +1 bonus on strength checks and strength based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein (Grace) +1 bonus on dexterity checks and dexterity based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur (Mind) +1 bonus on int checks and int based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon (World) +1 bonus on wisdom checks and wisdom based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Juugz (Soul) +1 bonus on charisma checks and charisma based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the age of 100 years an Ailokim is recognised as coming of age and is rewarded in a special ritual with an additional mark of destiny. This additional tattoo increases the bonus from the marks to +2 and depending on which of the 9 combinations grants an additional benefit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Sein: When an Ailokim deals damage from a sneak attack or crit they gain a +2 dodge bonus to AC until their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Neur: (Sw) Twice per day this tattoo allows an Ailokim to expend a prepared spell and gain it’s level to hit and damage for 1 round.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Weon: (Im) An Ailokim with this combination can elect to take a -1 to hit and damage at the start of a round to gain an insight bonus of +2 to will saves till the beginning of their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Juugz: (Sw) Once a day this combination allows it user to add their strength bonus to a charisma based check so long as they are unarmoured and are revealing their physique.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Neur: This combination allows an Ailokim to use their dexterity score instead of their normal ability score for the purposes of determining bonus spells.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Weon: (Sw) By expending one or more turn/rebuke attempts this combination allows it’s wielder once a day to add a metamagic effect to a spell they are casting, with no effect on the spells casting time or effective level. The number of turn/rebuke attempts expended must equal the normal level adjustment of the metamagic feat. The Ailokim must have the metamagic feat &amp;amp; cannot cast a metamagic/spell combination of a level that they wouldn&#039;t normally be able to cast.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Juugz: (Im) Twice a day as an immediate action this combination allows an Aiokim to expend either a turn/rebuke attempt or an unprepared spell slot of at least 1st level to gain 1d6 damage on a sneak attack or an unarmed strike.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Weon: This combination allows an Ailokim if they leave a spell slot unfilled for the day to add the level of that spell slot to the DC to resist spells of that level or lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Juugz: (St) Once a day as a standard action this combination allows its user to ‘reclaim’ a spell already cast in the last 3 rounds by expending a spell 1 level lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon-Juugz: (Im) This combination grants the Ailokim the ability to sacrifice a turn/rebuke attempt and gain 1 effective caster level, or to sacrifice a prepared spell and gain it’s level to a turning check.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== A Day in the Life ==&lt;br /&gt;
&#039;&#039;Lt. Major Brislow began to tense up, he knew the teleportation ritual well and it was nearing completion. He could now sense the inertia of the carrier as it slowed to a cruising speed. He pulled his SYN gear into position and activated his night-vision. He wasn’t expecting too much trouble, but then psions sometimes had this way of knowing you were coming and it was his job not to take chances. His deputies followed his lead as he positioned himself at the centre of the arcane glyphs around which the five casters chanted. First came a euphoric feeling of strength and agility, then his movements seemed to blur and finally with a series of electrifying flashes they were teleported to their airborne destination.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Diving through the sky above their rural target Brislow began reciting the incantation and with split second precision cast it as they grew close to a thatched roof. He and his two comrades slowed to land gently beside the innocuous looking farm house and then with another brief incantation turned invisible. Unaccounted for, a dog at the side entrance began to bark. Brislow telepathically cursed prohibition 11a-df4 regarding the necessity of using invisibility after ground fall and cast again silencing the area. If this psion was a real threat then it’d know the SYN squad was here. Adjusting his SYN goggles he scanned for psion power signatures and loaded his handbow. No signals, no alarms, a good sign that they were just here to clean up a sleeper. After more permanently silencing the dog the squad entered and stealthed up the stairs…&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Ailokim Rituals ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEGENDARY RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These rituals are exorbitantly expensive, enormously taxing and mostly require the majestic twelve to perform them due to the incredible power they harness.&lt;br /&gt;
Ritual of the Harvest: This ritual optimises the local weather patterns to the needs of crops/agriculture. It also once a year makes strange circles appear which over a few days slowly expand out until the entire crop is harvested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Industry:&#039;&#039;&#039; This ritual focuses the attention and activity of people in an area and makes them more productive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of City Erection:&#039;&#039;&#039; This complex ritual has a multitude of effects that aid the rapid construction of a fledgling city. It assists in levelling the earth beneath the site and sinks trenches for the regulation buildings required in an Ailokim city. It hastens and sustains workers, helps join building materials, dimly displays where all materials are to be placed and many more subtle effects that facilitate the construction of a city in mere months instead of years.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Rubbish Disposal:&#039;&#039;&#039; This inauspiciously named ritual is actually extremely potent in its effects. It creates a permanent portal into another realm through which things do not return. Ailokim are fond of connecting their sewerage and rubbish disposal systems to such portals. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Soulifactory Construction:&#039;&#039;&#039; This ritual has been cast only five times since it’s creation a millennium ago and many feel it will not be cast again any time soon, requiring as it does the sacrifice of those who cast it and many others besides.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Kinetic Carrier Construction:&#039;&#039;&#039; This expensive ritual creates a Kinetic Carrier Vessel. It has been cast only five times in a millennium due to the rarity of its material components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MAJOR RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These rituals are mostly very expensive, require many well practiced casters and often the sacrifice of creatures and experience points. Some of these rituals are no longer castable due to the scarcity of their material components. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Roads:&#039;&#039;&#039; While sustained this ritual can create a gravel road across all but the most extreme surfaces. It finds the most optimal path, Felling trees and spreading gravel over a smoothes surface.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Warding:&#039;&#039;&#039; This powerful ancient ritual creates an invisible barrier past which low levelled characters and monsters will have trouble crossing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Protection:&#039;&#039;&#039; This ritual creates an invisible barrier that has several characteristics. It acts as a one way barrier that…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Defence:&#039;&#039;&#039; This ritual is sometimes cast in times of battle, granting those within it area of effect a magical +2 to their armour value &amp;amp; 5 elemental resistance for 1 day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Battle:&#039;&#039;&#039; This ritual is cast to enhance it’s recipients weapon attacks magically by +2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Dimensional Anchoring:&#039;&#039;&#039; This ritual functions as the spell but with longer duration and larger area of effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Major Scrying:&#039;&#039;&#039; This ritual functions as the spell but with a more difficult will save, larger viewing area, lessened requirements and a much longer duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Mending:&#039;&#039;&#039; This ritual creates an area in which a constant mend spell operates for a long duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Cleanliness:&#039;&#039;&#039; This ritual creates a small area that sterilises people, objects and anything else placed within it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Health:&#039;&#039;&#039; This ritual creates a small area that grants any who enter within it fast healing /1 while in that area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Solar Focuser Construction:&#039;&#039;&#039; This ritual creates a Solar Focuser; a huge ranged weapon that adorn the walls of Ailokim settlements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Kinetic Mat Construction:&#039;&#039;&#039; This ritual creates a Kinetic Mat; a brightly glowing sheet of star metal that when guided by an experienced pilot can fly at a fair clip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Shadow Walking:&#039;&#039;&#039; This ritual creates a small area of shadow and emulates the effect of the shadow walk spell for all within the area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MINOR RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Rain/Shine:&#039;&#039;&#039; This ritual can either bring about rain or clear away clouds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Feasting:&#039;&#039;&#039; This ritual acts as the spell Heroes Feast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Alarm:&#039;&#039;&#039; This ritual is similar in effect to the spell Alarm. It’s area of effect is greater, duration longer and it additionally allows the caster to specify exceptions based on race/species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Empowerment:&#039;&#039;&#039; This ritual effects all who cast it granting them an effective caster level one level higher for the day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Artillery: &lt;br /&gt;
Ritual of Minor Scrying &lt;br /&gt;
Ritual of Fixing&lt;br /&gt;
Ritual of SYN Armour Construction&lt;br /&gt;
Ritual of SYN Goggle Construction&lt;br /&gt;
Ritual of SYN Sabre Construction&lt;br /&gt;
Ritual of Telepathy&lt;br /&gt;
Ritual of Domination&lt;br /&gt;
Ritual of Dreams&lt;br /&gt;
Ritual of Cattle Mutilation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Dan</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=59955</id>
		<title>Ourworld:Ailokim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=59955"/>
		<updated>2007-09-02T03:06:04Z</updated>

		<summary type="html">&lt;p&gt;Dan: /* Physical Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The little Ailokim, with some justification, insist they are a species above and beyond the other mortal races of this world. Guardians of an undeniably powerful legacy their need to ‘civilise’ the world and rebuild their lost glory upon the graves of lesser species has them viewed with suspicion by neighbouring cultures. They however see their actions as advancing a greater good, but to understand their nature one must appreciate the sad history of this once dominant race.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The little understood ‘Sundering’ was a mysterious cataclysm that began about 1500 years ago an ended around 1000 years ago. It began with the appearance of a star in the night sky that continued to grow at an alarming rate, as it grew the temperature dropped rapidly freezing many life forms to death and destroying agriculture. The Ailokim magics sustained their culture largely through this period. As this star of doom grew larger still the world began to get hotter again, and hotter still until the planet was aflame. Again the powerful magics of the Ailokim preserved them. The planet erupted into rivers of lava and began to break up, mountains drifting slowly into the sky as the gravity of the Ailokim home world failed. Many perished at this point, though many in main population centres persevered though extraordinary arcane feats never fully understood. Surviving on chunks of molten rocks the few remaining Ailokim cities were then slammed at vast speeds into other vast asteroids and finally into the fateful star that doomed them. That a few hundred powerful individuals survived was miraculous and a testament to extraordinary powers that have now been lost.&lt;br /&gt;
&lt;br /&gt;
To this day the Ailokim speak insistently of the lost times when their ancient cities reached high into the skies, their culture spanned the planet and their remarkable technologies and magics were able to twist the very reality of the world and all upon it. Their face will then usually turn almost as grey as their hair as they carry on to tell of the great sundering that destroyed virtually all of their civilisation, their land, their people, their lore, their technologies, their magics, their spirit, their ability to bear offspring and even drained the pigment from their hair.&lt;br /&gt;
&lt;br /&gt;
Of the mere hundreds of fringe dwellers that survived (or were able to be resurrected) the disaster most lapsed into despair, a few however used what gifts they had left to try and preserve their race and culture. Using some remnants of their arcane lore and technologies they created three ‘Soulifactories’; strange devices able to create life in the form of one of three young Ailokim chosen for their unique qualities. As a result all Ailokim under the age of 900 bear a striking resemblance to each of these chosen three. There are a slowly diminishing number of unique and venerable Ailokim that remember the sundering, a selection of whom form the council of elders. These elders have overseen the slow salvaging of elements of their former culture and wealth for over a millennium.&lt;br /&gt;
&lt;br /&gt;
Today the Ailokim number around 20,000 and occupy four city sites on the Western continent of Brianna. The embittered Ailokim have been peaceful from necessity; painfully aware of the slow rate at which they are able to reproduce they value their lives highly. So far the greatest Ailokim scholars and scientists have failed to replicate the ‘Soulifactories’ or discover additional ways of reproducing themselves. In their experiments however they have created/bred a slave race that they find useful for industry and warfare known as the ‘Umberkim’. &lt;br /&gt;
The Umberkim are a dull witted but powerful race that have been bred as much for their physical power as their obedience. They number around 80,000 spread across the three Ailokim cities and serve as the mainstay of Ailokim military, agriculture and industry. Maturing quickly, Umberkim live on average for a mere 25 years in part due to the hazardous tasks given to them by the Ailokim. Augmented with the powerful magics and technology of their masters, the combined Ailokim/Umberkim military are one of the most formidable forces in the world, though have seen relatively little action. The ‘special forces’ division of the Ailokim military on the other hand is famed for it’s daring and bewildering raids across the span of the planet. This brings us to another defining characteristic of the Ailokim.&lt;br /&gt;
&lt;br /&gt;
== The Vendetta ==&lt;br /&gt;
&lt;br /&gt;
Ailokim life is a precious commodity that will not normally put at risk, but with one exception; Psionics. Since the early days of rebuilding the council of elders has decreed ‘The Vendetta’ requiring that Psionicists and Psionic creatures and users be eradicated from the face of the planet. It seems implicit that somehow they were linked or responsible for the Sundering though the council is silent on the matter. Over the last millennium the Ailokim have become adept at hunting down individuals, and the families of individuals, that exhibit Psionic power. Often turning up even before a Psionic child is born to slaughter it and it’s mother. This has caused the Ailokim a certain amount of animosity, indeed they are often blamed for still births and other mysterious deaths.&lt;br /&gt;
&lt;br /&gt;
== Personality &amp;amp; Relations ==&lt;br /&gt;
&lt;br /&gt;
Ailokim tend to be embittered but proud, self righteous and ruthlessly pragmatic. It would be fair to say they regard most other sentient races as equally inferior and have fairly high standards as to what they actually call sentient. Low-sentience races (such as the Umberkim) are basically considered in pragmatic terms as others races might consider animals.&lt;br /&gt;
Since the Sundering the Ailokim have carried a terrible curse in their blood and will never be able to bear children, relying instead on magics and technology to reproduce themselves. This has led to a powerful sense of solidarity with their vat grown siblings and they will support a fellow Ailokim in virtually any situation.&lt;br /&gt;
&lt;br /&gt;
The whole of Ailokim society in one way or another is geared towards the reestablishment of their culture’s lost glory. In practical terms they are limited by their slow reproduction rate and have only constructed a few large cities. Many feel however that it is only a matter of time before the Ailokim rediscover the method of constructing new Soulifactories and prepare themselves for the inevitable expansion this would allow.&lt;br /&gt;
[[Image:Ailokim.jpg|thumb|An average Ailokim]]&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Origianally from a high gravity world Ailokim are constructed from fundamentally different stuff to the &#039;normal&#039; races of this world. Their short bodies, elongated limbs and largish heads have an almost insect like quality about them. Ailokim are sometimes likened to stocky human children that have grown off on some sort of unsettling tangent. Ailokim gain their common name from the lack of pigment in their hair and their extraordinarily long life span (anywhere up to 1200 years). They adhere to strict dress codes and a ritual marking on their forearm that defines their role in society and station for which they train from ‘birth’.&lt;br /&gt;
 &lt;br /&gt;
Their creations, the Umberkim, on the other hand are a hairless, far stronger, hardier race resembling an oafish human with thick leathery skin. Their dull wits and short lifespan make them ideal slaves to further Ailokim hegemony. Occasional individuals have transcended their programming and escaped to the new world where they have made lives for themselves as free men. The Ailokim however maintain that any of Umberkim blood are their property and must be returned to them or killed.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ailokim relate to each other in society as Lawful Good, seeing Ailokim advancement as the most noble of objectives. Their relations with other races are less transparent, Ailokim practice slavery and have during their expansion been guilty of a genocide or two. They consider races like the Umberkim (and several others) as others might animals. The more enlightened races, can with work, garner a degree more respect though are viewed of course as inferior, or more pragmatically as pawns in some grand scheme. However if an Ailokim gives his word, even to an animal, he will strive to keep it as a mark of Ailokim civility and order. In traditional terms they awkwardly classify as Lawful Neutral, and though some stray a little it is almost unheard of to find a chaotic Ailokim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In short Ailokim worship the past. In more pragmatic terms they worship their ancestors who are the most direct conduit to great spiritual powers that are the gods. Ailokim see Gods not as specific entities but rather as forces of the universe. These forces find embodiment as specific demigod ancestors that represent each force.&lt;br /&gt;
&lt;br /&gt;
Though others call them by differing names the Ailokim Gods represent the following concepts: &lt;br /&gt;
&lt;br /&gt;
Baig: War/Death&lt;br /&gt;
&lt;br /&gt;
Rerth: Valour/Protection&lt;br /&gt;
&lt;br /&gt;
Semile: Healing/Life&lt;br /&gt;
&lt;br /&gt;
Neurod: Knowledge/Magic&lt;br /&gt;
&lt;br /&gt;
Knive: Trickery/Luck/Chaos&lt;br /&gt;
&lt;br /&gt;
Feor: Nature/Animals&lt;br /&gt;
&lt;br /&gt;
Rinwal: Travel&lt;br /&gt;
&lt;br /&gt;
Blin: Law/Money&lt;br /&gt;
&lt;br /&gt;
Fire&lt;br /&gt;
&lt;br /&gt;
Earth&lt;br /&gt;
&lt;br /&gt;
Air&lt;br /&gt;
&lt;br /&gt;
Water&lt;br /&gt;
&lt;br /&gt;
All have sanctioned churches devoted to them with the exception of the 4 elements. Warped cults have developed in the dark corners of the Ailokim culture that pay homage to these deities.&lt;br /&gt;
&lt;br /&gt;
== Cities ==&lt;br /&gt;
&lt;br /&gt;
Arcadia&lt;br /&gt;
&lt;br /&gt;
The mountainous centre of Ailokim civilisation and culture it was here that the survivors of the sundering made their stand and started to rebuild what was lost. The highly defensible city has grown over a millennium and aided Ailokim control over both sides of the Hypothian range. The first Soulifactory ‘Erea’ was built here and has produced around 10,000 souls. Arcadia serves as a nursery for young Ailokim as they are trained for their initial roles in the world. It is houses the home legion of the Ailokim army and the council of elders. It is rare for outsiders to be allowed into a city as important as Arcadia. &lt;br /&gt;
&lt;br /&gt;
Megara&lt;br /&gt;
&lt;br /&gt;
It was a proud moment when Ailokim society founded it&#039;s first coastal satelite colony around 500 years ago. It signified the begining of an expansion that over stretched Ailokim man power and created the conditions that necessitated the creation of the Umberkim. Megara today is a thriving metropolis and centre of trade for Ailokim civilisation. Though still rigid and heirachical by world standards it contains the largest racial &amp;amp; cultural diversity of any Ailokim settlement.&lt;br /&gt;
&lt;br /&gt;
Mantinea&lt;br /&gt;
&lt;br /&gt;
The second stage of Ailokim expansion was made almost necessary by the increasing population of Umberkim slaves that have poured ceaselessly from the spawning vats. Mantinea was founded to localise control of the rich southern agricultural and forest resources liberated from an uncooperative regime of humans known as Tallastians. There are 9 Umberkim for every Ailokim settler that reluctantly takes their post here.&lt;br /&gt;
&lt;br /&gt;
Exordia&lt;br /&gt;
&lt;br /&gt;
For similar reasons Exordia was founded on the western coast, though it’s pleasant climate and coastal location make it a far more popular posting and also a holiday destination. What Exordia lacks in terms of good farm land it makes up for in fishing and tourism for overworked Ailokim.&lt;br /&gt;
&lt;br /&gt;
Eleusina&lt;br /&gt;
&lt;br /&gt;
A simultaeous expansion northwards was also considered necessary to renew dwildling mineral resources and create a defensible out-post between Ailokim settlements and the sometimes tempermental dwarven residents of the Northern Ranges, who are prone to misunderstandings of Ailokim intent.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
&lt;br /&gt;
Though a great deal has been lost to the Ailokim many powerful magics and useful technologies survived and more are being researched with each passing year. Ailokim casters pride themselves on having the greatest library of magics in the world. Over the centuries many Ailokim magics have however been carelessly traded with the Keltoi whose mastery of the mystical arts now rivals and in some areas exceeds their own.&lt;br /&gt;
&lt;br /&gt;
Undoubtedly the Ailokim’s most powerful magics are preserved pre-Sundering ritual magics that tend to influence the construction of their cities and the crafting of various objects. Ailokim cities for example are encircled with powerful protection and detection wards, their agriculture is made more abundant, water cleansed, and even localised weather controlled to a degree. In the category of item/object creation we see examples of solar focusers that sit ominously upon the walls of their cities. Another, and recognised signature of Ailokim culture and warfare, is the kinetic mat; a magically enchanted sheet of rare star metal that glows brightly and can fly at a fair clip. &lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Ailokim base languages are Ailokim &amp;amp; Umberkim. Ailokim value their language as a sacred bridge to their glorious past to be used by none but they. In day to day life they speak a common dialect that has become known as Umberkim, though they are often fluent in other languages typically preferring more eclectic languages over other humanoid languages. Umberkim can speak common and can sometimes understand Ailokim, however are punished harshly if they speak the language of the masters.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
(Medium Humanoids)&lt;br /&gt;
&lt;br /&gt;
Ability scores for Ailokim &amp;amp; Umberkim are based on which of the four Soulifactories they have been created at. Three separate and complimentary Ailokim were selected as the paragons of their culture and were then inserted into the first Soulifactories as the templates for future Ailokim creation.&lt;br /&gt;
&lt;br /&gt;
Although their genetic potential is predetermined an Ailokim’s developmental experiences in early life can potentially emphasise one or two ability scores at the expense of others. Specifically an Ailokim can alter 2 of their base ability scores by a maximum of +2 by taking a commensurate minus to other separate ability scores.&lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Erea’ STR:10 | DEX:13 | CON:14 | INT:15 | WIS:13 | CHA:14 &lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Laert’ STR:14 | DEX:12 | CON:14 | INT:10 | WIS:15 | CHA:14 &lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Reos’ STR:14 | DEX:14 | CON:14 | INT:10 | WIS:14 | CHA:14&lt;br /&gt;
&lt;br /&gt;
To reflect the narrow options open to Umberkim in society they may only add a single +2 and its commensurate -2 to the template below.&lt;br /&gt;
&lt;br /&gt;
Proto-Soulifactory ‘Umber’ STR:17 | DEX:14 | CON:14 | INT:8 | WIS:8 | CHA:12&lt;br /&gt;
&lt;br /&gt;
Umberkims do not receive Marks of Destiny (like their Ailokim siblings) instead at first level an Umberkim may chose a single bonus feat from the following: Endurance, Run, Toughness, Improved Toughness, Great Fortitude or Skill Focus Profession/Craft (player’s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[These are designed to be balanced for 32 point character creation campaigns and should be adjusted for differing campaign power levels]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Racial hatred toward Psions &amp;amp; Psionic Creatures (+1 Hit &amp;amp; Dam).&lt;br /&gt;
Ailokim receive a +2 Racial Bonus on Ritual Magic skill checks.&lt;br /&gt;
Marks of Destiny (Su) Ailokim are ritually tattooed at birth with one of six unique markings that grant a special power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau (Strength) +1 bonus on strength checks and strength based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein (Grace) +1 bonus on dexterity checks and dexterity based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur (Mind) +1 bonus on int checks and int based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon (World) +1 bonus on wisdom checks and wisdom based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Juugz (Soul) +1 bonus on charisma checks and charisma based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the age of 100 years an Ailokim is recognised as coming of age and is rewarded in a special ritual with an additional mark of destiny. This additional tattoo increases the bonus from the marks to +2 and depending on which of the 9 combinations grants an additional benefit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Sein: When an Ailokim deals damage from a sneak attack or crit they gain a +2 dodge bonus to AC until their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Neur: (Sw) Twice per day this tattoo allows an Ailokim to expend a prepared spell and gain it’s level to hit and damage for 1 round.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Weon: (Im) An Ailokim with this combination can elect to take a -1 to hit and damage at the start of a round to gain an insight bonus of +2 to will saves till the beginning of their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Juugz: (Sw) Once a day this combination allows it user to add their strength bonus to a charisma based check so long as they are unarmoured and are revealing their physique.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Neur: This combination allows an Ailokim to use their dexterity score instead of their normal ability score for the purposes of determining bonus spells.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Weon: (Sw) By expending one or more turn/rebuke attempts this combination allows it’s wielder once a day to add a metamagic effect to a spell they are casting, with no effect on the spells casting time or effective level. The number of turn/rebuke attempts expended must equal the normal level adjustment of the metamagic feat. The Ailokim must have the metamagic feat &amp;amp; cannot cast a metamagic/spell combination of a level that they wouldn&#039;t normally be able to cast.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Juugz: (Im) Twice a day as an immediate action this combination allows an Aiokim to expend either a turn/rebuke attempt or an unprepared spell slot of at least 1st level to gain 1d6 damage on a sneak attack or an unarmed strike.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Weon: This combination allows an Ailokim if they leave a spell slot unfilled for the day to add the level of that spell slot to the DC to resist spells of that level or lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Juugz: (St) Once a day as a standard action this combination allows its user to ‘reclaim’ a spell already cast in the last 3 rounds by expending a spell 1 level lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon-Juugz: (Im) This combination grants the Ailokim the ability to sacrifice a turn/rebuke attempt and gain 1 effective caster level, or to sacrifice a prepared spell and gain it’s level to a turning check.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== A Day in the Life ==&lt;br /&gt;
&#039;&#039;Lt. Major Brislow began to tense up, he knew the teleportation ritual well and it was nearing completion. He could now sense the inertia of the carrier as it slowed to a cruising speed. He pulled his SYN gear into position and activated his night-vision. He wasn’t expecting too much trouble, but then psions sometimes had this way of knowing you were coming and it was his job not to take chances. His deputies followed his lead as he positioned himself at the centre of the arcane glyphs around which the five casters chanted. First came a euphoric feeling of strength and agility, then his movements seemed to blur and finally with a series of electrifying flashes they were teleported to their airborne destination.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Diving through the sky above their rural target Brislow began reciting the incantation and with split second precision cast it as they grew close to a thatched roof. He and his two comrades slowed to land gently beside the innocuous looking farm house and then with another brief incantation turned invisible. Unaccounted for, a dog at the side entrance began to bark. Brislow telepathically cursed prohibition 11a-df4 regarding the necessity of using invisibility after ground fall and cast again silencing the area. If this psion was a real threat then it’d know the SYN squad was here. Adjusting his SYN goggles he scanned for psion power signatures and loaded his handbow. No signals, no alarms, a good sign that they were just here to clean up a sleeper. After more permanently silencing the dog the squad entered and stealthed up the stairs…&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Ailokim Rituals ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEGENDARY RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These rituals are exorbitantly expensive, enormously taxing and mostly require the majestic twelve to perform them due to the incredible power they harness.&lt;br /&gt;
Ritual of the Harvest: This ritual optimises the local weather patterns to the needs of crops/agriculture. It also once a year makes strange circles appear which over a few days slowly expand out until the entire crop is harvested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Industry:&#039;&#039;&#039; This ritual focuses the attention and activity of people in an area and makes them more productive.&lt;br /&gt;
&#039;&#039;&#039;Ritual of City Erection:&#039;&#039;&#039; This complex ritual has a multitude of effects that aid the rapid construction of a fledgling city. It assists in levelling the earth beneath the site and sinks trenches for the regulation buildings required in an Ailokim city. It hastens and sustains workers, helps join building materials, dimly displays where all materials are to be placed and many more subtle effects that facilitate the construction of a city in mere months instead of years.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Rubbish Disposal:&#039;&#039;&#039; This inauspiciously named ritual is actually extremely potent in its effects. It creates a permanent portal into another realm through which things do not return. Ailokim are fond of connecting their sewerage and rubbish disposal systems to such portals. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Soulifactory Construction:&#039;&#039;&#039; This ritual has been cast only five times since it’s creation a millennium ago and many feel it will not be cast again any time soon, requiring as it does the sacrifice of those who cast it and many others besides.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Kinetic Carrier Construction:&#039;&#039;&#039; This expensive ritual creates a Kinetic Carrier Vessel. It has been cast only five times in a millennium due to the rarity of its material components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MAJOR RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These rituals are mostly very expensive, require many well practiced casters and often the sacrifice of creatures and experience points. Some of these rituals are no longer castable due to the scarcity of their material components. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Roads:&#039;&#039;&#039; While sustained this ritual can create a gravel road across all but the most extreme surfaces. It finds the most optimal path, Felling trees and spreading gravel over a smoothes surface.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Warding:&#039;&#039;&#039; This powerful ancient ritual creates an invisible barrier past which low levelled characters and monsters will have trouble crossing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Protection:&#039;&#039;&#039; This ritual creates an invisible barrier that has several characteristics. It acts as a one way barrier that…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Defence:&#039;&#039;&#039; This ritual is sometimes cast in times of battle, granting those within it area of effect a magical +2 to their armour value &amp;amp; 5 elemental resistance for 1 day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Battle:&#039;&#039;&#039; This ritual is cast to enhance it’s recipients weapon attacks magically by +2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Dimensional Anchoring:&#039;&#039;&#039; This ritual functions as the spell but with longer duration and larger area of effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Major Scrying:&#039;&#039;&#039; This ritual functions as the spell but with a more difficult will save, larger viewing area, lessened requirements and a much longer duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Mending:&#039;&#039;&#039; This ritual creates an area in which a constant mend spell operates for a long duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Cleanliness:&#039;&#039;&#039; This ritual creates a small area that sterilises people, objects and anything else placed within it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Health:&#039;&#039;&#039; This ritual creates a small area that grants any who enter within it fast healing /1 while in that area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Solar Focuser Construction:&#039;&#039;&#039; This ritual creates a Solar Focuser; a huge ranged weapon that adorn the walls of Ailokim settlements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Kinetic Mat Construction:&#039;&#039;&#039; This ritual creates a Kinetic Mat; a brightly glowing sheet of star metal that when guided by an experienced pilot can fly at a fair clip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Shadow Walking:&#039;&#039;&#039; This ritual creates a small area of shadow and emulates the effect of the shadow walk spell for all within the area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MINOR RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Rain/Shine:&#039;&#039;&#039; This ritual can either bring about rain or clear away clouds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Feasting:&#039;&#039;&#039; This ritual acts as the spell Heroes Feast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Alarm:&#039;&#039;&#039; This ritual is similar in effect to the spell Alarm. It’s area of effect is greater, duration longer and it additionally allows the caster to specify exceptions based on race/species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Empowerment:&#039;&#039;&#039; This ritual effects all who cast it granting them an effective caster level one level higher for the day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Artillery: &lt;br /&gt;
Ritual of Minor Scrying &lt;br /&gt;
Ritual of Fixing&lt;br /&gt;
Ritual of SYN Armour Construction&lt;br /&gt;
Ritual of SYN Goggle Construction&lt;br /&gt;
Ritual of SYN Sabre Construction&lt;br /&gt;
Ritual of Telepathy&lt;br /&gt;
Ritual of Domination&lt;br /&gt;
Ritual of Dreams&lt;br /&gt;
Ritual of Cattle Mutilation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Dan</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=59954</id>
		<title>Ourworld:Ailokim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=59954"/>
		<updated>2007-09-02T02:55:42Z</updated>

		<summary type="html">&lt;p&gt;Dan: /* Ailokim Rituals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The little Ailokim, with some justification, insist they are a species above and beyond the other mortal races of this world. Guardians of an undeniably powerful legacy their need to ‘civilise’ the world and rebuild their lost glory upon the graves of lesser species has them viewed with suspicion by neighbouring cultures. They however see their actions as advancing a greater good, but to understand their nature one must appreciate the sad history of this once dominant race.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The little understood ‘Sundering’ was a mysterious cataclysm that began about 1500 years ago an ended around 1000 years ago. It began with the appearance of a star in the night sky that continued to grow at an alarming rate, as it grew the temperature dropped rapidly freezing many life forms to death and destroying agriculture. The Ailokim magics sustained their culture largely through this period. As this star of doom grew larger still the world began to get hotter again, and hotter still until the planet was aflame. Again the powerful magics of the Ailokim preserved them. The planet erupted into rivers of lava and began to break up, mountains drifting slowly into the sky as the gravity of the Ailokim home world failed. Many perished at this point, though many in main population centres persevered though extraordinary arcane feats never fully understood. Surviving on chunks of molten rocks the few remaining Ailokim cities were then slammed at vast speeds into other vast asteroids and finally into the fateful star that doomed them. That a few hundred powerful individuals survived was miraculous and a testament to extraordinary powers that have now been lost.&lt;br /&gt;
&lt;br /&gt;
To this day the Ailokim speak insistently of the lost times when their ancient cities reached high into the skies, their culture spanned the planet and their remarkable technologies and magics were able to twist the very reality of the world and all upon it. Their face will then usually turn almost as grey as their hair as they carry on to tell of the great sundering that destroyed virtually all of their civilisation, their land, their people, their lore, their technologies, their magics, their spirit, their ability to bear offspring and even drained the pigment from their hair.&lt;br /&gt;
&lt;br /&gt;
Of the mere hundreds of fringe dwellers that survived (or were able to be resurrected) the disaster most lapsed into despair, a few however used what gifts they had left to try and preserve their race and culture. Using some remnants of their arcane lore and technologies they created three ‘Soulifactories’; strange devices able to create life in the form of one of three young Ailokim chosen for their unique qualities. As a result all Ailokim under the age of 900 bear a striking resemblance to each of these chosen three. There are a slowly diminishing number of unique and venerable Ailokim that remember the sundering, a selection of whom form the council of elders. These elders have overseen the slow salvaging of elements of their former culture and wealth for over a millennium.&lt;br /&gt;
&lt;br /&gt;
Today the Ailokim number around 20,000 and occupy four city sites on the Western continent of Brianna. The embittered Ailokim have been peaceful from necessity; painfully aware of the slow rate at which they are able to reproduce they value their lives highly. So far the greatest Ailokim scholars and scientists have failed to replicate the ‘Soulifactories’ or discover additional ways of reproducing themselves. In their experiments however they have created/bred a slave race that they find useful for industry and warfare known as the ‘Umberkim’. &lt;br /&gt;
The Umberkim are a dull witted but powerful race that have been bred as much for their physical power as their obedience. They number around 80,000 spread across the three Ailokim cities and serve as the mainstay of Ailokim military, agriculture and industry. Maturing quickly, Umberkim live on average for a mere 25 years in part due to the hazardous tasks given to them by the Ailokim. Augmented with the powerful magics and technology of their masters, the combined Ailokim/Umberkim military are one of the most formidable forces in the world, though have seen relatively little action. The ‘special forces’ division of the Ailokim military on the other hand is famed for it’s daring and bewildering raids across the span of the planet. This brings us to another defining characteristic of the Ailokim.&lt;br /&gt;
&lt;br /&gt;
== The Vendetta ==&lt;br /&gt;
&lt;br /&gt;
Ailokim life is a precious commodity that will not normally put at risk, but with one exception; Psionics. Since the early days of rebuilding the council of elders has decreed ‘The Vendetta’ requiring that Psionicists and Psionic creatures and users be eradicated from the face of the planet. It seems implicit that somehow they were linked or responsible for the Sundering though the council is silent on the matter. Over the last millennium the Ailokim have become adept at hunting down individuals, and the families of individuals, that exhibit Psionic power. Often turning up even before a Psionic child is born to slaughter it and it’s mother. This has caused the Ailokim a certain amount of animosity, indeed they are often blamed for still births and other mysterious deaths.&lt;br /&gt;
&lt;br /&gt;
== Personality &amp;amp; Relations ==&lt;br /&gt;
&lt;br /&gt;
Ailokim tend to be embittered but proud, self righteous and ruthlessly pragmatic. It would be fair to say they regard most other sentient races as equally inferior and have fairly high standards as to what they actually call sentient. Low-sentience races (such as the Umberkim) are basically considered in pragmatic terms as others races might consider animals.&lt;br /&gt;
Since the Sundering the Ailokim have carried a terrible curse in their blood and will never be able to bear children, relying instead on magics and technology to reproduce themselves. This has led to a powerful sense of solidarity with their vat grown siblings and they will support a fellow Ailokim in virtually any situation.&lt;br /&gt;
&lt;br /&gt;
The whole of Ailokim society in one way or another is geared towards the reestablishment of their culture’s lost glory. In practical terms they are limited by their slow reproduction rate and have only constructed a few large cities. Many feel however that it is only a matter of time before the Ailokim rediscover the method of constructing new Soulifactories and prepare themselves for the inevitable expansion this would allow.&lt;br /&gt;
[[Image:Ailokim.jpg|thumb|An average Ailokim]]&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Adapted to their native High G world Ailokim are shortish with elongated limbs and largish heads Ailokim are sometimes likened to human children that have grown off on some sort of unsettling tangent. Ailokim gain their common name from the lack of pigment in their hair and their extraordinarily long life span (anywhere up to 1200 years). They adhere to strict dress codes and a ritual marking on their forearm that defines their role in society and station for which they train from ‘birth’.&lt;br /&gt;
 &lt;br /&gt;
Their creations, the Umberkim, on the other hand are a hairless, far stronger, hardier race resembling an oafish human with thick leathery skin. Their dull wits and short lifespan make them ideal slaves to further Ailokim hegemony. Occasional individuals have transcended their programming and escaped to the new world where they have made lives for themselves as free men. The Ailokim however maintain that any of Umberkim blood are their property and must be returned to them or killed.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ailokim relate to each other in society as Lawful Good, seeing Ailokim advancement as the most noble of objectives. Their relations with other races are less transparent, Ailokim practice slavery and have during their expansion been guilty of a genocide or two. They consider races like the Umberkim (and several others) as others might animals. The more enlightened races, can with work, garner a degree more respect though are viewed of course as inferior, or more pragmatically as pawns in some grand scheme. However if an Ailokim gives his word, even to an animal, he will strive to keep it as a mark of Ailokim civility and order. In traditional terms they awkwardly classify as Lawful Neutral, and though some stray a little it is almost unheard of to find a chaotic Ailokim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In short Ailokim worship the past. In more pragmatic terms they worship their ancestors who are the most direct conduit to great spiritual powers that are the gods. Ailokim see Gods not as specific entities but rather as forces of the universe. These forces find embodiment as specific demigod ancestors that represent each force.&lt;br /&gt;
&lt;br /&gt;
Though others call them by differing names the Ailokim Gods represent the following concepts: &lt;br /&gt;
&lt;br /&gt;
Baig: War/Death&lt;br /&gt;
&lt;br /&gt;
Rerth: Valour/Protection&lt;br /&gt;
&lt;br /&gt;
Semile: Healing/Life&lt;br /&gt;
&lt;br /&gt;
Neurod: Knowledge/Magic&lt;br /&gt;
&lt;br /&gt;
Knive: Trickery/Luck/Chaos&lt;br /&gt;
&lt;br /&gt;
Feor: Nature/Animals&lt;br /&gt;
&lt;br /&gt;
Rinwal: Travel&lt;br /&gt;
&lt;br /&gt;
Blin: Law/Money&lt;br /&gt;
&lt;br /&gt;
Fire&lt;br /&gt;
&lt;br /&gt;
Earth&lt;br /&gt;
&lt;br /&gt;
Air&lt;br /&gt;
&lt;br /&gt;
Water&lt;br /&gt;
&lt;br /&gt;
All have sanctioned churches devoted to them with the exception of the 4 elements. Warped cults have developed in the dark corners of the Ailokim culture that pay homage to these deities.&lt;br /&gt;
&lt;br /&gt;
== Cities ==&lt;br /&gt;
&lt;br /&gt;
Arcadia&lt;br /&gt;
&lt;br /&gt;
The mountainous centre of Ailokim civilisation and culture it was here that the survivors of the sundering made their stand and started to rebuild what was lost. The highly defensible city has grown over a millennium and aided Ailokim control over both sides of the Hypothian range. The first Soulifactory ‘Erea’ was built here and has produced around 10,000 souls. Arcadia serves as a nursery for young Ailokim as they are trained for their initial roles in the world. It is houses the home legion of the Ailokim army and the council of elders. It is rare for outsiders to be allowed into a city as important as Arcadia. &lt;br /&gt;
&lt;br /&gt;
Megara&lt;br /&gt;
&lt;br /&gt;
It was a proud moment when Ailokim society founded it&#039;s first coastal satelite colony around 500 years ago. It signified the begining of an expansion that over stretched Ailokim man power and created the conditions that necessitated the creation of the Umberkim. Megara today is a thriving metropolis and centre of trade for Ailokim civilisation. Though still rigid and heirachical by world standards it contains the largest racial &amp;amp; cultural diversity of any Ailokim settlement.&lt;br /&gt;
&lt;br /&gt;
Mantinea&lt;br /&gt;
&lt;br /&gt;
The second stage of Ailokim expansion was made almost necessary by the increasing population of Umberkim slaves that have poured ceaselessly from the spawning vats. Mantinea was founded to localise control of the rich southern agricultural and forest resources liberated from an uncooperative regime of humans known as Tallastians. There are 9 Umberkim for every Ailokim settler that reluctantly takes their post here.&lt;br /&gt;
&lt;br /&gt;
Exordia&lt;br /&gt;
&lt;br /&gt;
For similar reasons Exordia was founded on the western coast, though it’s pleasant climate and coastal location make it a far more popular posting and also a holiday destination. What Exordia lacks in terms of good farm land it makes up for in fishing and tourism for overworked Ailokim.&lt;br /&gt;
&lt;br /&gt;
Eleusina&lt;br /&gt;
&lt;br /&gt;
A simultaeous expansion northwards was also considered necessary to renew dwildling mineral resources and create a defensible out-post between Ailokim settlements and the sometimes tempermental dwarven residents of the Northern Ranges, who are prone to misunderstandings of Ailokim intent.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
&lt;br /&gt;
Though a great deal has been lost to the Ailokim many powerful magics and useful technologies survived and more are being researched with each passing year. Ailokim casters pride themselves on having the greatest library of magics in the world. Over the centuries many Ailokim magics have however been carelessly traded with the Keltoi whose mastery of the mystical arts now rivals and in some areas exceeds their own.&lt;br /&gt;
&lt;br /&gt;
Undoubtedly the Ailokim’s most powerful magics are preserved pre-Sundering ritual magics that tend to influence the construction of their cities and the crafting of various objects. Ailokim cities for example are encircled with powerful protection and detection wards, their agriculture is made more abundant, water cleansed, and even localised weather controlled to a degree. In the category of item/object creation we see examples of solar focusers that sit ominously upon the walls of their cities. Another, and recognised signature of Ailokim culture and warfare, is the kinetic mat; a magically enchanted sheet of rare star metal that glows brightly and can fly at a fair clip. &lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Ailokim base languages are Ailokim &amp;amp; Umberkim. Ailokim value their language as a sacred bridge to their glorious past to be used by none but they. In day to day life they speak a common dialect that has become known as Umberkim, though they are often fluent in other languages typically preferring more eclectic languages over other humanoid languages. Umberkim can speak common and can sometimes understand Ailokim, however are punished harshly if they speak the language of the masters.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
(Medium Humanoids)&lt;br /&gt;
&lt;br /&gt;
Ability scores for Ailokim &amp;amp; Umberkim are based on which of the four Soulifactories they have been created at. Three separate and complimentary Ailokim were selected as the paragons of their culture and were then inserted into the first Soulifactories as the templates for future Ailokim creation.&lt;br /&gt;
&lt;br /&gt;
Although their genetic potential is predetermined an Ailokim’s developmental experiences in early life can potentially emphasise one or two ability scores at the expense of others. Specifically an Ailokim can alter 2 of their base ability scores by a maximum of +2 by taking a commensurate minus to other separate ability scores.&lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Erea’ STR:10 | DEX:13 | CON:14 | INT:15 | WIS:13 | CHA:14 &lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Laert’ STR:14 | DEX:12 | CON:14 | INT:10 | WIS:15 | CHA:14 &lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Reos’ STR:14 | DEX:14 | CON:14 | INT:10 | WIS:14 | CHA:14&lt;br /&gt;
&lt;br /&gt;
To reflect the narrow options open to Umberkim in society they may only add a single +2 and its commensurate -2 to the template below.&lt;br /&gt;
&lt;br /&gt;
Proto-Soulifactory ‘Umber’ STR:17 | DEX:14 | CON:14 | INT:8 | WIS:8 | CHA:12&lt;br /&gt;
&lt;br /&gt;
Umberkims do not receive Marks of Destiny (like their Ailokim siblings) instead at first level an Umberkim may chose a single bonus feat from the following: Endurance, Run, Toughness, Improved Toughness, Great Fortitude or Skill Focus Profession/Craft (player’s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[These are designed to be balanced for 32 point character creation campaigns and should be adjusted for differing campaign power levels]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Racial hatred toward Psions &amp;amp; Psionic Creatures (+1 Hit &amp;amp; Dam).&lt;br /&gt;
Ailokim receive a +2 Racial Bonus on Ritual Magic skill checks.&lt;br /&gt;
Marks of Destiny (Su) Ailokim are ritually tattooed at birth with one of six unique markings that grant a special power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau (Strength) +1 bonus on strength checks and strength based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein (Grace) +1 bonus on dexterity checks and dexterity based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur (Mind) +1 bonus on int checks and int based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon (World) +1 bonus on wisdom checks and wisdom based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Juugz (Soul) +1 bonus on charisma checks and charisma based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the age of 100 years an Ailokim is recognised as coming of age and is rewarded in a special ritual with an additional mark of destiny. This additional tattoo increases the bonus from the marks to +2 and depending on which of the 9 combinations grants an additional benefit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Sein: When an Ailokim deals damage from a sneak attack or crit they gain a +2 dodge bonus to AC until their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Neur: (Sw) Twice per day this tattoo allows an Ailokim to expend a prepared spell and gain it’s level to hit and damage for 1 round.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Weon: (Im) An Ailokim with this combination can elect to take a -1 to hit and damage at the start of a round to gain an insight bonus of +2 to will saves till the beginning of their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Juugz: (Sw) Once a day this combination allows it user to add their strength bonus to a charisma based check so long as they are unarmoured and are revealing their physique.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Neur: This combination allows an Ailokim to use their dexterity score instead of their normal ability score for the purposes of determining bonus spells.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Weon: (Sw) By expending one or more turn/rebuke attempts this combination allows it’s wielder once a day to add a metamagic effect to a spell they are casting, with no effect on the spells casting time or effective level. The number of turn/rebuke attempts expended must equal the normal level adjustment of the metamagic feat. The Ailokim must have the metamagic feat &amp;amp; cannot cast a metamagic/spell combination of a level that they wouldn&#039;t normally be able to cast.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Juugz: (Im) Twice a day as an immediate action this combination allows an Aiokim to expend either a turn/rebuke attempt or an unprepared spell slot of at least 1st level to gain 1d6 damage on a sneak attack or an unarmed strike.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Weon: This combination allows an Ailokim if they leave a spell slot unfilled for the day to add the level of that spell slot to the DC to resist spells of that level or lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Juugz: (St) Once a day as a standard action this combination allows its user to ‘reclaim’ a spell already cast in the last 3 rounds by expending a spell 1 level lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon-Juugz: (Im) This combination grants the Ailokim the ability to sacrifice a turn/rebuke attempt and gain 1 effective caster level, or to sacrifice a prepared spell and gain it’s level to a turning check.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== A Day in the Life ==&lt;br /&gt;
&#039;&#039;Lt. Major Brislow began to tense up, he knew the teleportation ritual well and it was nearing completion. He could now sense the inertia of the carrier as it slowed to a cruising speed. He pulled his SYN gear into position and activated his night-vision. He wasn’t expecting too much trouble, but then psions sometimes had this way of knowing you were coming and it was his job not to take chances. His deputies followed his lead as he positioned himself at the centre of the arcane glyphs around which the five casters chanted. First came a euphoric feeling of strength and agility, then his movements seemed to blur and finally with a series of electrifying flashes they were teleported to their airborne destination.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Diving through the sky above their rural target Brislow began reciting the incantation and with split second precision cast it as they grew close to a thatched roof. He and his two comrades slowed to land gently beside the innocuous looking farm house and then with another brief incantation turned invisible. Unaccounted for, a dog at the side entrance began to bark. Brislow telepathically cursed prohibition 11a-df4 regarding the necessity of using invisibility after ground fall and cast again silencing the area. If this psion was a real threat then it’d know the SYN squad was here. Adjusting his SYN goggles he scanned for psion power signatures and loaded his handbow. No signals, no alarms, a good sign that they were just here to clean up a sleeper. After more permanently silencing the dog the squad entered and stealthed up the stairs…&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Ailokim Rituals ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEGENDARY RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These rituals are exorbitantly expensive, enormously taxing and mostly require the majestic twelve to perform them due to the incredible power they harness.&lt;br /&gt;
Ritual of the Harvest: This ritual optimises the local weather patterns to the needs of crops/agriculture. It also once a year makes strange circles appear which over a few days slowly expand out until the entire crop is harvested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Industry:&#039;&#039;&#039; This ritual focuses the attention and activity of people in an area and makes them more productive.&lt;br /&gt;
&#039;&#039;&#039;Ritual of City Erection:&#039;&#039;&#039; This complex ritual has a multitude of effects that aid the rapid construction of a fledgling city. It assists in levelling the earth beneath the site and sinks trenches for the regulation buildings required in an Ailokim city. It hastens and sustains workers, helps join building materials, dimly displays where all materials are to be placed and many more subtle effects that facilitate the construction of a city in mere months instead of years.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Rubbish Disposal:&#039;&#039;&#039; This inauspiciously named ritual is actually extremely potent in its effects. It creates a permanent portal into another realm through which things do not return. Ailokim are fond of connecting their sewerage and rubbish disposal systems to such portals. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Soulifactory Construction:&#039;&#039;&#039; This ritual has been cast only five times since it’s creation a millennium ago and many feel it will not be cast again any time soon, requiring as it does the sacrifice of those who cast it and many others besides.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Kinetic Carrier Construction:&#039;&#039;&#039; This expensive ritual creates a Kinetic Carrier Vessel. It has been cast only five times in a millennium due to the rarity of its material components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MAJOR RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These rituals are mostly very expensive, require many well practiced casters and often the sacrifice of creatures and experience points. Some of these rituals are no longer castable due to the scarcity of their material components. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Roads:&#039;&#039;&#039; While sustained this ritual can create a gravel road across all but the most extreme surfaces. It finds the most optimal path, Felling trees and spreading gravel over a smoothes surface.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Warding:&#039;&#039;&#039; This powerful ancient ritual creates an invisible barrier past which low levelled characters and monsters will have trouble crossing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Protection:&#039;&#039;&#039; This ritual creates an invisible barrier that has several characteristics. It acts as a one way barrier that…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Defence:&#039;&#039;&#039; This ritual is sometimes cast in times of battle, granting those within it area of effect a magical +2 to their armour value &amp;amp; 5 elemental resistance for 1 day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Battle:&#039;&#039;&#039; This ritual is cast to enhance it’s recipients weapon attacks magically by +2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Dimensional Anchoring:&#039;&#039;&#039; This ritual functions as the spell but with longer duration and larger area of effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Major Scrying:&#039;&#039;&#039; This ritual functions as the spell but with a more difficult will save, larger viewing area, lessened requirements and a much longer duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Mending:&#039;&#039;&#039; This ritual creates an area in which a constant mend spell operates for a long duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Cleanliness:&#039;&#039;&#039; This ritual creates a small area that sterilises people, objects and anything else placed within it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Health:&#039;&#039;&#039; This ritual creates a small area that grants any who enter within it fast healing /1 while in that area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Solar Focuser Construction:&#039;&#039;&#039; This ritual creates a Solar Focuser; a huge ranged weapon that adorn the walls of Ailokim settlements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Kinetic Mat Construction:&#039;&#039;&#039; This ritual creates a Kinetic Mat; a brightly glowing sheet of star metal that when guided by an experienced pilot can fly at a fair clip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Shadow Walking:&#039;&#039;&#039; This ritual creates a small area of shadow and emulates the effect of the shadow walk spell for all within the area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MINOR RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Rain/Shine:&#039;&#039;&#039; This ritual can either bring about rain or clear away clouds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Feasting:&#039;&#039;&#039; This ritual acts as the spell Heroes Feast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Alarm:&#039;&#039;&#039; This ritual is similar in effect to the spell Alarm. It’s area of effect is greater, duration longer and it additionally allows the caster to specify exceptions based on race/species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Empowerment:&#039;&#039;&#039; This ritual effects all who cast it granting them an effective caster level one level higher for the day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Artillery: &lt;br /&gt;
Ritual of Minor Scrying &lt;br /&gt;
Ritual of Fixing&lt;br /&gt;
Ritual of SYN Armour Construction&lt;br /&gt;
Ritual of SYN Goggle Construction&lt;br /&gt;
Ritual of SYN Sabre Construction&lt;br /&gt;
Ritual of Telepathy&lt;br /&gt;
Ritual of Domination&lt;br /&gt;
Ritual of Dreams&lt;br /&gt;
Ritual of Cattle Mutilation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Dan</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=59527</id>
		<title>Ourworld:Ailokim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=59527"/>
		<updated>2007-08-29T08:39:37Z</updated>

		<summary type="html">&lt;p&gt;Dan: /* Physical Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The little Ailokim, with some justification, insist they are a species above and beyond the other mortal races of this world. Guardians of an undeniably powerful legacy their need to ‘civilise’ the world and rebuild their lost glory upon the graves of lesser species has them viewed with suspicion by neighbouring cultures. They however see their actions as advancing a greater good, but to understand their nature one must appreciate the sad history of this once dominant race.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The little understood ‘Sundering’ was a mysterious cataclysm that began about 1500 years ago an ended around 1000 years ago. It began with the appearance of a star in the night sky that continued to grow at an alarming rate, as it grew the temperature dropped rapidly freezing many life forms to death and destroying agriculture. The Ailokim magics sustained their culture largely through this period. As this star of doom grew larger still the world began to get hotter again, and hotter still until the planet was aflame. Again the powerful magics of the Ailokim preserved them. The planet erupted into rivers of lava and began to break up, mountains drifting slowly into the sky as the gravity of the Ailokim home world failed. Many perished at this point, though many in main population centres persevered though extraordinary arcane feats never fully understood. Surviving on chunks of molten rocks the few remaining Ailokim cities were then slammed at vast speeds into other vast asteroids and finally into the fateful star that doomed them. That a few hundred powerful individuals survived was miraculous and a testament to extraordinary powers that have now been lost.&lt;br /&gt;
&lt;br /&gt;
To this day the Ailokim speak insistently of the lost times when their ancient cities reached high into the skies, their culture spanned the planet and their remarkable technologies and magics were able to twist the very reality of the world and all upon it. Their face will then usually turn almost as grey as their hair as they carry on to tell of the great sundering that destroyed virtually all of their civilisation, their land, their people, their lore, their technologies, their magics, their spirit, their ability to bear offspring and even drained the pigment from their hair.&lt;br /&gt;
&lt;br /&gt;
Of the mere hundreds of fringe dwellers that survived (or were able to be resurrected) the disaster most lapsed into despair, a few however used what gifts they had left to try and preserve their race and culture. Using some remnants of their arcane lore and technologies they created three ‘Soulifactories’; strange devices able to create life in the form of one of three young Ailokim chosen for their unique qualities. As a result all Ailokim under the age of 900 bear a striking resemblance to each of these chosen three. There are a slowly diminishing number of unique and venerable Ailokim that remember the sundering, a selection of whom form the council of elders. These elders have overseen the slow salvaging of elements of their former culture and wealth for over a millennium.&lt;br /&gt;
&lt;br /&gt;
Today the Ailokim number around 20,000 and occupy four city sites on the Western continent of Brianna. The embittered Ailokim have been peaceful from necessity; painfully aware of the slow rate at which they are able to reproduce they value their lives highly. So far the greatest Ailokim scholars and scientists have failed to replicate the ‘Soulifactories’ or discover additional ways of reproducing themselves. In their experiments however they have created/bred a slave race that they find useful for industry and warfare known as the ‘Umberkim’. &lt;br /&gt;
The Umberkim are a dull witted but powerful race that have been bred as much for their physical power as their obedience. They number around 80,000 spread across the three Ailokim cities and serve as the mainstay of Ailokim military, agriculture and industry. Maturing quickly, Umberkim live on average for a mere 25 years in part due to the hazardous tasks given to them by the Ailokim. Augmented with the powerful magics and technology of their masters, the combined Ailokim/Umberkim military are one of the most formidable forces in the world, though have seen relatively little action. The ‘special forces’ division of the Ailokim military on the other hand is famed for it’s daring and bewildering raids across the span of the planet. This brings us to another defining characteristic of the Ailokim.&lt;br /&gt;
&lt;br /&gt;
== The Vendetta ==&lt;br /&gt;
&lt;br /&gt;
Ailokim life is a precious commodity that will not normally put at risk, but with one exception; Psionics. Since the early days of rebuilding the council of elders has decreed ‘The Vendetta’ requiring that Psionicists and Psionic creatures and users be eradicated from the face of the planet. It seems implicit that somehow they were linked or responsible for the Sundering though the council is silent on the matter. Over the last millennium the Ailokim have become adept at hunting down individuals, and the families of individuals, that exhibit Psionic power. Often turning up even before a Psionic child is born to slaughter it and it’s mother. This has caused the Ailokim a certain amount of animosity, indeed they are often blamed for still births and other mysterious deaths.&lt;br /&gt;
&lt;br /&gt;
== Personality &amp;amp; Relations ==&lt;br /&gt;
&lt;br /&gt;
Ailokim tend to be embittered but proud, self righteous and ruthlessly pragmatic. It would be fair to say they regard most other sentient races as equally inferior and have fairly high standards as to what they actually call sentient. Low-sentience races (such as the Umberkim) are basically considered in pragmatic terms as others races might consider animals.&lt;br /&gt;
Since the Sundering the Ailokim have carried a terrible curse in their blood and will never be able to bear children, relying instead on magics and technology to reproduce themselves. This has led to a powerful sense of solidarity with their vat grown siblings and they will support a fellow Ailokim in virtually any situation.&lt;br /&gt;
&lt;br /&gt;
The whole of Ailokim society in one way or another is geared towards the reestablishment of their culture’s lost glory. In practical terms they are limited by their slow reproduction rate and have only constructed a few large cities. Many feel however that it is only a matter of time before the Ailokim rediscover the method of constructing new Soulifactories and prepare themselves for the inevitable expansion this would allow.&lt;br /&gt;
[[Image:Ailokim.jpg|thumb|An average Ailokim]]&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Adapted to their native High G world Ailokim are shortish with elongated limbs and largish heads Ailokim are sometimes likened to human children that have grown off on some sort of unsettling tangent. Ailokim gain their common name from the lack of pigment in their hair and their extraordinarily long life span (anywhere up to 1200 years). They adhere to strict dress codes and a ritual marking on their forearm that defines their role in society and station for which they train from ‘birth’.&lt;br /&gt;
 &lt;br /&gt;
Their creations, the Umberkim, on the other hand are a hairless, far stronger, hardier race resembling an oafish human with thick leathery skin. Their dull wits and short lifespan make them ideal slaves to further Ailokim hegemony. Occasional individuals have transcended their programming and escaped to the new world where they have made lives for themselves as free men. The Ailokim however maintain that any of Umberkim blood are their property and must be returned to them or killed.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ailokim relate to each other in society as Lawful Good, seeing Ailokim advancement as the most noble of objectives. Their relations with other races are less transparent, Ailokim practice slavery and have during their expansion been guilty of a genocide or two. They consider races like the Umberkim (and several others) as others might animals. The more enlightened races, can with work, garner a degree more respect though are viewed of course as inferior, or more pragmatically as pawns in some grand scheme. However if an Ailokim gives his word, even to an animal, he will strive to keep it as a mark of Ailokim civility and order. In traditional terms they awkwardly classify as Lawful Neutral, and though some stray a little it is almost unheard of to find a chaotic Ailokim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In short Ailokim worship the past. In more pragmatic terms they worship their ancestors who are the most direct conduit to great spiritual powers that are the gods. Ailokim see Gods not as specific entities but rather as forces of the universe. These forces find embodiment as specific demigod ancestors that represent each force.&lt;br /&gt;
&lt;br /&gt;
Though others call them by differing names the Ailokim Gods represent the following concepts: &lt;br /&gt;
&lt;br /&gt;
Baig: War/Death&lt;br /&gt;
&lt;br /&gt;
Rerth: Valour/Protection&lt;br /&gt;
&lt;br /&gt;
Semile: Healing/Life&lt;br /&gt;
&lt;br /&gt;
Neurod: Knowledge/Magic&lt;br /&gt;
&lt;br /&gt;
Knive: Trickery/Luck/Chaos&lt;br /&gt;
&lt;br /&gt;
Feor: Nature/Animals&lt;br /&gt;
&lt;br /&gt;
Rinwal: Travel&lt;br /&gt;
&lt;br /&gt;
Blin: Law/Money&lt;br /&gt;
&lt;br /&gt;
Fire&lt;br /&gt;
&lt;br /&gt;
Earth&lt;br /&gt;
&lt;br /&gt;
Air&lt;br /&gt;
&lt;br /&gt;
Water&lt;br /&gt;
&lt;br /&gt;
All have sanctioned churches devoted to them with the exception of the 4 elements. Warped cults have developed in the dark corners of the Ailokim culture that pay homage to these deities.&lt;br /&gt;
&lt;br /&gt;
== Cities ==&lt;br /&gt;
&lt;br /&gt;
Arcadia&lt;br /&gt;
&lt;br /&gt;
The mountainous centre of Ailokim civilisation and culture it was here that the survivors of the sundering made their stand and started to rebuild what was lost. The highly defensible city has grown over a millennium and aided Ailokim control over both sides of the Hypothian range. The first Soulifactory ‘Erea’ was built here and has produced around 10,000 souls. Arcadia serves as a nursery for young Ailokim as they are trained for their initial roles in the world. It is houses the home legion of the Ailokim army and the council of elders. It is rare for outsiders to be allowed into a city as important as Arcadia. &lt;br /&gt;
&lt;br /&gt;
Megara&lt;br /&gt;
&lt;br /&gt;
It was a proud moment when Ailokim society founded it&#039;s first coastal satelite colony around 500 years ago. It signified the begining of an expansion that over stretched Ailokim man power and created the conditions that necessitated the creation of the Umberkim. Megara today is a thriving metropolis and centre of trade for Ailokim civilisation. Though still rigid and heirachical by world standards it contains the largest racial &amp;amp; cultural diversity of any Ailokim settlement.&lt;br /&gt;
&lt;br /&gt;
Mantinea&lt;br /&gt;
&lt;br /&gt;
The second stage of Ailokim expansion was made almost necessary by the increasing population of Umberkim slaves that have poured ceaselessly from the spawning vats. Mantinea was founded to localise control of the rich southern agricultural and forest resources liberated from an uncooperative regime of humans known as Tallastians. There are 9 Umberkim for every Ailokim settler that reluctantly takes their post here.&lt;br /&gt;
&lt;br /&gt;
Exordia&lt;br /&gt;
&lt;br /&gt;
For similar reasons Exordia was founded on the western coast, though it’s pleasant climate and coastal location make it a far more popular posting and also a holiday destination. What Exordia lacks in terms of good farm land it makes up for in fishing and tourism for overworked Ailokim.&lt;br /&gt;
&lt;br /&gt;
Eleusina&lt;br /&gt;
&lt;br /&gt;
A simultaeous expansion northwards was also considered necessary to renew dwildling mineral resources and create a defensible out-post between Ailokim settlements and the sometimes tempermental dwarven residents of the Northern Ranges, who are prone to misunderstandings of Ailokim intent.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
&lt;br /&gt;
Though a great deal has been lost to the Ailokim many powerful magics and useful technologies survived and more are being researched with each passing year. Ailokim casters pride themselves on having the greatest library of magics in the world. Over the centuries many Ailokim magics have however been carelessly traded with the Keltoi whose mastery of the mystical arts now rivals and in some areas exceeds their own.&lt;br /&gt;
&lt;br /&gt;
Undoubtedly the Ailokim’s most powerful magics are preserved pre-Sundering ritual magics that tend to influence the construction of their cities and the crafting of various objects. Ailokim cities for example are encircled with powerful protection and detection wards, their agriculture is made more abundant, water cleansed, and even localised weather controlled to a degree. In the category of item/object creation we see examples of solar focusers that sit ominously upon the walls of their cities. Another, and recognised signature of Ailokim culture and warfare, is the kinetic mat; a magically enchanted sheet of rare star metal that glows brightly and can fly at a fair clip. &lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Ailokim base languages are Ailokim &amp;amp; Umberkim. Ailokim value their language as a sacred bridge to their glorious past to be used by none but they. In day to day life they speak a common dialect that has become known as Umberkim, though they are often fluent in other languages typically preferring more eclectic languages over other humanoid languages. Umberkim can speak common and can sometimes understand Ailokim, however are punished harshly if they speak the language of the masters.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
(Medium Humanoids)&lt;br /&gt;
&lt;br /&gt;
Ability scores for Ailokim &amp;amp; Umberkim are based on which of the four Soulifactories they have been created at. Three separate and complimentary Ailokim were selected as the paragons of their culture and were then inserted into the first Soulifactories as the templates for future Ailokim creation.&lt;br /&gt;
&lt;br /&gt;
Although their genetic potential is predetermined an Ailokim’s developmental experiences in early life can potentially emphasise one or two ability scores at the expense of others. Specifically an Ailokim can alter 2 of their base ability scores by a maximum of +2 by taking a commensurate minus to other separate ability scores.&lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Erea’ STR:10 | DEX:13 | CON:14 | INT:15 | WIS:13 | CHA:14 &lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Laert’ STR:14 | DEX:12 | CON:14 | INT:10 | WIS:15 | CHA:14 &lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Reos’ STR:14 | DEX:14 | CON:14 | INT:10 | WIS:14 | CHA:14&lt;br /&gt;
&lt;br /&gt;
To reflect the narrow options open to Umberkim in society they may only add a single +2 and its commensurate -2 to the template below.&lt;br /&gt;
&lt;br /&gt;
Proto-Soulifactory ‘Umber’ STR:17 | DEX:14 | CON:14 | INT:8 | WIS:8 | CHA:12&lt;br /&gt;
&lt;br /&gt;
Umberkims do not receive Marks of Destiny (like their Ailokim siblings) instead at first level an Umberkim may chose a single bonus feat from the following: Endurance, Run, Toughness, Improved Toughness, Great Fortitude or Skill Focus Profession/Craft (player’s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[These are designed to be balanced for 32 point character creation campaigns and should be adjusted for differing campaign power levels]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Racial hatred toward Psions &amp;amp; Psionic Creatures (+1 Hit &amp;amp; Dam).&lt;br /&gt;
Ailokim receive a +2 Racial Bonus on Ritual Magic skill checks.&lt;br /&gt;
Marks of Destiny (Su) Ailokim are ritually tattooed at birth with one of six unique markings that grant a special power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau (Strength) +1 bonus on strength checks and strength based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein (Grace) +1 bonus on dexterity checks and dexterity based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur (Mind) +1 bonus on int checks and int based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon (World) +1 bonus on wisdom checks and wisdom based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Juugz (Soul) +1 bonus on charisma checks and charisma based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the age of 100 years an Ailokim is recognised as coming of age and is rewarded in a special ritual with an additional mark of destiny. This additional tattoo increases the bonus from the marks to +2 and depending on which of the 9 combinations grants an additional benefit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Sein: When an Ailokim deals damage from a sneak attack or crit they gain a +2 dodge bonus to AC until their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Neur: (Sw) Twice per day this tattoo allows an Ailokim to expend a prepared spell and gain it’s level to hit and damage for 1 round.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Weon: (Im) An Ailokim with this combination can elect to take a -1 to hit and damage at the start of a round to gain an insight bonus of +2 to will saves till the beginning of their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Juugz: (Sw) Once a day this combination allows it user to add their strength bonus to a charisma based check so long as they are unarmoured and are revealing their physique.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Neur: This combination allows an Ailokim to use their dexterity score instead of their normal ability score for the purposes of determining bonus spells.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Weon: (Sw) By expending one or more turn/rebuke attempts this combination allows it’s wielder once a day to add a metamagic effect to a spell they are casting, with no effect on the spells casting time or effective level. The number of turn/rebuke attempts expended must equal the normal level adjustment of the metamagic feat. The Ailokim must have the metamagic feat &amp;amp; cannot cast a metamagic/spell combination of a level that they wouldn&#039;t normally be able to cast.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Juugz: (Im) Twice a day as an immediate action this combination allows an Aiokim to expend either a turn/rebuke attempt or an unprepared spell slot of at least 1st level to gain 1d6 damage on a sneak attack or an unarmed strike.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Weon: This combination allows an Ailokim if they leave a spell slot unfilled for the day to add the level of that spell slot to the DC to resist spells of that level or lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Juugz: (St) Once a day as a standard action this combination allows its user to ‘reclaim’ a spell already cast in the last 3 rounds by expending a spell 1 level lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon-Juugz: (Im) This combination grants the Ailokim the ability to sacrifice a turn/rebuke attempt and gain 1 effective caster level, or to sacrifice a prepared spell and gain it’s level to a turning check.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== A Day in the Life ==&lt;br /&gt;
&#039;&#039;Lt. Major Brislow began to tense up, he knew the teleportation ritual well and it was nearing completion. He could now sense the inertia of the carrier as it slowed to a cruising speed. He pulled his SYN gear into position and activated his night-vision. He wasn’t expecting too much trouble, but then psions sometimes had this way of knowing you were coming and it was his job not to take chances. His deputies followed his lead as he positioned himself at the centre of the arcane glyphs around which the five casters chanted. First came a euphoric feeling of strength and agility, then his movements seemed to blur and finally with a series of electrifying flashes they were teleported to their airborne destination.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Diving through the sky above their rural target Brislow began reciting the incantation and with split second precision cast it as they grew close to a thatched roof. He and his two comrades slowed to land gently beside the innocuous looking farm house and then with another brief incantation turned invisible. Unaccounted for, a dog at the side entrance began to bark. Brislow telepathically cursed prohibition 11a-df4 regarding the necessity of using invisibility after ground fall and cast again silencing the area. If this psion was a real threat then it’d know the SYN squad was here. Adjusting his SYN goggles he scanned for psion power signatures and loaded his handbow. No signals, no alarms, a good sign that they were just here to clean up a sleeper. After more permanently silencing the dog the squad entered and stealthed up the stairs…&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Ailokim Rituals ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEGENDARY RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These rituals are exorbitantly expensive, enormously taxing and mostly require the majestic twelve to perform them due to the incredible power they harness.&lt;br /&gt;
Ritual of the Harvest: This ritual optimises the local weather patterns to the needs of crops/agriculture. It also once a year makes strange circles appear which over a few days slowly expand out until the entire crop is harvested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Industry:&#039;&#039;&#039; This ritual focuses the attention and activity of people in an area and makes them more productive.&lt;br /&gt;
&#039;&#039;&#039;Ritual of City Erection:&#039;&#039;&#039; This complex ritual has a multitude of effects that aid the rapid construction of a fledgling city. It assists in levelling the earth beneath the site and sinks trenches for the regulation buildings required in an Ailokim city. It hastens and sustains workers, helps join building materials, dimly displays where all materials are to be placed and many more subtle effects that facilitate the construction of a city in mere months instead of years.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Rubbish Disposal:&#039;&#039;&#039; This inauspiciously named ritual is actually extremely potent in its effects. It creates a permanent portal into another realm through which things do not return. Ailokim are fond of connecting their sewerage and rubbish disposal systems to such portals. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Soulifactory Construction:&#039;&#039;&#039; This ritual has been cast only five times since it’s creation a millennium ago and many feel it will not be cast again any time soon, requiring as it does the sacrifice of those who cast it and many others besides.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Kinetic Carrier Construction:&#039;&#039;&#039; This expensive ritual creates a Kinetic Carrier Vessel. It has been cast only five times in a millennium due to the rarity of its material components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MAJOR RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These rituals are mostly very expensive, require many well practiced casters and often the sacrifice of creatures and experience points. Some of these rituals are no longer castable due to the scarcity of their material components. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Roads:&#039;&#039;&#039; While sustained this ritual can create a gravel road across all but the most extreme surfaces. It finds the most optimal path, Felling trees and spreading gravel over a smoothes surface.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Warding:&#039;&#039;&#039; This powerful ancient ritual creates an invisible barrier past which low levelled characters and monsters will have trouble crossing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Protection:&#039;&#039;&#039; This ritual creates an invisible barrier that has several characteristics. It acts as a one way barrier that…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Defence:&#039;&#039;&#039; This ritual is sometimes cast in times of battle, granting those within it area of effect a magical +2 to their armour value &amp;amp; 5 elemental resistance for 1 day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Battle:&#039;&#039;&#039; This ritual is cast to enhance it’s recipients weapon attacks magically by +2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Dimensional Anchoring:&#039;&#039;&#039; This ritual functions as the spell but with longer duration and larger area of effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Major Scrying:&#039;&#039;&#039; This ritual functions as the spell but with a more difficult will save, larger viewing area, lessened requirements and a much longer duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Mending:&#039;&#039;&#039; This ritual creates an area in which a constant mend spell operates for a long duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Cleanliness:&#039;&#039;&#039; This ritual creates a small area that sterilises people, objects and anything else placed within it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Health:&#039;&#039;&#039; This ritual creates a small area that grants any who enter within it fast healing /1 while in that area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Solar Focuser Construction:&#039;&#039;&#039; This ritual creates a Solar Focuser; a huge ranged weapon that adorn the walls of Ailokim settlements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Kinetic Mat Construction:&#039;&#039;&#039; This ritual creates a Kinetic Mat; a brightly glowing sheet of star metal that when guided by an experienced pilot can fly at a fair clip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Teleportation:&#039;&#039;&#039; This ritual emulates the effect of the teleportation circle spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MINOR RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Rain/Shine:&#039;&#039;&#039; This ritual can either bring about rain or clear away clouds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Feasting:&#039;&#039;&#039; This ritual acts as the spell Heroes Feast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Alarm:&#039;&#039;&#039; This ritual is similar in effect to the spell Alarm. It’s area of effect is greater, duration longer and it additionally allows the caster to specify exceptions based on race/species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Empowerment:&#039;&#039;&#039; This ritual effects all who cast it granting them an effective caster level one level higher for the day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Artillery: &lt;br /&gt;
Ritual of Minor Scrying &lt;br /&gt;
Ritual of Fixing&lt;br /&gt;
Ritual of SYN Armour Construction&lt;br /&gt;
Ritual of SYN Goggle Construction&lt;br /&gt;
Ritual of SYN Sabre Construction&lt;br /&gt;
Ritual of Telepathy&lt;br /&gt;
Ritual of Domination&lt;br /&gt;
Ritual of Dreams&lt;br /&gt;
Ritual of Cattle Mutilation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Dan</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=58933</id>
		<title>Ourworld:Ailokim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=58933"/>
		<updated>2007-08-22T23:30:48Z</updated>

		<summary type="html">&lt;p&gt;Dan: /* Religion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The little Ailokim, with some justification, insist they are a species above and beyond the other mortal races of this world. Guardians of an undeniably powerful legacy their need to ‘civilise’ the world and rebuild their lost glory upon the graves of lesser species has them viewed with suspicion by neighbouring cultures. They however see their actions as advancing a greater good, but to understand their nature one must appreciate the sad history of this once dominant race.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The little understood ‘Sundering’ was a mysterious cataclysm that began about 1500 years ago an ended around 1000 years ago. It began with the appearance of a star in the night sky that continued to grow at an alarming rate, as it grew the temperature dropped rapidly freezing many life forms to death and destroying agriculture. The Ailokim magics sustained their culture largely through this period. As this star of doom grew larger still the world began to get hotter again, and hotter still until the planet was aflame. Again the powerful magics of the Ailokim preserved them. The planet erupted into rivers of lava and began to break up, mountains drifting slowly into the sky as the gravity of the Ailokim home world failed. Many perished at this point, though many in main population centres persevered though extraordinary arcane feats never fully understood. Surviving on chunks of molten rocks the few remaining Ailokim cities were then slammed at vast speeds into other vast asteroids and finally into the fateful star that doomed them. That a few hundred powerful individuals survived was miraculous and a testament to extraordinary powers that have now been lost.&lt;br /&gt;
&lt;br /&gt;
To this day the Ailokim speak insistently of the lost times when their ancient cities reached high into the skies, their culture spanned the planet and their remarkable technologies and magics were able to twist the very reality of the world and all upon it. Their face will then usually turn almost as grey as their hair as they carry on to tell of the great sundering that destroyed virtually all of their civilisation, their land, their people, their lore, their technologies, their magics, their spirit, their ability to bear offspring and even drained the pigment from their hair.&lt;br /&gt;
&lt;br /&gt;
Of the mere hundreds of fringe dwellers that survived (or were able to be resurrected) the disaster most lapsed into despair, a few however used what gifts they had left to try and preserve their race and culture. Using some remnants of their arcane lore and technologies they created three ‘Soulifactories’; strange devices able to create life in the form of one of three young Ailokim chosen for their unique qualities. As a result all Ailokim under the age of 900 bear a striking resemblance to each of these chosen three. There are a slowly diminishing number of unique and venerable Ailokim that remember the sundering, a selection of whom form the council of elders. These elders have overseen the slow salvaging of elements of their former culture and wealth for over a millennium.&lt;br /&gt;
&lt;br /&gt;
Today the Ailokim number around 20,000 and occupy four city sites on the Western continent of Brianna. The embittered Ailokim have been peaceful from necessity; painfully aware of the slow rate at which they are able to reproduce they value their lives highly. So far the greatest Ailokim scholars and scientists have failed to replicate the ‘Soulifactories’ or discover additional ways of reproducing themselves. In their experiments however they have created/bred a slave race that they find useful for industry and warfare known as the ‘Umberkim’. &lt;br /&gt;
The Umberkim are a dull witted but powerful race that have been bred as much for their physical power as their obedience. They number around 80,000 spread across the three Ailokim cities and serve as the mainstay of Ailokim military, agriculture and industry. Maturing quickly, Umberkim live on average for a mere 25 years in part due to the hazardous tasks given to them by the Ailokim. Augmented with the powerful magics and technology of their masters, the combined Ailokim/Umberkim military are one of the most formidable forces in the world, though have seen relatively little action. The ‘special forces’ division of the Ailokim military on the other hand is famed for it’s daring and bewildering raids across the span of the planet. This brings us to another defining characteristic of the Ailokim.&lt;br /&gt;
&lt;br /&gt;
== The Vendetta ==&lt;br /&gt;
&lt;br /&gt;
Ailokim life is a precious commodity that will not normally put at risk, but with one exception; Psionics. Since the early days of rebuilding the council of elders has decreed ‘The Vendetta’ requiring that Psionicists and Psionic creatures and users be eradicated from the face of the planet. It seems implicit that somehow they were linked or responsible for the Sundering though the council is silent on the matter. Over the last millennium the Ailokim have become adept at hunting down individuals, and the families of individuals, that exhibit Psionic power. Often turning up even before a Psionic child is born to slaughter it and it’s mother. This has caused the Ailokim a certain amount of animosity, indeed they are often blamed for still births and other mysterious deaths.&lt;br /&gt;
&lt;br /&gt;
== Personality &amp;amp; Relations ==&lt;br /&gt;
&lt;br /&gt;
Ailokim tend to be embittered but proud, self righteous and ruthlessly pragmatic. It would be fair to say they regard most other sentient races as equally inferior and have fairly high standards as to what they actually call sentient. Low-sentience races (such as the Umberkim) are basically considered in pragmatic terms as others races might consider animals.&lt;br /&gt;
Since the Sundering the Ailokim have carried a terrible curse in their blood and will never be able to bear children, relying instead on magics and technology to reproduce themselves. This has led to a powerful sense of solidarity with their vat grown siblings and they will support a fellow Ailokim in virtually any situation.&lt;br /&gt;
&lt;br /&gt;
The whole of Ailokim society in one way or another is geared towards the reestablishment of their culture’s lost glory. In practical terms they are limited by their slow reproduction rate and have only constructed a few large cities. Many feel however that it is only a matter of time before the Ailokim rediscover the method of constructing new Soulifactories and prepare themselves for the inevitable expansion this would allow.&lt;br /&gt;
[[Image:Ailokim.jpg|thumb|An average Ailokim]]&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Shortish with elongated limbs and largish heads Ailokim are sometimes likened to human children that have grown off on some sort of unsettling tangent. Ailokim gain their common name from the lack of pigment in their hair and their extraordinarily long life span (anywhere up to 1200 years). They adhere to strict dress codes and a ritual marking on their forearm that defines their role in society and station for which they train from ‘birth’.&lt;br /&gt;
 &lt;br /&gt;
Their creations, the Umberkim, on the other hand are a hairless, far stronger, hardier race resembling an oafish human with thick leathery skin. Their dull wits and short lifespan make them ideal slaves to further Ailokim hegemony. Occasional individuals have transcended their programming and escaped to the new world where they have made lives for themselves as free men. The Ailokim however maintain that any of Umberkim blood are their property and must be returned to them or killed.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ailokim relate to each other in society as Lawful Good, seeing Ailokim advancement as the most noble of objectives. Their relations with other races are less transparent, Ailokim practice slavery and have during their expansion been guilty of a genocide or two. They consider races like the Umberkim (and several others) as others might animals. The more enlightened races, can with work, garner a degree more respect though are viewed of course as inferior, or more pragmatically as pawns in some grand scheme. However if an Ailokim gives his word, even to an animal, he will strive to keep it as a mark of Ailokim civility and order. In traditional terms they awkwardly classify as Lawful Neutral, and though some stray a little it is almost unheard of to find a chaotic Ailokim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In short Ailokim worship the past. In more pragmatic terms they worship their ancestors who are the most direct conduit to great spiritual powers that are the gods. Ailokim see Gods not as specific entities but rather as forces of the universe. These forces find embodiment as specific demigod ancestors that represent each force.&lt;br /&gt;
&lt;br /&gt;
Though others call them by differing names the Ailokim Gods represent the following concepts: &lt;br /&gt;
&lt;br /&gt;
Baig: War/Death&lt;br /&gt;
&lt;br /&gt;
Rerth: Valour/Protection&lt;br /&gt;
&lt;br /&gt;
Semile: Healing/Life&lt;br /&gt;
&lt;br /&gt;
Neurod: Knowledge/Magic&lt;br /&gt;
&lt;br /&gt;
Knive: Trickery/Luck/Chaos&lt;br /&gt;
&lt;br /&gt;
Feor: Nature/Animals&lt;br /&gt;
&lt;br /&gt;
Rinwal: Travel&lt;br /&gt;
&lt;br /&gt;
Blin: Law/Money&lt;br /&gt;
&lt;br /&gt;
Fire&lt;br /&gt;
&lt;br /&gt;
Earth&lt;br /&gt;
&lt;br /&gt;
Air&lt;br /&gt;
&lt;br /&gt;
Water&lt;br /&gt;
&lt;br /&gt;
All have sanctioned churches devoted to them with the exception of the 4 elements. Warped cults have developed in the dark corners of the Ailokim culture that pay homage to these deities.&lt;br /&gt;
&lt;br /&gt;
== Cities ==&lt;br /&gt;
&lt;br /&gt;
Arcadia&lt;br /&gt;
&lt;br /&gt;
The mountainous centre of Ailokim civilisation and culture it was here that the survivors of the sundering made their stand and started to rebuild what was lost. The highly defensible city has grown over a millennium and aided Ailokim control over both sides of the Hypothian range. The first Soulifactory ‘Erea’ was built here and has produced around 10,000 souls. Arcadia serves as a nursery for young Ailokim as they are trained for their initial roles in the world. It is houses the home legion of the Ailokim army and the council of elders. It is rare for outsiders to be allowed into a city as important as Arcadia. &lt;br /&gt;
&lt;br /&gt;
Megara&lt;br /&gt;
&lt;br /&gt;
It was a proud moment when Ailokim society founded it&#039;s first coastal satelite colony around 500 years ago. It signified the begining of an expansion that over stretched Ailokim man power and created the conditions that necessitated the creation of the Umberkim. Megara today is a thriving metropolis and centre of trade for Ailokim civilisation. Though still rigid and heirachical by world standards it contains the largest racial &amp;amp; cultural diversity of any Ailokim settlement.&lt;br /&gt;
&lt;br /&gt;
Mantinea&lt;br /&gt;
&lt;br /&gt;
The second stage of Ailokim expansion was made almost necessary by the increasing population of Umberkim slaves that have poured ceaselessly from the spawning vats. Mantinea was founded to localise control of the rich southern agricultural and forest resources liberated from an uncooperative regime of humans known as Tallastians. There are 9 Umberkim for every Ailokim settler that reluctantly takes their post here.&lt;br /&gt;
&lt;br /&gt;
Exordia&lt;br /&gt;
&lt;br /&gt;
For similar reasons Exordia was founded on the western coast, though it’s pleasant climate and coastal location make it a far more popular posting and also a holiday destination. What Exordia lacks in terms of good farm land it makes up for in fishing and tourism for overworked Ailokim.&lt;br /&gt;
&lt;br /&gt;
Eleusina&lt;br /&gt;
&lt;br /&gt;
A simultaeous expansion northwards was also considered necessary to renew dwildling mineral resources and create a defensible out-post between Ailokim settlements and the sometimes tempermental dwarven residents of the Northern Ranges, who are prone to misunderstandings of Ailokim intent.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
&lt;br /&gt;
Though a great deal has been lost to the Ailokim many powerful magics and useful technologies survived and more are being researched with each passing year. Ailokim casters pride themselves on having the greatest library of magics in the world. Over the centuries many Ailokim magics have however been carelessly traded with the Keltoi whose mastery of the mystical arts now rivals and in some areas exceeds their own.&lt;br /&gt;
&lt;br /&gt;
Undoubtedly the Ailokim’s most powerful magics are preserved pre-Sundering ritual magics that tend to influence the construction of their cities and the crafting of various objects. Ailokim cities for example are encircled with powerful protection and detection wards, their agriculture is made more abundant, water cleansed, and even localised weather controlled to a degree. In the category of item/object creation we see examples of solar focusers that sit ominously upon the walls of their cities. Another, and recognised signature of Ailokim culture and warfare, is the kinetic mat; a magically enchanted sheet of rare star metal that glows brightly and can fly at a fair clip. &lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Ailokim base languages are Ailokim &amp;amp; Umberkim. Ailokim value their language as a sacred bridge to their glorious past to be used by none but they. In day to day life they speak a common dialect that has become known as Umberkim, though they are often fluent in other languages typically preferring more eclectic languages over other humanoid languages. Umberkim can speak common and can sometimes understand Ailokim, however are punished harshly if they speak the language of the masters.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
(Medium Humanoids)&lt;br /&gt;
&lt;br /&gt;
Ability scores for Ailokim &amp;amp; Umberkim are based on which of the four Soulifactories they have been created at. Three separate and complimentary Ailokim were selected as the paragons of their culture and were then inserted into the first Soulifactories as the templates for future Ailokim creation.&lt;br /&gt;
&lt;br /&gt;
Although their genetic potential is predetermined an Ailokim’s developmental experiences in early life can potentially emphasise one or two ability scores at the expense of others. Specifically an Ailokim can alter 2 of their base ability scores by a maximum of +2 by taking a commensurate minus to other separate ability scores.&lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Erea’ STR:10 | DEX:13 | CON:14 | INT:15 | WIS:13 | CHA:14 &lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Laert’ STR:14 | DEX:12 | CON:14 | INT:10 | WIS:15 | CHA:14 &lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Reos’ STR:14 | DEX:14 | CON:14 | INT:10 | WIS:14 | CHA:14&lt;br /&gt;
&lt;br /&gt;
To reflect the narrow options open to Umberkim in society they may only add a single +2 and its commensurate -2 to the template below.&lt;br /&gt;
&lt;br /&gt;
Proto-Soulifactory ‘Umber’ STR:17 | DEX:14 | CON:14 | INT:8 | WIS:8 | CHA:12&lt;br /&gt;
&lt;br /&gt;
Umberkims do not receive Marks of Destiny (like their Ailokim siblings) instead at first level an Umberkim may chose a single bonus feat from the following: Endurance, Run, Toughness, Improved Toughness, Great Fortitude or Skill Focus Profession/Craft (player’s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[These are designed to be balanced for 32 point character creation campaigns and should be adjusted for differing campaign power levels]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Racial hatred toward Psions &amp;amp; Psionic Creatures (+1 Hit &amp;amp; Dam).&lt;br /&gt;
Ailokim receive a +2 Racial Bonus on Ritual Magic skill checks.&lt;br /&gt;
Marks of Destiny (Su) Ailokim are ritually tattooed at birth with one of six unique markings that grant a special power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau (Strength) +1 bonus on strength checks and strength based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein (Grace) +1 bonus on dexterity checks and dexterity based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur (Mind) +1 bonus on int checks and int based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon (World) +1 bonus on wisdom checks and wisdom based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Juugz (Soul) +1 bonus on charisma checks and charisma based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the age of 100 years an Ailokim is recognised as coming of age and is rewarded in a special ritual with an additional mark of destiny. This additional tattoo increases the bonus from the marks to +2 and depending on which of the 9 combinations grants an additional benefit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Sein: When an Ailokim deals damage from a sneak attack or crit they gain a +2 dodge bonus to AC until their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Neur: (Sw) Twice per day this tattoo allows an Ailokim to expend a prepared spell and gain it’s level to hit and damage for 1 round.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Weon: (Im) An Ailokim with this combination can elect to take a -1 to hit and damage at the start of a round to gain an insight bonus of +2 to will saves till the beginning of their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Juugz: (Sw) Once a day this combination allows it user to add their strength bonus to a charisma based check so long as they are unarmoured and are revealing their physique.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Neur: This combination allows an Ailokim to use their dexterity score instead of their normal ability score for the purposes of determining bonus spells.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Weon: (Sw) By expending one or more turn/rebuke attempts this combination allows it’s wielder once a day to add a metamagic effect to a spell they are casting, with no effect on the spells casting time or effective level. The number of turn/rebuke attempts expended must equal the normal level adjustment of the metamagic feat. The Ailokim must have the metamagic feat &amp;amp; cannot cast a metamagic/spell combination of a level that they wouldn&#039;t normally be able to cast.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Juugz: (Im) Twice a day as an immediate action this combination allows an Aiokim to expend either a turn/rebuke attempt or an unprepared spell slot of at least 1st level to gain 1d6 damage on a sneak attack or an unarmed strike.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Weon: This combination allows an Ailokim if they leave a spell slot unfilled for the day to add the level of that spell slot to the DC to resist spells of that level or lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Juugz: (St) Once a day as a standard action this combination allows its user to ‘reclaim’ a spell already cast in the last 3 rounds by expending a spell 1 level lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon-Juugz: (Im) This combination grants the Ailokim the ability to sacrifice a turn/rebuke attempt and gain 1 effective caster level, or to sacrifice a prepared spell and gain it’s level to a turning check.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== A Day in the Life ==&lt;br /&gt;
&#039;&#039;Lt. Major Brislow began to tense up, he knew the teleportation ritual well and it was nearing completion. He could now sense the inertia of the carrier as it slowed to a cruising speed. He pulled his SYN gear into position and activated his night-vision. He wasn’t expecting too much trouble, but then psions sometimes had this way of knowing you were coming and it was his job not to take chances. His deputies followed his lead as he positioned himself at the centre of the arcane glyphs around which the five casters chanted. First came a euphoric feeling of strength and agility, then his movements seemed to blur and finally with a series of electrifying flashes they were teleported to their airborne destination.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Diving through the sky above their rural target Brislow began reciting the incantation and with split second precision cast it as they grew close to a thatched roof. He and his two comrades slowed to land gently beside the innocuous looking farm house and then with another brief incantation turned invisible. Unaccounted for, a dog at the side entrance began to bark. Brislow telepathically cursed prohibition 11a-df4 regarding the necessity of using invisibility after ground fall and cast again silencing the area. If this psion was a real threat then it’d know the SYN squad was here. Adjusting his SYN goggles he scanned for psion power signatures and loaded his handbow. No signals, no alarms, a good sign that they were just here to clean up a sleeper. After more permanently silencing the dog the squad entered and stealthed up the stairs…&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Ailokim Rituals ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEGENDARY RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These rituals are exorbitantly expensive, enormously taxing and mostly require the majestic twelve to perform them due to the incredible power they harness.&lt;br /&gt;
Ritual of the Harvest: This ritual optimises the local weather patterns to the needs of crops/agriculture. It also once a year makes strange circles appear which over a few days slowly expand out until the entire crop is harvested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Industry:&#039;&#039;&#039; This ritual focuses the attention and activity of people in an area and makes them more productive.&lt;br /&gt;
&#039;&#039;&#039;Ritual of City Erection:&#039;&#039;&#039; This complex ritual has a multitude of effects that aid the rapid construction of a fledgling city. It assists in levelling the earth beneath the site and sinks trenches for the regulation buildings required in an Ailokim city. It hastens and sustains workers, helps join building materials, dimly displays where all materials are to be placed and many more subtle effects that facilitate the construction of a city in mere months instead of years.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Rubbish Disposal:&#039;&#039;&#039; This inauspiciously named ritual is actually extremely potent in its effects. It creates a permanent portal into another realm through which things do not return. Ailokim are fond of connecting their sewerage and rubbish disposal systems to such portals. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Soulifactory Construction:&#039;&#039;&#039; This ritual has been cast only five times since it’s creation a millennium ago and many feel it will not be cast again any time soon, requiring as it does the sacrifice of those who cast it and many others besides.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Kinetic Carrier Construction:&#039;&#039;&#039; This expensive ritual creates a Kinetic Carrier Vessel. It has been cast only five times in a millennium due to the rarity of its material components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MAJOR RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These rituals are mostly very expensive, require many well practiced casters and often the sacrifice of creatures and experience points. Some of these rituals are no longer castable due to the scarcity of their material components. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Roads:&#039;&#039;&#039; While sustained this ritual can create a gravel road across all but the most extreme surfaces. It finds the most optimal path, Felling trees and spreading gravel over a smoothes surface.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Warding:&#039;&#039;&#039; This powerful ancient ritual creates an invisible barrier past which low levelled characters and monsters will have trouble crossing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Protection:&#039;&#039;&#039; This ritual creates an invisible barrier that has several characteristics. It acts as a one way barrier that…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Defence:&#039;&#039;&#039; This ritual is sometimes cast in times of battle, granting those within it area of effect a magical +2 to their armour value &amp;amp; 5 elemental resistance for 1 day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Battle:&#039;&#039;&#039; This ritual is cast to enhance it’s recipients weapon attacks magically by +2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Dimensional Anchoring:&#039;&#039;&#039; This ritual functions as the spell but with longer duration and larger area of effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Major Scrying:&#039;&#039;&#039; This ritual functions as the spell but with a more difficult will save, larger viewing area, lessened requirements and a much longer duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Mending:&#039;&#039;&#039; This ritual creates an area in which a constant mend spell operates for a long duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Cleanliness:&#039;&#039;&#039; This ritual creates a small area that sterilises people, objects and anything else placed within it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Health:&#039;&#039;&#039; This ritual creates a small area that grants any who enter within it fast healing /1 while in that area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Solar Focuser Construction:&#039;&#039;&#039; This ritual creates a Solar Focuser; a huge ranged weapon that adorn the walls of Ailokim settlements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Kinetic Mat Construction:&#039;&#039;&#039; This ritual creates a Kinetic Mat; a brightly glowing sheet of star metal that when guided by an experienced pilot can fly at a fair clip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Teleportation:&#039;&#039;&#039; This ritual emulates the effect of the teleportation circle spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MINOR RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Rain/Shine:&#039;&#039;&#039; This ritual can either bring about rain or clear away clouds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Feasting:&#039;&#039;&#039; This ritual acts as the spell Heroes Feast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Alarm:&#039;&#039;&#039; This ritual is similar in effect to the spell Alarm. It’s area of effect is greater, duration longer and it additionally allows the caster to specify exceptions based on race/species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Empowerment:&#039;&#039;&#039; This ritual effects all who cast it granting them an effective caster level one level higher for the day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Artillery: &lt;br /&gt;
Ritual of Minor Scrying &lt;br /&gt;
Ritual of Fixing&lt;br /&gt;
Ritual of SYN Armour Construction&lt;br /&gt;
Ritual of SYN Goggle Construction&lt;br /&gt;
Ritual of SYN Sabre Construction&lt;br /&gt;
Ritual of Telepathy&lt;br /&gt;
Ritual of Domination&lt;br /&gt;
Ritual of Dreams&lt;br /&gt;
Ritual of Cattle Mutilation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Dan</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=58932</id>
		<title>Ourworld:Ailokim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=58932"/>
		<updated>2007-08-22T23:29:53Z</updated>

		<summary type="html">&lt;p&gt;Dan: /* Religion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The little Ailokim, with some justification, insist they are a species above and beyond the other mortal races of this world. Guardians of an undeniably powerful legacy their need to ‘civilise’ the world and rebuild their lost glory upon the graves of lesser species has them viewed with suspicion by neighbouring cultures. They however see their actions as advancing a greater good, but to understand their nature one must appreciate the sad history of this once dominant race.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The little understood ‘Sundering’ was a mysterious cataclysm that began about 1500 years ago an ended around 1000 years ago. It began with the appearance of a star in the night sky that continued to grow at an alarming rate, as it grew the temperature dropped rapidly freezing many life forms to death and destroying agriculture. The Ailokim magics sustained their culture largely through this period. As this star of doom grew larger still the world began to get hotter again, and hotter still until the planet was aflame. Again the powerful magics of the Ailokim preserved them. The planet erupted into rivers of lava and began to break up, mountains drifting slowly into the sky as the gravity of the Ailokim home world failed. Many perished at this point, though many in main population centres persevered though extraordinary arcane feats never fully understood. Surviving on chunks of molten rocks the few remaining Ailokim cities were then slammed at vast speeds into other vast asteroids and finally into the fateful star that doomed them. That a few hundred powerful individuals survived was miraculous and a testament to extraordinary powers that have now been lost.&lt;br /&gt;
&lt;br /&gt;
To this day the Ailokim speak insistently of the lost times when their ancient cities reached high into the skies, their culture spanned the planet and their remarkable technologies and magics were able to twist the very reality of the world and all upon it. Their face will then usually turn almost as grey as their hair as they carry on to tell of the great sundering that destroyed virtually all of their civilisation, their land, their people, their lore, their technologies, their magics, their spirit, their ability to bear offspring and even drained the pigment from their hair.&lt;br /&gt;
&lt;br /&gt;
Of the mere hundreds of fringe dwellers that survived (or were able to be resurrected) the disaster most lapsed into despair, a few however used what gifts they had left to try and preserve their race and culture. Using some remnants of their arcane lore and technologies they created three ‘Soulifactories’; strange devices able to create life in the form of one of three young Ailokim chosen for their unique qualities. As a result all Ailokim under the age of 900 bear a striking resemblance to each of these chosen three. There are a slowly diminishing number of unique and venerable Ailokim that remember the sundering, a selection of whom form the council of elders. These elders have overseen the slow salvaging of elements of their former culture and wealth for over a millennium.&lt;br /&gt;
&lt;br /&gt;
Today the Ailokim number around 20,000 and occupy four city sites on the Western continent of Brianna. The embittered Ailokim have been peaceful from necessity; painfully aware of the slow rate at which they are able to reproduce they value their lives highly. So far the greatest Ailokim scholars and scientists have failed to replicate the ‘Soulifactories’ or discover additional ways of reproducing themselves. In their experiments however they have created/bred a slave race that they find useful for industry and warfare known as the ‘Umberkim’. &lt;br /&gt;
The Umberkim are a dull witted but powerful race that have been bred as much for their physical power as their obedience. They number around 80,000 spread across the three Ailokim cities and serve as the mainstay of Ailokim military, agriculture and industry. Maturing quickly, Umberkim live on average for a mere 25 years in part due to the hazardous tasks given to them by the Ailokim. Augmented with the powerful magics and technology of their masters, the combined Ailokim/Umberkim military are one of the most formidable forces in the world, though have seen relatively little action. The ‘special forces’ division of the Ailokim military on the other hand is famed for it’s daring and bewildering raids across the span of the planet. This brings us to another defining characteristic of the Ailokim.&lt;br /&gt;
&lt;br /&gt;
== The Vendetta ==&lt;br /&gt;
&lt;br /&gt;
Ailokim life is a precious commodity that will not normally put at risk, but with one exception; Psionics. Since the early days of rebuilding the council of elders has decreed ‘The Vendetta’ requiring that Psionicists and Psionic creatures and users be eradicated from the face of the planet. It seems implicit that somehow they were linked or responsible for the Sundering though the council is silent on the matter. Over the last millennium the Ailokim have become adept at hunting down individuals, and the families of individuals, that exhibit Psionic power. Often turning up even before a Psionic child is born to slaughter it and it’s mother. This has caused the Ailokim a certain amount of animosity, indeed they are often blamed for still births and other mysterious deaths.&lt;br /&gt;
&lt;br /&gt;
== Personality &amp;amp; Relations ==&lt;br /&gt;
&lt;br /&gt;
Ailokim tend to be embittered but proud, self righteous and ruthlessly pragmatic. It would be fair to say they regard most other sentient races as equally inferior and have fairly high standards as to what they actually call sentient. Low-sentience races (such as the Umberkim) are basically considered in pragmatic terms as others races might consider animals.&lt;br /&gt;
Since the Sundering the Ailokim have carried a terrible curse in their blood and will never be able to bear children, relying instead on magics and technology to reproduce themselves. This has led to a powerful sense of solidarity with their vat grown siblings and they will support a fellow Ailokim in virtually any situation.&lt;br /&gt;
&lt;br /&gt;
The whole of Ailokim society in one way or another is geared towards the reestablishment of their culture’s lost glory. In practical terms they are limited by their slow reproduction rate and have only constructed a few large cities. Many feel however that it is only a matter of time before the Ailokim rediscover the method of constructing new Soulifactories and prepare themselves for the inevitable expansion this would allow.&lt;br /&gt;
[[Image:Ailokim.jpg|thumb|An average Ailokim]]&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Shortish with elongated limbs and largish heads Ailokim are sometimes likened to human children that have grown off on some sort of unsettling tangent. Ailokim gain their common name from the lack of pigment in their hair and their extraordinarily long life span (anywhere up to 1200 years). They adhere to strict dress codes and a ritual marking on their forearm that defines their role in society and station for which they train from ‘birth’.&lt;br /&gt;
 &lt;br /&gt;
Their creations, the Umberkim, on the other hand are a hairless, far stronger, hardier race resembling an oafish human with thick leathery skin. Their dull wits and short lifespan make them ideal slaves to further Ailokim hegemony. Occasional individuals have transcended their programming and escaped to the new world where they have made lives for themselves as free men. The Ailokim however maintain that any of Umberkim blood are their property and must be returned to them or killed.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ailokim relate to each other in society as Lawful Good, seeing Ailokim advancement as the most noble of objectives. Their relations with other races are less transparent, Ailokim practice slavery and have during their expansion been guilty of a genocide or two. They consider races like the Umberkim (and several others) as others might animals. The more enlightened races, can with work, garner a degree more respect though are viewed of course as inferior, or more pragmatically as pawns in some grand scheme. However if an Ailokim gives his word, even to an animal, he will strive to keep it as a mark of Ailokim civility and order. In traditional terms they awkwardly classify as Lawful Neutral, and though some stray a little it is almost unheard of to find a chaotic Ailokim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In short Ailokim worship the past. In more pragmatic terms they worship their ancestors who are the most direct conduit to great spiritual powers that are the gods. Ailokim see Gods not as specific entities but rather as forces of the universe. These forces find embodiment as specific demigod ancestors that represent each force.&lt;br /&gt;
&lt;br /&gt;
Though others call them by differing names the Ailokim Gods represent the following concepts: &lt;br /&gt;
&lt;br /&gt;
Baig: War/Death&lt;br /&gt;
&lt;br /&gt;
Rerth: Valour/Protection&lt;br /&gt;
&lt;br /&gt;
Semile: Healing/Life&lt;br /&gt;
&lt;br /&gt;
Neurod: Knowledge/Magic&lt;br /&gt;
&lt;br /&gt;
Knive: Trickery/Luck/Chaos&lt;br /&gt;
&lt;br /&gt;
Feor: Nature/Animals&lt;br /&gt;
&lt;br /&gt;
Rinwal: Travel&lt;br /&gt;
&lt;br /&gt;
Bling: Law/Money&lt;br /&gt;
&lt;br /&gt;
Fire&lt;br /&gt;
&lt;br /&gt;
Earth&lt;br /&gt;
&lt;br /&gt;
Air&lt;br /&gt;
&lt;br /&gt;
Water&lt;br /&gt;
&lt;br /&gt;
All have sanctioned churches devoted to them with the exception of the 4 elements. Warped cults have developed in the dark corners of the Ailokim culture that pay homage to these deities.&lt;br /&gt;
&lt;br /&gt;
== Cities ==&lt;br /&gt;
&lt;br /&gt;
Arcadia&lt;br /&gt;
&lt;br /&gt;
The mountainous centre of Ailokim civilisation and culture it was here that the survivors of the sundering made their stand and started to rebuild what was lost. The highly defensible city has grown over a millennium and aided Ailokim control over both sides of the Hypothian range. The first Soulifactory ‘Erea’ was built here and has produced around 10,000 souls. Arcadia serves as a nursery for young Ailokim as they are trained for their initial roles in the world. It is houses the home legion of the Ailokim army and the council of elders. It is rare for outsiders to be allowed into a city as important as Arcadia. &lt;br /&gt;
&lt;br /&gt;
Megara&lt;br /&gt;
&lt;br /&gt;
It was a proud moment when Ailokim society founded it&#039;s first coastal satelite colony around 500 years ago. It signified the begining of an expansion that over stretched Ailokim man power and created the conditions that necessitated the creation of the Umberkim. Megara today is a thriving metropolis and centre of trade for Ailokim civilisation. Though still rigid and heirachical by world standards it contains the largest racial &amp;amp; cultural diversity of any Ailokim settlement.&lt;br /&gt;
&lt;br /&gt;
Mantinea&lt;br /&gt;
&lt;br /&gt;
The second stage of Ailokim expansion was made almost necessary by the increasing population of Umberkim slaves that have poured ceaselessly from the spawning vats. Mantinea was founded to localise control of the rich southern agricultural and forest resources liberated from an uncooperative regime of humans known as Tallastians. There are 9 Umberkim for every Ailokim settler that reluctantly takes their post here.&lt;br /&gt;
&lt;br /&gt;
Exordia&lt;br /&gt;
&lt;br /&gt;
For similar reasons Exordia was founded on the western coast, though it’s pleasant climate and coastal location make it a far more popular posting and also a holiday destination. What Exordia lacks in terms of good farm land it makes up for in fishing and tourism for overworked Ailokim.&lt;br /&gt;
&lt;br /&gt;
Eleusina&lt;br /&gt;
&lt;br /&gt;
A simultaeous expansion northwards was also considered necessary to renew dwildling mineral resources and create a defensible out-post between Ailokim settlements and the sometimes tempermental dwarven residents of the Northern Ranges, who are prone to misunderstandings of Ailokim intent.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
&lt;br /&gt;
Though a great deal has been lost to the Ailokim many powerful magics and useful technologies survived and more are being researched with each passing year. Ailokim casters pride themselves on having the greatest library of magics in the world. Over the centuries many Ailokim magics have however been carelessly traded with the Keltoi whose mastery of the mystical arts now rivals and in some areas exceeds their own.&lt;br /&gt;
&lt;br /&gt;
Undoubtedly the Ailokim’s most powerful magics are preserved pre-Sundering ritual magics that tend to influence the construction of their cities and the crafting of various objects. Ailokim cities for example are encircled with powerful protection and detection wards, their agriculture is made more abundant, water cleansed, and even localised weather controlled to a degree. In the category of item/object creation we see examples of solar focusers that sit ominously upon the walls of their cities. Another, and recognised signature of Ailokim culture and warfare, is the kinetic mat; a magically enchanted sheet of rare star metal that glows brightly and can fly at a fair clip. &lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Ailokim base languages are Ailokim &amp;amp; Umberkim. Ailokim value their language as a sacred bridge to their glorious past to be used by none but they. In day to day life they speak a common dialect that has become known as Umberkim, though they are often fluent in other languages typically preferring more eclectic languages over other humanoid languages. Umberkim can speak common and can sometimes understand Ailokim, however are punished harshly if they speak the language of the masters.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
(Medium Humanoids)&lt;br /&gt;
&lt;br /&gt;
Ability scores for Ailokim &amp;amp; Umberkim are based on which of the four Soulifactories they have been created at. Three separate and complimentary Ailokim were selected as the paragons of their culture and were then inserted into the first Soulifactories as the templates for future Ailokim creation.&lt;br /&gt;
&lt;br /&gt;
Although their genetic potential is predetermined an Ailokim’s developmental experiences in early life can potentially emphasise one or two ability scores at the expense of others. Specifically an Ailokim can alter 2 of their base ability scores by a maximum of +2 by taking a commensurate minus to other separate ability scores.&lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Erea’ STR:10 | DEX:13 | CON:14 | INT:15 | WIS:13 | CHA:14 &lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Laert’ STR:14 | DEX:12 | CON:14 | INT:10 | WIS:15 | CHA:14 &lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Reos’ STR:14 | DEX:14 | CON:14 | INT:10 | WIS:14 | CHA:14&lt;br /&gt;
&lt;br /&gt;
To reflect the narrow options open to Umberkim in society they may only add a single +2 and its commensurate -2 to the template below.&lt;br /&gt;
&lt;br /&gt;
Proto-Soulifactory ‘Umber’ STR:17 | DEX:14 | CON:14 | INT:8 | WIS:8 | CHA:12&lt;br /&gt;
&lt;br /&gt;
Umberkims do not receive Marks of Destiny (like their Ailokim siblings) instead at first level an Umberkim may chose a single bonus feat from the following: Endurance, Run, Toughness, Improved Toughness, Great Fortitude or Skill Focus Profession/Craft (player’s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[These are designed to be balanced for 32 point character creation campaigns and should be adjusted for differing campaign power levels]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Racial hatred toward Psions &amp;amp; Psionic Creatures (+1 Hit &amp;amp; Dam).&lt;br /&gt;
Ailokim receive a +2 Racial Bonus on Ritual Magic skill checks.&lt;br /&gt;
Marks of Destiny (Su) Ailokim are ritually tattooed at birth with one of six unique markings that grant a special power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau (Strength) +1 bonus on strength checks and strength based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein (Grace) +1 bonus on dexterity checks and dexterity based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur (Mind) +1 bonus on int checks and int based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon (World) +1 bonus on wisdom checks and wisdom based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Juugz (Soul) +1 bonus on charisma checks and charisma based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the age of 100 years an Ailokim is recognised as coming of age and is rewarded in a special ritual with an additional mark of destiny. This additional tattoo increases the bonus from the marks to +2 and depending on which of the 9 combinations grants an additional benefit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Sein: When an Ailokim deals damage from a sneak attack or crit they gain a +2 dodge bonus to AC until their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Neur: (Sw) Twice per day this tattoo allows an Ailokim to expend a prepared spell and gain it’s level to hit and damage for 1 round.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Weon: (Im) An Ailokim with this combination can elect to take a -1 to hit and damage at the start of a round to gain an insight bonus of +2 to will saves till the beginning of their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Juugz: (Sw) Once a day this combination allows it user to add their strength bonus to a charisma based check so long as they are unarmoured and are revealing their physique.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Neur: This combination allows an Ailokim to use their dexterity score instead of their normal ability score for the purposes of determining bonus spells.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Weon: (Sw) By expending one or more turn/rebuke attempts this combination allows it’s wielder once a day to add a metamagic effect to a spell they are casting, with no effect on the spells casting time or effective level. The number of turn/rebuke attempts expended must equal the normal level adjustment of the metamagic feat. The Ailokim must have the metamagic feat &amp;amp; cannot cast a metamagic/spell combination of a level that they wouldn&#039;t normally be able to cast.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Juugz: (Im) Twice a day as an immediate action this combination allows an Aiokim to expend either a turn/rebuke attempt or an unprepared spell slot of at least 1st level to gain 1d6 damage on a sneak attack or an unarmed strike.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Weon: This combination allows an Ailokim if they leave a spell slot unfilled for the day to add the level of that spell slot to the DC to resist spells of that level or lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Juugz: (St) Once a day as a standard action this combination allows its user to ‘reclaim’ a spell already cast in the last 3 rounds by expending a spell 1 level lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon-Juugz: (Im) This combination grants the Ailokim the ability to sacrifice a turn/rebuke attempt and gain 1 effective caster level, or to sacrifice a prepared spell and gain it’s level to a turning check.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== A Day in the Life ==&lt;br /&gt;
&#039;&#039;Lt. Major Brislow began to tense up, he knew the teleportation ritual well and it was nearing completion. He could now sense the inertia of the carrier as it slowed to a cruising speed. He pulled his SYN gear into position and activated his night-vision. He wasn’t expecting too much trouble, but then psions sometimes had this way of knowing you were coming and it was his job not to take chances. His deputies followed his lead as he positioned himself at the centre of the arcane glyphs around which the five casters chanted. First came a euphoric feeling of strength and agility, then his movements seemed to blur and finally with a series of electrifying flashes they were teleported to their airborne destination.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Diving through the sky above their rural target Brislow began reciting the incantation and with split second precision cast it as they grew close to a thatched roof. He and his two comrades slowed to land gently beside the innocuous looking farm house and then with another brief incantation turned invisible. Unaccounted for, a dog at the side entrance began to bark. Brislow telepathically cursed prohibition 11a-df4 regarding the necessity of using invisibility after ground fall and cast again silencing the area. If this psion was a real threat then it’d know the SYN squad was here. Adjusting his SYN goggles he scanned for psion power signatures and loaded his handbow. No signals, no alarms, a good sign that they were just here to clean up a sleeper. After more permanently silencing the dog the squad entered and stealthed up the stairs…&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Ailokim Rituals ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEGENDARY RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These rituals are exorbitantly expensive, enormously taxing and mostly require the majestic twelve to perform them due to the incredible power they harness.&lt;br /&gt;
Ritual of the Harvest: This ritual optimises the local weather patterns to the needs of crops/agriculture. It also once a year makes strange circles appear which over a few days slowly expand out until the entire crop is harvested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Industry:&#039;&#039;&#039; This ritual focuses the attention and activity of people in an area and makes them more productive.&lt;br /&gt;
&#039;&#039;&#039;Ritual of City Erection:&#039;&#039;&#039; This complex ritual has a multitude of effects that aid the rapid construction of a fledgling city. It assists in levelling the earth beneath the site and sinks trenches for the regulation buildings required in an Ailokim city. It hastens and sustains workers, helps join building materials, dimly displays where all materials are to be placed and many more subtle effects that facilitate the construction of a city in mere months instead of years.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Rubbish Disposal:&#039;&#039;&#039; This inauspiciously named ritual is actually extremely potent in its effects. It creates a permanent portal into another realm through which things do not return. Ailokim are fond of connecting their sewerage and rubbish disposal systems to such portals. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Soulifactory Construction:&#039;&#039;&#039; This ritual has been cast only five times since it’s creation a millennium ago and many feel it will not be cast again any time soon, requiring as it does the sacrifice of those who cast it and many others besides.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Kinetic Carrier Construction:&#039;&#039;&#039; This expensive ritual creates a Kinetic Carrier Vessel. It has been cast only five times in a millennium due to the rarity of its material components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MAJOR RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These rituals are mostly very expensive, require many well practiced casters and often the sacrifice of creatures and experience points. Some of these rituals are no longer castable due to the scarcity of their material components. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Roads:&#039;&#039;&#039; While sustained this ritual can create a gravel road across all but the most extreme surfaces. It finds the most optimal path, Felling trees and spreading gravel over a smoothes surface.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Warding:&#039;&#039;&#039; This powerful ancient ritual creates an invisible barrier past which low levelled characters and monsters will have trouble crossing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Protection:&#039;&#039;&#039; This ritual creates an invisible barrier that has several characteristics. It acts as a one way barrier that…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Defence:&#039;&#039;&#039; This ritual is sometimes cast in times of battle, granting those within it area of effect a magical +2 to their armour value &amp;amp; 5 elemental resistance for 1 day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Battle:&#039;&#039;&#039; This ritual is cast to enhance it’s recipients weapon attacks magically by +2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Dimensional Anchoring:&#039;&#039;&#039; This ritual functions as the spell but with longer duration and larger area of effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Major Scrying:&#039;&#039;&#039; This ritual functions as the spell but with a more difficult will save, larger viewing area, lessened requirements and a much longer duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Mending:&#039;&#039;&#039; This ritual creates an area in which a constant mend spell operates for a long duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Cleanliness:&#039;&#039;&#039; This ritual creates a small area that sterilises people, objects and anything else placed within it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Health:&#039;&#039;&#039; This ritual creates a small area that grants any who enter within it fast healing /1 while in that area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Solar Focuser Construction:&#039;&#039;&#039; This ritual creates a Solar Focuser; a huge ranged weapon that adorn the walls of Ailokim settlements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Kinetic Mat Construction:&#039;&#039;&#039; This ritual creates a Kinetic Mat; a brightly glowing sheet of star metal that when guided by an experienced pilot can fly at a fair clip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Teleportation:&#039;&#039;&#039; This ritual emulates the effect of the teleportation circle spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MINOR RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Rain/Shine:&#039;&#039;&#039; This ritual can either bring about rain or clear away clouds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Feasting:&#039;&#039;&#039; This ritual acts as the spell Heroes Feast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Alarm:&#039;&#039;&#039; This ritual is similar in effect to the spell Alarm. It’s area of effect is greater, duration longer and it additionally allows the caster to specify exceptions based on race/species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Empowerment:&#039;&#039;&#039; This ritual effects all who cast it granting them an effective caster level one level higher for the day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Artillery: &lt;br /&gt;
Ritual of Minor Scrying &lt;br /&gt;
Ritual of Fixing&lt;br /&gt;
Ritual of SYN Armour Construction&lt;br /&gt;
Ritual of SYN Goggle Construction&lt;br /&gt;
Ritual of SYN Sabre Construction&lt;br /&gt;
Ritual of Telepathy&lt;br /&gt;
Ritual of Domination&lt;br /&gt;
Ritual of Dreams&lt;br /&gt;
Ritual of Cattle Mutilation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Dan</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=58931</id>
		<title>Ourworld:Ailokim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=58931"/>
		<updated>2007-08-22T23:14:14Z</updated>

		<summary type="html">&lt;p&gt;Dan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The little Ailokim, with some justification, insist they are a species above and beyond the other mortal races of this world. Guardians of an undeniably powerful legacy their need to ‘civilise’ the world and rebuild their lost glory upon the graves of lesser species has them viewed with suspicion by neighbouring cultures. They however see their actions as advancing a greater good, but to understand their nature one must appreciate the sad history of this once dominant race.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The little understood ‘Sundering’ was a mysterious cataclysm that began about 1500 years ago an ended around 1000 years ago. It began with the appearance of a star in the night sky that continued to grow at an alarming rate, as it grew the temperature dropped rapidly freezing many life forms to death and destroying agriculture. The Ailokim magics sustained their culture largely through this period. As this star of doom grew larger still the world began to get hotter again, and hotter still until the planet was aflame. Again the powerful magics of the Ailokim preserved them. The planet erupted into rivers of lava and began to break up, mountains drifting slowly into the sky as the gravity of the Ailokim home world failed. Many perished at this point, though many in main population centres persevered though extraordinary arcane feats never fully understood. Surviving on chunks of molten rocks the few remaining Ailokim cities were then slammed at vast speeds into other vast asteroids and finally into the fateful star that doomed them. That a few hundred powerful individuals survived was miraculous and a testament to extraordinary powers that have now been lost.&lt;br /&gt;
&lt;br /&gt;
To this day the Ailokim speak insistently of the lost times when their ancient cities reached high into the skies, their culture spanned the planet and their remarkable technologies and magics were able to twist the very reality of the world and all upon it. Their face will then usually turn almost as grey as their hair as they carry on to tell of the great sundering that destroyed virtually all of their civilisation, their land, their people, their lore, their technologies, their magics, their spirit, their ability to bear offspring and even drained the pigment from their hair.&lt;br /&gt;
&lt;br /&gt;
Of the mere hundreds of fringe dwellers that survived (or were able to be resurrected) the disaster most lapsed into despair, a few however used what gifts they had left to try and preserve their race and culture. Using some remnants of their arcane lore and technologies they created three ‘Soulifactories’; strange devices able to create life in the form of one of three young Ailokim chosen for their unique qualities. As a result all Ailokim under the age of 900 bear a striking resemblance to each of these chosen three. There are a slowly diminishing number of unique and venerable Ailokim that remember the sundering, a selection of whom form the council of elders. These elders have overseen the slow salvaging of elements of their former culture and wealth for over a millennium.&lt;br /&gt;
&lt;br /&gt;
Today the Ailokim number around 20,000 and occupy four city sites on the Western continent of Brianna. The embittered Ailokim have been peaceful from necessity; painfully aware of the slow rate at which they are able to reproduce they value their lives highly. So far the greatest Ailokim scholars and scientists have failed to replicate the ‘Soulifactories’ or discover additional ways of reproducing themselves. In their experiments however they have created/bred a slave race that they find useful for industry and warfare known as the ‘Umberkim’. &lt;br /&gt;
The Umberkim are a dull witted but powerful race that have been bred as much for their physical power as their obedience. They number around 80,000 spread across the three Ailokim cities and serve as the mainstay of Ailokim military, agriculture and industry. Maturing quickly, Umberkim live on average for a mere 25 years in part due to the hazardous tasks given to them by the Ailokim. Augmented with the powerful magics and technology of their masters, the combined Ailokim/Umberkim military are one of the most formidable forces in the world, though have seen relatively little action. The ‘special forces’ division of the Ailokim military on the other hand is famed for it’s daring and bewildering raids across the span of the planet. This brings us to another defining characteristic of the Ailokim.&lt;br /&gt;
&lt;br /&gt;
== The Vendetta ==&lt;br /&gt;
&lt;br /&gt;
Ailokim life is a precious commodity that will not normally put at risk, but with one exception; Psionics. Since the early days of rebuilding the council of elders has decreed ‘The Vendetta’ requiring that Psionicists and Psionic creatures and users be eradicated from the face of the planet. It seems implicit that somehow they were linked or responsible for the Sundering though the council is silent on the matter. Over the last millennium the Ailokim have become adept at hunting down individuals, and the families of individuals, that exhibit Psionic power. Often turning up even before a Psionic child is born to slaughter it and it’s mother. This has caused the Ailokim a certain amount of animosity, indeed they are often blamed for still births and other mysterious deaths.&lt;br /&gt;
&lt;br /&gt;
== Personality &amp;amp; Relations ==&lt;br /&gt;
&lt;br /&gt;
Ailokim tend to be embittered but proud, self righteous and ruthlessly pragmatic. It would be fair to say they regard most other sentient races as equally inferior and have fairly high standards as to what they actually call sentient. Low-sentience races (such as the Umberkim) are basically considered in pragmatic terms as others races might consider animals.&lt;br /&gt;
Since the Sundering the Ailokim have carried a terrible curse in their blood and will never be able to bear children, relying instead on magics and technology to reproduce themselves. This has led to a powerful sense of solidarity with their vat grown siblings and they will support a fellow Ailokim in virtually any situation.&lt;br /&gt;
&lt;br /&gt;
The whole of Ailokim society in one way or another is geared towards the reestablishment of their culture’s lost glory. In practical terms they are limited by their slow reproduction rate and have only constructed a few large cities. Many feel however that it is only a matter of time before the Ailokim rediscover the method of constructing new Soulifactories and prepare themselves for the inevitable expansion this would allow.&lt;br /&gt;
[[Image:Ailokim.jpg|thumb|An average Ailokim]]&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Shortish with elongated limbs and largish heads Ailokim are sometimes likened to human children that have grown off on some sort of unsettling tangent. Ailokim gain their common name from the lack of pigment in their hair and their extraordinarily long life span (anywhere up to 1200 years). They adhere to strict dress codes and a ritual marking on their forearm that defines their role in society and station for which they train from ‘birth’.&lt;br /&gt;
 &lt;br /&gt;
Their creations, the Umberkim, on the other hand are a hairless, far stronger, hardier race resembling an oafish human with thick leathery skin. Their dull wits and short lifespan make them ideal slaves to further Ailokim hegemony. Occasional individuals have transcended their programming and escaped to the new world where they have made lives for themselves as free men. The Ailokim however maintain that any of Umberkim blood are their property and must be returned to them or killed.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ailokim relate to each other in society as Lawful Good, seeing Ailokim advancement as the most noble of objectives. Their relations with other races are less transparent, Ailokim practice slavery and have during their expansion been guilty of a genocide or two. They consider races like the Umberkim (and several others) as others might animals. The more enlightened races, can with work, garner a degree more respect though are viewed of course as inferior, or more pragmatically as pawns in some grand scheme. However if an Ailokim gives his word, even to an animal, he will strive to keep it as a mark of Ailokim civility and order. In traditional terms they awkwardly classify as Lawful Neutral, and though some stray a little it is almost unheard of to find a chaotic Ailokim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In short Ailokim worship the past. In more pragmatic terms they worship their ancestors who are the most direct conduit to great spiritual powers that are the gods. Though others call them by differing names the Ailokim Gods represent the following concepts: /War/Death, Valour/Protection, Healing, Law/Knowledge/magic, Trickery/Luck/Chaos, Life/Nature/Animals, Travel, Money and the 4 elements. All have sanctioned churches devoted to them with the exception of death, chaos and the 4 elements. Unsanctioned cults have developed in the dark corners of the Ailokim culture that pay homage to these other deities. &lt;br /&gt;
 &lt;br /&gt;
Ailokim see Gods not as specific entities but rather as forces of the universe. These forces find embodiment as specific demigod ancestors that represent each force. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Cities ==&lt;br /&gt;
&lt;br /&gt;
Arcadia&lt;br /&gt;
&lt;br /&gt;
The mountainous centre of Ailokim civilisation and culture it was here that the survivors of the sundering made their stand and started to rebuild what was lost. The highly defensible city has grown over a millennium and aided Ailokim control over both sides of the Hypothian range. The first Soulifactory ‘Erea’ was built here and has produced around 10,000 souls. Arcadia serves as a nursery for young Ailokim as they are trained for their initial roles in the world. It is houses the home legion of the Ailokim army and the council of elders. It is rare for outsiders to be allowed into a city as important as Arcadia. &lt;br /&gt;
&lt;br /&gt;
Megara&lt;br /&gt;
&lt;br /&gt;
It was a proud moment when Ailokim society founded it&#039;s first coastal satelite colony around 500 years ago. It signified the begining of an expansion that over stretched Ailokim man power and created the conditions that necessitated the creation of the Umberkim. Megara today is a thriving metropolis and centre of trade for Ailokim civilisation. Though still rigid and heirachical by world standards it contains the largest racial &amp;amp; cultural diversity of any Ailokim settlement.&lt;br /&gt;
&lt;br /&gt;
Mantinea&lt;br /&gt;
&lt;br /&gt;
The second stage of Ailokim expansion was made almost necessary by the increasing population of Umberkim slaves that have poured ceaselessly from the spawning vats. Mantinea was founded to localise control of the rich southern agricultural and forest resources liberated from an uncooperative regime of humans known as Tallastians. There are 9 Umberkim for every Ailokim settler that reluctantly takes their post here.&lt;br /&gt;
&lt;br /&gt;
Exordia&lt;br /&gt;
&lt;br /&gt;
For similar reasons Exordia was founded on the western coast, though it’s pleasant climate and coastal location make it a far more popular posting and also a holiday destination. What Exordia lacks in terms of good farm land it makes up for in fishing and tourism for overworked Ailokim.&lt;br /&gt;
&lt;br /&gt;
Eleusina&lt;br /&gt;
&lt;br /&gt;
A simultaeous expansion northwards was also considered necessary to renew dwildling mineral resources and create a defensible out-post between Ailokim settlements and the sometimes tempermental dwarven residents of the Northern Ranges, who are prone to misunderstandings of Ailokim intent.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
&lt;br /&gt;
Though a great deal has been lost to the Ailokim many powerful magics and useful technologies survived and more are being researched with each passing year. Ailokim casters pride themselves on having the greatest library of magics in the world. Over the centuries many Ailokim magics have however been carelessly traded with the Keltoi whose mastery of the mystical arts now rivals and in some areas exceeds their own.&lt;br /&gt;
&lt;br /&gt;
Undoubtedly the Ailokim’s most powerful magics are preserved pre-Sundering ritual magics that tend to influence the construction of their cities and the crafting of various objects. Ailokim cities for example are encircled with powerful protection and detection wards, their agriculture is made more abundant, water cleansed, and even localised weather controlled to a degree. In the category of item/object creation we see examples of solar focusers that sit ominously upon the walls of their cities. Another, and recognised signature of Ailokim culture and warfare, is the kinetic mat; a magically enchanted sheet of rare star metal that glows brightly and can fly at a fair clip. &lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Ailokim base languages are Ailokim &amp;amp; Umberkim. Ailokim value their language as a sacred bridge to their glorious past to be used by none but they. In day to day life they speak a common dialect that has become known as Umberkim, though they are often fluent in other languages typically preferring more eclectic languages over other humanoid languages. Umberkim can speak common and can sometimes understand Ailokim, however are punished harshly if they speak the language of the masters.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
(Medium Humanoids)&lt;br /&gt;
&lt;br /&gt;
Ability scores for Ailokim &amp;amp; Umberkim are based on which of the four Soulifactories they have been created at. Three separate and complimentary Ailokim were selected as the paragons of their culture and were then inserted into the first Soulifactories as the templates for future Ailokim creation.&lt;br /&gt;
&lt;br /&gt;
Although their genetic potential is predetermined an Ailokim’s developmental experiences in early life can potentially emphasise one or two ability scores at the expense of others. Specifically an Ailokim can alter 2 of their base ability scores by a maximum of +2 by taking a commensurate minus to other separate ability scores.&lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Erea’ STR:10 | DEX:13 | CON:14 | INT:15 | WIS:13 | CHA:14 &lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Laert’ STR:14 | DEX:12 | CON:14 | INT:10 | WIS:15 | CHA:14 &lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Reos’ STR:14 | DEX:14 | CON:14 | INT:10 | WIS:14 | CHA:14&lt;br /&gt;
&lt;br /&gt;
To reflect the narrow options open to Umberkim in society they may only add a single +2 and its commensurate -2 to the template below.&lt;br /&gt;
&lt;br /&gt;
Proto-Soulifactory ‘Umber’ STR:17 | DEX:14 | CON:14 | INT:8 | WIS:8 | CHA:12&lt;br /&gt;
&lt;br /&gt;
Umberkims do not receive Marks of Destiny (like their Ailokim siblings) instead at first level an Umberkim may chose a single bonus feat from the following: Endurance, Run, Toughness, Improved Toughness, Great Fortitude or Skill Focus Profession/Craft (player’s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[These are designed to be balanced for 32 point character creation campaigns and should be adjusted for differing campaign power levels]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Racial hatred toward Psions &amp;amp; Psionic Creatures (+1 Hit &amp;amp; Dam).&lt;br /&gt;
Ailokim receive a +2 Racial Bonus on Ritual Magic skill checks.&lt;br /&gt;
Marks of Destiny (Su) Ailokim are ritually tattooed at birth with one of six unique markings that grant a special power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau (Strength) +1 bonus on strength checks and strength based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein (Grace) +1 bonus on dexterity checks and dexterity based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur (Mind) +1 bonus on int checks and int based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon (World) +1 bonus on wisdom checks and wisdom based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Juugz (Soul) +1 bonus on charisma checks and charisma based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the age of 100 years an Ailokim is recognised as coming of age and is rewarded in a special ritual with an additional mark of destiny. This additional tattoo increases the bonus from the marks to +2 and depending on which of the 9 combinations grants an additional benefit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Sein: When an Ailokim deals damage from a sneak attack or crit they gain a +2 dodge bonus to AC until their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Neur: (Sw) Twice per day this tattoo allows an Ailokim to expend a prepared spell and gain it’s level to hit and damage for 1 round.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Weon: (Im) An Ailokim with this combination can elect to take a -1 to hit and damage at the start of a round to gain an insight bonus of +2 to will saves till the beginning of their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Juugz: (Sw) Once a day this combination allows it user to add their strength bonus to a charisma based check so long as they are unarmoured and are revealing their physique.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Neur: This combination allows an Ailokim to use their dexterity score instead of their normal ability score for the purposes of determining bonus spells.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Weon: (Sw) By expending one or more turn/rebuke attempts this combination allows it’s wielder once a day to add a metamagic effect to a spell they are casting, with no effect on the spells casting time or effective level. The number of turn/rebuke attempts expended must equal the normal level adjustment of the metamagic feat. The Ailokim must have the metamagic feat &amp;amp; cannot cast a metamagic/spell combination of a level that they wouldn&#039;t normally be able to cast.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Juugz: (Im) Twice a day as an immediate action this combination allows an Aiokim to expend either a turn/rebuke attempt or an unprepared spell slot of at least 1st level to gain 1d6 damage on a sneak attack or an unarmed strike.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Weon: This combination allows an Ailokim if they leave a spell slot unfilled for the day to add the level of that spell slot to the DC to resist spells of that level or lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Juugz: (St) Once a day as a standard action this combination allows its user to ‘reclaim’ a spell already cast in the last 3 rounds by expending a spell 1 level lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon-Juugz: (Im) This combination grants the Ailokim the ability to sacrifice a turn/rebuke attempt and gain 1 effective caster level, or to sacrifice a prepared spell and gain it’s level to a turning check.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== A Day in the Life ==&lt;br /&gt;
&#039;&#039;Lt. Major Brislow began to tense up, he knew the teleportation ritual well and it was nearing completion. He could now sense the inertia of the carrier as it slowed to a cruising speed. He pulled his SYN gear into position and activated his night-vision. He wasn’t expecting too much trouble, but then psions sometimes had this way of knowing you were coming and it was his job not to take chances. His deputies followed his lead as he positioned himself at the centre of the arcane glyphs around which the five casters chanted. First came a euphoric feeling of strength and agility, then his movements seemed to blur and finally with a series of electrifying flashes they were teleported to their airborne destination.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Diving through the sky above their rural target Brislow began reciting the incantation and with split second precision cast it as they grew close to a thatched roof. He and his two comrades slowed to land gently beside the innocuous looking farm house and then with another brief incantation turned invisible. Unaccounted for, a dog at the side entrance began to bark. Brislow telepathically cursed prohibition 11a-df4 regarding the necessity of using invisibility after ground fall and cast again silencing the area. If this psion was a real threat then it’d know the SYN squad was here. Adjusting his SYN goggles he scanned for psion power signatures and loaded his handbow. No signals, no alarms, a good sign that they were just here to clean up a sleeper. After more permanently silencing the dog the squad entered and stealthed up the stairs…&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Ailokim Rituals ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEGENDARY RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These rituals are exorbitantly expensive, enormously taxing and mostly require the majestic twelve to perform them due to the incredible power they harness.&lt;br /&gt;
Ritual of the Harvest: This ritual optimises the local weather patterns to the needs of crops/agriculture. It also once a year makes strange circles appear which over a few days slowly expand out until the entire crop is harvested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Industry:&#039;&#039;&#039; This ritual focuses the attention and activity of people in an area and makes them more productive.&lt;br /&gt;
&#039;&#039;&#039;Ritual of City Erection:&#039;&#039;&#039; This complex ritual has a multitude of effects that aid the rapid construction of a fledgling city. It assists in levelling the earth beneath the site and sinks trenches for the regulation buildings required in an Ailokim city. It hastens and sustains workers, helps join building materials, dimly displays where all materials are to be placed and many more subtle effects that facilitate the construction of a city in mere months instead of years.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Rubbish Disposal:&#039;&#039;&#039; This inauspiciously named ritual is actually extremely potent in its effects. It creates a permanent portal into another realm through which things do not return. Ailokim are fond of connecting their sewerage and rubbish disposal systems to such portals. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Soulifactory Construction:&#039;&#039;&#039; This ritual has been cast only five times since it’s creation a millennium ago and many feel it will not be cast again any time soon, requiring as it does the sacrifice of those who cast it and many others besides.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Kinetic Carrier Construction:&#039;&#039;&#039; This expensive ritual creates a Kinetic Carrier Vessel. It has been cast only five times in a millennium due to the rarity of its material components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MAJOR RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These rituals are mostly very expensive, require many well practiced casters and often the sacrifice of creatures and experience points. Some of these rituals are no longer castable due to the scarcity of their material components. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Roads:&#039;&#039;&#039; While sustained this ritual can create a gravel road across all but the most extreme surfaces. It finds the most optimal path, Felling trees and spreading gravel over a smoothes surface.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Warding:&#039;&#039;&#039; This powerful ancient ritual creates an invisible barrier past which low levelled characters and monsters will have trouble crossing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Protection:&#039;&#039;&#039; This ritual creates an invisible barrier that has several characteristics. It acts as a one way barrier that…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Defence:&#039;&#039;&#039; This ritual is sometimes cast in times of battle, granting those within it area of effect a magical +2 to their armour value &amp;amp; 5 elemental resistance for 1 day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Battle:&#039;&#039;&#039; This ritual is cast to enhance it’s recipients weapon attacks magically by +2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Dimensional Anchoring:&#039;&#039;&#039; This ritual functions as the spell but with longer duration and larger area of effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Major Scrying:&#039;&#039;&#039; This ritual functions as the spell but with a more difficult will save, larger viewing area, lessened requirements and a much longer duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Mending:&#039;&#039;&#039; This ritual creates an area in which a constant mend spell operates for a long duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Cleanliness:&#039;&#039;&#039; This ritual creates a small area that sterilises people, objects and anything else placed within it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Health:&#039;&#039;&#039; This ritual creates a small area that grants any who enter within it fast healing /1 while in that area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Solar Focuser Construction:&#039;&#039;&#039; This ritual creates a Solar Focuser; a huge ranged weapon that adorn the walls of Ailokim settlements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Kinetic Mat Construction:&#039;&#039;&#039; This ritual creates a Kinetic Mat; a brightly glowing sheet of star metal that when guided by an experienced pilot can fly at a fair clip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Teleportation:&#039;&#039;&#039; This ritual emulates the effect of the teleportation circle spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MINOR RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Rain/Shine:&#039;&#039;&#039; This ritual can either bring about rain or clear away clouds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Feasting:&#039;&#039;&#039; This ritual acts as the spell Heroes Feast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Alarm:&#039;&#039;&#039; This ritual is similar in effect to the spell Alarm. It’s area of effect is greater, duration longer and it additionally allows the caster to specify exceptions based on race/species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Empowerment:&#039;&#039;&#039; This ritual effects all who cast it granting them an effective caster level one level higher for the day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Artillery: &lt;br /&gt;
Ritual of Minor Scrying &lt;br /&gt;
Ritual of Fixing&lt;br /&gt;
Ritual of SYN Armour Construction&lt;br /&gt;
Ritual of SYN Goggle Construction&lt;br /&gt;
Ritual of SYN Sabre Construction&lt;br /&gt;
Ritual of Telepathy&lt;br /&gt;
Ritual of Domination&lt;br /&gt;
Ritual of Dreams&lt;br /&gt;
Ritual of Cattle Mutilation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Dan</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=58930</id>
		<title>Ourworld:Ailokim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=58930"/>
		<updated>2007-08-22T23:03:13Z</updated>

		<summary type="html">&lt;p&gt;Dan: /* Language */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The little Ailokim, with some justification, insist they are a species above and beyond the other mortal races of this world. Guardians of an undeniably powerful legacy their need to ‘civilise’ the world and rebuild their lost glory upon the graves of lesser species has them viewed with suspicion by neighbouring cultures. They however see their actions as advancing a greater good, but to understand their nature one must appreciate the sad history of this once dominant race.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The little understood ‘Sundering’ was a mysterious cataclysm that began about 1500 years ago an ended around 1000 years ago. It began with the appearance of a star in the night sky that continued to grow at an alarming rate, as it grew the temperature dropped rapidly freezing many life forms to death and destroying agriculture. The Ailokim magics sustained their culture largely through this period. As this star of doom grew larger still the world began to get hotter again, and hotter still until the planet was aflame. Again the powerful magics of the Ailokim preserved them. The planet erupted into rivers of lava and began to break up, mountains drifting slowly into the sky as the gravity of the Ailokim home world failed. Many perished at this point, though many in main population centres persevered though extraordinary arcane feats never fully understood. Surviving on chunks of molten rocks the few remaining Ailokim cities were then slammed at vast speeds into other vast asteroids and finally into the fateful star that doomed them. That a few hundred powerful individuals survived was miraculous and a testament to extraordinary powers that have now been lost.&lt;br /&gt;
&lt;br /&gt;
To this day the Ailokim speak insistently of the lost times when their ancient cities reached high into the skies, their culture spanned the planet and their remarkable technologies and magics were able to twist the very reality of the world and all upon it. Their face will then usually turn almost as grey as their hair as they carry on to tell of the great sundering that destroyed virtually all of their civilisation, their land, their people, their lore, their technologies, their magics, their spirit, their ability to bear offspring and even drained the pigment from their hair.&lt;br /&gt;
&lt;br /&gt;
Of the mere hundreds of fringe dwellers that survived (or were able to be resurrected) the disaster most lapsed into despair, a few however used what gifts they had left to try and preserve their race and culture. Using some remnants of their arcane lore and technologies they created three ‘Soulifactories’; strange devices able to create life in the form of one of three young Ailokim chosen for their unique qualities. As a result all Ailokim under the age of 900 bear a striking resemblance to each of these chosen three. There are a slowly diminishing number of unique and venerable Ailokim that remember the sundering, a selection of whom form the council of elders. These elders have overseen the slow salvaging of elements of their former culture and wealth for over a millennium.&lt;br /&gt;
&lt;br /&gt;
Today the Ailokim number around 20,000 and occupy four city sites on the Western continent of Brianna. The embittered Ailokim have been peaceful from necessity; painfully aware of the slow rate at which they are able to reproduce they value their lives highly. So far the greatest Ailokim scholars and scientists have failed to replicate the ‘Soulifactories’ or discover additional ways of reproducing themselves. In their experiments however they have created/bred a slave race that they find useful for industry and warfare known as the ‘Umberkim’. &lt;br /&gt;
The Umberkim are a dull witted but powerful race that have been bred as much for their physical power as their obedience. They number around 80,000 spread across the three Ailokim cities and serve as the mainstay of Ailokim military, agriculture and industry. Maturing quickly, Umberkim live on average for a mere 25 years in part due to the hazardous tasks given to them by the Ailokim. Augmented with the powerful magics and technology of their masters, the combined Ailokim/Umberkim military are one of the most formidable forces in the world, though have seen relatively little action. The ‘special forces’ division of the Ailokim military on the other hand is famed for it’s daring and bewildering raids across the span of the planet. This brings us to another defining characteristic of the Ailokim.&lt;br /&gt;
&lt;br /&gt;
== The Vendetta ==&lt;br /&gt;
&lt;br /&gt;
Ailokim life is a precious commodity that will not normally put at risk, but with one exception; Psionics. Since the early days of rebuilding the council of elders has decreed ‘The Vendetta’ requiring that Psionicists and Psionic creatures and users be eradicated from the face of the planet. It seems implicit that somehow they were linked or responsible for the Sundering though the council is silent on the matter. Over the last millennium the Ailokim have become adept at hunting down individuals, and the families of individuals, that exhibit Psionic power. Often turning up even before a Psionic child is born to slaughter it and it’s mother. This has caused the Ailokim a certain amount of animosity, indeed they are often blamed for still births and other mysterious deaths.&lt;br /&gt;
&lt;br /&gt;
== Personality &amp;amp; Relations ==&lt;br /&gt;
&lt;br /&gt;
Ailokim tend to be embittered but proud, self righteous and ruthlessly pragmatic. It would be fair to say they regard most other sentient races as equally inferior and have fairly high standards as to what they actually call sentient. Low-sentience races (such as the Umberkim) are basically considered in pragmatic terms as others races might consider animals.&lt;br /&gt;
Since the Sundering the Ailokim have carried a terrible curse in their blood and will never be able to bear children, relying instead on magics and technology to reproduce themselves. This has led to a powerful sense of solidarity with their vat grown siblings and they will support a fellow Ailokim in virtually any situation.&lt;br /&gt;
&lt;br /&gt;
The whole of Ailokim society in one way or another is geared towards the reestablishment of their culture’s lost glory. In practical terms they are limited by their slow reproduction rate and have only constructed a few large cities. Many feel however that it is only a matter of time before the Ailokim rediscover the method of constructing new Soulifactories and prepare themselves for the inevitable expansion this would allow.&lt;br /&gt;
[[Image:Ailokim.jpg|thumb|An average Ailokim]]&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Shortish with elongated limbs and largish heads Ailokim are sometimes likened to human children that have grown off on some sort of unsettling tangent. Ailokim gain their common name from the lack of pigment in their hair and their extraordinarily long life span (anywhere up to 1200 years). They adhere to strict dress codes and a ritual marking on their forearm that defines their role in society and station for which they train from ‘birth’.&lt;br /&gt;
 &lt;br /&gt;
Their creations, the Umberkim, on the other hand are a hairless, far stronger, hardier race resembling an oafish human with thick leathery skin. Their dull wits and short lifespan make them ideal slaves to further Ailokim hegemony. Occasional individuals have transcended their programming and escaped to the new world where they have made lives for themselves as free men. The Ailokim however maintain that any of Umberkim blood are their property and must be returned to them or killed.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ailokim relate to each other in society as Lawful Good, seeing Ailokim advancement as the most noble of objectives. Their relations with other races are less transparent, Ailokim practice slavery and have during their expansion been guilty of a genocide or two. They consider races like the Umberkim (and several others) as others might animals. The more enlightened races, can with work, garner a degree more respect though are viewed of course as inferior, or more pragmatically as pawns in some grand scheme. However if an Ailokim gives his word, even to an animal, he will strive to keep it as a mark of Ailokim civility and order. In traditional terms they awkwardly classify as Lawful Neutral, and though some stray a little it is almost unheard of to find a chaotic Ailokim.&lt;br /&gt;
&lt;br /&gt;
== Cities ==&lt;br /&gt;
&lt;br /&gt;
Arcadia&lt;br /&gt;
&lt;br /&gt;
The mountainous centre of Ailokim civilisation and culture it was here that the survivors of the sundering made their stand and started to rebuild what was lost. The highly defensible city has grown over a millennium and aided Ailokim control over both sides of the Hypothian range. The first Soulifactory ‘Erea’ was built here and has produced around 10,000 souls. Arcadia serves as a nursery for young Ailokim as they are trained for their initial roles in the world. It is houses the home legion of the Ailokim army and the council of elders. It is rare for outsiders to be allowed into a city as important as Arcadia. &lt;br /&gt;
&lt;br /&gt;
Megara&lt;br /&gt;
&lt;br /&gt;
It was a proud moment when Ailokim society founded it&#039;s first coastal satelite colony around 500 years ago. It signified the begining of an expansion that over stretched Ailokim man power and created the conditions that necessitated the creation of the Umberkim. Megara today is a thriving metropolis and centre of trade for Ailokim civilisation. Though still rigid and heirachical by world standards it contains the largest racial &amp;amp; cultural diversity of any Ailokim settlement.&lt;br /&gt;
&lt;br /&gt;
Mantinea&lt;br /&gt;
&lt;br /&gt;
The second stage of Ailokim expansion was made almost necessary by the increasing population of Umberkim slaves that have poured ceaselessly from the spawning vats. Mantinea was founded to localise control of the rich southern agricultural and forest resources liberated from an uncooperative regime of humans known as Tallastians. There are 9 Umberkim for every Ailokim settler that reluctantly takes their post here.&lt;br /&gt;
&lt;br /&gt;
Exordia&lt;br /&gt;
&lt;br /&gt;
For similar reasons Exordia was founded on the western coast, though it’s pleasant climate and coastal location make it a far more popular posting and also a holiday destination. What Exordia lacks in terms of good farm land it makes up for in fishing and tourism for overworked Ailokim.&lt;br /&gt;
&lt;br /&gt;
Eleusina&lt;br /&gt;
&lt;br /&gt;
A simultaeous expansion northwards was also considered necessary to renew dwildling mineral resources and create a defensible out-post between Ailokim settlements and the sometimes tempermental dwarven residents of the Northern Ranges, who are prone to misunderstandings of Ailokim intent.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
&lt;br /&gt;
Though a great deal has been lost to the Ailokim many powerful magics and useful technologies survived and more are being researched with each passing year. Ailokim casters pride themselves on having the greatest library of magics in the world. Over the centuries many Ailokim magics have however been carelessly traded with the Keltoi whose mastery of the mystical arts now rivals and in some areas exceeds their own.&lt;br /&gt;
&lt;br /&gt;
Undoubtedly the Ailokim’s most powerful magics are preserved pre-Sundering ritual magics that tend to influence the construction of their cities and the crafting of various objects. Ailokim cities for example are encircled with powerful protection and detection wards, their agriculture is made more abundant, water cleansed, and even localised weather controlled to a degree. In the category of item/object creation we see examples of solar focusers that sit ominously upon the walls of their cities. Another, and recognised signature of Ailokim culture and warfare, is the kinetic mat; a magically enchanted sheet of rare star metal that glows brightly and can fly at a fair clip. &lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Ailokim base languages are Ailokim &amp;amp; Umberkim. Ailokim value their language as a sacred bridge to their glorious past to be used by none but they. In day to day life they speak a common dialect that has become known as Umberkim, though they are often fluent in other languages typically preferring more eclectic languages over other humanoid languages. Umberkim can speak common and can sometimes understand Ailokim, however are punished harshly if they speak the language of the masters.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
(Medium Humanoids)&lt;br /&gt;
&lt;br /&gt;
Ability scores for Ailokim &amp;amp; Umberkim are based on which of the four Soulifactories they have been created at. Three separate and complimentary Ailokim were selected as the paragons of their culture and were then inserted into the first Soulifactories as the templates for future Ailokim creation.&lt;br /&gt;
&lt;br /&gt;
Although their genetic potential is predetermined an Ailokim’s developmental experiences in early life can potentially emphasise one or two ability scores at the expense of others. Specifically an Ailokim can alter 2 of their base ability scores by a maximum of +2 by taking a commensurate minus to other separate ability scores.&lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Erea’ STR:10 | DEX:13 | CON:14 | INT:15 | WIS:13 | CHA:14 &lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Laert’ STR:14 | DEX:12 | CON:14 | INT:10 | WIS:15 | CHA:14 &lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Reos’ STR:14 | DEX:14 | CON:14 | INT:10 | WIS:14 | CHA:14&lt;br /&gt;
&lt;br /&gt;
To reflect the narrow options open to Umberkim in society they may only add a single +2 and its commensurate -2 to the template below.&lt;br /&gt;
&lt;br /&gt;
Proto-Soulifactory ‘Umber’ STR:17 | DEX:14 | CON:14 | INT:8 | WIS:8 | CHA:12&lt;br /&gt;
&lt;br /&gt;
Umberkims do not receive Marks of Destiny (like their Ailokim siblings) instead at first level an Umberkim may chose a single bonus feat from the following: Endurance, Run, Toughness, Improved Toughness, Great Fortitude or Skill Focus Profession/Craft (player’s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[These are designed to be balanced for 32 point character creation campaigns and should be adjusted for differing campaign power levels]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Racial hatred toward Psions &amp;amp; Psionic Creatures (+1 Hit &amp;amp; Dam).&lt;br /&gt;
Ailokim receive a +2 Racial Bonus on Ritual Magic skill checks.&lt;br /&gt;
Marks of Destiny (Su) Ailokim are ritually tattooed at birth with one of six unique markings that grant a special power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau (Strength) +1 bonus on strength checks and strength based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein (Grace) +1 bonus on dexterity checks and dexterity based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur (Mind) +1 bonus on int checks and int based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon (World) +1 bonus on wisdom checks and wisdom based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Juugz (Soul) +1 bonus on charisma checks and charisma based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the age of 100 years an Ailokim is recognised as coming of age and is rewarded in a special ritual with an additional mark of destiny. This additional tattoo increases the bonus from the marks to +2 and depending on which of the 9 combinations grants an additional benefit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Sein: When an Ailokim deals damage from a sneak attack or crit they gain a +2 dodge bonus to AC until their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Neur: (Sw) Twice per day this tattoo allows an Ailokim to expend a prepared spell and gain it’s level to hit and damage for 1 round.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Weon: (Im) An Ailokim with this combination can elect to take a -1 to hit and damage at the start of a round to gain an insight bonus of +2 to will saves till the beginning of their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Juugz: (Sw) Once a day this combination allows it user to add their strength bonus to a charisma based check so long as they are unarmoured and are revealing their physique.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Neur: This combination allows an Ailokim to use their dexterity score instead of their normal ability score for the purposes of determining bonus spells.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Weon: (Sw) By expending one or more turn/rebuke attempts this combination allows it’s wielder once a day to add a metamagic effect to a spell they are casting, with no effect on the spells casting time or effective level. The number of turn/rebuke attempts expended must equal the normal level adjustment of the metamagic feat. The Ailokim must have the metamagic feat &amp;amp; cannot cast a metamagic/spell combination of a level that they wouldn&#039;t normally be able to cast.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Juugz: (Im) Twice a day as an immediate action this combination allows an Aiokim to expend either a turn/rebuke attempt or an unprepared spell slot of at least 1st level to gain 1d6 damage on a sneak attack or an unarmed strike.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Weon: This combination allows an Ailokim if they leave a spell slot unfilled for the day to add the level of that spell slot to the DC to resist spells of that level or lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Juugz: (St) Once a day as a standard action this combination allows its user to ‘reclaim’ a spell already cast in the last 3 rounds by expending a spell 1 level lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon-Juugz: (Im) This combination grants the Ailokim the ability to sacrifice a turn/rebuke attempt and gain 1 effective caster level, or to sacrifice a prepared spell and gain it’s level to a turning check.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== A Day in the Life ==&lt;br /&gt;
&#039;&#039;Lt. Major Brislow began to tense up, he knew the teleportation ritual well and it was nearing completion. He could now sense the inertia of the carrier as it slowed to a cruising speed. He pulled his SYN gear into position and activated his night-vision. He wasn’t expecting too much trouble, but then psions sometimes had this way of knowing you were coming and it was his job not to take chances. His deputies followed his lead as he positioned himself at the centre of the arcane glyphs around which the five casters chanted. First came a euphoric feeling of strength and agility, then his movements seemed to blur and finally with a series of electrifying flashes they were teleported to their airborne destination.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Diving through the sky above their rural target Brislow began reciting the incantation and with split second precision cast it as they grew close to a thatched roof. He and his two comrades slowed to land gently beside the innocuous looking farm house and then with another brief incantation turned invisible. Unaccounted for, a dog at the side entrance began to bark. Brislow telepathically cursed prohibition 11a-df4 regarding the necessity of using invisibility after ground fall and cast again silencing the area. If this psion was a real threat then it’d know the SYN squad was here. Adjusting his SYN goggles he scanned for psion power signatures and loaded his handbow. No signals, no alarms, a good sign that they were just here to clean up a sleeper. After more permanently silencing the dog the squad entered and stealthed up the stairs…&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Ailokim Rituals ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEGENDARY RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These rituals are exorbitantly expensive, enormously taxing and mostly require the majestic twelve to perform them due to the incredible power they harness.&lt;br /&gt;
Ritual of the Harvest: This ritual optimises the local weather patterns to the needs of crops/agriculture. It also once a year makes strange circles appear which over a few days slowly expand out until the entire crop is harvested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Industry:&#039;&#039;&#039; This ritual focuses the attention and activity of people in an area and makes them more productive.&lt;br /&gt;
&#039;&#039;&#039;Ritual of City Erection:&#039;&#039;&#039; This complex ritual has a multitude of effects that aid the rapid construction of a fledgling city. It assists in levelling the earth beneath the site and sinks trenches for the regulation buildings required in an Ailokim city. It hastens and sustains workers, helps join building materials, dimly displays where all materials are to be placed and many more subtle effects that facilitate the construction of a city in mere months instead of years.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Rubbish Disposal:&#039;&#039;&#039; This inauspiciously named ritual is actually extremely potent in its effects. It creates a permanent portal into another realm through which things do not return. Ailokim are fond of connecting their sewerage and rubbish disposal systems to such portals. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Soulifactory Construction:&#039;&#039;&#039; This ritual has been cast only five times since it’s creation a millennium ago and many feel it will not be cast again any time soon, requiring as it does the sacrifice of those who cast it and many others besides.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Kinetic Carrier Construction:&#039;&#039;&#039; This expensive ritual creates a Kinetic Carrier Vessel. It has been cast only five times in a millennium due to the rarity of its material components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MAJOR RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These rituals are mostly very expensive, require many well practiced casters and often the sacrifice of creatures and experience points. Some of these rituals are no longer castable due to the scarcity of their material components. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Roads:&#039;&#039;&#039; While sustained this ritual can create a gravel road across all but the most extreme surfaces. It finds the most optimal path, Felling trees and spreading gravel over a smoothes surface.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Warding:&#039;&#039;&#039; This powerful ancient ritual creates an invisible barrier past which low levelled characters and monsters will have trouble crossing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Protection:&#039;&#039;&#039; This ritual creates an invisible barrier that has several characteristics. It acts as a one way barrier that…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Defence:&#039;&#039;&#039; This ritual is sometimes cast in times of battle, granting those within it area of effect a magical +2 to their armour value &amp;amp; 5 elemental resistance for 1 day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Battle:&#039;&#039;&#039; This ritual is cast to enhance it’s recipients weapon attacks magically by +2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Dimensional Anchoring:&#039;&#039;&#039; This ritual functions as the spell but with longer duration and larger area of effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Major Scrying:&#039;&#039;&#039; This ritual functions as the spell but with a more difficult will save, larger viewing area, lessened requirements and a much longer duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Mending:&#039;&#039;&#039; This ritual creates an area in which a constant mend spell operates for a long duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Cleanliness:&#039;&#039;&#039; This ritual creates a small area that sterilises people, objects and anything else placed within it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Health:&#039;&#039;&#039; This ritual creates a small area that grants any who enter within it fast healing /1 while in that area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Solar Focuser Construction:&#039;&#039;&#039; This ritual creates a Solar Focuser; a huge ranged weapon that adorn the walls of Ailokim settlements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Kinetic Mat Construction:&#039;&#039;&#039; This ritual creates a Kinetic Mat; a brightly glowing sheet of star metal that when guided by an experienced pilot can fly at a fair clip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Teleportation:&#039;&#039;&#039; This ritual emulates the effect of the teleportation circle spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MINOR RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Rain/Shine:&#039;&#039;&#039; This ritual can either bring about rain or clear away clouds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Feasting:&#039;&#039;&#039; This ritual acts as the spell Heroes Feast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Alarm:&#039;&#039;&#039; This ritual is similar in effect to the spell Alarm. It’s area of effect is greater, duration longer and it additionally allows the caster to specify exceptions based on race/species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Empowerment:&#039;&#039;&#039; This ritual effects all who cast it granting them an effective caster level one level higher for the day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Artillery: &lt;br /&gt;
Ritual of Minor Scrying &lt;br /&gt;
Ritual of Fixing&lt;br /&gt;
Ritual of SYN Armour Construction&lt;br /&gt;
Ritual of SYN Goggle Construction&lt;br /&gt;
Ritual of SYN Sabre Construction&lt;br /&gt;
Ritual of Telepathy&lt;br /&gt;
Ritual of Domination&lt;br /&gt;
Ritual of Dreams&lt;br /&gt;
Ritual of Cattle Mutilation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Dan</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=58929</id>
		<title>Ourworld:Ailokim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=58929"/>
		<updated>2007-08-22T23:01:21Z</updated>

		<summary type="html">&lt;p&gt;Dan: /* A Day in the Life */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The little Ailokim, with some justification, insist they are a species above and beyond the other mortal races of this world. Guardians of an undeniably powerful legacy their need to ‘civilise’ the world and rebuild their lost glory upon the graves of lesser species has them viewed with suspicion by neighbouring cultures. They however see their actions as advancing a greater good, but to understand their nature one must appreciate the sad history of this once dominant race.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The little understood ‘Sundering’ was a mysterious cataclysm that began about 1500 years ago an ended around 1000 years ago. It began with the appearance of a star in the night sky that continued to grow at an alarming rate, as it grew the temperature dropped rapidly freezing many life forms to death and destroying agriculture. The Ailokim magics sustained their culture largely through this period. As this star of doom grew larger still the world began to get hotter again, and hotter still until the planet was aflame. Again the powerful magics of the Ailokim preserved them. The planet erupted into rivers of lava and began to break up, mountains drifting slowly into the sky as the gravity of the Ailokim home world failed. Many perished at this point, though many in main population centres persevered though extraordinary arcane feats never fully understood. Surviving on chunks of molten rocks the few remaining Ailokim cities were then slammed at vast speeds into other vast asteroids and finally into the fateful star that doomed them. That a few hundred powerful individuals survived was miraculous and a testament to extraordinary powers that have now been lost.&lt;br /&gt;
&lt;br /&gt;
To this day the Ailokim speak insistently of the lost times when their ancient cities reached high into the skies, their culture spanned the planet and their remarkable technologies and magics were able to twist the very reality of the world and all upon it. Their face will then usually turn almost as grey as their hair as they carry on to tell of the great sundering that destroyed virtually all of their civilisation, their land, their people, their lore, their technologies, their magics, their spirit, their ability to bear offspring and even drained the pigment from their hair.&lt;br /&gt;
&lt;br /&gt;
Of the mere hundreds of fringe dwellers that survived (or were able to be resurrected) the disaster most lapsed into despair, a few however used what gifts they had left to try and preserve their race and culture. Using some remnants of their arcane lore and technologies they created three ‘Soulifactories’; strange devices able to create life in the form of one of three young Ailokim chosen for their unique qualities. As a result all Ailokim under the age of 900 bear a striking resemblance to each of these chosen three. There are a slowly diminishing number of unique and venerable Ailokim that remember the sundering, a selection of whom form the council of elders. These elders have overseen the slow salvaging of elements of their former culture and wealth for over a millennium.&lt;br /&gt;
&lt;br /&gt;
Today the Ailokim number around 20,000 and occupy four city sites on the Western continent of Brianna. The embittered Ailokim have been peaceful from necessity; painfully aware of the slow rate at which they are able to reproduce they value their lives highly. So far the greatest Ailokim scholars and scientists have failed to replicate the ‘Soulifactories’ or discover additional ways of reproducing themselves. In their experiments however they have created/bred a slave race that they find useful for industry and warfare known as the ‘Umberkim’. &lt;br /&gt;
The Umberkim are a dull witted but powerful race that have been bred as much for their physical power as their obedience. They number around 80,000 spread across the three Ailokim cities and serve as the mainstay of Ailokim military, agriculture and industry. Maturing quickly, Umberkim live on average for a mere 25 years in part due to the hazardous tasks given to them by the Ailokim. Augmented with the powerful magics and technology of their masters, the combined Ailokim/Umberkim military are one of the most formidable forces in the world, though have seen relatively little action. The ‘special forces’ division of the Ailokim military on the other hand is famed for it’s daring and bewildering raids across the span of the planet. This brings us to another defining characteristic of the Ailokim.&lt;br /&gt;
&lt;br /&gt;
== The Vendetta ==&lt;br /&gt;
&lt;br /&gt;
Ailokim life is a precious commodity that will not normally put at risk, but with one exception; Psionics. Since the early days of rebuilding the council of elders has decreed ‘The Vendetta’ requiring that Psionicists and Psionic creatures and users be eradicated from the face of the planet. It seems implicit that somehow they were linked or responsible for the Sundering though the council is silent on the matter. Over the last millennium the Ailokim have become adept at hunting down individuals, and the families of individuals, that exhibit Psionic power. Often turning up even before a Psionic child is born to slaughter it and it’s mother. This has caused the Ailokim a certain amount of animosity, indeed they are often blamed for still births and other mysterious deaths.&lt;br /&gt;
&lt;br /&gt;
== Personality &amp;amp; Relations ==&lt;br /&gt;
&lt;br /&gt;
Ailokim tend to be embittered but proud, self righteous and ruthlessly pragmatic. It would be fair to say they regard most other sentient races as equally inferior and have fairly high standards as to what they actually call sentient. Low-sentience races (such as the Umberkim) are basically considered in pragmatic terms as others races might consider animals.&lt;br /&gt;
Since the Sundering the Ailokim have carried a terrible curse in their blood and will never be able to bear children, relying instead on magics and technology to reproduce themselves. This has led to a powerful sense of solidarity with their vat grown siblings and they will support a fellow Ailokim in virtually any situation.&lt;br /&gt;
&lt;br /&gt;
The whole of Ailokim society in one way or another is geared towards the reestablishment of their culture’s lost glory. In practical terms they are limited by their slow reproduction rate and have only constructed a few large cities. Many feel however that it is only a matter of time before the Ailokim rediscover the method of constructing new Soulifactories and prepare themselves for the inevitable expansion this would allow.&lt;br /&gt;
[[Image:Ailokim.jpg|thumb|An average Ailokim]]&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Shortish with elongated limbs and largish heads Ailokim are sometimes likened to human children that have grown off on some sort of unsettling tangent. Ailokim gain their common name from the lack of pigment in their hair and their extraordinarily long life span (anywhere up to 1200 years). They adhere to strict dress codes and a ritual marking on their forearm that defines their role in society and station for which they train from ‘birth’.&lt;br /&gt;
 &lt;br /&gt;
Their creations, the Umberkim, on the other hand are a hairless, far stronger, hardier race resembling an oafish human with thick leathery skin. Their dull wits and short lifespan make them ideal slaves to further Ailokim hegemony. Occasional individuals have transcended their programming and escaped to the new world where they have made lives for themselves as free men. The Ailokim however maintain that any of Umberkim blood are their property and must be returned to them or killed.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ailokim relate to each other in society as Lawful Good, seeing Ailokim advancement as the most noble of objectives. Their relations with other races are less transparent, Ailokim practice slavery and have during their expansion been guilty of a genocide or two. They consider races like the Umberkim (and several others) as others might animals. The more enlightened races, can with work, garner a degree more respect though are viewed of course as inferior, or more pragmatically as pawns in some grand scheme. However if an Ailokim gives his word, even to an animal, he will strive to keep it as a mark of Ailokim civility and order. In traditional terms they awkwardly classify as Lawful Neutral, and though some stray a little it is almost unheard of to find a chaotic Ailokim.&lt;br /&gt;
&lt;br /&gt;
== Cities ==&lt;br /&gt;
&lt;br /&gt;
Arcadia&lt;br /&gt;
&lt;br /&gt;
The mountainous centre of Ailokim civilisation and culture it was here that the survivors of the sundering made their stand and started to rebuild what was lost. The highly defensible city has grown over a millennium and aided Ailokim control over both sides of the Hypothian range. The first Soulifactory ‘Erea’ was built here and has produced around 10,000 souls. Arcadia serves as a nursery for young Ailokim as they are trained for their initial roles in the world. It is houses the home legion of the Ailokim army and the council of elders. It is rare for outsiders to be allowed into a city as important as Arcadia. &lt;br /&gt;
&lt;br /&gt;
Megara&lt;br /&gt;
&lt;br /&gt;
It was a proud moment when Ailokim society founded it&#039;s first coastal satelite colony around 500 years ago. It signified the begining of an expansion that over stretched Ailokim man power and created the conditions that necessitated the creation of the Umberkim. Megara today is a thriving metropolis and centre of trade for Ailokim civilisation. Though still rigid and heirachical by world standards it contains the largest racial &amp;amp; cultural diversity of any Ailokim settlement.&lt;br /&gt;
&lt;br /&gt;
Mantinea&lt;br /&gt;
&lt;br /&gt;
The second stage of Ailokim expansion was made almost necessary by the increasing population of Umberkim slaves that have poured ceaselessly from the spawning vats. Mantinea was founded to localise control of the rich southern agricultural and forest resources liberated from an uncooperative regime of humans known as Tallastians. There are 9 Umberkim for every Ailokim settler that reluctantly takes their post here.&lt;br /&gt;
&lt;br /&gt;
Exordia&lt;br /&gt;
&lt;br /&gt;
For similar reasons Exordia was founded on the western coast, though it’s pleasant climate and coastal location make it a far more popular posting and also a holiday destination. What Exordia lacks in terms of good farm land it makes up for in fishing and tourism for overworked Ailokim.&lt;br /&gt;
&lt;br /&gt;
Eleusina&lt;br /&gt;
&lt;br /&gt;
A simultaeous expansion northwards was also considered necessary to renew dwildling mineral resources and create a defensible out-post between Ailokim settlements and the sometimes tempermental dwarven residents of the Northern Ranges, who are prone to misunderstandings of Ailokim intent.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
&lt;br /&gt;
Though a great deal has been lost to the Ailokim many powerful magics and useful technologies survived and more are being researched with each passing year. Ailokim casters pride themselves on having the greatest library of magics in the world. Over the centuries many Ailokim magics have however been carelessly traded with the Keltoi whose mastery of the mystical arts now rivals and in some areas exceeds their own.&lt;br /&gt;
&lt;br /&gt;
Undoubtedly the Ailokim’s most powerful magics are preserved pre-Sundering ritual magics that tend to influence the construction of their cities and the crafting of various objects. Ailokim cities for example are encircled with powerful protection and detection wards, their agriculture is made more abundant, water cleansed, and even localised weather controlled to a degree. In the category of item/object creation we see examples of solar focusers that sit ominously upon the walls of their cities. Another, and recognised signature of Ailokim culture and warfare, is the kinetic mat; a magically enchanted sheet of rare star metal that glows brightly and can fly at a fair clip. &lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Ailokim base languages are Ailokim &amp;amp; Common. Ailokim value their language as a sacred bridge to their glorious past to be used by none but they. In day to day life they speak common, though are often fluent in other languages preferring more eclectic languages over other humanoid languages. Umberkim can speak common and can sometimes understand Ailokim, however are punished harshly if they speak the language of the masters.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
(Medium Humanoids)&lt;br /&gt;
&lt;br /&gt;
Ability scores for Ailokim &amp;amp; Umberkim are based on which of the four Soulifactories they have been created at. Three separate and complimentary Ailokim were selected as the paragons of their culture and were then inserted into the first Soulifactories as the templates for future Ailokim creation.&lt;br /&gt;
&lt;br /&gt;
Although their genetic potential is predetermined an Ailokim’s developmental experiences in early life can potentially emphasise one or two ability scores at the expense of others. Specifically an Ailokim can alter 2 of their base ability scores by a maximum of +2 by taking a commensurate minus to other separate ability scores.&lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Erea’ STR:10 | DEX:13 | CON:14 | INT:15 | WIS:13 | CHA:14 &lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Laert’ STR:14 | DEX:12 | CON:14 | INT:10 | WIS:15 | CHA:14 &lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Reos’ STR:14 | DEX:14 | CON:14 | INT:10 | WIS:14 | CHA:14&lt;br /&gt;
&lt;br /&gt;
To reflect the narrow options open to Umberkim in society they may only add a single +2 and its commensurate -2 to the template below.&lt;br /&gt;
&lt;br /&gt;
Proto-Soulifactory ‘Umber’ STR:17 | DEX:14 | CON:14 | INT:8 | WIS:8 | CHA:12&lt;br /&gt;
&lt;br /&gt;
Umberkims do not receive Marks of Destiny (like their Ailokim siblings) instead at first level an Umberkim may chose a single bonus feat from the following: Endurance, Run, Toughness, Improved Toughness, Great Fortitude or Skill Focus Profession/Craft (player’s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[These are designed to be balanced for 32 point character creation campaigns and should be adjusted for differing campaign power levels]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Racial hatred toward Psions &amp;amp; Psionic Creatures (+1 Hit &amp;amp; Dam).&lt;br /&gt;
Ailokim receive a +2 Racial Bonus on Ritual Magic skill checks.&lt;br /&gt;
Marks of Destiny (Su) Ailokim are ritually tattooed at birth with one of six unique markings that grant a special power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau (Strength) +1 bonus on strength checks and strength based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein (Grace) +1 bonus on dexterity checks and dexterity based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur (Mind) +1 bonus on int checks and int based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon (World) +1 bonus on wisdom checks and wisdom based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Juugz (Soul) +1 bonus on charisma checks and charisma based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the age of 100 years an Ailokim is recognised as coming of age and is rewarded in a special ritual with an additional mark of destiny. This additional tattoo increases the bonus from the marks to +2 and depending on which of the 9 combinations grants an additional benefit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Sein: When an Ailokim deals damage from a sneak attack or crit they gain a +2 dodge bonus to AC until their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Neur: (Sw) Twice per day this tattoo allows an Ailokim to expend a prepared spell and gain it’s level to hit and damage for 1 round.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Weon: (Im) An Ailokim with this combination can elect to take a -1 to hit and damage at the start of a round to gain an insight bonus of +2 to will saves till the beginning of their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Juugz: (Sw) Once a day this combination allows it user to add their strength bonus to a charisma based check so long as they are unarmoured and are revealing their physique.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Neur: This combination allows an Ailokim to use their dexterity score instead of their normal ability score for the purposes of determining bonus spells.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Weon: (Sw) By expending one or more turn/rebuke attempts this combination allows it’s wielder once a day to add a metamagic effect to a spell they are casting, with no effect on the spells casting time or effective level. The number of turn/rebuke attempts expended must equal the normal level adjustment of the metamagic feat. The Ailokim must have the metamagic feat &amp;amp; cannot cast a metamagic/spell combination of a level that they wouldn&#039;t normally be able to cast.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Juugz: (Im) Twice a day as an immediate action this combination allows an Aiokim to expend either a turn/rebuke attempt or an unprepared spell slot of at least 1st level to gain 1d6 damage on a sneak attack or an unarmed strike.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Weon: This combination allows an Ailokim if they leave a spell slot unfilled for the day to add the level of that spell slot to the DC to resist spells of that level or lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Juugz: (St) Once a day as a standard action this combination allows its user to ‘reclaim’ a spell already cast in the last 3 rounds by expending a spell 1 level lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon-Juugz: (Im) This combination grants the Ailokim the ability to sacrifice a turn/rebuke attempt and gain 1 effective caster level, or to sacrifice a prepared spell and gain it’s level to a turning check.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== A Day in the Life ==&lt;br /&gt;
&#039;&#039;Lt. Major Brislow began to tense up, he knew the teleportation ritual well and it was nearing completion. He could now sense the inertia of the carrier as it slowed to a cruising speed. He pulled his SYN gear into position and activated his night-vision. He wasn’t expecting too much trouble, but then psions sometimes had this way of knowing you were coming and it was his job not to take chances. His deputies followed his lead as he positioned himself at the centre of the arcane glyphs around which the five casters chanted. First came a euphoric feeling of strength and agility, then his movements seemed to blur and finally with a series of electrifying flashes they were teleported to their airborne destination.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Diving through the sky above their rural target Brislow began reciting the incantation and with split second precision cast it as they grew close to a thatched roof. He and his two comrades slowed to land gently beside the innocuous looking farm house and then with another brief incantation turned invisible. Unaccounted for, a dog at the side entrance began to bark. Brislow telepathically cursed prohibition 11a-df4 regarding the necessity of using invisibility after ground fall and cast again silencing the area. If this psion was a real threat then it’d know the SYN squad was here. Adjusting his SYN goggles he scanned for psion power signatures and loaded his handbow. No signals, no alarms, a good sign that they were just here to clean up a sleeper. After more permanently silencing the dog the squad entered and stealthed up the stairs…&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Ailokim Rituals ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEGENDARY RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These rituals are exorbitantly expensive, enormously taxing and mostly require the majestic twelve to perform them due to the incredible power they harness.&lt;br /&gt;
Ritual of the Harvest: This ritual optimises the local weather patterns to the needs of crops/agriculture. It also once a year makes strange circles appear which over a few days slowly expand out until the entire crop is harvested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Industry:&#039;&#039;&#039; This ritual focuses the attention and activity of people in an area and makes them more productive.&lt;br /&gt;
&#039;&#039;&#039;Ritual of City Erection:&#039;&#039;&#039; This complex ritual has a multitude of effects that aid the rapid construction of a fledgling city. It assists in levelling the earth beneath the site and sinks trenches for the regulation buildings required in an Ailokim city. It hastens and sustains workers, helps join building materials, dimly displays where all materials are to be placed and many more subtle effects that facilitate the construction of a city in mere months instead of years.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Rubbish Disposal:&#039;&#039;&#039; This inauspiciously named ritual is actually extremely potent in its effects. It creates a permanent portal into another realm through which things do not return. Ailokim are fond of connecting their sewerage and rubbish disposal systems to such portals. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Soulifactory Construction:&#039;&#039;&#039; This ritual has been cast only five times since it’s creation a millennium ago and many feel it will not be cast again any time soon, requiring as it does the sacrifice of those who cast it and many others besides.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Kinetic Carrier Construction:&#039;&#039;&#039; This expensive ritual creates a Kinetic Carrier Vessel. It has been cast only five times in a millennium due to the rarity of its material components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MAJOR RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These rituals are mostly very expensive, require many well practiced casters and often the sacrifice of creatures and experience points. Some of these rituals are no longer castable due to the scarcity of their material components. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Roads:&#039;&#039;&#039; While sustained this ritual can create a gravel road across all but the most extreme surfaces. It finds the most optimal path, Felling trees and spreading gravel over a smoothes surface.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Warding:&#039;&#039;&#039; This powerful ancient ritual creates an invisible barrier past which low levelled characters and monsters will have trouble crossing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Protection:&#039;&#039;&#039; This ritual creates an invisible barrier that has several characteristics. It acts as a one way barrier that…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Defence:&#039;&#039;&#039; This ritual is sometimes cast in times of battle, granting those within it area of effect a magical +2 to their armour value &amp;amp; 5 elemental resistance for 1 day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Battle:&#039;&#039;&#039; This ritual is cast to enhance it’s recipients weapon attacks magically by +2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Dimensional Anchoring:&#039;&#039;&#039; This ritual functions as the spell but with longer duration and larger area of effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Major Scrying:&#039;&#039;&#039; This ritual functions as the spell but with a more difficult will save, larger viewing area, lessened requirements and a much longer duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Mending:&#039;&#039;&#039; This ritual creates an area in which a constant mend spell operates for a long duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Cleanliness:&#039;&#039;&#039; This ritual creates a small area that sterilises people, objects and anything else placed within it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Health:&#039;&#039;&#039; This ritual creates a small area that grants any who enter within it fast healing /1 while in that area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Solar Focuser Construction:&#039;&#039;&#039; This ritual creates a Solar Focuser; a huge ranged weapon that adorn the walls of Ailokim settlements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Kinetic Mat Construction:&#039;&#039;&#039; This ritual creates a Kinetic Mat; a brightly glowing sheet of star metal that when guided by an experienced pilot can fly at a fair clip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Teleportation:&#039;&#039;&#039; This ritual emulates the effect of the teleportation circle spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MINOR RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Rain/Shine:&#039;&#039;&#039; This ritual can either bring about rain or clear away clouds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Feasting:&#039;&#039;&#039; This ritual acts as the spell Heroes Feast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Alarm:&#039;&#039;&#039; This ritual is similar in effect to the spell Alarm. It’s area of effect is greater, duration longer and it additionally allows the caster to specify exceptions based on race/species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Empowerment:&#039;&#039;&#039; This ritual effects all who cast it granting them an effective caster level one level higher for the day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Artillery: &lt;br /&gt;
Ritual of Minor Scrying &lt;br /&gt;
Ritual of Fixing&lt;br /&gt;
Ritual of SYN Armour Construction&lt;br /&gt;
Ritual of SYN Goggle Construction&lt;br /&gt;
Ritual of SYN Sabre Construction&lt;br /&gt;
Ritual of Telepathy&lt;br /&gt;
Ritual of Domination&lt;br /&gt;
Ritual of Dreams&lt;br /&gt;
Ritual of Cattle Mutilation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Dan</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=58928</id>
		<title>Ourworld:Ailokim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=58928"/>
		<updated>2007-08-22T22:59:47Z</updated>

		<summary type="html">&lt;p&gt;Dan: /* Physical Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The little Ailokim, with some justification, insist they are a species above and beyond the other mortal races of this world. Guardians of an undeniably powerful legacy their need to ‘civilise’ the world and rebuild their lost glory upon the graves of lesser species has them viewed with suspicion by neighbouring cultures. They however see their actions as advancing a greater good, but to understand their nature one must appreciate the sad history of this once dominant race.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The little understood ‘Sundering’ was a mysterious cataclysm that began about 1500 years ago an ended around 1000 years ago. It began with the appearance of a star in the night sky that continued to grow at an alarming rate, as it grew the temperature dropped rapidly freezing many life forms to death and destroying agriculture. The Ailokim magics sustained their culture largely through this period. As this star of doom grew larger still the world began to get hotter again, and hotter still until the planet was aflame. Again the powerful magics of the Ailokim preserved them. The planet erupted into rivers of lava and began to break up, mountains drifting slowly into the sky as the gravity of the Ailokim home world failed. Many perished at this point, though many in main population centres persevered though extraordinary arcane feats never fully understood. Surviving on chunks of molten rocks the few remaining Ailokim cities were then slammed at vast speeds into other vast asteroids and finally into the fateful star that doomed them. That a few hundred powerful individuals survived was miraculous and a testament to extraordinary powers that have now been lost.&lt;br /&gt;
&lt;br /&gt;
To this day the Ailokim speak insistently of the lost times when their ancient cities reached high into the skies, their culture spanned the planet and their remarkable technologies and magics were able to twist the very reality of the world and all upon it. Their face will then usually turn almost as grey as their hair as they carry on to tell of the great sundering that destroyed virtually all of their civilisation, their land, their people, their lore, their technologies, their magics, their spirit, their ability to bear offspring and even drained the pigment from their hair.&lt;br /&gt;
&lt;br /&gt;
Of the mere hundreds of fringe dwellers that survived (or were able to be resurrected) the disaster most lapsed into despair, a few however used what gifts they had left to try and preserve their race and culture. Using some remnants of their arcane lore and technologies they created three ‘Soulifactories’; strange devices able to create life in the form of one of three young Ailokim chosen for their unique qualities. As a result all Ailokim under the age of 900 bear a striking resemblance to each of these chosen three. There are a slowly diminishing number of unique and venerable Ailokim that remember the sundering, a selection of whom form the council of elders. These elders have overseen the slow salvaging of elements of their former culture and wealth for over a millennium.&lt;br /&gt;
&lt;br /&gt;
Today the Ailokim number around 20,000 and occupy four city sites on the Western continent of Brianna. The embittered Ailokim have been peaceful from necessity; painfully aware of the slow rate at which they are able to reproduce they value their lives highly. So far the greatest Ailokim scholars and scientists have failed to replicate the ‘Soulifactories’ or discover additional ways of reproducing themselves. In their experiments however they have created/bred a slave race that they find useful for industry and warfare known as the ‘Umberkim’. &lt;br /&gt;
The Umberkim are a dull witted but powerful race that have been bred as much for their physical power as their obedience. They number around 80,000 spread across the three Ailokim cities and serve as the mainstay of Ailokim military, agriculture and industry. Maturing quickly, Umberkim live on average for a mere 25 years in part due to the hazardous tasks given to them by the Ailokim. Augmented with the powerful magics and technology of their masters, the combined Ailokim/Umberkim military are one of the most formidable forces in the world, though have seen relatively little action. The ‘special forces’ division of the Ailokim military on the other hand is famed for it’s daring and bewildering raids across the span of the planet. This brings us to another defining characteristic of the Ailokim.&lt;br /&gt;
&lt;br /&gt;
== The Vendetta ==&lt;br /&gt;
&lt;br /&gt;
Ailokim life is a precious commodity that will not normally put at risk, but with one exception; Psionics. Since the early days of rebuilding the council of elders has decreed ‘The Vendetta’ requiring that Psionicists and Psionic creatures and users be eradicated from the face of the planet. It seems implicit that somehow they were linked or responsible for the Sundering though the council is silent on the matter. Over the last millennium the Ailokim have become adept at hunting down individuals, and the families of individuals, that exhibit Psionic power. Often turning up even before a Psionic child is born to slaughter it and it’s mother. This has caused the Ailokim a certain amount of animosity, indeed they are often blamed for still births and other mysterious deaths.&lt;br /&gt;
&lt;br /&gt;
== Personality &amp;amp; Relations ==&lt;br /&gt;
&lt;br /&gt;
Ailokim tend to be embittered but proud, self righteous and ruthlessly pragmatic. It would be fair to say they regard most other sentient races as equally inferior and have fairly high standards as to what they actually call sentient. Low-sentience races (such as the Umberkim) are basically considered in pragmatic terms as others races might consider animals.&lt;br /&gt;
Since the Sundering the Ailokim have carried a terrible curse in their blood and will never be able to bear children, relying instead on magics and technology to reproduce themselves. This has led to a powerful sense of solidarity with their vat grown siblings and they will support a fellow Ailokim in virtually any situation.&lt;br /&gt;
&lt;br /&gt;
The whole of Ailokim society in one way or another is geared towards the reestablishment of their culture’s lost glory. In practical terms they are limited by their slow reproduction rate and have only constructed a few large cities. Many feel however that it is only a matter of time before the Ailokim rediscover the method of constructing new Soulifactories and prepare themselves for the inevitable expansion this would allow.&lt;br /&gt;
[[Image:Ailokim.jpg|thumb|An average Ailokim]]&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Shortish with elongated limbs and largish heads Ailokim are sometimes likened to human children that have grown off on some sort of unsettling tangent. Ailokim gain their common name from the lack of pigment in their hair and their extraordinarily long life span (anywhere up to 1200 years). They adhere to strict dress codes and a ritual marking on their forearm that defines their role in society and station for which they train from ‘birth’.&lt;br /&gt;
 &lt;br /&gt;
Their creations, the Umberkim, on the other hand are a hairless, far stronger, hardier race resembling an oafish human with thick leathery skin. Their dull wits and short lifespan make them ideal slaves to further Ailokim hegemony. Occasional individuals have transcended their programming and escaped to the new world where they have made lives for themselves as free men. The Ailokim however maintain that any of Umberkim blood are their property and must be returned to them or killed.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ailokim relate to each other in society as Lawful Good, seeing Ailokim advancement as the most noble of objectives. Their relations with other races are less transparent, Ailokim practice slavery and have during their expansion been guilty of a genocide or two. They consider races like the Umberkim (and several others) as others might animals. The more enlightened races, can with work, garner a degree more respect though are viewed of course as inferior, or more pragmatically as pawns in some grand scheme. However if an Ailokim gives his word, even to an animal, he will strive to keep it as a mark of Ailokim civility and order. In traditional terms they awkwardly classify as Lawful Neutral, and though some stray a little it is almost unheard of to find a chaotic Ailokim.&lt;br /&gt;
&lt;br /&gt;
== Cities ==&lt;br /&gt;
&lt;br /&gt;
Arcadia&lt;br /&gt;
&lt;br /&gt;
The mountainous centre of Ailokim civilisation and culture it was here that the survivors of the sundering made their stand and started to rebuild what was lost. The highly defensible city has grown over a millennium and aided Ailokim control over both sides of the Hypothian range. The first Soulifactory ‘Erea’ was built here and has produced around 10,000 souls. Arcadia serves as a nursery for young Ailokim as they are trained for their initial roles in the world. It is houses the home legion of the Ailokim army and the council of elders. It is rare for outsiders to be allowed into a city as important as Arcadia. &lt;br /&gt;
&lt;br /&gt;
Megara&lt;br /&gt;
&lt;br /&gt;
It was a proud moment when Ailokim society founded it&#039;s first coastal satelite colony around 500 years ago. It signified the begining of an expansion that over stretched Ailokim man power and created the conditions that necessitated the creation of the Umberkim. Megara today is a thriving metropolis and centre of trade for Ailokim civilisation. Though still rigid and heirachical by world standards it contains the largest racial &amp;amp; cultural diversity of any Ailokim settlement.&lt;br /&gt;
&lt;br /&gt;
Mantinea&lt;br /&gt;
&lt;br /&gt;
The second stage of Ailokim expansion was made almost necessary by the increasing population of Umberkim slaves that have poured ceaselessly from the spawning vats. Mantinea was founded to localise control of the rich southern agricultural and forest resources liberated from an uncooperative regime of humans known as Tallastians. There are 9 Umberkim for every Ailokim settler that reluctantly takes their post here.&lt;br /&gt;
&lt;br /&gt;
Exordia&lt;br /&gt;
&lt;br /&gt;
For similar reasons Exordia was founded on the western coast, though it’s pleasant climate and coastal location make it a far more popular posting and also a holiday destination. What Exordia lacks in terms of good farm land it makes up for in fishing and tourism for overworked Ailokim.&lt;br /&gt;
&lt;br /&gt;
Eleusina&lt;br /&gt;
&lt;br /&gt;
A simultaeous expansion northwards was also considered necessary to renew dwildling mineral resources and create a defensible out-post between Ailokim settlements and the sometimes tempermental dwarven residents of the Northern Ranges, who are prone to misunderstandings of Ailokim intent.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
&lt;br /&gt;
Though a great deal has been lost to the Ailokim many powerful magics and useful technologies survived and more are being researched with each passing year. Ailokim casters pride themselves on having the greatest library of magics in the world. Over the centuries many Ailokim magics have however been carelessly traded with the Keltoi whose mastery of the mystical arts now rivals and in some areas exceeds their own.&lt;br /&gt;
&lt;br /&gt;
Undoubtedly the Ailokim’s most powerful magics are preserved pre-Sundering ritual magics that tend to influence the construction of their cities and the crafting of various objects. Ailokim cities for example are encircled with powerful protection and detection wards, their agriculture is made more abundant, water cleansed, and even localised weather controlled to a degree. In the category of item/object creation we see examples of solar focusers that sit ominously upon the walls of their cities. Another, and recognised signature of Ailokim culture and warfare, is the kinetic mat; a magically enchanted sheet of rare star metal that glows brightly and can fly at a fair clip. &lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Ailokim base languages are Ailokim &amp;amp; Common. Ailokim value their language as a sacred bridge to their glorious past to be used by none but they. In day to day life they speak common, though are often fluent in other languages preferring more eclectic languages over other humanoid languages. Umberkim can speak common and can sometimes understand Ailokim, however are punished harshly if they speak the language of the masters.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
(Medium Humanoids)&lt;br /&gt;
&lt;br /&gt;
Ability scores for Ailokim &amp;amp; Umberkim are based on which of the four Soulifactories they have been created at. Three separate and complimentary Ailokim were selected as the paragons of their culture and were then inserted into the first Soulifactories as the templates for future Ailokim creation.&lt;br /&gt;
&lt;br /&gt;
Although their genetic potential is predetermined an Ailokim’s developmental experiences in early life can potentially emphasise one or two ability scores at the expense of others. Specifically an Ailokim can alter 2 of their base ability scores by a maximum of +2 by taking a commensurate minus to other separate ability scores.&lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Erea’ STR:10 | DEX:13 | CON:14 | INT:15 | WIS:13 | CHA:14 &lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Laert’ STR:14 | DEX:12 | CON:14 | INT:10 | WIS:15 | CHA:14 &lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Reos’ STR:14 | DEX:14 | CON:14 | INT:10 | WIS:14 | CHA:14&lt;br /&gt;
&lt;br /&gt;
To reflect the narrow options open to Umberkim in society they may only add a single +2 and its commensurate -2 to the template below.&lt;br /&gt;
&lt;br /&gt;
Proto-Soulifactory ‘Umber’ STR:17 | DEX:14 | CON:14 | INT:8 | WIS:8 | CHA:12&lt;br /&gt;
&lt;br /&gt;
Umberkims do not receive Marks of Destiny (like their Ailokim siblings) instead at first level an Umberkim may chose a single bonus feat from the following: Endurance, Run, Toughness, Improved Toughness, Great Fortitude or Skill Focus Profession/Craft (player’s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[These are designed to be balanced for 32 point character creation campaigns and should be adjusted for differing campaign power levels]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Racial hatred toward Psions &amp;amp; Psionic Creatures (+1 Hit &amp;amp; Dam).&lt;br /&gt;
Ailokim receive a +2 Racial Bonus on Ritual Magic skill checks.&lt;br /&gt;
Marks of Destiny (Su) Ailokim are ritually tattooed at birth with one of six unique markings that grant a special power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau (Strength) +1 bonus on strength checks and strength based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein (Grace) +1 bonus on dexterity checks and dexterity based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur (Mind) +1 bonus on int checks and int based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon (World) +1 bonus on wisdom checks and wisdom based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Juugz (Soul) +1 bonus on charisma checks and charisma based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the age of 100 years an Ailokim is recognised as coming of age and is rewarded in a special ritual with an additional mark of destiny. This additional tattoo increases the bonus from the marks to +2 and depending on which of the 9 combinations grants an additional benefit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Sein: When an Ailokim deals damage from a sneak attack or crit they gain a +2 dodge bonus to AC until their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Neur: (Sw) Twice per day this tattoo allows an Ailokim to expend a prepared spell and gain it’s level to hit and damage for 1 round.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Weon: (Im) An Ailokim with this combination can elect to take a -1 to hit and damage at the start of a round to gain an insight bonus of +2 to will saves till the beginning of their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Juugz: (Sw) Once a day this combination allows it user to add their strength bonus to a charisma based check so long as they are unarmoured and are revealing their physique.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Neur: This combination allows an Ailokim to use their dexterity score instead of their normal ability score for the purposes of determining bonus spells.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Weon: (Sw) By expending one or more turn/rebuke attempts this combination allows it’s wielder once a day to add a metamagic effect to a spell they are casting, with no effect on the spells casting time or effective level. The number of turn/rebuke attempts expended must equal the normal level adjustment of the metamagic feat. The Ailokim must have the metamagic feat &amp;amp; cannot cast a metamagic/spell combination of a level that they wouldn&#039;t normally be able to cast.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Juugz: (Im) Twice a day as an immediate action this combination allows an Aiokim to expend either a turn/rebuke attempt or an unprepared spell slot of at least 1st level to gain 1d6 damage on a sneak attack or an unarmed strike.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Weon: This combination allows an Ailokim if they leave a spell slot unfilled for the day to add the level of that spell slot to the DC to resist spells of that level or lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Juugz: (St) Once a day as a standard action this combination allows its user to ‘reclaim’ a spell already cast in the last 3 rounds by expending a spell 1 level lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon-Juugz: (Im) This combination grants the Ailokim the ability to sacrifice a turn/rebuke attempt and gain 1 effective caster level, or to sacrifice a prepared spell and gain it’s level to a turning check.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== A Day in the Life ==&lt;br /&gt;
&#039;&#039;Lt. Major Brislow began to tense up, he knew the teleportation ritual well and it was nearing completion. He could now sense the inertia of the carrier as it slowed to a cruising speed. He pulled his SYN gear into position and activated his night-vision. He wasn’t expecting too much trouble, but then psions sometimes had this way of knowing you were coming and it was his job not to take chances. His deputies followed his lead as he positioned himself at the centre of the arcane glyphs around which the five casters chanted. First came a euphoric feeling of strength and agility, then his movements seemed to blur and finally with a series of electrifying flashes they were teleported to their airborne destination. &lt;br /&gt;
Diving through the sky above their rural target Brislow began reciting the incantation and with split second precision cast it as they grew close to a thatched roof. He and his two comrades slowed to land gently beside the innocuous looking farm house and then with another brief incantation turned invisible. Unaccounted for, a dog at the side entrance began to bark. Brislow telepathically cursed prohibition 11a-df4 regarding the necessity of using invisibility after ground fall and cast again silencing the area. If this psion was a real threat then it’d know the SYN squad was here. Adjusting his SYN goggles he scanned for psion power signatures and loaded his handbow. No signals, no alarms, a good sign that they were just here to clean up a sleeper. After more permanently silencing the dog the squad entered and stealthed up the stairs…&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Ailokim Rituals ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEGENDARY RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These rituals are exorbitantly expensive, enormously taxing and mostly require the majestic twelve to perform them due to the incredible power they harness.&lt;br /&gt;
Ritual of the Harvest: This ritual optimises the local weather patterns to the needs of crops/agriculture. It also once a year makes strange circles appear which over a few days slowly expand out until the entire crop is harvested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Industry:&#039;&#039;&#039; This ritual focuses the attention and activity of people in an area and makes them more productive.&lt;br /&gt;
&#039;&#039;&#039;Ritual of City Erection:&#039;&#039;&#039; This complex ritual has a multitude of effects that aid the rapid construction of a fledgling city. It assists in levelling the earth beneath the site and sinks trenches for the regulation buildings required in an Ailokim city. It hastens and sustains workers, helps join building materials, dimly displays where all materials are to be placed and many more subtle effects that facilitate the construction of a city in mere months instead of years.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Rubbish Disposal:&#039;&#039;&#039; This inauspiciously named ritual is actually extremely potent in its effects. It creates a permanent portal into another realm through which things do not return. Ailokim are fond of connecting their sewerage and rubbish disposal systems to such portals. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Soulifactory Construction:&#039;&#039;&#039; This ritual has been cast only five times since it’s creation a millennium ago and many feel it will not be cast again any time soon, requiring as it does the sacrifice of those who cast it and many others besides.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Kinetic Carrier Construction:&#039;&#039;&#039; This expensive ritual creates a Kinetic Carrier Vessel. It has been cast only five times in a millennium due to the rarity of its material components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MAJOR RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These rituals are mostly very expensive, require many well practiced casters and often the sacrifice of creatures and experience points. Some of these rituals are no longer castable due to the scarcity of their material components. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Roads:&#039;&#039;&#039; While sustained this ritual can create a gravel road across all but the most extreme surfaces. It finds the most optimal path, Felling trees and spreading gravel over a smoothes surface.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Warding:&#039;&#039;&#039; This powerful ancient ritual creates an invisible barrier past which low levelled characters and monsters will have trouble crossing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Protection:&#039;&#039;&#039; This ritual creates an invisible barrier that has several characteristics. It acts as a one way barrier that…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Defence:&#039;&#039;&#039; This ritual is sometimes cast in times of battle, granting those within it area of effect a magical +2 to their armour value &amp;amp; 5 elemental resistance for 1 day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Battle:&#039;&#039;&#039; This ritual is cast to enhance it’s recipients weapon attacks magically by +2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Dimensional Anchoring:&#039;&#039;&#039; This ritual functions as the spell but with longer duration and larger area of effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Major Scrying:&#039;&#039;&#039; This ritual functions as the spell but with a more difficult will save, larger viewing area, lessened requirements and a much longer duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Mending:&#039;&#039;&#039; This ritual creates an area in which a constant mend spell operates for a long duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Cleanliness:&#039;&#039;&#039; This ritual creates a small area that sterilises people, objects and anything else placed within it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Health:&#039;&#039;&#039; This ritual creates a small area that grants any who enter within it fast healing /1 while in that area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Solar Focuser Construction:&#039;&#039;&#039; This ritual creates a Solar Focuser; a huge ranged weapon that adorn the walls of Ailokim settlements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Kinetic Mat Construction:&#039;&#039;&#039; This ritual creates a Kinetic Mat; a brightly glowing sheet of star metal that when guided by an experienced pilot can fly at a fair clip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Teleportation:&#039;&#039;&#039; This ritual emulates the effect of the teleportation circle spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MINOR RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Rain/Shine:&#039;&#039;&#039; This ritual can either bring about rain or clear away clouds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Feasting:&#039;&#039;&#039; This ritual acts as the spell Heroes Feast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Alarm:&#039;&#039;&#039; This ritual is similar in effect to the spell Alarm. It’s area of effect is greater, duration longer and it additionally allows the caster to specify exceptions based on race/species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Empowerment:&#039;&#039;&#039; This ritual effects all who cast it granting them an effective caster level one level higher for the day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Artillery: &lt;br /&gt;
Ritual of Minor Scrying &lt;br /&gt;
Ritual of Fixing&lt;br /&gt;
Ritual of SYN Armour Construction&lt;br /&gt;
Ritual of SYN Goggle Construction&lt;br /&gt;
Ritual of SYN Sabre Construction&lt;br /&gt;
Ritual of Telepathy&lt;br /&gt;
Ritual of Domination&lt;br /&gt;
Ritual of Dreams&lt;br /&gt;
Ritual of Cattle Mutilation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Dan</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=58927</id>
		<title>Ourworld:Ailokim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=58927"/>
		<updated>2007-08-22T22:59:13Z</updated>

		<summary type="html">&lt;p&gt;Dan: /* Racial Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The little Ailokim, with some justification, insist they are a species above and beyond the other mortal races of this world. Guardians of an undeniably powerful legacy their need to ‘civilise’ the world and rebuild their lost glory upon the graves of lesser species has them viewed with suspicion by neighbouring cultures. They however see their actions as advancing a greater good, but to understand their nature one must appreciate the sad history of this once dominant race.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The little understood ‘Sundering’ was a mysterious cataclysm that began about 1500 years ago an ended around 1000 years ago. It began with the appearance of a star in the night sky that continued to grow at an alarming rate, as it grew the temperature dropped rapidly freezing many life forms to death and destroying agriculture. The Ailokim magics sustained their culture largely through this period. As this star of doom grew larger still the world began to get hotter again, and hotter still until the planet was aflame. Again the powerful magics of the Ailokim preserved them. The planet erupted into rivers of lava and began to break up, mountains drifting slowly into the sky as the gravity of the Ailokim home world failed. Many perished at this point, though many in main population centres persevered though extraordinary arcane feats never fully understood. Surviving on chunks of molten rocks the few remaining Ailokim cities were then slammed at vast speeds into other vast asteroids and finally into the fateful star that doomed them. That a few hundred powerful individuals survived was miraculous and a testament to extraordinary powers that have now been lost.&lt;br /&gt;
&lt;br /&gt;
To this day the Ailokim speak insistently of the lost times when their ancient cities reached high into the skies, their culture spanned the planet and their remarkable technologies and magics were able to twist the very reality of the world and all upon it. Their face will then usually turn almost as grey as their hair as they carry on to tell of the great sundering that destroyed virtually all of their civilisation, their land, their people, their lore, their technologies, their magics, their spirit, their ability to bear offspring and even drained the pigment from their hair.&lt;br /&gt;
&lt;br /&gt;
Of the mere hundreds of fringe dwellers that survived (or were able to be resurrected) the disaster most lapsed into despair, a few however used what gifts they had left to try and preserve their race and culture. Using some remnants of their arcane lore and technologies they created three ‘Soulifactories’; strange devices able to create life in the form of one of three young Ailokim chosen for their unique qualities. As a result all Ailokim under the age of 900 bear a striking resemblance to each of these chosen three. There are a slowly diminishing number of unique and venerable Ailokim that remember the sundering, a selection of whom form the council of elders. These elders have overseen the slow salvaging of elements of their former culture and wealth for over a millennium.&lt;br /&gt;
&lt;br /&gt;
Today the Ailokim number around 20,000 and occupy four city sites on the Western continent of Brianna. The embittered Ailokim have been peaceful from necessity; painfully aware of the slow rate at which they are able to reproduce they value their lives highly. So far the greatest Ailokim scholars and scientists have failed to replicate the ‘Soulifactories’ or discover additional ways of reproducing themselves. In their experiments however they have created/bred a slave race that they find useful for industry and warfare known as the ‘Umberkim’. &lt;br /&gt;
The Umberkim are a dull witted but powerful race that have been bred as much for their physical power as their obedience. They number around 80,000 spread across the three Ailokim cities and serve as the mainstay of Ailokim military, agriculture and industry. Maturing quickly, Umberkim live on average for a mere 25 years in part due to the hazardous tasks given to them by the Ailokim. Augmented with the powerful magics and technology of their masters, the combined Ailokim/Umberkim military are one of the most formidable forces in the world, though have seen relatively little action. The ‘special forces’ division of the Ailokim military on the other hand is famed for it’s daring and bewildering raids across the span of the planet. This brings us to another defining characteristic of the Ailokim.&lt;br /&gt;
&lt;br /&gt;
== The Vendetta ==&lt;br /&gt;
&lt;br /&gt;
Ailokim life is a precious commodity that will not normally put at risk, but with one exception; Psionics. Since the early days of rebuilding the council of elders has decreed ‘The Vendetta’ requiring that Psionicists and Psionic creatures and users be eradicated from the face of the planet. It seems implicit that somehow they were linked or responsible for the Sundering though the council is silent on the matter. Over the last millennium the Ailokim have become adept at hunting down individuals, and the families of individuals, that exhibit Psionic power. Often turning up even before a Psionic child is born to slaughter it and it’s mother. This has caused the Ailokim a certain amount of animosity, indeed they are often blamed for still births and other mysterious deaths.&lt;br /&gt;
&lt;br /&gt;
== Personality &amp;amp; Relations ==&lt;br /&gt;
&lt;br /&gt;
Ailokim tend to be embittered but proud, self righteous and ruthlessly pragmatic. It would be fair to say they regard most other sentient races as equally inferior and have fairly high standards as to what they actually call sentient. Low-sentience races (such as the Umberkim) are basically considered in pragmatic terms as others races might consider animals.&lt;br /&gt;
Since the Sundering the Ailokim have carried a terrible curse in their blood and will never be able to bear children, relying instead on magics and technology to reproduce themselves. This has led to a powerful sense of solidarity with their vat grown siblings and they will support a fellow Ailokim in virtually any situation.&lt;br /&gt;
&lt;br /&gt;
The whole of Ailokim society in one way or another is geared towards the reestablishment of their culture’s lost glory. In practical terms they are limited by their slow reproduction rate and have only constructed a few large cities. Many feel however that it is only a matter of time before the Ailokim rediscover the method of constructing new Soulifactories and prepare themselves for the inevitable expansion this would allow.&lt;br /&gt;
[[Image:Ailokim.jpg|thumb|An average Ailokim]]&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Shortish with elongated limbs and largish heads Ailokim are sometimes likened to human children that have grown off on some sort of unsettling tangent. Ailokim gain their common name from the lack of pigment in their hair and their extraordinarily long life span (anywhere up to 1800 years). They adhere to strict dress codes and a ritual marking on their forearm that defines their role in society and station for which they train from ‘birth’.&lt;br /&gt;
 &lt;br /&gt;
Their creations, the Umberkim, on the other hand are a hairless, far stronger, hardier race resembling an oafish human with thick leathery skin. Their dull wits and short lifespan make them ideal slaves to further Ailokim hegemony. Occasional individuals have transcended their programming and escaped to the new world where they have made lives for themselves as free men. The Ailokim however maintain that any of Umberkim blood are their property and must be returned to them or killed.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ailokim relate to each other in society as Lawful Good, seeing Ailokim advancement as the most noble of objectives. Their relations with other races are less transparent, Ailokim practice slavery and have during their expansion been guilty of a genocide or two. They consider races like the Umberkim (and several others) as others might animals. The more enlightened races, can with work, garner a degree more respect though are viewed of course as inferior, or more pragmatically as pawns in some grand scheme. However if an Ailokim gives his word, even to an animal, he will strive to keep it as a mark of Ailokim civility and order. In traditional terms they awkwardly classify as Lawful Neutral, and though some stray a little it is almost unheard of to find a chaotic Ailokim.&lt;br /&gt;
&lt;br /&gt;
== Cities ==&lt;br /&gt;
&lt;br /&gt;
Arcadia&lt;br /&gt;
&lt;br /&gt;
The mountainous centre of Ailokim civilisation and culture it was here that the survivors of the sundering made their stand and started to rebuild what was lost. The highly defensible city has grown over a millennium and aided Ailokim control over both sides of the Hypothian range. The first Soulifactory ‘Erea’ was built here and has produced around 10,000 souls. Arcadia serves as a nursery for young Ailokim as they are trained for their initial roles in the world. It is houses the home legion of the Ailokim army and the council of elders. It is rare for outsiders to be allowed into a city as important as Arcadia. &lt;br /&gt;
&lt;br /&gt;
Megara&lt;br /&gt;
&lt;br /&gt;
It was a proud moment when Ailokim society founded it&#039;s first coastal satelite colony around 500 years ago. It signified the begining of an expansion that over stretched Ailokim man power and created the conditions that necessitated the creation of the Umberkim. Megara today is a thriving metropolis and centre of trade for Ailokim civilisation. Though still rigid and heirachical by world standards it contains the largest racial &amp;amp; cultural diversity of any Ailokim settlement.&lt;br /&gt;
&lt;br /&gt;
Mantinea&lt;br /&gt;
&lt;br /&gt;
The second stage of Ailokim expansion was made almost necessary by the increasing population of Umberkim slaves that have poured ceaselessly from the spawning vats. Mantinea was founded to localise control of the rich southern agricultural and forest resources liberated from an uncooperative regime of humans known as Tallastians. There are 9 Umberkim for every Ailokim settler that reluctantly takes their post here.&lt;br /&gt;
&lt;br /&gt;
Exordia&lt;br /&gt;
&lt;br /&gt;
For similar reasons Exordia was founded on the western coast, though it’s pleasant climate and coastal location make it a far more popular posting and also a holiday destination. What Exordia lacks in terms of good farm land it makes up for in fishing and tourism for overworked Ailokim.&lt;br /&gt;
&lt;br /&gt;
Eleusina&lt;br /&gt;
&lt;br /&gt;
A simultaeous expansion northwards was also considered necessary to renew dwildling mineral resources and create a defensible out-post between Ailokim settlements and the sometimes tempermental dwarven residents of the Northern Ranges, who are prone to misunderstandings of Ailokim intent.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
&lt;br /&gt;
Though a great deal has been lost to the Ailokim many powerful magics and useful technologies survived and more are being researched with each passing year. Ailokim casters pride themselves on having the greatest library of magics in the world. Over the centuries many Ailokim magics have however been carelessly traded with the Keltoi whose mastery of the mystical arts now rivals and in some areas exceeds their own.&lt;br /&gt;
&lt;br /&gt;
Undoubtedly the Ailokim’s most powerful magics are preserved pre-Sundering ritual magics that tend to influence the construction of their cities and the crafting of various objects. Ailokim cities for example are encircled with powerful protection and detection wards, their agriculture is made more abundant, water cleansed, and even localised weather controlled to a degree. In the category of item/object creation we see examples of solar focusers that sit ominously upon the walls of their cities. Another, and recognised signature of Ailokim culture and warfare, is the kinetic mat; a magically enchanted sheet of rare star metal that glows brightly and can fly at a fair clip. &lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Ailokim base languages are Ailokim &amp;amp; Common. Ailokim value their language as a sacred bridge to their glorious past to be used by none but they. In day to day life they speak common, though are often fluent in other languages preferring more eclectic languages over other humanoid languages. Umberkim can speak common and can sometimes understand Ailokim, however are punished harshly if they speak the language of the masters.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
(Medium Humanoids)&lt;br /&gt;
&lt;br /&gt;
Ability scores for Ailokim &amp;amp; Umberkim are based on which of the four Soulifactories they have been created at. Three separate and complimentary Ailokim were selected as the paragons of their culture and were then inserted into the first Soulifactories as the templates for future Ailokim creation.&lt;br /&gt;
&lt;br /&gt;
Although their genetic potential is predetermined an Ailokim’s developmental experiences in early life can potentially emphasise one or two ability scores at the expense of others. Specifically an Ailokim can alter 2 of their base ability scores by a maximum of +2 by taking a commensurate minus to other separate ability scores.&lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Erea’ STR:10 | DEX:13 | CON:14 | INT:15 | WIS:13 | CHA:14 &lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Laert’ STR:14 | DEX:12 | CON:14 | INT:10 | WIS:15 | CHA:14 &lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Reos’ STR:14 | DEX:14 | CON:14 | INT:10 | WIS:14 | CHA:14&lt;br /&gt;
&lt;br /&gt;
To reflect the narrow options open to Umberkim in society they may only add a single +2 and its commensurate -2 to the template below.&lt;br /&gt;
&lt;br /&gt;
Proto-Soulifactory ‘Umber’ STR:17 | DEX:14 | CON:14 | INT:8 | WIS:8 | CHA:12&lt;br /&gt;
&lt;br /&gt;
Umberkims do not receive Marks of Destiny (like their Ailokim siblings) instead at first level an Umberkim may chose a single bonus feat from the following: Endurance, Run, Toughness, Improved Toughness, Great Fortitude or Skill Focus Profession/Craft (player’s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[These are designed to be balanced for 32 point character creation campaigns and should be adjusted for differing campaign power levels]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Racial hatred toward Psions &amp;amp; Psionic Creatures (+1 Hit &amp;amp; Dam).&lt;br /&gt;
Ailokim receive a +2 Racial Bonus on Ritual Magic skill checks.&lt;br /&gt;
Marks of Destiny (Su) Ailokim are ritually tattooed at birth with one of six unique markings that grant a special power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau (Strength) +1 bonus on strength checks and strength based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein (Grace) +1 bonus on dexterity checks and dexterity based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur (Mind) +1 bonus on int checks and int based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon (World) +1 bonus on wisdom checks and wisdom based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Juugz (Soul) +1 bonus on charisma checks and charisma based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the age of 100 years an Ailokim is recognised as coming of age and is rewarded in a special ritual with an additional mark of destiny. This additional tattoo increases the bonus from the marks to +2 and depending on which of the 9 combinations grants an additional benefit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Sein: When an Ailokim deals damage from a sneak attack or crit they gain a +2 dodge bonus to AC until their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Neur: (Sw) Twice per day this tattoo allows an Ailokim to expend a prepared spell and gain it’s level to hit and damage for 1 round.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Weon: (Im) An Ailokim with this combination can elect to take a -1 to hit and damage at the start of a round to gain an insight bonus of +2 to will saves till the beginning of their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Juugz: (Sw) Once a day this combination allows it user to add their strength bonus to a charisma based check so long as they are unarmoured and are revealing their physique.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Neur: This combination allows an Ailokim to use their dexterity score instead of their normal ability score for the purposes of determining bonus spells.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Weon: (Sw) By expending one or more turn/rebuke attempts this combination allows it’s wielder once a day to add a metamagic effect to a spell they are casting, with no effect on the spells casting time or effective level. The number of turn/rebuke attempts expended must equal the normal level adjustment of the metamagic feat. The Ailokim must have the metamagic feat &amp;amp; cannot cast a metamagic/spell combination of a level that they wouldn&#039;t normally be able to cast.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Juugz: (Im) Twice a day as an immediate action this combination allows an Aiokim to expend either a turn/rebuke attempt or an unprepared spell slot of at least 1st level to gain 1d6 damage on a sneak attack or an unarmed strike.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Weon: This combination allows an Ailokim if they leave a spell slot unfilled for the day to add the level of that spell slot to the DC to resist spells of that level or lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Juugz: (St) Once a day as a standard action this combination allows its user to ‘reclaim’ a spell already cast in the last 3 rounds by expending a spell 1 level lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon-Juugz: (Im) This combination grants the Ailokim the ability to sacrifice a turn/rebuke attempt and gain 1 effective caster level, or to sacrifice a prepared spell and gain it’s level to a turning check.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== A Day in the Life ==&lt;br /&gt;
&#039;&#039;Lt. Major Brislow began to tense up, he knew the teleportation ritual well and it was nearing completion. He could now sense the inertia of the carrier as it slowed to a cruising speed. He pulled his SYN gear into position and activated his night-vision. He wasn’t expecting too much trouble, but then psions sometimes had this way of knowing you were coming and it was his job not to take chances. His deputies followed his lead as he positioned himself at the centre of the arcane glyphs around which the five casters chanted. First came a euphoric feeling of strength and agility, then his movements seemed to blur and finally with a series of electrifying flashes they were teleported to their airborne destination. &lt;br /&gt;
Diving through the sky above their rural target Brislow began reciting the incantation and with split second precision cast it as they grew close to a thatched roof. He and his two comrades slowed to land gently beside the innocuous looking farm house and then with another brief incantation turned invisible. Unaccounted for, a dog at the side entrance began to bark. Brislow telepathically cursed prohibition 11a-df4 regarding the necessity of using invisibility after ground fall and cast again silencing the area. If this psion was a real threat then it’d know the SYN squad was here. Adjusting his SYN goggles he scanned for psion power signatures and loaded his handbow. No signals, no alarms, a good sign that they were just here to clean up a sleeper. After more permanently silencing the dog the squad entered and stealthed up the stairs…&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Ailokim Rituals ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEGENDARY RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These rituals are exorbitantly expensive, enormously taxing and mostly require the majestic twelve to perform them due to the incredible power they harness.&lt;br /&gt;
Ritual of the Harvest: This ritual optimises the local weather patterns to the needs of crops/agriculture. It also once a year makes strange circles appear which over a few days slowly expand out until the entire crop is harvested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Industry:&#039;&#039;&#039; This ritual focuses the attention and activity of people in an area and makes them more productive.&lt;br /&gt;
&#039;&#039;&#039;Ritual of City Erection:&#039;&#039;&#039; This complex ritual has a multitude of effects that aid the rapid construction of a fledgling city. It assists in levelling the earth beneath the site and sinks trenches for the regulation buildings required in an Ailokim city. It hastens and sustains workers, helps join building materials, dimly displays where all materials are to be placed and many more subtle effects that facilitate the construction of a city in mere months instead of years.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Rubbish Disposal:&#039;&#039;&#039; This inauspiciously named ritual is actually extremely potent in its effects. It creates a permanent portal into another realm through which things do not return. Ailokim are fond of connecting their sewerage and rubbish disposal systems to such portals. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Soulifactory Construction:&#039;&#039;&#039; This ritual has been cast only five times since it’s creation a millennium ago and many feel it will not be cast again any time soon, requiring as it does the sacrifice of those who cast it and many others besides.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Kinetic Carrier Construction:&#039;&#039;&#039; This expensive ritual creates a Kinetic Carrier Vessel. It has been cast only five times in a millennium due to the rarity of its material components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MAJOR RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These rituals are mostly very expensive, require many well practiced casters and often the sacrifice of creatures and experience points. Some of these rituals are no longer castable due to the scarcity of their material components. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Roads:&#039;&#039;&#039; While sustained this ritual can create a gravel road across all but the most extreme surfaces. It finds the most optimal path, Felling trees and spreading gravel over a smoothes surface.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Warding:&#039;&#039;&#039; This powerful ancient ritual creates an invisible barrier past which low levelled characters and monsters will have trouble crossing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Protection:&#039;&#039;&#039; This ritual creates an invisible barrier that has several characteristics. It acts as a one way barrier that…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Defence:&#039;&#039;&#039; This ritual is sometimes cast in times of battle, granting those within it area of effect a magical +2 to their armour value &amp;amp; 5 elemental resistance for 1 day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Battle:&#039;&#039;&#039; This ritual is cast to enhance it’s recipients weapon attacks magically by +2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Dimensional Anchoring:&#039;&#039;&#039; This ritual functions as the spell but with longer duration and larger area of effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Major Scrying:&#039;&#039;&#039; This ritual functions as the spell but with a more difficult will save, larger viewing area, lessened requirements and a much longer duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Mending:&#039;&#039;&#039; This ritual creates an area in which a constant mend spell operates for a long duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Cleanliness:&#039;&#039;&#039; This ritual creates a small area that sterilises people, objects and anything else placed within it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Health:&#039;&#039;&#039; This ritual creates a small area that grants any who enter within it fast healing /1 while in that area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Solar Focuser Construction:&#039;&#039;&#039; This ritual creates a Solar Focuser; a huge ranged weapon that adorn the walls of Ailokim settlements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Kinetic Mat Construction:&#039;&#039;&#039; This ritual creates a Kinetic Mat; a brightly glowing sheet of star metal that when guided by an experienced pilot can fly at a fair clip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Teleportation:&#039;&#039;&#039; This ritual emulates the effect of the teleportation circle spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MINOR RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Rain/Shine:&#039;&#039;&#039; This ritual can either bring about rain or clear away clouds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Feasting:&#039;&#039;&#039; This ritual acts as the spell Heroes Feast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Alarm:&#039;&#039;&#039; This ritual is similar in effect to the spell Alarm. It’s area of effect is greater, duration longer and it additionally allows the caster to specify exceptions based on race/species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Empowerment:&#039;&#039;&#039; This ritual effects all who cast it granting them an effective caster level one level higher for the day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Artillery: &lt;br /&gt;
Ritual of Minor Scrying &lt;br /&gt;
Ritual of Fixing&lt;br /&gt;
Ritual of SYN Armour Construction&lt;br /&gt;
Ritual of SYN Goggle Construction&lt;br /&gt;
Ritual of SYN Sabre Construction&lt;br /&gt;
Ritual of Telepathy&lt;br /&gt;
Ritual of Domination&lt;br /&gt;
Ritual of Dreams&lt;br /&gt;
Ritual of Cattle Mutilation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Dan</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=58926</id>
		<title>Ourworld:Ailokim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=58926"/>
		<updated>2007-08-22T22:57:43Z</updated>

		<summary type="html">&lt;p&gt;Dan: /* Ailokim Rituals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The little Ailokim, with some justification, insist they are a species above and beyond the other mortal races of this world. Guardians of an undeniably powerful legacy their need to ‘civilise’ the world and rebuild their lost glory upon the graves of lesser species has them viewed with suspicion by neighbouring cultures. They however see their actions as advancing a greater good, but to understand their nature one must appreciate the sad history of this once dominant race.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The little understood ‘Sundering’ was a mysterious cataclysm that began about 1500 years ago an ended around 1000 years ago. It began with the appearance of a star in the night sky that continued to grow at an alarming rate, as it grew the temperature dropped rapidly freezing many life forms to death and destroying agriculture. The Ailokim magics sustained their culture largely through this period. As this star of doom grew larger still the world began to get hotter again, and hotter still until the planet was aflame. Again the powerful magics of the Ailokim preserved them. The planet erupted into rivers of lava and began to break up, mountains drifting slowly into the sky as the gravity of the Ailokim home world failed. Many perished at this point, though many in main population centres persevered though extraordinary arcane feats never fully understood. Surviving on chunks of molten rocks the few remaining Ailokim cities were then slammed at vast speeds into other vast asteroids and finally into the fateful star that doomed them. That a few hundred powerful individuals survived was miraculous and a testament to extraordinary powers that have now been lost.&lt;br /&gt;
&lt;br /&gt;
To this day the Ailokim speak insistently of the lost times when their ancient cities reached high into the skies, their culture spanned the planet and their remarkable technologies and magics were able to twist the very reality of the world and all upon it. Their face will then usually turn almost as grey as their hair as they carry on to tell of the great sundering that destroyed virtually all of their civilisation, their land, their people, their lore, their technologies, their magics, their spirit, their ability to bear offspring and even drained the pigment from their hair.&lt;br /&gt;
&lt;br /&gt;
Of the mere hundreds of fringe dwellers that survived (or were able to be resurrected) the disaster most lapsed into despair, a few however used what gifts they had left to try and preserve their race and culture. Using some remnants of their arcane lore and technologies they created three ‘Soulifactories’; strange devices able to create life in the form of one of three young Ailokim chosen for their unique qualities. As a result all Ailokim under the age of 900 bear a striking resemblance to each of these chosen three. There are a slowly diminishing number of unique and venerable Ailokim that remember the sundering, a selection of whom form the council of elders. These elders have overseen the slow salvaging of elements of their former culture and wealth for over a millennium.&lt;br /&gt;
&lt;br /&gt;
Today the Ailokim number around 20,000 and occupy four city sites on the Western continent of Brianna. The embittered Ailokim have been peaceful from necessity; painfully aware of the slow rate at which they are able to reproduce they value their lives highly. So far the greatest Ailokim scholars and scientists have failed to replicate the ‘Soulifactories’ or discover additional ways of reproducing themselves. In their experiments however they have created/bred a slave race that they find useful for industry and warfare known as the ‘Umberkim’. &lt;br /&gt;
The Umberkim are a dull witted but powerful race that have been bred as much for their physical power as their obedience. They number around 80,000 spread across the three Ailokim cities and serve as the mainstay of Ailokim military, agriculture and industry. Maturing quickly, Umberkim live on average for a mere 25 years in part due to the hazardous tasks given to them by the Ailokim. Augmented with the powerful magics and technology of their masters, the combined Ailokim/Umberkim military are one of the most formidable forces in the world, though have seen relatively little action. The ‘special forces’ division of the Ailokim military on the other hand is famed for it’s daring and bewildering raids across the span of the planet. This brings us to another defining characteristic of the Ailokim.&lt;br /&gt;
&lt;br /&gt;
== The Vendetta ==&lt;br /&gt;
&lt;br /&gt;
Ailokim life is a precious commodity that will not normally put at risk, but with one exception; Psionics. Since the early days of rebuilding the council of elders has decreed ‘The Vendetta’ requiring that Psionicists and Psionic creatures and users be eradicated from the face of the planet. It seems implicit that somehow they were linked or responsible for the Sundering though the council is silent on the matter. Over the last millennium the Ailokim have become adept at hunting down individuals, and the families of individuals, that exhibit Psionic power. Often turning up even before a Psionic child is born to slaughter it and it’s mother. This has caused the Ailokim a certain amount of animosity, indeed they are often blamed for still births and other mysterious deaths.&lt;br /&gt;
&lt;br /&gt;
== Personality &amp;amp; Relations ==&lt;br /&gt;
&lt;br /&gt;
Ailokim tend to be embittered but proud, self righteous and ruthlessly pragmatic. It would be fair to say they regard most other sentient races as equally inferior and have fairly high standards as to what they actually call sentient. Low-sentience races (such as the Umberkim) are basically considered in pragmatic terms as others races might consider animals.&lt;br /&gt;
Since the Sundering the Ailokim have carried a terrible curse in their blood and will never be able to bear children, relying instead on magics and technology to reproduce themselves. This has led to a powerful sense of solidarity with their vat grown siblings and they will support a fellow Ailokim in virtually any situation.&lt;br /&gt;
&lt;br /&gt;
The whole of Ailokim society in one way or another is geared towards the reestablishment of their culture’s lost glory. In practical terms they are limited by their slow reproduction rate and have only constructed a few large cities. Many feel however that it is only a matter of time before the Ailokim rediscover the method of constructing new Soulifactories and prepare themselves for the inevitable expansion this would allow.&lt;br /&gt;
[[Image:Ailokim.jpg|thumb|An average Ailokim]]&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Shortish with elongated limbs and largish heads Ailokim are sometimes likened to human children that have grown off on some sort of unsettling tangent. Ailokim gain their common name from the lack of pigment in their hair and their extraordinarily long life span (anywhere up to 1800 years). They adhere to strict dress codes and a ritual marking on their forearm that defines their role in society and station for which they train from ‘birth’.&lt;br /&gt;
 &lt;br /&gt;
Their creations, the Umberkim, on the other hand are a hairless, far stronger, hardier race resembling an oafish human with thick leathery skin. Their dull wits and short lifespan make them ideal slaves to further Ailokim hegemony. Occasional individuals have transcended their programming and escaped to the new world where they have made lives for themselves as free men. The Ailokim however maintain that any of Umberkim blood are their property and must be returned to them or killed.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ailokim relate to each other in society as Lawful Good, seeing Ailokim advancement as the most noble of objectives. Their relations with other races are less transparent, Ailokim practice slavery and have during their expansion been guilty of a genocide or two. They consider races like the Umberkim (and several others) as others might animals. The more enlightened races, can with work, garner a degree more respect though are viewed of course as inferior, or more pragmatically as pawns in some grand scheme. However if an Ailokim gives his word, even to an animal, he will strive to keep it as a mark of Ailokim civility and order. In traditional terms they awkwardly classify as Lawful Neutral, and though some stray a little it is almost unheard of to find a chaotic Ailokim.&lt;br /&gt;
&lt;br /&gt;
== Cities ==&lt;br /&gt;
&lt;br /&gt;
Arcadia&lt;br /&gt;
&lt;br /&gt;
The mountainous centre of Ailokim civilisation and culture it was here that the survivors of the sundering made their stand and started to rebuild what was lost. The highly defensible city has grown over a millennium and aided Ailokim control over both sides of the Hypothian range. The first Soulifactory ‘Erea’ was built here and has produced around 10,000 souls. Arcadia serves as a nursery for young Ailokim as they are trained for their initial roles in the world. It is houses the home legion of the Ailokim army and the council of elders. It is rare for outsiders to be allowed into a city as important as Arcadia. &lt;br /&gt;
&lt;br /&gt;
Megara&lt;br /&gt;
&lt;br /&gt;
It was a proud moment when Ailokim society founded it&#039;s first coastal satelite colony around 500 years ago. It signified the begining of an expansion that over stretched Ailokim man power and created the conditions that necessitated the creation of the Umberkim. Megara today is a thriving metropolis and centre of trade for Ailokim civilisation. Though still rigid and heirachical by world standards it contains the largest racial &amp;amp; cultural diversity of any Ailokim settlement.&lt;br /&gt;
&lt;br /&gt;
Mantinea&lt;br /&gt;
&lt;br /&gt;
The second stage of Ailokim expansion was made almost necessary by the increasing population of Umberkim slaves that have poured ceaselessly from the spawning vats. Mantinea was founded to localise control of the rich southern agricultural and forest resources liberated from an uncooperative regime of humans known as Tallastians. There are 9 Umberkim for every Ailokim settler that reluctantly takes their post here.&lt;br /&gt;
&lt;br /&gt;
Exordia&lt;br /&gt;
&lt;br /&gt;
For similar reasons Exordia was founded on the western coast, though it’s pleasant climate and coastal location make it a far more popular posting and also a holiday destination. What Exordia lacks in terms of good farm land it makes up for in fishing and tourism for overworked Ailokim.&lt;br /&gt;
&lt;br /&gt;
Eleusina&lt;br /&gt;
&lt;br /&gt;
A simultaeous expansion northwards was also considered necessary to renew dwildling mineral resources and create a defensible out-post between Ailokim settlements and the sometimes tempermental dwarven residents of the Northern Ranges, who are prone to misunderstandings of Ailokim intent.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
&lt;br /&gt;
Though a great deal has been lost to the Ailokim many powerful magics and useful technologies survived and more are being researched with each passing year. Ailokim casters pride themselves on having the greatest library of magics in the world. Over the centuries many Ailokim magics have however been carelessly traded with the Keltoi whose mastery of the mystical arts now rivals and in some areas exceeds their own.&lt;br /&gt;
&lt;br /&gt;
Undoubtedly the Ailokim’s most powerful magics are preserved pre-Sundering ritual magics that tend to influence the construction of their cities and the crafting of various objects. Ailokim cities for example are encircled with powerful protection and detection wards, their agriculture is made more abundant, water cleansed, and even localised weather controlled to a degree. In the category of item/object creation we see examples of solar focusers that sit ominously upon the walls of their cities. Another, and recognised signature of Ailokim culture and warfare, is the kinetic mat; a magically enchanted sheet of rare star metal that glows brightly and can fly at a fair clip. &lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Ailokim base languages are Ailokim &amp;amp; Common. Ailokim value their language as a sacred bridge to their glorious past to be used by none but they. In day to day life they speak common, though are often fluent in other languages preferring more eclectic languages over other humanoid languages. Umberkim can speak common and can sometimes understand Ailokim, however are punished harshly if they speak the language of the masters.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
(Medium Humanoids)&lt;br /&gt;
Ability scores for Ailokim &amp;amp; Umberkim are based on which of the four Soulifactories they have been created at. Three separate and complimentary Ailokim were selected as the paragons of their culture and were then inserted into the first Soulifactories as the templates for future Ailokim creation.&lt;br /&gt;
&lt;br /&gt;
Although their genetic potential is predetermined an Ailokim’s developmental experiences in early life can potentially emphasise one or two ability scores at the expense of others. Specifically an Ailokim can alter 2 of their base ability scores by a maximum of +2 by taking a commensurate minus to other separate ability scores.&lt;br /&gt;
Soulifactory ‘Erea’ STR:10 | DEX:13 | CON:14 | INT:15 | WIS:13 | CHA:14 &lt;br /&gt;
Soulifactory ‘Laert’ STR:14 | DEX:12 | CON:14 | INT:10 | WIS:15 | CHA:14 &lt;br /&gt;
Soulifactory ‘Reos’ STR:14 | DEX:14 | CON:14 | INT:10 | WIS:14 | CHA:14&lt;br /&gt;
&lt;br /&gt;
To reflect the narrow options open to Umberkim in society they may only add a single +2 and its commensurate -2 to the template below.&lt;br /&gt;
Proto-Soulifactory ‘Umber’ STR:17 | DEX:14 | CON:14 | INT:8 | WIS:8 | CHA:12&lt;br /&gt;
Umberkims do not receive Marks of Destiny (like their Ailokim siblings) instead at first level an Umberkim may chose a single bonus feat from the following: Endurance, Run, Toughness, Improved Toughness, Great Fortitude or Skill Focus Profession/Craft (player’s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;These are designed to be balanced for 32 point character creation campaigns and should be adjusted for differing campaign power levels]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Racial hatred toward Psions &amp;amp; Psionic Creatures (+1 Hit &amp;amp; Dam).&lt;br /&gt;
Ailokim receive a +2 Racial Bonus on Ritual Magic skill checks.&lt;br /&gt;
Marks of Destiny (Su) Ailokim are ritually tattooed at birth with one of six unique markings that grant a special power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau (Strength) +1 bonus on strength checks and strength based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein (Grace) +1 bonus on dexterity checks and dexterity based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur (Mind) +1 bonus on int checks and int based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon (World) +1 bonus on wisdom checks and wisdom based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Juugz (Soul) +1 bonus on charisma checks and charisma based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the age of 100 years an Ailokim is recognised as coming of age and is rewarded in a special ritual with an additional mark of destiny. This additional tattoo increases the bonus from the marks to +2 and depending on which of the 9 combinations grants an additional benefit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Sein: When an Ailokim deals damage from a sneak attack or crit they gain a +2 dodge bonus to AC until their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Neur: (Sw) Twice per day this tattoo allows an Ailokim to expend a prepared spell and gain it’s level to hit and damage for 1 round.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Weon: (Im) An Ailokim with this combination can elect to take a -1 to hit and damage at the start of a round to gain an insight bonus of +2 to will saves till the beginning of their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Juugz: (Sw) Once a day this combination allows it user to add their strength bonus to a charisma based check so long as they are unarmoured and are revealing their physique.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Neur: This combination allows an Ailokim to use their dexterity score instead of their normal ability score for the purposes of determining bonus spells.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Weon: (Sw) By expending one or more turn/rebuke attempts this combination allows it’s wielder once a day to add a metamagic effect to a spell they are casting, with no effect on the spells casting time or effective level. The number of turn/rebuke attempts expended must equal the normal level adjustment of the metamagic feat. The Ailokim must have the metamagic feat &amp;amp; cannot cast a metamagic/spell combination of a level that they wouldn&#039;t normally be able to cast.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Juugz: (Im) Twice a day as an immediate action this combination allows an Aiokim to expend either a turn/rebuke attempt or an unprepared spell slot of at least 1st level to gain 1d6 damage on a sneak attack or an unarmed strike.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Weon: This combination allows an Ailokim if they leave a spell slot unfilled for the day to add the level of that spell slot to the DC to resist spells of that level or lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Juugz: (St) Once a day as a standard action this combination allows its user to ‘reclaim’ a spell already cast in the last 3 rounds by expending a spell 1 level lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon-Juugz: (Im) This combination grants the Ailokim the ability to sacrifice a turn/rebuke attempt and gain 1 effective caster level, or to sacrifice a prepared spell and gain it’s level to a turning check.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== A Day in the Life ==&lt;br /&gt;
&#039;&#039;Lt. Major Brislow began to tense up, he knew the teleportation ritual well and it was nearing completion. He could now sense the inertia of the carrier as it slowed to a cruising speed. He pulled his SYN gear into position and activated his night-vision. He wasn’t expecting too much trouble, but then psions sometimes had this way of knowing you were coming and it was his job not to take chances. His deputies followed his lead as he positioned himself at the centre of the arcane glyphs around which the five casters chanted. First came a euphoric feeling of strength and agility, then his movements seemed to blur and finally with a series of electrifying flashes they were teleported to their airborne destination. &lt;br /&gt;
Diving through the sky above their rural target Brislow began reciting the incantation and with split second precision cast it as they grew close to a thatched roof. He and his two comrades slowed to land gently beside the innocuous looking farm house and then with another brief incantation turned invisible. Unaccounted for, a dog at the side entrance began to bark. Brislow telepathically cursed prohibition 11a-df4 regarding the necessity of using invisibility after ground fall and cast again silencing the area. If this psion was a real threat then it’d know the SYN squad was here. Adjusting his SYN goggles he scanned for psion power signatures and loaded his handbow. No signals, no alarms, a good sign that they were just here to clean up a sleeper. After more permanently silencing the dog the squad entered and stealthed up the stairs…&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Ailokim Rituals ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEGENDARY RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These rituals are exorbitantly expensive, enormously taxing and mostly require the majestic twelve to perform them due to the incredible power they harness.&lt;br /&gt;
Ritual of the Harvest: This ritual optimises the local weather patterns to the needs of crops/agriculture. It also once a year makes strange circles appear which over a few days slowly expand out until the entire crop is harvested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Industry:&#039;&#039;&#039; This ritual focuses the attention and activity of people in an area and makes them more productive.&lt;br /&gt;
&#039;&#039;&#039;Ritual of City Erection:&#039;&#039;&#039; This complex ritual has a multitude of effects that aid the rapid construction of a fledgling city. It assists in levelling the earth beneath the site and sinks trenches for the regulation buildings required in an Ailokim city. It hastens and sustains workers, helps join building materials, dimly displays where all materials are to be placed and many more subtle effects that facilitate the construction of a city in mere months instead of years.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Rubbish Disposal:&#039;&#039;&#039; This inauspiciously named ritual is actually extremely potent in its effects. It creates a permanent portal into another realm through which things do not return. Ailokim are fond of connecting their sewerage and rubbish disposal systems to such portals. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Soulifactory Construction:&#039;&#039;&#039; This ritual has been cast only five times since it’s creation a millennium ago and many feel it will not be cast again any time soon, requiring as it does the sacrifice of those who cast it and many others besides.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Kinetic Carrier Construction:&#039;&#039;&#039; This expensive ritual creates a Kinetic Carrier Vessel. It has been cast only five times in a millennium due to the rarity of its material components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MAJOR RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These rituals are mostly very expensive, require many well practiced casters and often the sacrifice of creatures and experience points. Some of these rituals are no longer castable due to the scarcity of their material components. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Roads:&#039;&#039;&#039; While sustained this ritual can create a gravel road across all but the most extreme surfaces. It finds the most optimal path, Felling trees and spreading gravel over a smoothes surface.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Warding:&#039;&#039;&#039; This powerful ancient ritual creates an invisible barrier past which low levelled characters and monsters will have trouble crossing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Protection:&#039;&#039;&#039; This ritual creates an invisible barrier that has several characteristics. It acts as a one way barrier that…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Defence:&#039;&#039;&#039; This ritual is sometimes cast in times of battle, granting those within it area of effect a magical +2 to their armour value &amp;amp; 5 elemental resistance for 1 day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of True Battle:&#039;&#039;&#039; This ritual is cast to enhance it’s recipients weapon attacks magically by +2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Dimensional Anchoring:&#039;&#039;&#039; This ritual functions as the spell but with longer duration and larger area of effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Major Scrying:&#039;&#039;&#039; This ritual functions as the spell but with a more difficult will save, larger viewing area, lessened requirements and a much longer duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Mending:&#039;&#039;&#039; This ritual creates an area in which a constant mend spell operates for a long duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Cleanliness:&#039;&#039;&#039; This ritual creates a small area that sterilises people, objects and anything else placed within it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Health:&#039;&#039;&#039; This ritual creates a small area that grants any who enter within it fast healing /1 while in that area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Solar Focuser Construction:&#039;&#039;&#039; This ritual creates a Solar Focuser; a huge ranged weapon that adorn the walls of Ailokim settlements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Kinetic Mat Construction:&#039;&#039;&#039; This ritual creates a Kinetic Mat; a brightly glowing sheet of star metal that when guided by an experienced pilot can fly at a fair clip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Teleportation:&#039;&#039;&#039; This ritual emulates the effect of the teleportation circle spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MINOR RITUALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Rain/Shine:&#039;&#039;&#039; This ritual can either bring about rain or clear away clouds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Feasting:&#039;&#039;&#039; This ritual acts as the spell Heroes Feast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Alarm:&#039;&#039;&#039; This ritual is similar in effect to the spell Alarm. It’s area of effect is greater, duration longer and it additionally allows the caster to specify exceptions based on race/species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Empowerment:&#039;&#039;&#039; This ritual effects all who cast it granting them an effective caster level one level higher for the day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual of Artillery: &lt;br /&gt;
Ritual of Minor Scrying &lt;br /&gt;
Ritual of Fixing&lt;br /&gt;
Ritual of SYN Armour Construction&lt;br /&gt;
Ritual of SYN Goggle Construction&lt;br /&gt;
Ritual of SYN Sabre Construction&lt;br /&gt;
Ritual of Telepathy&lt;br /&gt;
Ritual of Domination&lt;br /&gt;
Ritual of Dreams&lt;br /&gt;
Ritual of Cattle Mutilation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Dan</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=58925</id>
		<title>Ourworld:Ailokim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=58925"/>
		<updated>2007-08-22T22:50:32Z</updated>

		<summary type="html">&lt;p&gt;Dan: /* Ailokim Rituals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The little Ailokim, with some justification, insist they are a species above and beyond the other mortal races of this world. Guardians of an undeniably powerful legacy their need to ‘civilise’ the world and rebuild their lost glory upon the graves of lesser species has them viewed with suspicion by neighbouring cultures. They however see their actions as advancing a greater good, but to understand their nature one must appreciate the sad history of this once dominant race.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The little understood ‘Sundering’ was a mysterious cataclysm that began about 1500 years ago an ended around 1000 years ago. It began with the appearance of a star in the night sky that continued to grow at an alarming rate, as it grew the temperature dropped rapidly freezing many life forms to death and destroying agriculture. The Ailokim magics sustained their culture largely through this period. As this star of doom grew larger still the world began to get hotter again, and hotter still until the planet was aflame. Again the powerful magics of the Ailokim preserved them. The planet erupted into rivers of lava and began to break up, mountains drifting slowly into the sky as the gravity of the Ailokim home world failed. Many perished at this point, though many in main population centres persevered though extraordinary arcane feats never fully understood. Surviving on chunks of molten rocks the few remaining Ailokim cities were then slammed at vast speeds into other vast asteroids and finally into the fateful star that doomed them. That a few hundred powerful individuals survived was miraculous and a testament to extraordinary powers that have now been lost.&lt;br /&gt;
&lt;br /&gt;
To this day the Ailokim speak insistently of the lost times when their ancient cities reached high into the skies, their culture spanned the planet and their remarkable technologies and magics were able to twist the very reality of the world and all upon it. Their face will then usually turn almost as grey as their hair as they carry on to tell of the great sundering that destroyed virtually all of their civilisation, their land, their people, their lore, their technologies, their magics, their spirit, their ability to bear offspring and even drained the pigment from their hair.&lt;br /&gt;
&lt;br /&gt;
Of the mere hundreds of fringe dwellers that survived (or were able to be resurrected) the disaster most lapsed into despair, a few however used what gifts they had left to try and preserve their race and culture. Using some remnants of their arcane lore and technologies they created three ‘Soulifactories’; strange devices able to create life in the form of one of three young Ailokim chosen for their unique qualities. As a result all Ailokim under the age of 900 bear a striking resemblance to each of these chosen three. There are a slowly diminishing number of unique and venerable Ailokim that remember the sundering, a selection of whom form the council of elders. These elders have overseen the slow salvaging of elements of their former culture and wealth for over a millennium.&lt;br /&gt;
&lt;br /&gt;
Today the Ailokim number around 20,000 and occupy four city sites on the Western continent of Brianna. The embittered Ailokim have been peaceful from necessity; painfully aware of the slow rate at which they are able to reproduce they value their lives highly. So far the greatest Ailokim scholars and scientists have failed to replicate the ‘Soulifactories’ or discover additional ways of reproducing themselves. In their experiments however they have created/bred a slave race that they find useful for industry and warfare known as the ‘Umberkim’. &lt;br /&gt;
The Umberkim are a dull witted but powerful race that have been bred as much for their physical power as their obedience. They number around 80,000 spread across the three Ailokim cities and serve as the mainstay of Ailokim military, agriculture and industry. Maturing quickly, Umberkim live on average for a mere 25 years in part due to the hazardous tasks given to them by the Ailokim. Augmented with the powerful magics and technology of their masters, the combined Ailokim/Umberkim military are one of the most formidable forces in the world, though have seen relatively little action. The ‘special forces’ division of the Ailokim military on the other hand is famed for it’s daring and bewildering raids across the span of the planet. This brings us to another defining characteristic of the Ailokim.&lt;br /&gt;
&lt;br /&gt;
== The Vendetta ==&lt;br /&gt;
&lt;br /&gt;
Ailokim life is a precious commodity that will not normally put at risk, but with one exception; Psionics. Since the early days of rebuilding the council of elders has decreed ‘The Vendetta’ requiring that Psionicists and Psionic creatures and users be eradicated from the face of the planet. It seems implicit that somehow they were linked or responsible for the Sundering though the council is silent on the matter. Over the last millennium the Ailokim have become adept at hunting down individuals, and the families of individuals, that exhibit Psionic power. Often turning up even before a Psionic child is born to slaughter it and it’s mother. This has caused the Ailokim a certain amount of animosity, indeed they are often blamed for still births and other mysterious deaths.&lt;br /&gt;
&lt;br /&gt;
== Personality &amp;amp; Relations ==&lt;br /&gt;
&lt;br /&gt;
Ailokim tend to be embittered but proud, self righteous and ruthlessly pragmatic. It would be fair to say they regard most other sentient races as equally inferior and have fairly high standards as to what they actually call sentient. Low-sentience races (such as the Umberkim) are basically considered in pragmatic terms as others races might consider animals.&lt;br /&gt;
Since the Sundering the Ailokim have carried a terrible curse in their blood and will never be able to bear children, relying instead on magics and technology to reproduce themselves. This has led to a powerful sense of solidarity with their vat grown siblings and they will support a fellow Ailokim in virtually any situation.&lt;br /&gt;
&lt;br /&gt;
The whole of Ailokim society in one way or another is geared towards the reestablishment of their culture’s lost glory. In practical terms they are limited by their slow reproduction rate and have only constructed a few large cities. Many feel however that it is only a matter of time before the Ailokim rediscover the method of constructing new Soulifactories and prepare themselves for the inevitable expansion this would allow.&lt;br /&gt;
[[Image:Ailokim.jpg|thumb|An average Ailokim]]&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Shortish with elongated limbs and largish heads Ailokim are sometimes likened to human children that have grown off on some sort of unsettling tangent. Ailokim gain their common name from the lack of pigment in their hair and their extraordinarily long life span (anywhere up to 1800 years). They adhere to strict dress codes and a ritual marking on their forearm that defines their role in society and station for which they train from ‘birth’.&lt;br /&gt;
 &lt;br /&gt;
Their creations, the Umberkim, on the other hand are a hairless, far stronger, hardier race resembling an oafish human with thick leathery skin. Their dull wits and short lifespan make them ideal slaves to further Ailokim hegemony. Occasional individuals have transcended their programming and escaped to the new world where they have made lives for themselves as free men. The Ailokim however maintain that any of Umberkim blood are their property and must be returned to them or killed.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ailokim relate to each other in society as Lawful Good, seeing Ailokim advancement as the most noble of objectives. Their relations with other races are less transparent, Ailokim practice slavery and have during their expansion been guilty of a genocide or two. They consider races like the Umberkim (and several others) as others might animals. The more enlightened races, can with work, garner a degree more respect though are viewed of course as inferior, or more pragmatically as pawns in some grand scheme. However if an Ailokim gives his word, even to an animal, he will strive to keep it as a mark of Ailokim civility and order. In traditional terms they awkwardly classify as Lawful Neutral, and though some stray a little it is almost unheard of to find a chaotic Ailokim.&lt;br /&gt;
&lt;br /&gt;
== Cities ==&lt;br /&gt;
&lt;br /&gt;
Arcadia&lt;br /&gt;
&lt;br /&gt;
The mountainous centre of Ailokim civilisation and culture it was here that the survivors of the sundering made their stand and started to rebuild what was lost. The highly defensible city has grown over a millennium and aided Ailokim control over both sides of the Hypothian range. The first Soulifactory ‘Erea’ was built here and has produced around 10,000 souls. Arcadia serves as a nursery for young Ailokim as they are trained for their initial roles in the world. It is houses the home legion of the Ailokim army and the council of elders. It is rare for outsiders to be allowed into a city as important as Arcadia. &lt;br /&gt;
&lt;br /&gt;
Megara&lt;br /&gt;
&lt;br /&gt;
It was a proud moment when Ailokim society founded it&#039;s first coastal satelite colony around 500 years ago. It signified the begining of an expansion that over stretched Ailokim man power and created the conditions that necessitated the creation of the Umberkim. Megara today is a thriving metropolis and centre of trade for Ailokim civilisation. Though still rigid and heirachical by world standards it contains the largest racial &amp;amp; cultural diversity of any Ailokim settlement.&lt;br /&gt;
&lt;br /&gt;
Mantinea&lt;br /&gt;
&lt;br /&gt;
The second stage of Ailokim expansion was made almost necessary by the increasing population of Umberkim slaves that have poured ceaselessly from the spawning vats. Mantinea was founded to localise control of the rich southern agricultural and forest resources liberated from an uncooperative regime of humans known as Tallastians. There are 9 Umberkim for every Ailokim settler that reluctantly takes their post here.&lt;br /&gt;
&lt;br /&gt;
Exordia&lt;br /&gt;
&lt;br /&gt;
For similar reasons Exordia was founded on the western coast, though it’s pleasant climate and coastal location make it a far more popular posting and also a holiday destination. What Exordia lacks in terms of good farm land it makes up for in fishing and tourism for overworked Ailokim.&lt;br /&gt;
&lt;br /&gt;
Eleusina&lt;br /&gt;
&lt;br /&gt;
A simultaeous expansion northwards was also considered necessary to renew dwildling mineral resources and create a defensible out-post between Ailokim settlements and the sometimes tempermental dwarven residents of the Northern Ranges, who are prone to misunderstandings of Ailokim intent.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
&lt;br /&gt;
Though a great deal has been lost to the Ailokim many powerful magics and useful technologies survived and more are being researched with each passing year. Ailokim casters pride themselves on having the greatest library of magics in the world. Over the centuries many Ailokim magics have however been carelessly traded with the Keltoi whose mastery of the mystical arts now rivals and in some areas exceeds their own.&lt;br /&gt;
&lt;br /&gt;
Undoubtedly the Ailokim’s most powerful magics are preserved pre-Sundering ritual magics that tend to influence the construction of their cities and the crafting of various objects. Ailokim cities for example are encircled with powerful protection and detection wards, their agriculture is made more abundant, water cleansed, and even localised weather controlled to a degree. In the category of item/object creation we see examples of solar focusers that sit ominously upon the walls of their cities. Another, and recognised signature of Ailokim culture and warfare, is the kinetic mat; a magically enchanted sheet of rare star metal that glows brightly and can fly at a fair clip. &lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Ailokim base languages are Ailokim &amp;amp; Common. Ailokim value their language as a sacred bridge to their glorious past to be used by none but they. In day to day life they speak common, though are often fluent in other languages preferring more eclectic languages over other humanoid languages. Umberkim can speak common and can sometimes understand Ailokim, however are punished harshly if they speak the language of the masters.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
(Medium Humanoids)&lt;br /&gt;
Ability scores for Ailokim &amp;amp; Umberkim are based on which of the four Soulifactories they have been created at. Three separate and complimentary Ailokim were selected as the paragons of their culture and were then inserted into the first Soulifactories as the templates for future Ailokim creation.&lt;br /&gt;
&lt;br /&gt;
Although their genetic potential is predetermined an Ailokim’s developmental experiences in early life can potentially emphasise one or two ability scores at the expense of others. Specifically an Ailokim can alter 2 of their base ability scores by a maximum of +2 by taking a commensurate minus to other separate ability scores.&lt;br /&gt;
Soulifactory ‘Erea’ STR:10 | DEX:13 | CON:14 | INT:15 | WIS:13 | CHA:14 &lt;br /&gt;
Soulifactory ‘Laert’ STR:14 | DEX:12 | CON:14 | INT:10 | WIS:15 | CHA:14 &lt;br /&gt;
Soulifactory ‘Reos’ STR:14 | DEX:14 | CON:14 | INT:10 | WIS:14 | CHA:14&lt;br /&gt;
&lt;br /&gt;
To reflect the narrow options open to Umberkim in society they may only add a single +2 and its commensurate -2 to the template below.&lt;br /&gt;
Proto-Soulifactory ‘Umber’ STR:17 | DEX:14 | CON:14 | INT:8 | WIS:8 | CHA:12&lt;br /&gt;
Umberkims do not receive Marks of Destiny (like their Ailokim siblings) instead at first level an Umberkim may chose a single bonus feat from the following: Endurance, Run, Toughness, Improved Toughness, Great Fortitude or Skill Focus Profession/Craft (player’s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;These are designed to be balanced for 32 point character creation campaigns and should be adjusted for differing campaign power levels]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Racial hatred toward Psions &amp;amp; Psionic Creatures (+1 Hit &amp;amp; Dam).&lt;br /&gt;
Ailokim receive a +2 Racial Bonus on Ritual Magic skill checks.&lt;br /&gt;
Marks of Destiny (Su) Ailokim are ritually tattooed at birth with one of six unique markings that grant a special power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau (Strength) +1 bonus on strength checks and strength based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein (Grace) +1 bonus on dexterity checks and dexterity based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur (Mind) +1 bonus on int checks and int based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon (World) +1 bonus on wisdom checks and wisdom based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Juugz (Soul) +1 bonus on charisma checks and charisma based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the age of 100 years an Ailokim is recognised as coming of age and is rewarded in a special ritual with an additional mark of destiny. This additional tattoo increases the bonus from the marks to +2 and depending on which of the 9 combinations grants an additional benefit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Sein: When an Ailokim deals damage from a sneak attack or crit they gain a +2 dodge bonus to AC until their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Neur: (Sw) Twice per day this tattoo allows an Ailokim to expend a prepared spell and gain it’s level to hit and damage for 1 round.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Weon: (Im) An Ailokim with this combination can elect to take a -1 to hit and damage at the start of a round to gain an insight bonus of +2 to will saves till the beginning of their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Juugz: (Sw) Once a day this combination allows it user to add their strength bonus to a charisma based check so long as they are unarmoured and are revealing their physique.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Neur: This combination allows an Ailokim to use their dexterity score instead of their normal ability score for the purposes of determining bonus spells.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Weon: (Sw) By expending one or more turn/rebuke attempts this combination allows it’s wielder once a day to add a metamagic effect to a spell they are casting, with no effect on the spells casting time or effective level. The number of turn/rebuke attempts expended must equal the normal level adjustment of the metamagic feat. The Ailokim must have the metamagic feat &amp;amp; cannot cast a metamagic/spell combination of a level that they wouldn&#039;t normally be able to cast.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Juugz: (Im) Twice a day as an immediate action this combination allows an Aiokim to expend either a turn/rebuke attempt or an unprepared spell slot of at least 1st level to gain 1d6 damage on a sneak attack or an unarmed strike.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Weon: This combination allows an Ailokim if they leave a spell slot unfilled for the day to add the level of that spell slot to the DC to resist spells of that level or lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Juugz: (St) Once a day as a standard action this combination allows its user to ‘reclaim’ a spell already cast in the last 3 rounds by expending a spell 1 level lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon-Juugz: (Im) This combination grants the Ailokim the ability to sacrifice a turn/rebuke attempt and gain 1 effective caster level, or to sacrifice a prepared spell and gain it’s level to a turning check.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== A Day in the Life ==&lt;br /&gt;
&#039;&#039;Lt. Major Brislow began to tense up, he knew the teleportation ritual well and it was nearing completion. He could now sense the inertia of the carrier as it slowed to a cruising speed. He pulled his SYN gear into position and activated his night-vision. He wasn’t expecting too much trouble, but then psions sometimes had this way of knowing you were coming and it was his job not to take chances. His deputies followed his lead as he positioned himself at the centre of the arcane glyphs around which the five casters chanted. First came a euphoric feeling of strength and agility, then his movements seemed to blur and finally with a series of electrifying flashes they were teleported to their airborne destination. &lt;br /&gt;
Diving through the sky above their rural target Brislow began reciting the incantation and with split second precision cast it as they grew close to a thatched roof. He and his two comrades slowed to land gently beside the innocuous looking farm house and then with another brief incantation turned invisible. Unaccounted for, a dog at the side entrance began to bark. Brislow telepathically cursed prohibition 11a-df4 regarding the necessity of using invisibility after ground fall and cast again silencing the area. If this psion was a real threat then it’d know the SYN squad was here. Adjusting his SYN goggles he scanned for psion power signatures and loaded his handbow. No signals, no alarms, a good sign that they were just here to clean up a sleeper. After more permanently silencing the dog the squad entered and stealthed up the stairs…&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Ailokim Rituals ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells, Rituals &amp;amp; Technology&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Legendary Rituals&#039;&#039;&#039;&lt;br /&gt;
These rituals are exorbitantly expensive, enormously taxing and mostly require the majestic twelve to perform them due to the incredible power they harness.&lt;br /&gt;
Ritual of the Harvest: This ritual optimises the local weather patterns to the needs of crops/agriculture. It also once a year makes strange circles appear which over a few days slowly expand out until the entire crop is harvested.&lt;br /&gt;
&lt;br /&gt;
Ritual of Industry: This ritual focuses the attention and activity of people in an area and makes them more productive.&lt;br /&gt;
Ritual of City Erection: This complex ritual has a multitude of effects that aid the rapid construction of a fledgling city. It assists in levelling the earth beneath the site and sinks trenches for the regulation buildings required in an Ailokim city. It hastens and sustains workers, helps join building materials, dimly displays where all materials are to be placed and many more subtle effects that facilitate the construction of a city in mere months instead of years.&lt;br /&gt;
Ritual of Rubbish Disposal: This inauspiciously named ritual is actually extremely potent in its effects. It creates a permanent portal into another realm through which things do not return. Ailokim are fond of connecting their sewerage and rubbish disposal systems to such portals. &lt;br /&gt;
Ritual of Soulifactory Construction: This ritual has been cast only five times since it’s creation a millennium ago and many feel it will not be cast again any time soon, requiring as it does the sacrifice of those who cast it and many others besides.&lt;br /&gt;
Ritual of Kinetic Carrier Construction: This expensive ritual creates a Kinetic Carrier Vessel. It has been cast only five times in a millennium due to the rarity of its material components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Rituals&#039;&#039;&#039;&lt;br /&gt;
These rituals are mostly very expensive, require many well practiced casters and often the sacrifice of creatures and experience points. Some of these rituals are no longer castable due to the scarcity of their material components. &lt;br /&gt;
Ritual of Roads: While sustained this ritual can create a gravel road across all but the most extreme surfaces. It finds the most optimal path, Felling trees and spreading gravel over a smoothes surface.&lt;br /&gt;
&lt;br /&gt;
Ritual of True Warding: This powerful ancient ritual creates an invisible barrier past which low levelled characters and monsters will have trouble crossing.&lt;br /&gt;
&lt;br /&gt;
Ritual of True Protection: This ritual creates an invisible barrier that has several characteristics. It acts as a one way barrier that…&lt;br /&gt;
&lt;br /&gt;
Ritual of True Defence: This ritual is sometimes cast in times of battle, granting those within it area of effect a magical +2 to their armour value &amp;amp; 5 elemental resistance for 1 day.&lt;br /&gt;
Ritual of True Battle: This ritual is cast to enhance it’s recipients weapon attacks magically by +2.&lt;br /&gt;
Ritual of Dimensional Anchoring: This ritual functions as the spell but with longer duration and larger area of effect.&lt;br /&gt;
Ritual of Major Scrying: This ritual functions as the spell but with a more difficult will save, larger viewing area, lessened requirements and a much longer duration.&lt;br /&gt;
Ritual of Mending: This ritual creates an area in which a constant mend spell operates for a long duration.&lt;br /&gt;
Ritual of Cleanliness: This ritual creates a small area that sterilises people, objects and anything else placed within it.&lt;br /&gt;
Ritual of Health: This ritual creates a small area that grants any who enter within it fast healing /1 while in that area.&lt;br /&gt;
Ritual of Solar Focuser Construction: This ritual creates a Solar Focuser; a huge ranged weapon that adorn the walls of Ailokim settlements.&lt;br /&gt;
Ritual of Kinetic Mat Construction: This ritual creates a Kinetic Mat; a brightly glowing sheet of star metal that when guided by an experienced pilot can fly at a fair clip.&lt;br /&gt;
Ritual of Teleportation: This ritual emulates the effect of the&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Rituals&#039;&#039;&#039;&lt;br /&gt;
Ritual of Rain/Shine: This ritual can either bring about rain or clear away clouds.&lt;br /&gt;
Ritual of Feasting: This ritual acts as the spell Heroes Feast.&lt;br /&gt;
Ritual of Alarm: This ritual is similar in effect to the spell Alarm. It’s area of effect is greater, duration longer and it additionally allows the caster to specify exceptions based on race/species.&lt;br /&gt;
Ritual of Empowerment: This ritual effects all who cast it granting them an effective caster level one level higher for the day.&lt;br /&gt;
Ritual of Artillery: This ritual drains&lt;br /&gt;
Ritual of Minor Scrying &lt;br /&gt;
Ritual of Fixing&lt;br /&gt;
Ritual of SYN Armour Construction&lt;br /&gt;
Ritual of SYN Goggle Construction&lt;br /&gt;
Ritual of SYN Sabre Construction&lt;br /&gt;
Ritual of Telepathy&lt;br /&gt;
Ritual of Domination&lt;br /&gt;
Ritual of Dreams&lt;br /&gt;
Ritual of Cattle Mutilation&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Dan</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=58924</id>
		<title>Ourworld:Ailokim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=58924"/>
		<updated>2007-08-22T22:48:38Z</updated>

		<summary type="html">&lt;p&gt;Dan: /* A Day in the Life */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The little Ailokim, with some justification, insist they are a species above and beyond the other mortal races of this world. Guardians of an undeniably powerful legacy their need to ‘civilise’ the world and rebuild their lost glory upon the graves of lesser species has them viewed with suspicion by neighbouring cultures. They however see their actions as advancing a greater good, but to understand their nature one must appreciate the sad history of this once dominant race.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The little understood ‘Sundering’ was a mysterious cataclysm that began about 1500 years ago an ended around 1000 years ago. It began with the appearance of a star in the night sky that continued to grow at an alarming rate, as it grew the temperature dropped rapidly freezing many life forms to death and destroying agriculture. The Ailokim magics sustained their culture largely through this period. As this star of doom grew larger still the world began to get hotter again, and hotter still until the planet was aflame. Again the powerful magics of the Ailokim preserved them. The planet erupted into rivers of lava and began to break up, mountains drifting slowly into the sky as the gravity of the Ailokim home world failed. Many perished at this point, though many in main population centres persevered though extraordinary arcane feats never fully understood. Surviving on chunks of molten rocks the few remaining Ailokim cities were then slammed at vast speeds into other vast asteroids and finally into the fateful star that doomed them. That a few hundred powerful individuals survived was miraculous and a testament to extraordinary powers that have now been lost.&lt;br /&gt;
&lt;br /&gt;
To this day the Ailokim speak insistently of the lost times when their ancient cities reached high into the skies, their culture spanned the planet and their remarkable technologies and magics were able to twist the very reality of the world and all upon it. Their face will then usually turn almost as grey as their hair as they carry on to tell of the great sundering that destroyed virtually all of their civilisation, their land, their people, their lore, their technologies, their magics, their spirit, their ability to bear offspring and even drained the pigment from their hair.&lt;br /&gt;
&lt;br /&gt;
Of the mere hundreds of fringe dwellers that survived (or were able to be resurrected) the disaster most lapsed into despair, a few however used what gifts they had left to try and preserve their race and culture. Using some remnants of their arcane lore and technologies they created three ‘Soulifactories’; strange devices able to create life in the form of one of three young Ailokim chosen for their unique qualities. As a result all Ailokim under the age of 900 bear a striking resemblance to each of these chosen three. There are a slowly diminishing number of unique and venerable Ailokim that remember the sundering, a selection of whom form the council of elders. These elders have overseen the slow salvaging of elements of their former culture and wealth for over a millennium.&lt;br /&gt;
&lt;br /&gt;
Today the Ailokim number around 20,000 and occupy four city sites on the Western continent of Brianna. The embittered Ailokim have been peaceful from necessity; painfully aware of the slow rate at which they are able to reproduce they value their lives highly. So far the greatest Ailokim scholars and scientists have failed to replicate the ‘Soulifactories’ or discover additional ways of reproducing themselves. In their experiments however they have created/bred a slave race that they find useful for industry and warfare known as the ‘Umberkim’. &lt;br /&gt;
The Umberkim are a dull witted but powerful race that have been bred as much for their physical power as their obedience. They number around 80,000 spread across the three Ailokim cities and serve as the mainstay of Ailokim military, agriculture and industry. Maturing quickly, Umberkim live on average for a mere 25 years in part due to the hazardous tasks given to them by the Ailokim. Augmented with the powerful magics and technology of their masters, the combined Ailokim/Umberkim military are one of the most formidable forces in the world, though have seen relatively little action. The ‘special forces’ division of the Ailokim military on the other hand is famed for it’s daring and bewildering raids across the span of the planet. This brings us to another defining characteristic of the Ailokim.&lt;br /&gt;
&lt;br /&gt;
== The Vendetta ==&lt;br /&gt;
&lt;br /&gt;
Ailokim life is a precious commodity that will not normally put at risk, but with one exception; Psionics. Since the early days of rebuilding the council of elders has decreed ‘The Vendetta’ requiring that Psionicists and Psionic creatures and users be eradicated from the face of the planet. It seems implicit that somehow they were linked or responsible for the Sundering though the council is silent on the matter. Over the last millennium the Ailokim have become adept at hunting down individuals, and the families of individuals, that exhibit Psionic power. Often turning up even before a Psionic child is born to slaughter it and it’s mother. This has caused the Ailokim a certain amount of animosity, indeed they are often blamed for still births and other mysterious deaths.&lt;br /&gt;
&lt;br /&gt;
== Personality &amp;amp; Relations ==&lt;br /&gt;
&lt;br /&gt;
Ailokim tend to be embittered but proud, self righteous and ruthlessly pragmatic. It would be fair to say they regard most other sentient races as equally inferior and have fairly high standards as to what they actually call sentient. Low-sentience races (such as the Umberkim) are basically considered in pragmatic terms as others races might consider animals.&lt;br /&gt;
Since the Sundering the Ailokim have carried a terrible curse in their blood and will never be able to bear children, relying instead on magics and technology to reproduce themselves. This has led to a powerful sense of solidarity with their vat grown siblings and they will support a fellow Ailokim in virtually any situation.&lt;br /&gt;
&lt;br /&gt;
The whole of Ailokim society in one way or another is geared towards the reestablishment of their culture’s lost glory. In practical terms they are limited by their slow reproduction rate and have only constructed a few large cities. Many feel however that it is only a matter of time before the Ailokim rediscover the method of constructing new Soulifactories and prepare themselves for the inevitable expansion this would allow.&lt;br /&gt;
[[Image:Ailokim.jpg|thumb|An average Ailokim]]&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Shortish with elongated limbs and largish heads Ailokim are sometimes likened to human children that have grown off on some sort of unsettling tangent. Ailokim gain their common name from the lack of pigment in their hair and their extraordinarily long life span (anywhere up to 1800 years). They adhere to strict dress codes and a ritual marking on their forearm that defines their role in society and station for which they train from ‘birth’.&lt;br /&gt;
 &lt;br /&gt;
Their creations, the Umberkim, on the other hand are a hairless, far stronger, hardier race resembling an oafish human with thick leathery skin. Their dull wits and short lifespan make them ideal slaves to further Ailokim hegemony. Occasional individuals have transcended their programming and escaped to the new world where they have made lives for themselves as free men. The Ailokim however maintain that any of Umberkim blood are their property and must be returned to them or killed.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ailokim relate to each other in society as Lawful Good, seeing Ailokim advancement as the most noble of objectives. Their relations with other races are less transparent, Ailokim practice slavery and have during their expansion been guilty of a genocide or two. They consider races like the Umberkim (and several others) as others might animals. The more enlightened races, can with work, garner a degree more respect though are viewed of course as inferior, or more pragmatically as pawns in some grand scheme. However if an Ailokim gives his word, even to an animal, he will strive to keep it as a mark of Ailokim civility and order. In traditional terms they awkwardly classify as Lawful Neutral, and though some stray a little it is almost unheard of to find a chaotic Ailokim.&lt;br /&gt;
&lt;br /&gt;
== Cities ==&lt;br /&gt;
&lt;br /&gt;
Arcadia&lt;br /&gt;
&lt;br /&gt;
The mountainous centre of Ailokim civilisation and culture it was here that the survivors of the sundering made their stand and started to rebuild what was lost. The highly defensible city has grown over a millennium and aided Ailokim control over both sides of the Hypothian range. The first Soulifactory ‘Erea’ was built here and has produced around 10,000 souls. Arcadia serves as a nursery for young Ailokim as they are trained for their initial roles in the world. It is houses the home legion of the Ailokim army and the council of elders. It is rare for outsiders to be allowed into a city as important as Arcadia. &lt;br /&gt;
&lt;br /&gt;
Megara&lt;br /&gt;
&lt;br /&gt;
It was a proud moment when Ailokim society founded it&#039;s first coastal satelite colony around 500 years ago. It signified the begining of an expansion that over stretched Ailokim man power and created the conditions that necessitated the creation of the Umberkim. Megara today is a thriving metropolis and centre of trade for Ailokim civilisation. Though still rigid and heirachical by world standards it contains the largest racial &amp;amp; cultural diversity of any Ailokim settlement.&lt;br /&gt;
&lt;br /&gt;
Mantinea&lt;br /&gt;
&lt;br /&gt;
The second stage of Ailokim expansion was made almost necessary by the increasing population of Umberkim slaves that have poured ceaselessly from the spawning vats. Mantinea was founded to localise control of the rich southern agricultural and forest resources liberated from an uncooperative regime of humans known as Tallastians. There are 9 Umberkim for every Ailokim settler that reluctantly takes their post here.&lt;br /&gt;
&lt;br /&gt;
Exordia&lt;br /&gt;
&lt;br /&gt;
For similar reasons Exordia was founded on the western coast, though it’s pleasant climate and coastal location make it a far more popular posting and also a holiday destination. What Exordia lacks in terms of good farm land it makes up for in fishing and tourism for overworked Ailokim.&lt;br /&gt;
&lt;br /&gt;
Eleusina&lt;br /&gt;
&lt;br /&gt;
A simultaeous expansion northwards was also considered necessary to renew dwildling mineral resources and create a defensible out-post between Ailokim settlements and the sometimes tempermental dwarven residents of the Northern Ranges, who are prone to misunderstandings of Ailokim intent.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
&lt;br /&gt;
Though a great deal has been lost to the Ailokim many powerful magics and useful technologies survived and more are being researched with each passing year. Ailokim casters pride themselves on having the greatest library of magics in the world. Over the centuries many Ailokim magics have however been carelessly traded with the Keltoi whose mastery of the mystical arts now rivals and in some areas exceeds their own.&lt;br /&gt;
&lt;br /&gt;
Undoubtedly the Ailokim’s most powerful magics are preserved pre-Sundering ritual magics that tend to influence the construction of their cities and the crafting of various objects. Ailokim cities for example are encircled with powerful protection and detection wards, their agriculture is made more abundant, water cleansed, and even localised weather controlled to a degree. In the category of item/object creation we see examples of solar focusers that sit ominously upon the walls of their cities. Another, and recognised signature of Ailokim culture and warfare, is the kinetic mat; a magically enchanted sheet of rare star metal that glows brightly and can fly at a fair clip. &lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Ailokim base languages are Ailokim &amp;amp; Common. Ailokim value their language as a sacred bridge to their glorious past to be used by none but they. In day to day life they speak common, though are often fluent in other languages preferring more eclectic languages over other humanoid languages. Umberkim can speak common and can sometimes understand Ailokim, however are punished harshly if they speak the language of the masters.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
(Medium Humanoids)&lt;br /&gt;
Ability scores for Ailokim &amp;amp; Umberkim are based on which of the four Soulifactories they have been created at. Three separate and complimentary Ailokim were selected as the paragons of their culture and were then inserted into the first Soulifactories as the templates for future Ailokim creation.&lt;br /&gt;
&lt;br /&gt;
Although their genetic potential is predetermined an Ailokim’s developmental experiences in early life can potentially emphasise one or two ability scores at the expense of others. Specifically an Ailokim can alter 2 of their base ability scores by a maximum of +2 by taking a commensurate minus to other separate ability scores.&lt;br /&gt;
Soulifactory ‘Erea’ STR:10 | DEX:13 | CON:14 | INT:15 | WIS:13 | CHA:14 &lt;br /&gt;
Soulifactory ‘Laert’ STR:14 | DEX:12 | CON:14 | INT:10 | WIS:15 | CHA:14 &lt;br /&gt;
Soulifactory ‘Reos’ STR:14 | DEX:14 | CON:14 | INT:10 | WIS:14 | CHA:14&lt;br /&gt;
&lt;br /&gt;
To reflect the narrow options open to Umberkim in society they may only add a single +2 and its commensurate -2 to the template below.&lt;br /&gt;
Proto-Soulifactory ‘Umber’ STR:17 | DEX:14 | CON:14 | INT:8 | WIS:8 | CHA:12&lt;br /&gt;
Umberkims do not receive Marks of Destiny (like their Ailokim siblings) instead at first level an Umberkim may chose a single bonus feat from the following: Endurance, Run, Toughness, Improved Toughness, Great Fortitude or Skill Focus Profession/Craft (player’s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;These are designed to be balanced for 32 point character creation campaigns and should be adjusted for differing campaign power levels]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Racial hatred toward Psions &amp;amp; Psionic Creatures (+1 Hit &amp;amp; Dam).&lt;br /&gt;
Ailokim receive a +2 Racial Bonus on Ritual Magic skill checks.&lt;br /&gt;
Marks of Destiny (Su) Ailokim are ritually tattooed at birth with one of six unique markings that grant a special power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau (Strength) +1 bonus on strength checks and strength based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein (Grace) +1 bonus on dexterity checks and dexterity based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur (Mind) +1 bonus on int checks and int based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon (World) +1 bonus on wisdom checks and wisdom based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Juugz (Soul) +1 bonus on charisma checks and charisma based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the age of 100 years an Ailokim is recognised as coming of age and is rewarded in a special ritual with an additional mark of destiny. This additional tattoo increases the bonus from the marks to +2 and depending on which of the 9 combinations grants an additional benefit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Sein: When an Ailokim deals damage from a sneak attack or crit they gain a +2 dodge bonus to AC until their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Neur: (Sw) Twice per day this tattoo allows an Ailokim to expend a prepared spell and gain it’s level to hit and damage for 1 round.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Weon: (Im) An Ailokim with this combination can elect to take a -1 to hit and damage at the start of a round to gain an insight bonus of +2 to will saves till the beginning of their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Juugz: (Sw) Once a day this combination allows it user to add their strength bonus to a charisma based check so long as they are unarmoured and are revealing their physique.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Neur: This combination allows an Ailokim to use their dexterity score instead of their normal ability score for the purposes of determining bonus spells.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Weon: (Sw) By expending one or more turn/rebuke attempts this combination allows it’s wielder once a day to add a metamagic effect to a spell they are casting, with no effect on the spells casting time or effective level. The number of turn/rebuke attempts expended must equal the normal level adjustment of the metamagic feat. The Ailokim must have the metamagic feat &amp;amp; cannot cast a metamagic/spell combination of a level that they wouldn&#039;t normally be able to cast.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Juugz: (Im) Twice a day as an immediate action this combination allows an Aiokim to expend either a turn/rebuke attempt or an unprepared spell slot of at least 1st level to gain 1d6 damage on a sneak attack or an unarmed strike.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Weon: This combination allows an Ailokim if they leave a spell slot unfilled for the day to add the level of that spell slot to the DC to resist spells of that level or lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Juugz: (St) Once a day as a standard action this combination allows its user to ‘reclaim’ a spell already cast in the last 3 rounds by expending a spell 1 level lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon-Juugz: (Im) This combination grants the Ailokim the ability to sacrifice a turn/rebuke attempt and gain 1 effective caster level, or to sacrifice a prepared spell and gain it’s level to a turning check.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== A Day in the Life ==&lt;br /&gt;
&#039;&#039;Lt. Major Brislow began to tense up, he knew the teleportation ritual well and it was nearing completion. He could now sense the inertia of the carrier as it slowed to a cruising speed. He pulled his SYN gear into position and activated his night-vision. He wasn’t expecting too much trouble, but then psions sometimes had this way of knowing you were coming and it was his job not to take chances. His deputies followed his lead as he positioned himself at the centre of the arcane glyphs around which the five casters chanted. First came a euphoric feeling of strength and agility, then his movements seemed to blur and finally with a series of electrifying flashes they were teleported to their airborne destination. &lt;br /&gt;
Diving through the sky above their rural target Brislow began reciting the incantation and with split second precision cast it as they grew close to a thatched roof. He and his two comrades slowed to land gently beside the innocuous looking farm house and then with another brief incantation turned invisible. Unaccounted for, a dog at the side entrance began to bark. Brislow telepathically cursed prohibition 11a-df4 regarding the necessity of using invisibility after ground fall and cast again silencing the area. If this psion was a real threat then it’d know the SYN squad was here. Adjusting his SYN goggles he scanned for psion power signatures and loaded his handbow. No signals, no alarms, a good sign that they were just here to clean up a sleeper. After more permanently silencing the dog the squad entered and stealthed up the stairs…&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Ailokim Rituals ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells, Rituals &amp;amp; Technology&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Legendary Rituals&#039;&#039;&#039;&lt;br /&gt;
These rituals are exorbitantly expensive, enormously taxing and mostly require the majestic twelve to perform them due to the incredible power they harness.&lt;br /&gt;
Ritual of the Harvest: This ritual optimises the local weather patterns to the needs of crops/agriculture. It also once a year makes strange circles appear which over a few days slowly expand out until the entire crop is harvested.&lt;br /&gt;
Ritual of Industry: This ritual focuses the attention and activity of people in an area and makes them more productive.&lt;br /&gt;
Ritual of City Erection: This complex ritual has a multitude of effects that aid the rapid construction of a fledgling city. It assists in levelling the earth beneath the site and sinks trenches for the regulation buildings required in an Ailokim city. It hastens and sustains workers, helps join building materials, dimly displays where all materials are to be placed and many more subtle effects that facilitate the construction of a city in mere months instead of years.&lt;br /&gt;
Ritual of Rubbish Disposal: This inauspiciously named ritual is actually extremely potent in its effects. It creates a permanent portal into another realm through which things do not return. Ailokim are fond of connecting their sewerage and rubbish disposal systems to such portals. &lt;br /&gt;
Ritual of Soulifactory Construction: This ritual has been cast only five times since it’s creation a millennium ago and many feel it will not be cast again any time soon, requiring as it does the sacrifice of those who cast it and many others besides.&lt;br /&gt;
Ritual of Kinetic Carrier Construction: This expensive ritual creates a Kinetic Carrier Vessel. It has been cast only five times in a millennium due to the rarity of its material components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Rituals&#039;&#039;&#039;&lt;br /&gt;
These rituals are mostly very expensive, require many well practiced casters and often the sacrifice of creatures and experience points. Some of these rituals are no longer castable due to the scarcity of their material components. &lt;br /&gt;
Ritual of Roads: While sustained this ritual can create a gravel road across all but the most extreme surfaces. It finds the most optimal path, Felling trees and spreading gravel over a smoothes surface.&lt;br /&gt;
Ritual of True Warding: This powerful ancient ritual creates an invisible barrier past which low levelled characters and monsters will have trouble crossing.&lt;br /&gt;
Ritual of True Protection: This ritual creates an invisible barrier that has several characteristics. It acts as a one way barrier that…&lt;br /&gt;
Ritual of True Defence: This ritual is sometimes cast in times of battle, granting those within it area of effect a magical +2 to their armour value &amp;amp; 5 elemental resistance for 1 day.&lt;br /&gt;
Ritual of True Battle: This ritual is cast to enhance it’s recipients weapon attacks magically by +2.&lt;br /&gt;
Ritual of Dimensional Anchoring: This ritual functions as the spell but with longer duration and larger area of effect.&lt;br /&gt;
Ritual of Major Scrying: This ritual functions as the spell but with a more difficult will save, larger viewing area, lessened requirements and a much longer duration.&lt;br /&gt;
Ritual of Mending: This ritual creates an area in which a constant mend spell operates for a long duration.&lt;br /&gt;
Ritual of Cleanliness: This ritual creates a small area that sterilises people, objects and anything else placed within it.&lt;br /&gt;
Ritual of Health: This ritual creates a small area that grants any who enter within it fast healing /1 while in that area.&lt;br /&gt;
Ritual of Solar Focuser Construction: This ritual creates a Solar Focuser; a huge ranged weapon that adorn the walls of Ailokim settlements.&lt;br /&gt;
Ritual of Kinetic Mat Construction: This ritual creates a Kinetic Mat; a brightly glowing sheet of star metal that when guided by an experienced pilot can fly at a fair clip.&lt;br /&gt;
Ritual of Teleportation: This ritual emulates the effect of the&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Rituals&#039;&#039;&#039;&lt;br /&gt;
Ritual of Rain/Shine: This ritual can either bring about rain or clear away clouds.&lt;br /&gt;
Ritual of Feasting: This ritual acts as the spell Heroes Feast.&lt;br /&gt;
Ritual of Alarm: This ritual is similar in effect to the spell Alarm. It’s area of effect is greater, duration longer and it additionally allows the caster to specify exceptions based on race/species.&lt;br /&gt;
Ritual of Empowerment: This ritual effects all who cast it granting them an effective caster level one level higher for the day.&lt;br /&gt;
Ritual of Artillery: This ritual drains&lt;br /&gt;
Ritual of Minor Scrying &lt;br /&gt;
Ritual of Fixing&lt;br /&gt;
Ritual of SYN Armour Construction&lt;br /&gt;
Ritual of SYN Goggle Construction&lt;br /&gt;
Ritual of SYN Sabre Construction&lt;br /&gt;
Ritual of Telepathy&lt;br /&gt;
Ritual of Domination&lt;br /&gt;
Ritual of Dreams&lt;br /&gt;
Ritual of Cattle Mutilation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Dan</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=58923</id>
		<title>Ourworld:Ailokim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=58923"/>
		<updated>2007-08-22T22:47:47Z</updated>

		<summary type="html">&lt;p&gt;Dan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The little Ailokim, with some justification, insist they are a species above and beyond the other mortal races of this world. Guardians of an undeniably powerful legacy their need to ‘civilise’ the world and rebuild their lost glory upon the graves of lesser species has them viewed with suspicion by neighbouring cultures. They however see their actions as advancing a greater good, but to understand their nature one must appreciate the sad history of this once dominant race.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The little understood ‘Sundering’ was a mysterious cataclysm that began about 1500 years ago an ended around 1000 years ago. It began with the appearance of a star in the night sky that continued to grow at an alarming rate, as it grew the temperature dropped rapidly freezing many life forms to death and destroying agriculture. The Ailokim magics sustained their culture largely through this period. As this star of doom grew larger still the world began to get hotter again, and hotter still until the planet was aflame. Again the powerful magics of the Ailokim preserved them. The planet erupted into rivers of lava and began to break up, mountains drifting slowly into the sky as the gravity of the Ailokim home world failed. Many perished at this point, though many in main population centres persevered though extraordinary arcane feats never fully understood. Surviving on chunks of molten rocks the few remaining Ailokim cities were then slammed at vast speeds into other vast asteroids and finally into the fateful star that doomed them. That a few hundred powerful individuals survived was miraculous and a testament to extraordinary powers that have now been lost.&lt;br /&gt;
&lt;br /&gt;
To this day the Ailokim speak insistently of the lost times when their ancient cities reached high into the skies, their culture spanned the planet and their remarkable technologies and magics were able to twist the very reality of the world and all upon it. Their face will then usually turn almost as grey as their hair as they carry on to tell of the great sundering that destroyed virtually all of their civilisation, their land, their people, their lore, their technologies, their magics, their spirit, their ability to bear offspring and even drained the pigment from their hair.&lt;br /&gt;
&lt;br /&gt;
Of the mere hundreds of fringe dwellers that survived (or were able to be resurrected) the disaster most lapsed into despair, a few however used what gifts they had left to try and preserve their race and culture. Using some remnants of their arcane lore and technologies they created three ‘Soulifactories’; strange devices able to create life in the form of one of three young Ailokim chosen for their unique qualities. As a result all Ailokim under the age of 900 bear a striking resemblance to each of these chosen three. There are a slowly diminishing number of unique and venerable Ailokim that remember the sundering, a selection of whom form the council of elders. These elders have overseen the slow salvaging of elements of their former culture and wealth for over a millennium.&lt;br /&gt;
&lt;br /&gt;
Today the Ailokim number around 20,000 and occupy four city sites on the Western continent of Brianna. The embittered Ailokim have been peaceful from necessity; painfully aware of the slow rate at which they are able to reproduce they value their lives highly. So far the greatest Ailokim scholars and scientists have failed to replicate the ‘Soulifactories’ or discover additional ways of reproducing themselves. In their experiments however they have created/bred a slave race that they find useful for industry and warfare known as the ‘Umberkim’. &lt;br /&gt;
The Umberkim are a dull witted but powerful race that have been bred as much for their physical power as their obedience. They number around 80,000 spread across the three Ailokim cities and serve as the mainstay of Ailokim military, agriculture and industry. Maturing quickly, Umberkim live on average for a mere 25 years in part due to the hazardous tasks given to them by the Ailokim. Augmented with the powerful magics and technology of their masters, the combined Ailokim/Umberkim military are one of the most formidable forces in the world, though have seen relatively little action. The ‘special forces’ division of the Ailokim military on the other hand is famed for it’s daring and bewildering raids across the span of the planet. This brings us to another defining characteristic of the Ailokim.&lt;br /&gt;
&lt;br /&gt;
== The Vendetta ==&lt;br /&gt;
&lt;br /&gt;
Ailokim life is a precious commodity that will not normally put at risk, but with one exception; Psionics. Since the early days of rebuilding the council of elders has decreed ‘The Vendetta’ requiring that Psionicists and Psionic creatures and users be eradicated from the face of the planet. It seems implicit that somehow they were linked or responsible for the Sundering though the council is silent on the matter. Over the last millennium the Ailokim have become adept at hunting down individuals, and the families of individuals, that exhibit Psionic power. Often turning up even before a Psionic child is born to slaughter it and it’s mother. This has caused the Ailokim a certain amount of animosity, indeed they are often blamed for still births and other mysterious deaths.&lt;br /&gt;
&lt;br /&gt;
== Personality &amp;amp; Relations ==&lt;br /&gt;
&lt;br /&gt;
Ailokim tend to be embittered but proud, self righteous and ruthlessly pragmatic. It would be fair to say they regard most other sentient races as equally inferior and have fairly high standards as to what they actually call sentient. Low-sentience races (such as the Umberkim) are basically considered in pragmatic terms as others races might consider animals.&lt;br /&gt;
Since the Sundering the Ailokim have carried a terrible curse in their blood and will never be able to bear children, relying instead on magics and technology to reproduce themselves. This has led to a powerful sense of solidarity with their vat grown siblings and they will support a fellow Ailokim in virtually any situation.&lt;br /&gt;
&lt;br /&gt;
The whole of Ailokim society in one way or another is geared towards the reestablishment of their culture’s lost glory. In practical terms they are limited by their slow reproduction rate and have only constructed a few large cities. Many feel however that it is only a matter of time before the Ailokim rediscover the method of constructing new Soulifactories and prepare themselves for the inevitable expansion this would allow.&lt;br /&gt;
[[Image:Ailokim.jpg|thumb|An average Ailokim]]&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Shortish with elongated limbs and largish heads Ailokim are sometimes likened to human children that have grown off on some sort of unsettling tangent. Ailokim gain their common name from the lack of pigment in their hair and their extraordinarily long life span (anywhere up to 1800 years). They adhere to strict dress codes and a ritual marking on their forearm that defines their role in society and station for which they train from ‘birth’.&lt;br /&gt;
 &lt;br /&gt;
Their creations, the Umberkim, on the other hand are a hairless, far stronger, hardier race resembling an oafish human with thick leathery skin. Their dull wits and short lifespan make them ideal slaves to further Ailokim hegemony. Occasional individuals have transcended their programming and escaped to the new world where they have made lives for themselves as free men. The Ailokim however maintain that any of Umberkim blood are their property and must be returned to them or killed.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ailokim relate to each other in society as Lawful Good, seeing Ailokim advancement as the most noble of objectives. Their relations with other races are less transparent, Ailokim practice slavery and have during their expansion been guilty of a genocide or two. They consider races like the Umberkim (and several others) as others might animals. The more enlightened races, can with work, garner a degree more respect though are viewed of course as inferior, or more pragmatically as pawns in some grand scheme. However if an Ailokim gives his word, even to an animal, he will strive to keep it as a mark of Ailokim civility and order. In traditional terms they awkwardly classify as Lawful Neutral, and though some stray a little it is almost unheard of to find a chaotic Ailokim.&lt;br /&gt;
&lt;br /&gt;
== Cities ==&lt;br /&gt;
&lt;br /&gt;
Arcadia&lt;br /&gt;
&lt;br /&gt;
The mountainous centre of Ailokim civilisation and culture it was here that the survivors of the sundering made their stand and started to rebuild what was lost. The highly defensible city has grown over a millennium and aided Ailokim control over both sides of the Hypothian range. The first Soulifactory ‘Erea’ was built here and has produced around 10,000 souls. Arcadia serves as a nursery for young Ailokim as they are trained for their initial roles in the world. It is houses the home legion of the Ailokim army and the council of elders. It is rare for outsiders to be allowed into a city as important as Arcadia. &lt;br /&gt;
&lt;br /&gt;
Megara&lt;br /&gt;
&lt;br /&gt;
It was a proud moment when Ailokim society founded it&#039;s first coastal satelite colony around 500 years ago. It signified the begining of an expansion that over stretched Ailokim man power and created the conditions that necessitated the creation of the Umberkim. Megara today is a thriving metropolis and centre of trade for Ailokim civilisation. Though still rigid and heirachical by world standards it contains the largest racial &amp;amp; cultural diversity of any Ailokim settlement.&lt;br /&gt;
&lt;br /&gt;
Mantinea&lt;br /&gt;
&lt;br /&gt;
The second stage of Ailokim expansion was made almost necessary by the increasing population of Umberkim slaves that have poured ceaselessly from the spawning vats. Mantinea was founded to localise control of the rich southern agricultural and forest resources liberated from an uncooperative regime of humans known as Tallastians. There are 9 Umberkim for every Ailokim settler that reluctantly takes their post here.&lt;br /&gt;
&lt;br /&gt;
Exordia&lt;br /&gt;
&lt;br /&gt;
For similar reasons Exordia was founded on the western coast, though it’s pleasant climate and coastal location make it a far more popular posting and also a holiday destination. What Exordia lacks in terms of good farm land it makes up for in fishing and tourism for overworked Ailokim.&lt;br /&gt;
&lt;br /&gt;
Eleusina&lt;br /&gt;
&lt;br /&gt;
A simultaeous expansion northwards was also considered necessary to renew dwildling mineral resources and create a defensible out-post between Ailokim settlements and the sometimes tempermental dwarven residents of the Northern Ranges, who are prone to misunderstandings of Ailokim intent.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
&lt;br /&gt;
Though a great deal has been lost to the Ailokim many powerful magics and useful technologies survived and more are being researched with each passing year. Ailokim casters pride themselves on having the greatest library of magics in the world. Over the centuries many Ailokim magics have however been carelessly traded with the Keltoi whose mastery of the mystical arts now rivals and in some areas exceeds their own.&lt;br /&gt;
&lt;br /&gt;
Undoubtedly the Ailokim’s most powerful magics are preserved pre-Sundering ritual magics that tend to influence the construction of their cities and the crafting of various objects. Ailokim cities for example are encircled with powerful protection and detection wards, their agriculture is made more abundant, water cleansed, and even localised weather controlled to a degree. In the category of item/object creation we see examples of solar focusers that sit ominously upon the walls of their cities. Another, and recognised signature of Ailokim culture and warfare, is the kinetic mat; a magically enchanted sheet of rare star metal that glows brightly and can fly at a fair clip. &lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Ailokim base languages are Ailokim &amp;amp; Common. Ailokim value their language as a sacred bridge to their glorious past to be used by none but they. In day to day life they speak common, though are often fluent in other languages preferring more eclectic languages over other humanoid languages. Umberkim can speak common and can sometimes understand Ailokim, however are punished harshly if they speak the language of the masters.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
(Medium Humanoids)&lt;br /&gt;
Ability scores for Ailokim &amp;amp; Umberkim are based on which of the four Soulifactories they have been created at. Three separate and complimentary Ailokim were selected as the paragons of their culture and were then inserted into the first Soulifactories as the templates for future Ailokim creation.&lt;br /&gt;
&lt;br /&gt;
Although their genetic potential is predetermined an Ailokim’s developmental experiences in early life can potentially emphasise one or two ability scores at the expense of others. Specifically an Ailokim can alter 2 of their base ability scores by a maximum of +2 by taking a commensurate minus to other separate ability scores.&lt;br /&gt;
Soulifactory ‘Erea’ STR:10 | DEX:13 | CON:14 | INT:15 | WIS:13 | CHA:14 &lt;br /&gt;
Soulifactory ‘Laert’ STR:14 | DEX:12 | CON:14 | INT:10 | WIS:15 | CHA:14 &lt;br /&gt;
Soulifactory ‘Reos’ STR:14 | DEX:14 | CON:14 | INT:10 | WIS:14 | CHA:14&lt;br /&gt;
&lt;br /&gt;
To reflect the narrow options open to Umberkim in society they may only add a single +2 and its commensurate -2 to the template below.&lt;br /&gt;
Proto-Soulifactory ‘Umber’ STR:17 | DEX:14 | CON:14 | INT:8 | WIS:8 | CHA:12&lt;br /&gt;
Umberkims do not receive Marks of Destiny (like their Ailokim siblings) instead at first level an Umberkim may chose a single bonus feat from the following: Endurance, Run, Toughness, Improved Toughness, Great Fortitude or Skill Focus Profession/Craft (player’s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;These are designed to be balanced for 32 point character creation campaigns and should be adjusted for differing campaign power levels]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Racial hatred toward Psions &amp;amp; Psionic Creatures (+1 Hit &amp;amp; Dam).&lt;br /&gt;
Ailokim receive a +2 Racial Bonus on Ritual Magic skill checks.&lt;br /&gt;
Marks of Destiny (Su) Ailokim are ritually tattooed at birth with one of six unique markings that grant a special power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau (Strength) +1 bonus on strength checks and strength based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein (Grace) +1 bonus on dexterity checks and dexterity based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur (Mind) +1 bonus on int checks and int based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon (World) +1 bonus on wisdom checks and wisdom based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Juugz (Soul) +1 bonus on charisma checks and charisma based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the age of 100 years an Ailokim is recognised as coming of age and is rewarded in a special ritual with an additional mark of destiny. This additional tattoo increases the bonus from the marks to +2 and depending on which of the 9 combinations grants an additional benefit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Sein: When an Ailokim deals damage from a sneak attack or crit they gain a +2 dodge bonus to AC until their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Neur: (Sw) Twice per day this tattoo allows an Ailokim to expend a prepared spell and gain it’s level to hit and damage for 1 round.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Weon: (Im) An Ailokim with this combination can elect to take a -1 to hit and damage at the start of a round to gain an insight bonus of +2 to will saves till the beginning of their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Juugz: (Sw) Once a day this combination allows it user to add their strength bonus to a charisma based check so long as they are unarmoured and are revealing their physique.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Neur: This combination allows an Ailokim to use their dexterity score instead of their normal ability score for the purposes of determining bonus spells.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Weon: (Sw) By expending one or more turn/rebuke attempts this combination allows it’s wielder once a day to add a metamagic effect to a spell they are casting, with no effect on the spells casting time or effective level. The number of turn/rebuke attempts expended must equal the normal level adjustment of the metamagic feat. The Ailokim must have the metamagic feat &amp;amp; cannot cast a metamagic/spell combination of a level that they wouldn&#039;t normally be able to cast.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Juugz: (Im) Twice a day as an immediate action this combination allows an Aiokim to expend either a turn/rebuke attempt or an unprepared spell slot of at least 1st level to gain 1d6 damage on a sneak attack or an unarmed strike.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Weon: This combination allows an Ailokim if they leave a spell slot unfilled for the day to add the level of that spell slot to the DC to resist spells of that level or lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Juugz: (St) Once a day as a standard action this combination allows its user to ‘reclaim’ a spell already cast in the last 3 rounds by expending a spell 1 level lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon-Juugz: (Im) This combination grants the Ailokim the ability to sacrifice a turn/rebuke attempt and gain 1 effective caster level, or to sacrifice a prepared spell and gain it’s level to a turning check.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== A Day in the Life ==&lt;br /&gt;
Lt. Major Brislow began to tense up, he knew the teleportation ritual well and it was nearing completion. He could now sense the inertia of the carrier as it slowed to a cruising speed. He pulled his SYN gear into position and activated his night-vision. He wasn’t expecting too much trouble, but then psions sometimes had this way of knowing you were coming and it was his job not to take chances. His deputies followed his lead as he positioned himself at the centre of the arcane glyphs around which the five casters chanted. First came a euphoric feeling of strength and agility, then his movements seemed to blur and finally with a series of electrifying flashes they were teleported to their airborne destination. &lt;br /&gt;
Diving through the sky above their rural target Brislow began reciting the incantation and with split second precision cast it as they grew close to a thatched roof. He and his two comrades slowed to land gently beside the innocuous looking farm house and then with another brief incantation turned invisible. Unaccounted for, a dog at the side entrance began to bark. Brislow telepathically cursed prohibition 11a-df4 regarding the necessity of using invisibility after ground fall and cast again silencing the area. If this psion was a real threat then it’d know the SYN squad was here. Adjusting his SYN goggles he scanned for psion power signatures and loaded his handbow. No signals, no alarms, a good sign that they were just here to clean up a sleeper. After more permanently silencing the dog the squad entered and stealthed up the stairs…&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ailokim Rituals ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells, Rituals &amp;amp; Technology&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Legendary Rituals&#039;&#039;&#039;&lt;br /&gt;
These rituals are exorbitantly expensive, enormously taxing and mostly require the majestic twelve to perform them due to the incredible power they harness.&lt;br /&gt;
Ritual of the Harvest: This ritual optimises the local weather patterns to the needs of crops/agriculture. It also once a year makes strange circles appear which over a few days slowly expand out until the entire crop is harvested.&lt;br /&gt;
Ritual of Industry: This ritual focuses the attention and activity of people in an area and makes them more productive.&lt;br /&gt;
Ritual of City Erection: This complex ritual has a multitude of effects that aid the rapid construction of a fledgling city. It assists in levelling the earth beneath the site and sinks trenches for the regulation buildings required in an Ailokim city. It hastens and sustains workers, helps join building materials, dimly displays where all materials are to be placed and many more subtle effects that facilitate the construction of a city in mere months instead of years.&lt;br /&gt;
Ritual of Rubbish Disposal: This inauspiciously named ritual is actually extremely potent in its effects. It creates a permanent portal into another realm through which things do not return. Ailokim are fond of connecting their sewerage and rubbish disposal systems to such portals. &lt;br /&gt;
Ritual of Soulifactory Construction: This ritual has been cast only five times since it’s creation a millennium ago and many feel it will not be cast again any time soon, requiring as it does the sacrifice of those who cast it and many others besides.&lt;br /&gt;
Ritual of Kinetic Carrier Construction: This expensive ritual creates a Kinetic Carrier Vessel. It has been cast only five times in a millennium due to the rarity of its material components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Rituals&#039;&#039;&#039;&lt;br /&gt;
These rituals are mostly very expensive, require many well practiced casters and often the sacrifice of creatures and experience points. Some of these rituals are no longer castable due to the scarcity of their material components. &lt;br /&gt;
Ritual of Roads: While sustained this ritual can create a gravel road across all but the most extreme surfaces. It finds the most optimal path, Felling trees and spreading gravel over a smoothes surface.&lt;br /&gt;
Ritual of True Warding: This powerful ancient ritual creates an invisible barrier past which low levelled characters and monsters will have trouble crossing.&lt;br /&gt;
Ritual of True Protection: This ritual creates an invisible barrier that has several characteristics. It acts as a one way barrier that…&lt;br /&gt;
Ritual of True Defence: This ritual is sometimes cast in times of battle, granting those within it area of effect a magical +2 to their armour value &amp;amp; 5 elemental resistance for 1 day.&lt;br /&gt;
Ritual of True Battle: This ritual is cast to enhance it’s recipients weapon attacks magically by +2.&lt;br /&gt;
Ritual of Dimensional Anchoring: This ritual functions as the spell but with longer duration and larger area of effect.&lt;br /&gt;
Ritual of Major Scrying: This ritual functions as the spell but with a more difficult will save, larger viewing area, lessened requirements and a much longer duration.&lt;br /&gt;
Ritual of Mending: This ritual creates an area in which a constant mend spell operates for a long duration.&lt;br /&gt;
Ritual of Cleanliness: This ritual creates a small area that sterilises people, objects and anything else placed within it.&lt;br /&gt;
Ritual of Health: This ritual creates a small area that grants any who enter within it fast healing /1 while in that area.&lt;br /&gt;
Ritual of Solar Focuser Construction: This ritual creates a Solar Focuser; a huge ranged weapon that adorn the walls of Ailokim settlements.&lt;br /&gt;
Ritual of Kinetic Mat Construction: This ritual creates a Kinetic Mat; a brightly glowing sheet of star metal that when guided by an experienced pilot can fly at a fair clip.&lt;br /&gt;
Ritual of Teleportation: This ritual emulates the effect of the&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Rituals&#039;&#039;&#039;&lt;br /&gt;
Ritual of Rain/Shine: This ritual can either bring about rain or clear away clouds.&lt;br /&gt;
Ritual of Feasting: This ritual acts as the spell Heroes Feast.&lt;br /&gt;
Ritual of Alarm: This ritual is similar in effect to the spell Alarm. It’s area of effect is greater, duration longer and it additionally allows the caster to specify exceptions based on race/species.&lt;br /&gt;
Ritual of Empowerment: This ritual effects all who cast it granting them an effective caster level one level higher for the day.&lt;br /&gt;
Ritual of Artillery: This ritual drains&lt;br /&gt;
Ritual of Minor Scrying &lt;br /&gt;
Ritual of Fixing&lt;br /&gt;
Ritual of SYN Armour Construction&lt;br /&gt;
Ritual of SYN Goggle Construction&lt;br /&gt;
Ritual of SYN Sabre Construction&lt;br /&gt;
Ritual of Telepathy&lt;br /&gt;
Ritual of Domination&lt;br /&gt;
Ritual of Dreams&lt;br /&gt;
Ritual of Cattle Mutilation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Dan</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=57140</id>
		<title>Ourworld:Ailokim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=57140"/>
		<updated>2007-08-08T01:57:15Z</updated>

		<summary type="html">&lt;p&gt;Dan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The little Ailokim, with some justification, insist they are a species above and beyond the other mortal races of this world. Guardians of an undeniably powerful legacy their need to ‘civilise’ the world and rebuild their lost glory upon the graves of lesser species has them viewed with suspicion by neighbouring cultures. They however see their actions as advancing a greater good, but to understand their nature one must appreciate the sad history of this once dominant race.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The little understood ‘Sundering’ was a mysterious cataclysm that began about 1500 years ago an ended around 1000 years ago. It began with the appearance of a star in the night sky that continued to grow at an alarming rate, as it grew the temperature dropped rapidly freezing many life forms to death and destroying agriculture. The Ailokim magics sustained their culture largely through this period. As this star of doom grew larger still the world began to get hotter again, and hotter still until the planet was aflame. Again the powerful magics of the Ailokim preserved them. The planet erupted into rivers of lava and began to break up, mountains drifting slowly into the sky as the gravity of the Ailokim home world failed. Many perished at this point, though many in main population centres persevered though extraordinary arcane feats never fully understood. Surviving on chunks of molten rocks the few remaining Ailokim cities were then slammed at vast speeds into other vast asteroids and finally into the fateful star that doomed them. That a few hundred powerful individuals survived was miraculous and a testament to extraordinary powers that have now been lost.&lt;br /&gt;
&lt;br /&gt;
To this day the Ailokim speak insistently of the lost times when their ancient cities reached high into the skies, their culture spanned the planet and their remarkable technologies and magics were able to twist the very reality of the world and all upon it. Their face will then usually turn almost as grey as their hair as they carry on to tell of the great sundering that destroyed virtually all of their civilisation, their land, their people, their lore, their technologies, their magics, their spirit, their ability to bear offspring and even drained the pigment from their hair.&lt;br /&gt;
&lt;br /&gt;
Of the mere hundreds of fringe dwellers that survived (or were able to be resurrected) the disaster most lapsed into despair, a few however used what gifts they had left to try and preserve their race and culture. Using some remnants of their arcane lore and technologies they created three ‘Soulifactories’; strange devices able to create life in the form of one of three young Ailokim chosen for their unique qualities. As a result all Ailokim under the age of 900 bear a striking resemblance to each of these chosen three. There are a slowly diminishing number of unique and venerable Ailokim that remember the sundering, a selection of whom form the council of elders. These elders have overseen the slow salvaging of elements of their former culture and wealth for over a millennium.&lt;br /&gt;
&lt;br /&gt;
Today the Ailokim number around 20,000 and occupy four city sites on the Western continent of Brianna. The embittered Ailokim have been peaceful from necessity; painfully aware of the slow rate at which they are able to reproduce they value their lives highly. So far the greatest Ailokim scholars and scientists have failed to replicate the ‘Soulifactories’ or discover additional ways of reproducing themselves. In their experiments however they have created/bred a slave race that they find useful for industry and warfare known as the ‘Umberkim’. &lt;br /&gt;
The Umberkim are a dull witted but powerful race that have been bred as much for their physical power as their obedience. They number around 80,000 spread across the three Ailokim cities and serve as the mainstay of Ailokim military, agriculture and industry. Maturing quickly, Umberkim live on average for a mere 25 years in part due to the hazardous tasks given to them by the Ailokim. Augmented with the powerful magics and technology of their masters, the combined Ailokim/Umberkim military are one of the most formidable forces in the world, though have seen relatively little action. The ‘special forces’ division of the Ailokim military on the other hand is famed for it’s daring and bewildering raids across the span of the planet. This brings us to another defining characteristic of the Ailokim.&lt;br /&gt;
&lt;br /&gt;
== The Vendetta ==&lt;br /&gt;
&lt;br /&gt;
Ailokim life is a precious commodity that will not normally put at risk, but with one exception; Psionics. Since the early days of rebuilding the council of elders has decreed ‘The Vendetta’ requiring that Psionicists and Psionic creatures and users be eradicated from the face of the planet. It seems implicit that somehow they were linked or responsible for the Sundering though the council is silent on the matter. Over the last millennium the Ailokim have become adept at hunting down individuals, and the families of individuals, that exhibit Psionic power. Often turning up even before a Psionic child is born to slaughter it and it’s mother. This has caused the Ailokim a certain amount of animosity, indeed they are often blamed for still births and other mysterious deaths.&lt;br /&gt;
&lt;br /&gt;
== Personality &amp;amp; Relations ==&lt;br /&gt;
&lt;br /&gt;
Ailokim tend to be embittered but proud, self righteous and ruthlessly pragmatic. It would be fair to say they regard most other sentient races as equally inferior and have fairly high standards as to what they actually call sentient. Low-sentience races (such as the Umberkim) are basically considered in pragmatic terms as others races might consider animals.&lt;br /&gt;
Since the Sundering the Ailokim have carried a terrible curse in their blood and will never be able to bear children, relying instead on magics and technology to reproduce themselves. This has led to a powerful sense of solidarity with their vat grown siblings and they will support a fellow Ailokim in virtually any situation.&lt;br /&gt;
&lt;br /&gt;
The whole of Ailokim society in one way or another is geared towards the reestablishment of their culture’s lost glory. In practical terms they are limited by their slow reproduction rate and have only constructed a few large cities. Many feel however that it is only a matter of time before the Ailokim rediscover the method of constructing new Soulifactories and prepare themselves for the inevitable expansion this would allow.&lt;br /&gt;
[[Image:Ailokim.jpg|thumb|An average Ailokim]]&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Shortish with elongated limbs and largish heads Ailokim are sometimes likened to human children that have grown off on some sort of unsettling tangent. Ailokim gain their common name from the lack of pigment in their hair and their extraordinarily long life span (anywhere up to 1800 years). They adhere to strict dress codes and a ritual marking on their forearm that defines their role in society and station for which they train from ‘birth’.&lt;br /&gt;
 &lt;br /&gt;
Their creations, the Umberkim, on the other hand are a hairless, far stronger, hardier race resembling an oafish human with thick leathery skin. Their dull wits and short lifespan make them ideal slaves to further Ailokim hegemony. Occasional individuals have transcended their programming and escaped to the new world where they have made lives for themselves as free men. The Ailokim however maintain that any of Umberkim blood are their property and must be returned to them or killed.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ailokim relate to each other in society as Lawful Good, seeing Ailokim advancement as the most noble of objectives. Their relations with other races are less transparent, Ailokim practice slavery and have during their expansion been guilty of a genocide or two. They consider races like the Umberkim (and several others) as others might animals. The more enlightened races, can with work, garner a degree more respect though are viewed of course as inferior, or more pragmatically as pawns in some grand scheme. However if an Ailokim gives his word, even to an animal, he will strive to keep it as a mark of Ailokim civility and order. In traditional terms they awkwardly classify as Lawful Neutral, and though some stray a little it is almost unheard of to find a chaotic Ailokim.&lt;br /&gt;
&lt;br /&gt;
== Cities ==&lt;br /&gt;
&lt;br /&gt;
Arcadia&lt;br /&gt;
&lt;br /&gt;
The mountainous centre of Ailokim civilisation and culture it was here that the survivors of the sundering made their stand and started to rebuild what was lost. The highly defensible city has grown over a millennium and aided Ailokim control over both sides of the Hypothian range. The first Soulifactory ‘Erea’ was built here and has produced around 10,000 souls. Arcadia serves as a nursery for young Ailokim as they are trained for their initial roles in the world. It is houses the home legion of the Ailokim army and the council of elders. It is rare for outsiders to be allowed into a city as important as Arcadia. &lt;br /&gt;
&lt;br /&gt;
Megara&lt;br /&gt;
&lt;br /&gt;
It was a proud moment when Ailokim society founded it&#039;s first coastal satelite colony around 500 years ago. It signified the begining of an expansion that over stretched Ailokim man power and created the conditions that necessitated the creation of the Umberkim. Megara today is a thriving metropolis and centre of trade for Ailokim civilisation. Though still rigid and heirachical by world standards it contains the largest racial &amp;amp; cultural diversity of any Ailokim settlement.&lt;br /&gt;
&lt;br /&gt;
Mantinea&lt;br /&gt;
&lt;br /&gt;
The second stage of Ailokim expansion was made almost necessary by the increasing population of Umberkim slaves that have poured ceaselessly from the spawning vats. Mantinea was founded to localise control of the rich southern agricultural and forest resources liberated from an uncooperative regime of humans known as Tallastians. There are 9 Umberkim for every Ailokim settler that reluctantly takes their post here.&lt;br /&gt;
&lt;br /&gt;
Exordia&lt;br /&gt;
&lt;br /&gt;
For similar reasons Exordia was founded on the western coast, though it’s pleasant climate and coastal location make it a far more popular posting and also a holiday destination. What Exordia lacks in terms of good farm land it makes up for in fishing and tourism for overworked Ailokim.&lt;br /&gt;
&lt;br /&gt;
Eleusina&lt;br /&gt;
&lt;br /&gt;
A simultaeous expansion northwards was also considered necessary to renew dwildling mineral resources and create a defensible out-post between Ailokim settlements and the sometimes tempermental dwarven residents of the Northern Ranges, who are prone to misunderstandings of Ailokim intent.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
&lt;br /&gt;
Though a great deal has been lost to the Ailokim many powerful magics and useful technologies survived and more are being researched with each passing year. Ailokim casters pride themselves on having the greatest library of magics in the world. Over the centuries many Ailokim magics have however been carelessly traded with the Keltoi whose mastery of the mystical arts now rivals and in some areas exceeds their own.&lt;br /&gt;
&lt;br /&gt;
Undoubtedly the Ailokim’s most powerful magics are preserved pre-Sundering ritual magics that tend to influence the construction of their cities and the crafting of various objects. Ailokim cities for example are encircled with powerful protection and detection wards, their agriculture is made more abundant, water cleansed, and even localised weather controlled to a degree. In the category of item/object creation we see examples of solar focusers that sit ominously upon the walls of their cities. Another, and recognised signature of Ailokim culture and warfare, is the kinetic mat; a magically enchanted sheet of rare star metal that glows brightly and can fly at a fair clip. &lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Ailokim base languages are Ailokim &amp;amp; Common. Ailokim value their language as a sacred bridge to their glorious past to be used by none but they. In day to day life they speak common, though are often fluent in other languages preferring more eclectic languages over other humanoid languages. Umberkim can speak common and can sometimes understand Ailokim, however are punished harshly if they speak the language of the masters.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim Racial Traits&#039;&#039;&#039;&lt;br /&gt;
(Medium Humanoid)&lt;br /&gt;
Ability scores for Ailokim are based on which of the three Soulifactories they have been created at. Three separate and complimentary Ailokim were selected as the paragons of their culture and were then inserted into the Soulifactories as the templates for future Ailokim creation.&lt;br /&gt;
&lt;br /&gt;
Although their genetic potential is predetermined an Ailokim’s developmental experiences in early life can potentially emphasise one or two ability scores at the expense of others. Specifically an Ailokim can alter 2 of their base ability scores by a maximum of +2 by taking a commensurate minus to other separate ability scores.&lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Erea’&lt;br /&gt;
STR:10 | DEX:15 | CON:12 | INT:15 | WIS:12 | CHA:14&lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Laert’&lt;br /&gt;
STR:12 | DEX:12 | CON:14 | INT:10 | WIS:15 | CHA:15&lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Reos’&lt;br /&gt;
STR:14 | DEX:12 | CON:14 | INT:12 | WIS:14 | CHA:14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;These are designed to be balanced for 32 point character creation campaigns and should be adjusted for differing campaign power levels]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Racial hatred toward Psions &amp;amp; Psionic Creatures (+1 Hit &amp;amp; Dam).&lt;br /&gt;
Ailokim receive a +2 Racial Bonus on Ritual Magic skill checks.&lt;br /&gt;
Marks of Destiny (Su) Ailokim are ritually tattooed at birth with one of six unique markings that grant a special power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau (Strength) +1 bonus on strength checks and strength based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein (Grace) +1 bonus on dexterity checks and dexterity based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur (Mind) +1 bonus on int checks and int based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon (World) +1 bonus on wisdom checks and wisdom based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Juugz (Soul) +1 bonus on charisma checks and charisma based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the age of 100 years an Ailokim is recognised as coming of age and is rewarded in a special ritual with an additional mark of destiny. This additional tattoo increases the bonus from the marks to +2 and depending on which of the 9 combinations grants an additional benefit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Sein: When an Ailokim deals damage from a sneak attack or crit they gain a +2 dodge bonus to AC until their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Neur: (Sw) Twice per day this tattoo allows an Ailokim to expend a prepared spell and gain it’s level to hit and damage for 1 round.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Weon: (Im) An Ailokim with this combination can elect to take a -1 to hit and damage at the start of a round to gain an insight bonus of +2 to will saves till the beginning of their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Juugz: (Sw) Once a day this combination allows it user to add their strength bonus to a charisma based check so long as they are unarmoured and are revealing their physique.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Neur: This combination allows an Ailokim to use their dexterity score instead of their normal ability score for the purposes of determining bonus spells.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Weon: (Sw) By expending one or more turn/rebuke attempts this combination allows it’s wielder to add a metamagic effect to a spell they are casting, with no effect on the spells casting time or effective level. The number of turn/rebuke attempts expended must equal the normal level adjustment of the metamagic feat. The Ailokim must have the metamagic feat &amp;amp; cannot cast a metamagic/spell combination of a level that they wouldn&#039;t normally be able to cast.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Juugz: (Im) Twice a day as an immediate action this combination allows an Aiokim to expend either a turn/rebuke attempt or an unprepared spell slot of at least 1st level to gain 1d6 damage on a sneak attack or an unarmed strike.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Weon: This combination allows an Ailokim if they leave a spell slot unfilled for the day to add the level of that spell slot to the DC to resist spells of that level or lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Juugz: (St) Once a day as a standard action this combination allows its user to ‘reclaim’ a spell already cast in the last 3 rounds by expending a spell 1 level lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon-Juugz: (Im) This combination grants the Ailokim the ability to sacrifice a turn/rebuke attempt and gain 1 effective caster level, or to sacrifice a prepared spell and gain it’s level to a turning check.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim Racial Traits&#039;&#039;&#039;&lt;br /&gt;
(Medium Humanoid)&lt;br /&gt;
&lt;br /&gt;
Ability scores for Umberkim are adjusted +2 STR, -2 INT, -2 WIS.&lt;br /&gt;
&lt;br /&gt;
At first level an Umberkim may chose a single bonus feat from the following: Endurance, Run, Toughness, Improved Toughness, Great Fortitude or Skill Focus (player’s choice).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Dan</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=57139</id>
		<title>Ourworld:Ailokim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=57139"/>
		<updated>2007-08-08T01:56:27Z</updated>

		<summary type="html">&lt;p&gt;Dan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The little Ailokim, with some justification, insist they are a species above and beyond the other mortal races of this world. Guardians of an undeniably powerful legacy their need to ‘civilise’ the world and rebuild their lost glory upon the graves of lesser species has them viewed with suspicion by neighbouring cultures. They however see their actions as advancing a greater good, but to understand their nature one must appreciate the sad history of this once dominant race.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The little understood ‘Sundering’ was a mysterious cataclysm that began about 1500 years ago an ended around 1000 years ago. It began with the appearance of a star in the night sky that continued to grow at an alarming rate, as it grew the temperature dropped rapidly freezing many life forms to death and destroying agriculture. The Ailokim magics sustained their culture largely through this period. As this star of doom grew larger still the world began to get hotter again, and hotter still until the planet was aflame. Again the powerful magics of the Ailokim preserved them. The planet erupted into rivers of lava and began to break up, mountains drifting slowly into the sky as the gravity of the Ailokim home world failed. Many perished at this point, though many in main population centres persevered though extraordinary arcane feats never fully understood. Surviving on chunks of molten rocks the few remaining Ailokim cities were then slammed at vast speeds into other vast asteroids and finally into the fateful star that doomed them. That a few hundred powerful individuals survived was miraculous and a testament to extraordinary powers that have now been lost.&lt;br /&gt;
&lt;br /&gt;
To this day the Ailokim speak insistently of the lost times when their ancient cities reached high into the skies, their culture spanned the planet and their remarkable technologies and magics were able to twist the very reality of the world and all upon it. Their face will then usually turn almost as grey as their hair as they carry on to tell of the great sundering that destroyed virtually all of their civilisation, their land, their people, their lore, their technologies, their magics, their spirit, their ability to bear offspring and even drained the pigment from their hair.&lt;br /&gt;
&lt;br /&gt;
Of the mere hundreds of fringe dwellers that survived (or were able to be resurrected) the disaster most lapsed into despair, a few however used what gifts they had left to try and preserve their race and culture. Using some remnants of their arcane lore and technologies they created three ‘Soulifactories’; strange devices able to create life in the form of one of three young Ailokim chosen for their unique qualities. As a result all Ailokim under the age of 900 bear a striking resemblance to each of these chosen three. There are a slowly diminishing number of unique and venerable Ailokim that remember the sundering, a selection of whom form the council of elders. These elders have overseen the slow salvaging of elements of their former culture and wealth for over a millennium.&lt;br /&gt;
&lt;br /&gt;
Today the Ailokim number around 20,000 and occupy four city sites on the Western continent of Brianna. The embittered Ailokim have been peaceful from necessity; painfully aware of the slow rate at which they are able to reproduce they value their lives highly. So far the greatest Ailokim scholars and scientists have failed to replicate the ‘Soulifactories’ or discover additional ways of reproducing themselves. In their experiments however they have created/bred a slave race that they find useful for industry and warfare known as the ‘Umberkim’. &lt;br /&gt;
The Umberkim are a dull witted but powerful race that have been bred as much for their physical power as their obedience. They number around 80,000 spread across the three Ailokim cities and serve as the mainstay of Ailokim military, agriculture and industry. Maturing quickly, Umberkim live on average for a mere 25 years in part due to the hazardous tasks given to them by the Ailokim. Augmented with the powerful magics and technology of their masters, the combined Ailokim/Umberkim military are one of the most formidable forces in the world, though have seen relatively little action. The ‘special forces’ division of the Ailokim military on the other hand is famed for it’s daring and bewildering raids across the span of the planet. This brings us to another defining characteristic of the Ailokim.&lt;br /&gt;
&lt;br /&gt;
== The Vendetta ==&lt;br /&gt;
&lt;br /&gt;
Ailokim life is a precious commodity that will not normally put at risk, but with one exception; Psionics. Since the early days of rebuilding the council of elders has decreed ‘The Vendetta’ requiring that Psionicists and Psionic creatures and users be eradicated from the face of the planet. It seems implicit that somehow they were linked or responsible for the Sundering though the council is silent on the matter. Over the last millennium the Ailokim have become adept at hunting down individuals, and the families of individuals, that exhibit Psionic power. Often turning up even before a Psionic child is born to slaughter it and it’s mother. This has caused the Ailokim a certain amount of animosity, indeed they are often blamed for still births and other mysterious deaths.&lt;br /&gt;
&lt;br /&gt;
== Personality &amp;amp; Relations ==&lt;br /&gt;
&lt;br /&gt;
Ailokim tend to be embittered but proud, self righteous and ruthlessly pragmatic. It would be fair to say they regard most other sentient races as equally inferior and have fairly high standards as to what they actually call sentient. Low-sentience races (such as the Umberkim) are basically considered in pragmatic terms as others races might consider animals.&lt;br /&gt;
Since the Sundering the Ailokim have carried a terrible curse in their blood and will never be able to bear children, relying instead on magics and technology to reproduce themselves. This has led to a powerful sense of solidarity with their vat grown siblings and they will support a fellow Ailokim in virtually any situation.&lt;br /&gt;
&lt;br /&gt;
The whole of Ailokim society in one way or another is geared towards the reestablishment of their culture’s lost glory. In practical terms they are limited by their slow reproduction rate and have only constructed a few large cities. Many feel however that it is only a matter of time before the Ailokim rediscover the method of constructing new Soulifactories and prepare themselves for the inevitable expansion this would allow.&lt;br /&gt;
[[Image:Ailokim.jpg|thumb|An average Ailokim]]&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Shortish with elongated limbs and largish heads Ailokim are sometimes likened to human children that have grown off on some sort of unsettling tangent. Ailokim gain their common name from the lack of pigment in their hair and their extraordinarily long life span (anywhere up to 1800 years). They adhere to strict dress codes and a ritual marking on their forearm that defines their role in society and station for which they train from ‘birth’.&lt;br /&gt;
 &lt;br /&gt;
Their creations, the Umberkim, on the other hand are a hairless, far stronger, hardier race resembling an oafish human with thick leathery skin. Their dull wits and short lifespan make them ideal slaves to further Ailokim hegemony. Occasional individuals have transcended their programming and escaped to the new world where they have made lives for themselves as free men. The Ailokim however maintain that any of Umberkim blood are their property and must be returned to them or killed.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ailokim relate to each other in society as Lawful Good, seeing Ailokim advancement as the most noble of objectives. Their relations with other races are less transparent, Ailokim practice slavery and have during their expansion been guilty of a genocide or two. They consider races like the Umberkim (and several others) as others might animals. The more enlightened races, can with work, garner a degree more respect though are viewed of course as inferior, or more pragmatically as pawns in some grand scheme. However if an Ailokim gives his word, even to an animal, he will strive to keep it as a mark of Ailokim civility and order. In traditional terms they awkwardly classify as Lawful Neutral, and though some stray a little it is almost unheard of to find a chaotic Ailokim.&lt;br /&gt;
&lt;br /&gt;
== Cities ==&lt;br /&gt;
&lt;br /&gt;
Arcadia&lt;br /&gt;
&lt;br /&gt;
The mountainous centre of Ailokim civilisation and culture it was here that the survivors of the sundering made their stand and started to rebuild what was lost. The highly defensible city has grown over a millennium and aided Ailokim control over both sides of the Hypothian range. The first Soulifactory ‘Erea’ was built here and has produced around 10,000 souls. Arcadia serves as a nursery for young Ailokim as they are trained for their initial roles in the world. It is houses the home legion of the Ailokim army and the council of elders. It is rare for outsiders to be allowed into a city as important as Arcadia. &lt;br /&gt;
&lt;br /&gt;
Megara&lt;br /&gt;
&lt;br /&gt;
It was a proud moment when Ailokim society founded it&#039;s first coastal satelite colony around 500 years ago. It signified the begining of an expansion that over stretched Ailokim man power and created the conditions that necessitated the creation of the Umberkim. Megara today is a thriving metropolis and centre of trade for Ailokim civilisation. Though still rigid and heirachical by world standards it contains the largest racial &amp;amp; cultural diversity of any Ailokim settlement.&lt;br /&gt;
&lt;br /&gt;
Mantinea&lt;br /&gt;
&lt;br /&gt;
The second stage of Ailokim expansion was made almost necessary by the increasing population of Umberkim slaves that have poured ceaselessly from the spawning vats. Mantinea was founded to localise control of the rich southern agricultural and forest resources liberated from an uncooperative regime of humans known as Tallastians. There are 9 Umberkim for every Ailokim settler that reluctantly takes their post here.&lt;br /&gt;
&lt;br /&gt;
Exordia&lt;br /&gt;
&lt;br /&gt;
For similar reasons Exordia was founded on the western coast, though it’s pleasant climate and coastal location make it a far more popular posting and also a holiday destination. What Exordia lacks in terms of good farm land it makes up for in fishing and tourism for overworked Ailokim.&lt;br /&gt;
&lt;br /&gt;
Eleusina&lt;br /&gt;
&lt;br /&gt;
A simultaeous expansion northwards was also considered necessary to renew dwildling mineral resources and create a defensible out-post between Ailokim settlements and the sometimes tempermental dwarven residents of the Northern Ranges, who are prone to misunderstandings of Ailokim intent.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
&lt;br /&gt;
Though a great deal has been lost to the Ailokim many powerful magics and useful technologies survived and more are being researched with each passing year. Ailokim casters pride themselves on having the greatest library of magics in the world. Over the centuries many Ailokim magics have however been carelessly traded with the Keltoi whose mastery of the mystical arts now rivals and in some areas exceeds their own.&lt;br /&gt;
&lt;br /&gt;
Undoubtedly the Ailokim’s most powerful magics are preserved pre-Sundering ritual magics that tend to influence the construction of their cities and the crafting of various objects. Ailokim cities for example are encircled with powerful protection and detection wards, their agriculture is made more abundant, water cleansed, and even localised weather controlled to a degree. In the category of item/object creation we see examples of solar focusers that sit ominously upon the walls of their cities. Another, and recognised signature of Ailokim culture and warfare, is the kinetic mat; a magically enchanted sheet of rare star metal that glows brightly and can fly at a fair clip. &lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Ailokim base languages are Ailokim &amp;amp; Common. Ailokim value their language as a sacred bridge to their glorious past to be used by none but they. In day to day life they speak common, though are often fluent in other languages preferring more eclectic languages over other humanoid languages. Umberkim can speak common and can sometimes understand Ailokim, however are punished harshly if they speak the language of the masters.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim Racial Traits&#039;&#039;&#039;&lt;br /&gt;
(Medium Humanoid)&lt;br /&gt;
Ability scores for Ailokim are based on which of the three Soulifactories they have been created at. Three separate and complimentary Ailokim were selected as the paragons of their culture and were then inserted into the Soulifactories as the templates for future Ailokim creation.&lt;br /&gt;
&lt;br /&gt;
Although their genetic potential is predetermined an Ailokim’s developmental experiences in early life can potentially emphasise one or two ability scores at the expense of others. Specifically an Ailokim can alter 2 of their base ability scores by a maximum of +2 by taking a commensurate minus to other separate ability scores.&lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Erea’&lt;br /&gt;
STR:10 | DEX:15 | CON:12 | INT:15 | WIS:12 | CHA:14&lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Laert’&lt;br /&gt;
STR:12 | DEX:12 | CON:14 | INT:10 | WIS:15 | CHA:15&lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Reos’&lt;br /&gt;
STR:14 | DEX:12 | CON:14 | INT:12 | WIS:14 | CHA:14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;These are designed to be balanced for 32 point character creation campaigns and should be adjusted for differing campaign power levels]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Racial hatred toward Psions &amp;amp; Psionic Creatures (+1 Hit &amp;amp; Dam).&lt;br /&gt;
Ailokim receive a +2 Racial Bonus on Ritual Magic skill checks.&lt;br /&gt;
Marks of Destiny (Su) Ailokim are ritually tattooed at birth with one of six unique markings that grant a special power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau (Strength) +1 bonus on strength checks and strength based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein (Grace) +1 bonus on dexterity checks and dexterity based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur (Mind) +1 bonus on int checks and int based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon (World) +1 bonus on wisdom checks and wisdom based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Juugz (Soul) +1 bonus on charisma checks and charisma based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the age of 100 years an Ailokim is recognised as coming of age and is rewarded in a special ritual with an additional mark of destiny. This additional tattoo increases the bonus from the marks to +2 and depending on which of the 9 combinations grants an additional benefit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Sein: When an Ailokim deals damage from a sneak attack or crit they gain a +2 dodge bonus to AC until their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Neur: (Sw) Twice per day this tattoo allows an Ailokim to expend a prepared spell and gain it’s level to hit and damage for 1 round.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Weon: (Im) An Ailokim with this combination can elect to take a -1 to hit and damage at the start of a round to gain an insight bonus of +2 to will saves till the beginning of their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Juugz: (Sw) Once a day this combination allows it user to add their strength bonus to a charisma based check so long as they are unarmoured and are revealing their physique.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Neur: This combination allows an Ailokim to use their dexterity score instead of their normal ability score for the purposes of determining bonus spells.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Weon: (Sw) By expending one or more turn/rebuke attempts this combination allows it’s wielder to add a metamagic effect to a spell they are casting, with no effect on the spells casting time or effective level. The number of turn/rebuke attempts expended must equal the normal level adjustment of the metamagic feat. The Ailokim must have the metamagic feat &amp;amp; cannot cast a metamagic/spell combination of a level that they wouldn&#039;t normally be able to cast.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Juugz: (Im) Twice a day as an immediate action this combination allows an Aiokim to expend either a turn/rebuke attempt or an unprepared spell slot of at least 1st level to gain 1d6 damage on a sneak attack or an unarmed strike.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Weon: This combination allows an Ailokim if they leave a spell slot unfilled for the day to add the level of that spell slot to the DC to resist spells of that level or lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Juugz: (St) Once a day as a standard action this combination allows its user to ‘reclaim’ a spell already cast in the last 3 rounds by expending a spell 1 level lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon-Juugz: (Im) This combination grants the Ailokim the ability to sacrifice a turn/rebuke attempt and gain 1 effective caster level, or to sacrifice a prepared spell and gain it’s level to a turning check.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim Racial Traits&#039;&#039;&#039;&lt;br /&gt;
(Medium Humanoid)&lt;br /&gt;
Ability scores for Umberkim are adjusted +2 STR, -2 INT, -2 WIS.&lt;br /&gt;
At first level an Umberkim may chose a single bonus feat from the following: Endurance, Run, Toughness, Improved Toughness, Great Fortitude or Skill Focus (player’s choice).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Dan</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=56113</id>
		<title>Ourworld:Ailokim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=56113"/>
		<updated>2007-07-25T02:53:29Z</updated>

		<summary type="html">&lt;p&gt;Dan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ailokim claim they are one of the two remaining old races and share a common ancestor and a degree of animosity with the Fae of the east. To understand their nature one must appreciate the sad history of this once dominant race.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The Ailokim speak insistently of the lost times when their ancient cities reached high into the skies, their culture spanned the planet and their remarkable technologies and magics were able to twist the very reality of the world and all upon it. Their face will then usually turn almost as grey as their hair as they carry on to tell of the great sundering that destroyed virtually all of their civilisation, their land, their people, their lore, their technologies, their magics, their spirit, their ability to bear offspring and even drained the pigment from their hair.&lt;br /&gt;
&lt;br /&gt;
Of the mere hundreds of fringe dwellers that survived (or were able to be resurrected) the disaster most lapsed into despair, a few however used what gifts they had left to try and preserve their race and culture. Using some remnants of their arcane lore and technologies they created three ‘Soulifactories’; strange devices able to create life in the form of one of three young Ailokim chosen for their unique qualities. As a result all Ailokim under the age of 900 bear a striking resemblance to each of these chosen three. There are 25 unique and venerable Ailokim that remember the sundering and form the council of elders. These elders have overseen the slow salvaging of elements of their former culture and wealth for over a millennium. &lt;br /&gt;
&lt;br /&gt;
Today the Ailokim number around 20,000 and occupy four city sites on the Western continent of Brianna. The embittered Ailokim have been peaceful from necessity; painfully aware of the slow rate at which they are able to reproduce they value their lives highly. So far the greatest Ailokim scholars and scientists have failed to replicate the ‘Soulifactories’ or discover additional ways of reproducing themselves. In their experiments however they have created/bred a slave race that they find useful for industry and warfare known as the ‘Umberkim’. &lt;br /&gt;
&lt;br /&gt;
The Umberkim are a dull witted but powerful race that have been bred as much for their physical power as their obedience. They number around 80,000 spread across the three Ailokim cities and serve as the mainstay of Ailokim military, agriculture and industry. Maturing quickly, Umberkim live on average for a mere 25 years in part due to the hazardous tasks given to them by the Ailokim. Augmented with the powerful magics and technology of their masters, the combined Ailokim/Umberkim military are one of the most formidable forces in the world, though have seen relatively little action. The ‘special forces’ division of the Ailokim military on the other hand is famed for it’s daring and bewildering raids across the span of the planet. This brings us to another defining characteristic of the Ailokim.&lt;br /&gt;
&lt;br /&gt;
== The Sundering ==&lt;br /&gt;
&lt;br /&gt;
The little understood Sundering was a mysterious cataclysm that began about 1500 years ago an ended around 1000 years ago. It began with the appearance of a star in the night sky that continued to grow at an alarming rate, as it grew the temperature dropped rapidly freezing many life forms to death and destroying agriculture. The Ailokim magics sustained their culture largely through this period. As this star of doom grew larger still the world began to get hotter again, and hotter still until the planet was aflame. Again the powerful magics of the Ailokim preserved them. The planet erupted into rivers of lava and began to break up, mountains drifting slowly into the sky as the gravity of the Ailokim home world failed. Many perished at this point, though many in main population centres persevered though extraordinary arcane feats never fully understood. Surviving on chunks of molten rocks the few remaining Ailokim cities were then slammed at vast speeds into other vast asteroids and finally into the fateful star that doomed them. That a few hundred powerful individuals survived was miraculous and a testament to extraordinary powers that have now been lost.&lt;br /&gt;
&lt;br /&gt;
Ailokim life is a precious commodity that will not normally put at risk, but with one exception; Psionics. Since the early days of the rebuilding the council of elders has decreed that Psionicists and Psionic creatures and users must all be eradicated no matter the cost. It seems implicit that somehow they were linked or responsible for the Sundering though no one really seems to know. Over the last millennium the Ailokim have become adept at hunting down individuals, and the families of individuals, that exhibit Psionic power. Often turning up even before a Psionic child is born to slaughter it and it’s mother. This has caused the Ailokim a certain amount of animosity, indeed they are often blamed for still births and other mysterious deaths.&lt;br /&gt;
&lt;br /&gt;
== Personality &amp;amp; Relations ==&lt;br /&gt;
&lt;br /&gt;
Ailokim tend to be embittered but proud, self righteous and ruthlessly pragmatic. It would be fair to say they regard all other sentient races as equally inferior and have fairly high standards as to what they actually call sentient. Low-sentience races (such as the Umberkim) are basically considered in pragmatic terms as they might consider animals.&lt;br /&gt;
&lt;br /&gt;
Since the Sundering the Ailokim have carried a terrible curse in their blood and will never be able to bear children, relying instead on magics and technology to reproduce themselves. This has led to a powerful sense of solidarity with their vat grown siblings and they will support a fellow Ailokim in virtually any situation. &lt;br /&gt;
The whole of Ailokim society in one way or another is geared towards the reestablishment of their culture’s lost glory. In practical terms they are limited by their slow reproduction rate and have only constructed a few large cities. Many feel however that it is only a matter of time before the Ailokim rediscover the method of constructing new Soulifactories and prepare themselves for the inevitable expansion this would allow.&lt;br /&gt;
[[Image:Ailokim.jpg|thumb|An average Ailokim]]&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Shortish with elongated limbs Ailokim are sometimes likened to human children that have grown off on some sort of unsettling tangent. Ailokim gain their common name from the lack of pigment in their hair and their extraordinarily long life span (anywhere up to 1800 years). They adhere to strict dress codes and a ritual marking on their forearm that defines their role in society and station for which they train from ‘birth’. &lt;br /&gt;
&lt;br /&gt;
Their creations, the Umberkim, on the other hand are a hairless, far stronger, hardier race resembling an oafish human with thick leathery skin. Their dull wits and short lifespan make them ideal slaves to further Ailokim hegemony. Occasional individuals have transcended their programming and escaped to the new world where they have made lives for themselves as free men. The Ailokim however maintain that any of Umberkim blood are their property and must be returned to them or killed.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ailokim relate to each other in society as Lawful Good, seeing Ailokim advancement as the most noble of objectives. Their relations with other races are less transparent, Ailokim practice slavery and have during their expansion been guilty of genocide. They consider races like the Umberkim (and several others) as others might animals. The more enlightened races, can with work, garner a degree more respect though are viewed of course as inferior, or more pragmatically as pawns in some grand scheme. However if an Ailokim gave his word, even to an animal, he would strive to keep it as a mark of Ailokim civility and order. In traditional terms they would awkwardly classify as Lawful Neutral, and though some stray a step away from this it is rare indeed to find a chaotic Ailokim.&lt;br /&gt;
&lt;br /&gt;
== Cities ==&lt;br /&gt;
&lt;br /&gt;
Arcadia&lt;br /&gt;
&lt;br /&gt;
The mountainous centre of Ailokim civilisation and culture it was here that the survivors of the sundering made their stand and started to rebuild what was lost. The highly defensible city has grown over a millennium and aided Ailokim control over both sides of the Hypothian range. The first Soulifactory ‘Erea’ was built here and has produced around 10,000 souls. Arcadia serves as a nursery for young Ailokim as they are trained for their initial roles in the world. It is houses the home legion of the Ailokim army and the council of elders. It is rare for outsiders to be allowed into a city as important as Arcadia. &lt;br /&gt;
&lt;br /&gt;
Megara&lt;br /&gt;
&lt;br /&gt;
It was a proud moment when Ailokim society founded it&#039;s first coastal satelite colony around 500 years ago. It signified the begining of an expansion that over stretched Ailokim man power and created the conditions that necessitated the creation of the Umberkim. Megara today is a thriving metropolis and centre of trade for Ailokim civilisation. Though still rigid and heirachical by world standards it contains the largest racial &amp;amp; cultural diversity of any Ailokim settlement.&lt;br /&gt;
&lt;br /&gt;
Mantinea&lt;br /&gt;
&lt;br /&gt;
The second stage of Ailokim expansion was made almost necessary by the increasing population of Umberkim slaves that have poured ceaslessly from the spawning vats. Mantinea was founded to localise control of the rich southern agricultural and forest resources liberated from an uncooperative regime of humans known as Thalastians. There are 9 Umberkim for every Ailokim settler that reluctantly takes their post here.&lt;br /&gt;
&lt;br /&gt;
Eleusina&lt;br /&gt;
&lt;br /&gt;
A simultaeous expansion northwards was also considered necessary to renew dwildling mineral resources and create a defensible out-post between Ailokim settlements and the sometimes tempermental dwarven residents of the Northern Ranges, who are prone to misunderstandings of Ailokim intent.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
&lt;br /&gt;
Though a great deal has been lost to the Ailokim many powerful magics and useful technologies survived and more are being researched with each passing year. Ailokim casters pride themselves on having the greatest library of magics in the world. Over the centuries many Ailokim magics have however been carelessly traded with the Keltoi whose mastery of the mystical arts now rivals and in some areas exceeds their own.&lt;br /&gt;
&lt;br /&gt;
The Ailokim’s more powerful magics are preserved pre-sundering (PS) ritual magics that tend to influence the construction of their cities and the crafting of various objects. Ailokim cities for example are encircled with powerful protection and detection wards, their agriculture is made more abundant, water cleansed, and even localised weather controlled to a degree. In the category of item/object creation we see examples of solar focusers that sit ominously upon the walls of their cities. Another, and recognised signature of Ailokim culture and warfare, is the kinetic mat; a magically enchanted sheet of rare star metal that glows brightly and can fly at a fair clip. &lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Ailokim base languages are Ailokim &amp;amp; Common. Ailokim value their language as a sacred bridge to their glorious past to be used by none but they. In day to day life they speak common, though are often fluent in other languages preferring more eclectic languages over other humanoid languages. Umberkim can speak common and can sometimes understand Ailokim, however are punished harshly if they use the language of the masters.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim Racial Traits&#039;&#039;&#039;&lt;br /&gt;
(Medium Humanoid)&lt;br /&gt;
Ability scores for Ailokim are based on which of the three Soulifactories they have been created at. Three separate and complimentary Ailokim were selected as the paragons of their culture and were then inserted into the Soulifactories as the templates for future Ailokim creation.&lt;br /&gt;
&lt;br /&gt;
Although their genetic potential is predetermined an Ailokim’s developmental experiences in early life can potentially emphasise one or two ability scores at the expense of others. Specifically an Ailokim can alter 2 of their base ability scores by a maximum of +2 by taking a commensurate minus to other separate ability scores.&lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Erea’&lt;br /&gt;
STR:10 | DEX:15 | CON:12 | INT:15 | WIS:12 | CHA:14&lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Laert’&lt;br /&gt;
STR:12 | DEX:12 | CON:14 | INT:10 | WIS:15 | CHA:15&lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Reos’&lt;br /&gt;
STR:14 | DEX:12 | CON:14 | INT:12 | WIS:14 | CHA:14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;These are designed to be balanced for 32 point character creation campaigns and should be adjusted for differing campaign power levels]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Racial hatred toward Psions &amp;amp; Psionic Creatures (+1 Hit &amp;amp; Dam).&lt;br /&gt;
Ailokim receive a +2 Racial Bonus on Ritual Magic skill checks.&lt;br /&gt;
Marks of Destiny (Su) Ailokim are ritually tattooed at birth with one of six unique markings that grant a special power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau (Strength) +1 bonus on strength checks and strength based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein (Grace) +1 bonus on dexterity checks and dexterity based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur (Mind) +1 bonus on int checks and int based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon (World) +1 bonus on wisdom checks and wisdom based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Juugz (Soul) +1 bonus on charisma checks and charisma based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the age of 100 years an Ailokim is recognised as coming of age and is rewarded in a special ritual with an additional mark of destiny. This additional tattoo increases the bonus from the marks to +2 and depending on which of the 9 combinations grants an additional benefit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Sein: When an Ailokim deals damage from a sneak attack or crit they gain a +2 dodge bonus to AC until their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Neur: (Sw) Twice per day this tattoo allows an Ailokim to expend a prepared spell and gain it’s level to hit and damage for 1 round.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Weon: (Im) An Ailokim with this combination can elect to take a -1 to hit and damage at the start of a round to gain an insight bonus of +2 to will saves till the beginning of their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Juugz: (Sw) Once a day this combination allows it user to add their strength bonus to a charisma based check so long as they are unarmoured and are revealing their physique.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Neur: This combination allows an Ailokim to use their dexterity score instead of their normal ability score for the purposes of determining bonus spells.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Weon: (Sw) By expending one or more turn/rebuke attempts this combination allows it’s wielder to add a metamagic effect to a spell they are casting, with no effect on the spells casting time or effective level. The number of turn/rebuke attempts expended must equal the normal level adjustment of the metamagic feat. The Ailokim must have the metamagic feat &amp;amp; cannot cast a metamagic/spell combination of a level that they wouldn&#039;t normally be able to cast.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Juugz: (Im) Twice a day as an immediate action this combination allows an Aiokim to expend either a turn/rebuke attempt or an unprepared spell slot of at least 1st level to gain 1d6 damage on a sneak attack or an unarmed strike.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Weon: This combination allows an Ailokim if they leave a spell slot unfilled for the day to add the level of that spell slot to the DC to resist spells of that level or lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Juugz: (St) Once a day as a standard action this combination allows its user to ‘reclaim’ a spell already cast in the last 3 rounds by expending a spell 1 level lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon-Juugz: (Im) This combination grants the Ailokim the ability to sacrifice a turn/rebuke attempt and gain 1 effective caster level, or to sacrifice a prepared spell and gain it’s level to a turning check.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim Racial Traits&#039;&#039;&#039;&lt;br /&gt;
(Medium Humanoid)&lt;br /&gt;
Ability scores for Umberkim are adjusted +2 STR +2CON, -2 INT, -4 WIS.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Dan</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=55992</id>
		<title>Ourworld:Ailokim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=55992"/>
		<updated>2007-07-23T13:27:26Z</updated>

		<summary type="html">&lt;p&gt;Dan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ailokim claim they are one of the two remaining old races and share a common ancestor and a degree of animosity with the Fae of the east. To understand their nature one must appreciate the sad history of this once dominant race.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The Ailokim speak insistently of the lost times when their ancient cities reached high into the skies, their culture spanned the planet and their remarkable technologies and magics were able to twist the very reality of the world and all upon it. Their face will then usually turn almost as grey as their hair as they carry on to tell of the great sundering that destroyed virtually all of their civilisation, their land, their people, their lore, their technologies, their magics, their spirit, their ability to bear offspring and even drained the pigment from their hair.&lt;br /&gt;
&lt;br /&gt;
Of the mere hundreds of fringe dwellers that survived (or were able to be resurrected) the disaster most lapsed into despair, a few however used what gifts they had left to try and preserve their race and culture. Using some remnants of their arcane lore and technologies they created three ‘Soulifactories’; strange devices able to create life in the form of one of three young Ailokim chosen for their unique qualities. As a result all Ailokim under the age of 900 bear a striking resemblance to each of these chosen three. There are 25 unique and venerable Ailokim that remember the sundering and form the council of elders. These elders have overseen the slow salvaging of elements of their former culture and wealth for over a millennium. &lt;br /&gt;
&lt;br /&gt;
Today the Ailokim number around 20,000 and occupy four city sites on the Western continent of Brianna. The embittered Ailokim have been peaceful from necessity; painfully aware of the slow rate at which they are able to reproduce they value their lives highly. So far the greatest Ailokim scholars and scientists have failed to replicate the ‘Soulifactories’ or discover additional ways of reproducing themselves. In their experiments however they have created/bred a slave race that they find useful for industry and warfare known as the ‘Umberkim’. &lt;br /&gt;
&lt;br /&gt;
The Umberkim are a dull witted but powerful race that have been bred as much for their physical power as their obedience. They number around 80,000 spread across the three Ailokim cities and serve as the mainstay of Ailokim military, agriculture and industry. Maturing quickly, Umberkim live on average for a mere 25 years in part due to the hazardous tasks given to them by the Ailokim. Augmented with the powerful magics and technology of their masters, the combined Ailokim/Umberkim military are one of the most formidable forces in the world, though have seen relatively little action. The ‘special forces’ division of the Ailokim military on the other hand is famed for it’s daring and bewildering raids across the span of the planet. This brings us to another defining characteristic of the Ailokim.&lt;br /&gt;
&lt;br /&gt;
== The Sundering ==&lt;br /&gt;
&lt;br /&gt;
The little understood Sundering was a mysterious cataclysm that began about 1500 years ago an ended around 1000 years ago. It began with the appearance of a star in the night sky that continued to grow at an alarming rate, as it grew the temperature dropped rapidly freezing many life forms to death and destroying agriculture. The Ailokim magics sustained their culture largely through this period. As this star of doom grew larger still the world began to get hotter again, and hotter still until the planet was aflame. Again the powerful magics of the Ailokim preserved them. The planet erupted into rivers of lava and began to break up, mountains drifting slowly into the sky as the gravity of the Ailokim home world failed. Many perished at this point, though many in main population centres persevered though extraordinary arcane feats never fully understood. Surviving on chunks of molten rocks the few remaining Ailokim cities were then slammed at vast speeds into other vast asteroids and finally into the fateful star that doomed them. That a few hundred powerful individuals survived was miraculous and a testament to extraordinary powers that have now been lost.&lt;br /&gt;
&lt;br /&gt;
Ailokim life is a precious commodity that will not normally put at risk, but with one exception; Psionics. Since the early days of the rebuilding the council of elders has decreed that Psionicists and Psionic creatures and users must all be eradicated no matter the cost. It seems implicit that somehow they were linked or responsible for the Sundering though no one really seems to know. Over the last millennium the Ailokim have become adept at hunting down individuals, and the families of individuals, that exhibit Psionic power. Often turning up even before a Psionic child is born to slaughter it and it’s mother. This has caused the Ailokim a certain amount of animosity, indeed they are often blamed for still births and other mysterious deaths.&lt;br /&gt;
&lt;br /&gt;
== Personality &amp;amp; Relations ==&lt;br /&gt;
&lt;br /&gt;
Ailokim tend to be embittered but proud, self righteous and ruthlessly pragmatic. It would be fair to say they regard all other sentient races as equally inferior and have fairly high standards as to what they actually call sentient. Low-sentience races (such as the Umberkim) are basically considered in pragmatic terms as they might consider animals.&lt;br /&gt;
&lt;br /&gt;
Since the Sundering the Ailokim have carried a terrible curse in their blood and will never be able to bear children, relying instead on magics and technology to reproduce themselves. This has led to a powerful sense of solidarity with their vat grown siblings and they will support a fellow Ailokim in virtually any situation. &lt;br /&gt;
The whole of Ailokim society in one way or another is geared towards the reestablishment of their culture’s lost glory. In practical terms they are limited by their slow reproduction rate and have only constructed a few large cities. Many feel however that it is only a matter of time before the Ailokim rediscover the method of constructing new Soulifactories and prepare themselves for the inevitable expansion this would allow.&lt;br /&gt;
[[Image:Ailokim.jpg|thumb|An average Ailokim]]&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Shortish with elongated limbs Ailokim are sometimes likened to human children that have grown off on some sort of unsettling tangent. Ailokim gain their common name from the lack of pigment in their hair and their extraordinarily long life span (anywhere up to 1800 years). They adhere to strict dress codes and a ritual marking on their forearm that defines their role in society and station for which they train from ‘birth’. &lt;br /&gt;
&lt;br /&gt;
Their creations, the Umberkim, on the other hand are a hairless, far stronger, hardier race resembling an oafish human with thick leathery skin. Their dull wits and short lifespan make them ideal slaves to further Ailokim hegemony. Occasional individuals have transcended their programming and escaped to the new world where they have made lives for themselves as free men. The Ailokim however maintain that any of Umberkim blood are their property and must be returned to them or killed.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ailokim relate to each other in society as Lawful Good, seeing Ailokim advancement as the most noble of objectives. Their relations with other races are less transparent, Ailokim practice slavery and have during their expansion been guilty of genocide. They consider races like the Umberkim (and several others) as others might animals. The more enlightened races, can with work, garner a degree more respect though are viewed of course as inferior, or more pragmatically as pawns in some grand scheme. However if an Ailokim gave his word, even to an animal, he would strive to keep it as a mark of Ailokim civility and order. In traditional terms they would awkwardly classify as Lawful Neutral, and though some stray a step away from this it is rare indeed to find a chaotic Ailokim.&lt;br /&gt;
&lt;br /&gt;
== Cities ==&lt;br /&gt;
&lt;br /&gt;
Arcadia&lt;br /&gt;
&lt;br /&gt;
The mountainous centre of Ailokim civilisation and culture it was here that the survivors of the sundering made their stand and started to rebuild what was lost. The highly defensible city has grown over a millennium and aided Ailokim control over both sides of the Hypothian range. The first Soulifactory ‘Erea’ was built here and has produced around 10,000 souls. Arcadia serves as a nursery for young Ailokim as they are trained for their initial roles in the world. It is houses the home legion of the Ailokim army and the council of elders. It is rare for outsiders to be allowed into a city as important as Arcadia. &lt;br /&gt;
&lt;br /&gt;
Megara&lt;br /&gt;
&lt;br /&gt;
It was a proud moment when Ailokim society founded it&#039;s first coastal satelite colony around 500 years ago. It signified the begining of an expansion that over stretched Ailokim man power and created the conditions that necessitated the creation of the Umberkim. Megara today is a thriving metropolis and centre of trade for Ailokim civilisation. Though still rigid and heirachical by world standards it contains the largest racial &amp;amp; cultural diversity of any Ailokim settlement.&lt;br /&gt;
&lt;br /&gt;
Mantinea&lt;br /&gt;
&lt;br /&gt;
The second stage of Ailokim expansion was made almost necessary by the increasing population of Umberkim slaves that have poured ceaslessly from the spawning vats. Mantinea was founded to localise control of the rich southern agricultural and forest resources liberated from an uncooperative regime of humans known as Thalastians. There are 9 Umberkim for every Ailokim settler that reluctantly takes their post here.&lt;br /&gt;
&lt;br /&gt;
Eleusina&lt;br /&gt;
&lt;br /&gt;
A simultaeous expansion northwards was also considered necessary to renew dwildling mineral resources and create a defensible out-post between Ailokim settlements and the sometimes tempermental dwarven residents of the Northern Ranges, who are prone to misunderstandings of Ailokim intent.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
&lt;br /&gt;
Though a great deal has been lost to the Ailokim many powerful magics and useful technologies survived and more are being researched with each passing year. Ailokim casters pride themselves on having the greatest library of magics in the world. Over the centuries many Ailokim magics have however been carelessly traded with the Keltoi whose mastery of the mystical arts now rivals and in some areas exceeds their own.&lt;br /&gt;
&lt;br /&gt;
The Ailokim’s more powerful magics are preserved pre-sundering (PS) ritual magics that tend to influence the construction of their cities and the crafting of various objects. Ailokim cities for example are encircled with powerful protection and detection wards, their agriculture is made more abundant, water cleansed, and even localised weather controlled to a degree. In the category of item/object creation we see examples of solar focusers that sit ominously upon the walls of their cities. Another, and recognised signature of Ailokim culture and warfare, is the kinetic mat; a magically enchanted sheet of rare star metal that glows brightly and can fly at a fair clip. &lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Ailokim base languages are Ailokim &amp;amp; Common. Ailokim value their language as a sacred bridge to their glorious past to be used by none but they. In day to day life they speak common, though are often fluent in other languages preferring more eclectic languages over other humanoid languages. Umberkim can speak common and can sometimes understand Ailokim, however are punished harshly if they use the language of the masters.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim Racial Traits&#039;&#039;&#039;&lt;br /&gt;
(Medium Humanoid)&lt;br /&gt;
Ability scores for Ailokim are based on which of the three Soulifactories they have been created at. Three separate and complimentary Ailokim were selected as the paragons of their culture and were then inserted into the Soulifactories as the templates for future Ailokim creation.&lt;br /&gt;
&lt;br /&gt;
Although their genetic potential is predetermined an Ailokim’s developmental experiences in early life can potentially emphasise one or two ability scores at the expense of others. Specifically an Ailokim can alter 2 of their base ability scores by a maximum of +2 by taking a commensurate minus to other separate ability scores.&lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Erea’&lt;br /&gt;
STR:10 | DEX:15 | CON:14 | INT:15 | WIS:14 | CHA:14&lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Laert’&lt;br /&gt;
STR:12 | DEX:12 | CON:14 | INT:14 | WIS:15 | CHA:15&lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Reos’&lt;br /&gt;
STR:14 | DEX:13 | CON:15 | INT:12 | WIS:14 | CHA:14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; [These 34 point builds are designed to be balanced for 32 point character creation campaigns and should be adjusted for differing campaign power levels] &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Racial hatred toward Psions &amp;amp; Psionic Creatures (+1 Hit &amp;amp; Dam).&lt;br /&gt;
Ailokim receive a +2 Racial Bonus on Ritual Magic skill checks.&lt;br /&gt;
Marks of Destiny (Su) Ailokim are ritually tattooed at birth with one of six unique markings that grant a special power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau (Strength) +1 bonus on strength checks and strength based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein (Grace) +1 bonus on dexterity checks and dexterity based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur (Mind) +1 bonus on int checks and int based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon (World) +1 bonus on wisdom checks and wisdom based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Juugz (Soul) +1 bonus on charisma checks and charisma based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the age of 100 years an Ailokim is recognised as coming of age and is rewarded in a special ritual with an additional mark of destiny. This additional tattoo increases the bonus from the marks to +2 and depending on which of the 9 combinations grants an additional benefit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Sein: When an Ailokim deals damage from a sneak attack or crit they gain a +2 dodge bonus to AC until their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Neur: Twice per day this tattoo allows an Ailokim to expend a prepared spell and gain it’s level to hit and damage for 1 round.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Weon: An Ailokim with this combination can elect to take a -1 to hit and damage at the start of a round to gain an insight bonus of +2 to will saves till the beginning of their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Juugz: Once a day this combination allows it user to add their strength bonus to a charisma based check so long as they are unarmoured and are revealing their physique.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Neur: This combination allows an Ailokim to use their dexterity score instead of their normal ability score for the purposes of determining bonus spells.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Weon: By expending one or more turn/rebuke attempts this combination allows it’s wielder to add a metamagic effect to a spell they are casting, with no effect on the spells casting time or effective level. The number of turn/rebuke attempts expended must equal the normal level adjustment of the metamagic feat. The Ailokim must have the metamagic feat.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Juugz: Twice a day as an immediate action this combination allows an Aiokim to expend either a turn/rebuke attempt or an unprepared spell slot of at least 1st level to gain 1d6 damage on a sneak attack or an unarmed strike.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Weon: This combination allows an Ailokim if they leave a spell slot unfilled for the day to add the level of that spell slot to the DC to resist spells of that level or lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Juugz: Once a day as a standard action this combination allows its user to ‘reclaim’ a spell already cast in the last 3 rounds by expending a spell 1 level lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon-Juugz: This combination grants the Ailokim the ability to sacrifice a turn/rebuke attempt and gain 1 effective caster level, or to sacrifice a prepared spell and gain it’s level to a turning check.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim Racial Traits&#039;&#039;&#039;&lt;br /&gt;
(Medium Humanoid)&lt;br /&gt;
Ability scores for Umberkim are adjusted +2 STR +2CON, -2 INT, -4 WIS.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Dan</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=55965</id>
		<title>Ourworld:Ailokim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=55965"/>
		<updated>2007-07-23T01:02:26Z</updated>

		<summary type="html">&lt;p&gt;Dan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ailokim claim they are one of the two remaining old races and share a common ancestor and a degree of animosity with the Fae of the east. To understand their nature one must appreciate the sad history of this once dominant race.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The Ailokim speak insistently of the lost times when their ancient cities reached high into the skies, their culture spanned the planet and their remarkable technologies and magics were able to twist the very reality of the world and all upon it. Their face will then usually turn almost as grey as their hair as they carry on to tell of the great sundering that destroyed virtually all of their civilisation, their land, their people, their lore, their technologies, their magics, their spirit, their ability to bear offspring and even drained the pigment from their hair.&lt;br /&gt;
&lt;br /&gt;
Of the mere hundreds of fringe dwellers that survived (or were able to be resurrected) the disaster most lapsed into despair, a few however used what gifts they had left to try and preserve their race and culture. Using some remnants of their arcane lore and technologies they created three ‘Soulifactories’; strange devices able to create life in the form of one of three young Ailokim chosen for their unique qualities. As a result all Ailokim under the age of 900 bear a striking resemblance to each of these chosen three. There are 25 unique and venerable Ailokim that remember the sundering and form the council of elders. These elders have overseen the slow salvaging of elements of their former culture and wealth for over a millennium. &lt;br /&gt;
&lt;br /&gt;
Today the Ailokim number around 20,000 and occupy four city sites on the Western continent of Brianna. The embittered Ailokim have been peaceful from necessity; painfully aware of the slow rate at which they are able to reproduce they value their lives highly. So far the greatest Ailokim scholars and scientists have failed to replicate the ‘Soulifactories’ or discover additional ways of reproducing themselves. In their experiments however they have created/bred a slave race that they find useful for industry and warfare known as the ‘Umberkim’. &lt;br /&gt;
&lt;br /&gt;
The Umberkim are a dull witted but powerful race that have been bred as much for their physical power as their obedience. They number around 80,000 spread across the three Ailokim cities and serve as the mainstay of Ailokim military, agriculture and industry. Maturing quickly, Umberkim live on average for a mere 25 years in part due to the hazardous tasks given to them by the Ailokim. Augmented with the powerful magics and technology of their masters, the combined Ailokim/Umberkim military are one of the most formidable forces in the world, though have seen relatively little action. The ‘special forces’ division of the Ailokim military on the other hand is famed for it’s daring and bewildering raids across the span of the planet. This brings us to another defining characteristic of the Ailokim.&lt;br /&gt;
&lt;br /&gt;
== The Sundering ==&lt;br /&gt;
&lt;br /&gt;
The little understood Sundering was a mysterious cataclysm that began about 1500 years ago an ended around 1000 years ago. It began with the appearance of a star in the night sky that continued to grow at an alarming rate, as it grew the temperature dropped rapidly freezing many life forms to death and destroying agriculture. The Ailokim magics sustained their culture largely through this period. As this star of doom grew larger still the world began to get hotter again, and hotter still until the planet was aflame. Again the powerful magics of the Ailokim preserved them. The planet erupted into rivers of lava and began to break up, mountains drifting slowly into the sky as the gravity of the Ailokim home world failed. Many perished at this point, though many in main population centres persevered though extraordinary arcane feats never fully understood. Surviving on chunks of molten rocks the few remaining Ailokim cities were then slammed at vast speeds into other vast asteroids and finally into the fateful star that doomed them. That a few hundred powerful individuals survived was miraculous and a testament to extraordinary powers that have now been lost.&lt;br /&gt;
&lt;br /&gt;
Ailokim life is a precious commodity that will not normally put at risk, but with one exception; Psionics. Since the early days of the rebuilding the council of elders has decreed that Psionicists and Psionic creatures and users must all be eradicated no matter the cost. It seems implicit that somehow they were linked or responsible for the Sundering though no one really seems to know. Over the last millennium the Ailokim have become adept at hunting down individuals, and the families of individuals, that exhibit Psionic power. Often turning up even before a Psionic child is born to slaughter it and it’s mother. This has caused the Ailokim a certain amount of animosity, indeed they are often blamed for still births and other mysterious deaths.&lt;br /&gt;
&lt;br /&gt;
== Personality &amp;amp; Relations ==&lt;br /&gt;
&lt;br /&gt;
Ailokim tend to be embittered but proud, self righteous and ruthlessly pragmatic. It would be fair to say they regard all other sentient races as equally inferior and have fairly high standards as to what they actually call sentient. Low-sentience races (such as the Umberkim) are basically considered in pragmatic terms as they might consider animals.&lt;br /&gt;
&lt;br /&gt;
Since the Sundering the Ailokim have carried a terrible curse in their blood and will never be able to bear children, relying instead on magics and technology to reproduce themselves. This has led to a powerful sense of solidarity with their vat grown siblings and they will support a fellow Ailokim in virtually any situation. &lt;br /&gt;
The whole of Ailokim society in one way or another is geared towards the reestablishment of their culture’s lost glory. In practical terms they are limited by their slow reproduction rate and have only constructed a few large cities. Many feel however that it is only a matter of time before the Ailokim rediscover the method of constructing new Soulifactories and prepare themselves for the inevitable expansion this would allow.&lt;br /&gt;
[[Image:Ailokim.jpg|thumb|An average Ailokim]]&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Shortish with elongated limbs Ailokim are sometimes likened to human children that have grown off on some sort of unsettling tangent. Ailokim gain their common name from the lack of pigment in their hair and their extraordinarily long life span (anywhere up to 1800 years). They adhere to strict dress codes and a ritual marking on their forearm that defines their role in society and station for which they train from ‘birth’. &lt;br /&gt;
&lt;br /&gt;
Their creations, the Umberkim, on the other hand are a hairless, far stronger, hardier race resembling an oafish human with thick leathery skin. Their dull wits and short lifespan make them ideal slaves to further Ailokim hegemony. Occasional individuals have transcended their programming and escaped to the new world where they have made lives for themselves as free men. The Ailokim however maintain that any of Umberkim blood are their property and must be returned to them or killed.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ailokim relate to each other in society as Lawful Good, seeing Ailokim advancement as the most noble of objectives. Their relations with other races are less transparent, Ailokim practice slavery and have during their expansion been guilty of genocide. They consider races like the Umberkim (and several others) as others might animals. The more enlightened races, can with work, garner a degree more respect though are viewed of course as inferior, or more pragmatically as pawns in some grand scheme. However if an Ailokim gave his word, even to an animal, he would strive to keep it as a mark of Ailokim civility and order. In traditional terms they would awkwardly classify as Lawful Neutral, and though some stray a step away from this it is rare indeed to find a chaotic Ailokim.&lt;br /&gt;
&lt;br /&gt;
== Cities ==&lt;br /&gt;
&lt;br /&gt;
Arcadia&lt;br /&gt;
&lt;br /&gt;
The mountainous centre of Ailokim civilisation and culture it was here that the survivors of the sundering made their stand and started to rebuild what was lost. The highly defensible city has grown over a millennium and aided Ailokim control over both sides of the Hypothian range. The first Soulifactory ‘Erea’ was built here and has produced around 10,000 souls. Arcadia serves as a nursery for young Ailokim as they are trained for their initial roles in the world. It is houses the home legion of the Ailokim army and the council of elders. It is rare for outsiders to be allowed into a city as important as Arcadia. &lt;br /&gt;
&lt;br /&gt;
Megara&lt;br /&gt;
&lt;br /&gt;
It was a proud moment when Ailokim society founded it&#039;s first coastal satelite colony around 500 years ago. It signified the begining of an expansion that over stretched Ailokim man power and created the conditions that necessitated the creation of the Umberkim. Megara today is a thriving metropolis and centre of trade for Ailokim civilisation. Though still rigid and heirachical by world standards it contains the largest racial &amp;amp; cultural diversity of any Ailokim settlement.&lt;br /&gt;
&lt;br /&gt;
Mantinea&lt;br /&gt;
&lt;br /&gt;
The second stage of Ailokim expansion was made almost necessary by the increasing population of Umberkim slaves that have poured ceaslessly from the spawning vats. Mantinea was founded to localise control of the rich southern agricultural and forest resources liberated from an uncooperative regime of humans known as Thalastians. There are 9 Umberkim for every Ailokim settler that reluctantly takes their post here.&lt;br /&gt;
&lt;br /&gt;
Eleusina&lt;br /&gt;
&lt;br /&gt;
A simultaeous expansion northwards was also considered necessary to renew dwildling mineral resources and create a defensible out-post between Ailokim settlements and the sometimes tempermental dwarven residents of the Northern Ranges, who are prone to misunderstandings of Ailokim intent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Ailokim base languages are Ailokim &amp;amp; Common. Ailokim value their language as a sacred bridge to their glorious past to be used by none but they. In day to day life they speak common, though are often fluent in other languages preferring more eclectic languages over other humanoid languages. Umberkim can speak common and can sometimes understand Ailokim, however are punished harshly if they use the language of the masters.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim Racial Traits&#039;&#039;&#039;&lt;br /&gt;
(Medium Humanoid)&lt;br /&gt;
Ability scores for Ailokim are based on which of the three Soulifactories they have been created at. Three separate and complimentary Ailokim were selected as the paragons of their culture and were then inserted into the Soulifactories as the templates for future Ailokim creation.&lt;br /&gt;
&lt;br /&gt;
Although their genetic potential is predetermined an Ailokim’s developmental experiences in early life can potentially emphasise one or two ability scores at the expense of others. Specifically an Ailokim can alter 2 of their base ability scores by a maximum of +2 by taking a commensurate minus to other separate ability scores.&lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Erea’&lt;br /&gt;
STR:10 | DEX:15 | CON:14 | INT:15 | WIS:14 | CHA:14&lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Laert’&lt;br /&gt;
STR:12 | DEX:12 | CON:14 | INT:14 | WIS:15 | CHA:15&lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Reos’&lt;br /&gt;
STR:14 | DEX:13 | CON:15 | INT:12 | WIS:14 | CHA:14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; [These 34 point builds are designed to be balanced for 32 point character creation campaigns and should be adjusted for differing campaign power levels] &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Racial hatred toward Psions &amp;amp; Psionic Creatures (+1 Hit &amp;amp; Dam).&lt;br /&gt;
Ailokim receive a +2 Racial Bonus on Ritual Magic skill checks.&lt;br /&gt;
Marks of Destiny (Su) Ailokim are ritually tattooed at birth with one of six unique markings that grant a special power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau (Strength) +1 bonus on strength checks and strength based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein (Grace) +1 bonus on dexterity checks and dexterity based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur (Mind) +1 bonus on int checks and int based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon (World) +1 bonus on wisdom checks and wisdom based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Juugz (Soul) +1 bonus on charisma checks and charisma based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the age of 100 years an Ailokim is recognised as coming of age and is rewarded in a special ritual with an additional mark of destiny. This additional tattoo increases the bonus from the marks to +2 and depending on which of the 9 combinations grants an additional benefit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Sein: When an Ailokim deals damage from a sneak attack or crit they gain a +2 dodge bonus to AC until their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Neur: Twice per day this tattoo allows an Ailokim to expend a prepared spell and gain it’s level to hit and damage for 1 round.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Weon: An Ailokim with this combination can elect to take a -1 to hit and damage at the start of a round to gain an insight bonus of +2 to will saves till the beginning of their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Juugz: Once a day this combination allows it user to add their strength bonus to a charisma based check so long as they are unarmoured and are revealing their physique.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Neur: This combination allows an Ailokim to use their dexterity score instead of their normal ability score for the purposes of determining bonus spells.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Weon: By expending one or more turn/rebuke attempts this combination allows it’s wielder to add a metamagic effect to a spell they are casting, with no effect on the spells casting time or effective level. The number of turn/rebuke attempts expended must equal the normal level adjustment of the metamagic feat. The Ailokim must have the metamagic feat.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Juugz: Twice a day as an immediate action this combination allows an Aiokim to expend either a turn/rebuke attempt or an unprepared spell slot of at least 1st level to gain 1d6 damage on a sneak attack or an unarmed strike.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Weon: This combination allows an Ailokim if they leave a spell slot unfilled for the day to add the level of that spell slot to the DC to resist spells of that level or lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Juugz: Once a day as a standard action this combination allows its user to ‘reclaim’ a spell already cast in the last 3 rounds by expending a spell 1 level lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon-Juugz: This combination grants the Ailokim the ability to sacrifice a turn/rebuke attempt and gain 1 effective caster level, or to sacrifice a prepared spell and gain it’s level to a turning check.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim Racial Traits&#039;&#039;&#039;&lt;br /&gt;
(Medium Humanoid)&lt;br /&gt;
Ability scores for Umberkim are adjusted +2 STR +2CON, -2 INT, -4 WIS.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Dan</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=55636</id>
		<title>Ourworld:Ailokim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=55636"/>
		<updated>2007-07-19T03:17:57Z</updated>

		<summary type="html">&lt;p&gt;Dan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ailokim claim they are one of the two remaining old races and share a common ancestor and a degree of animosity with the Fae of the east. To understand their nature one must appreciate the sad history of this once dominant race.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The Ailokim speak insistently of the lost times when their ancient cities reached high into the skies, their culture spanned the planet and their remarkable technologies and magics were able to twist the very reality of the world and all upon it. Their face will then usually turn almost as grey as their hair as they carry on to tell of the great sundering that destroyed virtually all of their civilisation, their land, their people, their lore, their technologies, their magics, their spirit and left them twisted and unable to bear offspring.&lt;br /&gt;
&lt;br /&gt;
Of the mere hundreds of fringe dwellers that survived (or were able to be resurrected) the disaster most lapsed into despair, a few however used what gifts they had left to try and preserve their race and culture. Using some remnants of their arcane lore and technologies they created three ‘Soulifactory’s’; strange devices able to create life in the form of one of three young Ailokim chosen for their unique qualities. As a result all Ailokim under the age of 900 bear a striking resemblance to each of these chosen three. There are 25 unique and venerable Ailokim that remember the sundering and form the council of elders. These elders have overseen the slow salvaging of elements of their former culture and wealth for over a millennium.&lt;br /&gt;
&lt;br /&gt;
Today the Ailokim number around 20,000 and occupy four city sites on the Western continent of Brianna. The embittered Ailokim have been peaceful from necessity; painfully aware of the slow rate at which they are able to reproduce they value their lives highly. So far the greatest Ailokim scholars and scientists have failed to replicate the ‘Soulifactories’ or discover additional ways of reproducing themselves. In their experiments however they have created/bred a slave race that they find useful for industry and warfare known as the ‘Umberkim’. &lt;br /&gt;
&lt;br /&gt;
The Umberkim are a dull witted but powerful race that have been bred as much for their physical power as their obedience. They number around 80,000 spread across the three Ailokim cities and serve as the mainstay of Ailokim military, agriculture and industry. Maturing quickly, Umberkim live on average for a mere 25 years in part due to the hazardous tasks given to them by the Ailokim. Augmented with the powerful magics and technology of their masters, the combined Ailokim/Umberkim military are one of the most formidable forces in the world, though have seen relatively little action. The ‘special forces’ division of the Ailokim military on the other hand is famed for it’s daring and bewildering raids across the span of the planet. This brings us to another defining characteristic of the Ailokim.&lt;br /&gt;
&lt;br /&gt;
== The Sundering ==&lt;br /&gt;
&lt;br /&gt;
The Ailokim will not normally put at risk their precious lives with one exception; Psionics. Since the early days of the rebuilding the council of elders has decreed that Psionicists and Psionic creatures and users must all be eradicated not matter the cost. It seems implicit that somehow they were linked or responsible for the great sundering though no one really seems to know. Over the last millennium the Ailokim have become adept at hunting down individuals, and the families of individuals, that exhibit Psionic power. Often turning up even before a Psionic child is born to slaughter it and it’s mother. This has caused the Ailokim a certain amount of animosity, indeed they are often blamed for still births and other mysterious deaths.&lt;br /&gt;
&lt;br /&gt;
== Personality &amp;amp; Relations ==&lt;br /&gt;
&lt;br /&gt;
Ailokim tend to be embittered but proud, self righteous and pragmatic. It would be fair to say they regard all other races as equally inferior, except perhaps the troublesome Fae who they instead resent for surviving the sundering unscathed. Since that day the Ailokim have carried a terrible curse in their blood and will never be able to bear children, relying instead on the magics and technology to reproduce themselves. They share however a powerful sense of solidarity with their vat grown siblings and will support a fellow Ailokim in virtually any situation.&lt;br /&gt;
&lt;br /&gt;
The whole of Ailokim society in one way or another is geared towards the reestablishment of their culture’s lost glory. In practical terms they are limited by their slow reproduction rate and have only constructed a few large cities. Many feel however that it is only a matter of time before the Ailokim rediscover the method of constructing new Soulifactories and prepare themselves for the inevitable expansion this would allow.&lt;br /&gt;
[[Image:Ailokim.jpg|thumb|An average Ailokim]]&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Short and willowy compared to humans they gain their common name from the lack of pigment in their hair and their extraordinarily long life span (anywhere up to 1800 years). They adhere to strict dress codes and a ritual marking on their forearm that defines their role in society and station for which they train from ‘birth’.&lt;br /&gt;
&lt;br /&gt;
Their creations, the Umberkim, on the other hand are a hairless, far stronger, hardier race resembling an oafish human with thick leathery skin. Their dull wits and short lifespan make them ideal slaves to further Ailokim hegemony. Occasional individuals have transcended their programming and escaped to the new world where they have made lives for themselves as free men. The Ailokim however maintain that any of Umberkim blood are their property and must be returned to them or killed.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ailokim relate to each other in society as Lawful Good, seeing Ailokim advancement as the most noble of objectives. Their relations with other races are less transparent, Ailokim practice slavery and have during their expansion been guilty of several genocides. They consider races like the Umberkim (and several others) as others might animals. The more enlightened races, can with work, garner a degree more respect though will always be viewed as inferior, or more pragmatically as pawns in their grand scheme. However if an Ailokim gave his word, even to an animal, he would strive to keep it as a mark of Ailokim civility and order. In traditional terms they would awkwardly classify as Lawful Neutral, though some stray a step away from this it is rare indeed to find a chaotic Ailokim.&lt;br /&gt;
&lt;br /&gt;
== Cities ==&lt;br /&gt;
&lt;br /&gt;
Arcadia&lt;br /&gt;
&lt;br /&gt;
The mountainous centre of Ailokim civilisation and culture it was here that the survivors of the sundering made their stand and started to rebuild what was lost. The highly defensible city has grown over a millennium and aided Ailokim control over both sides of the Hypothian range. The first Soulifactory ‘Erea’ was built here and has produced around 10,000 souls. Arcadia serves as a nursery for young Ailokim as they are trained for their initial roles in the world. It is houses the home legion of the Ailokim army and the council of elders. It is rare for outsiders to be allowed into a city as important as Arcadia. &lt;br /&gt;
&lt;br /&gt;
Megara&lt;br /&gt;
&lt;br /&gt;
It was a proud moment when Ailokim society founded it&#039;s first coastal satelite colony around 500 years ago. It signified the begining of an expansion that over stretched Ailokim man power and created the conditions that necessitated the creation of the Umberkim. Megara today is a thriving metropolis and centre of trade for Ailokim civilisation. Though still rigid and heirachical by world standards it contains the largest racial &amp;amp; cultural diversity of any Ailokim settlement.&lt;br /&gt;
&lt;br /&gt;
Mantinea&lt;br /&gt;
&lt;br /&gt;
The second stage of Ailokim expansion was made almost necessary by the increasing population of Umberkim slaves that have poured ceaslessly from the spawning vats. Mantinea was founded to localise control of the rich southern agricultural and forest resources liberated from an uncooperative regime of humans known as Thalastians. There are 9 Umberkim for every Ailokim settler that reluctantly takes their post here.&lt;br /&gt;
&lt;br /&gt;
Eleusina&lt;br /&gt;
&lt;br /&gt;
A simultaeous expansion northwards was also considered necessary to renew dwildling mineral resources and create a defensible out-post between Ailokim settlements and the sometimes tempermental dwarven residents of the Northern Ranges, who are prone to misunderstandings of Ailokim intent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Ailokim base languages are Ailokim &amp;amp; Common. Ailokim value their language as a sacred bridge to their glorious past to be used by none but they. In day to day life they speak common, though are often fluent in other languages preferring more eclectic languages over other humanoid languages. Umberkim can speak common and can sometimes understand Ailokim, however are punished harshly if they use the language of the masters.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim Racial Traits&#039;&#039;&#039;&lt;br /&gt;
(Medium Humanoid)&lt;br /&gt;
Ability scores for Ailokim are based on which of the three Soulifactories they have been created at. Three separate and complimentary Ailokim were selected as the paragons of their culture and were then inserted into the Soulifactories as the templates for future Ailokim creation.&lt;br /&gt;
&lt;br /&gt;
Although their genetic potential is predetermined an Ailokim’s developmental experiences in early life can potentially emphasise one or two ability scores at the expense of others. Specifically an Ailokim can alter 2 of their base ability scores by a maximum of +2 by taking a commensurate minus to other separate ability scores.&lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Erea’&lt;br /&gt;
STR:10 | DEX:15 | CON:14 | INT:15 | WIS:14 | CHA:14&lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Laert’&lt;br /&gt;
STR:12 | DEX:12 | CON:14 | INT:14 | WIS:15 | CHA:15&lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Reos’&lt;br /&gt;
STR:14 | DEX:13 | CON:15 | INT:12 | WIS:14 | CHA:14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; [These 34 point builds are designed to be balanced for 32 point character creation campaigns and should be adjusted for differing campaign power levels] &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Racial hatred toward Psions &amp;amp; Psionic Creatures (+1 Hit &amp;amp; Dam).&lt;br /&gt;
Ailokim receive a +2 Racial Bonus on Ritual Magic skill checks.&lt;br /&gt;
Marks of Destiny (Su) Ailokim are ritually tattooed at birth with one of six unique markings that grant a special power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau (Strength) +1 bonus on strength checks and strength based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein (Grace) +1 bonus on dexterity checks and dexterity based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur (Mind) +1 bonus on int checks and int based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon (World) +1 bonus on wisdom checks and wisdom based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Juugz (Soul) +1 bonus on charisma checks and charisma based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the age of 100 years an Ailokim is recognised as coming of age and is rewarded in a special ritual with an additional mark of destiny. This additional tattoo increases the bonus from the marks to +2 and depending on which of the 9 combinations grants an additional benefit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Sein: When an Ailokim deals damage from a sneak attack or crit they gain a +2 dodge bonus to AC until their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Neur: Twice per day this tattoo allows an Ailokim to expend a prepared spell and gain it’s level to hit and damage for 1 round.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Weon: An Ailokim with this combination can elect to take a -1 to hit and damage at the start of a round to gain an insight bonus of +2 to will saves till the beginning of their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Juugz: Once a day this combination allows it user to add their strength bonus to a charisma based check so long as they are unarmoured and are revealing their physique.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Neur: This combination allows an Ailokim to use their dexterity score instead of their normal ability score for the purposes of determining bonus spells.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Weon: By expending one or more turn/rebuke attempts this combination allows it’s wielder to add a metamagic effect to a spell they are casting, with no effect on the spells casting time or effective level. The number of turn/rebuke attempts expended must equal the normal level adjustment of the metamagic feat. The Ailokim must have the metamagic feat.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Juugz: Twice a day as an immediate action this combination allows an Aiokim to expend either a turn/rebuke attempt or an unprepared spell slot of at least 1st level to gain 1d6 damage on a sneak attack or an unarmed strike.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Weon: This combination allows an Ailokim if they leave a spell slot unfilled for the day to add the level of that spell slot to the DC to resist their spells.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Juugz: Once a day as a standard action this combination allows its user to ‘reclaim’ a spell already cast in the last 3 rounds by expending a spell 1 level lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon-Juugz: This combination grants the Ailokim the ability to sacrifice a turn/rebuke attempt and gain 1 effective caster level, or to sacrifice a prepared spell and gain it’s level to a turning check.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim Racial Traits&#039;&#039;&#039;&lt;br /&gt;
(Medium Humanoid)&lt;br /&gt;
Ability scores for Umberkim are adjusted +2 STR +2CON, -2 INT, -4 WIS.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Dan</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=55635</id>
		<title>Ourworld:Ailokim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=55635"/>
		<updated>2007-07-19T03:14:28Z</updated>

		<summary type="html">&lt;p&gt;Dan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ailokim claim they are one of the two remaining old races and share a common ancestor and a degree of animosity with the Fae of the east. To understand their nature one must appreciate the sad history of this once dominant race.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The Ailokim speak insistently of the lost times when their ancient cities reached high into the skies, their culture spanned the planet and their remarkable technologies and magics were able to twist the very reality of the world and all upon it. Their face will then usually turn almost as grey as their hair as they carry on to tell of the great sundering that destroyed virtually all of their civilisation, their land, their people, their lore, their technologies, their magics, their spirit and left them twisted and unable to bear offspring.&lt;br /&gt;
&lt;br /&gt;
Of the mere hundreds of fringe dwellers that survived (or were able to be resurrected) the disaster most lapsed into despair, a few however used what gifts they had left to try and preserve their race and culture. Using some remnants of their arcane lore and technologies they created three ‘Soulifactory’s’; strange devices able to create life in the form of one of three young Ailokim chosen for their unique qualities. As a result all Ailokim under the age of 900 bear a striking resemblance to each of these chosen three. There are 25 unique and venerable Ailokim that remember the sundering and form the council of elders. These elders have overseen the slow salvaging of elements of their former culture and wealth for over a millennium.&lt;br /&gt;
&lt;br /&gt;
Today the Ailokim number around 20,000 and occupy four city sites on the Western continent of Brianna. The embittered Ailokim have been peaceful from necessity; painfully aware of the slow rate at which they are able to reproduce they value their lives highly. So far the greatest Ailokim scholars and scientists have failed to replicate the ‘Soulifactories’ or discover additional ways of reproducing themselves. In their experiments however they have created/bred a slave race that they find useful for industry and warfare known as the ‘Umberkim’. &lt;br /&gt;
&lt;br /&gt;
The Umberkim are a dull witted but powerful race that have been bred as much for their physical power as their obedience. They number around 80,000 spread across the three Ailokim cities and serve as the mainstay of Ailokim military, agriculture and industry. Maturing quickly, Umberkim live on average for a mere 25 years in part due to the hazardous tasks given to them by the Ailokim. Augmented with the powerful magics and technology of their masters, the combined Ailokim/Umberkim military are one of the most formidable forces in the world, though have seen relatively little action. The ‘special forces’ division of the Ailokim military on the other hand is famed for it’s daring and bewildering raids across the span of the planet. This brings us to another defining characteristic of the Ailokim.&lt;br /&gt;
&lt;br /&gt;
== The Sundering ==&lt;br /&gt;
&lt;br /&gt;
The Ailokim will not normally put at risk their precious lives with one exception; Psionics. Since the early days of the rebuilding the council of elders has decreed that Psionicists and Psionic creatures and users must all be eradicated not matter the cost. It seems implicit that somehow they were linked or responsible for the great sundering though no one really seems to know. Over the last millennium the Ailokim have become adept at hunting down individuals, and the families of individuals, that exhibit Psionic power. Often turning up even before a Psionic child is born to slaughter it and it’s mother. This has caused the Ailokim a certain amount of animosity, indeed they are often blamed for still births and other mysterious deaths.&lt;br /&gt;
&lt;br /&gt;
== Personality &amp;amp; Relations ==&lt;br /&gt;
&lt;br /&gt;
Ailokim tend to be embittered but proud, self righteous and pragmatic. It would be fair to say they regard all other races as equally inferior, except perhaps the troublesome Fae who they instead resent for surviving the sundering unscathed. Since that day the Ailokim have carried a terrible curse in their blood and will never be able to bear children, relying instead on the magics and technology to reproduce themselves. They share however a powerful sense of solidarity with their vat grown siblings and will support a fellow Ailokim in virtually any situation.&lt;br /&gt;
&lt;br /&gt;
The whole of Ailokim society in one way or another is geared towards the reestablishment of their culture’s lost glory. In practical terms they are limited by their slow reproduction rate and have only constructed a few large cities. Many feel however that it is only a matter of time before the Ailokim rediscover the method of constructing new Soulifactories and prepare themselves for the inevitable expansion this would allow.&lt;br /&gt;
[[Image:Ailokim.jpg|thumb|An average Ailokim]]&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Short and willowy compared to humans they gain their common name from the lack of pigment in their hair and their extraordinarily long life span (anywhere up to 1800 years). They adhere to strict dress codes and a ritual marking on their forearm that defines their role in society and station for which they train from ‘birth’.&lt;br /&gt;
&lt;br /&gt;
Their creations, the Umberkim, on the other hand are a hairless, far stronger, hardier race resembling an oafish human with thick leathery skin. Their dull wits and short lifespan make them ideal slaves to further Ailokim hegemony. Occasional individuals have transcended their programming and escaped to the new world where they have made lives for themselves as free men. The Ailokim however maintain that any of Umberkim blood are their property and must be returned to them or killed.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ailokim relate to each other in society as Lawful Good, seeing Ailokim advancement as the most noble of objectives. Their relations with other races are less transparent, Ailokim practice slavery and have during their expansion been guilty of several genocides. They consider races like the Umberkim (and several others) as others might animals. The more enlightened races, can with work, garner a degree more respect though will always be viewed as inferior, or more pragmatically as pawns in their grand scheme. However if an Ailokim gave his word, even to an animal, he would strive to keep it as a mark of Ailokim civility and order. In traditional terms they would awkwardly classify as Lawful Neutral, though some stray a step away from this it is rare indeed to find a chaotic Ailokim.&lt;br /&gt;
&lt;br /&gt;
== Cities ==&lt;br /&gt;
&lt;br /&gt;
Arcadia&lt;br /&gt;
&lt;br /&gt;
The mountainous centre of Ailokim civilisation and culture it was here that the survivors of the sundering made their stand and started to rebuild what was lost. The highly defensible city has grown over a millennium and aided Ailokim control over both sides of the Hypothian range. The first Soulifactory ‘Erea’ was built here and has produced around 10,000 souls. Arcadia serves as a nursery for young Ailokim as they are trained for their initial roles in the world. It is houses the home legion of the Ailokim army and the council of elders. It is rare for outsiders to be allowed into a city as important as Arcadia. &lt;br /&gt;
&lt;br /&gt;
Megara&lt;br /&gt;
&lt;br /&gt;
It was a proud moment when Ailokim society founded it&#039;s first coastal satelite colony around 500 years ago. It signified the begining of an expansion that over stretched Ailokim man power and created the conditions that necessitated the creation of the Umberkim. Megara today is a thriving metropolis and centre of trade for Ailokim civilisation. Though still rigid and heirachical by world standards it contains the largest racial &amp;amp; cultural diversity of any Ailokim settlement.&lt;br /&gt;
&lt;br /&gt;
Mantinea&lt;br /&gt;
&lt;br /&gt;
The second stage of Ailokim expansion was made almost necessary by the increasing population of Umberkim slaves that have poured ceaslessly from the spawning vats. Mantinea was founded to localise control of the rich southern agricultural and forest resources liberated from an uncooperative regime of humans known as Thalastians. There are 9 Umberkim for every Ailokim settler that reluctantly takes their post here.&lt;br /&gt;
&lt;br /&gt;
Eleusina&lt;br /&gt;
&lt;br /&gt;
A simultaeous expansion northwards was also considered necessary to renew dwildling mineral resources and create a defensible out-post between Ailokim settlements and the sometimes tempermental dwarven residents of the Northern Ranges, who are prone to misunderstandings of Ailokim intent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Ailokim base languages are Ailokim &amp;amp; Common. Ailokim value their language as a sacred bridge to their glorious past to be used by none but they. In day to day life they speak common, though are often fluent in other languages preferring more eclectic languages over other humanoid languages. Umberkim can speak common and can sometimes understand Ailokim, however are punished harshly if they use the language of the masters.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim Racial Traits&#039;&#039;&#039;&lt;br /&gt;
(Medium Humanoid)&lt;br /&gt;
Ability scores for Ailokim are based on which of the three Soulifactories they have been created at. Three separate and complimentary Ailokim were selected as the paragons of their culture and were then inserted into the Soulifactories as the templates for future Ailokim creation.&lt;br /&gt;
&lt;br /&gt;
Although their genetic potential is predetermined an Ailokim’s developmental experiences in early life can potentially emphasise one or two ability scores at the expense of others. Specifically an Ailokim can alter 2 of their base ability scores by a maximum of +2 by taking a commensurate minus to other separate ability scores.&lt;br /&gt;
&lt;br /&gt;
Soulifactory ‘Erea’&lt;br /&gt;
STR:10	DEX:15	CON:14	INT:15		WIS:14	CHA:14&lt;br /&gt;
Soulifactory ‘Laert’&lt;br /&gt;
STR:12	DEX:12	CON:14	INT:14		WIS:15	CHA:15&lt;br /&gt;
Soulifactory ‘Reos’&lt;br /&gt;
STR:14	DEX:13	CON:15	INT:12		WIS:14	CHA:14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; [These 34 point builds are designed to be balanced for 32 point character creation campaigns and should be adjusted for differing campaign power levels] &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Racial hatred toward Psions &amp;amp; Psionic Creatures (+1 Hit &amp;amp; Dam).&lt;br /&gt;
Ailokim receive a +2 Racial Bonus on Ritual Magic skill checks.&lt;br /&gt;
Marks of Destiny (Su) Ailokim are ritually tattooed at birth with one of six unique markings that grant a special power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau (Strength) +1 bonus on strength checks and strength based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein (Grace) +1 bonus on dexterity checks and dexterity based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur (Mind) +1 bonus on int checks and int based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon (World) +1 bonus on wisdom checks and wisdom based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Juugz (Soul) +1 bonus on charisma checks and charisma based skill checks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the age of 100 years an Ailokim is recognised as coming of age and is rewarded in a special ritual with an additional mark of destiny. This additional tattoo increases the bonus from the marks to +2 and depending on which of the 9 combinations grants an additional benefit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Sein: When an Ailokim deals damage from a sneak attack or crit they gain a +2 dodge bonus to AC until their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Neur: Twice per day this tattoo allows an Ailokim to expend a prepared spell and gain it’s level to hit and damage for 1 round.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Weon: An Ailokim with this combination can elect to take a -1 to hit and damage at the start of a round to gain an insight bonus of +2 to will saves till the beginning of their next turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tau-Juugz: Once a day this combination allows it user to add their strength bonus to a charisma based check so long as they are unarmoured and are revealing their physique.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Neur: This combination allows an Ailokim to use their dexterity score instead of their normal ability score for the purposes of determining bonus spells.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Weon: By expending one or more turn/rebuke attempts this combination allows it’s wielder to add a metamagic effect to a spell they are casting, with no effect on the spells casting time or effective level. The number of turn/rebuke attempts expended must equal the normal level adjustment of the metamagic feat. The Ailokim must have the metamagic feat.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sein-Juugz: Twice a day as an immediate action this combination allows an Aiokim to expend either a turn/rebuke attempt or an unprepared spell slot of at least 1st level to gain 1d6 damage on a sneak attack or an unarmed strike.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Weon: This combination allows an Ailokim if they leave a spell slot unfilled for the day to add the level of that spell slot to the DC to resist their spells.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neur-Juugz: Once a day as a standard action this combination allows its user to ‘reclaim’ a spell already cast in the last 3 rounds by expending a spell 1 level lower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weon-Juugz: This combination grants the Ailokim the ability to sacrifice a turn/rebuke attempt and gain 1 effective caster level, or to sacrifice a prepared spell and gain it’s level to a turning check.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim Racial Traits&#039;&#039;&#039;&lt;br /&gt;
(Medium Humanoid)&lt;br /&gt;
Ability scores for Umberkim are adjusted +2 STR +2CON, -2 INT, -4 WIS.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Dan</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=54894</id>
		<title>Ourworld:Ailokim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=54894"/>
		<updated>2007-07-10T10:01:17Z</updated>

		<summary type="html">&lt;p&gt;Dan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ailokim claim they are one of the two remaining old races and share a common ancestor and a degree of animosity with the Fae of the east. To understand their nature one must appreciate the sad history of this once dominant race.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The Ailokim speak insistently of the lost times when their ancient cities reached high into the skies, their culture spanned the planet and their remarkable technologies and magics were able to twist the very reality of the world and all upon it. Their face will then usually turn almost as grey as their hair as they carry on to tell of the great sundering that destroyed virtually all of their civilisation, their land, their people, their lore, their technologies, their magics, their spirit and left them twisted and unable to bear offspring.&lt;br /&gt;
&lt;br /&gt;
Of the mere hundreds of fringe dwellers that survived (or were able to be resurrected) the disaster most lapsed into despair, a few however used what gifts they had left to try and preserve their race and culture. Using some remnants of their arcane lore and technologies they created three ‘Soulifactory’s’; strange devices able to create life in the form of one of three young Ailokim chosen for their unique qualities. As a result all Ailokim under the age of 900 bear a striking resemblance to each of these chosen three. There are 25 unique and venerable Ailokim that remember the sundering and form the council of elders. These elders have overseen the slow salvaging of elements of their former culture and wealth for over a millennium.&lt;br /&gt;
&lt;br /&gt;
Today the Ailokim number around 20,000 and occupy four city sites on the Western continent of Brianna. The embittered Ailokim have been peaceful from necessity; painfully aware of the slow rate at which they are able to reproduce they value their lives highly. So far the greatest Ailokim scholars and scientists have failed to replicate the ‘Soulifactories’ or discover additional ways of reproducing themselves. In their experiments however they have created/bred a slave race that they find useful for industry and warfare known as the ‘Umberkim’. &lt;br /&gt;
&lt;br /&gt;
The Umberkim are a dull witted but powerful race that have been bred as much for their physical power as their obedience. They number around 80,000 spread across the three Ailokim cities and serve as the mainstay of Ailokim military, agriculture and industry. Maturing quickly, Umberkim live on average for a mere 25 years in part due to the hazardous tasks given to them by the Ailokim. Augmented with the powerful magics and technology of their masters, the combined Ailokim/Umberkim military are one of the most formidable forces in the world, though have seen relatively little action. The ‘special forces’ division of the Ailokim military on the other hand is famed for it’s daring and bewildering raids across the span of the planet. This brings us to another defining characteristic of the Ailokim.&lt;br /&gt;
&lt;br /&gt;
== The Sundering ==&lt;br /&gt;
&lt;br /&gt;
The Ailokim will not normally put at risk their precious lives with one exception; Psionics. Since the early days of the rebuilding the council of elders has decreed that Psionicists and Psionic creatures and users must all be eradicated not matter the cost. It seems implicit that somehow they were linked or responsible for the great sundering though no one really seems to know. Over the last millennium the Ailokim have become adept at hunting down individuals, and the families of individuals, that exhibit Psionic power. Often turning up even before a Psionic child is born to slaughter it and it’s mother. This has caused the Ailokim a certain amount of animosity, indeed they are often blamed for still births and other mysterious deaths.&lt;br /&gt;
&lt;br /&gt;
== Personality &amp;amp; Relations ==&lt;br /&gt;
&lt;br /&gt;
Ailokim tend to be embittered but proud, self righteous and pragmatic. It would be fair to say they regard all other races as equally inferior, except perhaps the troublesome Fae who they instead resent for surviving the sundering unscathed. Since that day the Ailokim have carried a terrible curse in their blood and will never be able to bear children, relying instead on the magics and technology to reproduce themselves. They share however a powerful sense of solidarity with their vat grown siblings and will support a fellow Ailokim in virtually any situation.&lt;br /&gt;
&lt;br /&gt;
The whole of Ailokim society in one way or another is geared towards the reestablishment of their culture’s lost glory. In practical terms they are limited by their slow reproduction rate and have only constructed a few large cities. Many feel however that it is only a matter of time before the Ailokim rediscover the method of constructing new Soulifactories and prepare themselves for the inevitable expansion this would allow.&lt;br /&gt;
[[Image:Ailokim.jpg|thumb|An average Ailokim]]&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Short and willowy compared to humans they gain their common name from the lack of pigment in their hair and their extraordinarily long life span (anywhere up to 1800 years). They adhere to strict dress codes and a ritual marking on their forearm that defines their role in society and station for which they train from ‘birth’.&lt;br /&gt;
&lt;br /&gt;
Their creations, the Umberkim, on the other hand are a hairless, far stronger, hardier race resembling an oafish human with thick leathery skin. Their dull wits and short lifespan make them ideal slaves to further Ailokim hegemony. Occasional individuals have transcended their programming and escaped to the new world where they have made lives for themselves as free men. The Ailokim however maintain that any of Umberkim blood are their property and must be returned to them or killed.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ailokim relate to each other in society as Lawful Good, seeing Ailokim advancement as the most noble of objectives. Their relations with other races are less transparent, Ailokim practice slavery and have during their expansion been guilty of several genocides. They consider races like the Umberkim (and several others) as others might animals. The more enlightened races, can with work, garner a degree more respect though will always be viewed as inferior, or more pragmatically as pawns in their grand scheme. However if an Ailokim gave his word, even to an animal, he would strive to keep it as a mark of Ailokim civility and order. In traditional terms they would awkwardly classify as Lawful Neutral, though some stray a step away from this it is rare indeed to find a chaotic Ailokim.&lt;br /&gt;
&lt;br /&gt;
== Cities ==&lt;br /&gt;
&lt;br /&gt;
Arcadia&lt;br /&gt;
&lt;br /&gt;
The mountainous centre of Ailokim civilisation and culture it was here that the survivors of the sundering made their stand and started to rebuild what was lost. The highly defensible city has grown over a millennium and aided Ailokim control over both sides of the Hypothian range. The first Soulifactory ‘Erea’ was built here and has produced around 10,000 souls. Arcadia serves as a nursery for young Ailokim as they are trained for their initial roles in the world. It is houses the home legion of the Ailokim army and the council of elders. It is rare for outsiders to be allowed into a city as important as Arcadia. &lt;br /&gt;
&lt;br /&gt;
Megara&lt;br /&gt;
&lt;br /&gt;
It was a proud moment when Ailokim society founded it&#039;s first coastal satelite colony around 500 years ago. It signified the begining of an expansion that over stretched Ailokim man power and created the conditions that necessitated the creation of the Umberkim. Megara today is a thriving metropolis and centre of trade for Ailokim civilisation. Though still rigid and heirachical by world standards it contains the largest racial &amp;amp; cultural diversity of any Ailokim settlement.&lt;br /&gt;
&lt;br /&gt;
Mantinea&lt;br /&gt;
&lt;br /&gt;
The second stage of Ailokim expansion was made almost necessary by the increasing population of Umberkim slaves that have poured ceaslessly from the spawning vats. Mantinea was founded to localise control of the rich southern agricultural and forest resources liberated from an uncooperative regime of humans known as Thalastians. There are 9 Umberkim for every Ailokim settler that reluctantly takes their post here.&lt;br /&gt;
&lt;br /&gt;
Eleusina&lt;br /&gt;
&lt;br /&gt;
A simultaeous expansion northwards was also considered necessary to renew dwildling mineral resources and create a defensible out-post between Ailokim settlements and the sometimes tempermental dwarven residents of the Northern Ranges, who are prone to misunderstandings of Ailokim intent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Ailokim base languages are Ailokim &amp;amp; Common. Ailokim value their language as a sacred bridge to their glorious past to be used by none but they. In day to day life they speak common, though are often fluent in other languages preferring more eclectic languages over other humanoid languages. Umberkim can speak common and can sometimes understand Ailokim, however are punished harshly if they use the language of the masters.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim Racial Traits&#039;&#039;&#039;&lt;br /&gt;
(Small Humanoid)&lt;br /&gt;
-2 STR, -2 CON &amp;amp; +2 INT.&lt;br /&gt;
Racial hatred toward Psions &amp;amp; Psionic Creatures (+1 Hit &amp;amp; Dam).&lt;br /&gt;
Racial Bonuses: + 2 Knowledge Arcana, Use Magic Device, Ritual Magic &amp;amp; Spellcraft.&lt;br /&gt;
ECL: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim Racial Traits&#039;&#039;&#039;&lt;br /&gt;
(Medium Humanoid)&lt;br /&gt;
+2 STR +2CON, -2 INT, -4 WIS.&lt;br /&gt;
ECL: 0&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Dan</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=54731</id>
		<title>Ourworld:Ailokim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=54731"/>
		<updated>2007-07-09T02:06:07Z</updated>

		<summary type="html">&lt;p&gt;Dan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ailokim claim they are one of the two remaining old races and share a common ancestor and a degree of animosity with the Fae of the east. To understand their nature one must appreciate the sad history of this once dominant race.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The Ailokim speak insistently of the lost times when their ancient cities reached high into the skies, their culture spanned the planet and their remarkable technologies and magics were able to twist the very reality of the world and all upon it. Their face will then usually turn almost as grey as their hair as they carry on to tell of the great sundering that destroyed virtually all of their civilisation, their land, their people, their lore, their technologies, their magics, their spirit and left them twisted and unable to bear offspring.&lt;br /&gt;
&lt;br /&gt;
Of the hundreds of fringe dwellers that survived (or were able to be resurrected) the disaster most lapsed into despair, a few however used what gifts they had left to try and preserve their race and culture. Using some remnants of their arcane lore and technologies they created three ‘Soulifactory’s’; strange devices able to create life in the form of one of three young Ailokim chosen for their unique qualities. As a result all Ailokim under the age of 900 bear a striking resemblance to each of these chosen three. There are 25 unique and venerable Ailokim that remember the sundering and form the council of elders. These elders have overseen the slow salvaging of elements of their former culture and wealth for over a millennium.&lt;br /&gt;
&lt;br /&gt;
Today the Ailokim number around 20,000 and occupy four city sites on the Western continent of Brianna. The embittered Ailokim have been peaceful from necessity; painfully aware of the slow rate at which they are able to reproduce they value their lives highly. So far the greatest Ailokim scholars and scientists have failed to replicate the ‘Soulifactories’ or discover additional ways of reproducing themselves. In their experiments however they have created/bred a slave race that they find useful for industry and warfare known as the ‘Umberkim’. &lt;br /&gt;
&lt;br /&gt;
The Umberkim are a dull witted but powerful race that have been bred as much for their physical power as their obedience. They number around 80,000 spread across the three Ailokim cities and serve as the mainstay of Ailokim military, agriculture and industry. Maturing quickly, Umberkim live on average for a mere 25 years in part due to the hazardous tasks given to them by the Ailokim. Augmented with the powerful magics and technology of their masters, the combined Ailokim/Umberkim military are one of the most formidable forces in the world, though have seen relatively little action. The ‘special forces’ division of the Ailokim military on the other hand is famed for it’s daring and bewildering raids across the span of the planet. This brings us to another defining characteristic of the Ailokim.&lt;br /&gt;
&lt;br /&gt;
== The Sundering ==&lt;br /&gt;
&lt;br /&gt;
The Ailokim will not normally put at risk their precious lives with one exception; Psionics. Since the early days of the rebuilding the council of elders has decreed that Psionicists and Psionic creatures and users must all be eradicated not matter the cost. It seems implicit that somehow they were linked or responsible for the great sundering though no one really seems to know. Over the last millennium the Ailokim have become adept at hunting down individuals, and the families of individuals, that exhibit Psionic power. Often turning up even before a Psionic child is born to slaughter it and it’s mother. This has caused the Ailokim a certain amount of animosity, indeed they are often blamed for still births and other mysterious deaths.&lt;br /&gt;
&lt;br /&gt;
== Personality &amp;amp; Relations ==&lt;br /&gt;
&lt;br /&gt;
Ailokim tend to be embittered but proud, self righteous and pragmatic. It would be fair to say they regard all other races as equally inferior, except perhaps the troublesome Fae who they instead resent for surviving the sundering unscathed. Since that day the Ailokim have carried a terrible curse in their blood and will never be able to bear children, relying instead on the magics and technology to reproduce themselves. They share however a powerful sense of solidarity with their vat grown siblings and will support a fellow Ailokim in virtually any situation.&lt;br /&gt;
&lt;br /&gt;
The whole of Ailokim society in one way or another is geared towards the reestablishment of their culture’s lost glory. In practical terms they are limited by their slow reproduction rate and have only constructed a few large cities. Many feel however that it is only a matter of time before the Ailokim rediscover the method of constructing new Soulifactories and prepare themselves for the inevitable expansion this would allow.&lt;br /&gt;
[[Image:Ailokim.jpg|thumb|Description]]&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Short and willowy compared to humans they gain their common name from the lack of pigment in their hair and their extraordinarily long life span (anywhere up to 1800 years). They adhere to strict dress codes and a ritual marking on their forearm that defines their role in society and station for which they train from ‘birth’.&lt;br /&gt;
&lt;br /&gt;
Their creations, the Umberkim, on the other hand are a hairless, far stronger, hardier race resembling an oafish human with thick leathery skin. Their dull wits and short lifespan make them ideal slaves to further Ailokim hegemony. Occasional individuals have transcended their programming and escaped to the new world where they have made lives for themselves as free men. The Ailokim however maintain that any of Umberkim blood are their property and must be returned to them or killed.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ailokim relate to each other in society as Lawful Good, seeing Ailokim advancement as the most noble of objectives. Their relations with other races are less transparent, Ailokim practice slavery and have during their expansion been guilty of several genocides. They consider races like the Umberkim (and several others) as others might animals. The more enlightened races, can with work, garner a degree more respect though will always be viewed as inferior, or more pragmatically as pawns in their grand scheme. However if an Ailokim gave his word, even to an animal, he would strive to keep it as a mark of Ailokim civility and order. In traditional terms they would awkwardly classify as Lawful Neutral, though some stray a step away from this it is rare indeed to find a chaotic Ailokim.&lt;br /&gt;
&lt;br /&gt;
== Cities ==&lt;br /&gt;
&lt;br /&gt;
Arcadia&lt;br /&gt;
&lt;br /&gt;
The mountainous centre of Ailokim civilisation and culture it was here that the survivors of the sundering made their stand and started to rebuild what was lost. The highly defensible city has grown over a millennium and aided Ailokim control over both sides of the Hypothian range. The first Soulifactory ‘Erea’ was built here and has produced around 10,000 souls. Arcadia serves as a nursery for young Ailokim as they are trained for their initial roles in the world. It is houses the home legion of the Ailokim army and the council of elders. It is rare for outsiders to be allowed into a city as important as Arcadia. &lt;br /&gt;
&lt;br /&gt;
Megara&lt;br /&gt;
&lt;br /&gt;
It was a proud moment when Ailokim society founded it&#039;s first coastal satelite colony around 500 years ago. It signified the begining of an expansion that over stretched Ailokim man power and created the conditions that necessitated the creation of the Umberkim. Megara today is a thriving metropolis and centre of trade for Ailokim civilisation. Though still rigid and heirachical by world standards it contains the largest racial &amp;amp; cultural diversity of any Ailokim settlement.&lt;br /&gt;
&lt;br /&gt;
Mantinea&lt;br /&gt;
&lt;br /&gt;
The second stage of Ailokim expansion was made almost necessary by the increasing population of Umberkim slaves that have poured ceaslessly from the spawning vats. Mantinea was founded to localise control of the rich southern agricultural and forest resources liberated from an uncooperative regime of humans known as Thalastians. There are 9 Umberkim for every Ailokim settler that reluctantly takes their post here.&lt;br /&gt;
&lt;br /&gt;
Eleusina&lt;br /&gt;
&lt;br /&gt;
A simultaeous expansion northwards was also considered necessary to renew dwildling mineral resources and create a defensible out-post between Ailokim settlements and the sometimes tempermental dwarven residents of the Northern Ranges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Ailokim base languages are Ailokim &amp;amp; Common. Ailokim value their language as a sacred bridge to their glorious past to be used by none but they. In day to day life they speak common, though are often fluent in other languages preferring more eclectic languages over other humanoid languages. Umberkim can speak common and can sometimes understand Ailokim, however are punished harshly if they use the language of the masters.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim Racial Traits&#039;&#039;&#039;&lt;br /&gt;
(Small Humanoid)&lt;br /&gt;
-2 STR, -2 CON &amp;amp; +2 INT.&lt;br /&gt;
Racial hatred toward Psions &amp;amp; Psionic Creatures (+1 Hit &amp;amp; Dam).&lt;br /&gt;
Arcane Aptitude: + 2 Knowledge Arcana, Use Magic Device &amp;amp; Spellcraft.&lt;br /&gt;
ECL: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim Racial Traits&#039;&#039;&#039;&lt;br /&gt;
(Medium Humanoid)&lt;br /&gt;
+2 STR +2CON, -2 INT, -4 WIS.&lt;br /&gt;
ECL: 0&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Dan</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=54729</id>
		<title>Ourworld:Ailokim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=54729"/>
		<updated>2007-07-09T02:03:42Z</updated>

		<summary type="html">&lt;p&gt;Dan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ailokim claim they are one of the two remaining old races and share a common ancestor and a degree of animosity with the Fae of the east. To understand their nature one must appreciate the sad history of this once dominant race.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The Ailokim speak insistently of the lost times when their ancient cities reached high into the skies, their culture spanned the planet and their remarkable technologies and magics were able to twist the very reality of the world and all upon it. Their face will then usually turn almost as grey as their hair as they carry on to tell of the great sundering that destroyed virtually all of their civilisation, their land, their people, their lore, their technologies, their magics, their spirit and left them twisted and unable to bear offspring.&lt;br /&gt;
&lt;br /&gt;
Of the hundreds of fringe dwellers that survived (or were able to be resurrected) the disaster most lapsed into despair, a few however used what gifts they had left to try and preserve their race and culture. Using some remnants of their arcane lore and technologies they created three ‘Soulifactory’s’; strange devices able to create life in the form of one of three young Ailokim chosen for their unique qualities. As a result all Ailokim under the age of 900 bear a striking resemblance to each of these chosen three. There are 25 unique and venerable Ailokim that remember the sundering and form the council of elders. These elders have overseen the slow salvaging of elements of their former culture and wealth for over a millennium.&lt;br /&gt;
&lt;br /&gt;
Today the Ailokim number around 20,000 and occupy three city sites on the Western continent of Brianna. The embittered Ailokim have been peaceful from necessity; painfully aware of the slow rate at which they are able to reproduce they value their lives highly. So far the greatest Ailokim scholars and scientists have failed to replicate the ‘Soulifactories’ or discover additional ways of reproducing themselves. In their experiments however they have created/bred a slave race that they find useful for industry and warfare known as the ‘Umberkim’. &lt;br /&gt;
&lt;br /&gt;
The Umberkim are a dull witted but powerful race that have been bred as much for their physical power as their obedience. They number around 80,000 spread across the three Ailokim cities and serve as the mainstay of Ailokim military, agriculture and industry. Maturing quickly, Umberkim live on average for a mere 25 years in part due to the hazardous tasks given to them by the Ailokim. Augmented with the powerful magics and technology of their masters, the combined Ailokim/Umberkim military are one of the most formidable forces in the world, though have seen relatively little action. The ‘special forces’ division of the Ailokim military on the other hand is famed for it’s daring and bewildering raids across the span of the planet. This brings us to another defining characteristic of the Ailokim.&lt;br /&gt;
&lt;br /&gt;
== The Sundering ==&lt;br /&gt;
&lt;br /&gt;
The Ailokim will not normally put at risk their precious lives with one exception; Psionics. Since the early days of the rebuilding the council of elders has decreed that Psionicists and Psionic creatures and users must all be eradicated not matter the cost. It seems implicit that somehow they were linked or responsible for the great sundering though no one really seems to know. Over the last millennium the Ailokim have become adept at hunting down individuals, and the families of individuals, that exhibit Psionic power. Often turning up even before a Psionic child is born to slaughter it and it’s mother. This has caused the Ailokim a certain amount of animosity, indeed they are often blamed for still births and other mysterious deaths.&lt;br /&gt;
&lt;br /&gt;
== Personality &amp;amp; Relations ==&lt;br /&gt;
&lt;br /&gt;
Ailokim tend to be embittered but proud, self righteous and pragmatic. It would be fair to say they regard all other races as equally inferior, except perhaps the troublesome Fae who they instead resent for surviving the sundering unscathed. Since that day the Ailokim have carried a terrible curse in their blood and will never be able to bear children, relying instead on the magics and technology to reproduce themselves. They share however a powerful sense of solidarity with their vat grown siblings and will support a fellow Ailokim in virtually any situation.&lt;br /&gt;
&lt;br /&gt;
The whole of Ailokim society in one way or another is geared towards the reestablishment of their culture’s lost glory. In practical terms they are limited by their slow reproduction rate and have only constructed a few large cities. Many feel however that it is only a matter of time before the Ailokim rediscover the method of constructing new Soulifactories and prepare themselves for the inevitable expansion this would allow.&lt;br /&gt;
[[Image:Ailokim.jpg|thumb|Description]]&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Short and willowy compared to humans they gain their common name from the lack of pigment in their hair and their extraordinarily long life span (anywhere up to 1800 years). They adhere to strict dress codes and a ritual marking on their forearm that defines their role in society and station for which they train from ‘birth’.&lt;br /&gt;
&lt;br /&gt;
Their creations, the Umberkim, on the other hand are a hairless, far stronger, hardier race resembling an oafish human with thick leathery skin. Their dull wits and short lifespan make them ideal slaves to further Ailokim hegemony. Occasional individuals have transcended their programming and escaped to the new world where they have made lives for themselves as free men. The Ailokim however maintain that any of Umberkim blood are their property and must be returned to them or killed.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ailokim relate to each other in society as Lawful Good, seeing Ailokim advancement as the most noble of objectives. Their relations with other races are less transparent, Ailokim practice slavery and have during their expansion been guilty of several genocides. They consider races like the Umberkim (and several others) as others might animals. The more enlightened races, can with work, garner a degree more respect though will always be viewed as inferior, or more pragmatically as pawns in their grand scheme. However if an Ailokim gave his word, even to an animal, he would strive to keep it as a mark of Ailokim civility and order. In traditional terms they would awkwardly classify as Lawful Neutral, though some stray a step away from this it is rare indeed to find a chaotic Ailokim.&lt;br /&gt;
&lt;br /&gt;
== Cities ==&lt;br /&gt;
&lt;br /&gt;
Arcadia&lt;br /&gt;
&lt;br /&gt;
The mountainous centre of Ailokim civilisation and culture it was here that the survivors of the sundering made their stand and started to rebuild what was lost. The highly defensible city has grown over a millennium and aided Ailokim control over both sides of the Hypothian range. The first Soulifactory ‘Erea’ was built here and has produced around 10,000 souls. Arcadia serves as a nursery for young Ailokim as they are trained for their initial roles in the world. It is houses the home legion of the Ailokim army and the council of elders. It is rare for outsiders to be allowed into a city as important as Arcadia. &lt;br /&gt;
&lt;br /&gt;
Megara&lt;br /&gt;
&lt;br /&gt;
It was a proud moment when Ailokim society founded it&#039;s first coastal satelite colony around 500 years ago. It signified the begining of an expansion that over stretched Ailokim man power and created the conditions that necessitated the creation of the Umberkim. Megara today is a thriving metropolis and centre of trade for Ailokim civilisation. Though still rigid and heirachical by world standards it contains the largest racial &amp;amp; cultural diversity of any Ailokim settlement.&lt;br /&gt;
&lt;br /&gt;
Mantinea&lt;br /&gt;
&lt;br /&gt;
The second stage of Ailokim expansion was made almost necessary by the increasing population of Umberkim slaves that have poured ceaslessly from the spawning vats. Mantinea was founded to localise control of the rich southern agricultural and forest resources liberated from an uncooperative regime of humans known as Thalastians. There are 9 Umberkim for every Ailokim settler that reluctantly takes their post here.&lt;br /&gt;
&lt;br /&gt;
Eleusina&lt;br /&gt;
&lt;br /&gt;
A simultaeous expansion northwards was also considered necessary to renew dwildling mineral resources and create a defensible out-post between Ailokim settlements and the sometimes tempermental dwarven residents of the Northern Ranges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Ailokim base languages are Ailokim &amp;amp; Common. Ailokim value their language as a sacred bridge to their glorious past to be used by none but they. In day to day life they speak common, though are often fluent in other languages preferring more eclectic languages over other humanoid languages. Umberkim can speak common and can sometimes understand Ailokim, however are punished harshly if they use the language of the masters.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim Racial Traits&#039;&#039;&#039;&lt;br /&gt;
(Small Humanoid)&lt;br /&gt;
-2 STR, -2 CON &amp;amp; +2 INT.&lt;br /&gt;
Racial hatred toward Psions &amp;amp; Psionic Creatures (+1 Hit &amp;amp; Dam).&lt;br /&gt;
Arcane Aptitude: + 2 Knowledge Arcana, Use Magic Device &amp;amp; Spellcraft.&lt;br /&gt;
ECL: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim Racial Traits&#039;&#039;&#039;&lt;br /&gt;
(Medium Humanoid)&lt;br /&gt;
+2 STR +2CON, -2 INT, -4 WIS.&lt;br /&gt;
ECL: 0&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Dan</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=54724</id>
		<title>Ourworld:Ailokim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=54724"/>
		<updated>2007-07-09T01:46:13Z</updated>

		<summary type="html">&lt;p&gt;Dan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ailokim claim they are one of the two remaining old races and share a common ancestor and a degree of animosity with the Fae of the east. To understand their nature one must appreciate the sad history of this once dominant race.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The Ailokim speak insistently of the lost times when their ancient cities reached high into the skies, their culture spanned the planet and their remarkable technologies and magics were able to twist the very reality of the world and all upon it. Their face will then usually turn almost as grey as their hair as they carry on to tell of the great sundering that destroyed virtually all of their civilisation, their land, their people, their lore, their technologies, their magics, their spirit and left them twisted and unable to bear offspring.&lt;br /&gt;
&lt;br /&gt;
Of the hundreds of fringe dwellers that survived (or were able to be resurrected) the disaster most lapsed into despair, a few however used what gifts they had left to try and preserve their race and culture. Using some remnants of their arcane lore and technologies they created three ‘Soulifactory’s’; strange devices able to create life in the form of one of three young Ailokim chosen for their unique qualities. As a result all Ailokim under the age of 900 bear a striking resemblance to each of these chosen three. There are 25 unique and venerable Ailokim that remember the sundering and form the council of elders. These elders have overseen the slow salvaging of elements of their former culture and wealth for over a millennium.&lt;br /&gt;
&lt;br /&gt;
Today the Ailokim number around 20,000 and occupy three city sites on the Western continent of Brianna. The embittered Ailokim have been peaceful from necessity; painfully aware of the slow rate at which they are able to reproduce they value their lives highly. So far the greatest Ailokim scholars and scientists have failed to replicate the ‘Soulifactories’ or discover additional ways of reproducing themselves. In their experiments however they have created/bred a slave race that they find useful for industry and warfare known as the ‘Umberkim’. &lt;br /&gt;
&lt;br /&gt;
The Umberkim are a dull witted but powerful race that have been bred as much for their physical power as their obedience. They number around 80,000 spread across the three Ailokim cities and serve as the mainstay of Ailokim military, agriculture and industry. Maturing quickly, Umberkim live on average for a mere 25 years in part due to the hazardous tasks given to them by the Ailokim. Augmented with the powerful magics and technology of their masters, the combined Ailokim/Umberkim military are one of the most formidable forces in the world, though have seen relatively little action. The ‘special forces’ division of the Ailokim military on the other hand is famed for it’s daring and bewildering raids across the span of the planet. This brings us to another defining characteristic of the Ailokim.&lt;br /&gt;
&lt;br /&gt;
== The Sundering ==&lt;br /&gt;
&lt;br /&gt;
The Ailokim will not normally put at risk their precious lives with one exception; Psionics. Since the early days of the rebuilding the council of elders has decreed that Psionicists and Psionic creatures and users must all be eradicated not matter the cost. It seems implicit that somehow they were linked or responsible for the great sundering though no one really seems to know. Over the last millennium the Ailokim have become adept at hunting down individuals, and the families of individuals, that exhibit Psionic power. Often turning up even before a Psionic child is born to slaughter it and it’s mother. This has caused the Ailokim a certain amount of animosity, indeed they are often blamed for still births and other mysterious deaths.&lt;br /&gt;
&lt;br /&gt;
== Personality &amp;amp; Relations ==&lt;br /&gt;
&lt;br /&gt;
Ailokim tend to be embittered but proud, self righteous and pragmatic. It would be fair to say they regard all other races as equally inferior, except perhaps the troublesome Fae who they instead resent for surviving the sundering unscathed. Since that day the Ailokim have carried a terrible curse in their blood and will never be able to bear children, relying instead on the magics and technology to reproduce themselves. They share however a powerful sense of solidarity with their vat grown siblings and will support a fellow Ailokim in virtually any situation.&lt;br /&gt;
&lt;br /&gt;
The whole of Ailokim society in one way or another is geared towards the reestablishment of their culture’s lost glory. In practical terms they are limited by their slow reproduction rate and have only constructed a few large cities. Many feel however that it is only a matter of time before the Ailokim rediscover the method of constructing new Soulifactories and prepare themselves for the inevitable expansion this would allow.&lt;br /&gt;
[[Image:Ailokim.jpg|thumb|Description]]&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Short and willowy compared to humans they gain their common name from the lack of pigment in their hair and their extraordinarily long life span (anywhere up to 1800 years). They adhere to strict dress codes and a ritual marking on their forearm that defines their role in society and station for which they train from ‘birth’.&lt;br /&gt;
&lt;br /&gt;
Their creations, the Umberkim, on the other hand are a hairless, far stronger, hardier race resembling an oafish human with thick leathery skin. Their dull wits and short lifespan make them ideal slaves to further Ailokim hegemony. Occasional individuals have transcended their programming and escaped to the new world where they have made lives for themselves as free men. The Ailokim however maintain that any of Umberkim blood are their property and must be returned to them or killed.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ailokim relate to each other in society as Lawful Good, seeing Ailokim advancement as the most noble of objectives. Their relations with other races are less transparent, Ailokim practice slavery and have during their expansion been guilty of several genocides. They consider races like the Umberkim (and several others) as others might animals. The more enlightened races, can with work, garner a degree more respect though will always be viewed as inferior, or more pragmatically as pawns in their grand scheme. However if an Ailokim gave his word, even to an animal, he would strive to keep it as a mark of Ailokim civility and order. In traditional terms they would awkwardly classify as Lawful Neutral.&lt;br /&gt;
&lt;br /&gt;
== Cities ==&lt;br /&gt;
&lt;br /&gt;
Arcadia&lt;br /&gt;
&lt;br /&gt;
The mountainous centre of Ailokim civilisation and culture it was here that the survivors of the sundering made their stand and started to rebuild what was lost. The highly defensible city has grown over a millennium and aided Ailokim control over both sides of the Hypothian range. The first Soulifactory ‘Erea’ was built here and has produced around 10,000 souls. Arcadia serves as a nursery for young Ailokim as they are trained for their initial roles in the world. It is houses the home legion of the Ailokim army and the council of elders. It is rare for outsiders to be allowed into a city as important as Arcadia. &lt;br /&gt;
&lt;br /&gt;
Megara&lt;br /&gt;
&lt;br /&gt;
It was a proud moment when Ailokim society founded it&#039;s first coastal satelite colony around 500 years ago. It signified the begining of an expansion that over stretched Ailokim man power and created the conditions that necessitated the creation of the Umberkim. Megara today is a thriving metropolis and centre of trade for Ailokim civilisation. Though still rigid and heirachical by world standards it contains the largest racial &amp;amp; cultural diversity of any Ailokim settlement.&lt;br /&gt;
&lt;br /&gt;
Mantinea&lt;br /&gt;
&lt;br /&gt;
The second stage of Ailokim expansion was made almost necessary by the increasing population of Umberkim slaves that have poured ceaslessly from the spawning vats. Mantinea was founded to localise control of the rich southern agricultural and forest resources liberated from an uncooperative regime of humans known as Thalastians. There are 9 Umberkim for every Ailokim settler that reluctantly takes their post here.&lt;br /&gt;
&lt;br /&gt;
Eleusina&lt;br /&gt;
&lt;br /&gt;
A simultaeous expansion northwards was also considered necessary to renew dwildling mineral resources and create a defensible out-post between Ailokim settlements and the sometimes tempermental dwarven residents of the Northern Ranges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Ailokim base languages are Ailokim &amp;amp; Common. Ailokim value their language as a sacred bridge to their glorious past to be used by none but they. In day to day life they speak common, though are often fluent in other languages preferring more eclectic languages over other humanoid languages. Umberkim can speak common and can sometimes understand Ailokim, however are punished harshly if they use the language of the masters.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim Racial Traits&#039;&#039;&#039;&lt;br /&gt;
(Small Humanoid)&lt;br /&gt;
-2 STR, -2 CON &amp;amp; +2 INT.&lt;br /&gt;
Racial hatred toward Psions &amp;amp; Psionic Creatures (+1 Hit &amp;amp; Dam).&lt;br /&gt;
Arcane Aptitude: + 2 Knowledge Arcana, Use Magic Device &amp;amp; Spellcraft.&lt;br /&gt;
ECL: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim Racial Traits&#039;&#039;&#039;&lt;br /&gt;
(Medium Humanoid)&lt;br /&gt;
+2 STR +2CON, -2 INT, -4 WIS.&lt;br /&gt;
ECL: 0&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Dan</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=54720</id>
		<title>Ourworld:Ailokim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=54720"/>
		<updated>2007-07-09T01:30:27Z</updated>

		<summary type="html">&lt;p&gt;Dan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ailokim claim they are one of the two remaining old races and share a common ancestor and a degree of animosity with the Fae of the east. To understand their nature one must appreciate the sad history of this once dominant race.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The Ailokim speak insistently of the lost times when their ancient cities reached high into the skies, their culture spanned the planet and their remarkable technologies and magics were able to twist the very reality of the world and all upon it. Their face will then usually turn almost as grey as their hair as they carry on to tell of the great sundering that destroyed virtually all of their civilisation, their land, their people, their lore, their technologies, their magics, their spirit and left them twisted and unable to bear offspring.&lt;br /&gt;
&lt;br /&gt;
Of the hundreds of fringe dwellers that survived (or were able to be resurrected) the disaster most lapsed into despair, a few however used what gifts they had left to try and preserve their race and culture. Using some remnants of their arcane lore and technologies they created three ‘Soulifactory’s’; strange devices able to create life in the form of one of three young Ailokim chosen for their unique qualities. As a result all Ailokim under the age of 900 bear a striking resemblance to each of these chosen three. There are 25 unique and venerable Ailokim that remember the sundering and form the council of elders. These elders have overseen the slow salvaging of elements of their former culture and wealth for over a millennium.&lt;br /&gt;
&lt;br /&gt;
Today the Ailokim number around 20,000 and occupy three city sites on the Western continent of Brianna. The embittered Ailokim have been peaceful from necessity; painfully aware of the slow rate at which they are able to reproduce they value their lives highly. So far the greatest Ailokim scholars and scientists have failed to replicate the ‘Soulifactories’ or discover additional ways of reproducing themselves. In their experiments however they have created/bred a slave race that they find useful for industry and warfare known as the ‘Umberkim’. &lt;br /&gt;
&lt;br /&gt;
The Umberkim are a dull witted but powerful race that have been bred as much for their physical power as their obedience. They number around 80,000 spread across the three Ailokim cities and serve as the mainstay of Ailokim military, agriculture and industry. Maturing quickly, Umberkim live on average for a mere 25 years in part due to the hazardous tasks given to them by the Ailokim. Augmented with the powerful magics and technology of their masters, the combined Ailokim/Umberkim military are one of the most formidable forces in the world, though have seen relatively little action. The ‘special forces’ division of the Ailokim military on the other hand is famed for it’s daring and bewildering raids across the span of the planet. This brings us to another defining characteristic of the Ailokim.&lt;br /&gt;
&lt;br /&gt;
== The Sundering ==&lt;br /&gt;
&lt;br /&gt;
The Ailokim will not normally put at risk their precious lives with one exception; Psionics. Since the early days of the rebuilding the council of elders has decreed that Psionicists and Psionic creatures and users must all be eradicated not matter the cost. It seems implicit that somehow they were linked or responsible for the great sundering though no one really seems to know. Over the last millennium the Ailokim have become adept at hunting down individuals, and the families of individuals, that exhibit Psionic power. Often turning up even before a Psionic child is born to slaughter it and it’s mother. This has caused the Ailokim a certain amount of animosity, indeed they are often blamed for still births and other mysterious deaths.&lt;br /&gt;
&lt;br /&gt;
== Personality &amp;amp; Relations ==&lt;br /&gt;
&lt;br /&gt;
Ailokim tend to be embittered but proud, self righteous and pragmatic. It would be fair to say they regard all other races as equally inferior, except perhaps the troublesome Fae who they instead resent for surviving the sundering unscathed. Since that day the Ailokim have carried a terrible curse in their blood and will never be able to bear children, relying instead on the magics and technology to reproduce themselves. They share however a powerful sense of solidarity with their vat grown siblings and will support a fellow Ailokim in virtually any situation.&lt;br /&gt;
&lt;br /&gt;
The whole of Ailokim society in one way or another is geared towards the reestablishment of their culture’s lost glory. In practical terms they are limited by their slow reproduction rate and have only constructed a few large cities. Many feel however that it is only a matter of time before the Ailokim rediscover the method of constructing new Soulifactories and prepare themselves for the inevitable expansion this would allow.&lt;br /&gt;
[[Image:Ailokim.jpg|thumb|Description]]&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Short and willowy compared to humans they gain their common name from the lack of pigment in their hair and their extraordinarily long life span (anywhere up to 1800 years). They adhere to strict dress codes and a ritual marking on their forearm that defines their role in society and station for which they train from ‘birth’.&lt;br /&gt;
&lt;br /&gt;
Their creations, the Umberkim, on the other hand are a hairless, far stronger, hardier race resembling an oafish human with thick leathery skin. Their dull wits and short lifespan make them ideal slaves to further Ailokim hegemony. Occasional individuals have transcended their programming and escaped to the new world where they have made lives for themselves as free men. The Ailokim however maintain that any of Umberkim blood are their property and must be returned to them or killed.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ailokim relate to each other in society as Lawful Good, seeing Ailokim advancement as the most noble of objectives. Their relations with other races are less transparent, Ailokim practice slavery and have during their expansion been guilty of several genocides. They consider races like the Umberkim (and several others) as others might animals. The more enlightened races, can with work, garner a degree more respect though will always be viewed as inferior, or more pragmatically as pawns in their grand scheme. However if an Ailokim gave his word, even to an animal, he would strive to keep it as a mark of Ailokim civility and order. In traditional terms they would awkwardly classify as Lawful Neutral.&lt;br /&gt;
&lt;br /&gt;
== Cities ==&lt;br /&gt;
&lt;br /&gt;
Arcadia&lt;br /&gt;
&lt;br /&gt;
The mountainous centre of Ailokim civilisation and culture it was here that the survivors of the sundering made their stand and started to rebuild what was lost. The highly defensible city has grown over a millennium and aided Ailokim control over both sides of the Hypothian range. The first Soulifactory ‘Erea’ was built here and has produced around 10,000 souls. Arcadia serves as a nursery for young Ailokim as they are trained for their initial roles in the world. It is houses the home legion of the Ailokim army and the council of elders. It is rare for outsiders to be allowed into a city as important as Arcadia. &lt;br /&gt;
&lt;br /&gt;
Megara&lt;br /&gt;
&lt;br /&gt;
It was a proud moment when Ailokim society founded it&#039;s first coastal satelite colony around 500 years ago. It signified the begining of an expansion that over stretched Ailokim man power and created the conditions that necessitated the creation of the Umberkim. Megara today is a thriving metropolis and centre of trade for Ailokim civilisation. Though still rigid and heirachical by world standards it contains the largest racial &amp;amp; cultural diversity of any Ailokim settlement.&lt;br /&gt;
&lt;br /&gt;
Mantinea&lt;br /&gt;
&lt;br /&gt;
The second stage of Ailokim expansion was made almost necessary by the increasing population of Umberkim slaves that have poured ceaslessly from the spawning vats. Mantinea was founded to localise control of the rich southern agricultural and forest resources liberated from an uncooperative regime of humans known as Thalastians. There are 9 Umberkim for every Ailokim settler that reluctantly takes their post here.&lt;br /&gt;
&lt;br /&gt;
Eleusina&lt;br /&gt;
&lt;br /&gt;
A simultaeous expansion northwards was also considered necessary to renew dwildling mineral resources and create a defensible out-post between Ailokim settlements and the sometimes tempermental dwarven residents of the Northern Ranges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Ailokim base languages are Ailokim &amp;amp; Common. Ailokim value their language as a sacred bridge to their glorious past to be used by none but they. In day to day life they speak common, though are often fluent in other languages preferring more eclectic languages over other humanoid languages. Umberkim can speak common and can sometimes understand Ailokim, however are punished harshly if they use the language of the masters.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim Racial Traits&#039;&#039;&#039;&lt;br /&gt;
(Small Humanoid)&lt;br /&gt;
-2 STR, -2 CON &amp;amp; +2 INT.&lt;br /&gt;
Cold iron vulnerability: +2 damage from cold iron weapons.&lt;br /&gt;
Racial hatred toward Psions &amp;amp; Psionic Creatures (+1 Hit &amp;amp; Dam).&lt;br /&gt;
Arcane Aptitude: + 2 Knowledge Arcana, Use Magic Device &amp;amp; Spellcraft.&lt;br /&gt;
ECL: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim Racial Traits&#039;&#039;&#039;&lt;br /&gt;
(Medium Humanoid)&lt;br /&gt;
+2 STR +2CON, -2 INT, -4 WIS.&lt;br /&gt;
ECL: 0&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Dan</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=54718</id>
		<title>Ourworld:Ailokim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=54718"/>
		<updated>2007-07-09T01:19:10Z</updated>

		<summary type="html">&lt;p&gt;Dan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ailokim claim they are one of the two remaining old races and share a common ancestor and a degree of animosity with the Fae of the east. To understand their nature one must appreciate the sad history of this once dominant race.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The Ailokim speak insistently of the lost times when their ancient cities reached high into the skies, their culture spanned the planet and their remarkable technologies and magics were able to twist the very reality of the world and all upon it. Their face will then usually turn almost as grey as their hair as they carry on to tell of the great sundering that destroyed virtually all of their civilisation, their land, their people, their lore, their technologies, their magics, their spirit and left them twisted and unable to bear offspring.&lt;br /&gt;
&lt;br /&gt;
Of the hundreds of fringe dwellers that survived (or were able to be resurrected) the disaster most lapsed into despair, a few however used what gifts they had left to try and preserve their race and culture. Using some remnants of their arcane lore and technologies they created three ‘Soulifactory’s’; strange devices able to create life in the form of one of three young Ailokim chosen for their unique qualities. As a result all Ailokim under the age of 900 bear a striking resemblance to each of these chosen three. There are 25 unique and venerable Ailokim that remember the sundering and form the council of elders. These elders have overseen the slow salvaging of elements of their former culture and wealth for over a millennium.&lt;br /&gt;
&lt;br /&gt;
Today the Ailokim number around 20,000 and occupy three city sites on the Western continent of Brianna. The embittered Ailokim have been peaceful from necessity; painfully aware of the slow rate at which they are able to reproduce they value their lives highly. So far the greatest Ailokim scholars and scientists have failed to replicate the ‘Soulifactories’ or discover additional ways of reproducing themselves. In their experiments however they have created/bred a slave race that they find useful for industry and warfare known as the ‘Umberkim’. &lt;br /&gt;
&lt;br /&gt;
The Umberkim are a dull witted but powerful race that have been bred as much for their physical power as their obedience. They number around 80,000 spread across the three Ailokim cities and serve as the mainstay of Ailokim military, agriculture and industry. Maturing quickly, Umberkim live on average for a mere 25 years in part due to the hazardous tasks given to them by the Ailokim. Augmented with the powerful magics and technology of their masters, the combined Ailokim/Umberkim military are one of the most formidable forces in the world, though have seen relatively little action. The ‘special forces’ division of the Ailokim military on the other hand is famed for it’s daring and bewildering raids across the span of the planet. This brings us to another defining characteristic of the Ailokim.&lt;br /&gt;
&lt;br /&gt;
== The Sundering ==&lt;br /&gt;
&lt;br /&gt;
The Ailokim will not normally put at risk their precious lives with one exception; Psionics. Since the early days of the rebuilding the council of elders has decreed that Psionicists and Psionic creatures and users must all be eradicated not matter the cost. It seems implicit that somehow they were linked or responsible for the great sundering though no one really seems to know. Over the last millennium the Ailokim have become adept at hunting down individuals, and the families of individuals, that exhibit Psionic power. Often turning up even before a Psionic child is born to slaughter it and it’s mother. This has caused the Ailokim a certain amount of animosity, indeed they are often blamed for still births and other mysterious deaths.&lt;br /&gt;
&lt;br /&gt;
== Personality &amp;amp; Relations ==&lt;br /&gt;
&lt;br /&gt;
Ailokim tend to be embittered but proud, self righteous and pragmatic. It would be fair to say they regard all other races as equally inferior, except perhaps the troublesome Fae who they instead resent for surviving the sundering unscathed. Since that day the Ailokim have carried a terrible curse in their blood and will never be able to bear children, relying instead on the magics and technology to reproduce themselves. They share however a powerful sense of solidarity with their vat grown siblings and will support a fellow Ailokim in virtually any situation.&lt;br /&gt;
&lt;br /&gt;
The whole of Ailokim society in one way or another is geared towards the reestablishment of their culture’s lost glory. In practical terms they are limited by their slow reproduction rate and have only constructed a few large cities. Many feel however that it is only a matter of time before the Ailokim rediscover the method of constructing new Soulifactories and prepare themselves for the inevitable expansion this would allow.&lt;br /&gt;
[[Image:Ailokim.jpg|thumb|Description]]&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Short and willowy compared to humans they gain their common name from the lack of pigment in their hair and their extraordinarily long life span (anywhere up to 1800 years). They adhere to strict dress codes and a ritual marking on their forearm that defines their role in society and station for which they train from ‘birth’.&lt;br /&gt;
&lt;br /&gt;
Their creations, the Umberkim, on the other hand are a hairless, far stronger, hardier race resembling an oafish human with thick leathery skin. Their dull wits and short lifespan make them ideal slaves to further Ailokim hegemony. Occasional individuals have transcended their programming and escaped to the new world where they have made lives for themselves as free men. The Ailokim however maintain that any of Umberkim blood are their property and must be returned to them or killed.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ailokim relate to each other in society as Lawful Good, seeing Ailokim advancement as the most noble of objectives. Their relations with other races are less transparent, Ailokim practice slavery and have during their expansion been guilty of several genocides. They consider races like the Umberkim (and several others) as others might animals. The more enlightened races, can with work, garner a degree more respect though will always be viewed as inferior, or more pragmatically as pawns in their grand scheme. However if an Ailokim gave his word, even to an animal, he would strive to keep it as a mark of Ailokim civility and order. In traditional terms they would awkwardly classify as Lawful Neutral.&lt;br /&gt;
&lt;br /&gt;
== Cities ==&lt;br /&gt;
&lt;br /&gt;
== Cities ==&lt;br /&gt;
&lt;br /&gt;
Arcadia&lt;br /&gt;
&lt;br /&gt;
The mountainous centre of Ailokim civilisation and culture it was here that the survivors of the sundering made their stand and started to rebuild what was lost. The highly defensible city has grown over a millennium and aided Ailokim control over both sides of the Hypothian range. The first Soulifactory ‘Erea’ was built here and has produced around 10,000 souls. Arcadia serves as a nursery for young Ailokim as they are trained for their initial roles in the world. It is houses the home legion of the Ailokim army and the council of elders. It is rare for outsiders to be allowed into a city as important as Arcadia. &lt;br /&gt;
&lt;br /&gt;
Megara&lt;br /&gt;
&lt;br /&gt;
It was a proud moment when Ailokim society founded it&#039;s first coastal satelite colony around 500 years ago. It signified the begining of an expansion that over stretched Ailokim man power and created the conditions that necessitated the creation of the Umberkim. Megara today is a thriving metropolis and centre of trade for Ailokim civilisation. Though still rigid and heirachical by world standards it contains the largest racial &amp;amp; cultural diversity of any Ailokim settlement.&lt;br /&gt;
&lt;br /&gt;
Mantinea&lt;br /&gt;
&lt;br /&gt;
The second stage of Ailokim expansion was made almost necessary by the increasing population of Umberkim slaves that have poured ceaslessly from the spawning vats. Mantinea was founded to localise control of the rich southern agricultural and forest resources liberated from an uncooperative regime of humans known as Thalastians. There are 9 Umberkim for every Ailokim settler that reluctantly takes their post here.&lt;br /&gt;
&lt;br /&gt;
Eleusina&lt;br /&gt;
&lt;br /&gt;
A simultaeous expansion northwards was also considered necessary to renew dwildling mineral resources and create a defensible out-post between Ailokim settlements and the sometimes tempermental dwarven residents of the Northern Ranges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Ailokim base languages are Ailokim &amp;amp; Common. Ailokim value their language as a sacred bridge to their glorious past to be used by none but they. In day to day life they speak common, though are often fluent in other languages preferring more eclectic languages over other humanoid languages. Umberkim can speak common and can sometimes understand Ailokim, however are punished harshly if they use the language of the masters.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim Racial Traits&#039;&#039;&#039;&lt;br /&gt;
(Small Humanoid)&lt;br /&gt;
-2 STR, -2 CON &amp;amp; +4 INT.&lt;br /&gt;
Cold iron vulnerability: +2 damage from cold iron weapons.&lt;br /&gt;
Racial hatred toward Psions &amp;amp; Psionic Creatures (+1 Hit &amp;amp; Dam).&lt;br /&gt;
Arcane Aptitude: + 2 Knowledge Arcana, Use Magic Device &amp;amp; Spellcraft.&lt;br /&gt;
Spell Resistance: 12 + Character level&lt;br /&gt;
ECL: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim Racial Traits&#039;&#039;&#039;&lt;br /&gt;
(Medium Humanoid)&lt;br /&gt;
+2 STR +2CON, -2 INT, -4 WIS.&lt;br /&gt;
Natural Armor: 3&lt;br /&gt;
Damage Reduction: /2&lt;br /&gt;
ECL: 1&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Dan</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=54671</id>
		<title>Ourworld:Ailokim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=54671"/>
		<updated>2007-07-08T08:48:16Z</updated>

		<summary type="html">&lt;p&gt;Dan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ailokim claim they are one of the two remaining old races and share a common ancestor and a degree of animosity with the Fae of the east. To understand their nature one must appreciate the sad history of this once dominant race.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The Ailokim speak insistently of the lost times when their ancient cities reached high into the skies, their culture spanned the planet and their remarkable technologies and magics were able to twist the very reality of the world and all upon it. Their face will then usually turn almost as grey as their hair as they carry on to tell of the great sundering that destroyed virtually all of their civilisation, their land, their people, their lore, their technologies, their magics, their spirit and left them twisted and unable to bear offspring.&lt;br /&gt;
&lt;br /&gt;
Of the hundreds of fringe dwellers that survived (or were able to be resurrected) the disaster most lapsed into despair, a few however used what gifts they had left to try and preserve their race and culture. Using some remnants of their arcane lore and technologies they created three ‘Soulifactory’s’; strange devices able to create life in the form of one of three young Ailokim chosen for their unique qualities. As a result all Ailokim under the age of 900 bear a striking resemblance to each of these chosen three. There are 25 unique and venerable Ailokim that remember the sundering and form the council of elders. These elders have overseen the slow salvaging of elements of their former culture and wealth for over a millennium.&lt;br /&gt;
&lt;br /&gt;
Today the Ailokim number around 20,000 and occupy three city sites on the Western continent of Brianna. The embittered Ailokim have been peaceful from necessity; painfully aware of the slow rate at which they are able to reproduce they value their lives highly. So far the greatest Ailokim scholars and scientists have failed to replicate the ‘Soulifactories’ or discover additional ways of reproducing themselves. In their experiments however they have created/bred a slave race that they find useful for industry and warfare known as the ‘Umberkim’. &lt;br /&gt;
&lt;br /&gt;
The Umberkim are a dull witted but powerful race that have been bred as much for their physical power as their obedience. They number around 80,000 spread across the three Ailokim cities and serve as the mainstay of Ailokim military, agriculture and industry. Maturing quickly, Umberkim live on average for a mere 25 years in part due to the hazardous tasks given to them by the Ailokim. Augmented with the powerful magics and technology of their masters, the combined Ailokim/Umberkim military are one of the most formidable forces in the world, though have seen relatively little action. The ‘special forces’ division of the Ailokim military on the other hand is famed for it’s daring and bewildering raids across the span of the planet. This brings us to another defining characteristic of the Ailokim.&lt;br /&gt;
&lt;br /&gt;
== The Sundering ==&lt;br /&gt;
&lt;br /&gt;
The Ailokim will not normally put at risk their precious lives with one exception; Psionics. Since the early days of the rebuilding the council of elders has decreed that Psionicists and Psionic creatures and users must all be eradicated not matter the cost. It seems implicit that somehow they were linked or responsible for the great sundering though no one really seems to know. Over the last millennium the Ailokim have become adept at hunting down individuals, and the families of individuals, that exhibit Psionic power. Often turning up even before a Psionic child is born to slaughter it and it’s mother. This has caused the Ailokim a certain amount of animosity, indeed they are often blamed for still births and other mysterious deaths.&lt;br /&gt;
&lt;br /&gt;
== Personality &amp;amp; Relations ==&lt;br /&gt;
&lt;br /&gt;
Ailokim tend to be embittered but proud, self righteous and pragmatic. It would be fair to say they regard all other races as equally inferior, except perhaps the troublesome Fae who they instead resent for surviving the sundering unscathed. Since that day the Ailokim have carried a terrible curse in their blood and will never be able to bear children, relying instead on the magics and technology to reproduce themselves. They share however a powerful sense of solidarity with their vat grown siblings and will support a fellow Ailokim in virtually any situation.&lt;br /&gt;
&lt;br /&gt;
The whole of Ailokim society in one way or another is geared towards the reestablishment of their culture’s lost glory. In practical terms they are limited by their slow reproduction rate and have only constructed a few large cities. Many feel however that it is only a matter of time before the Ailokim rediscover the method of constructing new Soulifactories and prepare themselves for the inevitable expansion this would allow.&lt;br /&gt;
[[Image:Ailokim.jpg|thumb|Description]]&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Short and willowy compared to humans they gain their common name from the lack of pigment in their hair and their extraordinarily long life span (anywhere up to 1800 years). They adhere to strict dress codes and ritual markings that define their role in society and station for which they train from ‘birth’.&lt;br /&gt;
&lt;br /&gt;
Their creations, the Umberkim, on the other hand are a hairless, far stronger, hardier race resembling an oafish human with thick leathery skin. Their dull wits and short lifespan make them ideal slaves to further Ailokim hegemony. Occasional individuals have transcended their programming and escaped to the new world where they have made lives for themselves as free men. The Ailokim however maintain that any of Umberkim blood are their property and must be returned to them or killed.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ailokim relate to each other in society as Lawful Good, seeing Ailokim advancement as the most noble of objectives. Their relations with other races are less transparent, Ailokim practice slavery and have during their expansion been guilty of several genocides. They consider races like the Umberkim (and several others) as others might animals. The more enlightened races, can with work, garner a degree more respect though will always be viewed as inferior, or more pragmatically as pawns in their grand scheme. However if an Ailokim gave his word, even to an animal, he would strive to keep it as a mark of Ailokim civility and order. In traditional terms they would awkwardly classify as Lawful Neutral.&lt;br /&gt;
&lt;br /&gt;
== Cities ==&lt;br /&gt;
&lt;br /&gt;
== Cities ==&lt;br /&gt;
&lt;br /&gt;
Arcadia&lt;br /&gt;
&lt;br /&gt;
The mountainous centre of Ailokim civilisation and culture it was here that the survivors of the sundering made their stand and started to rebuild what was lost. The highly defensible city has grown over a millennium and aided Ailokim control over both sides of the Hypothian range. The first Soulifactory ‘Erea’ was built here and has produced around 10,000 souls. Arcadia serves as a nursery for young Ailokim as they are trained for their initial roles in the world. It is houses the home legion of the Ailokim army and the council of elders. It is rare for outsiders to be allowed into a city as important as Arcadia. &lt;br /&gt;
&lt;br /&gt;
Megara&lt;br /&gt;
&lt;br /&gt;
It was a proud moment when Ailokim society founded it&#039;s first coastal satelite colony around 500 years ago. It signified the begining of an expansion that over stretched Ailokim man power and created the conditions that necessitated the creation of the Umberkim. Megara today is a thriving metropolis and centre of trade for Ailokim civilisation. Though still rigid and heirachical by world standards it contains the largest racial &amp;amp; cultural diversity of any Ailokim settlement.&lt;br /&gt;
&lt;br /&gt;
Mantinea&lt;br /&gt;
&lt;br /&gt;
The second stage of Ailokim expansion was made almost necessary by the increasing population of Umberkim slaves that have poured ceaslessly from the spawning vats. Mantinea was founded to localise control of the rich southern agricultural and forest resources liberated from an uncooperative regime of humans known as Thalastians. There are 9 Umberkim for every Ailokim settler that reluctantly takes their post here.&lt;br /&gt;
&lt;br /&gt;
Eleusina&lt;br /&gt;
&lt;br /&gt;
A simultaeous expansion northwards was also considered necessary to renew dwildling mineral resources and create a defensible out-post between Ailokim settlements and the sometimes tempermental dwarven residents of the Northern Ranges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Ailokim base languages are Ailokim &amp;amp; Common. Ailokim value their language as a sacred bridge to their glorious past to be used by none but they. In day to day life they speak common, though are often fluent in other languages preferring more eclectic languages over other humanoid languages. Umberkim can speak common and can sometimes understand Ailokim, however are punished harshly if they use the language of the masters.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim Racial Traits&#039;&#039;&#039;&lt;br /&gt;
(Small Humanoid)&lt;br /&gt;
-2 STR, -2 CON &amp;amp; +4 INT.&lt;br /&gt;
Cold iron vulnerability: +2 damage from cold iron weapons.&lt;br /&gt;
Racial hatred toward Psions &amp;amp; Psionic Creatures (+1 Hit &amp;amp; Dam).&lt;br /&gt;
Arcane Aptitude: + 2 Knowledge Arcana, Use Magic Device &amp;amp; Spellcraft.&lt;br /&gt;
Spell Resistance: 12 + Character level&lt;br /&gt;
ECL: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim Racial Traits&#039;&#039;&#039;&lt;br /&gt;
(Medium Humanoid)&lt;br /&gt;
+2 STR +2CON, -2 INT, -4 WIS.&lt;br /&gt;
Natural Armor: 3&lt;br /&gt;
Damage Reduction: /2&lt;br /&gt;
ECL: 1&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Dan</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=54670</id>
		<title>Ourworld:Ailokim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=54670"/>
		<updated>2007-07-08T08:16:35Z</updated>

		<summary type="html">&lt;p&gt;Dan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ailokim claim they are one of the two remaining old races and share a common ancestor and a degree of animosity with the Fae of the east. To understand their nature one must appreciate the sad history of this once dominant race.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The Ailokim speak insistently of the lost times when their ancient cities reached high into the skies, their culture spanned the planet and their remarkable technologies and magics were able to twist the very reality of the world and all upon it. Their face will then usually turn almost as grey as their hair as they carry on to tell of the great sundering that destroyed virtually all of their civilisation, their land, their people, their lore, their technologies, their magics, their spirit and left them twisted and unable to bear offspring.&lt;br /&gt;
&lt;br /&gt;
Of the hundreds of fringe dwellers that survived (or were able to be resurrected) the disaster most lapsed into despair, a few however used what gifts they had left to try and preserve their race and culture. Using some remnants of their arcane lore and technologies they created three ‘Soulifactory’s’; strange devices able to create life in the form of one of three young Ailokim chosen for their unique qualities. As a result all Ailokim under the age of 900 bear a striking resemblance to each of these chosen three. There are 25 unique and venerable Ailokim that remember the sundering and form the council of elders. These elders have overseen the slow salvaging of elements of their former culture and wealth for over a millennium.&lt;br /&gt;
&lt;br /&gt;
Today the Ailokim number around 20,000 and occupy three city sites on the Western continent of Brianna. The embittered Ailokim have been peaceful from necessity; painfully aware of the slow rate at which they are able to reproduce they value their lives highly. So far the greatest Ailokim scholars and scientists have failed to replicate the ‘Soulifactories’ or discover additional ways of reproducing themselves. In their experiments however they have created/bred a slave race that they find useful for industry and warfare known as the ‘Umberkim’. &lt;br /&gt;
&lt;br /&gt;
The Umberkim are a dull witted but powerful race that have been bred as much for their physical power as their obedience. They number around 80,000 spread across the three Ailokim cities and serve as the mainstay of Ailokim military, agriculture and industry. Maturing quickly, Umberkim live on average for a mere 25 years in part due to the hazardous tasks given to them by the Ailokim. Augmented with the powerful magics and technology of their masters, the combined Ailokim/Umberkim military are one of the most formidable forces in the world, though have seen relatively little action. The ‘special forces’ division of the Ailokim military on the other hand is famed for it’s daring and bewildering raids across the span of the planet. This brings us to another defining characteristic of the Ailokim.&lt;br /&gt;
&lt;br /&gt;
== The Sundering ==&lt;br /&gt;
&lt;br /&gt;
The Ailokim will not normally put at risk their precious lives with one exception; Psionics. Since the early days of the rebuilding the council of elders has decreed that Psionicists and Psionic creatures and users must all be eradicated not matter the cost. It seems implicit that somehow they were linked or responsible for the great sundering though no one really seems to know. Over the last millennium the Ailokim have become adept at hunting down individuals, and the families of individuals, that exhibit Psionic power. Often turning up even before a Psionic child is born to slaughter it and it’s mother. This has caused the Ailokim a certain amount of animosity, indeed they are often blamed for still births and other mysterious deaths.&lt;br /&gt;
&lt;br /&gt;
== Personality &amp;amp; Relations ==&lt;br /&gt;
&lt;br /&gt;
Ailokim tend to be embittered but proud, self righteous and pragmatic. It would be fair to say they regard all other races as equally inferior, except perhaps the troublesome Fae who they instead resent for surviving the sundering unscathed. Since that day the Ailokim have carried a terrible curse in their blood and will never be able to bear children, relying instead on the magics and technology to reproduce themselves. They share however a powerful sense of solidarity with their vat grown siblings and will support a fellow Ailokim in virtually any situation.&lt;br /&gt;
&lt;br /&gt;
The whole of Ailokim society in one way or another is geared towards the reestablishment of their culture’s lost glory. In practical terms they are limited by their slow reproduction rate and have only constructed a few large cities. Many feel however that it is only a matter of time before the Ailokim rediscover the method of constructing new Soulifactories and prepare themselves for the inevitable expansion this would allow.&lt;br /&gt;
[[Image:Ailokim.jpg|thumb|Description]]&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Short and willowy compared to humans they gain their common name from the lack of pigment in their hair and their extraordinarily long life span (anywhere up to 1800 years). They adhere to strict dress codes and ritual markings that define their role in society and station for which they train from ‘birth’.&lt;br /&gt;
&lt;br /&gt;
Their creations, the Umberkim, on the other hand are a hairless, far stronger, hardier race resembling an oafish human with thick leathery skin. Their dull wits and short lifespan make them ideal slaves to further Ailokim hegemony. Occasional individuals have transcended their programming and escaped to the new world where they have made lives for themselves as free men. The Ailokim however maintain that any of Umberkim blood are their property and must be returned to them or killed.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ailokim relate to each other in society as Lawful Good, seeing Ailokim advancement as the most noble of objectives. Their relations with other races are less transparent, Ailokim practice slavery and have during their expansion been guilty of several genocides. They consider races like the Umberkim (and several others) as others might animals. The more enlightened races, can with work, garner a degree more respect though will always be viewed as inferior, or more pragmatically as pawns in their grand scheme. However if an Ailokim gave his word, even to an animal, he would strive to keep it as a mark of Ailokim civility and order. In traditional terms they would awkwardly classify as Lawful Neutral.&lt;br /&gt;
&lt;br /&gt;
== Cities ==&lt;br /&gt;
&lt;br /&gt;
Arcadia&lt;br /&gt;
&lt;br /&gt;
The centre of Ailokim civilisation and culture it was here that the survivors of the sundering made their stand and started to rebuild what was lost. The strategically placed city has grown over a millennium and expanded Ailokim control of both sea and land. The first Soulifactory ‘Erea’ was built here and has produced around 10,000 souls. Arcadia serves as a nursery for young Ailokim as they are trained for their initial roles in the world. It is houses the home legion of the Ailokim army and the council of elders. It is rare for outsiders to be allowed into a city as important as Arcadia. &lt;br /&gt;
&lt;br /&gt;
Megara&lt;br /&gt;
&lt;br /&gt;
Mantinea&lt;br /&gt;
&lt;br /&gt;
Eleusina&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Ailokim base languages are Ailokim &amp;amp; Common. Ailokim value their language as a sacred bridge to their glorious past to be used by none but they. In day to day life they speak common, though are often fluent in other languages preferring more eclectic languages over other humanoid languages. Umberkim can speak common and can sometimes understand Ailokim, however are punished harshly if they use the language of the masters.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim Racial Traits&#039;&#039;&#039;&lt;br /&gt;
(Small Humanoid)&lt;br /&gt;
-2 STR, -2 CON &amp;amp; +4 INT.&lt;br /&gt;
Cold iron vulnerability: +2 damage from cold iron weapons.&lt;br /&gt;
Racial hatred toward Psions &amp;amp; Psionic Creatures (+1 Hit &amp;amp; Dam).&lt;br /&gt;
Arcane Aptitude: + 2 Knowledge Arcana, Use Magic Device &amp;amp; Spellcraft.&lt;br /&gt;
Spell Resistance: 12 + Character level&lt;br /&gt;
ECL: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim Racial Traits&#039;&#039;&#039;&lt;br /&gt;
(Medium Humanoid)&lt;br /&gt;
+2 STR +2CON, -2 INT, -4 WIS.&lt;br /&gt;
Natural Armor: 3&lt;br /&gt;
Damage Reduction: /2&lt;br /&gt;
ECL: 1&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Dan</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=54669</id>
		<title>Ourworld:Ailokim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=54669"/>
		<updated>2007-07-08T08:15:46Z</updated>

		<summary type="html">&lt;p&gt;Dan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ailokim claim they are one of the two remaining old races and share a common ancestor and a degree of animosity with the Fae of the east. To understand their nature one must appreciate the sad history of this once dominant race.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The Ailokim speak insistently of the lost times when their ancient cities reached high into the skies, their culture spanned the planet and their remarkable technologies and magics were able to twist the very reality of the world and all upon it. Their face will then usually turn almost as grey as their hair as they carry on to tell of the great sundering that destroyed virtually all of their civilisation, their land, their people, their lore, their technologies, their magics, their spirit and left them twisted and unable to bear offspring.&lt;br /&gt;
&lt;br /&gt;
Of the hundreds of fringe dwellers that survived (or were able to be resurrected) the disaster most lapsed into despair, a few however used what gifts they had left to try and preserve their race and culture. Using some remnants of their arcane lore and technologies they created three ‘Soulifactory’s’; strange devices able to create life in the form of one of three young Ailokim chosen for their unique qualities. As a result all Ailokim under the age of 900 bear a striking resemblance to each of these chosen three. There are 25 unique and venerable Ailokim that remember the sundering and form the council of elders. These elders have overseen the slow salvaging of elements of their former culture and wealth for over a millennium.&lt;br /&gt;
&lt;br /&gt;
Today the Ailokim number around 20,000 and occupy three city sites on the Western continent of Brianna. The embittered Ailokim have been peaceful from necessity; painfully aware of the slow rate at which they are able to reproduce they value their lives highly. So far the greatest Ailokim scholars and scientists have failed to replicate the ‘Soulifactories’ or discover additional ways of reproducing themselves. In their experiments however they have created/bred a slave race that they find useful for industry and warfare known as the ‘Umberkim’. &lt;br /&gt;
&lt;br /&gt;
The Umberkim are a dull witted but powerful race that have been bred as much for their physical power as their obedience. They number around 80,000 spread across the three Ailokim cities and serve as the mainstay of Ailokim military, agriculture and industry. Maturing quickly, Umberkim live on average for a mere 25 years in part due to the hazardous tasks given to them by the Ailokim. Augmented with the powerful magics and technology of their masters, the combined Ailokim/Umberkim military are one of the most formidable forces in the world, though have seen relatively little action. The ‘special forces’ division of the Ailokim military on the other hand is famed for it’s daring and bewildering raids across the span of the planet. This brings us to another defining characteristic of the Ailokim.&lt;br /&gt;
&lt;br /&gt;
== The Sundering ==&lt;br /&gt;
&lt;br /&gt;
The Ailokim will not normally put at risk their precious lives with one exception; Psionics. Since the early days of the rebuilding the council of elders has decreed that Psionicists and Psionic creatures and users must all be eradicated not matter the cost. It seems implicit that somehow they were linked or responsible for the great sundering though no one really seems to know. Over the last millennium the Ailokim have become adept at hunting down individuals, and the families of individuals, that exhibit Psionic power. Often turning up even before a Psionic child is born to slaughter it and it’s mother. This has caused the Ailokim a certain amount of animosity, indeed they are often blamed for still births and other mysterious deaths.&lt;br /&gt;
&lt;br /&gt;
== Personality &amp;amp; Relations ==&lt;br /&gt;
&lt;br /&gt;
Ailokim tend to be embittered but proud, self righteous and pragmatic. It would be fair to say they regard all other races as equally inferior, except perhaps the troublesome Fae who they instead resent for surviving the sundering unscathed. Since that day the Ailokim have carried a terrible curse in their blood and will never be able to bear children, relying instead on the magics and technology to reproduce themselves. They share however a powerful sense of solidarity with their vat grown siblings and will support a fellow Ailokim in virtually any situation.&lt;br /&gt;
&lt;br /&gt;
The whole of Ailokim society in one way or another is geared towards the reestablishment of their culture’s lost glory. In practical terms they are limited by their slow reproduction rate and have only constructed a few large cities. Many feel however that it is only a matter of time before the Ailokim rediscover the method of constructing new Soulifactories and prepare themselves for the inevitable expansion this would allow.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Short and willowy compared to humans they gain their common name from the lack of pigment in their hair and their extraordinarily long life span (anywhere up to 1800 years). They adhere to strict dress codes and ritual markings that define their role in society and station for which they train from ‘birth’.&lt;br /&gt;
&lt;br /&gt;
Their creations, the Umberkim, on the other hand are a hairless, far stronger, hardier race resembling an oafish human with thick leathery skin. Their dull wits and short lifespan make them ideal slaves to further Ailokim hegemony. Occasional individuals have transcended their programming and escaped to the new world where they have made lives for themselves as free men. The Ailokim however maintain that any of Umberkim blood are their property and must be returned to them or killed.&lt;br /&gt;
[[Image:Ailokim.jpg|thumb|Description]]&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ailokim relate to each other in society as Lawful Good, seeing Ailokim advancement as the most noble of objectives. Their relations with other races are less transparent, Ailokim practice slavery and have during their expansion been guilty of several genocides. They consider races like the Umberkim (and several others) as others might animals. The more enlightened races, can with work, garner a degree more respect though will always be viewed as inferior, or more pragmatically as pawns in their grand scheme. However if an Ailokim gave his word, even to an animal, he would strive to keep it as a mark of Ailokim civility and order. In traditional terms they would awkwardly classify as Lawful Neutral.&lt;br /&gt;
&lt;br /&gt;
== Cities ==&lt;br /&gt;
&lt;br /&gt;
Arcadia&lt;br /&gt;
&lt;br /&gt;
The centre of Ailokim civilisation and culture it was here that the survivors of the sundering made their stand and started to rebuild what was lost. The strategically placed city has grown over a millennium and expanded Ailokim control of both sea and land. The first Soulifactory ‘Erea’ was built here and has produced around 10,000 souls. Arcadia serves as a nursery for young Ailokim as they are trained for their initial roles in the world. It is houses the home legion of the Ailokim army and the council of elders. It is rare for outsiders to be allowed into a city as important as Arcadia. &lt;br /&gt;
&lt;br /&gt;
Megara&lt;br /&gt;
&lt;br /&gt;
Mantinea&lt;br /&gt;
&lt;br /&gt;
Eleusina&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Ailokim base languages are Ailokim &amp;amp; Common. Ailokim value their language as a sacred bridge to their glorious past to be used by none but they. In day to day life they speak common, though are often fluent in other languages preferring more eclectic languages over other humanoid languages. Umberkim can speak common and can sometimes understand Ailokim, however are punished harshly if they use the language of the masters.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim Racial Traits&#039;&#039;&#039;&lt;br /&gt;
(Small Humanoid)&lt;br /&gt;
-2 STR, -2 CON &amp;amp; +4 INT.&lt;br /&gt;
Cold iron vulnerability: +2 damage from cold iron weapons.&lt;br /&gt;
Racial hatred toward Psions &amp;amp; Psionic Creatures (+1 Hit &amp;amp; Dam).&lt;br /&gt;
Arcane Aptitude: + 2 Knowledge Arcana, Use Magic Device &amp;amp; Spellcraft.&lt;br /&gt;
Spell Resistance: 12 + Character level&lt;br /&gt;
ECL: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim Racial Traits&#039;&#039;&#039;&lt;br /&gt;
(Medium Humanoid)&lt;br /&gt;
+2 STR +2CON, -2 INT, -4 WIS.&lt;br /&gt;
Natural Armor: 3&lt;br /&gt;
Damage Reduction: /2&lt;br /&gt;
ECL: 1&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Dan</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Ailokim.jpg&amp;diff=54668</id>
		<title>File:Ailokim.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Ailokim.jpg&amp;diff=54668"/>
		<updated>2007-07-08T08:13:13Z</updated>

		<summary type="html">&lt;p&gt;Dan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dan</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=54667</id>
		<title>Ourworld:Ailokim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld:Ailokim&amp;diff=54667"/>
		<updated>2007-07-08T08:09:19Z</updated>

		<summary type="html">&lt;p&gt;Dan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ailokim claim they are one of the two remaining old races and share a common ancestor and a degree of animosity with the Fae of the east. To understand their nature one must appreciate the sad history of this once dominant race.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The Ailokim speak insistently of the lost times when their ancient cities reached high into the skies, their culture spanned the planet and their remarkable technologies and magics were able to twist the very reality of the world and all upon it. Their face will then usually turn almost as grey as their hair as they carry on to tell of the great sundering that destroyed virtually all of their civilisation, their land, their people, their lore, their technologies, their magics, their spirit and left them twisted and unable to bear offspring.&lt;br /&gt;
&lt;br /&gt;
Of the hundreds of fringe dwellers that survived (or were able to be resurrected) the disaster most lapsed into despair, a few however used what gifts they had left to try and preserve their race and culture. Using some remnants of their arcane lore and technologies they created three ‘Soulifactory’s’; strange devices able to create life in the form of one of three young Ailokim chosen for their unique qualities. As a result all Ailokim under the age of 900 bear a striking resemblance to each of these chosen three. There are 25 unique and venerable Ailokim that remember the sundering and form the council of elders. These elders have overseen the slow salvaging of elements of their former culture and wealth for over a millennium.&lt;br /&gt;
&lt;br /&gt;
Today the Ailokim number around 20,000 and occupy three city sites on the Western continent of Brianna. The embittered Ailokim have been peaceful from necessity; painfully aware of the slow rate at which they are able to reproduce they value their lives highly. So far the greatest Ailokim scholars and scientists have failed to replicate the ‘Soulifactories’ or discover additional ways of reproducing themselves. In their experiments however they have created/bred a slave race that they find useful for industry and warfare known as the ‘Umberkim’. &lt;br /&gt;
&lt;br /&gt;
The Umberkim are a dull witted but powerful race that have been bred as much for their physical power as their obedience. They number around 80,000 spread across the three Ailokim cities and serve as the mainstay of Ailokim military, agriculture and industry. Maturing quickly, Umberkim live on average for a mere 25 years in part due to the hazardous tasks given to them by the Ailokim. Augmented with the powerful magics and technology of their masters, the combined Ailokim/Umberkim military are one of the most formidable forces in the world, though have seen relatively little action. The ‘special forces’ division of the Ailokim military on the other hand is famed for it’s daring and bewildering raids across the span of the planet. This brings us to another defining characteristic of the Ailokim.&lt;br /&gt;
&lt;br /&gt;
== The Sundering ==&lt;br /&gt;
&lt;br /&gt;
The Ailokim will not normally put at risk their precious lives with one exception; Psionics. Since the early days of the rebuilding the council of elders has decreed that Psionicists and Psionic creatures and users must all be eradicated not matter the cost. It seems implicit that somehow they were linked or responsible for the great sundering though no one really seems to know. Over the last millennium the Ailokim have become adept at hunting down individuals, and the families of individuals, that exhibit Psionic power. Often turning up even before a Psionic child is born to slaughter it and it’s mother. This has caused the Ailokim a certain amount of animosity, indeed they are often blamed for still births and other mysterious deaths.&lt;br /&gt;
&lt;br /&gt;
== Personality &amp;amp; Relations ==&lt;br /&gt;
&lt;br /&gt;
Ailokim tend to be embittered but proud, self righteous and pragmatic. It would be fair to say they regard all other races as equally inferior, except perhaps the troublesome Fae who they instead resent for surviving the sundering unscathed. Since that day the Ailokim have carried a terrible curse in their blood and will never be able to bear children, relying instead on the magics and technology to reproduce themselves. They share however a powerful sense of solidarity with their vat grown siblings and will support a fellow Ailokim in virtually any situation.&lt;br /&gt;
&lt;br /&gt;
The whole of Ailokim society in one way or another is geared towards the reestablishment of their culture’s lost glory. In practical terms they are limited by their slow reproduction rate and have only constructed a few large cities. Many feel however that it is only a matter of time before the Ailokim rediscover the method of constructing new Soulifactories and prepare themselves for the inevitable expansion this would allow.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Short and willowy compared to humans they gain their common name from the lack of pigment in their hair and their extraordinarily long life span (anywhere up to 1800 years). They adhere to strict dress codes and ritual markings that define their role in society and station for which they train from ‘birth’.&lt;br /&gt;
&lt;br /&gt;
Their creations, the Umberkim, on the other hand are a hairless, far stronger, hardier race resembling an oafish human with thick leathery skin. Their dull wits and short lifespan make them ideal slaves to further Ailokim hegemony. Occasional individuals have transcended their programming and escaped to the new world where they have made lives for themselves as free men. The Ailokim however maintain that any of Umberkim blood are their property and must be returned to them or killed.&lt;br /&gt;
[[Image:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ailokim relate to each other in society as Lawful Good, seeing Ailokim advancement as the most noble of objectives. Their relations with other races are less transparent, Ailokim practice slavery and have during their expansion been guilty of several genocides. They consider races like the Umberkim (and several others) as others might animals. The more enlightened races, can with work, garner a degree more respect though will always be viewed as inferior, or more pragmatically as pawns in their grand scheme. However if an Ailokim gave his word, even to an animal, he would strive to keep it as a mark of Ailokim civility and order. In traditional terms they would awkwardly classify as Lawful Neutral.&lt;br /&gt;
&lt;br /&gt;
== Cities ==&lt;br /&gt;
&lt;br /&gt;
Arcadia&lt;br /&gt;
&lt;br /&gt;
The centre of Ailokim civilisation and culture it was here that the survivors of the sundering made their stand and started to rebuild what was lost. The strategically placed city has grown over a millennium and expanded Ailokim control of both sea and land. The first Soulifactory ‘Erea’ was built here and has produced around 10,000 souls. Arcadia serves as a nursery for young Ailokim as they are trained for their initial roles in the world. It is houses the home legion of the Ailokim army and the council of elders. It is rare for outsiders to be allowed into a city as important as Arcadia. &lt;br /&gt;
&lt;br /&gt;
Megara&lt;br /&gt;
&lt;br /&gt;
Mantinea&lt;br /&gt;
&lt;br /&gt;
Eleusina&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Ailokim base languages are Ailokim &amp;amp; Common. Ailokim value their language as a sacred bridge to their glorious past to be used by none but they. In day to day life they speak common, though are often fluent in other languages preferring more eclectic languages over other humanoid languages. Umberkim can speak common and can sometimes understand Ailokim, however are punished harshly if they use the language of the masters.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim Racial Traits&#039;&#039;&#039;&lt;br /&gt;
(Small Humanoid)&lt;br /&gt;
-2 STR, -2 CON &amp;amp; +4 INT.&lt;br /&gt;
Cold iron vulnerability: +2 damage from cold iron weapons.&lt;br /&gt;
Racial hatred toward Psions &amp;amp; Psionic Creatures (+1 Hit &amp;amp; Dam).&lt;br /&gt;
Arcane Aptitude: + 2 Knowledge Arcana, Use Magic Device &amp;amp; Spellcraft.&lt;br /&gt;
Spell Resistance: 12 + Character level&lt;br /&gt;
ECL: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim Racial Traits&#039;&#039;&#039;&lt;br /&gt;
(Medium Humanoid)&lt;br /&gt;
+2 STR +2CON, -2 INT, -4 WIS.&lt;br /&gt;
Natural Armor: 3&lt;br /&gt;
Damage Reduction: /2&lt;br /&gt;
ECL: 1&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Dan</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld&amp;diff=54625</id>
		<title>Ourworld</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld&amp;diff=54625"/>
		<updated>2007-07-06T23:15:33Z</updated>

		<summary type="html">&lt;p&gt;Dan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ourworld is a collaborative effort between Peter, Nat, Dan, Daniel, Mal and Craig.&lt;br /&gt;
&lt;br /&gt;
[This is a work in progress. Names &amp;amp; ideas are not yet finalised!]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Peter&#039;s Contribution:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Ourworld:Keltoi|Keltoi]]&lt;br /&gt;
== The Keltoi ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The History of the Keltoi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The ancient history of the Keltoi tells of the great ships of their ancestors coming ashore at what is now Caenid Bealach (Caenid Bay). From across the seas a great fleet hove to, crudely hewn ships crewed by a young and savage race with pinkish skin and wild red hair. They wear brass and war paint and bear strange designs upon their flesh. They sing harsh war songs and drink heavily. They wish to fight and kill and take the ancient lands from Laideann. This unwashed horde is led by GWYDDNO the Dog-Bull, leader of the Sons of the Dawn Tide who wishes to spread his people and his new beliefs to these shores.&lt;br /&gt;
These warlike men took most of the land off the fat and rich Laideann Empire, a decadent and ancient people whose armies could not stand up to the lean and hungry Keltoi. Even as their marble cities burned, the Laideann held orgies and went about their corpulent ways. The Keltoi’s gutting and looting of Laideann drove the conquered into the northeastern pocket of the continent where the Keltoi let them languish in the steaming northern jungles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keltoi Spiritualism&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Keltoi do not formally worship any gods but they have a deep tradition of ancestor worship and revere the forces of nature. Most of their gods and demi-gods are mythical heroes. There are ancient tales of great Keltoi heroes being summoned from the spirit realms to help them in their times of greatest need. Their druids, who aren&#039;t religious in the strictest sense act as advisors, magistrates and sages and are greatly respected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Republic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Recently, from pressure groups in the capital and public opinion polls, the Kingdom has been dissolved and a Republic put in its place. King CINÁED abdicated and was quickly voted back as President Cinaed with very little diminished power but a Senate to answer to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keltoi Magitech&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Keltoi have a certain aptitude with magic and the harnessing of it for mechanical purposes. They utilise flame lances in war, and have great elemental turbines for that power their industrial machines. Their alchemical guns are feared and renowned. The three principal cities of the Republic are joined by a train network. Cities are filled with glowlamps and the rich and powerful are protected by guardian constructs. Even the poorest dockworker has glimpsed the mighty and terrifying iron juggernauts that lurk deep beneath the sea. Because their machines are powered by magic, not fossil fuels, Keltoi cities are surprisingly clean and hygienic and if the air is sometimes filled with static, then nobody complains. This wondrous magitech is restricted to the main cities on the east coast, and many a poor or provincial man has never glimpsed such things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Keltoi People&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Keltoi (both plural and singular) are a fair-skinned race with heights averaging 5’5-5’10. Their hair colours vary from black to almost blond, though a reddish brown is the commonest. A redhead is considered lucky. Eye colour also varies from brown to blue to green. They are a fierce people who are proud of their warrior tradition but have recently begun a period of enlightenment and self-reflection. The Republic’s inter-clan wars have almost stopped, though in the southern frontiers it is a different story. Other races consider them upstarts but cannot deny their spirit and drive. They are interested in the sciences, particular alchemy, which has aided their culture immensely in many fields. At peace, a Keltoi may hunt or fish or read or compose poetry or work at his trade as he wishes, though if there is a call to war, he will drop his farming tools and take up weapons to defend his home. Traditionally the Keltoi utilize claymores and various polearms, especially lochaber axes but in recent conflicts, the arquebus and field cannon have also seen use on the field. They tend towards the lighter armours since they prefer a more mobile warfare and the advent of alchemical guns has reinforced that point. The use of arcane magic on the battlefield is generally frowned upon and since the Agreement of Dun Hader, certain magics such as evocations are forbidden. This restriction however is not extended to non-Keltoi.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keltoi are humans and gain the standard human bonuses. They gain 1 extra skill point per level and an extra feat at level one. They consider firearms martial weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keltoi cover the entire spectrum of human behaviour. However, very broadly, the average citizen of the Republic might be neutral or lawful neutral. They respect tradition and their clan and many quarrels are solved in duels. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Leagues of Druids&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Druids (D&amp;amp;D wizards) tend to group into small clubs and collectives for their own mutual benefit, though they are not obliged to, and sometimes meet for councils to vote on important matters at the yearly Wizardmoot. While technically subservient to the central government, they are given nearly unlimited autonomy in matters pertaining to wizardry and all matters arcane including magical transport, trade, penalties for misuse, registration, membership fees and such.&lt;br /&gt;
The wizards are all terribly British about everything and vote on everything and generally don&#039;t get a lot done, though they do drink a lot of fortified wines and discuss obscure personal philosophies and literature.&lt;br /&gt;
Once every 30 months the shamans from the tribes meet. autumn or spring equinox, and yes, the only contact between the countries is via the &amp;quot;councils of the wise&amp;quot;.&lt;br /&gt;
The shamans have asked their brother wizards to keep the knowledge of &amp;quot;the peoples&amp;quot; from the humans as a whole&lt;br /&gt;
Examples of the more populous groups of druids include: &lt;br /&gt;
 &lt;br /&gt;
•	The League of Reasonable Men&lt;br /&gt;
•	The Gentleman’s Society&lt;br /&gt;
•	The Rationalist Club&lt;br /&gt;
•	Reform Club &lt;br /&gt;
•	Society for Advancement of Literary Awareness&lt;br /&gt;
•	The Oak Club&lt;br /&gt;
&lt;br /&gt;
The vast majority of members are wizards, though any class is welcome. However, to be on the small council or the council of elders, you have to be a wizard. The most appropriate prestige classes are Archmage, Loremaster and Guildmage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How the Keltoi see the other races:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim:&#039;&#039;&#039;&lt;br /&gt;
The Keltoi do not understand the Ailokim. An old race, they are long-lived but frail, cowardly hiding behind their considerable magics and their Umberkim slaves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves:&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have little contact with the Dwarves and their only real contact is in the trade of weapons of war and metals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goliaths:&#039;&#039;&#039;&lt;br /&gt;
Few Keltoi  know anything accurate about the Goliaths. Due to their inaccessibility, the paucity of resources and their reclusive nature, Keltoi usually ignore their existence. The druids have some contact with them at the Moots, but that is almost the entire extent of their contact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Laideann:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizardmen:&#039;&#039;&#039;&lt;br /&gt;
The  Keltoi consider these creatures, when they think of them at all, as nothing more than animals. If they ever hinder Keltoi development, they are slaughtered en masse. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Northern City States&#039;&#039;&#039;&lt;br /&gt;
The Keltoi see the Northerners as too clever by half. They see their constant political maneouvering as frivolous and uncivilised and tolerate them only because of their strong trade ties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summer Islanders&#039;&#039;&#039;&lt;br /&gt;
While culturally alien to the Islanders, the Keltoi have an odd respect for the laid back folk of the Summer Isles. While they consider them lazy, they also respect their innate egalitarian natures and generous hospitality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleri  (Sea Elves):&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have a grudging respect for the Teleri because of their skill in naval warfare and magic. They dearly wish to discover the secret of their enchanted ships and have offered preposterous sums of money to attain it, in order to ‘explore’ the western hemisphere. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have little contact with the slave race beholden to the Ailokim. They keep a respecful distance in their conflicts, preferring to shoot them at range. However, in recent times, there has been no great trouble with the Ailokim so the Umberkim are distant from their minds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How Other Races see the Keltoi:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleri:&#039;&#039;&#039; &lt;br /&gt;
The Teleri have a long history of trade with the Keltoi as one of the few civilized Empires on Erland trading knowledge, magic, Teleri jewelry and anything which happens to be around. While some of the elders in The City have reservations about their “explorations”, most see them as good source of money and civilized pleasures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Northern City States&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Northern City States are a loose collection of states covering a geographically small but politically and economically powerful area. As the name suggests, they are a group of city states which are clustered around a great river. They bicker and fight amongst themselves constantly and always vie for the upperhand in their endless trade wars and political manoeuverings. The princial cities in the area are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talic Theocracy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Led by the High Priest Lucius, the Theocracy dominates the Law and culture. There is significant prejudice against people who are not of the church and priests are given fair leeway in their activities, e.g., they don’t pay taxes. &lt;br /&gt;
Lucius is a relatively conservative, academic, reasonable man with no head for politics and intrigue, preferring to delve into complex issues of doctrine, which is precisely why the Council of Priests elected him. He does not rock the boat and generally agrees on whatever the Priests put forth. &lt;br /&gt;
Father Talis is the head of the investigation into church corruption and is a dour, soft-spoken and introverted fellow. He is quietly ruthlessly efficient and has enough ‘information’ on various priests and lay officials to keep them in line, whether it’s true or not. He of course justifies this for the ‘continued stability of the church’. He is capable of quite monstrous acts in the name of his faith and continues his crusade against corruption and evil with a kind of calm and calculating fanaticism. Even when directly ordered not to do something, he will twist the intent and do it anyway, completely convinced that he knows better. He never loses sleep over his deeds because of his utter conviction of his beliefs. He has never been implicated in his deeds because of his scrupulous and almost anally retentive planning, though many people have a vaguely uneasy feeling about him.&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This section is Dan&#039;s. &lt;br /&gt;
[[Ourworld:Ailokim|Ailokim]]&lt;br /&gt;
&lt;br /&gt;
This section is Nat&#039;s&lt;br /&gt;
&lt;br /&gt;
[[Ourworld:Goliaths|Goliaths]]&lt;br /&gt;
== The Goliaths ==&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
History&#039;&#039;&#039;&lt;br /&gt;
The history of the goliaths is something of a mystery, since few other races paid them much heed, and since they do not mark time on a calendar as such, meaning that their oral histories do not say “in 1328 Akmenhe defeated the Red hand tribes” instead recording it as “it was a harsh winter the year Akmenhe, son of Uhnamen the squirrel  brother, defeated the red hand tribes”. What can be safely surmised is that they have been inhabiting the great northern plains for more than a thousand years , because many of there stories refer to the time “before the corruption fell from the skies”, referring to , of course, the fall of the meteorites that marked the coming of the abominations over 11 hundred years ago.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religion&#039;&#039;&#039;&lt;br /&gt;
The goliaths do not worship gods per se, instead paying homage to a series of “totems” with each tribe and individual, having a totem, which acts as heir intermediary to the world of the spirits. While most people feel at some level in touch with the whispers from their own totem, through dreams and omens, the opinions of tribal shamans, who act as healer/councilor/advisor are often sought, especially when the omens are hard to interpret&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Moots&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once every 18 months, on alternating winter and summer solstices the shamans of the various tribes travel to the shores of the inland sea, to hold meeting to discuss goings on.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Goliath technology&#039;&#039;&#039;&lt;br /&gt;
The goliaths can best be described as Neolithic, using stone tools for the vast majority of their endeavors. The live for the most part in conical tents made from titanotherium or other hides, wear treated animal hides for clothing and use weapons made from wood or stone. Although they will trade with other races for jewelry, especially prizing teleri filigree , few make appropriately sized tools for the goliaths, so the goliaths have little interest in them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Goliath People&#039;&#039;&#039; &lt;br /&gt;
The Goliath are a dark-skinned race, ranging from a slate grey , through brown to an almost red, with distinct bands of differing pigmentation around the face and chest. They tower over the other races with heights averaging 6’10-7’6 being the norm. In addition to their great stature they are powerfully built, with massive shoulders and muscular arms and legs. Their hair colour is invariably a bluish black and very thick and straight... In many ways the most striking feature of the goliaths is their eyes, whose irises range in colour from gold, green, hazel, blue, red and violet. What makes their eyes particularly striking, however, is that both the iris and “whites” of their eyes vary in colour drastically depending on the goliath in question’s mood. This means that anyone familiar with goliaths gains a +4 on any sense motive checks involving the giants.&lt;br /&gt;
&lt;br /&gt;
They are quiet people who are proud of their traditions, many of which seem odd to other races. One of the most important traditions that they uphold is the principal of “non-violence” (it should be noted here that their conception of such isn’t quite what other races might mean by the term, they are also a somewhat “rough and tumble” race). The Goliaths inhabit a harsh land, filled with many potential dangers (aberrations for instance) the summers are lean, and the winters are vicious. As a result of these many dangers, goliaths are all too aware how dangerous life can be, and go to great lengths not to perform any action that would place another in greater danger. One example of how this manifests is in their approach to tribal warfare (they are peaceful people, not living saints). When two tribes come into conflict, say, over a hunting ground both feel they are entitled to hunt upon, then a “war” often ensues. These wars , however, are fought with non lethal weapons; bare fists, crops and nets. Those rendered unconscious, caught in nets or even tripped by the crops consider themselves to have been “defeated” and withdraw from the conflict. Such a withdrawal brings with it a great sense of shame, however, which leads to another tradition of the goliaths.&lt;br /&gt;
&lt;br /&gt;
Goliaths are very touchy about their “honour” (which for them means something along the lines of “being a productive member of society”) anything that detracts from their honour  causes them great anxiety , which the will go to great lengths to assuage. The strongest action a goliath can take in this realm is to publicly announce that they will work of an obligation they have amassed, either setting a length of time, or some discreet task (such as digging a well or some such) . The causes of this might be a man who had a broken leg, who was cared for by others, or a warrior defeated in battle. In this last case, the debt is usually (read: always)  paid to the victor or the victor’s tribe. This results in what might appear to outsiders to be slavery, but is in fact voluntary on the part of the “slave” , and if one was to call it slavery to a goliath, they would fist be confused, and then offended and outraged at the affront.&lt;br /&gt;
&lt;br /&gt;
Another area that probably deserves some mention is the fact that the goliath’s plains have the highest incidence of abominations in the world. This is due for the most part to the fact that the greatest number of meteorites from the meteor shower 11 hundred years ago that brought the abominations fell on or around the goliath lands. The goliaths are a people who regard themselves as caretakers of the natural world, and , as such,  hunt down mercilessly all the abominations that exist within their lands.&lt;br /&gt;
&lt;br /&gt;
Traditionally the Goliaths utilize weapons appropriate to their hunter/gatherer lifestyles, bows with flint tipped arrows (or obsidian where they can get it) spears, stone knives and axes. These last require some description, as they are, for all that they are made from stone, finely crafted tools. Surprisingly sharp, and balanced for throwing, they are an excellent multi purpose tool. In addition , however, many of them feature a small bowel on the reverse of the blade, and a hollow haft, allowing them to double as pipes for the communal or ritual smoking of tobacco. Another implement that requires some discussion is the totem pole. The shamans carve two sorts of totem poles. The first is the pole that serves as a religious focus of a whole village or tribe, the other is the pole that serves as a focus for the shaman’s “personal” totem his bond with the spirit world. These poles are often intricately carved, and are of works of art in their own right, and serve as something of a badge of office for the shamans. It should be noted , however, that shamans are not above using these spiritual icons as tools of destruction should the need arise... Indeed, as one foolish Keltoi explorer was heard to say while recovering onboard a ship en rout back to XXXX “He hit me… with a tree!”&lt;br /&gt;
&lt;br /&gt;
As far as protective devices go, Goliaths will wear leather, re-enforced leather, hide, bone and wooden armours. There are a few family heirloom suits of stone-plate that exist, but they are rare to say the least. In war they will utilize leather tower shields for protection. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How the Goliaths see the other races:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim:&#039;&#039;&#039; the Goliaths know little to nothing of the Ailokim, save a few stories learned through the dwarves and from the Keltoi Druids, and these stories, containing as they do tales of slavery of an entire race, and the slaughter of children for crimes not yet committed, appalls them more than they can express. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves:&#039;&#039;&#039; The Goliaths are politely standoffish to the dwarves, assuming that if the “stunted folk of the mountains” wished closer relations, then they would come out of their caverns and say so. Since they have not the goliaths assume they wish to be left alone, and respect their wishes. The exception to this is the Dwarves of the lonely Mountain, who are united with the tribes around them in their ongoing struggles against abominations, and this shared foe has led to closer relations, extending to limited interaction and a certain amount of barter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keltoi:&#039;&#039;&#039; Few Goliaths  know anything accurate about the Keltoi. Due to their fact that the Keltoi have made little effort to visit the northern continent. The druids have some contact with them at the Moots, but that is almost the entire extent of their interaction. It should be noted that the councils of the wise have requested their brother druids to not advertise the existence of the goliaths to the Keltoi, for they are a peoples that prefer to live today as they did last yesterday, and one thing that is obvious about the “little folk not as small as the mountain folk” is that they are agents of change&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Laideann:&#039;&#039;&#039; The Laideann are unknown to the goliaths&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizardmen:&#039;&#039;&#039; The Goliaths have little contact with the Lizardmen, but what contact they have is surprisingly peaceful. This is in no small part due to the fact that the two cultures religions have much overlap, and due to the fact that all shamans must venture into the rain wilds in order to find the tree that will serve as their first totem pole. This necessity means that the council of the wise has gone to great lengths to develop peaceful relations with the lizard men&lt;br /&gt;
Teleri: The Goliaths do not have much contact with the Sea Gypsies, not having any ports where they would come to trade. That being said, the Sea elves do land on the rough shores of he great plains to make repairs or re stock water casks. When this occurs local tribes will eagerly trade for teleri goods, prizing especially he jewelry that the Goliaths marvel at, for its delicacy almost as much as its beauty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Northern City States&#039;&#039;&#039; these people are not known to the goliaths&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summer Islanders&#039;&#039;&#039; these people are not known to the goliaths&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim&#039;&#039;&#039;  The mere mention of these pitiable folk will reduce a goliath to quiet tears, for the conception that any sentient , anywhere , could enslave an entire race, is so mind bendingly wrong that the goliaths experience it as personal shame&lt;br /&gt;
&lt;br /&gt;
How Other Races see the goliaths: &lt;br /&gt;
Feel free to fill this out guys&lt;br /&gt;
[[Ourworld:Goblinoids_and_surrounds|Goblinoids_and_surrounds]]&lt;br /&gt;
== The Goblin Lands and the Serpent Archipelago ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The archipelago is what remains of the once mighty continent of “Bhendia” which sank into the sea over a thousand years ago. The culture was Indian/south east asian with a religion much like Hindu/Buddhism. They had rigid caste system which was as follows&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Brahman :Priests&lt;br /&gt;
Kshatriya: ruler, warrior, landowner&lt;br /&gt;
Shudra: artisans, agriculturalists&lt;br /&gt;
Vaishya: merchants&lt;br /&gt;
Harijan :&amp;quot;outside&amp;quot; the caste system&lt;br /&gt;
&lt;br /&gt;
The Harijan was almost entirely made up of Goblinoid slaves of the Naga and Yuan’ti who formed the bulk of the society. When the continent sank into the sea, the Goblinoids were lead to freedom by a figure who became their first Emperor, and once free of the oppression of the snake peoples, promptly set about recreating the culture with the Hobgoblins as the Brahmin and Kshatriya , the bugbears as the agriculturalists and the goblins as the artisans, Vaishya and Harijan…&lt;br /&gt;
It just sucks to be a Goblin. &lt;br /&gt;
&lt;br /&gt;
The Goblinoids still come into frequent contact with the degenerate remnants of the snake peoples, however, slithering amongst the stone ruins of their once mighty temple cities.&lt;br /&gt;
The most salient aspect of the Goblinoids is the Kshatriya caste’s approach to war, indeed to conflict of any kind. They spend huge amounts of time mastering the use of the composite shortbow which they use from the back of war chariots, and the various polearms that they use when the melee has begun.Instead of the +4 on hide and move checks, hobgoblins gain +1 to hit with any polearm with which they are proficient&lt;br /&gt;
Goblin weapons&lt;br /&gt;
Composite short bow&lt;br /&gt;
Sword gauntlet&lt;br /&gt;
Katar &lt;br /&gt;
Glaive&lt;br /&gt;
Trident&lt;br /&gt;
Ranseur&lt;br /&gt;
Trident &lt;br /&gt;
Nagamaki&lt;br /&gt;
Naginata&lt;br /&gt;
Vajra  (1d6, x2, 1lbs, piercing)&lt;br /&gt;
Goblin armours&lt;br /&gt;
Footman’s (+3,+5,-1, 15%,light,20lbs)&lt;br /&gt;
Leather Scale &lt;br /&gt;
Lamelar vest (+5 , +3, -4, 30%,medium,35lbs)&lt;br /&gt;
Lamelar and laced scale (+7,+2, -6, 40%,heavy, 45lbs)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Goblins have very little in the way of decent metal in their lands, and have established rudimentary trade with the Dwarves to obtain high quality metal armours. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How the Goblins see other races&lt;br /&gt;
&lt;br /&gt;
Goliaths : The Goblins pay the Goliaths little official heed, proclaiming boldly that any culture that has not mastered the use of the wheel deserves no notice. That being said they are very polite when crossing goliath lands to trade with the dwarves of the lonely mountain…&lt;br /&gt;
&lt;br /&gt;
Dwarves:  The goblinoids would dearly like to look down their collective noses at the stunted folk, but the dwarve’s craftmenship of weapons and mastery of metallurgy forces a certain dour respect from the islanders. &lt;br /&gt;
&lt;br /&gt;
Lizardmen : The lizardmen have very little to do with the Goblins, but they remind the goblens just a little too much of their ancient enemies for the goblins to ever reguard them any more warmly than with  paranoic hostility &lt;br /&gt;
 &lt;br /&gt;
Teleri : The Goblins histories say that when cursed Bvendia sank beneath the waves of the turquoise sea, it was the Teleri that ferried the Goblin folk to their new home in arcourdance with a pact made between the teleri and the first emperor , Jimmu. Weather this was actually the case or not, the Goblinoids regard  the Teleri with a slightly simpering awe.&lt;br /&gt;
&lt;br /&gt;
Other than these folk, the Goblinoids have vertualy no contact with any other peoples, being somewhat isolationist in outlook.&lt;br /&gt;
&lt;br /&gt;
[[Ourworld:Dwarves|Dwarves]]&lt;br /&gt;
== The Dwarves of the World Spine Mountains, and the Lonely Mountain. ==&lt;br /&gt;
 &lt;br /&gt;
The first, last and most important fact about the Dwarves: they  have no soul.&lt;br /&gt;
All other things flow from this fact. A Dwarf is an animated Dwarven body, to speak otherwise is to lie. What then animates a dwarven body? His name. An unnamed Dwarf is a corpse, and that is really all there is to say on the matter.&lt;br /&gt;
&lt;br /&gt;
This has some rather serious ramifications for the mountain folk. Most notably they canot be ressurected , for this involves finding a soul which has fled its earthly home and entreating it to take up residence once more, and since there is no resident to appeal to, no resurrection may be had. Indeed, any magic that requires a Dwarves’ consciousness to function independently from his body (such as astral projection for instance) will, quite simply, fail.&lt;br /&gt;
There are also more subtle ramifications of the Dwarves&#039; unity of mind and body, not least of which is a Dwarves&#039; extreme difficulty dealing with, or indeed even understanding , abstraction.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{Ourworld}}&lt;/div&gt;</summary>
		<author><name>Dan</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld&amp;diff=54339</id>
		<title>Ourworld</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld&amp;diff=54339"/>
		<updated>2007-07-03T23:09:49Z</updated>

		<summary type="html">&lt;p&gt;Dan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ourworld is a collaborative effort between Peter, Nat, Dan, Daniel, Mal and Craig.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[This is a work in progress. Names &amp;amp; ideas are not yet finalised!]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Peter&#039;s Contribution:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Keltoi ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The History of the Keltoi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The ancient history of the Keltoi tells of the great ships of their ancestors coming ashore at what is now Caenid Bealach (Caenid Bay). From across the seas a great fleet hove to, crudely hewn ships crewed by a young and savage race with pinkish skin and wild red hair. They wear brass and war paint and bear strange designs upon their flesh. They sing harsh war songs and drink heavily. They wish to fight and kill and take the ancient lands from Laideann. This unwashed horde is led by GWYDDNO the Dog-Bull, leader of the Sons of the Dawn Tide who wishes to spread his people and his new beliefs to these shores.&lt;br /&gt;
These warlike men took most of the land off the fat and rich Laideann Empire, a decadent and ancient people whose armies could not stand up to the lean and hungry Keltoi. Even as their marble cities burned, the Laideann held orgies and went about their corpulent ways. The Keltoi’s gutting and looting of Laideann drove the conquered into the northeastern pocket of the continent where the Keltoi let them languish in the steaming northern jungles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keltoi Spiritualism&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Keltoi do not formally worship any gods but they have a deep tradition of ancestor worship and revere the forces of nature. Most of their gods and demi-gods are mythical heroes. There are ancient tales of great Keltoi heroes being summoned from the spirit realms to help them in their times of greatest need. Their druids, who aren&#039;t religious in the strictest sense act as advisors, magistrates and sages and are greatly respected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Republic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Recently, from pressure groups in the capital and public opinion polls, the Kingdom has been dissolved and a Republic put in its place. King CINÁED abdicated and was quickly voted back as President Cinaed with very little diminished power but a Senate to answer to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keltoi Magitech&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Keltoi have a certain aptitude with magic and the harnessing of it for mechanical purposes. They utilise flame lances in war, and have great elemental turbines for that power their industrial machines. Their alchemical guns are feared and renowned. The three principal cities of the Republic are joined by a train network. Cities are filled with glowlamps and the rich and powerful are protected by guardian constructs. Even the poorest dockworker has glimpsed the mighty and terrifying iron juggernauts that lurk deep beneath the sea. Because their machines are powered by magic, not fossil fuels, Keltoi cities are surprisingly clean and hygienic and if the air is sometimes filled with static, then nobody complains. This wondrous magitech is restricted to the main cities on the east coast, and many a poor or provincial man has never glimpsed such things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Keltoi People&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Keltoi (both plural and singular) are a fair-skinned race with heights averaging 5’5-5’10. Their hair colours vary from black to almost blond, though a reddish brown is the commonest. A redhead is considered lucky. Eye colour also varies from brown to blue to green. They are a fierce people who are proud of their warrior tradition but have recently begun a period of enlightenment and self-reflection. The Republic’s inter-clan wars have almost stopped, though in the southern frontiers it is a different story. Other races consider them upstarts but cannot deny their spirit and drive. They are interested in the sciences, particular alchemy, which has aided their culture immensely in many fields. At peace, a Keltoi may hunt or fish or read or compose poetry or work at his trade as he wishes, though if there is a call to war, he will drop his farming tools and take up weapons to defend his home. Traditionally the Keltoi utilize claymores and various polearms, especially lochaber axes but in recent conflicts, the arquebus and field cannon have also seen use on the field. They tend towards the lighter armours since they prefer a more mobile warfare and the advent of alchemical guns has reinforced that point. The use of arcane magic on the battlefield is generally frowned upon and since the Agreement of Dun Hader, certain magics such as evocations are forbidden. This restriction however is not extended to non-Keltoi.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keltoi are humans and gain the standard human bonuses. They gain 1 extra skill point per level and an extra feat at level one. They consider firearms martial weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keltoi cover the entire spectrum of human behaviour. However, very broadly, the average citizen of the Republic might be neutral or lawful neutral. They respect tradition and their clan and many quarrels are solved in duels. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Leagues of Druids&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Druids (D&amp;amp;D wizards) tend to group into small clubs and collectives for their own mutual benefit, though they are not obliged to, and sometimes meet for councils to vote on important matters at the yearly Wizardmoot. While technically subservient to the central government, they are given nearly unlimited autonomy in matters pertaining to wizardry and all matters arcane including magical transport, trade, penalties for misuse, registration, membership fees and such.&lt;br /&gt;
The wizards are all terribly British about everything and vote on everything and generally don&#039;t get a lot done, though they do drink a lot of fortified wines and discuss obscure personal philosophies and literature.&lt;br /&gt;
Once every 30 months the shamans from the tribes meet. autumn or spring equinox, and yes, the only contact between the countries is via the &amp;quot;councils of the wise&amp;quot;.&lt;br /&gt;
The shamans have asked their brother wizards to keep the knowledge of &amp;quot;the peoples&amp;quot; from the humans as a whole&lt;br /&gt;
Examples of the more populous groups of druids include: &lt;br /&gt;
 &lt;br /&gt;
•	The League of Reasonable Men&lt;br /&gt;
•	The Gentleman’s Society&lt;br /&gt;
•	The Rationalist Club&lt;br /&gt;
•	Reform Club &lt;br /&gt;
•	Society for Advancement of Literary Awareness&lt;br /&gt;
•	The Oak Club&lt;br /&gt;
&lt;br /&gt;
The vast majority of members are wizards, though any class is welcome. However, to be on the small council or the council of elders, you have to be a wizard. The most appropriate prestige classes are Archmage, Loremaster and Guildmage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How the Keltoi see the other races:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim:&#039;&#039;&#039;&lt;br /&gt;
The Keltoi do not understand the Ailokim. An old race, they are long-lived but frail, cowardly hiding behind their considerable magics and their Umberkim slaves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves:&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have little contact with the Dwarves and their only real contact is in the trade of weapons of war and metals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goliaths:&#039;&#039;&#039;&lt;br /&gt;
Few Keltoi  know anything accurate about the Goliaths. Due to their inaccessibility, the paucity of resources and their reclusive nature, Keltoi usually ignore their existence. The druids have some contact with them at the Moots, but that is almost the entire extent of their contact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Laideann:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizardmen:&#039;&#039;&#039;&lt;br /&gt;
The  Keltoi consider these creatures, when they think of them at all, as nothing more than animals. If they ever hinder Keltoi development, they are slaughtered en masse. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Northern City States&#039;&#039;&#039;&lt;br /&gt;
The Keltoi see the Northerners as too clever by half. They see their constant political maneouvering as frivolous and uncivilised and tolerate them only because of their strong trade ties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summer Islanders&#039;&#039;&#039;&lt;br /&gt;
While culturally alien to the Islanders, the Keltoi have an odd respect for the laid back folk of the Summer Isles. While they consider them lazy, they also respect their innate egalitarian natures and generous hospitality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleri  (Sea Elves):&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have a grudging respect for the Teleri because of their skill in naval warfare and magic. They dearly wish to discover the secret of their enchanted ships and have offered preposterous sums of money to attain it, in order to ‘explore’ the western hemisphere. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have little contact with the slave race beholden to the Ailokim. They keep a respecful distance in their conflicts, preferring to shoot them at range. However, in recent times, there has been no great trouble with the Ailokim so the Umberkim are distant from their minds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How Other Races see the Keltoi:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleri:&#039;&#039;&#039; &lt;br /&gt;
The Teleri have a long history of trade with the Keltoi as one of the few civilized Empires on Erland trading knowledge, magic, Teleri jewelry and anything which happens to be around. While some of the elders in The City have reservations about their “explorations”, most see them as good source of money and civilized pleasures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Northern City States&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Northern City States are a loose collection of states covering a geographically small but politically and economically powerful area. As the name suggests, they are a group of city states which are clustered around a great river. They bicker and fight amongst themselves constantly and always vie for the upperhand in their endless trade wars and political manoeuverings. The princial cities in the area are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talic Theocracy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Led by the High Priest Lucius, the Theocracy dominates the Law and culture. There is significant prejudice against people who are not of the church and priests are given fair leeway in their activities, e.g., they don’t pay taxes. &lt;br /&gt;
Lucius is a relatively conservative, academic, reasonable man with no head for politics and intrigue, preferring to delve into complex issues of doctrine, which is precisely why the Council of Priests elected him. He does not rock the boat and generally agrees on whatever the Priests put forth. &lt;br /&gt;
Father Talis is the head of the investigation into church corruption and is a dour, soft-spoken and introverted fellow. He is quietly ruthlessly efficient and has enough ‘information’ on various priests and lay officials to keep them in line, whether it’s true or not. He of course justifies this for the ‘continued stability of the church’. He is capable of quite monstrous acts in the name of his faith and continues his crusade against corruption and evil with a kind of calm and calculating fanaticism. Even when directly ordered not to do something, he will twist the intent and do it anyway, completely convinced that he knows better. He never loses sleep over his deeds because of his utter conviction of his beliefs. He has never been implicated in his deeds because of his scrupulous and almost anally retentive planning, though many people have a vaguely uneasy feeling about him.&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This section is Dan&#039;s. &lt;br /&gt;
&lt;br /&gt;
== The Ailokim (aka: Greys) ==&lt;br /&gt;
&lt;br /&gt;
The Ailokim claim they are one of the two remaining old races and share a common ancestor and a degree of animosity with the Fae of the east. To understand their nature one must appreciate the sad history of this once dominant race.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Ailokim speak insistently of the lost times when their ancient cities reached high into the skies, their culture spanned the planet and their remarkable technologies and magics were able to twist the very reality of the world and all upon it. Their face will then usually turn almost as grey as their hair as they carry on to tell of the great sundering that destroyed virtually all of their civilisation, their land, their people, their lore, their technologies, their magics, their spirit and left them twisted and unable to bear offspring.&lt;br /&gt;
&lt;br /&gt;
Of the hundreds of fringe dwellers that survived (or were able to be resurrected) the disaster most lapsed into despair, a few however used what gifts they had left to try and preserve their race and culture. Using some remnants of their arcane lore and technologies they created three ‘Soulifactory’s’; strange devices able to create life in the form of one of three young Ailokim chosen for their unique qualities. As a result all Ailokim under the age of 900 bear a striking resemblance to each of these chosen three. There are 25 unique and venerable Ailokim that remember the sundering and form the council of elders. These elders have overseen the slow salvaging of elements of their former culture and wealth for over a millennium.&lt;br /&gt;
&lt;br /&gt;
Today the Ailokim number around 20,000 and occupy three city sites on the Western continent of Brianna. The embittered Ailokim have been peaceful from necessity; painfully aware of the slow rate at which they are able to reproduce they value their lives highly. So far the greatest Ailokim scholars and scientists have failed to replicate the ‘Soulifactories’ or discover additional ways of reproducing themselves. In their experiments however they have created/bred a slave race that they find useful for industry and warfare known as the ‘Umberkim’. &lt;br /&gt;
&lt;br /&gt;
The Umberkim are a dull witted but powerful race that have been bred as much for their physical power as their obedience. They number around 80,000 spread across the three Ailokim cities and serve as the mainstay of Ailokim military, agriculture and industry. Maturing quickly, Umberkim live on average for a mere 25 years in part due to the hazardous tasks given to them by the Ailokim. Augmented with the powerful magics and technology of their masters, the combined Ailokim/Umberkim military are one of the most formidable forces in the world, though have seen relatively little action. The ‘special forces’ division of the Ailokim military on the other hand is famed for it’s daring and bewildering raids across the span of the planet. This brings us to another defining characteristic of the Ailokim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Sundering&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Ailokim will not normally put at risk their precious lives with one exception; Psionics. Since the early days of the rebuilding the council of elders has decreed that Psionicists and Psionic creatures and users must all be eradicated not matter the cost. It seems implicit that somehow they were linked or responsible for the great sundering though no one really seems to know. Over the last millennium the Ailokim have become adept at hunting down individuals, and the families of individuals, that exhibit Psionic power. Often turning up even before a Psionic child is born to slaughter it and it’s mother. This has caused the Ailokim a certain amount of animosity, indeed they are often blamed for still births and other mysterious deaths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality &amp;amp; Relations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ailokim tend to be embittered but proud, self righteous and pragmatic. It would be fair to say they regard all other races as equally inferior, except perhaps the troublesome Fae who they instead resent for surviving the sundering unscathed. Since that day the Ailokim have carried a terrible curse in their blood and will never be able to bear children, relying instead on the magics and technology to reproduce themselves. They share however a powerful sense of solidarity with their vat grown siblings and will support a fellow Ailokim in virtually any situation.&lt;br /&gt;
&lt;br /&gt;
The whole of Ailokim society in one way or another is geared towards the reestablishment of their culture’s lost glory. In practical terms they are limited by their slow reproduction rate and have only constructed a few large cities. Many feel however that it is only a matter of time before the Ailokim rediscover the method of constructing new Soulifactories and prepare themselves for the inevitable expansion this would allow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Short and willowy compared to humans they gain their common name from the lack of pigment in their hair and their extraordinarily long life span (anywhere up to 1800 years). They adhere to strict dress codes and ritual markings that define their role in society and station for which they train from ‘birth’.&lt;br /&gt;
&lt;br /&gt;
Their creations, the Umberkim, on the other hand are a hairless, far stronger, hardier race resembling an oafish human with thick leathery skin. Their dull wits and short lifespan make them ideal slaves to further Ailokim hegemony. Occasional individuals have transcended their programming and escaped to the new world where they have made lives for themselves as free men. The Ailokim however maintain that any of Umberkim blood are their property and must be returned to them or killed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ailokim relate to each other in society as Lawful Good, seeing Ailokim advancement as the most noble of objectives. Their relations with other races are less transparent, Ailokim practice slavery and have during their expansion been guilty of several genocides. They consider races like the Umberkim (and several others) as others might animals. The more enlightened races, can with work, garner a degree more respect though will always be viewed as inferior, or more pragmatically as pawns in their grand scheme. However if an Ailokim gave his word, even to an animal, he would strive to keep it as a mark of Ailokim civility and order. In traditional terms they would awkwardly classify as Lawful Neutral.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Arcadia&lt;br /&gt;
&lt;br /&gt;
The centre of Ailokim civilisation and culture it was here that the survivors of the sundering made their stand and started to rebuild what was lost. The strategically placed city has grown over a millennium and expanded Ailokim control of both sea and land. The first Soulifactory ‘Erea’ was built here and has produced around 10,000 souls. Arcadia serves as a nursery for young Ailokim as they are trained for their initial roles in the world. It is houses the home legion of the Ailokim army and the council of elders. It is rare for outsiders to be allowed into a city as important as Arcadia. &lt;br /&gt;
&lt;br /&gt;
Megara&lt;br /&gt;
&lt;br /&gt;
Mantinea&lt;br /&gt;
&lt;br /&gt;
Eleusina&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Language&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ailokim base languages are Ailokim &amp;amp; Common. Ailokim value their language as a sacred bridge to their glorious past to be used by none but they. In day to day life they speak common, though are often fluent in other languages preferring more eclectic languages over other humanoid languages. Umberkim can speak common and can sometimes understand Ailokim, however are punished harshly if they use the language of the masters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim Racial Traits&#039;&#039;&#039;&lt;br /&gt;
(Small Humanoid)&lt;br /&gt;
-2 STR, -2 CON &amp;amp; +4 INT.&lt;br /&gt;
Cold iron vulnerability: +2 damage from cold iron weapons.&lt;br /&gt;
Racial hatred toward Psions &amp;amp; Psionic Creatures (+1 Hit &amp;amp; Dam).&lt;br /&gt;
Arcane Aptitude: + 2 Knowledge Arcana, Use Magic Device &amp;amp; Spellcraft.&lt;br /&gt;
Spell Resistance: 12 + Character level&lt;br /&gt;
ECL: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim Racial Traits&#039;&#039;&#039;&lt;br /&gt;
(Medium Humanoid)&lt;br /&gt;
+2 STR +2CON, -2 INT, -4 WIS.&lt;br /&gt;
Natural Armor: 3&lt;br /&gt;
Damage Reduction: /2&lt;br /&gt;
ECL: 1&lt;/div&gt;</summary>
		<author><name>Dan</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld&amp;diff=54234</id>
		<title>Ourworld</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld&amp;diff=54234"/>
		<updated>2007-07-02T12:55:28Z</updated>

		<summary type="html">&lt;p&gt;Dan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ourworld is a collaborative effort between Peter, Nat, Dan, Daniel, Mal and Craig.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[This is a work in progress. Names &amp;amp; ideas are not yet finalised!]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Peter&#039;s Contribution:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Keltoi ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The History of the Keltoi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The ancient history of the Keltoi tells of the great ships of their ancestors coming ashore at what is now Caenid Bealach (Caenid Bay). From across the seas a great fleet hove to, crudely hewn ships crewed by a young and savage race with pinkish skin and wild red hair. They wear brass and war paint and bear strange designs upon their flesh. They sing harsh war songs and drink heavily. They wish to fight and kill and take the ancient lands from Laideann. This unwashed horde is led by GWYDDNO the Dog-Bull, leader of the Sons of the Dawn Tide who wishes to spread his people and his new beliefs to these shores.&lt;br /&gt;
These warlike men took most of the land off the fat and rich Laideann Empire, a decadent and ancient people whose armies could not stand up to the lean and hungry Keltoi. Even as their marble cities burned, the Laideann held orgies and went about their corpulent ways. The Keltoi’s gutting and looting of Laideann drove the conquered into the northeastern pocket of the continent where the Keltoi let them languish in the steaming northern jungles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keltoi Spiritualism&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Keltoi do not formally worship any gods but they have a deep tradition of ancestor worship and revere the forces of nature. There are ancient tales of great Keltoi heroes being summoned from the spirit realms to help them in their times of greatest need. Their druids act as advisors, magistrates and sages and are greatly respected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Republic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Recently, from pressure groups in the capital and public opinion polls, the Kingdom has been dissolved and a Republic put in its place. King CINÁED abdicated and was quickly voted back as President Cinaed with very little diminished power but a Senate to answer to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keltoi Magitech&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Keltoi have a certain aptitude with magic and the harnessing of it for mechanical purposes. They utilise flame lances in war, and have great elemental turbines for that power their industrial machines. Their alchemical guns are feared and renowned. The three principal cities of the Republic are joined by a train network. Cities are filled with glowlamps and the rich and powerful are protected by guardian constructs. Even the poorest dockworker has glimpsed the mighty and terrifying iron juggernauts that lurk deep beneath the sea. Because their machines are powered by magic, not fossil fuels, Keltoi cities are surprisingly clean and hygienic and if the air is sometimes filled with static, then nobody complains. This wondrous magitech is restricted to the main cities on the east coast, and many a poor or provincial man has never glimpsed such things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Leagues of Druids&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Druids (D&amp;amp;D wizards) tend to group into small clubs and collectives for their own mutual benefit, though they are not obliged to, and sometimes meet for councils to vote on important matters at the yearly Wizardmoot. While technically subservient to the central government, they are given nearly unlimited autonomy in matters pertaining to wizardry and all matters arcane including magical transport, trade, penalties for misuse, registration, membership fees and such.&lt;br /&gt;
The wizards are all terribly British about everything and vote on everything and generally don&#039;t get a lot done, though they do drink a lot of fortified wines and discuss obscure personal philosophies and literature.&lt;br /&gt;
Once every 30 months the shamans from the tribes meet. autumn or spring equinox, and yes, the only contact between the countries is via the &amp;quot;councils of the wise&amp;quot;.&lt;br /&gt;
The shamans have asked their brother wizards to keep the knowledge of &amp;quot;the peoples&amp;quot; from the humans as a whole&lt;br /&gt;
Examples of the more populous groups of druids include: &lt;br /&gt;
 &lt;br /&gt;
•	The League of Reasonable Men&lt;br /&gt;
•	The Gentleman’s Society&lt;br /&gt;
•	The Rationalist Club&lt;br /&gt;
•	Reform Club &lt;br /&gt;
•	Society for Advancement of Literary Awareness&lt;br /&gt;
•	The Oak Club&lt;br /&gt;
&lt;br /&gt;
The vast majority of members are wizards, though any class is welcome. However, to be on the small council or the council of elders, you have to be a wizard. The most appropriate prestige classes are Archmage, Loremaster and Guildmage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Keltoi People&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Keltoi (both plural and singular) are a fair-skinned race with heights averaging 5’5-5’10. Their hair colours vary from black to almost blond, though a reddish brown is the commonest.  A redhead is considered lucky. Eye colour also varies from brown to blue to green. They are an expansionist people who are proud of their warrior tradition but have recently begun a period of enlightenment and self-reflection. The Republic’s inter-clan wars have almost stopped, though in the southern frontiers it is a different story. Other races consider them upstarts but cannot deny their spirit and drive. They are interested in the sciences, particular alchemy, which has aided their culture immensely in many fields. At peace, a Keltoi may hunt or fish or read or work at his trade as he wishes, though if there is a call to war, he will drop his farming tools and take up weapons to defend his home. Traditionally the Keltoi utilize claymores and various polearms, especially Lochaber axes but in recent conflicts, the arquebus and field cannon have also seen use on the field. They tend towards the lighter armours since they prefer a more mobile warfare and with the advent of gunpowder, has reinforced that point. The use of arcane magic on the battlefield is generally frowned upon and since the Agreement of Dun Hader, certain magics such as evocations are forbidden. This restriction however is not extended to non-Keltoi as other races.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Northern City States&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talic Theocracy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Led by the High Priest Lucius, the theocracy dominates the Law and culture. There is significant prejudice against people who are not of the church and priests are given fair leeway in their activities, e.g., they don’t pay taxes. &lt;br /&gt;
Lucius is a relatively conservative, academic, reasonable man with no head for politics and intrigue, preferring to delve into complex issues of doctrine, which is precisely why the Council of Priests elected him. He does not rock the boat and generally agrees on whatever the Priests put forth. &lt;br /&gt;
Father Talis is the head of the investigation into church corruption and is a dour, soft-spoken and introverted fellow. He is quietly ruthlessly efficient and has enough ‘information’ on various priests and lay officials to keep them in line, whether it’s true or not. He of course justifies this for the ‘continued stability of the church’. He is capable of quite monstrous acts in the name of his faith and continues his crusade against corruption and evil with a kind of calm and calculating fanaticism. Even when directly ordered not to do something, he will twist the intent and do it anyway, completely convinced that he knows better. He never loses sleep over his deeds because of his utter conviction of his beliefs. He has never been implicated in his deeds because of his scrupulous and almost anally retentive planning, though many people have a vaguely uneasy feeling about him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How the Keltoi see the other races:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim:&#039;&#039;&#039;&lt;br /&gt;
The Keltoi do not understand the Ailokim. An old race they are long-lived but frail, cowardly hiding behind their considerable magics and their Umberkim slaves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves:&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have little contact with the Dwarves and their only real contact is in the trade of weapons of war and metals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goliaths:&#039;&#039;&#039;&lt;br /&gt;
Few Keltoi  know anything accurate about the Goliaths. Due to their inaccessibility, the paucity of resources and their reclusive nature, Keltoi usually ignore their existence. The druids have some contact with them at the Moots, but that is almost the entire extent of their contact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Laideann:&#039;&#039;&#039;&lt;br /&gt;
The Keltoi tend to&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizardmen:&#039;&#039;&#039;&lt;br /&gt;
The  Keltoi consider these creatures, when they think of them at all, as nothing more than animals. If they ever hinder Keltoi development, they are slaughtered en masse. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Northern City States&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summer Islanders&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleri  (Sea Elves):&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have a grudging respect for the Teleri because of their skill in naval warfare and magic. They dearly wish to discover the secret of their enchanted ships and have offered preposterous sums of money to attain it, in order to ‘explore’ the western hemisphere. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim&#039;&#039;&#039;&lt;br /&gt;
A block headed slave race beholdent to the Ailokim. Wouldn&#039;t want to arm wrestle one and thankfully they, like the Ailokim, mostly keep to their distant turf.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How Other Races see the Keltoi:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleri:&#039;&#039;&#039; &lt;br /&gt;
The Teleri have a long history of trade with the Keltoi as one of the few civilized Empires on Erland trading knowledge, magic, Teleri jewelry and anything which happens to be around. While some of the elders in The City have reservations about their “explorations”, most see them as good source of money and civilized pleasures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Ailokim (aka: Greys) ==&lt;br /&gt;
&lt;br /&gt;
The Ailokim claim they are one of the two remaining old races and share a common ancestor and a degree of animosity with the Fae of the east. To understand their nature one must appreciate the sad history of this once dominant race.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Ailokim speak insistently of the lost times when their ancient cities reached high into the skies, their culture spanned the planet and their remarkable technologies and magics were able to twist the very reality of the world and all upon it. Their face will then usually turn almost as grey as their hair as they carry on to tell of the great sundering that destroyed virtually all of their civilisation, their land, their people, their lore, their technologies, their magics, their spirit and left them twisted and unable to bear offspring.&lt;br /&gt;
&lt;br /&gt;
Of the hundreds of fringe dwellers that survived (or were able to be resurrected) the disaster most lapsed into despair, a few however used what gifts they had left to try and preserve their race and culture. Using some remnants of their arcane lore and technologies they created three ‘Soulifactory’s’; strange devices able to create life in the form of one of three young Ailokim chosen for their unique qualities. As a result all Ailokim under the age of 900 bear a striking resemblance to each of these chosen three. There are 25 unique and venerable Ailokim that remember the sundering and form the council of elders. These elders have overseen the slow salvaging of elements of their former culture and wealth for over a millennium.&lt;br /&gt;
&lt;br /&gt;
Today the Ailokim number around 20,000 and occupy three city sites on the Western continent of Brianna. The embittered Ailokim have been peaceful from necessity; painfully aware of the slow rate at which they are able to reproduce they value their lives highly. So far the greatest Ailokim scholars and scientists have failed to replicate the ‘Soulifactories’ or discover additional ways of reproducing themselves. In their experiments however they have created/bred a slave race that they find useful for industry and warfare known as the ‘Umberkim’. &lt;br /&gt;
&lt;br /&gt;
The Umberkim are a dull witted but powerful race that have been bred as much for their physical power as their obedience. They number around 80,000 spread across the three Ailokim cities and serve as the mainstay of Ailokim military, agriculture and industry. Maturing quickly, Umberkim live on average for a mere 25 years in part due to the hazardous tasks given to them by the Ailokim. Augmented with the powerful magics and technology of their masters, the combined Ailokim/Umberkim military are one of the most formidable forces in the world, though have seen relatively little action. The ‘special forces’ division of the Ailokim military on the other hand is famed for it’s daring and bewildering raids across the span of the planet. This brings us to another defining characteristic of the Ailokim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Sundering&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Ailokim will not normally put at risk their precious lives with one exception; Psionics. Since the early days of the rebuilding the council of elders has decreed that Psionicists and Psionic creatures and users must all be eradicated not matter the cost. It seems implicit that somehow they were linked or responsible for the great sundering though no one really seems to know. Over the last millennium the Ailokim have become adept at hunting down individuals, and the families of individuals, that exhibit Psionic power. Often turning up even before a Psionic child is born to slaughter it and it’s mother. This has caused the Ailokim a certain amount of animosity, indeed they are often blamed for still births and other mysterious deaths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality &amp;amp; Relations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ailokim tend to be embittered but proud, self righteous and pragmatic. It would be fair to say they regard all other races as equally inferior, except perhaps the troublesome Fae who they instead resent for surviving the sundering unscathed. Since that day the Ailokim have carried a terrible curse in their blood and will never be able to bear children, relying instead on the magics and technology to reproduce themselves. They share however a powerful sense of solidarity with their vat grown siblings and will support a fellow Ailokim in virtually any situation.&lt;br /&gt;
&lt;br /&gt;
The whole of Ailokim society in one way or another is geared towards the reestablishment of their culture’s lost glory. In practical terms they are limited by their slow reproduction rate and have only constructed a few large cities. Many feel however that it is only a matter of time before the Ailokim rediscover the method of constructing new Soulifactories and prepare themselves for the inevitable expansion this would allow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Short and willowy compared to humans they gain their common name from the lack of pigment in their hair and their extraordinarily long life span (anywhere up to 1800 years). They adhere to strict dress codes and ritual markings that define their role in society and station for which they train from ‘birth’.&lt;br /&gt;
&lt;br /&gt;
Their creations, the Umberkim, on the other hand are a hairless, far stronger, hardier race resembling an oafish human. Their dull wits and short lifespan make them ideal slaves to further Ailokim hegemony. Occasional individuals have transcended their programming and escaped to the new world where they have made lives for themselves as free men. The Ailokim however maintain that any of Umberkim blood are their property and must be returned to them or killed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ailokim relate to each other in society as Lawful Good, seeing Ailokim advancement as the most noble of objectives. Thought they practice slavery and are determinedly ruthless with certain civilisations. They consider races like the Umberkim (and several others) as others might animals. The more enlightened races, can with work, garner a degree more respect though would always be viewed as lesser. Moreover if an Ailokim gave his word to even to one of the sub-races he would strive to keep it. In traditional terms they would classify as Lawful Neutral.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Arcadia&lt;br /&gt;
&lt;br /&gt;
The centre of Ailokim civilisation and culture it was here that the survivors of the sundering made their stand and started to rebuild what was lost. The strategically placed city has grown over a millennium and expanded Ailokim control of both sea and land. The first Soulifactory ‘Erea’ was built here and has produced around 10,000 souls. Arcadia serves as a nursery for young Ailokim as they are trained for their initial roles in the world. It is houses the home legion of the Ailokim army and the council of elders. It is rare for outsiders to be allowed into a city as important as Arcadia. &lt;br /&gt;
&lt;br /&gt;
Megara&lt;br /&gt;
&lt;br /&gt;
Mantinea&lt;br /&gt;
&lt;br /&gt;
Eleusina&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Language&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ailokim, Common.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim Racial Traits&#039;&#039;&#039;&lt;br /&gt;
(Small Humanoid)&lt;br /&gt;
-2 STR, -2 CON &amp;amp; +4 INT.&lt;br /&gt;
Cold iron vulnerability: double damage from cold iron weapons.&lt;br /&gt;
Racial hatred toward Psions &amp;amp; Psionic Creatures (+1 Hit &amp;amp; Dam).&lt;br /&gt;
Arcane Aptitude: + 2 Knowledge Arcana, Use Magic Device &amp;amp; Spellcraft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim Racial Traits&#039;&#039;&#039;&lt;br /&gt;
(Medium Humanoid)&lt;br /&gt;
+2 STR +2CON, -2 INT, -4 WIS.&lt;/div&gt;</summary>
		<author><name>Dan</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld&amp;diff=54233</id>
		<title>Ourworld</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld&amp;diff=54233"/>
		<updated>2007-07-02T12:54:39Z</updated>

		<summary type="html">&lt;p&gt;Dan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ourworld is a collaborative effort between Peter, Nat, Dan, Daniel, Mal and Craig.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[This is a work in progress. Names &amp;amp; ideas are not yet finalised!]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Peter&#039;s Contribution:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Keltoi ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The History of the Keltoi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The ancient history of the Keltoi tells of the great ships of their ancestors coming ashore at what is now Caenid Bealach (Caenid Bay). From across the seas a great fleet hove to, crudely hewn ships crewed by a young and savage race with pinkish skin and wild red hair. They wear brass and war paint and bear strange designs upon their flesh. They sing harsh war songs and drink heavily. They wish to fight and kill and take the ancient lands from Laideann. This unwashed horde is led by GWYDDNO the Dog-Bull, leader of the Sons of the Dawn Tide who wishes to spread his people and his new beliefs to these shores.&lt;br /&gt;
These warlike men took most of the land off the fat and rich Laideann Empire, a decadent and ancient people whose armies could not stand up to the lean and hungry Keltoi. Even as their marble cities burned, the Laideann held orgies and went about their corpulent ways. The Keltoi’s gutting and looting of Laideann drove the conquered into the northeastern pocket of the continent where the Keltoi let them languish in the steaming northern jungles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keltoi Spiritualism&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Keltoi do not formally worship any gods but they have a deep tradition of ancestor worship and revere the forces of nature. There are ancient tales of great Keltoi heroes being summoned from the spirit realms to help them in their times of greatest need. Their druids act as advisors, magistrates and sages and are greatly respected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Republic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Recently, from pressure groups in the capital and public opinion polls, the Kingdom has been dissolved and a Republic put in its place. King CINÁED abdicated and was quickly voted back as President Cinaed with very little diminished power but a Senate to answer to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keltoi Magitech&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Keltoi have a certain aptitude with magic and the harnessing of it for mechanical purposes. They utilise flame lances in war, and have great elemental turbines for that power their industrial machines. Their alchemical guns are feared and renowned. The three principal cities of the Republic are joined by a train network. Cities are filled with glowlamps and the rich and powerful are protected by guardian constructs. Even the poorest dockworker has glimpsed the mighty and terrifying iron juggernauts that lurk deep beneath the sea. Because their machines are powered by magic, not fossil fuels, Keltoi cities are surprisingly clean and hygienic and if the air is sometimes filled with static, then nobody complains. This wondrous magitech is restricted to the main cities on the east coast, and many a poor or provincial man has never glimpsed such things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Leagues of Druids&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Druids (D&amp;amp;D wizards) tend to group into small clubs and collectives for their own mutual benefit, though they are not obliged to, and sometimes meet for councils to vote on important matters at the yearly Wizardmoot. While technically subservient to the central government, they are given nearly unlimited autonomy in matters pertaining to wizardry and all matters arcane including magical transport, trade, penalties for misuse, registration, membership fees and such.&lt;br /&gt;
The wizards are all terribly British about everything and vote on everything and generally don&#039;t get a lot done, though they do drink a lot of fortified wines and discuss obscure personal philosophies and literature.&lt;br /&gt;
Once every 30 months the shamans from the tribes meet. autumn or spring equinox, and yes, the only contact between the countries is via the &amp;quot;councils of the wise&amp;quot;.&lt;br /&gt;
The shamans have asked their brother wizards to keep the knowledge of &amp;quot;the peoples&amp;quot; from the humans as a whole&lt;br /&gt;
Examples of the more populous groups of druids include: &lt;br /&gt;
 &lt;br /&gt;
•	The League of Reasonable Men&lt;br /&gt;
•	The Gentleman’s Society&lt;br /&gt;
•	The Rationalist Club&lt;br /&gt;
•	Reform Club &lt;br /&gt;
•	Society for Advancement of Literary Awareness&lt;br /&gt;
•	The Oak Club&lt;br /&gt;
&lt;br /&gt;
The vast majority of members are wizards, though any class is welcome. However, to be on the small council or the council of elders, you have to be a wizard. The most appropriate prestige classes are Archmage, Loremaster and Guildmage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Keltoi People&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Keltoi (both plural and singular) are a fair-skinned race with heights averaging 5’5-5’10. Their hair colours vary from black to almost blond, though a reddish brown is the commonest.  A redhead is considered lucky. Eye colour also varies from brown to blue to green. They are an expansionist people who are proud of their warrior tradition but have recently begun a period of enlightenment and self-reflection. The Republic’s inter-clan wars have almost stopped, though in the southern frontiers it is a different story. Other races consider them upstarts but cannot deny their spirit and drive. They are interested in the sciences, particular alchemy, which has aided their culture immensely in many fields. At peace, a Keltoi may hunt or fish or read or work at his trade as he wishes, though if there is a call to war, he will drop his farming tools and take up weapons to defend his home. Traditionally the Keltoi utilize claymores and various polearms, especially Lochaber axes but in recent conflicts, the arquebus and field cannon have also seen use on the field. They tend towards the lighter armours since they prefer a more mobile warfare and with the advent of gunpowder, has reinforced that point. The use of arcane magic on the battlefield is generally frowned upon and since the Agreement of Dun Hader, certain magics such as evocations are forbidden. This restriction however is not extended to non-Keltoi as other races.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Northern City States&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talic Theocracy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Led by the High Priest Lucius, the theocracy dominates the Law and culture. There is significant prejudice against people who are not of the church and priests are given fair leeway in their activities, e.g., they don’t pay taxes. &lt;br /&gt;
Lucius is a relatively conservative, academic, reasonable man with no head for politics and intrigue, preferring to delve into complex issues of doctrine, which is precisely why the Council of Priests elected him. He does not rock the boat and generally agrees on whatever the Priests put forth. &lt;br /&gt;
Father Talis is the head of the investigation into church corruption and is a dour, soft-spoken and introverted fellow. He is quietly ruthlessly efficient and has enough ‘information’ on various priests and lay officials to keep them in line, whether it’s true or not. He of course justifies this for the ‘continued stability of the church’. He is capable of quite monstrous acts in the name of his faith and continues his crusade against corruption and evil with a kind of calm and calculating fanaticism. Even when directly ordered not to do something, he will twist the intent and do it anyway, completely convinced that he knows better. He never loses sleep over his deeds because of his utter conviction of his beliefs. He has never been implicated in his deeds because of his scrupulous and almost anally retentive planning, though many people have a vaguely uneasy feeling about him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How the Keltoi see the other races:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim:&#039;&#039;&#039;&lt;br /&gt;
The Keltoi do not understand the Ailokim. An old race they are long-lived but frail, cowardly hiding behind their considerable magics and their Umberkim slaves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves:&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have little contact with the Dwarves and their only real contact is in the trade of weapons of war and metals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goliaths:&#039;&#039;&#039;&lt;br /&gt;
Few Keltoi  know anything accurate about the Goliaths. Due to their inaccessibility, the paucity of resources and their reclusive nature, Keltoi usually ignore their existence. The druids have some contact with them at the Moots, but that is almost the entire extent of their contact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Laideann:&#039;&#039;&#039;&lt;br /&gt;
The Keltoi tend to&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizardmen:&#039;&#039;&#039;&lt;br /&gt;
The  Keltoi consider these creatures, when they think of them at all, as nothing more than animals. If they ever hinder Keltoi development, they are slaughtered en masse. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Northern City States&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summer Islanders&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleri  (Sea Elves):&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have a grudging respect for the Teleri because of their skill in naval warfare and magic. They dearly wish to discover the secret of their enchanted ships and have offered preposterous sums of money to attain it, in order to ‘explore’ the western hemisphere. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim&#039;&#039;&#039;&lt;br /&gt;
A block headed slave race beholdent to the Ailokim. Wouldn&#039;t want to arm wrestle one and thankfully they, like the Ailokim, mostly keep to their distant turf.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How Other Races see the Keltoi:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleri:&#039;&#039;&#039; &lt;br /&gt;
The Teleri have a long history of trade with the Keltoi as one of the few civilized Empires on Erland trading knowledge, magic, Teleri jewelry and anything which happens to be around. While some of the elders in The City have reservations about their “explorations”, most see them as good source of money and civilized pleasures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Ailokim (aka: Greys) ==&lt;br /&gt;
&lt;br /&gt;
The Ailokim claim they are one of the two remaining old races and share a common ancestor and a degree of animosity with the Fae of the east. To understand their nature one must appreciate the sad history of this once dominant race.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Ailokim speak insistently of the lost times when their ancient cities reached high into the skies, their culture spanned the planet and their remarkable technologies and magics were able to twist the very reality of the world and all upon it. Their face will then usually turn almost as grey as their hair as they carry on to tell of the great sundering that destroyed virtually all of their civilisation, their land, their people, their lore, their technologies, their magics, their spirit and left them twisted and unable to bear offspring.&lt;br /&gt;
&lt;br /&gt;
Of the hundreds of fringe dwellers that survived (or were able to be resurrected) the disaster most lapsed into despair, a few however used what gifts they had left to try and preserve their race and culture. Using some remnants of their arcane lore and technologies they created three ‘Soulifactory’s’; strange devices able to create life in the form of one of three young Ailokim chosen for their unique qualities. As a result all Ailokim under the age of 900 bear a striking resemblance to each of these chosen three. There are 25 unique and venerable Ailokim that remember the sundering and form the council of elders. These elders have overseen the slow salvaging of elements of their former culture and wealth for over a millennium.&lt;br /&gt;
&lt;br /&gt;
Today the Ailokim number around 20,000 and occupy three city sites on the Western continent of Brianna. The embittered Ailokim have been peaceful from necessity; painfully aware of the slow rate at which they are able to reproduce they value their lives highly. So far the greatest Ailokim scholars and scientists have failed to replicate the ‘Soulifactories’ or discover additional ways of reproducing themselves. In their experiments however they have created/bred a slave race that they find useful for industry and warfare known as the ‘Umberkim’. &lt;br /&gt;
&lt;br /&gt;
The Umberkim are a dull witted but powerful race that have been bred as much for their physical power as their obedience. They number around 80,000 spread across the three Ailokim cities and serve as the mainstay of Ailokim military, agriculture and industry. Maturing quickly, Umberkim live on average for a mere 25 years in part due to the hazardous tasks given to them by the Ailokim. Augmented with the powerful magics and technology of their masters, the combined Ailokim/Umberkim military are one of the most formidable forces in the world, though have seen relatively little action. The ‘special forces’ division of the Ailokim military on the other hand is famed for it’s daring and bewildering raids across the span of the planet. This brings us to another defining characteristic of the Ailokim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Sundering&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Ailokim will not normally put at risk their precious lives with one exception; Psionics. Since the early days of the rebuilding the council of elders has decreed that Psionicists and Psionic creatures and users must all be eradicated not matter the cost. It seems implicit that somehow they were linked or responsible for the great sundering though no one really seems to know. Over the last millennium the Ailokim have become adept at hunting down individuals, and the families of individuals, that exhibit Psionic power. Often turning up even before a Psionic child is born to slaughter it and it’s mother. This has caused the Ailokim a certain amount of animosity, indeed they are often blamed for still births and other mysterious deaths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality &amp;amp; Relations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ailokim tend to be embittered but proud, self righteous and pragmatic. It would be fair to say they regard all other races as equally inferior, except perhaps the troublesome Fae who they instead resent for surviving the sundering unscathed. Since that day the Ailokim have carried a terrible curse in their blood and will never be able to bear children, relying instead on the magics and technology to reproduce themselves. They share however a powerful sense of solidarity with their vat grown siblings and will support a fellow Ailokim in virtually any situation.&lt;br /&gt;
&lt;br /&gt;
The whole of Ailokim society in one way or another is geared towards the reestablishment of their culture’s lost glory. In practical terms they are limited by their slow reproduction rate and have only constructed a few large cities. Many feel however that it is only a matter of time before the Ailokim rediscover the method of constructing new Soulifactories and prepare themselves for the inevitable expansion this would allow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Short and willowy compared to humans they gain their common name from the lack of pigment in their hair and their extraordinarily long life span (anywhere up to 1800 years). They adhere to strict dress codes and ritual markings that define their role in society and station for which they train from ‘birth’.&lt;br /&gt;
&lt;br /&gt;
Their creations, the Umberkim, on the other hand are a hairless, far stronger, hardier race resembling an oafish human. Their dull wits and short lifespan make them ideal slaves to further Ailokim hegemony. Occasional individuals have transcended their programming and escaped to the new world where they have made lives for themselves as free men. The Ailokim however maintain that any of Umberkim blood are their property and must be returned to them or killed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ailokim relate to each other in society as Lawful Good, seeing Ailokim advancement as the most noble of objectives. Thought they practice slavery and are determinedly ruthless with certain civilisations. They consider races like the Umberkim (and several others) as others might animals. The more enlightened races, can with work, garner a degree more respect though would always be viewed as lesser. Moreover if an Ailokim gave his word to even to one of the sub-races he would strive to keep it. In traditional terms they would classify as Lawful Neutral.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Arcadia&lt;br /&gt;
&lt;br /&gt;
The centre of Ailokim civilisation and culture it was here that the survivors of the sundering made their stand and started to rebuild what was lost. The strategically placed city has grown over a millennium and expanded Ailokim control of both sea and land. The first Soulifactory ‘Erea’ was built here and has produced around 10,000 souls. Arcadia serves as a nursery for young Ailokim as they are trained for their initial roles in the world. It is houses the home legion of the Ailokim army and the council of elders. It is rare for outsiders to be allowed into a city as important as Arcadia. &lt;br /&gt;
&lt;br /&gt;
Megara&lt;br /&gt;
&lt;br /&gt;
Mantinea&lt;br /&gt;
&lt;br /&gt;
Eleusina&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Language&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ailokim, Common.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim Racial Traits&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Dan</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld&amp;diff=54232</id>
		<title>Ourworld</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld&amp;diff=54232"/>
		<updated>2007-07-02T12:53:02Z</updated>

		<summary type="html">&lt;p&gt;Dan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ourworld is a collaborative effort between Peter, Nat, Dan, Daniel, Mal and Craig.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[This is a work in progress. Names &amp;amp; ideas are not yet finalised!]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Peter&#039;s Contribution:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Keltoi ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The History of the Keltoi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The ancient history of the Keltoi tells of the great ships of their ancestors coming ashore at what is now Caenid Bealach (Caenid Bay). From across the seas a great fleet hove to, crudely hewn ships crewed by a young and savage race with pinkish skin and wild red hair. They wear brass and war paint and bear strange designs upon their flesh. They sing harsh war songs and drink heavily. They wish to fight and kill and take the ancient lands from Laideann. This unwashed horde is led by GWYDDNO the Dog-Bull, leader of the Sons of the Dawn Tide who wishes to spread his people and his new beliefs to these shores.&lt;br /&gt;
These warlike men took most of the land off the fat and rich Laideann Empire, a decadent and ancient people whose armies could not stand up to the lean and hungry Keltoi. Even as their marble cities burned, the Laideann held orgies and went about their corpulent ways. The Keltoi’s gutting and looting of Laideann drove the conquered into the northeastern pocket of the continent where the Keltoi let them languish in the steaming northern jungles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keltoi Spiritualism&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Keltoi do not formally worship any gods but they have a deep tradition of ancestor worship and revere the forces of nature. There are ancient tales of great Keltoi heroes being summoned from the spirit realms to help them in their times of greatest need. Their druids act as advisors, magistrates and sages and are greatly respected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Republic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Recently, from pressure groups in the capital and public opinion polls, the Kingdom has been dissolved and a Republic put in its place. King CINÁED abdicated and was quickly voted back as President Cinaed with very little diminished power but a Senate to answer to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keltoi Magitech&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Keltoi have a certain aptitude with magic and the harnessing of it for mechanical purposes. They utilise flame lances in war, and have great elemental turbines for that power their industrial machines. Their alchemical guns are feared and renowned. The three principal cities of the Republic are joined by a train network. Cities are filled with glowlamps and the rich and powerful are protected by guardian constructs. Even the poorest dockworker has glimpsed the mighty and terrifying iron juggernauts that lurk deep beneath the sea. Because their machines are powered by magic, not fossil fuels, Keltoi cities are surprisingly clean and hygienic and if the air is sometimes filled with static, then nobody complains. This wondrous magitech is restricted to the main cities on the east coast, and many a poor or provincial man has never glimpsed such things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Leagues of Druids&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Druids (D&amp;amp;D wizards) tend to group into small clubs and collectives for their own mutual benefit, though they are not obliged to, and sometimes meet for councils to vote on important matters at the yearly Wizardmoot. While technically subservient to the central government, they are given nearly unlimited autonomy in matters pertaining to wizardry and all matters arcane including magical transport, trade, penalties for misuse, registration, membership fees and such.&lt;br /&gt;
The wizards are all terribly British about everything and vote on everything and generally don&#039;t get a lot done, though they do drink a lot of fortified wines and discuss obscure personal philosophies and literature.&lt;br /&gt;
Once every 30 months the shamans from the tribes meet. autumn or spring equinox, and yes, the only contact between the countries is via the &amp;quot;councils of the wise&amp;quot;.&lt;br /&gt;
The shamans have asked their brother wizards to keep the knowledge of &amp;quot;the peoples&amp;quot; from the humans as a whole&lt;br /&gt;
Examples of the more populous groups of druids include: &lt;br /&gt;
 &lt;br /&gt;
•	The League of Reasonable Men&lt;br /&gt;
•	The Gentleman’s Society&lt;br /&gt;
•	The Rationalist Club&lt;br /&gt;
•	Reform Club &lt;br /&gt;
•	Society for Advancement of Literary Awareness&lt;br /&gt;
•	The Oak Club&lt;br /&gt;
&lt;br /&gt;
The vast majority of members are wizards, though any class is welcome. However, to be on the small council or the council of elders, you have to be a wizard. The most appropriate prestige classes are Archmage, Loremaster and Guildmage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Keltoi People&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Keltoi (both plural and singular) are a fair-skinned race with heights averaging 5’5-5’10. Their hair colours vary from black to almost blond, though a reddish brown is the commonest.  A redhead is considered lucky. Eye colour also varies from brown to blue to green. They are an expansionist people who are proud of their warrior tradition but have recently begun a period of enlightenment and self-reflection. The Republic’s inter-clan wars have almost stopped, though in the southern frontiers it is a different story. Other races consider them upstarts but cannot deny their spirit and drive. They are interested in the sciences, particular alchemy, which has aided their culture immensely in many fields. At peace, a Keltoi may hunt or fish or read or work at his trade as he wishes, though if there is a call to war, he will drop his farming tools and take up weapons to defend his home. Traditionally the Keltoi utilize claymores and various polearms, especially Lochaber axes but in recent conflicts, the arquebus and field cannon have also seen use on the field. They tend towards the lighter armours since they prefer a more mobile warfare and with the advent of gunpowder, has reinforced that point. The use of arcane magic on the battlefield is generally frowned upon and since the Agreement of Dun Hader, certain magics such as evocations are forbidden. This restriction however is not extended to non-Keltoi as other races.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Northern City States&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talic Theocracy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Led by the High Priest Lucius, the theocracy dominates the Law and culture. There is significant prejudice against people who are not of the church and priests are given fair leeway in their activities, e.g., they don’t pay taxes. &lt;br /&gt;
Lucius is a relatively conservative, academic, reasonable man with no head for politics and intrigue, preferring to delve into complex issues of doctrine, which is precisely why the Council of Priests elected him. He does not rock the boat and generally agrees on whatever the Priests put forth. &lt;br /&gt;
Father Talis is the head of the investigation into church corruption and is a dour, soft-spoken and introverted fellow. He is quietly ruthlessly efficient and has enough ‘information’ on various priests and lay officials to keep them in line, whether it’s true or not. He of course justifies this for the ‘continued stability of the church’. He is capable of quite monstrous acts in the name of his faith and continues his crusade against corruption and evil with a kind of calm and calculating fanaticism. Even when directly ordered not to do something, he will twist the intent and do it anyway, completely convinced that he knows better. He never loses sleep over his deeds because of his utter conviction of his beliefs. He has never been implicated in his deeds because of his scrupulous and almost anally retentive planning, though many people have a vaguely uneasy feeling about him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How the Keltoi see the other races:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim:&#039;&#039;&#039;&lt;br /&gt;
The Keltoi do not understand the Ailokim. An old race they are long-lived but frail, cowardly hiding behind their considerable magics and their Umberkim slaves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves:&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have little contact with the Dwarves and their only real contact is in the trade of weapons of war and metals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goliaths:&#039;&#039;&#039;&lt;br /&gt;
Few Keltoi  know anything accurate about the Goliaths. Due to their inaccessibility, the paucity of resources and their reclusive nature, Keltoi usually ignore their existence. The druids have some contact with them at the Moots, but that is almost the entire extent of their contact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Laideann:&#039;&#039;&#039;&lt;br /&gt;
The Keltoi tend to&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizardmen:&#039;&#039;&#039;&lt;br /&gt;
The  Keltoi consider these creatures, when they think of them at all, as nothing more than animals. If they ever hinder Keltoi development, they are slaughtered en masse. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Northern City States&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summer Islanders&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleri  (Sea Elves):&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have a grudging respect for the Teleri because of their skill in naval warfare and magic. They dearly wish to discover the secret of their enchanted ships and have offered preposterous sums of money to attain it, in order to ‘explore’ the western hemisphere. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim&#039;&#039;&#039;&lt;br /&gt;
A block headed slave race beholdent to the Ailokim. Wouldn&#039;t want to arm wrestle one and thankfully they, like the Ailokim, mostly keep to their distant turf.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How Other Races see the Keltoi:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleri:&#039;&#039;&#039; &lt;br /&gt;
The Teleri have a long history of trade with the Keltoi as one of the few civilized Empires on Erland trading knowledge, magic, Teleri jewelry and anything which happens to be around. While some of the elders in The City have reservations about their “explorations”, most see them as good source of money and civilized pleasures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Ailokim (aka: Greys) ==&lt;br /&gt;
&lt;br /&gt;
The Ailokim claim they are one of the two remaining old races and share a common ancestor and a degree of animosity with the Fae of the east. To understand their nature one must appreciate the sad history of this once dominant race.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Ailokim speak insistently of the lost times when their ancient cities reached high into the skies, their culture spanned the planet and their remarkable technologies and magics were able to twist the very reality of the world and all upon it. Their face will then usually turn almost as grey as their hair as they carry on to tell of the great sundering that destroyed virtually all of their civilisation, their land, their people, their lore, their technologies, their magics, their spirit and left them twisted and unable to bear offspring.&lt;br /&gt;
&lt;br /&gt;
Of the hundreds of fringe dwellers that survived (or were able to be resurrected) the disaster most lapsed into despair, a few however used what gifts they had left to try and preserve their race and culture. Using some remnants of their arcane lore and technologies they created three ‘Soulifactory’s’; strange devices able to create life in the form of one of three young Ailokim chosen for their unique qualities. As a result all Ailokim under the age of 900 bear a striking resemblance to each of these chosen three. There are 25 unique and venerable Ailokim that remember the sundering and form the council of elders. These elders have overseen the slow salvaging of elements of their former culture and wealth for over a millennium.&lt;br /&gt;
&lt;br /&gt;
Today the Ailokim number around 20,000 and occupy three city sites on the Western continent of Brianna. The embittered Ailokim have been peaceful from necessity; painfully aware of the slow rate at which they are able to reproduce they value their lives highly. So far the greatest Ailokim scholars and scientists have failed to replicate the ‘Soulifactories’ or discover additional ways of reproducing themselves. In their experiments however they have created/bred a slave race that they find useful for industry and warfare known as the ‘Umberkim’. &lt;br /&gt;
&lt;br /&gt;
The Umberkim are a dull witted but powerful race that have been bred as much for their physical power as their obedience. They number around 80,000 spread across the three Ailokim cities and serve as the mainstay of Ailokim military, agriculture and industry. Maturing quickly, Umberkim live on average for a mere 25 years in part due to the hazardous tasks given to them by the Ailokim. Augmented with the powerful magics and technology of their masters, the combined Ailokim/Umberkim military are one of the most formidable forces in the world, though have seen relatively little action. The ‘special forces’ division of the Ailokim military on the other hand is famed for it’s daring and bewildering raids across the span of the planet. This brings us to another defining characteristic of the Ailokim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Sundering&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Ailokim will not normally put at risk their precious lives with one exception; Psionics. Since the early days of the rebuilding the council of elders has decreed that Psionicists and Psionic creatures and users must all be eradicated not matter the cost. It seems implicit that somehow they were linked or responsible for the great sundering though no one really seems to know. Over the last millennium the Ailokim have become adept at hunting down individuals, and the families of individuals, that exhibit Psionic power. Often turning up even before a Psionic child is born to slaughter it and it’s mother. This has caused the Ailokim a certain amount of animosity, indeed they are often blamed for still births and other mysterious deaths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality &amp;amp; Relations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ailokim tend to be embittered but proud, self righteous and pragmatic. It would be fair to say they regard all other races as equally inferior, except perhaps the troublesome Fae who they instead resent for surviving the sundering unscathed. Since that day the Ailokim have carried a terrible curse in their blood and will never be able to bear children, relying instead on the magics and technology to reproduce themselves. They share however a powerful sense of solidarity with their vat grown siblings and will support a fellow Ailokim in virtually any situation.&lt;br /&gt;
&lt;br /&gt;
The whole of Ailokim society in one way or another is geared towards the reestablishment of their culture’s lost glory. In practical terms they are limited by their slow reproduction rate and have only constructed a few large cities. Many feel however that it is only a matter of time before the Ailokim rediscover the method of constructing new Soulifactories and prepare themselves for the inevitable expansion this would allow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Short and willowy compared to humans they gain their common name from the lack of pigment in their hair and their extraordinarily long life span (anywhere up to 1800 years). They adhere to strict dress codes and ritual markings that define their role in society and station for which they train from ‘birth’.&lt;br /&gt;
&lt;br /&gt;
Their creations, the Umberkim, on the other hand are a hairless, far stronger, hardier race resembling an oafish human. Their dull wits and short lifespan make them ideal slaves to further Ailokim hegemony. Occasional individuals have transcended their programming and escaped to the new world where they have made lives for themselves as free men. The Ailokim however maintain that any of Umberkim blood are their property and must be returned to them or killed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ailokim relate to each other in society as Lawful Good, seeing Ailokim advancement as the most noble of objectives. Thought they practice slavery and are determinedly ruthless with certain civilisations. They consider races like the Umberkim (and several others) as others might animals. The more enlightened races, can with work, garner a degree more respect though would always be viewed as lesser. Moreover if an Ailokim gave his word to even to one of the sub-races he would strive to keep it. In traditional terms they would classify as Lawful Neutral.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Arcadia&lt;br /&gt;
&lt;br /&gt;
The centre of Ailokim civilisation and culture it was here that the survivors of the sundering made their stand and started to rebuild what was lost. The strategically placed city has grown over a millennium and expanded Ailokim control of both sea and land. The first Soulifactory ‘Erea’ was built here and has produced around 10,000 souls. Arcadia serves as a nursery for young Ailokim as they are trained for their initial roles in the world. It is houses the home legion of the Ailokim army and the council of elders. It is rare for outsiders to be allowed into a city as important as Arcadia. &lt;br /&gt;
&lt;br /&gt;
Megara&lt;br /&gt;
&lt;br /&gt;
Mantinea&lt;br /&gt;
&lt;br /&gt;
Eleusina&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Language&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ailokim, Common.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim Racial Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Small Humanoid)&lt;br /&gt;
-2 STR, -2 CON &amp;amp; +4 INT.&lt;br /&gt;
Cold iron vulnerability: double damage from cold iron weapons.&lt;br /&gt;
Racial hatred toward Psions &amp;amp; Psionic Creatures (+1 Hit &amp;amp; Dam).&lt;br /&gt;
Arcane Aptitude: + 2 Knowledge Arcana, Use Magic Device &amp;amp; Spellcraft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim Racial Traits&#039;&#039;&#039;&lt;br /&gt;
(Medium Humanoid)&lt;br /&gt;
+2 STR +2CON, -2 INT, -4 WIS.&lt;/div&gt;</summary>
		<author><name>Dan</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ourworld&amp;diff=54226</id>
		<title>Ourworld</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ourworld&amp;diff=54226"/>
		<updated>2007-07-02T04:46:07Z</updated>

		<summary type="html">&lt;p&gt;Dan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ourworld is a collaborative effort between Peter, Nat, Dan, Daniel, Mal and Craig.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[This is a work in progress. Names &amp;amp; ideas are not yet finalised!]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Peter&#039;s Contribution:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Keltoi ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The History of the Keltoi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The ancient history of the Keltoi tells of the great ships of their ancestors coming ashore at what is now Caenid Bealach (Caenid Bay). From across the seas a great fleet hove to, crudely hewn ships crewed by a young and savage race with pinkish skin and wild red hair. They wear brass and war paint and bear strange designs upon their flesh. They sing harsh war songs and drink heavily. They wish to fight and kill and take the ancient lands from Laideann. This unwashed horde is led by GWYDDNO the Dog-Bull, leader of the Sons of the Dawn Tide who wishes to spread his people and his new beliefs to these shores.&lt;br /&gt;
These warlike men took most of the land off the fat and rich Laideann Empire, a decadent and ancient people whose armies could not stand up to the lean and hungry Keltoi. Even as their marble cities burned, the Laideann held orgies and went about their corpulent ways. The Keltoi’s gutting and looting of Laideann drove the conquered into the northeastern pocket of the continent where the Keltoi let them languish in the steaming northern jungles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keltoi Spiritualism&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Keltoi do not formally worship any gods but they have a deep tradition of ancestor worship and revere the forces of nature. There are ancient tales of great Keltoi heroes being summoned from the spirit realms to help them in their times of greatest need. Their druids act as advisors, magistrates and sages and are greatly respected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Republic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Recently, from pressure groups in the capital and public opinion polls, the Kingdom has been dissolved and a Republic put in its place. King CINÁED abdicated and was quickly voted back as President Cinaed with very little diminished power but a Senate to answer to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keltoi Magitech&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Keltoi have a certain aptitude with magic and the harnessing of it for mechanical purposes. They utilise flame lances in war, and have great elemental turbines for that power their industrial machines. Their alchemical guns are feared and renowned. The three principal cities of the Republic are joined by a train network. Cities are filled with glowlamps and the rich and powerful are protected by guardian constructs. Even the poorest dockworker has glimpsed the mighty and terrifying iron juggernauts that lurk deep beneath the sea. Because their machines are powered by magic, not fossil fuels, Keltoi cities are surprisingly clean and hygienic and if the air is sometimes filled with static, then nobody complains. This wondrous magitech is restricted to the main cities on the east coast, and many a poor or provincial man has never glimpsed such things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Leagues of Druids&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Druids (D&amp;amp;D wizards) tend to group into small clubs and collectives for their own mutual benefit, though they are not obliged to, and sometimes meet for councils to vote on important matters at the yearly Wizardmoot. While technically subservient to the central government, they are given nearly unlimited autonomy in matters pertaining to wizardry and all matters arcane including magical transport, trade, penalties for misuse, registration, membership fees and such.&lt;br /&gt;
The wizards are all terribly British about everything and vote on everything and generally don&#039;t get a lot done, though they do drink a lot of fortified wines and discuss obscure personal philosophies and literature.&lt;br /&gt;
Once every 30 months the shamans from the tribes meet. autumn or spring equinox, and yes, the only contact between the countries is via the &amp;quot;councils of the wise&amp;quot;.&lt;br /&gt;
The shamans have asked their brother wizards to keep the knowledge of &amp;quot;the peoples&amp;quot; from the humans as a whole&lt;br /&gt;
Examples of the more populous groups of druids include: &lt;br /&gt;
 &lt;br /&gt;
•	The League of Reasonable Men&lt;br /&gt;
•	The Gentleman’s Society&lt;br /&gt;
•	The Rationalist Club&lt;br /&gt;
•	Reform Club &lt;br /&gt;
•	Society for Advancement of Literary Awareness&lt;br /&gt;
•	The Oak Club&lt;br /&gt;
&lt;br /&gt;
The vast majority of members are wizards, though any class is welcome. However, to be on the small council or the council of elders, you have to be a wizard. The most appropriate prestige classes are Archmage, Loremaster and Guildmage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Keltoi People&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Keltoi (both plural and singular) are a fair-skinned race with heights averaging 5’5-5’10. Their hair colours vary from black to almost blond, though a reddish brown is the commonest.  A redhead is considered lucky. Eye colour also varies from brown to blue to green. They are an expansionist people who are proud of their warrior tradition but have recently begun a period of enlightenment and self-reflection. The Republic’s inter-clan wars have almost stopped, though in the southern frontiers it is a different story. Other races consider them upstarts but cannot deny their spirit and drive. They are interested in the sciences, particular alchemy, which has aided their culture immensely in many fields. At peace, a Keltoi may hunt or fish or read or work at his trade as he wishes, though if there is a call to war, he will drop his farming tools and take up weapons to defend his home. Traditionally the Keltoi utilize claymores and various polearms, especially Lochaber axes but in recent conflicts, the arquebus and field cannon have also seen use on the field. They tend towards the lighter armours since they prefer a more mobile warfare and with the advent of gunpowder, has reinforced that point. The use of arcane magic on the battlefield is generally frowned upon and since the Agreement of Dun Hader, certain magics such as evocations are forbidden. This restriction however is not extended to non-Keltoi as other races.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Northern City States&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talic Theocracy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Led by the High Priest Lucius, the theocracy dominates the Law and culture. There is significant prejudice against people who are not of the church and priests are given fair leeway in their activities, e.g., they don’t pay taxes. &lt;br /&gt;
Lucius is a relatively conservative, academic, reasonable man with no head for politics and intrigue, preferring to delve into complex issues of doctrine, which is precisely why the Council of Priests elected him. He does not rock the boat and generally agrees on whatever the Priests put forth. &lt;br /&gt;
Father Talis is the head of the investigation into church corruption and is a dour, soft-spoken and introverted fellow. He is quietly ruthlessly efficient and has enough ‘information’ on various priests and lay officials to keep them in line, whether it’s true or not. He of course justifies this for the ‘continued stability of the church’. He is capable of quite monstrous acts in the name of his faith and continues his crusade against corruption and evil with a kind of calm and calculating fanaticism. Even when directly ordered not to do something, he will twist the intent and do it anyway, completely convinced that he knows better. He never loses sleep over his deeds because of his utter conviction of his beliefs. He has never been implicated in his deeds because of his scrupulous and almost anally retentive planning, though many people have a vaguely uneasy feeling about him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How the Keltoi see the other races:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim:&#039;&#039;&#039;&lt;br /&gt;
The Keltoi do not understand the Ailokim. An old race they are long-lived but frail, cowardly hiding behind their considerable magics and their Umberkim slaves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves:&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have little contact with the Dwarves and their only real contact is in the trade of weapons of war and metals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goliaths:&#039;&#039;&#039;&lt;br /&gt;
Few Keltoi  know anything accurate about the Goliaths. Due to their inaccessibility, the paucity of resources and their reclusive nature, Keltoi usually ignore their existence. The druids have some contact with them at the Moots, but that is almost the entire extent of their contact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Laideann:&#039;&#039;&#039;&lt;br /&gt;
The Keltoi tend to&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizardmen:&#039;&#039;&#039;&lt;br /&gt;
The  Keltoi consider these creatures, when they think of them at all, as nothing more than animals. If they ever hinder Keltoi development, they are slaughtered en masse. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Northern City States&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summer Islanders&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleri  (Sea Elves):&#039;&#039;&#039;&lt;br /&gt;
The Keltoi have a grudging respect for the Teleri because of their skill in naval warfare and magic. They dearly wish to discover the secret of their enchanted ships and have offered preposterous sums of money to attain it, in order to ‘explore’ the western hemisphere. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim&#039;&#039;&#039;&lt;br /&gt;
A block headed slave race beholdent to the Ailokim. Wouldn&#039;t want to arm wrestle one and thankfully they, like the Ailokim, mostly keep to their distant turf.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How Other Races see the Keltoi:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleri:&#039;&#039;&#039; &lt;br /&gt;
The Teleri have a long history of trade with the Keltoi as one of the few civilized Empires on Erland trading knowledge, magic, Teleri jewelry and anything which happens to be around. While some of the elders in The City have reservations about their “explorations”, most see them as good source of money and civilized pleasures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Ailokim (aka: Greys) ==&lt;br /&gt;
&lt;br /&gt;
The Ailokim claim they are one of the two remaining old races and share a common ancestor and a degree of animosity with the Fae of the east. To understand their nature one must appreciate the sad history of this once dominant race.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Ailokim speak insistently of the lost times when their ancient cities reached high into the skies, their culture spanned the planet and their remarkable technologies and magics were able to twist the very reality of the world and all upon it. Their face will then usually turn almost as grey as their hair as they carry on to tell of the great sundering that destroyed virtually all of their civilisation, their land, their people, their lore, their technologies, their magics, their spirit and left them twisted and unable to bear offspring.&lt;br /&gt;
&lt;br /&gt;
Of the hundreds of fringe dwellers that survived (or were able to be resurrected) the disaster most lapsed into despair, a few however used what gifts they had left to try and preserve their race and culture. Using some remnants of their arcane lore and technologies they created three ‘Soulifactory’s’; strange devices able to create life in the form of one of three young Ailokim chosen for their unique qualities. As a result all Ailokim under the age of 900 bear a striking resemblance to each of these chosen three. There are 25 unique and venerable Ailokim that remember the sundering and form the council of elders. These elders have overseen the slow salvaging of elements of their former culture and wealth for over a millennium.&lt;br /&gt;
&lt;br /&gt;
Today the Ailokim number around 20,000 and occupy three city sites on the Western continent of Brianna. The embittered Ailokim have been peaceful from necessity; painfully aware of the slow rate at which they are able to reproduce they value their lives highly. So far the greatest Ailokim scholars and scientists have failed to replicate the ‘Soulifactories’ or discover additional ways of reproducing themselves. In their experiments however they have created/bred a slave race that they find useful for industry and warfare known as the ‘Umberkim’. &lt;br /&gt;
&lt;br /&gt;
The Umberkim are a dull witted but powerful race that have been bred as much for their physical power as their obedience. They number around 80,000 spread across the three Ailokim cities and serve as the mainstay of Ailokim military, agriculture and industry. Maturing quickly, Umberkim live on average for a mere 25 years in part due to the hazardous tasks given to them by the Ailokim. Augmented with the powerful magics and technology of their masters, the combined Ailokim/Umberkim military are one of the most formidable forces in the world, though have seen relatively little action. The ‘special forces’ division of the Ailokim military on the other hand is famed for it’s daring and bewildering raids across the span of the planet. This brings us to another defining characteristic of the Ailokim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Purge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Ailokim will not normally put at risk their precious lives with one exception; Psionics. Since the early days of the rebuilding the council of elders has decreed that Psionicists and Psionic creatures and users must all be eradicated not matter the cost. It seems implicit that somehow they were linked or responsible for the great sundering though no one really seems to know. Over the last millennium the Ailokim have become adept at hunting down individuals, and the families of individuals, that exhibit Psionic power. Often turning up even before a Psionic child is born to slaughter it and it’s mother. This has caused the Ailokim a certain amount of animosity, indeed they are often blamed for still births and other mysterious deaths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality &amp;amp; Relations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ailokim tend to be embittered but proud, self righteous and pragmatic. It would be fair to say they see all other races as equally inferior, except perhaps the troublesome Fae who they instead resent for surviving the sundering unscathed. Since that day the Ailokim have carried a terrible curse in their blood and will never be able to bear children, relying instead on the magics and technology to reproduce themselves. They share however a powerful sense of solidarity with their vat grown siblings and will support a fellow Ailokim in virtually any situation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Short and willowy compared to humans they gain their common name from the lack of pigment in their hair and their extraordinarily long life span (anywhere up to 1800 years). They adhere to strict dress codes and ritual markings that define their role in society and station for which they train from ‘birth’.&lt;br /&gt;
&lt;br /&gt;
Their creations, the Umberkim, on the other hand are a hairless, far stronger, hardier race resembling an oafish human. Their dull wits and &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Language&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ailokim Racial Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberkim Racial Traits&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Dan</name></author>
	</entry>
</feed>