Imagine a world of
white sand beaches holding back wine and sapphire seas from slate gray cliff
sides. Bright white-washed houses with bright clay roofs dot the harbors. It is
a land of linen, coral, clay, bronze, wood, and sand.Imagine a place where elemental energies are
harnessed to make life easier, but also to destroy.It is a place of deep beauty, fantastical
adventures, and powerful battles.Where
empyrean mystics delve mysteries of the elemental planes and great warriors
risk everything in struggles against terrible powers.
Alatha is in many ways not your typical fantasy or
role-playing world, born of Tolkien and tempered by Dungeons &
Dragons®.It has a deeply
Mediterranean flavor, with settings more akin to ancient Greece, Rome, Egypt,
North Africa, and the Middle East.It is ancient, not medieval, only just pushing out of the Bronze Age.Centurions, Greek sages and Spartans,
Magi and Persian mystics, Pharaohs, and Babylonian heroes are closer to the
image of the Alathan world than chivalrous knights in heavy armor.In addition, magic is somewhat
different.All “magic” is both
divine and elemental, communing, manipulating, or tapping into the mystical
realms of one or more of the demi-god rulers of the elemental planes.
The world of Alatha is
actually the overlap of twelve different planes. Each plane is composed
entirely of a specific type of elemental energy, thus there is a plane of fire,
water, time, light, etc. Physical existence is actually the intersection of each
of these planes and physical objects are composed of various amounts of the
different elemental energies. (Thus a creature is made up of all the energies,
but might have a higher level of life cycle energy, whereas a rock will
probably have higher levels of earth energy.) These planes are created from and
ruled over by powerful beings known as Aygeema (or Aygeemya in
plural). Within their respective planes, they hold total control. Within the
“physical” world, or “prime” plane, they are worshiped as gods.
There are three primary races that walk
on the face of Alatha: the diverse and adaptable Alathans, the mystical Remnant,
and the tribal Melali.
The most numerous race in Alatha
is the one it is named after: Alathan. Alathans, or Alathaya in their native tongue,
are a humanoid species with somewhat reptilian features. They possess wide
strong jaws, short flat-fronted snouts, thick eye ridges, and prominent fins on
their heads. The fins are dyed according to the color of the Aygeema they serve
at a dedication ceremony in childhood, but may be changed if an adult finds
more meaning serving a different Aygeema. The dorsal fin is far larger on
males. Their skin ranges in shades of green from quite gray to vibrant and
Alathans have four digits on each hand.
Alathans are an industrious and inventive species and much of the
technological development that exists is owed to their ingenuity. The least
conventional species, they also have the widest span of views and roles and are
continually adapting. They are drawn to the water and control most of the
world’s seas and trade ports.There are
two major Alathan nations, each with a quite different approach on governance
and world relations. The Council of
Dafsomet in Ir Alatha, is the governing body of much of Southern Alatha, based
on an opt-in system and the value of freedom, any population base that chooses
to join the Council is allowed in.Unfortunately such idealism and votes open to anyone, they can be slow
to respond and riddled by corruption. For the glory of the Empire, and its
Empress Jakabosa, those of the Northern Empire issue forth from the citadels of
Narathet to the ends of Alatha. Marked by a sturdy and modern optimism, no
doubt bolstered by its rapid rise to power and expansion, the Northern Empire is
a model of order and efficiency, if also occasional oppression.
The Remnant are the
oldest species on Alatha and actually the last vestiges of humanity itself.
They appear as gray skinned humans with no facial features aside from large
white eyes under heavy brows, often with pronounced cheekbones. Remnant have
the ability to communicate by radiant telepathy, through either words or
Remnant are a suspicious, mystical, and conservative people. They were nearly
wiped out in a series of disastrous events that only the oldest manuscripts
hint at. The Remnant were the first race to have made contact with the Aygeemya
and may be the cause of the manifestations of the Aygeemya themselves, although
essentially all of human history is lost to the Remnant. Much of Remnant society
is based around tightly controlled traditional and religious patterns.Their head is the immensely powerful God-King
Khulanayen, who allocates most of the actual rule to a group of Elders. Most
major aspects of a Remnant’s life are regulated by the Elders, including
occupation, when offspring may be produced, and outside contact. Nearly all
Remnant settlements are vast underground cities and Remnant share some affinity
with the caves and rocks of their homes. The motto of the Remnant, memorized at
an early age is “Panos energon, regulaton energos impartion imperium, imperium nix chaos”.
This translates to something like “Everything is energy, channeling the energy
gains control, control prevents destruction.” This concept is one of the
cornerstones of Remnant thought.
The Melali are a race of sentient plants evolved by an ancient group of
the point of consciousness and development of a full soul. They are far less
developed technologically than the Remnant or Alathans, being only at the latter end of Stone Age technology for
the most part. Melali have a pale golden skin and large amounts of grass-like
hair protruding from the top of their head. They have a linear mouth, large
green eyes, five fingers, and thick knotted feet reminiscent of the roots they
will eventually put out. They live almost entirely in tribes on the main
or outlying islands of Moa’loli. The six tribal groups are categorized by
shared rituals and often by dwelling type. Unlike the other two races,
especially the homogeneous Remnant society, the Melali tribes often war amongst
each other, even occasionally within a tribe. Melali tribal leaders are called
chiefs or chieftains, who are often supported by various gatherings of
sub-chiefs and elders within the tribe, as well as tribal shamans who consort
with the spirits of ancestors. All Melali revere honey deeply and the name
Melali itself means “[Those] of the honey tree”.
world of Alatha has many professions. There are those who produce and sell
goods, the farmers, artisans, and merchants. There are those who sail, those
who run the temples, those who comprise the army, those who rule the lands, and
those outside the law on the far fringes of the known world. Then there are
those who want something more. They are the adventurers, the Dayokhlan.
“You are a Dayokhlan, one who seeks after heroism, adventure,
and glory. You may dabble in the realms that others pour their lives into;
physical labor, mental training, political cunning, religious duties,
military rankings, but these are not the constants of your life nor the
things you live for. Perhaps it is greed that drives you; there are large
treasures to be found. Perhaps it is wanderlust; there is much to see.
Perhaps ambition, great powers will be yours to wield. Perhaps it is
discovery that drives you; much of the world has never been seen and there
are artifacts unlike any your kind ever laid eyes upon. You do odd jobs to
earn a living, one day a body guard or mercenary the next a messenger and
the day after a treasure seeker. Go then and bring glory to your name and
the realm of your Aygeema. Be as the Kushi’daya, the great heroes of old,
the men of renown.”
light of Alathay philosophy and metaphysics, stats are divided into the three
realms of a living being: mind,
body, and spirit. Each of these is
subdivided into two realms or focuses. Mind is divided into mental, or that which is
learned or understood, and perception,
or how the mind observes the world around it. Body is divided into strength, or how much force
a body can give or take, and dexterity,
or how much control the body has over specific movements. Spirit is divided
into will, or
how strong the spirit is, usually as compared to outside forces, and mysticism, or connection
with and ability to manipulate the spirit world.The attributes have a wide variety of stats
under them called skills.
Skills are either abilities,
something everyone can learn, or feats, something only those who train in
Anyone can train in whatever combinations of classes they choose, however, classes
are often tied to the specific racial cultures, usually with long traditions of
teaching among the racial homelands.However, there are those few adventurers of classes not normally
associated with their race.In addition
to the main races, the classes of the goblin-like homunculi and the non-race
specific heretical abomination classes are listed below.Classes are grouped below by category.
Body-Based (Melee) Classes
·Assassins use whatever is necessary,
usually daggers, short blowguns, and poisons, to kill single targets very
quickly from concealed positions, then slink away unnoticed.
·Bladesmen use finesse with swords,
daggers, and polearms to parry any attacks, then stab or slash into those who
dare come near the flurry of metal. They prefer precision and swift nimble
attacks, becoming one with their bonded blade.
·Brawlers rely on physical force and
blunt heavy weapons to batter through opponents, take countless hits with
little effect, and crack through skulls, armor, or anything else in their
·Marksmen use bows, khirkas (gun-like
bows), and blowguns to precisely hit their targets from a great distance away.
Keeping themselves safe and taking a few turns to line up a perfect hit, they
are capable of doing more damage than almost any other class.
hone their bodies themselves into weapons. Discipline and long training allow them
to strike blows with tremendous force and use their attackers’ force against
them, while shrugging off attacks and moving quickly across the battlefield.
Spirit-Based (Caster) Classes
·Elementalists take direct control of the
realms of the most physical Aygeemya and use the destructive elemental forces
of fire, water, and rock to pummel, incinerate, stop, or simply repel those
coming against them.
·Illusionists use the power of their
minds to control a situation, creating realistic images, dominating others, or
simply sending them running in fear. They also excel at simply toying with
opponents minds and getting into and out of almost any situation without the
need for combat.
·Necromancers embrace death and pain,
projecting their own suffering on others. They debilitate opponents to the
effectiveness of children then raise corpses to fight with them from the bodies
of the fallen.
·Priests are the voice of the people
to the gods. They perform rituals and chants and offer up sacrifices and
prayers to bless themselves and their allies, adding almost overwhelming
benefits to any group while also being able to dish out damage.
·Prophets are seers who gain divine
glimpses of the past, future, or distant locations. Foreseeing and avoiding
danger, they are the voice of the gods to the people and occasional instruments
of their wrath.
Mind-Based and Combination Classes
·Agents use their mastery over
perception to charm, infiltrate, and avoid. Paired with a quick blade, high
evasion, and deft technical skills, they are preeminent spies and saboteurs, as
well as nobles.
employ esoteric teachings, underhanded actions, effigy puppets, and fortune telling, using fate and chance to their literally stack the
deck in their favor.
·Demiurges use neither mystical spells
nor physical prowess to gain advantages, but rather use their master crafting
abilities to create traps and potions, enchant or modify weapons and armor, and
unleash powerful golems.
combines dexterous physical combat with mystical spells. They use the power of
ice, frost, and snow to debilitate enemies, then attack with ice spells or
magically enhanced polearms.
draw on the vast history and great stories of the Alathaya to inspire whole
groups to even greater achievements themselves and destroy the resolve of their
Remnant elemental based casters. Each take on the persona, strengths, &
weaknesses of a specific element, using its full powers for an immense range of
casting, melee, buffs, and effects, through mastery of eleven diverse forms.
·Aeromancer The whirling channeler of
·Biomancer The resilient channeler of
life cycle energy
·Chronomancer The disorienting channeler
of time energy
·Cryomancer The resolute channeler of
·Geomancer The solid channeler of
·Hydromancer The adaptable channeler of
·Morphomancer The teleporting channeler
of spatial energy
·Photomancer The blinding channeler of
·Pyromancer The scorching channeler of
Other Remnant Classes
·Inquisitor Religious but cutting
themselves off from the mystical world, inquisitors use holy artifacts,
rituals, and an arsenal of weapons to hunt down heretics and those who would
misuse the powers of the Aygeemya. They are capable of nearly shutting down
casters and are quite effective against unnatural creatures.
·Templar The Templar are the physical and military guardians of the Remnant people and their sacred homeland.
With commanding auras, thick armor, and heavy shields they protect and inspire
their brethren while using their tactical knowledge to gain decisive
advantages. None compare to the templar's indomitable ability to mitigate damage that would quickly fell any other mortal.
·Sentinal The great rocky basin above the underground Remnant cities has long been patrolled by the elite and reclusive Sentinals. Wary skirmishers, the fleet sentinals harass intruders from a distance via mastery of terrain, concealment, movement, and deadly javelins, while never allowing their targets to get close.
·Beastmaster Studying and attracting all
manner of creatures, beastmasters use their animal companions and the methods
learned by watching them to become fearsome beings themselves. Beastmasters
call upon the spirits of the animal world to give themselves savage claws,
powerful charges, perceptive eyes, and other features of beasts both great and
·Berserker The most common devotion,
berserkers are often the greatest warriors in Melali raids. They are quick and
chaotic, their twin tomahawks whirling about in a savage frenzy as they leap
from enemy to enemy, leaving nothing but rent bodies and destruction in their
·Druids often live monastic lives
with other druids in the wilderness where they commune with the plants around
them and protect sacred places. They are capable of summoning all manner of
plants to their aid, shielding themselves, inflicting lethal damage, and quite
often manipulating enemies to where ever is easiest for the druid to deal with
them. Druids carry a sickle as a symbol of their devotion.
·Ranger As at home in the woods and
wilderness, rangers make use of traditional axe staves as well as deadly
throwing axes as they use their advantages in terrain to swiftly deal with
opponents. They are able to track through areas anyone else would find impassable
and leave no tracks themselves.
·Shaman Capable of becoming part of
the elemental spirit world of their ancestors, there is at least one who
practices the way of the shaman in every village. They are often healers and
sages and bolster the spirits of their tribes with the spirits of ancestors or
even possess friendly Melali to allow great deeds. Shamans often wear large
wooden or leaf masks, similar to those worn by chieftains, and carry drums and
or rattles to channel their energies.
·Scrappers are dirty fighting, ankle
biting, head conking, impishly mischievous, razor slashing, furious, and hard
to pin down homunculi. They get their name from both their fighting style as
well as the fact that they’re commonly found searching through junk heaps for a
new piece of metal to sharpen into their savage war razors or perhaps just
something shiny or interesting.
·Witches learn dark curses, and the
ability to brew anything from root liquor and frenzy potions to exploding
concoction grenades and even other homunculi. Witches are often seen riding on
branches or followed by the walking cauldrons they brew with.
·Zoarch Declared Heretics after
losing in the great schism, the few remaining Zoarchs practice their
bio-modification and evolutionary magics in hiding.
·Nechrarch Created from a combination
of Necromancy and Zoarchy, nechrarchy manipulates the powers of pestilence,
plagues, and corruption.
Alatha makes use of a variation of the openD6 system, originally developed by West End Games.
OPEN GAME LICENSE Version 1.0a The following text is the
property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the
Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors"
means the copyright and/or trademark owners who have contributed Open Game
Content; (b)"Derivative Material" means
copyrighted material including
derivative works and translations (including into other computer languages),
potation, modification, correction, addition,
extension, upgrade, improvement,
compilation, abridgment or other form in which an existing work may be recast,
transformed or adapted; (c) "Distribute"
means to reproduce, license,
rent, lease, sell, broadcast, publicly display, transmit or otherwise
distribute; (d)"Open Game Content" means the game mechanic and
includes the methods, procedures, processes and routines to the extent such
content does not embody the Product Identity and is an enhancement over the prior
art and any additional content clearly identified as Open Game Content by the
Contributor, and means any work covered by this License, including translations
and derivative works under copyright law, but specifically excludes Product
Identity. (e) "Product Identity" means product and product line names,
logos and identifying marks including trade dress; artifacts; creatures
characters; stories, storylines, plots, thematic elements, dialogue, incidents,
language, artwork, symbols, designs, depictions, likenesses, formats, poses,
concepts, themes and graphic, photographic and other visual or audio
representations; names and descriptions of characters, spells, enchantments,
personalities, teams, personas, likenesses and special abilities; places, locations,
environments, creatures, equipment, magical or supernatural abilities or
effects, logos, symbols, or graphic designs; and any other trademark or
registered trademark clearly identified as Product identity by the owner of the
Product Identity, and which specifically excludes the Open Game Content; (f)
"Trademark" means the logos, names, mark, sign, motto, designs that
are used by a Contributor to identify itself or its products or the associated
products contributed to the Open Game License by the Contributor (g)
"Use", "Used" or "Using" means to use, Distribute,
copy, edit, format, modify, translate and otherwise create Derivative Material
of Open Game Content. (h) "You" or "Your" means the
licensee in terms of this agreement.
2. The License: This License applies to any Open
Game Content that contains a notice indicating that the Open Game Content may
only be Used under and in terms of this License. You must affix such a notice
to any Open Game Content that you Use. No terms may be added to or subtracted
from this License except as described by the License itself. No other terms or
conditions may be applied to any Open Game Content distributed using this
3. Offer and Acceptance: By Using the Open Game
Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration
for agreeing to use this License, the Contributors grant You a perpetual,
worldwide, royalty-free, non-exclusive license with the exact terms of this
License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If
You are contributing original material as Open Game Content, You represent that
Your Contributions are Your original creation and/or You have sufficient rights
to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update
the COPYRIGHT NOTICE portion of this License to include the exact text of the
COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or
distributing, and You must add the title, the copyright date, and the copyright
holder's name to the COPYRIGHT NOTICE of any original Open Game Content you
7. Use of Product Identity: You agree not to Use
any Product Identity, including as an indication as to compatibility, except as
expressly licensed in another,
independent Agreement with the
owner of each element of that Product Identity. You agree not to indicate
compatibility or co-adaptability with any Trademark or Registered Trademark in
conjunction with a work containing Open Game Content except as expressly
licensed in another, independent Agreement with the owner of such Trademark or
Registered Trademark. The use of any Product Identity in Open Game Content does
not constitute a challenge to the ownership of that Product Identity. The owner
of any Product Identity used in Open Game Content shall retain all rights,
title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game
Content You must clearly indicate which portions of the work that you are
distributing are Open Game Content.
9. Updating the License: Wizards or its
designated Agents may publish updated versions of this License. You may use any
authorized version of this License to copy, modify and distribute any Open Game
Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy
of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not
market or advertise the Open Game Content using the name of any Contributor
unless You have written
permission from the Contributor
to do so.
12. Inability to Comply: If it is impossible for
You to comply with any of the terms of this License with respect to some or all
of the Open Game Content due to statute, judicial order, or governmental regulation
then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate
automatically if You fail to comply with all terms herein and fail to cure such
breach within 30 days of becoming aware of the breach. All sublicenses shall
survive the termination of this License.
14. Reformation: If any provision of this License
is held to be unenforceable, such provision shall be reformed only to the
extent necessary to make it
15. COPYRIGHT NOTICE
Open Game License v 1.0 Copyright
2000, Wizards of the Coast, Inc.
The D6 System (WEG 51005),
Copyright 1996, West End Games
West End Games, WEG, and D6
System are trademarks and properties of Purgatory Publishing Inc.
Product Identity: The D6 System; the D6
trademark, the D6 and related logos; OpenD6 and any derivative trademarks; and
all cover and interior art and trade dress are designated as Product Identity
(PI) and are properties of Purgatory Publishing Inc. Use of this PI will be
subject to the terms set forth in the D6 System/OpenD6 System Trademark License
Open Game Content: All game mechanics and materials
not covered under Product Identity (PI) above
created for Alatha (with the exception of the few obviously
photoshopped Remnant serving as placeholders).Please do not use without express written permission.