Additions:
Military: 4+10
Crossbows (+1 Military)
Deletions:
Additions:
Population: 9/10 (Illith sub-race)
Military: 4+9
Culture: 3+5
Industry: 2+5
Longbows (+1 Military)
Nations (+3 Industry)
Rituals (+2 Culture)
Xian Ambush Tactics (+2 Military)
Deletions:
Population: 5/10 (Illith sub-race)
Military: 2+5
Culture: 2+3
Industry: 1+4
Developed Land (+2 Industry)
Additions:
No differences.
Additions:
The Province of Archaea
Military: 2+5
Bronze Working (+2 Military)
Secret Knowledges Known:
Xian Constructs (+1 Military)
Deletions:
The Province of Archaea
Military: 2+3
Copper Working (+1 Military)
Additions:
Deletions:
Additions:
- Ability Bonuses: +2 Dexterity, +2 Wisdom
Population: 5/10 (Illith sub-race)
Military: 2+3
Culture: 2+3
Industry: 1+4
Concepts Known:
- Copper Working (+1 Military)
- Martial Training (+1 Military)
- Arcane Magic (+1 Military)
- Developed Land (+2 Industry)
- Domestication (+1 Industry)
- Pottery (+1 Industry)
- Writing (+1 Culture)
- Alcohol and Pipe Weed (+1 Culture)
- Celebrations (+1 Culture)
Region: (1,1) and (1,2) on Isolidus. 1 Mountain and 1 Plateaus(Hills).
Deletions:
- Ability Bonuses: +2 Dexterity, +2 Intelligence
Squares: (1,1) , (1,2) on Isolidus
Traits: Tribal, Arboreal, Militaristic
Population: 7 (1(Base) +(Town#1) +(Town#2) +(Town#3) +(Town#4) +2(Rivers))
Production: 6 (1(Base) +1(Irrigated rivers) +1(Mines) +1(Trading Posts) +2(Rivers))
Culture: 5 (1(Base) +1(Militaristic) +1(Herbal Farms) +2(Hatching Grounds))
Faith: 5 (1(Base) +2(Scriptures) +2(Temple of Many Minds))
Military:
Square (1,1): 1/3
- Offense: 1 (Militaristic)
- Defense: 5 (1(Militaristic) +1((Plateau)Not effective against Air) +1(Mountains) +2(Fortifications)
Square (1,2): 1/1
- Offense: 1 (Militaristic)
- Defense: 1 (Militaristic)
Terrain: (Total: +2 Population, +2 Production, +2 Culture, +2 Military Defense)
Square (1,1)
- Plateau (+1 Military Defense ineffective against air attacks)
- Mountains (+1 Military Defense, -1 Population to Nomadic races)
- River (+1 Production, +1 Population to regions containing a town, +1 Population to Nomadic races)
Square (1,2)
- River (+1 Production, +1 Population to regions containing a town, +1 Population to Nomadic races)
- Hatching Grounds (+1 Production, +1 Culture, +1 Population to Saturns)
- Hatching Grounds (+1 Production, +1 Culture, +1 Population to Saturns)
Improvements:
- Capital City Archaea (Square (1,1) +1 Population, Tier 1)
- Market Town of Icaea (Square (1,1) +1 Population, Tier 1)
- Town (Square (1,2) +1 Population, Tier 1)
- Town (Square (1,2) +1 Population, Tier 1)
- Irrigation (+1 Production, Tier 1)
- Mines (+1 Production, Tier 1)
- Trading Posts (+1 Production, Tier 1)
- Pipe Weed Farms (+1 Culture, Tier 1)
- Scriptures (+2 Faith, Tier 2)
- Temple of Many Minds (+2 Faith, Tier 2)
Additions:
They age like humans up until maturity when their aging becomes rather erratic. In general they age much like Alsidhe, in that they enjoy relative youth throughout the rest of their lives however how long they actually live is inconsistent. Some live shorter lives than even humans and others outlive most Alsidhe, seeing the births and deaths of over six or seven centuries. Some are said to have never died, but they are mostly considered legend. How long a Xin lives seems to be relative to the quality of their life, those that are happier with their lives and achieve much tend to live longer while those that are depressed or grieving tend to age rather quickly. The reason for this is currently unknown but when a Xin does age the signs are always the same. First a Xin reaches maturity, this normally happens from somewhere between 16 and 20 years.
Deletions:
They age like humans up until maturity when their aging becomes rather erratic. In general they age much like Eladrin, in that they enjoy relative youth throughout the rest of their lives however how long they actually live is inconsistent. Some live shorter lives than even humans and others outlive most Eladrin, seeing the births and deaths of over six or seven centuries. Some are said to have never died, but they are mostly considered legend. How long a Xin lives seems to be relative to the quality of their life, those that are happier with their lives and achieve much tend to live longer while those that are depressed or grieving tend to age rather quickly. The reason for this is currently unknown but when a Xin does age the signs are always the same. First a Xin reaches maturity, this normally happens from somewhere between 16 and 20 years.
Additions:
- Ability Bonuses: +2 Dexterity, +2 Intelligence
Deletions:
- Ability Bonuses: +2 Wisdom, +2 Intelligence
Additions:
- Ability Bonuses: +2 Wisdom, +2 Intelligence
- Bastion of the Mind: You gain a +1 racial bonus to you Will defense. This bonus increases to +4 against mind-affecting(will-attacking) poisons and diseases.
- Xian Insight: Xin can use Xian Insight as an encounter power
Xian Insight
You call upon your innate senses for a sudden burst of insight and instantly you feel as if nothing can catch you by surprise
Effect: Make a perception check. You apply the resulting number as a perception and insight check to everything within the burst. In addition you are aware of the exact locations of all allies and enemies within the burst and until the end of your next turn you do not grant combat advantage.
Faith: 5 (1(Base) +2(Scriptures) +2(Temple of Many Minds))
- Scriptures (+2 Faith, Tier 2)
- Temple of Many Minds (+2 Faith, Tier 2)
Deletions:
- Ability Bonuses: +2 Wisdom, +2 Dexterity
- Bastion of the Mind: You gain a +1 racial bonus to you Will defense. This bonus increases to +4 against mind-affecting(will-attacking) poisons.
- Field of Cognizance: Xin can use Field of Cognizance as an encounter power
Field of Cognizance
You call upon your innate senses for a sudden burst of insight and instantly everything around you comes into view.
Effect: Make a perception check. You apply that perception check to everything within the burst. In addition you are aware of the exact locations of all allies and enemies within the burst.
Faith: 2 (1(Base) +1(Scriptures))
- Scriptures (+1 Faith, Tier 1)
Additions:
- Skill Bonus: +2 Perception, +2 Stealth
- Xian Weapon Proficiency: You gain proficiency with the Hand crossbow and longbow. In addition you consider the Greatbow and Xian(Superior) Crossbow are military weapons
Effect: Make a perception check. You apply that perception check to everything within the burst. In addition you are aware of the exact locations of all allies and enemies within the burst.
Special: You do not know the exact location of anything invisible within the burst however you do know it's location relative to you(north, south, east, or west).
Deletions:
- Skill Bonus: +2 Perception, +2 Arcana
- Xian Weapon Proficiency: You gain proficiency with the Hand crossbow and the Longbow.
Effect: Make a perception check. You apply that perception check to everything within the burst. In addition you instantly become aware of the exact locations of all allies and enemies within the burst.
Special: You do not know the exact location of anything invisible or magically warded within the burst however you do know it's location relative to you(north, south, east, or west).
Additions:
PHYSICAL QUALITIES
XIN AGING
RACIAL TRAITS
Cities
The Province of Archaea
- Offense: 1 (Militaristic)
- Defense: 5 (1(Militaristic) +1((Plateau)Not effective against Air) +1(Mountains) +2(Fortifications)
- Offense: 1 (Militaristic)
- Defense: 1 (Militaristic)
- Pipe Weed Farms (+1 Culture, Tier 1)
Deletions:
PHYSICAL QUALITIES
XIN AGING
RACIAL TRAITS
Cities:
The Province of Archaea:
- Offense: 1 (Militaristic)
- Defense: 5 (1(Militaristic) +1((Plateau)Not effective against Air) +1(Mountains) +2(Fortifications)
- Offense: 1 (Militaristic)
- Defense: 1 (Militaristic)
- Herbal Farms (+1 Culture, Tier 1)
No differences.
Additions:
Deletions:
The Province of Archaea:**__
Additions:
The Province of Archaea:**__
Squares: (1,1) , (1,2) on Isolidus
Square (1,1): 1/3
Square (1,2): 1/1
Square (1,1)
Square (1,2)
Capital City Archaea (Square (1,1) +1 Population, Tier 1)
Market Town of Icaea (Square (1,1) +1 Population, Tier 1)
Town (Square (1,2) +1 Population, Tier 1)
Town (Square (1,2) +1 Population, Tier 1)
Deletions:
The Xin:
Squares: (2,1) - Plateau, Mountains, Rivers (3,1) - Rivers, Hatching Grounds x2
Square (2,1): 1/3
Square (3,1): 1/1
Square (2,1)
Square (3,1)
Town (+1 Population, Tier 1)
Town (+1 Population, Tier 1)
Town (+1 Population, Tier 1)
Town in Square (2,1) (+1 Population, Tier 1)
Additions:
Cities:
Population: 7 (1(Base) +(Town#1) +(Town#2) +(Town#3) +(Town#4) +2(Rivers))
- Defense: 5 (1(Militaristic) +1((Plateau)Not effective against Air) +1(Mountains) +2(Fortifications)
- Town in Square (2,1) (+1 Population, Tier 1)
Deletions:
Cities:
Population: 6 (1(Base) +(Town#1) +(Town#2) +(Town#5) +2(Rivers))
- Defense: 5 (1(Militaristic) +1((Plateau)Not effective against Air) +1(Mountains))
Additions:
Deletions:
Additions:
Population: 6 (1(Base) +(Town#1) +(Town#2) +(Town#5) +2(Rivers))
Production: 6 (1(Base) +1(Irrigated rivers) +1(Mines) +1(Trading Posts) +2(Rivers))
Culture: 5 (1(Base) +1(Militaristic) +1(Herbal Farms) +2(Hatching Grounds))
Faith: 2 (1(Base) +1(Scriptures))
- Defense: 5 (1(Militaristic) +1((Plateau)Not effective against Air) +1(Mountains))
- Mines (+1 Production, Tier 1)
- Trading Posts (+1 Production, Tier 1)
- Herbal Farms (+1 Culture, Tier 1)
- Scriptures (+1 Faith, Tier 1)
Deletions:
Population: 5 (1(Base) +(Town#1) +(Town#2) +2(Rivers))
Production: 5 (1(Base) +1(Irrigated rivers) +1(Mines) +2(Rivers))
Culture: 4 (1(base) +1(Militaristic) +2(Hatching Grounds))
Faith: 1 (1(base))
- Defense: 3 (1(Militaristic) +1((Plateau)Not effective against Air) +1(Mountains))
- Mines(+1 Production, Tier 1)
Additions:
Encounter * Martial
Deletions:
Encounter Martial
The Xin
The Xin are ingenious people that love finding new or intuitive ways to solve riddles or problems. This lends to them being extremely creative but apply that creativity practically. They don't do things unless it serves some sort of purpose and rarely wear any form of jewelry or adornment unless it also serves some sort of purpose. They hate to be vulnerable and prefer to be aware of their surroundings and do whatever they must to gain an edge over an opponent. Their clothing is very practical and purposeful, although they will wear elegant and ornamented clothing for the sake of diplomacy or to gain an edge over an opponent. They have both their own language and their own sign language that is even more complex and intuitive than their verbal one. From a young age they are taught the intricacies of the sign language, their dextrous hands learning the precise movements necessary for certain expressions.
PHYSICAL QUALITIES
Xin are extremely tall and athletic people, even the shortest of the Xin are in general taller than the tallest of the other races, however their presence is not at all imposing. They are very thinly built and because of their height seem very slim, even though they are generally made up of nothing but lean muscle. Even the strongest look thin proportionally and still weigh about the same as a human a foot shorter. They have the same range of complexions as humans but in general are rather pale and fair. Their straight hair is often a pale silver or white with natural highlights of some other bright and vibrant color such as red or green and females tend to wear it short and loose while most males spike or comb back theirs.
Then Xin can live anywhere from 75-900 years, although some are believed to have never died. See Xin Aging for specifics.
XIN AGING
They age like humans up until maturity when their aging becomes rather erratic. In general they age much like Eladrin, in that they enjoy relative youth throughout the rest of their lives however how long they actually live is inconsistent. Some live shorter lives than even humans and others outlive most Eladrin, seeing the births and deaths of over six or seven centuries. Some are said to have never died, but they are mostly considered legend. How long a Xin lives seems to be relative to the quality of their life, those that are happier with their lives and achieve much tend to live longer while those that are depressed or grieving tend to age rather quickly. The reason for this is currently unknown but when a Xin does age the signs are always the same. First a Xin reaches maturity, this normally happens from somewhere between 16 and 20 years.
Then their features become slightly less soft and young as they reach their prime after about 30-200 years of life.
Then their hair begins to lose it's color, whether that be the actual color or the color of their highlights, and gradually becomes a stark white which occurs anywhere between 50-600 years of life, although legend has it that some never reach this stage.
Next their bodies become more ragged and tired and the grip of old age gradually begins to creep through their bones and muscles which occurs after 65-750 years.
Finally, the grasp of death encloses around them and the spark of their life fades as they die of old age after anywhere from 75-900 years of life.
Of course even those that live for over 6 centuries are considered the stuff of legend and never stay in one place for any amount of time, fearing that the grief from seeing so many friends new and old age and eventually die off would be too much for their souls and bodies to bear.
RACIAL TRAITS
- Average Height: 6' 1”-6' 6”
- Average Weight: 130-210 lb.
- Ability Bonuses: +2 Wisdom, +2 Dexterity
- Size: Medium
- Speed: 6 Squares
- Vision: Dark-Vision
- Languages: Common, Xian, Xian Sign Language
- Skill Bonus: +2 Perception, +2 Arcana
- Xian Weapon Proficiency: You gain proficiency with the Hand crossbow and the Longbow.
- Bastion of the Mind: You gain a +1 racial bonus to you Will defense. This bonus increases to +4 against mind-affecting(will-attacking) poisons.
- Clarity of the Mind: Rather than sleep, Xin can enter a meditative state known as the Clarity of the Mind. You need to spend 4 hours in this state to gain the same benefit other races gain from taking a 6-hour extended rest. While in the Clarity of the Mind, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
- Field of Cognizance: Xin can use Field of Cognizance as an encounter power
Field of Cognizance
You call upon your innate senses for a sudden burst of insight and instantly everything around you comes into view.
Encounter Martial
Minor Action Close Burst 5
Effect: Make a perception check. You apply that perception check to everything within the burst. In addition you instantly become aware of the exact locations of all allies and enemies within the burst.
Special: You do not know the exact location of anything invisible or magically warded within the burst however you do know it's location relative to you(north, south, east, or west).
Cities:
The Xin:
Squares: (2,1) - Plateau, Mountains, Rivers (3,1) - Rivers, Hatching Grounds x2
Traits: Tribal, Arboreal, Militaristic
Population: 5 (1(Base) +(Town#1) +(Town#2) +2(Rivers))
Production: 5 (1(Base) +1(Irrigated rivers) +1(Mines) +2(Rivers))
Culture: 4 (1(base) +1(Militaristic) +2(Hatching Grounds))
Faith: 1 (1(base))
Military:
Square (2,1): 1/3
Offense: 1 (Militaristic)
Defense: 3 (1(Militaristic) +1((Plateau)Not effective against Air) +1(Mountains))
Square (3,1): 1/1
Offense: 1 (Militaristic)
Defense: 1 (Militaristic)
Terrain: (Total: +2 Population, +2 Production, +2 Culture, +2 Military Defense)
Square (2,1)
- Plateau (+1 Military Defense ineffective against air attacks)
- Mountains (+1 Military Defense, -1 Population to Nomadic races)
- River (+1 Production, +1 Population to regions containing a town, +1 Population to Nomadic races)
Square (3,1)
- River (+1 Production, +1 Population to regions containing a town, +1 Population to Nomadic races)
- Hatching Grounds (+1 Production, +1 Culture, +1 Population to Saturns)
- Hatching Grounds (+1 Production, +1 Culture, +1 Population to Saturns)
Improvements:
- Town (+1 Population, Tier 1)
- Town (+1 Population, Tier 1)
- Irrigation (+1 Production, Tier 1)
- Mines(+1 Production, Tier 1)