.type Nationality .name / .desc A character can be from one of the local nations which surround the Shire. This is free, and does not require DP for the character. Characters from beyond Kith Kanaan are allowed, but do not get any bonus for being from beyond Kith Kanaan’s borders. .name Anaitha .desc A mysterious land to the south, surrounded by haunted forest; Anaitha has sealed itself from the rest of Kith Kanaan. Those descended from it are often found to have spirit blood. The character has +1 to their Spiritual Attribute, and can be Faerie for only 1 DP. (Influences: Arthurian / Feudal Japan) .set bonus Spirit/1 .set race Faerie/1 .name Anaitha/Rath .desc Called ‘Rath’ by most, this was once a kingdom outside of Anaitha and the Shire Lands. In the last few decades, the fortunes of Rath waned, and the heir to the crown married into Anaitha before the closing of the borders. Now, Rath exists outside of the haunted woods of Anaitha, acting as the voice of the strange, forbidden kingdom to the rest of the world. (Influences: Celtic Welsh) .name Aregon .desc A region to the far north, Aregon is a rich, pleasant land of rolling hills and warm fens. The people are split into tribes, each ruled by a chieftain and guided by a druid. The legendary bards wander from tribe to tribe, learning the stories of the people and keeping them alive. The character gets +1 to their Social Attribute, and can be Wild for only 1 DP. (Influences: Irish Celtic) .set bonus Social/1 .set race Wild/1 .name Aregon/D'Remes .desc A mystical realm said to be ruled by the Goddess of Magic, the land of D’Remes is surrounded by mist and virtually inaccessible. It is said that those who sail to close lose all sense of time, returning to their homes after decades have passed, thinking it only days. (Influences: Avalon) .name Aranous .desc A lost nation to the south which once had powerful political ties to demonic and necromantic forces. Those who survived the loss of Aranous often have remnants of their lost power. The character can take either Infernal or Undead heritage for only 1 DP each. (Influences: Gothic Germanic) .set race Infernal/1, Undead/1 .name Drachenkeep .desc A powerful, and eternal kingdom to the north, the people of Drachenkeep were once the servants of the ancient dragons, but have long since become noble and honourable. The character has a +1 to their Social Attribute, and can have the Dragon heritage for 1 DP. (Influences: European Feudal) .set bonus Social/1 .set race Dragon/1 .name Drachenkeep/Threshold .desc A city that was once the border between the Northern Wilds and Drachen, this region is a major trade port between Aregon, Tarantis, and Drachen. Anything which can be purchased (legal or not) can be found in Threshold. .name Northern Wilds .desc The character is a barbarian from the heavily wooded north, where magic is more primal and great beasts and horrors lurk. The character has a +1 to their Physical Attribute, and can be Wild for only 1 DP. .set bonus Physical/1 .set race Wild/1 .name R'Tal .desc Once a thriving merchant city-state, R’Tal was utterly devastated by the demons and undead that fled the destruction of Aranous. Those who come from R’Tal are savvy merchants, and powerful sorcerers. The character has +1 to their Social Attribute and Spiritual Attribute. (Influences: Renaissance Denmark) .set bonus Social/1, Spiritual/1 .name Shire Lands .desc The Shire Lands have grown since the destruction of Aranous and Anansie, with the heart of the Shire itself a growing city. The Shire Lands are a series of communities ruled by a peace-keeping force, and operated by the merchant class, through the noble class is attempting to alter the balance of power. The character has +1 to any Attribute, and can purchase any race for 1 DP. .set bonus Any/1 .set race Any/1 .name Southern Wilds .desc A region cursed with the taint of death, home to undead and worse, the Southern Wilds are inhospitable and a place only the heroic or the foolish dare enter. Once watched by Anansie, the lands south of the Southern Desert grows uncontested. .name Springdale .desc A valley surrounded by low hills, Springdale is a tribal land which once only had a few settlements. Now, it has flourished with the refugees from Aranous, which has upset the delicate balance of the region. The Spire, a large towering monolith, shields the area so that no harmful magics can be cast within those lands, and keeps the demons and undead from the south at bay. The character has +1 Physical and can be Wild for 1 DP. (Influence: Fantasy English Medieval) .set bonus Physical/1 .set race Wild/1 .name Tarantis .desc The kingdom of Tarantis is a warm, comfortable region, that has begun the study of the ‘natural sciences’, and has begun to see an increase in the arts and cultures. The people here have so far been fortunate to avoid most of the tragedy and destruction of the south, and is close to becoming one of the greatest cultural centres on Kith Kanaan. The character has a +1 to their Mental Attribute and Social Attribute. (Influence: Renaissance Italy and Spain) .set bonus Mental/1, Social/1 .name Tarantis/Siren's Cove .desc The heart of Tarantis, Siren’s Cove is a thriving city which also houses the Tower of Magic, the home of Raveena, avatar of the Goddess of Magic. Siren’s Cove is a thriving community and does brisk trade all along the east coast.