Chronicles of Tellus
Nazca is in many ways the same as Alduria, but in others the polar opposite of Tellus’ shining star. They are similarly a mix of peoples and cultures, producing a language and populace that is difficult to pin down. However, rather than ideal living conditions serving to draw in people, newcomers are attracted to Nazca for the adventure and glory to be found in combat; Nazca is a land perpetually at war with its neighbor to the north, Shanxi. The war, called the Thousand Year War, has brought countless scores of men to Nazca with dreams of becoming famous soldiers and generals. A vanishingly small number succeed. The constant wars have devastated Nazca’s economy, which has forced it to become increasingly reliant on Klaadün for resources and trade. In return, Nazca offers her armies to her militarily weak neighbor. The relationship is mutually beneficial and has been standing on good terms for centuries.
Climate & Geography
Nazcaan natives are fiercely proud of their heritage, as war-torn as it is. They believe that it is by the blood of their people that the rest of Tellus is free of the pillaging and plundering horrors of the Shanxii tribes. With that pride and the constant wars has also come a strong humbleness; while the Nazcan people know they’re keeping chaos at bay they do not gloat or hold it over the heads of other people. They see the war as their duty and honor. It is another chance for them to hone their warrior skills and serve the greater good. They see the people of Shanxi as a threat that must be stopped and will voluntarily sacrifice their lives for the greater good of Tellus.
Nazcaan natives hold strong to the values of law and tend to live by a social code of conduct. Their militaristic hierarchy leaves little room for anything else. Often those of chaotic alignment wind up being used as shock troopers, sent in rapidly with the intent of causing as much damage and disarray as possible. Nazcaans as a whole tend to be moderately good aligned, but there are still plenty of with neutral or evil outlooks. For Nazca there is only the war and stopping the Shanxii hordes. While they believe they fight for the greater good of all of Tellus, their tactics can sometimes be less pure in nature. Nazcaans honor and worship the gods of war and peace alike, alternately praying for victory in combat and that the other people of the world shall never know the horrors of war. Altua is a primary deity of most Nazcaans.
People that immigrate into Nazca do not often share the same beliefs. They view the war as a chance for them to become famous, rich, powerful, or all three. For these people, the war is only a way to increase their personal gain and social standing. These are the men that will treat others as lesser beings for their lack of commitment or involvement in the war, as nonsensical as that may be. Nazcaan immigrants can be of any alignment, but are more often True Neutral at best and Chaotic Evil at worst. On rare occasions a good soul will venture into Nazca looking for a chance to help the brave Nazcaan soldiers.
The natives of Nazca tend to have larger, more muscular physiques than others of their species due to the countless hundreds of years at war. From birth, every citizen of Nazca is heavily trained in at least one form of combat and will serve in the war for at least five years. After that, they are free to choose to stay in the army or separate and join the civilian ranks; Nazca always has a great need for smiths, farriers, and the like. Often, the same soldiering style is handed down through the generations, so much so that physical characteristics have begun to emerge based on fighting style. Mounted cavalry families will have shorter legs but longer arms. Families with strong archery backgrounds will have larger shoulders, thicker skin on their forearms, and longer, more resilient fingers on their firing hand. Soldering families appear relatively proportionate, although they are still more muscular and larger than others. The Nazcaan also have darker skin and hair that allows them to blend in with the barren countryside of the front line.
Nazcaan is a language composed around combat and strategy. There are precious few words that can be used to describe abstract thoughts or feelings, like peace, love, or diplomacy. Conversely, there are a hundred different words that can be used to describe how a sword sliced into a person. The Nazcaan tongue consists of short, single- and double-syllable words although the rare multi-syllable word does exist. Nazcaan soldiers have little time to communicate complex ideas on the battlefield; a Nazcaan can relay detailed strategy in a third of the time it would take an Aldurian. Nazcaan is, essentially, the perfect combat language in every possible way. This, of course, has the obvious drawback that the language is nearly useless in non-combat or everyday scenarios.
Nazcaan settlements are typically heavily fortified, well-positioned strongholds capable of surviving a multi-decade siege. This includes the settlements far from the Shanxi border, as the Nazcaan High Command has determined that all people of Nazca should live as though they are on the battlefront. This ensures that the entire populace of Nazca is somewhat accustomed to battlefront conditions and will thusly be less likely to have mental breakdowns.
- Dnalor – One of the Deitouched
- Finlay “Finn” Deòir – One of the Deitouched
- Noelia Moreen – One of Toxanimir’s Dozen
- Shadren Sevastyan – One of Toxanimir’s Dozen
- Sir Gryhan Reinstead – One of Toxanimir’s Dozen
- Combat Training: Due to their focus on combat, every Nazcaan is proficient with light armor, shields, and simple weapons. Nazcaans also gain proficiency in Combat Style. Special Note: An Aldurian that chooses this skill benefit does not gain the armor, shield, or weapon proficiency.
- War Bred: As an action, a Nazcaan can enter a trance-like state that heightens his senses and reflexes in combat, but this puts an extra strain on his body. He gains advantage on attacks, ability checks, and saves every round, to a maximum number of rounds equal to his Hit Die. Once this effect ends he will gain three levels of exhaustion for an equal number of rounds. So if a 10th level fighter uses this ability for 8 rounds he will be exhausted for another 8 rounds thereafter. This ability may be used once per short rest.
- Automatic languages: Nazcaan
- Citizenship: Nazcaan
Regional Bonuses in 3.5e
Same as above, with the following exceptions or additions:
- Combat Training: Due to their focus on combat, every Nazcaan is proficient with light armor (but not shields) and one martial weapon. If the character’s first level class grants light and martial weapon proficiency, then he may choose an exotic weapon instead. Nazcaans also gain a +2 bonus to Intimidate, Knowledge (Combat Style), Listen, Spot, and Survival. Special Note: An Aldurian that chooses this skill benefit does not gain the armor or weapon proficiency.
- War Bred (Ex): As a standard action, a Nazcaan can enter a trance-like state that heightens his senses and reflexes in combat, but this puts an extra strain on his body. He gains a +2 to attack, damage, and saves every round, to a maximum number of rounds equal to his Hit Die. Once this effect ends he will be fatigued for an equal number of rounds. So if a 10th level fighter uses this ability for 8 rounds he will be fatigued for another 8 rounds thereafter. This ability may be used once per encounter.
- Favored Class: Knight (Player’s Handbook II); The quintessential soldier class is perfect for the quintessential soldier people.