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\title{Xodiza}
\author{Jeffrey M. Horne \\}
\date{jhorne@ucrmath.ucr.edu}
\maketitle

{\it \noindent {\Large T}his is a world setting inspired by both astrology and various
elements of post-holocaust cyberpunk.\\}


\begin{center}
{\Large Intro}
\end{center}

{\noindent {\Large T}his short introduction is just for anyone out there in gaming land
who might be a little confused by the following passages. I have
gamed for several years now and one thing that has bothered me a little 
is the repetition of world settings and gaming styles. In answer to that
I present the following work in progress which is my own vision of a
slightly different world and gaming system. Many of the same rules apply
but I believe it is the setting that is the most unique. It is 
submitted for your approval in hopes that some of its elements will
inspire original ideas and worlds of your own. Much of what is presented 
here is loosely (very loosely) based upon astrology, among other things, and is
what inspired the world of Xodiza.\\} 

\begin{center}
{\Large Philosophy}
\end{center}

{\noindent {\Large M}y belief is that all energy
in the universe mental or physical comes
from a person's lifeforce or Ka (pronounced Kahh). The proper definition
for Ka being; the lifeforce each of us is born with and which leaves us
when we die, the source of all strength and power in the universe. I am
told and believe is true that I like balance in everything, including this
world I am describing. Pursuant to that, my world has two paths that can
be chosen by a follower of any God a physical path and a mental or magical
path. Followers who chose the Physical major are most akin to Warriors and
followers who chose the Mental major are most akin to Wizards. There are of
course advantages and disadvantages to each. Of course cross breeding of
of tribes is possible but with various unpredictable effects and with in
certain restrictions. A follower chooses or has chosen for him a major path
at the age of seven and a minor path at the age of twelve. The major may be in Mental
or Physical but must follow the dictates of his God and his tribe. A follower
may take only one path if he chooses gaining the commensurate advantages and 
disadvantages. Regardless of the path chosen, the strength and power one receives
is linked to the follower's Ka. When a follower expends Ka in the name of his
God(s) he must rest and pray in order to regain his Ka and thus perform
the feats unique to his tribe(s). Those following the magical path must pray
 more than rest and those following  the physical path must rest more than
pray. The source of Ka, whether internal or divine, is unsure, but
both prayer and rest are necessary, for one with out the other does not
replenish one's Ka. \\}

\begin{center}
{\Large History}
\end{center}

{\noindent {\Large T}he world of Xodiza is a world
far apart from our own, but this was not
always so. Xodiza is now quite a regressive society. A world once
dominated by machines and technology, it is now a strange mix of magic,
religion and the bizzare effects of nuclear, chemical and biological
warfare. Even before the devastation of the legendary religious wars
there were signs of the tension and cultural differences that would one
day lead to the twelve tribes we now know. Xodiza had always been
a polytheistic society with little trouble between the followers of the
various gods in the pantheon. In the second cycle of the third millenia
or somewhere there abouts, a charismatic leader of the Geminese, known as Saador,
called for conversion of all Xodizians to the worship of the God Gemini.
The Libra sect, which had deep philosophical, moral and yes even religious
differences with the Geminese called for a united front against the 
powerful Geminese and their Scorpion allies. By this time the regions
of Xodiza were ruled for all intensive purposes by ironhanded theocracies
who controlled weak ineffective governments. The religious missionaries/
soldiers of the Libran and Geminese alliances soon came to blows which 
quickly resulted in the use of chemical, biological and even a few
tactical nuclear weapons. The initial exchange which did 90\% of the
damage was actually quite short only 4 or 5 days. The scars of that battle
still show on the landscape and faces of the people of Xodiza. Throughout
the centuries as attempts were made to restore Xodiza's former level of
civilization more and and more of the former technology was destroyed as rival 
religious sects raped and pillaged rising cities out of jealously and fear 
of eventual domination by said cities. All that is left now of the former world
are the  empty shells of pillaged cities and towns, various scraps of metal, a lingering
fear of anything mechanized or technological in nature, and fervent 
devotion to one's god.\\


\begin{center}
{\Large Geography}
\end{center}

{\noindent \Large I}n order to paint a more complete picture of the world
of Xodiza a short
explanation of the geography and topography of the world is now presented.}

\begin{description}
\item[Gwanaray:] The largest of the habitable regions has two major livable areas
The Northern Coast and the Living Desert. 

\begin{description}
     \item[The Northern Coast:] This area is made up of the remnants of the cities
of ancient Xodiza. The inhabitants of this region include the Pieceans, the
Cancerians, and the Ariens. The Pieceans control areas to the east. The
Cancerians control the west. The Ariens control a large central area
known as Ramsville and are other wise scattered throughout the other two tribes
settlements. The major town of the Cancerians is Hermiton. The Pieceans
main town is Fisher's Port. The only thing that makes these towns any more 
important than the other's is that they contain the religious temples for
the tribe. 

      \item[The Living Desert:] A semi arid region to the south that contains
giant mutated lizards, huge mesas and giant cacti some of which eat small
animals and even small Xodizians. The Librans live in ancient cave dwellings
on the edge of the desert. The Geminese make their homes atop the mesas 
using man made stone steps to reach the summit. The Capriconians are
nomadic traveling the desert hunting giant kangaroo rats and the smaller
of the giant lizards for food. 
\end{description}

\item[The Astoria Archipelago:] A group of islands a few hundred miles of
coast of Gwanaray

\begin{description}
      \item[Ixtapa:] The tribal home of the Scorpions which is now little more than
a toxic waste dump, but they call it home and they love it. The air on 
Ixtapa is lethal to other tribes if they stay on the island long enough.
There are no plants and no animals of any kind. The ground is made of
a black lifeless substance that is damp but cannot properly be called
either soil or mud. The Scorpions make their homes in what appear to be
underground military bunkers.

      \item[Obselia:] The volcanic island home of the Virgoans. It is a lush
island with abundant tropical plants and various mutated versions of 
tropical animals. Mount Aphesia rises out of the center of the island
with the Virgoan settlements spreading out at its base in a circular
fashion. The Volcano has been dormant for centuries.

      \item[Akira:] The tribal home of the Aquarians is characterized by the 
rampant growth and quick life cycles of the plants there. No animals
only giant insects inhabit the island. It is said drinking from
the fresh water lagoons of the island can extend life and is said to be
the source of the Aquarians healing powers. 
\end{description}

\item[Pangaea:] A land mass connected to Gwanaray by the Isthmus of Tanier.

\begin{description}
      \item[The Savannah:] The home of the Leonions where they live in grass 
      huts in extended family groups. The grass in the region reaching  
      a height of six feet or more gives excellent cover for hunting
       herd animals which make up the diet of the Leonions.

      \item[The Woodlands:] To east of the Savannah is a heavily forested 
      area where the Sagittarians make their home. The forest is traveled
      often by traders moving between the Leonion settlements and the
      Tauran villages in the Uluzian Mountains. These parties are 
      frequently raided by Sagittarian bands.

      \item[The Uluzian Mountains:] A huge range of lofty mountains whose 
      summits average 10,000 feet in height. The Taurans live in countless
      villages from the foothills to near the summits all up and down the
      range. Beyond the Mountains is what is simply known as the Wasteland.
\end{description}
\newpage
      \item[Other Regions:] Other land masses and islands exist but like the 
      Wasteland east of the Uluzian Mountains they are assumed unlivable
      and for the most part unseen.\\
\end{description}

\begin{center}
{\Large The Races}
\end{center}

{\noindent {\Large X}odiza currently has three races,
if they can be called that. They are 
classified here by their closeness to the original humanoid gene pool of
Xodiza and various political and religious alliances. The reason for the
races, beyond the alliances, is that viable offspring
can only be produced within a given race. On rare occasions Brutals have
produced offspring with both Elwin and Mutants. But It Is Rare! And Elwin
and Mutants are completely unable to crossbreed.\\}

\begin{description}
\item[The Elwin:]
         The Elwin are the most like the original Xodizians genetically and
ironically are the least prevalent as far as population. The tribes that make
up the Elwin are the Virgoans, the Librans, the Taurans and the Aquarians. 
Although each tribe has it own particular culture Elwin are generally, peaceful
reclusive and helpful when given the opportunity. 

\item[The Brutals:]
            The Brutals are a slightly mutated race of Xodizians with certain
mild physical mutations which set them apart from the Elwin. The Brutals are
the most abundant of the races on Xodiza with about 50\% more population
than the Mutants. The are considered the most barbaric of the races and
thus received the name Brutals. Brutals are generally aggressive, chaotic,   
and prone to fits of lustful raping and pillaging. The brutal tribes are
the Ariens, the Pieceans, the Leonians and the Capriconians. 

\item[The Mutants:]
             They are by far the most malformed of the races when 
compared to the original inhabitant of Xodiza. Their overt physical
mutations tend to disgust the Elwin but are for the most part
tolerated by the Brutals. The Mutants hunger for power and
wish to enslave the rest of Xodiza. The Mutants are generally deceitful,
cautious in battle and extremely vengeful. The Mutant tribes are the
Scorpians, the Geminese, the Cancerians and the Sagittarians.\\
\end{description}

\begin{center}
{\Large The Tribes}
\end{center}

{\noindent {\Large T}he Emergence of the twelve tribes can be linked to
Eugenics experiments being
performed by the scientists of the various religious sects at the at the out
break of the religious wars. These experiments which dealt with Psychic
abilities of certain Xodizian families, when combined with natural selection,
a combative environment, and the
bizzare effects of modern warfare, produced the strange assortment of peoples which
are now known as the Twelve Tribes of Xodiza.}

\begin{description}
     
\item[Geminese:]
A most powerful tribe, who worship the two headed god Gemini.
A mutant tribe with two faces on the opposite sides of a single head.
They almost always wear a cloak with a hood 
in order to hide one of their faces when they are around other tribes. Along
the magical path they are able to polymorph objects, create duplicate objects
given an original and the more powerful of the tribe can polymorph people.    
Each face of a Geminese has a distinct personality. Geminese personality 
traits come in opposite pairs (eg. shy vs outgoing or cruel vs kind).
The degree of opposition is a function of how well that particular 
Geminese works out his/her dual nature. One personality and face in 
a Geminese is ALWAYS dominate thus controlling the change between 
personalities and faces. Geminese have the ability to swivel their head
so as to have the appropriate face and personality oriented to the front
of their torso. When following the physical path, Geminese take full advantage
of their unique mutation. In Battle Geminese get two attacks front and back 
left and right handed, but only if opponents are attacking front and rear
Often times Geminese use this ability to surprise a would be assassin or
backstabber in the heat of battle.

\item[Ariens:]
A Brutal tribe known for their impish nature. They are relentless pranksters and
practical jokers with a curious nasal laugh that is particular to their tribe 
alone. Those who follow the magical path have the power of telekinesis, which
aids them greatly in their antics at the expense of others. An unexplained 
trip or a tap on the shoulder when no one is there can be an indication that 
an Arien is somewhere in the the vicinity. Those honing their physical
attributes have extremely acute senses. A well trained Arien can hear
people talking three miles away and see through thirty feet of led on a moonless
night. Ariens make excellent trackers and often work as bounty hunters finding
the utmost joy taunting their prey before he is  captured. Their bloodhound's
nose allows them to follow even the slightest trail.  The telekinetic powers of Ariens
 progress and stabilize in a fairly predictable pattern. The physical powers of Ariens
 appear to be less predictable. Some Ariens seem to revert to almost normal levels in one
 sense while the remaining senses increase markedly in there acuteness. The only
reason for this seems to be over use of one particular sense. To compensate for this side
 effect most Ariens tend to exercise all of their senses equally. Arien facial
features are what make them so distinctive. They have very round heads with small
ears placed unusually high on the skull. Their eyes are also quite large and set
about twice as far apart as would be considered normal.

\item[Leonions:]
A Brutal tribe sometimes called the Lion Men. The most distinctive feature of this
tribe is the customary long curly hair of both the men and women. The men will
almost always sport beards after the onset of puberty. The men and women often have
lengthy and quite sharp nails which they use effectively in hand to hand combat. 
Leonians possess both the strength and sensitivity of a lion. Along the physical
path there are none stronger. A single Leonion can clear a road of a fallen
Redwood. On the magical path Leonions are empaths of exceptional power and are 
naturally telepathic within their tribe. They have been known to develop telepathic
links with close friends of other tribes given time. As empaths Leonians can pick up
on and eventually project all sorts of emotions and physical sensations including
but not limited to love, hate, thirst, cold, fear, exhaustion, pain, joy, and despair. 
Leonions are devoted to their family and often live in extended family groups of 
three or four generations. Leonions are renown for their bravery and loyalty
and are the most respected of the Brutal tribes by all four of the Elwin tribes. 

\item[Scorpions:]
A Mutant tribe who love to use chemicals, potions and toxic concoctions of all types.
In appearance Scorpions are perhaps the least grotesque of the Mutant tribes. They
are short, never more than five in height. The irises of their eyes are a fluorescent
green with even the whites showing a tinge of minty color. Scorpions are immune to all
types of poisons and toxins. This being result of the fact that their ancestors
were the survivors of massive chemical/biological attack the remains of which generations
of Scorpions have lived in and adapted to. The one goal of all Scorpions seems to be to
spread disease, contamination and death everywhere they go. Such exploits tend to
be be limited to enemies, assassination targets, and people who piss them off: however,
a cornered or desperate Scorpion may just toss off a gas grenade filled with neuro
toxin in the middle of a crowded market place, his only concern being if used enough
to ensure genetic damage to the offspring of any survivors. The magical and physical
path manifest themselves in the Scorpions in the types of elixirs they use. Physically
oriented potions tend to explode, burn, freeze, dissolve or just kill. Magical potions
tend to induce truth, lust, invisibility, alteration, or petrification. Despite
the unusual nature of the scorpions talents they still make use
of their Ka like all the tribes. For a scorpions potion to be effective
he must pray for the specified, be alert these are delicate compounds,
(in other words rested) and most of all every Scorpion requires a prescribed
amount of the makers blood. The amount is usually not much but exotic potions
can call for a pint or two. As a result of this requirement, scorpions
always have numerous scars and scabs along their hands and wrists. Fortunately
they are quick healers. 

\item[Librans:]
An Elwin race known for their poise and grace in all situations. Like all
the Elwin races, they are quite normal looking humanoid types save for the
fact that many of them about forty percent have two different colored eyes.
This trait does not appear to affect vision in any way but is a curious
mutation. Along the magical path Librans are sometimes called mental thieves.
The have the curious ability to rob a person of both memories and emotions. 
By robbing, it is meant to remove these things from a person so as they
will not know the ever existed. As a result of this talent Librans make
both excellent spies and peacemakers. They can calm the emotion of heated
parties over a negotiating table, while at the same time lifting forever
crucial pieces of information from the two combatants minds. Libran
mentalist are also said to have near photographic memories. Though all
Librans possess an elegance of both speech and movement, those following
the physical path have evolved movement into an art form. Physical Librans
are acrobats of extraordinary skill. They are ambidextrous, double jointed,
and extremely flexible. Librans are excellent climbers of any surface and
quite skilled in hand to hand combat of any kind using their special  
abilities and superior agility to great advantage. 

\item[Virgoans:] 
An extremely beautiful Elwin race who have a particularly powerful effect on the 
opposite sex. Along the magical path they are able to seduce nearly any person or
creature of the opposite gender. Their beauty has the effect of making the
opposite sex believe almost any thing the Virgoan says and obey all reasonable requests.
A Virgoan making an obvious pass can seldom be refused. A Virgoan kiss has many
different effects including, orgasm, memory loss, confusion, sleep, deafness, blindness,
and even death. Along the physical path Virgoans are defenders and protectors
experts in the use of shields and spiked bucklers. On the aggressive side Virgoans
are well trained in the use of whips and chains. (Having had so much practice with
their sexual partners)  It is important to note that Virgoans are a predominately female
race. Males make up only about thirty percent of the tribe. Males are used for 
reproduction and a few menial tasks. Most of the males are docile and physically
smaller than the females. Virgoan females average about 6ft 2in while Virgoan males
average only about 5ft 8in. A sizable minority of the males about ten percent
reach between 6ft and 6ft 4in. These males are far more aggressive, and possess more
brute strength than the average female Virgoan and as a result are driven out of
Virgoan society by the age of eighteen. (After a suitable amount their genetic
material has been forcibly obtain for eugenics purposes) Virgoans are very
reclusive and seldom go outside their own communities.

\item[Cancerians:]
A Mutant race with armour like skin which gives them excellent protection in combat.
Cancerians do not have hands or fingers but instead claws or pincers which they
use with great skill when in combat. Cancerians brown shell like skin is able to 
deflect all but the largest missile weapons. Cancerians are susceptible to most heavy
swords and all types of blunt weapons. Along the magical path Cancerians are able to
enter the astral world and to commune with the spirits of the both places and people.
Astral travel allows the follower to hear and see all that is occurring in a particular
place and all that has occurred recently in that place assuming the psychic vibrations
have not yet faded. Cancerians are also able to project their spirit into other
people for short periods of time, thus causing great mental, emotional and physical
damage. The amount of time spent tormenting a soul and damage done is a function of that
Cancerians individual power level. Cancerians are very hermitish throughout their
life time. The young are raised by the same sex parent and leave home by the age of
ten. Mating pairs generally have three offspring and separate after the children
are grown. If all three children are of the same sex the opposite sex parent will
leave after the birth of the third child. His/Her duty is now complete, since there 
are no same sex children to rear and the Cancerian will continue his/her wandering
ways. Cancerians are very duty bound when it comes to their tribal obligations to 
family, tribal defense and tribal secrecy.

\item[Taurans:]
A strange race of totally blind prophets who vary greatly in the accuracy of their
predictions depending on how far into the future they are called upon to see. In the
very short term Taurans, when able to concentrate, have the ability to navigate what
obstacles to avoid, duck under, and and step over in a cluttered room. They virtually
see the obstacles in the room as they move through it. Concentration is required for
this type of movement though, and if broken takes time to renew. Despite their handicap
it is very difficult to surprise a Tauran as they can predict an ambush a mile away.
Taurans rarely if ever carry canes but they are known to have guide dogs which double
as attack dogs. These dogs are large, viscous loyal, beasts with three inch fangs
and very sharp claws. The dogs are bred specifically for this purpose and are found
only in around Tauran communities.  In the physical discipline, Taurans are masters of
the martial arts. Their only limitation being that their opponent attack first. (So as to
give away his position) Taurans also have the ability to regenerate and heal
from wounds much faster than the average tribe and subsequently have the longest 
average lifespan of any tribe about 150 years. 

\item[Capriconians:]
A rather tall Brutal tribe with  abnormally large heads, thick skulls
and low intelligence. Though of low intelligence Capriconians have
a likable nature and characteristically will not attack anyone
who does not attack them first. Capriconians, like the Leonions,
generally have good relations with the Elwin tribes. When following
the magical path Capriconians have the power of mental domination.
When invoked, spoken requests are difficult to refuse. This power will 
work on both sexes and can include (with powerful followers) unreasonable
and even self injurious acts even to the point of suicide. This makes
their ability in this regard much more formidable than the similar power
of the Virgoan's, seduction; however, unlike the Virgoans seduction, if
a victim realizes he is being influenced he has a better chance of 
resisting. After all if a person knew he was being seduced by a very attractive
member of the opposite, would he really try to resist? Due to their kind
nature Capriconians tend only to use this power against those they consider
enemies, potential enemies, or enemies of their allies. On the battle
field Capriconians are fierce fighters, their favorite and best weapon
being a spiked club which they wield with great accuracy. As a result
of their large thick skulls Capriconians can deliver a potentially
stunning head butt to an opponent and are highly resistant to psychic
attacks.     
 
\item[Aquarians:]
An Elwin tribe with short lifespans, a physically powerful grip and the
ability to heal, sometimes even to the point of resurrection. Along the
magical path Aquarians are known as the doctors of Xodiza. Depending on the 
power of the follower, Aquarians can cure light wounds to amputated
limbs with a touch of their over sized hands. Conversely they can cause
wounds and powerful followers can even cause death with a touch.  
Aquarians have very large powerful hands and with physical training
possess a Crushing Grip that can shatter bones and crack windpipes
in a matter of seconds. An Aquarian's grip is strong enough to squash a ball 
of solid lead like it was clay. Culturally the Aquarians are very peaceful,
even cowardly. They favorite sport is none other than thumb wrestling and
is practiced nightly by amateurs in Aquarian pubs throughout Xodiza.

\item[Sagittarians:]
A Mutant tribe sometimes called the watchers in the wood. They are a
hairy bipedal tribe with goats legs. Males sprout short horns on their
heads, above the hair line, after puberty. On the physical path they
are skilled archers and quite adept at any sort of missile weapon. It
is told in legend that Saador, the Geminese fanatic who started the
religious wars, was slain by a Sagittarian arrow. Along the magical path
they are able to command the woodlands and all its creatures. They are often
mistaken for woodland creatures themselves.  It is not uncommon for a pack of
wolves or a weeping willow to come to the aid of a Sagittarian in distress.
Powerful Sagittarians can call upon the weather to aid them summoning gales,
lightning and hail. Swarms of insects, acid fog, and acid rain are also not
unheard of. Culturally Sagittarians revere all that has to do with nature and
are the most distrustful of all the tribes of anything mechanical or
technical. They will destroy any machine they find no matter what the size or
nature of it and will attack any travelers, who are making obvious use of a
machine. In past times Sagittarians had been responsible for much of the
destruction of the former technology of Xodiza. There are stories of
Sagittarian bands taking a week or more to destroy cars, buses, tanks,
even ships not to mention the whole sale trashing of computer centers that
have become epic in their oral histories. The other tribes engaged in
machine bashing, literally, but to the degree and with the finesse of the
Sagittarians. 

\item[Pieceans:]
A Brutal tribe known for muscular legs, small feet and webbed hands.
They are excellent swimmers almost from birth and often become fishermen.
Along the physical path they are extraordinary runners and jumpers as these
skills improve with practice. Much of their fighting consists of kicks
and leg sweeps. They often stomp opponents into submission or death. What
fights they don't want to get into they can usually run away from with ease.
The average Piecean can move a little faster than a gazelle at top speed and
jump thirty feet straight up or fifty feet forward. In the practice of the magical
discipline, Pieceans are illusionists who revel in messing with people's
minds. Most illusions start out simple but can become quite lethal the
more powerful the follower becomes. Some examples of illusions of various
power levels would be: light, darkness, invisibility, phantom shadow,
dancing daggers, dream monster, shadow wall, phantasmal killer and dream
world. Pieceans love the water and can seldom be found far from a large
body of water. For their own physical health they must immerse their body
at least once a week in water or suffer dry peeling skin and a persistent
rash that can become incapacitating if water is not available to treat it.
Soaking in a bath or pool of water relieves the rash in a few days.
\end{description}

\end{document}

