Ranathit

Ranathit is the Lawful-Aligned "Realm of the Dead."

It is very rare for the living to visit Ranathit. Typically, those who plan on visiting attune themselves first, a ritual which takes on week and 600gp + 100gp per additional character to complete. Once a character has undergone this ritual, they never need to undergo it again regardless of how many trips they make.

Unattuned characters cannot see structures, celestial bodies, or the ground. The few inhabitants they can see (the natural denizens, not other mortal souls) appear spectral.

Time passes normally in Ranathit, but there is no natural indication of this as it is always night and the lunar phases represent Anaeron's presence rather than the passage of days.

No matter where one walks, there is always solid ground underfoot (unless they intend for there not to be). Much of the landscape is therefore easily altered simply by walking, and many structures have been built this way. If one is careful, they can control what materials form where they are. These can range from regular soil to brilliant crystals.

Any plant life in the city areas is low to the ground and subdued in color, though there is much plant life outside of the inhabited regions that is much more vibrant. Regardless of location, fauna is incredibly rare.

Inhabitants
All inhabitants speak Terran in addition to whatever languages they may have known in life.

Those who came to this realm after death may have altered forms, by choice or not. Shapeshifter races seem unusually common (this is mostly due to the pressure to disguise themselves in life; the demographics here are not terribly different than in the material realm). All shapeshifters are asked to choose one form and discard all others.

Chiran
Also known as Batfolk. They have the same stats as Tengu, with the following modifications.
 * Echolocation (Replaces Low-Light Vision) - Functions as regular vision, but cannot be blinded by normal means and ignore light levels. Being deafened also blinds you.
 * Alternative: Darkvision 120ft
 * Agile (Replaces Sneaky) - +2 on Fly and Acrobatics checks.
 * Swordtrained becomes an alternate racial trait which replaces Agile.
 * Sonic Speech (Replaces Gifted Linguist) - May speak to other Chiran without non-Chirans hearing.
 * Flight (Replaces Swordtrained) - Matches base speed at average maneuverability
 * Blood Sense replaces Carrion Sense and works for bleeding creatures instead of dead ones.
 * Glide and Exotic Weapon Training are no longer available
 * Racial language changed to Terran.

Amentu
Also known as Jackalfolk. They have the same stats as the Wyvaran, with the following modifications:
 * Ability Modifiers changed to +2 Strength, +2 Wisdom, -2 Charisma. Amentu are strong and wise but often aloof.
 * Scent.

The Unfortunate
There are three categories of Unfortunates who entered the realm but didn't make it intact. The Trapped are souls affected by necromancy who never quite made it all the way through (Dark Creepers, Dark Stalkers, Dark Slayers, Mummies). The Lost are souls altered by necromantic magic or failed resurrections (Dark Callers, Dark Nature Priests, Dark Dancers, Gholdako, Shredskins). The Maddened, while still tragic, are often more natural in origin, consisting of those souls who were driven mad by the circumstances of their deaths (Wraiths, Ghosts, Ganshees, Festering Spirits, Geists, and Etherial Nosferatu).

Dying in Ranathit
If one dies in this realm, they are teleported to Anaeron for judgement. They may be kept as citizens, sent away as prisoners, exiled to the Void, delivered to another plane, or they may very rarely be allowed to remain "alive" until they return to wherever they came from.

Those who were already dead, as opposed to living visitors, can no longer be resurrected if they die here. If they are allowed to return to Ranathit, they take 1 week + 2d4 days to return. No corpse is left behind. A twice-dead character may instead become Lost or Maddened depending on the circumstances of their second death.

Mechanical Effects
All characters in Ranathit experience the following effects.
 * -10 on all Bluff checks.
 * Characters who are disguised must make a new disguise check against each new character they interact with. If they lose any of these checks, the disguise disappears entirely.
 * Characters who are shapeshifted in any way must make a concentration check when entering a stressful situation, using their effective character level as their class level and adding their charisma. On any failed concentration check, the shapeshifting is reverted.