The cepn culture is obsessed with two things: sleep, and death. While such a fascination may seem excessively morbid, it has a purpose. The cepn believe that killing another sentient being cannot be justified unless the killer himself understands death. Their society is one of concentric circles, where the young move gradually towards the centre. Each advancement involves complex and often agonizing rituals, tests, and sacrifices until, at the centre, the young cepn stands face to face with death itself, gaining true respect for its nature and purpose. A cepn kills gently, painlessly, with an eerie tenderness. They will always close the eyes of their victims if possible.
For all their grim nature, the cepn are capable of more than just gothic reflection and death. They are skilled weaponsmiths and artisans, even if most of their knowledge an advancements have been stolen from other races. They have little love for each other, even among family, but strangely enough they can form very strong attatchments to members of other races, be it love or simply admiration. However, most cepn never come to truly understand the concept of love or loyalty, simply moving on when the whim takes them. Cepn who leave their elaborate cave systems are marked, and never allowed to return, most often venturing into the outer world to become spies or assassins to whomever pays the most money.
Currently, the cepn seem content to hide under the umbrella of the Decider's power. They are charged with eliminating threats to her empire, such as unwelcome ships, chainbreakers, and dangerous escaped slaves. In addition, they guard a variety of Solinar artifacts that could not be held by the Spiral. One of these is the Solinar Codex. Cepn PCs would likely start as low-ranking scouts assigned to patrol Tamara's eastern coastline in search of unrecognized ships. Higher level characters would eventually become spies, trackers, or members of the Razors guild (assassins). The Decider has also commissioned the cepn to discover a way to conquer the distant island chain of Cekus, which cannot be reached by her naval fleet.
The cepn are ruled by a council system based on circles. As one learns and gains station, he moves inwards towards the middle, all the while dodging assassination attempts by those attempting to usurp his place. As one moves towards the middle rings of the circle, competition becomes more cruel and intense, and many arrive at the centre with nothing left but a jaded heart. The outer, fourth circle (Novice of the Fourth Circle) contains young assassins and expert scouts, all of whom show particular promise. The third circle (Journeyman of the Third Circle) is made up of experienced assassins and trackers, many of which are responsible for leading sortees of fourth level novices. Members of the second circle (Adept of the Second Circle) include high-level teachers who train lower ranks and advise the journeymen in particular. The highest rank, those who report directly to the Decider, are the five Masters of the First Circle. It is these cepn who decide the cultual agenda, so long as it suits the Decider.
GLIDE [General]
You have learned to glide most effectively with your limited wings.
Prerequisites: Cepn only
Benefit: You can glide for a total distance of five times your altitude, and your airborne agility increases to Good.
Special: While gliding, you receive an additional +4 to Move Silently.
IMPROVED CLIMB [General]
You don't just climb, you virtually fly up the wall. You can also sleep hanging upsidedown.
Prerequisites: Cepn only. Climb (8 ranks)
Benefit: You can Spider Climb for as long as your climbing checks equal or exceed DC 20.
Special: Double your flanking bonus if you are hanging both behind and above any unaware oponent with a vulnerable head.
IMPROVED BLIND-FIGHT [General]
Unless your echo-sight is somehow silenced, you can fight with your eyes closed just as easily as when they're open.
Prerequisites: Cepn only. Blind-Fight
Benefit: You suffer no penalties whatsoever due to lack of vision, only incidental penalties that might arise from the inability to read fine detail or discern color. You can also 'see' through fog and smoke as if it weren't there.
Special: If silenced, you still benefit from the usual Blind-Fight feat, but not this one.
KILLER INSTICT [General]
You have a natural ability to sense vital spots and areas with large quantities of blood circulation, mostly for feeding purposes..
Prerequisites: Cepn only, Rogue only, Base attack bonus +5 or higher
Benefit: Your sneak attacks inflict d8s instead of d6s.
Special: You can live almost entirely off the blood of others.
SHADOW RUNE [Metamagic]
You have one of the six elemental runes drawn somewhere on your body. This tattoo is permanent, and usually quite prominant.
Prerequisites: Cepn only. Spellcaster 4+
Benefit: None.
Special: When within 30 ft. of a Sun Rune, both marked individuals receive a +2 bonus on all saving throws. This is a supernatural ability.