It said so in the description of the Silt Sea. It’s very early on. It could have been referring to Ur-Draxa, though.
I’m thinking that anything that far from the tablelands would likely have no knowledge of arcane magic, and would not have any experience with Advanced Beings. Thus, Sielba would be terrifying on at least 2 accounts.
I’m thinking the Lask empire would be very repressive. They would kill anyone suspected of being a paraelemental cleric or templar of Sielba, often without evidence. Shugenja would fill the role that Templars fill in administration and oppression of the people, yet they would be doing it to preserve the fragile natural balance. They would be what would happen if Druids ruled an empire.
For the Kreen, I imagine that their Chat-Tho would produce a religion of sorts closer to the heart of the empire. I imagine they would have shaman-like ardents. Their focus on ancestral memory would trigger very focused psionic states akin to mantles. Ardents can choose any number of mantles, but the Kreen would likely choose from Conflict, Consumption, Guardian, Elements, Life, Knowledge, Natural World, and Mental Tower. Shugenja, of course, choose from among the elements, and Sielba (as mentioned before) grants the Shadow and Madness domains. That would be religion for Crimson Savanna.
To become a shugenja, the emperor must lay his hands upon the subject and invoke the pact with one of the four drakes. Then one level of any given NPC class in converted into the first level of shugenja. The emperor or the given Drake can revoke this power, though in the case of the emperor he must lay his hands upon him again.
Sielba’s realm, the Dark Lands, would be permeated by the black. In effect, all spells using the Black as a power source would be treated as if in one “terrain” better. The area also has developed the following planar features related to the Black: Cold Aligned, Enhanced Shadow Magic, and Impeded Light Magic. Natives of the Black, especially Psishadows, are particularly common, leading to the local myth that the land transforms travelers into living shadows (it’s actually the Psishadows who do this).
Civilized Lask:
+6 Str, +4 Con, -2 Cha.
Medium size. Lasks have neither benefits nor penalties due to size.
Lask base speed is 30 feet.
Darkvision out to 60 feet.
Racial Hit Dice: Lask characters start with two levels of humanoid (lask), which gives them 2d8 Hit Dice, a base attack bonus of +1, and base save bonuses of Fort +3, Ref +0, Will +0.
Racial Skills: A lask‘s humanoid Hit Dice give it (2 + Intelligence modifier) x5 skill points and their class skills are Climb, Hide, Listen and Spot. Note that lasks do not receive the x4 modifier when taking their first class level.
A lask‘s humanoid levels give it one feat. Most lasks take Multiattack as their feat.
Weapon Proficiency: A lask is proficient with all simple and martial weapons.
+3 natural armor bonus.
Natural weapons: 2 claws (1d4), 1 bite (1d4).
Automatic Languages: Common, Lask. Bonus Languages: Elven, Gith, Tarek, Thri-Kreen.
Favored Class: Samurai. Civilized Lask hold to an ancient tradition of warriors who commune with the spirits of nature much like rangers.
Level Adjustment +1.
Siel Demons:
+8 Str, +6 Con, -2 Cha, -2 Int, +2 Wis
Medium size. Lasks have neither benefits nor penalties due to size.
Lask base speed is 30 feet.
Low-Light vision out
Darkvision out to 60 feet.
Racial Hit Dice: Siel characters start with two levels of Outsider (Siel), which gives them 2d8 Hit Dice, a base attack bonus of +2, and base save bonuses of Fort +3, Ref +3, Will +3.
Racial Skills: A Siel‘s outsider Hit Dice give it (8 + Intelligence modifier) x5 skill points and their class skills are Climb, Hide, Listen and Spot. Note that lasks do not receive the x4 modifier when taking their first class level.
A Siel‘s outsider levels give it one feat. Most lasks take Multiattack as their feat.
Weapon Proficiency: A Siel is proficient with all simple and martial weapons.
+3 natural armor bonus.
Shadow Taint: One of the Siel’s hands is enveloped in shadow. The hand functions as normal, but is cold to the touch and appears jet black. The Siel Demon gains a +1 bonus to Hide checks. Living creatures with an Int score of 3 or higher who see the shadow taint must make a Will save DC 11, or become shaken for 1d4 rounds. Black-touched creatures and creatures from the Black are immune to this effect.
Chill Touch: The Siel Demon can use chill touch as the spell once per day per class level.
Shadow Casting: In the unlikely event that the Siel Demon takes a level in wizard, he automatically uses energy from the Black instead of from plant life to fuel it’s spells.
Natural weapons: 2 claws (1d4), 1 bite (1d4).
Automatic Languages: Common, Lask. Bonus Languages: Elven, Gith, Tarek, Thri-Kreen.
Favored Class: Samurai. Civilized Lask hold to an ancient tradition of warriors who commune with the spirits of nature much like rangers.
Level Adjustment +2.
I doubt any halflings live on the Savanna. seems a little far from their point of origin.