# The Grand Kingdom of Kron-nesis
## An Introduction to the Southern Kingdom of Telduria
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# Table of Contents
- ### [5I. Preface](#p5) - #### [5Code of Conduct](#p5) - #### [5What To Do?](#p5) - ### [6II. Introduction](#p6) - #### [6Setting Baselines](#p6) - #### [6Campaign Prelude ](#p6) - #### [7Current Day](#p7) - #### [7The Beginning](#p7) - ### **[8III. Gods](#p8)** - #### [8Dawn War Pantheon](#p8) - #### [8Avandra, The Changebringer](#p8) - #### [8Bahamut, The Platinum Dragon](#p8) - #### [9Corellon, The Archeart](#p9) - #### [9Erathis, The Lawbearer](#p9) - #### [9Ioun, The Knowing Mistress](#p9) - #### [9Kord, The Stormlord](#p9) - #### [10Melora, The Wildmother](#p10) - #### [10Moradin, The Allhammer](#p10) - #### [10Pelor, The Dawnfather](#p10) - #### [The Raven Queen,](#p10) - #### [10The Matron of Ravens](#p10) - #### [11Saren Rae, The Everlight](#p11) - #### [11Sehanine, The Moonweaver](#p11) - ### [12IV. Character Creation](#p12) - #### [13Races](#p13) - #### [13Humans (PHB)](#p13) - #### [13Halflings (PHB)](#p13) - #### [13Dwarves (PHB)](#p13) - #### [13Elves (PHB)](#p13) - #### [14Dragonborn (PHB)](#p14) - #### [14Gnomes (PHB)](#p14) - #### [14Half-Elves (PHB)](#p14) - #### [14Half-Orcs (PHB)](#p14) - #### [14Tieflings (PHB)](#p14) - #### [14Aasimar (VGM)](#p14) - #### [14Firbolgs (VGM)](#p14) - #### [15Goliaths (VGM)](#p15) - #### [15Kenku (VGM)](#p15) - #### [15Lizardfolk (VGM)](#p15) - #### [15Tabaxi (VGM)](#p15) - #### [15Triton (VGM)](#p15) - #### [15Goblins (VGM)](#p15) - #### [15Hobgoblins (VGM)](#p15) - #### [15Kobolds (VGM)](#p15) - #### [15Orcs (VGM)](#p15) - #### [16Classes and Subclasses](#p16) - #### [17Factions](#p17) - #### [17The Discarted](#p17) - #### [17The Faiths of Telduria](#p17) - #### [17The Hollow](#p17) - #### [17The Midnight Scars](#p17) - #### [17The Alssahara (Obsidian Incarnate)](#p17) - #### [17The Stormguards](#p17) - #### [17The Swiftblades](#p17) - #### [17Beyond](#p17)
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TABLE OF CONTENTS
\page # I. Preface This Player Guide for the Grand Kingdom of Kronesis serves to help you better understand the world your character(s) will be stepping into. Whether you choose to read about the details of the world or not is entirely up to you. The gods and factions and history addressed in this guide will be relevant to the story of the game but these things are not necessary to have a full or even any knowledge in order to play. The only thing I ask you to read and understand before coming to the table is the following code of conduct based off Wizard's of the Coast's Adventures' League Rules: ### Code of Conduct * Players at my table should understand that D&D is a group experience. Having fun at the table is great, but be mindful to not accidentally or purposefully make other people have a bad experience in the process. We all should be trying to have a fun and safe time. * Avoid excessively vulgar, sexual, or overly mature language and themes. While terrible things may be alluded to in or out of game, it is important to respect everyone's boundaries. * Follow the DMs lead, avoid arguing with the DM or other players over rules. * Let other players speak, avoid talking over others. * Avoid excessive cross-talk that is not relevant to the adventure being played * Allow other players to get attention from the DM. * Discourage others from using social media to bully, shame, or intimidate other participants. If I find out you are doing one of these things or worse, you are gone from my table and my game. * Avoid phone conversations at the table. If you must take a call, please excuse yourself from the table until your call is completed. It is fine to text or be on your phone silently every once in while. But just like watching a movie Being on your phone can be distracting for both the DM and players. But we're here to play and focus on the game. ``` ``` * No tolerance is given for theft or aggressive behavior. * Theft and aggressive behavior are grounds for immediate removal from the play area and the premises. * Aggressive behavior includes threats of or actual physical aggression, using racial, gender, or cultural slurs against another participant, and otherwise harassing other participants. * There will be no smoking or illicit substances done during these games. And while we do live in Boulder and I have no problem with people drinking alcohol or smoking weed, neither will be allowed at the table. * This is an inclusive that game welcomes all people regardless or race, gender, background, sexual preference, etc. I ask that if you come to the table, you be respectful of others. ### What To Do? * Participants who feel as though they are in an unsafe environment should notify the organizer of the event immediately. * Participants noticing disruptive behavior should make those responsible for the behavior aware of their actions. * If a participant feels uncomfortable bringing it to the attention of the disruptive individual, the participant should notify the Dungeon Master or organizer of the event immediately. * The Dungeon Master has the right to ask a disruptive player to leave the table and speak with the organizer. * The organizer has the right to remove a disruptive or aggressive player or Dungeon Master from the play area or premises. 'Make sure the background image below is at 816 pixels width'
PART 1 | PREFACE
\page # II. Introduction Welcome to the Teldurian Continent. This DnD 5e Campaign will start on the Southern peninsula of Telduria in The Grand Kingdom of Kron-Nesis though it is not limited to this kingdom. Whereever the story we create points to is within the scope of this campaign. ### Setting Baselines Whenever starting a campaign, it is important to manage expectations for how the game is played. Because of this necessity, please consider the following before creating a character. ##### Guidelines of Play This game will be using DnD 5e rules for play but will NOT have rules strictly enforced by the book. Rules are guidelines to enable fun play and as such, are subject to being changed by the DM in order to encourage both fun and fair play. The DM controls the flow of the game and controls most aspects of the world. As such, a DM's ruling is final. This is not because the DM is always correct; in fact, the DM will get many decisions wrong and should be told so. If a ruling of the DM is contentious, please roll with the DM's choice for the session if possible and talk to the DM after the fact to correct or fix any problems. DnD is a cooperative game that is played with a group that forms a party. As such, players and DMs are BOTH responsible for encouraging group fun. If a character isn't fun to play with, you may be asked to change your behavior or role a new one. ``` ``` DnD is different from video games in that every action performed in the world has a realistic reaction. Murdering a random person can cause the town guard to come after you. If you resist arrest, you may be killed. Remember, your character can die PERMANENTLY, be careful! If your character dies, it is okay to be angry or frustrated or sad even. Take the time you need to cool off. Step away, drink some water, eat some food. Once you're calm, we can talk about any frustrations you may still have with either the DM or other players regarding the death. After, please start considering you're next character. ##### Interacting with the World If it makes sense in the world, your character can attempt to do it. However, not all characters have equal ability. For instance, a strength based barbarian could probably carry a person over their shoulder with no roll while a low strength wizard might have to drag the person and require a decent strength roll to do so. Rolling well does not constitute a success on skill checks (this includes natural 20's). If there are any questions on the nature of the game or an expectation you may have, please ask the DM to clarify as these baselines do NOT and cannot cover all possible expectations. ### Campaign Prelude Rock and stone was turned to dust. That is the end this story, one where the coexistence of Gods and mortals was all there was. If ever there was a time where strife did not exist, it was then. Unfortunatly, the ambitions and jealous nature of the short-lived rivaled even the strength of the Gods. ___ Mortals could not hope to live in peace forever. Their nature invited conflict. In the process of fighting one another, vying for influence and power, mortals turned their gaze to those above them. Evil and wicked whispers spread. The Unprepared had their minds plagued with madness while twisted hearts spread to the benevolent. The Gods who escaped the manipulation of mortals retreated to strengthen themselves from their new enemies. Tensions built over millennia as Gods created planes of existance and shaped new realities all the while growing evermore powerful as they secluded themselves from each other.
PART 2 | INTRODUCTION
\page It was not all separation and distrust though, many Gods held true to their nature, and unlike their rivals, they mercifully gifted mortals the strength to protect themselves through powers of magic and divinity. Then the war that bled the world sparked from the most unexpected of places. A mortal, known only as the Matron of Ravens, ascended and usurped the God of Death. Whatever possible chance of unity that may could have been sewn together, had now passed. The gates to planes of fire, darkness and hate were released and horrible demons and devils spewed forth. With them, came fear, came helplessness, and came death. The soil on which theses monstrosities stood blackened to obsidian. As God fought God and monsters murdered children, mortals did more than just survive in the wake of the calamity they had brought forth. Armies of Men, half-men, and dragon-men ran into the fire sacrificing themselves so that the madness could end. When God after God fell injured, it is said that it was then, that all Gods, both pure and otherwise, felt fear at what mortals could acheive. At the end of it all, Gods retreated to their own planes leaving the prime material one. Its inhabitents were, for the first time, alone. The remnants of the Dawn War left the remaining mortals to pilfer ashen cities and scavenge twisted lands. Some left to rebuild and start anew, while those who stayed became cursed and deformed and doomed to serve the tumultuous forces their ancestors' died trying to stop. ### Current Day Millenia after the Dawn War, abominations and fiends overrun The Crucible Lands and most of the Teldurian continent remains victim to the wilds. It is only on the South part of the continent where civilization now thrives. While there are many kingdoms that fill this land, the one our story takes us to is The Grand Kingdom of Kron-nesis. After the untimely death of the previous monarch, King Kagan Ulric, many on the western shores of the kingdom question whether a boy who hasn't even seen his 13th winter, Prince Ashford Ulric, can rule. The contender to the throne and the late king's younger sister, Duchess Karissa Thorn, has gathered the forces of the Darakeene Protectorate and declared independance from the Grand Kingdom of Kron-Nesis. A war of succession is at hand. ``` ``` ### The Beginning Some of you may be paid mercenaries, some of you may just be making ends meet as you travel across the country, and some of you may be spreading the good word. Whether by coincidence or fate, you all find yourselves escorting Ori, an older halfling merchant, from the town of Ozryn to the small mining hamlet of Ironside. Ori has promised to pay you for this escort as the road to Ironside has become dangerous in recent weeks and paid guards are in short supply.
> >##### Campaign Format > >Ironside will be treated as an introductory oneshot to how I run my games and the world in which I run them. If you come to your first session without a character for this session, that's not an issue at all! I will give you a pregenerated character sheet so you can just play. > >(If you would like to create your character for the campaign for this oneshot as well, just make sure to follow the instructions in the Character Creation section below.) > >After a session is over, depending on time, we will talk about what people liked and what they didn't like and notes on things I can change for future games. > >After the first session, players will create their character if they haven't already and through that process, we can talk about how your character fits into the world at large, from orphan who come from nothing, to a noble who is heir to their own city. > >If there are any questions or concerns for the future, I'll be happy to answer them. >
PART 2 | INTRODUCTION
\page # III. Gods There are many gods that are worshipped in Telduria yet no list of deities could ever cover the vast amount of extraplanar entities that exist. The Gods listed below are the most heavily worshipped Gods on the continent due to their involvement in the Dawn War and are lifted from *Matt Mercer's Taldorei Campaign guide.* If you are creating a Cleric, Paladin, or any other character that may have a connection to a deity, this list will be a good starting point for your character. It is important to note that while many exist in this world, there are no evil entities listed below. If you wish to have a charcter that is connected to an evil deity, talk to your DM to work out the details. Also, Warlocks and their pacts with other entities inherantly require communication with the DM so that the connection is properly handled. Finally, if you wish to create a God because the options given don't fit the character design, feel free to create one! All details should be confirmed with the DM before play. ## Dawn War Pantheon | God | Title | Alignment | Domains| |:----:|:-------------|:-------|:------- | Avandra | The Changebringer | Chaotic Good | Trickery, Nature | | Bahamut | The Platinum Dragon | Lawful Good | Life, War | | Corellon| The Archeart | Chaotic Good | Light, Arcana | | Erathis | The Lawbearer | Lawful Neutral | Knowledge, Forge | | Ioun | The Knowing Mistress | Neutral | Knowledge, Arcana | | Kord | The Stormlord | Chaotic Neutral| Tempest, War | | Melora | The Wildmother | Neutral | Nature, Tempest | | Moradin | The Allhammer | Lawful Good | Knowledge, War, Forge | | Pelor | The Dawnfather | Neutral Good | Life, Light | | The Raven Queen | The Matron of Ravens | Lawful Neutral |Life, Grave| | Saren Rae | The Everlight | Neutral Good | Life, Light | | Sehanine | The Moonweaver | Chaotic Good | Trickery | ``` ``` ### Avandra, The Changebringer Also known as “She Who Makes the Path,” the Changebringer champions freedom, travel, trade, and adventure across the lands. Her will heralds open frontiers, and her call beckons her followers to discover that which awaits them beyond the known. This nature leads to few temples in direct civilization dedicated to the Changebringer, but they often can be found off the beaten path and near roads well traveled. Her worship is common among merchants, free spirits, and adventurers, with tavern cheers calling to her honor as a bringer of luck and fortune. She is often depicted as a young woman of dark complexion and long, light brown hair that cascades to form the road left behind her. Most art shows her in constant motion, trailblazing and ever leading into the unknown. The Changebringer’s holy day is New Dawn, and takes place the first day of the first month, when the old year gives way to the new. In High Rock, the day of New Dawn is celebrated with a grand midnight feast that commonly features a short play that celebrates the changes of the past year. ##### Commandments of the Changebringer 1. Luck favors the bold. Your fate is your own to grasp, and to do so is to have the Changebringer behind you. 2. Change is inevitable. The righteous can ensure that such change is for the better. 3. Rise against tyranny. Fight for the freedom of yourself and others when you can, and inspire others to fight when you cannot. ### Bahamut, The Platinum Dragon The pillar of justice, protection, nobility, and honor, the Platinum Dragon stands as a beacon to many paladins of order and good, and is revered by most metallic dragons as the first of their kind. The crest of the Platinum Dragon adorns many halls of high leadership and justice, his will expected present at all just judgments. To follow him is to look after those who cannot look after themselves. This majestic being is often seen emblazoned on shields and armor, both functional and decorative, in the form of a brilliant silver dragon head in profile. Temples and art pieces present a massive, glittering dragon of vibrant platinum sheen and seemingly endless wingspan. The Platinum Dragon’s holy day is called Embertide, and is celebrated on the fifth day of the eleventh month. This is a day of remembrance, solemnity, and respect to those who have fallen in the defense of others. ##### Commandments of the Platinum Dragon 1. Stand as a paragon of honor and justice. 2. Smite evil wherever it is found, yet show compassion to those who have strayed from righteousness. 3. Defend the weak, bring freedom to those without, and protect the ideals of just order.
PART 3 | GODS
\page ### Corellon, The Archeart Guardian over the spheres of spring, beauty, and the arts, the Archeart is the patron of arcane magic and the fey. The Founding inspired them to wander the twisted lands, seeding them with the first arcane magics and raising the most ancient of forests. It was by the Archeart’s hand that the first elves wandered from the Feywild, and for this reason they are considered the Mother and Father of all elves. Those who seek art in all their work, whether magic or mundane, often worship at the altar of the Archeart. They loathe the Spider Queen and her priestesses for leading the drow elves astray. Most modern tapestries and tomes depict the Archeart as an elven being of impossible grace and beauty, androgynous and alluring, framed by long wavy golden hair. They have been the inspiration for many early elven art pieces, and it’s not uncommon to find elements of their visage or symbol included in most elven architecture. The Archeart’s holy day is called Elvendawn, or Midsummer. It is celebrated on the twentieth day of the sixth month, and celebrates the elves’ first emergence from the Feywild. ##### Commandments of the Archeart 1. Create, inspire, and find beauty in all that you do. 2. Follow the echoes of lost magics, forgotten sites, and ancient art, for within these lie the Archeart’s first works. 3. Combat the followers of the Spider Queen wherever they may be. ### Erathis, The Lawbearer The driving inspiration behind many great inventions, the creation of vast cities, and the bringer of law and order within: the Lawbearer claims dominion over civilization. Judges and rulers pay respect and muse at her temples, which stand as central structures to many cities across Telduria. Peace and order through structure and law guides the will of her devout followers. The Lawbearer has a tempestuous romance with the Wildmother, a furious love that is only tempered when civilization and nature are in balance. Shown in most texts and statues as a hooded, armored woman sitting atop a throne of pillars, her face is generally obscured or depicted without expression. The impartial but imposing nature of her stature and presence is nearly always paramount in any visual representation. The Lawbearer’s holy day is Civilization’s Dawn, and is celebrated on the autumnal equinox, usually the twenty-second day of the ninth month. In Tarantis, each neighborhood celebrates by dancing around great bonfires in the square and giving gifts to celebrate their community. ##### Commandments of the Lawbearer 1. Embrace the company and aid of others. The efforts of the individual often pale against the capabilities of community. 2. Strive to tame the wilds of the world in the name of civilization, and defend the points of light and order against the chaos of darkness. 3. Uphold and revere the spirit of invention. Create new places and colonies, build where inspiration hits, and expand the laws of the Lawbearer ``` ``` ### Ioun, The Knowing Mistress Revered by seers, sages, and teachers of all walks of life, the Knowing Mistress guided the growth of civilization throughout the Age of Arcanum like sunlight guides the branches of a tree. She was grievously wounded by the Chained Oblivion during the Calamity, and her followers are now hunted by agents of her ancient foes as she recovers in her weakened influence. Her devout now worship in private, spreading knowledge, philosophy, and lore anonymously through traceless channels. Common representations show the Knowing Mistress as a graying, mature woman of welcoming, matronly smile, swathed in billowing robes and scarves that fan into books and scrolls. The Knowing Mistress has no public holy day, for her public worship was shattered during the Calamity, and she has since fallen into half-remembered myth. Only in High Rock has the Knowing Mistress’s faith been resurrected—though her worship by the intellectuals of the city bears little resemblance to the knowledge-seekers of old. ##### Commandments of the Knowing Mistress 1. Unmask those who would destroy the Knowing Mistress. Learn their secrets and unveil them to the world. 2. Uphold and teach the importance of reason, perception, and truth in guiding one’s emotions and path. 3. Condemn those who lie, even among your allies, for evil folk gain power when their followers obscure the truth. Never stoop to the level of liars. ### Kord, The Stormlord Where thunder cracks and conflict rises, prayers to the Stormlord are shouted into the maelstrom. The Stormlord’s followers revel in all tests of strength, and his blessing finds those who prove themselves on the battlefield. He is worshiped by athletes and warriors across Telduria, and his will exalts those whose force of spirit and penchant for victory call his attention. He brings tumultuous storms over land and sea, and those who wish for clearer skies offer their praises and prayers in hopes of appeasing his will. Within his temples and carvings, the Stormlord is shown as a paragon warrior, often nude and physically the epitome of muscle and strength. Often with beard and short, curled hair, most depictions have the Stormlord in mid-wrestle with a terrible beast, and always in a stance of dominance. The Stormlord’s holy day is the Day of Challenging, and is celebrated on the seventh day of the second month. The Day of Challenging is one of the most raucous holidays in Tarantis, and thousands of spectators attend the annual Godsbrawl held in the Temple of the Stormlord to root for their favored deity’s champion, particularly the chosen of the Stormlord and the Platinum Dragon. ##### Commandments of the Stormlord 1. Bravery above all. There is no glory in cowardice. 2. Strength is the path to greatness, but greatness is the responsible use of strength. 3. The glory of the Stormlord lives through your glory on the battlefield.
PART 3 | GODS
\page ### Melora, The Wildmother The realm of the Wildmother extends to wherever the seas shift and the land grows over. Keeper of the wilderness, she represents the wild creatures of nature, the rush of the angry rapids, and the heat-harried stillness of the desert. Elves take up her worship, as do hunters of natural lands, accepting her guidance to exist harmoniously within savage lands. Those seeking safe passage across dangerous waters give prayers to her to guide them. The druids of the Wildmother and clerics of her lover, the Lawbearer, work together to preserve the balance of nature and civilization. It is said that the two goddesses grow furious when this balance is upset, and this fury manifests in Telduria as devastating natural disasters. Seen immortalized through wooden reliefs and carved idols in hidden, overgrown groves and rural shrines, the Wildmother often is depicted as a beautiful woman of green skin nearly swallowed by a wild, tangled wreath of hair, leaves, and vines that dwarf her lithe form. The Wildmother’s holy day is Wild’s Grandeur, and is celebrated on the vernal equinox, usually the twentieth day of the third month. The people of the southern wilds celebrate the Wildmother’s strength by going on a journey to a place of great natural beauty, like the top of a mountain waterfall, or the center of a desert. Wild’s Grandeur is rarely celebrated in Emon, but some folk will plant trees in observance of the holiday. ##### Commandments of the Wildmother 1. Protect the untamed wildernesses of the realm from exploitation and destruction. 2. Slay abominations and other dark mockeries of nature. 3. Embrace and respect the savage nature of the world. Exist in harmony with it. ### Moradin, The Allhammer The patron of craft and creation, the Allhammer is worshipped by smiths, artisans, and miners alike, granting inspiration where respect and prayer are given. He shaped the mountains from the chaos of the Founding, and stands as the patron protector of home and family. The devotion to the Allhammer is strongest in dwarven communities, and many of his temples mark the center of a mighty dwarven stronghold. Many guild halls and workshops contain images of the Allhammer, a faceless, stout dwarf-like being of immense strength, hunched over a flaming heart clasped within his massive hands. The Allhammer’s holy day is Deep Solace, and is celebrated on the eighteenth day of the fifth month. Especially devout followers of the Allhammer spend the day in isolation, meditating on the meaning of family and how they may be better mothers, fathers, siblings, and children. Other dwarven communities in Dun Eamon and abroad celebrate with a full day of feasting and drinking. ##### Commandments of the Allhammer 1. Remain stoic and tenacious in the face of catastrophe. 2. Uphold and promote loyalty to family, loyalty to clan, and loyalty to your people. 3. Legacy is paramount. To create something that lasts the ages is to change the world for the better. ``` ``` ### Pelor, The Dawnfather The Dawnfather stands lord over sun and summer, his vigil encircling the ages as the keeper of time. Lord of agriculture and harbinger of the harvest, his followers commonly include farmers and most common folk, his priests welcome in lands all over. Supporter of the needy and destroyer of evil, the Dawnfather is often the patron to Paladins and Rangers who follow a similar creed. The Dawnfather is also known for his defeat of the Chained Oblivion, and is revered by those who hunt aberrations. Tapestries of old match early text describing the Dawnfather as a patronly figure in silver and gold armor, his head a beacon of light and fire so bright that a face could rarely be seen within. Many statues in holy places treat the head as a brazier, lit with each dawn and extinguished with the dusk. The Dawn father's holy day is called Highsummer, and takes place on the fifteenth day of the seventh month. In Tarantis, the entire week is celebrated with gift-giving and feasting. Festivities begin on Highsummer day and end at midnight on the twenty-first. Most folk choose to spend Highsummer with their family, recounting the small things they are thankful for. ##### Commandments of the Dawnfather 1. Be ever vigilant for evil. People are quick to forget the lessons of the past. 2. Help relieve the suffering of the innocent wherever it exists. 3. Deliver the light of the Dawnfather where darkness dwells, with kindness, compassion, and mercy. ### The Raven Queen, The Matron of Ravens Blood Master over the skein of fate and the mistress of winter, the Matron of Ravens stands as the god of death. Her gaze follows and marks the end of each mortal life, watching over the transition between life and death and ensuring the natural transition is undefiled. Many funerals call to her blessing in hopes that she will protect the deceased from the terrible curse of undeath. Those who keep ancient lore believe the Matron of Ravens was once mortal herself, and is the only known mortal to have ascended. Her rise instantly obliterated the previous, now-forgotten god of death, and the other gods quickly and fearfully destroyed the secrets to the rites of ascension. Few existing visual depictions of the Matron of Ravens herself exist, with many temples merely using the raven as a symbol of her blessing. Those that do depict her, however, reveal a tall, pale woman wrapped in dangling black linens, her onyx-black hair straight and never ending, her face obscured by a white, porcelain mask. The Matron of Raven’s holy day is the Night of Ascension, celebrating her apotheosis. The actual date of the goddess’s rise to divinity is unclear, but the Night of Ascension is nonetheless celebrated on the thirteenth day of the tenth month. Many people of Tarantis see this cheery celebration of the dead to be unnerving and macabre, but the Raven’s followers believe the honored dead would rather be venerated with cheer, not misery.
PART 3 | GODS
\page The Matron of Ravens is also considered by some the winter patron to the holiday of Winter’s Crest: the celebration in Telduria of freedom from Errevon the Rimelord, celebrated on the 20th day of the eleventh month. Most, however, see this holiday belonging to the people of the land, and recognize no pertaining divine worship. ##### Commandments of the Matron of Ravens 1. Death is the natural end of life. There is no pity for those who have fallen. 2. The path of Fate is sacrosanct. Those who pridefully attempt to cast off their destiny must be punished 3. Undeath is an atrocity. Those who would pervert the transition of the soul must be brought down. ### Saren Rae, The Everlight Goddess of compassion and redemption, her message is one of understanding and optimism in even the darkest of places. She believes the corrupt can be redeemed, a mindset that led to a betrayal by the Lord of the Hells that left most of her following destroyed in the Calamity. Only recently has her faith been rediscovered, and her temples returned to prominence. The Everlight’s followers are often rural healers and community philosophers, becoming a voice of reason and empathy in angry and cynical times. Those who rise to bring her words back to the light unearth her image from ruined temples, or create new art to inspire others with her message. The Everlight is represented as a beautiful, strong woman of dark skin and light hair, rising on a pair of ivory angel wings. The Everlight’s holy day has been long forgotten, and her followers have yet to decide when her festival should be held, and what the festivities should be. The debate has gone on for years, and no great miracles have yet been performed to unify the squabbling clerics. ``` ``` ##### Commandments of the Everlight 1. Lead with mercy, patience, and compassion. Inspire others to unite in fellowship. 2. Aid those who are without guide. Heal those who are without hope. 3. Those who are beyond redemption, who revel in slaughter and remorseless evil, must meet swift justice. ### Sehanine, The Moonweaver The Moonweaver sends her will as the goddess of moonlight and the autumn season, as well as the patron of illusions and misdirection. Widely worshipped within halfling and elven culture, she is largely considered to be the deity of love, protecting the trysts of lovers with shadows of her own making. Those who work in darkness and trickery often ask for her blessing. Her depictions are as numerous as the myths and stories of her with meddling within simple unions. However, she is most often painted as a young girl of light blue skin and white hair, her body and limbs but wavy silk strands of silver moonlight that caress and create the edges of the shadows. The Moonweaver has no holy day, but is celebrated by the elves on the night of the decade’s largest full moon. Elven astronomers track the moon’s phases and how it grows closer and farther to Telduria, and can predict these days with great accuracy. Many high and haughty elves use this festival as an excuse to be sly and mischievous; some younger elves use costumes and illusions to prank their peers. ##### Commandments of the Moonweaver 1. Seize your own destiny by pursuing your passions. 2. Let the shadows protect you from the burning light of fanatical good and the absolute darkness of evil. 3. Walk unbridled and untethered, finding and forging new memories and experiences. ``` ```
PART 3 | GODS
\page # IV. Character Creation Before creating a character, there are many things to consider about that character. Their race, class, background, and what factions they may or may not have affiliation with. You are free to use material from any of the following for character creation: * 5e Player's Handbook (PHB) * Volo's Guide to Monsters (VGM) * Xanathar's Guide to Everything (XGE) * Most officially posted Wizards of the Coast material * Any homebrew content referenced in this guide Other content for D&D 5e can be found online other than what is listed above. If you wish to use material from these sources, the DM must approve for use. Other sources may include: * Unearthed Arcana material * Content featured on D&D wiki or any other website * Any other homebrew content If you need access to any of the material above or have any questions, ask your DM and they can help provide the materials or answers needed. ##### Rolling for Ability Scores The method used to determine Ability Scores will be to roll 4d6 dropping the lowest dice six times. You can reroll the whole array if the rolled array either does not include at least two Scores 14 or above, or has two or more Scores of 7 or below, or the sum of all scores does not equal or exceed 75. You may continue to reroll until your array as a whole satisfies these conditions. All scores will be rolled in front of the DM. ##### Leveling Up Instead of gaining experience through fights and encounters, leveling will be based around milestone leveling. Milestone leveling is based on the progression of story and objectives within the campaign. The consequence of milestone leveling is that leveling is not solely based around combat. It is entirely possible that your character will be able to advance in level and abilities with limited combat. Everytime you level up you roll for hit points. On a roll of a 1, you can re-roll. Any and all hit point rolls are rolled in front of the DM. Feats are special skills and abilities that a character may choose when leveling up as opposed to an Ability Score Improvement. Pick a feat when you create your character. ##### Alignment Alignment is a representation of your character's actions. Whether your character is selfless and helps others to the best of their ability or whether they only act when a system of laws allows them to, Alignment helps represent that character. When making a character, determine any non-evil alignment for your character as a starting point. As you play, that alignment may change based on the actions you take in-game. ___ ##### Backgrounds Your character’s background reveals where you came from, how you became an adventurer, and your place in the world. Choosing a background provides you with important story cues about your character’s identity. When picking a background for your character from a sourcebook, you may find that none of the options properly detail your character. If this is the case, you may create your own background for that character using the general rules below: * Pick two skill proficiencies for your character * Pick two other proficiencies including, languages, tools, vehicles, etc. * Background items (tool kits, symbols of rank, etc.) ##### Backstory It may be helpful as part of character creation to write a backstory for your charcter. This backstory can be as long or as short as you wish but should only contain infomation that your character has experienced. For instance, your character may be searching for a missing family member and may even have correspondence telling them where to start looking. But your charcter may not know that vampires have converted your family or that a dragon roasted them alive. Leaving mystery and unknown elements in your backstory can be immersive and allows for better integration into the campaign. Your DM can help with contextualizing your backstory into the world by designing locations and groups and explaining more in-depth the nature of a charcter's origin.
PART 4 | CHARACTER CREATION
\page ## Races While there are many races in Telduria and beyond, this campaign will take place in The Grand Kingdom of Kron-Nesis, where not all races normally live or work. A brief amount of context for the different races in this setting is provided. Consider this when deciding which race to play and what kind of background they may have. If more information is needed for context, ask your DM ##### Playable Races | |:------------------- |Dwarves | Elves | Halflings | Humans |Dragonborn| |Gnomes | Half-Elves | Half-Orcs | Tieflings | Aasimar| |Firbolg | Goliaths | Kenku | Lizardfolk | Tabaxi | |Triton | Goblins | Hobgoblins | Kobolds | Orcs | All of the races listed above fall into one of four categories with regard to how those in The Grand Kingdom of Kron-Nesis will generally view them. The four categories are Common, Uncommon, Distrusted, and Hated ##### Common Races that are considered common are ever present in the lives of most people. These races make up the bulk of society or are common enough in the kingdom that they do not stick out when noticed. These races include: Dwarves, Halflings, and Humans. ##### Uncommon Races that are considered Uncommon aren't often seen by common folk. Their passing usually catches the eye of people before continue on with their day. Uncommon races find few problems fitting in except in some rare scenarios. These races include: Elves, Dragonborn, Gnomes, Half-Elves, Aasimar, and Tabaxi. ##### Distrusted Races that are considered distrusted usually bring to mind intimidating enemies for a society. Most distrusted races will be able to get along in society as long as they are able to ignore the few that hold prejudice strongly. These races include: Half-Orcs, Tieflings, Firbolgs, Goliaths, Kenku, Lizardfolk, and Triton. ##### Hated Races that are hated are seen as hostile by society. They must deal with the fact that most people they meet will have a history of either raids or attacks from bands of their kin. These races include: Goblins, Hobgoblins, Kobolds, and Orcs. ### Humans (PHB) Humans are by far the most common race on the continent. They can be found ruling massive kingdoms, hunting in the most dangerous wilds, or sometimes just working fields of wheat. The amount of variety in humans makes them the most adaptable race in Telduria Unlike most other races, humans don't have one subsection of the world that they are prominant in. They are found living and ruling from the Grand Kingdom of Kron-Nesis to the Unknown North. The population of the Grand Kingdom of Kronesis is majority human (~60%) ### Halflings (PHB) The kingdom where Halflings are the most prominent in is the Kingdom of Vesh. This kingdom shares its rule with a conglomeration of different faiths united underneath the Archclericy of Valon. Of all the great southern kingdoms on the continent of Telduria, Valon is where halflings call home. Halflings are a peaceful race. When it comes matters of violence, halflings are known to be cautious. They would much rather spend their time negotiating with or outwitting an enemy as oppossed to fighting one. Their lack of desire for conflict though, does not mean that halflings are unable to fight. In fact, their nimbleness and their unnatural luck alone can often be enough to take down larger foes. Especially when those foes are unprepared. In the Grand Kingdom of Kronesis, Halflings make up around 10% of the population. ### Dwarves (PHB) On the continent, you will find dwarves live among many societies acting as builders, smiths, and many other hard-working professions. The home of all Dwarves though lies beneath Dun Eamon, The Grey Citadel. It a place where few outsiders may enter. Dwarves are famous for being naturally gifted craftsman. Whether it’s the creation of giant mountain cities or deep underground mines, dwarven structures are known to last about as long as their grudges. When it comes to warfare, there are no people better prepared or more capable for battle than the dwarves. Every dwarf, be it male, female, or otherwise, is a competant combatant. The dwarven ability for warfare has allowed them the ability to create and control the largest network of trade on the continent from their homeland of Eamonvale. In the Grand Kingdom of Kronesis, dwarves are often found peddling wares as merchants or making armor as smiths. They make up around 20% of the population. ### Elves (PHB) No race lives as long as the elves. Cities and empires built by man can crumble and fall within a single elven lifetime. It can be hard for an elf to interact with others as their conception of reality differs greatly from the other races. Most elves spend their lives in the massive forests of Illvandrin. They live amongst each other in cities of the wilds that would be indistinguishable to forests by most other races. The isolation of the elves often lends themselves to be subjects of fables and myths that have little grounding in truth or reality. Although most people have heard about elves and can recognize them on sight, the elven population is almost non existant compared to hundreds of thousands that live in Kronesis.
PART 4 | CHARACTER CREATION
\page ### Dragonborn (PHB) To simple folk, the intimidating presense of a dragonborn is cause for cowardice. Their large stature and flashy breath gives credence that they are born from the conquering monsters that give them their name. Despite their appearence, dragonborn are not an aggressive race. Originating from the storm covered pennisula of Urland, dragonborn understand the strength nature touts over us all and the suffering it can cause. Perhaps their destitute homeland is why dragonborn are known to be so amiable in this land. Regardless, dragonborn in the Grand Kingdom of Kronesis are valued highly. Dragonborn have an affinity for magic and warfare that lends their kind to be highly sought after by many factions across the kingdom. Among the population, dragonborn fill the ranks of soldiers and mages alike. They make up around 5% of the population. ### Gnomes (PHB) If you were to ask a citizen of Kronesis what a gnome is, blank stares would be your likely reply. Gnomes are mistaken as halflings due to their similar size and features. Even for those who know of gnomes and which features to spot, identifying one can be difficult. Gnomes have a knack for both mechanical and magical invention. Their ability to create complicated designs leads them on the path of discovery. New magics and magical works are usually first created by a gnome. ### Half-Elves (PHB) Half-elves are born segregated from society. They are too often mistaken as either human or elven by their counterparts and as such, are born outsiders. While this does create complications for them, half-elves are ever adaptable. With their elongated elven lifespans half-elves are able to accomplish far more in a single life than their human counterparts. This has allowed half-elves to rise to the upper echelons of human society. The reverse is true amongst elven societies. ``` ``` ### Half-Orcs (PHB) Half-Orcs, out of all the races native to Kron-nesis, are certainly the most discriminated against. Despite their integration and usefullness in society as guards, smiths, and rangers, half-orcs are often thought of as imposters as opposed to members of society. In spite of their negative status, human society is far preferred compared to The Fang Lands. The brutal nature of the orcs leaves half-orcs nowhere left to call home. Half-Orcs make up around 5% of the kingdom. ### Tieflings (PHB) Where tieflings call home is unknown not only to those that live in Kron-nesis, but to tieflings themselves. Tieflings are born from the Nine Hells where most are unable to leave. Those that do, usually find "refuge" in The City of Brass within the Plane of Fire. None of these populations consider these places home. The closest a tiefling gets to home is in the wilds of Telduria away from the fiends that inhabit their origin. This doesn't stop tieflings from being thought of as fiends; however, their colored skin and pointed tail are enough to scare most farmers into thinking a demon has come even though closer inspection by a cleric will show otherwise. ### Aasimar (VGM) Whether Aasimar are truly celestial in nature or just have bits of celestial blood is unknown as is where aasimar originate from. Some think aasimar only find their way to the prime material plane through divine will, others think that aasimar are imposters sent by the horrors of the Nine Hells to infiltrate society, and some believe that aasimar are just offspring born from the pure of heart. No matter the truth, aasimar that are discovered to not be human must deal with trouble from temples and cults alike. ### Firbolgs (VGM) Unknown to most races of Telduria, firbolgs are shepards of the forest. They remain in solitude for most of their long lives and disguise themselves when they come into contact with other races. Regardless, they have a natural affinity for nature and preserving its balanace.
PART 4 | CHARACTER CREATION
\page ### Goliaths (VGM) Most goliaths in the kingdom have no memories of their homeland. The Unknown North lies thousands of miles away and the space inbetween is deadly and filled with horrors. The goliaths that do live in the south are usually decendant of the raiding herds from centuries past. Being massive in size, goliaths find it almost impossible to live life undetected. Whether it's the local thieve's guild looking for muscle, or a merchant looking for protection, goliaths are probed for work the second they are noticed. Because goliaths have a culture of self-worth based on competition, they usually accept. ### Kenku (VGM) Kenku are a strange and cursed bird race that were born from the Crucible Lands. As a race, kenku are unable to speak or make any sounds that they haven't heard before. Their speech is a garbled mess of words that is filled with he sound of other voices. Whatever Deity cursed kenku race is unknown, but their curse knows no exceptions, and no cure. ### Lizardfolk (VGM) Born out of kill or be killed environments, lizardfolk may be one the most savage and animalistic races. Lizardfolk originate from the tropical forests of the island continent of Kelnore. They travel and hunt as primative packs in the forests they call home. Lizardfolk are not picky with their meals and therefor will eat anything with a pulse, be it snake, tiger, or man. To think of the lizardfolk as entirely sentient may be a mistake. While some certainly have the capabilities to think deeply and critically about the world around them. The majority of lizardfolk relate more with a crocodile that lives in the rivers than they do a human walking next to them. ### Tabaxi (VGM) Like the lizardfolk, tabaxi also live in the jungle forests of Kelnore. But unlike the lizardfolk, tabaxi have learned to evade the dangers of the forest by living in the tree tops almost exclusively. Those who do not run amongst the leaves have worked to live in the cities of sand that cover the desert half of the continent. Tabaxi have a natural gift for trade. They are non confrontational by nature and their speedy legs carry them, and whatever goods are with them, across the landscape faster than any bandit could hope to intercept. A Tabaxi's quickness can get them into trouble though, as they have a tendency to get distracted at the sight of shiny and unguarded valuables. ### Triton (VGM) Noone other than the Triton themselves know where they come from. It is thought that Triton are born out of the sea floor fully grown and covered in shells. Many sailors have attempted to follow a Triton who returns to the water hoping to catch a glimpse of whatever underwater civilization may or may not exist. But the Triton keep whatever home they have secret from outsiders. ### Goblins (VGM) By nature, goblins are wicked, unsympathetic monsters who are just as likely to cower beneath you and follow you as they are to slit your throat. Calling whatever hole they can find refuge in home, Goblins expand and grow whereever there are unguarded hamlets or villages that are ripe for the taking. Often Goblins are too cowardly to commit their evil acts in force. They usually find themselves subserviant to one of their larger goblinoid kin ### Hobgoblins (VGM) While Hobgoblins do not lack the evilness of their small counterparts, they do have a sense of honor and battle that is missing from others of their kin. Hobgoblins admire the militaristic accomplishments of other races and seek to emulate the examples they have set. This makes them incredibly dangerous in large tribes as hobgoblins have minds suited for tactics ### Kobolds (VGM) While dragonborn are often thought to be the natural kin of dragons, it is actually the kobolds that seemingly sprout into existance whenever a dragon is near. Physically, kobolds may be one of the weakest races on the continent, the only reason they make up for it is because they work together to accomplish their goals. Even if their goals are usually just appeasing their winged overlords. ### Orcs (VGM) Of the races that can objectively be called evil, orcs are the only ones who can be said to have their own civilization. While it is barbaric and nomadic by nature, the orcs hold strength in the Fang Lands on the Western edge of the continent. Orcs show their strength both through their physical prowess and their aggressive push to always be conquering new lands. They have no remorse for dead who have been slain on either side and it is because the orcs' aggresiveness that the rest of the world is always preparing for conflict.
PART 4 | CHARACTER CREATION
\page ## Classes and Subclasses
| Class | Subclass| |:----:|:-------------|:-------|:------- | Artificer ([Homebrew](http://homebrewery.naturalcrit.com/share/SyF1G_gPg)) | Alchemist | Mechanist| Gunsmith | | || | Barbarian | Path of the Ancestral Guardian (XGE) | Path of the Berserker (PHB)| Path of the Storm Herald (XGE)| Path of the Totem Warrior (PHB)| Path of the Zealot (XGE)| | Bard | College of Glamour (XGE) | College of Lore (PHB) | College of Swords (XGE) | College of Valor (PHB) | College of Whispers (XGE) || | Blood Hunter ([Homebrew](https://www.dndbeyond.com/characters/classes/blood-hunter#BloodHunterClassDetails))| Order of the Ghost Slayer | Order of the Lycan | Order of the Mutant | Order of the Profane Soul ||| | Cleric | Arcana Domain ([SCAG](http://mcdt25e.wikidot.com/subclass:arcana-domain)) | Forge Domain (XGE) | Grave Domain (XGE) | Knowledge Domain (PHB) | Life Domain (PHB) | Light Domain (PHB) | |Cleric (Continued) | Nature Domain (PHB) | Tempest Domain (PHB) | Trickery Domain (PHB) | War Domain (PHB) ||| | Druid | Circle of Dreams (XGE) | Circle of the Land (PHB) | Circle of the Moon (PHB) | Circle of the Shepard (XGE) | Circle of Spores (XGE) || | Fighter | Arcane Archer (XGE) | Battle Master (PHB) | Cavalier (XGE) | Champion (PHB) | Eldrich Knight (PHB) | Samurai (XGE) | | Monk | Way of the Drunken Master (XGE) | Way of the Four Elements ([Remastered](https://drive.google.com/file/d/0B5ttoyMfsaC7eFhVenpwZ0R4ZmM/view)) |Way of the Kensai(XGE)| Way of the Open Hand (PHB) | Way of the Shadow (PHB) | Way of Sun Soul (XGE) | | Paladin |Oath of the Ancients (PHB) | Oath of Conquest (XGE) | Oath of Devotion (PHB) | Oath of Redemption (XGE) | Oath of Vengeance (PHB)|| | Ranger | Beast Master ([Revised](https://media.wizards.com/2016/dnd/downloads/UA_RevisedRanger.pdf)) | Gloom Stalker (XGE) | Horizon Walker (XGE) | Hunter (PHB) | Monster Slayer (XGE) | | | Rogue | Assassin (PHB) | Arcane Trickster (PHB) | Inquisitive (XGE) | Mastermind (XGE) | Scout (XGE) | Swashbuckler (XGE) | | Rogue (Continued) | Thief (PHB) | | | ||| | Sorcerer | Divine Soul (XGE) | Draconic Bloodline (PHB) | Shadow Magic (PHB) | Storm Sorcery (XGE) | Wild Magic (PHB)|| |Swordmage ([Homebrew](http://www.dmsguild.com/product/224413/Swordmage-A-True-Arcane-HalfCaster-for-5e))| Battlemage | Eldritch Archer | Spellsword |||| | Warlock | The Archfey (PHB) | The Celestial (XGE) | The Fiend (PHB) | The Great Old One (PHB) | The Hexblade (XGE) || | Wizard | School of Abjuration (PHB) | School of Conjuration (PHB) | School of Divination (PHB) | School of Enchantment (PHB) | School of Evocation (PHB) | School of Illusion (PHB)| | Wizard (Continued) | School of Necromancy (PHB) | School of Transmutation (PHB) | War Magic (XGE)|||||
PART 4 | CHARACTER CREATION
\page ## Factions In the Grand Kingdom of Kron-nesis and beyond, different conglomerations of people form organizations separate from the kingdoms that exist. These groups, which may not be defined by borders or loyalty to a king, serve their own purpose on the continent whether it is for good or for ill. When building a charcter, consider what that charcter stands to gain or lose by joining or avoiding these factions. ### The Discarted The Discarted is a wide spread organization of record keepers and truth seekers. They travel the world cataloging information and sending word back to Dun Eamon, the largest most expansive city on the continent and home of their massive library, The Crumbled Horde. The Discarted, in general, shares the information that it has gathered. They have emissaries in every keep and hold that help advise rulers on topics ranging from crop harvesting to military tactics. The most dangerous action for any ruler to take is to neglect The Discarted. For without their vast amounts of knowledge on hand, most rulers will find their reigns cut short by ineptitude. ### The Faiths of Telduria Every prevalent God on the continent has a devoted following that seeks to execute the commandments their faith. Bahamut, The Platinum Dragon, for instance, has a powerful following of Paladins that actively seek to smite evil creatures whereever they may reside while Saren Rae, The Everlight, has a gathering of healers and monks that travel the world trying to help whoever they can. For members of these faiths, executing the goals of their God serves to not only encourage new followers, but often helps them with their own personal goals. ### The Hollow Every great kingdom has a seedy underbelly hiding in the shadows. One that profits on trafficking illegal goods and stealing desired products. The Hollow is a widespread organization filled with thieves, smugglers and unsavory folk. Most members are well intigrated into society and hide their involvement with legitimate businesses. Most raids and arrests attempted against members of The Hollow are fruitless when members mysteriously disappear days after the arrest. ### The Midnight Scars Members of the Midnight Scars devote more than just their lives in order to kill abominations, undead, and other abhorrent creatures. They sacrifice their humanity. The Midnight Scars is a coalition of monster hunters that operate outside the influence of the law. They believe that the only way to permanently kill the horrors that infest world is to understand them intimately. They perform blood rituals that transform their members into mutated versions of their previous selves. The Midnight Scars are constantly attempting to avoid members of The Obsidian Incarnate so that they may continue butchering the evils of the world. ### The Alssahara (Obsidian Incarnate) This order of mages formed during the first empire of Telduria under the rule Emperor Garric Taran. Their initial purpose was to gather and guard magical secrets. Once the empire fell and its territories split, The Alssahara coalesced into a singular organization separate from any regional power. While opposed initially, the magical strength of the association prevailed. The Alssahara now operates freely across all kingdoms so long as they refrain from using their power to conquer or control the rulers that be. In return for their apolitical stance, The Alssahara requires all magical individuals to be reported and for all magical information to be vetted through them. When approached by the order, those with magical apptitude are given the choice to work as a member of or as a partner of the association. So long as they allow themselves to be monitered by The Alssahara, these individuals are free to act as they would like. To refuse though, is to invite catastrophe. ### The Stormguards The Stormguards are the professional soldiers under the King in the Grand Kingdom of Kron-nesis. They have a long history of choosing their members based on merit instead background. Unlike most organizations of soldiers, the Stormguards don't rely on well trained fighters alone. Their ranks also include wild men, magical casters, and tricksters. So long as someone can prove themself to be strong and willing to serve the king, The Stormguards will take them in. ### The Swiftblades Renown for their skill as musicians and tellers of tall tales, The Swiftblades are more than an average mercenary company. More often than not, The Swiftblades are hired not to fight, but to inspire those that do. Although dismissed by many, it is said that the battle music played by those in The Swiftblades turns an ordinary soldier into a skilled knight and turns a fearsome monster into a wimpering beast. The Swiftblades have a secret; though, they aren't just simple musicians that inspire greatness in those around them but are actually powerful arcane casters that hide their strength through the power of song. ### Beyond More than just these prominent factions exist on Telduria. There are tribes of druids in nature as well as organizations of merchants and businessmen. If none of the factions listed can serve the purpose of a character in game, consider talking to the DM in order to introduce a new one into the setting.
PART 4 | CHARACTER CREATION