Lanwarda

Campaign Setting


A player’s guide to the world of Lanwarda.

 

 

Lanwarda

Campaign Setting


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PART 1

The World

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Part 1: The World

Lanwarda is a vast world where much is still unknown. It is full of epic adventure, strange and powerful magic, and heroes big and small. A wide variety of societies dot the continents.

The name Lanwarda was given to the planet by the elves of the north. It means “finite realm” in their language, a contrast to the timeless realm they originate from. Lanwarda is the physical world home to all of the people, locations, and more discussed within these pages.

The Continents

The planet is made up of five continents separated by four vast oceans. Two of the continents, Bardor and Genéteira, lie within a few hundred miles of each other in Lanwarda’s northern hemisphere and share a long, complicated history. These continents are where the majority of the world’s advanced civilizations have grown and are where the adventures of this campaign take place.

Bardor

Bardor is the northernmost of the two continents, parts of which edge into the planet’s arctic circle. It is separated into two distinct areas. The northern country of Kaldrheim is a cold, rocky, forested landscape where nature magic is at its strongest.

Legend has it that Kaldrheim is where the first elves emerged into this world from the mystical realm of the Feywild hundreds of thousands of years ago. The elves that live here are said to share a deep connection with nature that other elves have lost. In addition to elves, this land also serves as the homeland of dwarves, gnomes, and firbolgs.

South of Kaldrheim is a lush landscape full of verdant farmland, rolling hills, dense forests, and towering mountains. As some of the most fertile lands found on both continents, many different people have fought for dominion of this land for countless generations.

The borders of the numerous kingdoms that have carved out their own piece of the land are constantly changing, whether through war or diplomacy. Some are ruled by elven monarchies, others by human, though citizens of many different species can be found in all kingdoms. Halflings, gnomes, dwarves, and orcs also make their homes here.

Deep, deep under the mountains is a dark, unmapped landscape referred to as the Underdark. The violent, shadowy residents here are rarely encountered, but tales about them are sure to frighten even the most hardened adventurer.

Genéteira

South of Bardor is the larger of the two continents, though overall less populous due to the vast areas of desert and mountains.

An island nation between Bardor and Genéteira, Patrída, is the home of the northern human empire and the launching pad of their invasions in Bardor. They took the island over from the native minotaurs and forced them under the mountains. The cities here are the most technologically advanced places in the known world, not all of it devoted to war, and the only place that can create sentient automatons called warforged.

The great western peninsula of Genéteira, separated from the rest of the continent by the massive Wěidàdelóng Mountains, is united under the powerful human empire of Rìluò. A mountainous, forested land, the earth is very fertile due to the numerous streams and rivers flowing down from the mountains and over to the sea in the west. Within the cities of the empire, kenku and tieflings can also be found carving out a life for themselves. Dragonborn are also a common sight, coming down from their cliffside cities in the mountains to experience a new culture. Aarakocra and goliaths make their homes in the mountains as well.

On the eastern edge of the Wěidàdelóng Mountains overlooking the Kibeera Desert is the plateau of Nākapristha. Towering over four miles above the surrounding landscape, taller than most mountains, the plateau is home to a civilization of humans and elves living together in harmony. Said to be closer to the gods than any other, these humans and elves have made great strides in the fields of divine magic and astronomy. It was here that the modern calendars were developed. The proximity to the divine has also resulted in the creation of genasi, born from the union of humans and djinn. Nākapristha also has the largest concentration of half-elves on the continents.

Spanning nearly half of the entire continent, the vast Kibeera Desert is a harsh landscape. The majority of the desert consists of sand and rock sparsely punctuated by small oases, while the southern third is flat savanna. Many humans live in small villages or nomadic tribes in the harsh sands, while others live in villages in the savannas, sharing hunting grounds with the feline tabaxi. Small villages of gnomes are hidden beneath the sands and rocks of the desert, and the hardy tortles wander the sands as well.

Covering the southern coast of Genéteira is a massive dense jungle. The land fluctuates between flatland and highlands, and there are large portions of the jungle where no sunlight can penetrate. Humans and the snake-like yuan-ti both dwell in their own hidden cities within the foliage, often coming into conflict with each other. Elves and lizardfolk stalk the jungles in their nomadic tribes.

PART 1 | THE WORLD

 

 

Archaíagi

Nearly 4,000 miles east of Genéteira, just north of the equator, is a wild, primal, uncharted land full of prehistoric plants and animals. The creatures here are said to be unlike any other, more massive and ferocious that other wildlife. This incredibly hostile land is shunned by all but the most foolhardy adventurers.

Dìyùdàlù

On the other side of the planet, about 5,000 miles northwest of Genéteira, is a massive dark continent soaked in dark magic. Little is known about this place, and none are known to return from it.

Over 900 years ago, a massive invasion was launched from its shadowy shores. A force consisting of devils, demons, creatures of the dead, and other terrifying monsters came across the sea and attacked Bardor and Genéteira, with the primary front landing in the western lands of Genéteira. This war came to be known as the Infernal Invasion.

No one knows what the goal of this invasion was. The only thing people knew for sure was that the invading forces seemed intent on spilling as much blood as possible. Strange rituals, ominous magical effects, mysterious changes to the very landscape; chilling stories of the events of this war still survive to this day.

Hundreds of thousands of lives were lost over the span of four years, but in the end the invasion was finally repelled and things have been quiet ever since. Nevertheless, many still live in fear of another attempt, one that the continents may not survive.

Pnévmaspíti

Pnévmaspíti is the only continent in the southern hemisphere. This massive continent extends all the way around the planet, covering the south pole. The large open ocean separating it from the other continents, about 3,000 miles across from the southern tip of Genéteira, is filled with violent storms that often start without warning, making the crossing incredibly dangerous.

Only a handful of determined explorers have survived the journey there and back, and they tell of a massive otherworldly landscape full of strange and wonderful creatures and even stranger and more wonderful magic. Legends of this continent have grown over the years, and tales of ancient ruins and legendary treasures have naturally caught the attention of adventurers.

Oceans

There are four major oceans on the planet. East of Bardor and Genéteira is the Rhûn Sea. To the west, across which the Infernal Invasion came centuries ago, is the Astrafteró Sea. North of Bardor is the frigid Heleg Sea. And south of Genéteira, separating Pnévmaspíti from the rest of the world, is the stormy Skiá Sea.

Civilizations have been sailing around and between Bardor and Genéteira for thousands of years. Until fairly recently, however, cross-ocean travel was a far more dangerous and unreliable venture. New advancements in seafaring technology have made long ocean voyages more feasible and may lead to far more exploratory trips to the other continents.

PART 1 | THE WORLD

 

 

Calendar, Time, and the Cosmos

Lanwarda is a world of diverse climates and regular seasons. Orbiting a single sun, and orbited by a single moon, the people of Lanwarda have been tracking the passage of time by the movement of the stars since ancient times. Every culture had their own way of counting the days and celebrating the seasons.

As the millenia went on and cultures became more intertwined, it was necessary to create a standard means of reckoning dates for ease of trading and diplomacy. On Bardor the elven calendar became the standard, and on Genéteira the human calendar emerged as the default. There are some exceptions to this (the human kingdoms in southern Bardor use the human calendar, for example), but for the most part these two calendars are the most widely used.

The modern versions of both calendars were created by the humans and elves on Nākapristha. Though initially wanting to create one unified calendar, the cultural differences were too great and they ultimately took separate approaches. This can lead to some confusion as the calendars are rarely in sync with each other. The answer to “What day is it?” will be quite different depending on what part of the world you’re in.

Holidays

Every culture celebrates their own holidays. The forest elves of Kaldrheim have different traditions and festival names than their cousins in the southern kingdoms, just as the humans of Patrída differ from the Empire of Rìluò.

However, even if the names and traditions are unique, every culture on Bardor and Genéteira celebrate the same eight core holidays: the vernal equinox, the summer solstice, the autumnal equinox, the winter solstice, and the halfway points between each. These moments in the movement of the cosmos are ingrained in every culture.

In addition to these eight holidays, each culture has its own major events, birthdays, memorial days, and so on that they may celebrate as holidays as well.

The Human Calendar

The human calendar has 365 days in a year separated into 12 months. Each month consists of 30 days, and each week is seven days. At the end of the year is a short interstitial month of five days to bring the year back into sync with the moon. Technically, the year is slightly longer than 365 days, so every four years an extra day is added to the end of the interstitial month to bring things back into sync.

The seven days of the week are Ravivāra, Mahasavāra, Raṅgavāra, Balajavāra, Vahnivāra, Sāmyavāra, and Somavāra.

The first day of the year is also celebrated as the first day of spring, though in practice the vernal equinox can fall anywhere from the 1st to the 3rd of the year. The human calendar counts its years beginning from the end of the Infernal Invasion. This victory, the result of many different people coming together, is viewed as the start of a new era on the continents.

Human Calendar
Month Days Common Holidays
Vasanta 30 New Year’s Day / The Vernal Equinox
Puṣpita 30 Vernal Midpoint
Kudrat 30
Grīṣma 30 Summer Solstice
Varṣārātri 30 Summer Midpoint
Āśrama 30
Aranya 30 Autumnal Equinox
Indrajāla 30 Autumnal Midpoint
Asurya 30
Hemanta 30 Winter Solstice
Kuptu 30 Winter Midpoint
Uṣasī 30
Brāhmya 5

The Elven Calendar

Much like the human calendar, the elven calendar begins on the first day of spring and consists of 365 days. This is where the similarities end.

There are six full “months”, or seasons, in a year, and each season varies in length. There are three days in the middle of the year that are viewed as a break in the seasons. Every 12 years this middle “season” is extended to six days to bring the calendar back in sync with the sun, similar to the human calendar. Elven weeks are six days long.

The six days of the week are Orgilion, Oranor, Orithil, Oreryn, Ormenel, and Orfaer.

The calendar begins counting its years from the establishment of the first formal kingdom in the south of Bardor over 3,000 years ago. In many elves’ minds this indicates their first step as a proper civilization, though the forest elves of Kaldrheim and the wild elves of the Llanthu Jungle view this moment less favorably.

Elven Calendar
Month Days Common Holidays
Maninor 1 New Year’s Day / The Vernal Equinox
Ethuil 54 Vernal Midpoint
Laer 72 Summer Solstice
Iavas 54 Summer Midpoint
Ethuilor 1 Spring-Day
Inenedh 1 Year-Middle
Iavasor 1 Harvest Day
Firith 54 Autumnal Equinox, Autumnal Midpoint
Rhiw 72 Winter Solstice
Echuir 54 Winter Midpoint
Penninor 1 Year-Full Day

PART 1 | THE WORLD

 

 

Planes

The planet Lanwarda, though vast and mysterious, is not the only realm of existence. Much research has been done by numerous cultures over the millenia in order to learn as much as they can about the different planes surrounding our physical world. The magic required to detect these planes, much less to reach them, is extraordinarily complicated and dangerous, so very little is known about them.

Nevertheless, enough has been learned to assemble a rough map of existence. Commonly known as the “Great Wheel”, researchers have created a model of the planes with the Material Plan in the center, a sphere surrounding it containing the inner planes, and a larger sphere surrounding that containing the outer planes. In between the two spheres is the vast Astral Sea.

Though not a true, accurate representation of the planes, it serves as a handy frame of reference for research and discussions.

Material Plane

In the center of all planes of existence is the Material Plane. This is the physical world, where Lanwarda and the observable cosmos dwell. The astronomers of Nākapristha are slowly learning more about the universe and the other planets and stars within.

Fey and Shadow

Existing as mirrors of the physical world are two mysterious planes. The Feywild, a breathtakingly beautiful and magical world inhabited by fey folk such as faeries and faun, is viewed as a “light” mirror of Lanwarda. Time does not flow the same here as it does in the Material Plane. A traveler who spends a week here may find that years have past back on Lanwarda, or maybe just a few minutes. It is from here that the elven race first emerged onto Lanwarda hundreds of thousands of years ago.

The Shadowfell, on the other hand, is Lanwarda’s dark mirror. This dour world of shadow is populated by spirits and demons. Unlike the Feywild’s dramatic beauty, the Shadowfell is a bleak, desolate place full of decay and death. Less is known of this realm than the Feywild.

Elemental Planes

Magic, though seemingly infinite, has to come from somewhere. It is believed that in the beginning of time the cosmos was just an endless sea of chaos magic. At some point the Material World coalesced in the middle of this sea, and over the aons the sea settled into distinct, infinite realms of pure elemental power.

Infinite skies of air and wind, towering mountains of gnashing stone, rolling seas of fire, endless oceans of water, these dangerous realms are host to elemental creatures unlike any seen on Lanwarda. The four primary elements of air, earth, fire, and water serve as the main pillars of these planes.

Astral Sea

Surrounding the infinite Elemental Planes is the Astral Sea, an impossibly vast expanse of starlight and unpredictable magic and time. A thousand years here may only feel like a day. This sea separates the inner planes from the outer.

Through the use of incredibly powerful magic, a mortal may be able to create a pocket dimension accessible from the Material Plane. These pocket dimensions exist as bubbles of floating color within the Astral Sea.

Outer Planes

Even less is known about the outer planes than the inner planes, including how many of them there are. A potentially infinite universe of planes, the collective outer planes are said to contain the domains of every known deity that has ever been prayed to on Lanwarda. It is also the home of the sinister realms of devils and demons.

It is theorized that new planes are added whenever a new deity is born. Some astronomers also believe that other planets in the universe contain their own life, with their own deities, so it’s possible that not only the gods and devils of Lanwarda dwell here.

Beyond

Some researchers theorize of a plane beyond even the infinite outer planes, a cold, ancient darkness that existed before matter and magic first blipped into existence at the beginning of time. Who knows what may dwell in this darkness, wishing for the light of the cosmos to extinguish and allow darkness to permeate once more?

cosmos

PART 1 | THE WORLD

 

 

Magic, Gods, and Death

Magic is a fundamental, but not fully understood, force in this world. No one is sure where it comes from or what its full potential is. Regardless, the effect that magic has on the world cannot be ignored; among other things, the vast number of sentient species, many of whom measure their lifespans in centuries or possess supernatural abilities, is often attributed to the presence of arcane energy flowing through the world.

Magic

While magic is undeniably real, understanding and harnessing this energy takes considerable skill. Not everyone has an affinity for manipulating magic, and those that do usually have to spend time studying at a guild or college in order to cast anything more powerful than a cantrip.

As such, those that make a career in researching and wielding magic are relatively uncommon depending on where you are in the world. Trained spellcasters can usually only be afforded by larger city guards and mercenary groups. Magic items are rare and highly coveted; the dwarves of Kaldrheim have a reputation as incredibly gifted enchanters, but outside their kingdoms it is difficult to find someone capable of creating a magic item. Alchemists who can imbue their potions with magical effects should not be taken for granted.

Magic plays different roles in society depending on where you travel. Spellcasting can either cause people to react with awe or fear. Some settlements have mages performing out in the open, others place restrictions on or outright ban public displays of magic.

And no matter where you go, relatively few people are strong enough to cast high level spells; creating portals to other realms or controlling the very weather itself is the stuff of stories and legends.

Gods

Religion is a huge part of life on Lanwarda. Rituals and holidays honoring their gods brings comfort and joy to many cultures, and praying to a particular deity before an important task inspires confidence and faith.

Most species recognize at least one pantheon of gods and most people believe in them to some degree. Rather than ignoring the gods of the other races, people generally accept that all pantheons exist alongside each other.

Contrary to the palpable presence of magic, however, the gods don’t physically walk the earth (at least not in an obvious way) and their very existence is often debated. Whether an unexplained event or vision is divine or mundane largely depends on the person interpreting the occurrence. Over the millenia especially powerful spellcasters have attempted to travel to the realms of the gods, or to summon them to the mortal plane, but no one really knows for sure if any of them have ever succeeded.

Death

Death is a part of life. Though lifespans differ, and can be artificially enhanced, sooner or later every soul will depart this world for its eternal rest.

Not all death is permanent, however. Certain magic users know of ways to bring a soul back to the physical world and reunite it with its body, either temporarily or permanently. These spells are not a guarantee and can often backfire in horrifying ways; many people who experience this would view death as more merciful.

The success rate and effort involved in raising the dead depends largely on timing. If an adventurer is immediately brought back after death, the tether between their body and soul is still strong enough that reuniting them is much easier and less dangerous than trying to resurrect someone dead for years or centuries.

If magic is used to bring a character back from the dead, everyone present becomes part of a resurrection ritual. Up to three people present for the ritual — typically members of the deceased’s adventuring party — can contribute to the ritual by attempting to call their ally’s spirit back. This could involve delivering a stirring speech, playing a song from their shared childhood, goading a rival back with a display of sword skills, confessing undying love for them, or anything else that the players or the DM consider emotionally stirring.

PART 1 | THE WORLD

 

 

Participating in the Ritual. Each of the participating characters makes an ability check. A player can tell the DM what kind of check they want to make, but ultimately the DM decides what check is appropriate based on the character’s contribution to the ritual. The baseline DC of this check is 15, but the DM can raise or lower the DC (typically anywhere between 10 and 20) if the contribution seems particularly appropriate or particularly insincere.

For example, praying to a fallen paladin’s god for mercy might require a participant to make a DC 10 Intelligence (Religion) check, whereas shouting at a dead friend’s corpse to get back up and stop lazing around might require a DC 20 Charisma (Intimidation) check. If the contribution is roleplayed in a particularly touching way, the DM can grant advantage on the check — even if the check’s DC remains high.

Resurrection Check. After all the characters’ contributions are completed, the DM rolls a single, final resurrection check with no modifier. The base DC of this check is 10, but it is modified in three ways:

  • The DC is increased by 1 for every time the character has returned to life before, as the soul’s connection to this world is slowly eroded by repeatedly dying and returning.
  • The DC is reduced by 3 for each successful contribution from the other participants in this ritual.
  • The DC is increased by 1 for each failed contribution to the ritual.

If the resurrection check is successful, the character’s soul is returned to their body (if the soul is willing, as usual). If the check fails, the soul does not return — and the character is permanently unable to be raised from the dead.

True Miracles. If a character is brought back from the dead by the true resurrection or the wish spell, or by a god, they instantly return to life without the need for a resurrection ritual. Additionally, if a character has been permanently lost due to a failed resurrection ritual, the DM can allow a casting of true resurrection or wish to begin a last-chance resurrection ritual — one that can’t be repeated if failed.

Revivify. If a spell with a casting time of 1 action is used to restore life to a creature (including the revivify spell), no one but the caster can participate in the resurrection ritual. The caster makes a quick resurrection check by rolling a d20 and adding their spellcasting ability modifier, against a DC equal to 10 + 1 for every time the character has returned to life before. On a failure, the character’s soul is not lost, but the resurrection fails and increases the DC of any future resurrection checks by 1. Further attempts to bring the character back to life must involve a spell with a casting time longer than 1 action.

PART 1 | THE WORLD

 

 

PART 2

Bardor and Genéteira

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Part 2: Bardor and Genéteira

Bardor and Genéteira are vast, dense lands with very rich histories. They have been mapped and explored over the past few centuries to give the population an overall picture of the landscape, though there are many details still unknown and ripe for exploration and adventure. The following are some of the more notable areas and landmarks on the continents.

Bardor

Kaldrheim

Seiðr Mountains

Covering the northern edge of the continent are the Seiðr Mountains, a frigid and dangerous landscape. Nomadic tribes of humans wander the windy peaks fighting to survive against the harsh climate. Travelers should also be wary of creatures such as giants, trolls, and direwolves.

Khebabuiklaladrân

Carved deep under the Seiðr Mountains is the great kingdom of the mountain dwarves of the north. Hundreds of miles of tunnels and caverns wind down into the earth where dwarves forge and enchant powerful, mysterious artifacts. Finding the entrance is incredibly difficult and few outsiders are ever invited in.

Taurëlómë

Though much of the southern part of Kaldrheim is forested, in the east is a vast dense woods called Taurëlómë, home to the forest elves of the north. Their wooded domain is difficult to navigate for outsiders and few are likely to accidentally stumble upon the treetop villages of the elves. Gnomes and firbolgs are allowed to live within the woods and occasionally interact with the elves, and trade with the humans outside the woods is also not uncommon.

Market Towns

Most of the human population live in small villages dotting the landscape. Only five market towns currently exist where humans can come to trade or practice a craft. These towns are smaller than the cities of the south, but these lively ports are the center of commerce and culture for the entire north.

The town of Veterborg sits on its small, wooded isle to the west of Kaldrheim. Along the southern coast of the mainland, overlooking the Belti Sea, are the towns of Sólbjǫrghöfn, Rúnfjǫrðr, Norðrsæti, and Vágrborg.

Belti Sea

Nestled in between Kaldrheim and southern Bardor is the Belti Sea. Popular for trade not only between the northern market towns but also with the southern kingdoms, this sea is unfortunately rich hunting ground for pirates and raiders.

The Southern Kingdoms

Glamog Mountains

The mountains of eastern Bardor, carving from the Belti Sea in the north to the southern coast of Bardor, are home to wandering tribes of orcs as well as hidden societies of goblins, hobgoblins, and perhaps even a dragon or two. Despite the danger, many travelers and adventurers can be found wandering the various mountain paths, either venturing from the human kingdoms of the east to the elven kingdoms of the west, or to seek out hidden fortresses and caverns.

Gwanunig Lakes

These two twin lakes, located in the middle of the continent, are the largest freshwater lakes on Bardor and are a popular locale for visitors and settlers. The lands surrounding them are fertile farmlands broken up by bogs and swamps.

Ereb Mountain

In the west of southern Bardor is a single forested mountain jutting out of the landscape, surrounded by huge rolling green hills called the Aearwen Hills. This beautiful, winding hillscape contains many tracks, valleys, and woods, making it an incredibly popular dwelling site for gnomes in particular. The majority of their villages can be found in the area surrounding Ereb Mountain.

Luin Bay

This massive bay in the southwest of Bardor is a busy hub of trade, fishing, and pleasure cruises. The vibrant deep blue waters provide breathtaking views all year.

Dwarven Cities

The cities of the dwarves of the south are not quite as sprawling or deep as the northern kingdom of Khebabuiklaladrân, but they are still a maze of tunnels and caverns that is very easy for outsiders to get lost in. They are also more brightly lit with torches and magic to accommodate visitors of other species.

Built under the Glamog Mountains are three massive dwarven cities: Khebabagâr in the north, Birizuathuk in the middle, and Bikhzîn’abbad to the south. A fourth city, Danakhhanâd, is some distance west under the lonely Ereb Mountain.

Elven Kingdoms

The majority of the land east of the Glamog Mountains is split up into multiple kingdoms of elves. Though the rulers here are elven, members of multiple species can be found living and working in their towns and cities.

PART 2 | BARDOR AND GENÉTEIRA

 

 

The shires of the halflings also dot the landscape, nominally part of the kingdoms they lie within but in practice they govern themselves.

There are currently seven elven kingdoms: Pertolarnad in the southwest, Nuannûn in the northwest, Côfardhon in the south along Luin Bay, Angolion and Ninion in the center, Tauron in the northeast, and Minduinath in the southeast.

Human Kingdoms

Through years of war and negotiations humanity has managed to establish three kingdoms of their own in southern Bardor. Much like the elven kingdoms, many different species can be found living within their domains, though halfling shires are practically nonexistant as humans have taken nearly all of the viable farmland for themselves.

Along the southern coast of Bardor, south of the elven kingdom Minduinath, is the kingdom of Prosgeíosi. East of the Glamog Mountains are Vóreios and Nótos.

The Underdark

Deep, deep under the Glamog Mountains, far under even the deepest parts of the dwarven cities, is a vast subterranean landscape of interconnected caverns and tunnels populated with vicious creatures and ancient magics.

Genéteira

Patrída

Aiónios Mountain

Located on the northern shore of the island, Aiónios Mountain is the largest on the island. Towering above the clouds, Aiónios Mountain is a central part to the mythology of the humans of Patrída. Their capital city, Athánato Froúrio, is built at the base of the mountain.

Távros Mountains

Covering the western half of Patrída, these mountains contain a labyrinth of caves and tunnels within which the native minotaurs dwell.

The Rìluò Empire

Shǎndiàn Sea

This lightning-shaped scar in the landscape was dealt at the end of the Infernal Invasion, serving as a lasting reminder of the war’s impact and cost. It is also an incredibly popular trade route connecting most of the empire.

Wěidàdelóng Mountains

This vast mountain range in the middle of Genéteira is home to numerous creatures and civilizations. Dragonborn cities, goliath tribes, and aarakocra nests can all be found nestled among the peaks and valleys. Numerous dragons and dragonkin can also be found

roosting, waiting for a wayward traveler to stumble into their hunting grounds.

Bormah Volcano

This massive volcano is nestled in the heart of the Wěidàdelóng Mountains. Dragonborns believe that this is where Bahamut first created them and it serves as a popular pilgrimage site.

Nánbù Mountains

A smaller mountain range along the southern coast of Genéteira, small human villages are built high in the peaks and valleys living a quieter life than the rest of the empire.

Hǎishé Bay

At the southern tip of the Wěidàdelóng Mountains is a large bay separating the empire from the Llanthu Jungle. Crossing is dangerous as numerous sea creatures make their home here.

Tiānguó Zhī Chéng

The capital city of the empire, Tiānguó Zhī Chéng sits at the very end of the Shǎndiàn Sea at the base of the Wěidàdelóng Mountains. Its ships patrol the sea, ever vigilent of another attack from the west.

Nākapristha

Devāraṇya

The capital city of Nākapristha. It was created through a joint effort between humans and elves and combines the best of both species’ architectural styles. Built of white marble naturally found on the plateau, this shining city can be seen from far off when the sun is reflecting off the walls of its buildings and temples. People from all over the plateau travel here to study the cosmos and the heavens beyond.

The Kibeera Desert

Il’Awwil Mountains

Jutting out of the middle of the desert, nestled in these mountains is a massive oasis home to the sole desert city of Markaz. It is believed that this is where the first humans evolved.

Nigeela Plains

This large area of grassy savanna makes up the southern third of the Kibeera Desert. Tribes of humans and tabaxi hunt and coexist here.

The Llanthu Jungle

Ichhuna Lake

A massive lake on the northern border of the jungle, Ichhuna Lake is the largest freshwater lake on either continent.

PART 2 | BARDOR AND GENÉTEIRA

 

 

Amaru Mountains

The Amaru Mountains, much like the surrounding landscape, are covered with dense trees that make passage incredibly difficult and hide all sorts of dangerous terrain and creatures. The mountains border the eastern edge of the Kimsantinsuyu Empire, separating them from the hidden yuan-ti cities of the east.

The Kimsantinsuyu Empire

This vast human empire nestled in the dense trees west of the Amaru Mountains and south of Ichhuna Lake is home to the vast majority of humans in the Llanthu Jungle. The empire is made up of three provinces, and where the three meet stands the empire’s capital city Hatun.

PART 2 | BARDOR AND GENÉTEIRA

 

 

PART 3

People and Cultures

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Part 3: People and Cultures

A visit to one of the great cities on the continents — Imlad Elin, Athánato Froúrio, Markaz — overwhelms the senses. Voices chatter in countless different languages. The smells of cooking in dozens of different cuisines mingle with the odors of crowded streets and poor sanitation. Buildings in myriad architectural styles display the diverse origins of their inhabitants.

And the people themselves — people of varying size, shape, and color, dressed in a dazzling spectrum of styles and hues — represent many different species, from diminutive halflings and stout dwarves to majestically beautiful elves, mingling among a variety of human ethnicities.

Scattered among these common peoples are less numerous folk: a hulking dragonborn here, pushing his way through the crowd, and a sly tiefling there, lurking in the shadows with mischief in her eyes. A group of gnomes laughs as one of them activates a clever wooden toy that moves of its own accord. And there, well out of the sunlight, is a lone drow — a fugitive from the subterranean expanse of the Underdark, trying to make his way in a world that fears his kind.

Elves, dwarves, and humans are the most populous beings on Bardor and Genéteira, but they are far from the only peoples to make their mark in city and wilderness alike.

The various peoples of the continents don’t have racial cultures. Rather, someone’s culture is based on the cities and regions in which they spend their formative years. For much of Lanwarda’s history, members of different species lived in largely monolithic enclaves. However, the relatively recent past has instilled in people the need to break down old barriers, work together, and live together.

All cities and towns have a majority population of certain species, typically based on the peoples who founded those settlements. Some people on the continents might assume that certain species have common cultural traits that unite them, but many others know that this isn’t the whole truth. A dwarf raised in Khebabuiklaladrân in the north and a dwarf raised in the city of Birizuathuk are likely to have very different attitudes about family, food, faith, and all the other factors that make up a culture. And an elf who grows up in a small human town might identify more with human values and traditions than traditional elven ones.

PART 3 | PEOPLE AND CULTURES

 

 

aarakocra

Aarakocra

From below, aarakocra look like large birds and thus are sometimes called birdfolk. Only when they roost on a branch or walk across the ground is their humanoid nature clear. Standing upright, aarakocra are typically about 5 feet tall, and they have long, narrow legs that taper to sharp talons. Feathers cover their bodies — usually red, orange, yellow, brown, or gray. Their heads are also avian, often resembling those of parrots or eagles.

The resemblance of aarakocra to birds isn’t limited to physical features. Aarakocra display many of the same mannerisms as ordinary birds. They are fastidious about their plumage, frequently tending their feathers, cleaning and scratching away any tiny passengers they might have picked up. When they deign to descend from the sky, they often do so near pools where they can catch fish and bathe themselves.

Nowhere are the aarakocra more comfortable than in the sky. They can spend hours in the air, and some go as long as days, locking their wings in place and letting the thermals hold them aloft. In battle, they can prove dynamic and acrobatic fliers, moving with remarkable speed and grace, diving to lash opponents with weapons or talons before turning and flying away.

Once airborne, an aarakocra leaves the sky with reluctance. They sometimes forget or ignore vertical distances while grounded, and they have nothing but pity for those earthbound people forced to live and toil on the ground.

Mountain Peaks

Aarakocra mostly live in small tribes on the tall peaks of the Wěidàdelóng Mountains. They share a hunting territory with a few other tribes that extends across an area up to 100 miles on a side, with each tribe hunting in the lands nearest to their colony, ranging farther should game become scarce. A typical colony consists of one large, open-roofed nest made of woven vines. The eldest acts as the leader with the support of a shaman.

These aarakocra enjoy peace and solitude. Most of them have little interest in dealing with other peoples and less interest in spending time on the ground. They love to sing, play instruments like the flute and drums, and dance with soft movements of the body.

Names. As with much of their speech, aarakocra names include clicks, trills, and whistles to the point that other peoples have a difficult time pronouncing them. Typically, a name has two to four syllables with the sounds acting as connectors. When interacting with other races, aarakocra may use nicknames gained from people they meet or shortened forms of their full names.

An aarakocra of any gender may have one of these short names: Aera, Aial, Deekek, Errk, Ikki, Kleeck, Quierk, Salleek, Urreek, Zeed

Syranita. The patron deity of the aarakocra, Syranita, shares their love of music. Her physical avatar has the appearance of a female aarakocra with silver skin and pink-gold feathers, which she often appears in just to listen to bards practice their craft. Aarakocra believe that she is the one who raised them up from birds and granted them sentience, and after death receives all aarakocra souls in her realm of endless air.

Deity Domains
Syranita Goddess of art, protection, and watchfulness

PART 3 | PEOPLE AND CULTURES

 

 

Dragonborn

The earliest dragonborn hatched from the eggs of chromatic and metallic dragons. One story holds that these eggs were blessed by the dragon gods Bahamut and Tiamat, who wanted to populate the worlds of dragons with people created in their image. Another story holds that dragons created the first dragonborn without the gods’ blessings. Whatever their origin, dragonborn have made homes for themselves in the lands of the west.

Dragonborn look like wingless, bipedal dragons — scaly, bright-eyed, and thick-boned, with horns on their heads. Dragonborn of chromatic ancestry have scales that are black, blue, green, red, or white, whereas dragonborn of metallic ancestry have scales that are the color of brass, bronze, copper, gold, or silver. When two dragonborn whose scales are of different colors produce a child, their offspring’s scales match those of one parent or the other.

Like their draconic ancestors, dragonborn can exhale acid, cold, fire, lightning, or poison. One can tell the type of energy a dragonborn breathes by the color of the dragonborn’s scales.

Cliffside Cities

To any dragonborn, the clan is more important than life itself. Dragonborn owe their devotion and respect to their clan above all else, even Bahamut. Each dragonborn’s conduct reflects on the honor of his or her clan, and bringing dishonor to the clan can result in expulsion and exile. Each dragonborn knows his or her station and duties within the clan, and honor demands maintaining the bonds of that position.

Despite their strong clan structure, many dragonborn enjoy solitude and travel on their own for long periods of time. A continual drive for self-improvement reflects the self-sufficiency of their culture as a whole and many travel to cities in other lands to learn a valuable craft. Though generally solitary they also enjoy grouping up with fellow adventurers to put their fierce draconic abilities to good use.

Permanent dragonborn settlements are sporadic and carved directly into the mountainside, but these vertical cliffside cities are the centers of dragonborn culture and most dragonborn end up spending time in them to learn a trade or study the arcane arts.

Names. Dragonborn have personal names given at birth, but they put their clan names first as a mark of honor. A childhood name or nickname is often used among clutchmates as a descriptive term or a term of endearment. The name might recall an event or center on a habit.

Male Names: Arjhan, Balasar, Donaar, Ghesh, Kriv, Nadarr, Patrin, Rhogar, Shedinn, Torinn

Female Names: Biri, Farideh, Harann, Jheri, Korinn, Mishann, Raiann, Surina, Thava, Uadjit

Childhood Names: Climber, Earbender, Leaper, Marcher, Pious, Puffer, Roarer, Shieldbiter, Wallscraper, Zealous

Clan Names: Clethtinthiallor, Drachedandion, Fenkenkabradon, Kimbatuul, Linxakasendalor, Myastan, Norixius, Prexijandilin, Turnuroth, Yarjerit

Bahamut and Tiamat. The main god of the dragonborn religion is Bahamut, The Platinum Dragon, the king of good dragonkind. His antithesis is his sister Tiamat, The Chromatic Dragon, the queen of evil dragonkind. They are forever in conflict and represent the duality of the world. Their father was Asgorath, who is worshipped by dragons as the creator of the universe. When he died in battle, Bahamut and Tiamat were created from different sides of his personality.

dragonborn

Deity Domains
Bahamut God of justice, wisdom, air, storms, and protection
Tiamat Goddess of destruction, greed, trickery, and tyranny
Asgorath God of creation, balance, and peace

PART 3 | PEOPLE AND CULTURES

 

 

dwarf

Dwarves

Resilient like the mountains, most dwarves have an affinity for stone and metal and for living underground. Squat and often bearded, the original dwarves carved cities and strongholds into mountainsides and under the earth. Bold and hardy, many dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk.

Their oldest legends tell of conflicts with the monsters of mountaintops and the depths below, whether those monsters were towering giants or subterranean horrors. Inspired by those tales, dwarves of any culture often sing of valorous deeds — especially of the little overcoming the mighty.

Khebabuiklaladrân

The mountain dwarves of Kaldrheim are stoic, strong, and hardy, accustomed to a difficult life in rugged terrain. Their kingdom of Khebabuiklaladrân extends deep under the Seiðr Mountains and is well protected against outsiders. Legendary smiths and craftspeople, they are able to masterfully weave magical enchantments into their weapons and artifacts. These enchanted artifacts are highly coveted in Kaldrheim and beyond.

Names. Each mountain dwarf can trace their lineage back through generations of family members. Along with their given name, a dwarf of the north will provide at least their father or mother’s name when meeting someone new, such as Thoduhr, son of Morgron.

  • Male Names: Alfrikr, Billingr, Dáinn, Eitri, Galar, Herrauðr, Ívaldi, Mótsognir, Regin, Suðri

  • Female Names: Einhenda, Fǫrvi, Herriðr, Iri, Lofnheid, Lyndheid, Nýi, Sindri, Túta, Varr

Ukhbamarâb. The dwarves of the north pray to their creator god Ukhbamarâb, a mighty dwarf blacksmith and enchanter formed from the deepest stones of the mountains. It was he who forged the first dwarves in his image and imbued the spark of life in them, so that they would take up their hammers to forge great artifacts and weave spells into them.

When a dwarf dies, his soul returns to Ukhbamarâb to be reforged.

Deity Domains
Ukhbamarâb God of creation, crafts, enchantment, and protection

The Hills of Southern Bardor

Similar to their northern cousins, the dwarves of southern Bardor live in grand undergound cities underneath the hills and mountains of Bardor. However, they’re much less insular and actively encourage tourism and trade from other societies. Hill dwarves are also far more eager to head out on an adventure wielding the weapons and armor they craft.

The chief unit of their society is the clan and dwarves highly value social standing. Even dwarves who live far from their own cities cherish their clan identities and affiliations, recognize related dwarves, and invoke their ancestors’ names in oaths and curses. To be clanless is the worst fate that can befall a dwarf.

Names. A hill dwarf’s name is granted by a clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarf’s name belongs to the clan, not to the individual. A dwarf who misuses or brings shame to a clan name is stripped of the name and forbidden by law to use any dwarven name in its place.

  • Male Names: Alberich, Baern, Bruenor, Dain, Eberk, Gardain, Kildrak, Rangrim, Thorin, Ulfgar

  • Female Names: Audhild, Diesa, Falkrunn, Gunnloda, Kathra, Kristryd, Liftrasa, Riswynn, Torbera, Vistra

  • Clan Names: Balderk, Battlehammer, Brawnanvil, Dankil, Fireforge, Gorunn, Holderhek, Lutgehr, Rumnaheim, Ungart

PART 3 | PEOPLE AND CULTURES

 

 

The Mordinsamman. The Morndinsamman are led by the god Moradin from the realm of Dwarfshome. It is said that Moradin was born from rock, stone, and metal when the universe first formed, and his soul was ignited by the fires of the Plane of Fire. When Lanwarda formed in the Material Plane he forged the first dwarves from the metals and gems he found, and breathed souls into them when he blew on his creations to cool them.

Deity Domains
Moradin God of creation, smithing, protection, metalcraft, and stonework
Abbathor God of greed
Berronar Truesilver Goddess of truth, home, and family
Clanggedin Silverbeard God of battle and honor
Dugmaren Brightmantle God of scholarship, discovery, and invention
Dumathoin God of secrets, mining, exploration, and guardian of the dead
Haela Brightaxe Goddess of battle and luck
Marthammor Duin God of travelers and curiosity
Mya Goddess of clan, family and wisdom
Sharindlar Goddess of healing, mercy, and fertility
Thard Harr God of survival, wilderness, and hunting
Tharmekhûl God of the forge, fire and warfare
Thautam God of magic and darkness
Ulaa Goddess of hills, mountains, and gemstones
Vergadain God of wealth and luck

The Underdark

Far from the surface, the dwarves of the Underdark, also known as duergar, live in mighty stone fortresses carved into the stone and rock surrounded by fortified cities. Often built near volcanoes, these nearly impregnable citadels are run by a ruthless king or queen. Many duergar cities rely on slave trading for their economy and will raid the surface world for captives, selling their prey to the other races of the Underdark. Duergar are, as a whole, generally cruel and malevolent creatures, but as in most evil races this is more a cultural affectation than a psychological trait, and exceptions can be found.

Names. Much like their surface kin, clans play an important part in duergar society.

  • Male Names: Brathwen, Dunnol, Finderlig, Gekh, Kurken, Lorthio, Malus, Shant, Thurn, Unger

  • Female Names: Daleen, Effran, Errde, Fonmara, Magda, Morghal, Nyzeil, Skella, Theara, Ylsa

  • Clan Names: Blackskull, Coalhewer, Duerna, Garshorn, Gloomhammer, Hilldark, Muzgardt, Nighthammer, Ridaugaur, Sunblight

Laduguer. Once a part of the Mordinsamman, the exile Laduguer is the chief god of the duergar. Along with his daughter, Deep Duerra, they plot to exact revenge on the Mordinsamman for casting them out.

Deity Domains
Laduguer God of weapons-crafting and magic
Deep Duerra Goddess of invisible magic, conquest, and expansion

PART 3 | PEOPLE AND CULTURES

 

 

Elves

Generally believed to be the oldest sentient race, even older than dragons, elves have a long history with the world. Thought to originally come from the mysterious realm of the Feywild, over time wanderlust and curiosity led many of them to explore other planes of existence, including Lanwarda.

Elves have the mystical ability to take on characteristics of the environments with which they are bonded — drow to the Underdark, high elves to natural founts of magic, and wood elves to forests. These connections grant elves access to certain kinds of magic.

They are blessed with long lives and long memories. From birth, they don’t sleep but instead enter a trance when they need to rest. In this state, elves remain aware of their surroundings while immersing themselves in their own memories. What an elf remembers during this reverie depends largely on how long the elf has lived and the events that have shaped the elf’s existence.

Elves hunt game, gather food, and grow vegetables, and their skill and magic allow them to support themselves without the need for clearing and plowing land.

Elves have pointed ears and tend to be light on their feet. Another common physical characteristic of elves is their lack of facial and body hair.

The Forests of Kaldrheim

According to legend, the forests of the north are where the first elves entered this world from the mystical realm of the Feywild. To this day, the elves of Kaldrheim have a closer bond to the natural magics of the land than any other.

Living in harmony with nature in secluded villages built high among the trees, they are unconcerned with the goings-on beyond their forests. They treat their visitors well as long as they are shown the proper respect, sometimes even using their magic to heal outsiders in need, though visitors who get on their bad side should be wary of falling ill instead.

Names. The wood elves of Kaldrheim only possess given names, having long abandoned the tradition of family or clan names. Their names are usually derived from their words for objects in nature or adjectives used to describe such things, such as Anardil (from “Anar”, the elvish name for the sun).

  • Male Names: Aldamir, Caliondo, Eärendil, Hallatan, Ingwion, Kiryandil, Meneldil, Númendil, Quennar, Valandur

  • Female Names: Ailinel, Elenwë, Faniel, Ilmarë, Lindissë, Lëa, Mairen, Nessa, Silmariën, Tindómiel

Protectors of the Wood. The elves of the north honor the ancient protectors of the woods, each one personified as an animal important to the woods. They can take both male and female forms, as well as androgynous ones; elves find the human obsession with biological sex and gender roles to be limiting and not befitting of a deity, who is beyond mortal definitions. The leader and protector of the woods is Harutaurë.

Deity Domains
Harutaurë God of nature and woodlands, battle, and protection
Farlinta Goddess of hunting, archery, wisdom, and survival
Iolosse Goddess of the snow and cold, protection from the elements, healing, magic, and beauty
Mornrámar God of the night and shadows and protector of the dead
Rettonelcë God of art, music, crafts, and mischief

elf

PART 3 | PEOPLE AND CULTURES

 

 

The Southern Kingdoms

Stretching over rolling hills and lush forests, ruled by a king or queen from their crystal palaces in the heart of their lands, the southern kingdoms of the elves are picturesque domains. Small villages dot the landscape where elves tend their fields and orchards. The cities of the kingdoms are beautiful displays of architecture and art; their layouts are planned and orderly, the streets are clean, and a lot of effort and care goes into the construction of each building.

Though still reverent of the natural world, these high elves don’t share the same connection with nature that their northern cousins do. They prefer a more academic approach to magic, favoring the arcane over the natural or divine.

Names. High elves are considered children until they declare themselves adults, some time after the hundredth birthday, and before this period they are called by child names.

On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf’s adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some elves traveling among others translate their family names into Common, but others retain the Elvish version.

  • Child Names: Ara, Bryn, Eryn, Faen, Innil, Naeris, Phann, Rael, Sai, Thia

  • Male Names: Aramil, Carric, Enialis, Galinndan, Immeral, Laucian, Mindartis, Quarion, Riardon, Tharivol

  • Female Names: Bethrynna, Caelynn, Drusilia, Felosial, Jelenneth, Naivara, Quelenna, Shava, Thia, Valanthe

  • Surnames (Common Translations): Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Naïlo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)

The Seldarine. The elven pantheon of gods, the Seldarine, is led by the god Corellon Larethian from the plane of Arvandor. Their name roughly translates to “the fellowship of brothers and sisters of the wood.” Elves believe that the first elves were born in the Feywild from blood spilt by Corellon Larethian during an ancient battle with Gruumsh One-Eye, god of the orcs. He then helped the elves cross over to the physical world into the forests of Bardor.

Deity Domains
Corellon Larethian God of magic, music, arts, crafts, poetry, and warfare
Aerdrie Faenya Goddess of air, weather, avians, rain and fertility
Deep Sashelas God of the sea, creation, knowledge, beauty, and magic
Elebrin Liothiel God of nature, gardens, orchards and harvest
Erevan Ilesere God of mischief and rogues
Fenmarel Mestarine God of chaos, the wild, and isolation
Hanali Celanil Goddess of love, romance, beauty, and art
Labelas Enoreth God of time, history, and philosophy
Rillifane Rallathil God of nature
Sehanine Moonbow Goddess of mysticism, dreams, death, and the moon
Solonor Thelandira God of archery, hunting and wilderness survival
Vandria Gilmadrith Goddess of war and justice

The Drow

The only elves to shun the surface world, the drow live in cities deep within the Underdark. Drow communities are known as city-states, although they aren’t actually organized as “states”, as much as clusters of drow led by oppressive, theocratic nobility. These city-states are run as a theocracy with ultimate, absolute power invested in the ruling priestesses. Cities are normally independent and not part of a larger drow nation, and though some have trade agreements, most frequently fall to war with one another. The drow use the very environment of the Underdark as material for their architecture and can make use of growing sedimentary structures to shape their buildings.

Names. Drow names are constructed similarly to the elves on the surface. Drow values are harsh, so naming a child Haltyrr (Deft Poisoner) or Ilraun (Greedy Destiny) isn’t an insult to them, it’s an encouragement. Some names, however, might be chosen or given later in life. Jyslara (Relentless Cynic) likely chose that name after years of wry observations. Talra (Gullible Prey) could have disgraced herself enough to have been forcefully renamed — and she might be willing to do anything to get her old name back.

  • Male Names: Alton, Belaern, Filraen, Ghaundar, Ilmryn, Jevan, Narissorin, Rinnill, Seldszar, Vlondril

  • Female Names: Alaunirra, Chandara, Elvanshalee, Greyanna, Imrae, Larynda, Pellanistra, Rilrae, Xalyth, Zendalure

  • Surnames: Blaerabban, Cormrael, Elpragh, Hunzrin, Jhalavar, Mizzrym, Rhomduil, T’sarran, Vrammyr, Zaphresz

PART 3 | PEOPLE AND CULTURES

 

 

drow

The Dark Seldarine. The drow worship their own pantheon of gods, the Dark Seldarine, led by Lolth, the Spider Queen. She used to be part of the Seldarine before falling from their ranks.

Deity Domains
Lolth Goddess of assassins, chaos, darkness, drow, evil, and spiders
Eilistraee Goddess of beauty, dance, hunting, moonlight, song, and swordwork
Ghaunadaur God of all things subterranean, jellies, oozes, outcasts, rebels, ropers, and slimes
Kiaransalee Goddess of undead and vengeance
Selvetarm God of drow warriors
Vhaeraun God of drow males, evil activity on the surface, territory, and thievery

Nākapristha

High up on the plateau of Nākapristha, the elves that live here believe that they are the closest to the gods and their divine magic. Mostly living in small towns nestled in secret glades and valleys, celestial elves maintain consistent lines of trade and communication with each other as well as the human cities on the plateaus. These towns are led by an elder priest or priestess and great value is placed on religious education.

The jewel of the plateau is the great white marbled city of Devāraṇya. Here, elves, humans, genasi, and visitors from other cultures live and work together, studying the stars and the gods beyond. Temples to every known god can be found and are open to all.

Names. Celestial elves are generally given 3 names throughout their lives. At birth they’re given a first name by their father, which is usually based on the father’s or mother’s name. Often the suffix of the parent’s name is changed to “ion” meaning “son of” or to “iel” or “ien” meaning “daughter of”.

The second name is either given by the mother or chosen by the child, but only if the child is old enough and knows themself well enough to be able to choose a name that fits. The third name is a name that can be given by anybody and can be compared to nicknames, as these names usually reflect an achievement or accomplishment of said elf or a physical attribute.

  • Child Names: Aphedriel, Gwedhriel, Harnion, Horthrien, Leithriel, Norion, Peldirion, Rhossolassien, Talathiel, Tunnion

  • Male Names: Aglaron, Ballimen, Calad, Cîldir, Goston, Preston, Ruindolchanar, Silevrendir, Tavorchon, Uialben

  • Female Names: Andis, Celeblassel, Forndis, Glamrenil, Hwingwen, Iôldis, Nagril, Padradis, Sîrhel, Thôrhel

Given their great fascination with the gods, the elves of Nākapristha recognize the gods of all elven cultures.

Jungle Tribes

The wild elves of the Llanthu Jungle eschew the trappings of civilization in favor of life in small, nomadic tribes. They are a primal and withdrawn people, more connected with nature than most of their elven kin, and are incredibly gifted hunters. Their fleet feet carry them quickly and stealthily through their native jungles. They have been known to give aid to other hunters who enter their forests and keep a respectful distance from their homes and families. They prefer to wear as little clothing as possible and choose instead to adorn themselves with other decorations like tattoos, feathers, bells, or body paint.

Names. Wild elves receive their names on their second birthday. Their names are simple, often reflecting the surrounding landscape or noble actions, and they have no surnames.

An elf of any gender may have one of these names: Ael, Brenior, Dae, Dol, Faror, Gwaew, Lûg, Maethor, Peng, Thangur

Nature Spirits. Compared to other elves, the elves of the Llanthu Jungle have a different approach to spirituality. Their religious practice is very informal and rooted in animistic traditions that recognize a greater pantheon of nature spirits. They believe that each member of their race have a companion spirit animal that provide spiritual guidance and protection.

PART 3 | PEOPLE AND CULTURES

 

 

Firbolgs

Distant cousins of giants, the first firbolg wandered the primeval forests of Bardor, and the magic of those forests entwined itself with the firbolgs’ souls. That magic still thrums inside a firbolg, even one who has never lived under the boughs of a great forest.

Firbolgs are covered in thick fur, ranging from earthy colors like brown and ruddy red, to cool grays and blues. Their faces are somewhat cow-like, having long, floppy, pointed ears and broad, pink noses.

Forest Strongholds

Firbolgs live in small, unconnected strongholds hidden within the forests of Kaldrheim. Each stronghold houses a single clan of firbolgs which can contain 4—20 members. Clan members are not necessarily related by blood but regard each other as family nonetheless.

Firbolgs have a talent for druidic magic. Their cultural reverence for nature, combined with their strong and insightful minds, makes learning such magic an instinctive part of their development. Firbolgs who become druids serve as stronghold leaders.

Strongholds are surrounded by walls made from wood from the forest around them, with a single large gate and a couple defensive towers with catwalks between them. These strongholds are well-hidden from travelers by the firbolgs’ natural druidic magic; it is very rare for an outsider, especially of a different species, to be invited in.

firbolg

Names. Firbolg adopt wood elf names when they must deal with outsiders, although the concept of names strikes them as strange. They know the animals and plants of the forest without formal names, and instead identify the forest’s children by their deeds, habits, and other actions.

By the same token, their tribe names merely refer to their homes. When dealing with other races, firbolgs refer to their lands by whatever name the surrounding folk use, as a matter of tact and hospitality, but among their own kind they simply call it “home.” Sometimes firbolgs adopt the nicknames or titles outsiders give them under the assumption that those who need names can call them whatever they wish.

Iallanis and Hiatea. Firbolgs worship the giant sisters Iallanis and Hiatea, who protect and love all giantkind and hope that one day all can live in harmony.

Deity Domains
Iallanis Goddess of peace, mercy, and love
Hiatea Goddess of nature, agriculture, hunting, and protection

PART 3 | PEOPLE AND CULTURES

 

 

genasi

Genasi

Tracing their ancestry to the genies of the Elemental Planes, each genasi can tap into the power of one of the elements. Air, earth, fire, and water — these are the four pillars of the Material Plane and the four types of genasi. Some genasi are direct descendants of a genie, while others were born to non-genasi parents who lived near a place suffused by a genie’s magic.

Genasi inherit something from both sides of their dual nature. They resemble humans but have unusual skin color (red, green, blue, or gray), and there is something odd about them, such as hair of flames or skin as polished as gemstones. The elemental blood flowing through their veins manifests differently in each genasi, often as magical power.

Seen in silhouette, a genasi can usually pass for human. A given genasi might have some features reminiscent of the mortal parent (pointed ears from an elf, a stockier frame and thick hair from a dwarf, small hands and feet from a halfling, exceedingly large eyes from a gnome, and so on).

Genasi almost never have contact with their elemental parents. Genies seldom have interest in their mortal offspring, seeing them as accidents. Many feel nothing for their genasi children at all.

Nākapristha

As rare beings, there are no great genasi cities or empires. Most genasi are born on Nākapristha, and many of them choose to remain on the great plateau living in the towns of the elves and humans there. They are accepted and respected as people touched by otherworldly power.

Those who travel abroad have a harder time than those who remain behind. The more strange their appearance, the more difficult it is to blend in. Many genasi lose themselves in teeming cities, where their distinctiveness hardly raises an eyebrow in places accustomed to a variety of different people. A few genasi might manage to leave the Material Plane entirely to find refuge in the households of their genie parents.

Names. Genasi use the naming conventions of the people among whom they were raised. They might later assume distinctive names to capture their heritage, such as Flame, Ember, Wave, or Onyx.

There is no central genasi religion. Those that seek religion often pray to the gods of the culture they grow up in, or seek out lesser-known gods that share an affinity with their element.

PART 3 | PEOPLE AND CULTURES

 

 

gnome

Gnomes

A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play.

The earliest gnomes were seldom seen by other folk due to the gnomes’ secretive nature and their propensity for lairing in sylvan forests, hillside burrows, and sprawling warrens under mountains. What they lacked in size, they made up for in cleverness and cunning. They confounded predators with elaborate traps and low, narrow, labyrinthine tunnels.

Gnomes are petite folk with big eyes, pointed ears, and wistful imaginations. Harkening back to a time when their ancestors hid in tunnels and under thick forest canopies, many gnomes like the feeling of a roof over their head, even if that “roof” is nothing more than a hat.

Forests and Rocks

The forest gnomes of Kaldrheim are more shy than their southern cousins. Their villages are hidden by magic within trees, under rocks, or behind waterfalls, and even though they are friendly with elves and firbolgs they still rarely interact with outsiders. Gnomes are adept at using their illusion magic to cover any signs of activity to outsiders; some humans believe that certain rocks or woods are inhabited by a spirit, when in reality it is just a well-hidden gnome family.

They protect the land they live on from any misuse or harm. If they encounter traps set by humans, they will mess with them so that the trap will instead be harmful to the trapper. Otherwise, they are happy to move quietly through the land and leave no trace that they were ever there.

Names. Forest gnomes love names, and most have a half dozen or so. A gnome’s mother, father, village elder, aunts, and uncles each give the gnome a name, and various nicknames from just about everyone else might or might not stick over time. Gnome names are typically variants on the names of ancestors or distant relatives, though some are purely new inventions.

  • Male Names: Alvyn, Boddynock, Dimble, Fonkin, Gimble, Kellen, Namfoodle, Roondar, Sindri, Warryn

  • Female Names: Bimpnottin, Caramip, Donella, Ellyjobell, Loopmottin, Nissa, Orla, Roxis, Waywocket, Zanna

  • Nicknames: Ashhearth, Badger, Cloak, Doublelock, Filchbatter, Fnipper, Nim, Oneshoe, Sparklegem, Stumbleduck

The Odin Heth ba Tavros. The gods of the northern gnomes are seven happy, simple sprites. Collectively referred to as the Odin Heth ba Tavros, or the “seven siblings in the forest”, they are siblings said to live together in a little hut at the end of the rainbow. Their home serves as the gateway to the realm of Tavrobel, a great peaceful forest where the gnomes of Kaldthjem go when they die.

Each god has a birthday which is celebrated as a holiday by the gnomes of Kaldrheim. The village will traditionally place a birthday gift in that god’s shrine; if they are pleased with the gift, the god will look on the village more favorably for the next year and may lend a helping hand from time to time.

Deity Domains
Brahth God of cooking and hearth and home
Dairtha Goddess of play, fun, music, and mischief
Dulwen God of feasting and resting
Brigol Goddess of hiding and humility
Cruith God of personal beauty and cleanliness
Drab God of hard work and labor
Gresta Goddess of community, protection, and support

The Southern Kingdoms

Though they prefer to keep their villages hidden under forests and hills, unlike their northern kin rock gnomes are more than happy to welcome visitors, ushering them into their bright, warm burrows. Their towns are a bustle of activity and the clanging of tinkering and inventing can be heard at all hours of the day.

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Rock gnomes have a natural inventiveness and hardiness beyond that of other gnomes, always eager to tinker and innovate new trinkets and technologies. They are the most likely gnomes to travel the world at large and love telling jokes, many of them possessing a mischievous streak.

Names. Unlike their northern cousins, the gnomes of southern Bardor interact more with cultures who are “stuffy” about names and have learned to use no more than three names: a personal name, their clan name, and a nickname.

  • Male Names: Alston, Brocc, Burgell, Eldon, Frug, Jebeddo, Orryn, Seebo, Wrenn, Zook

  • Female Names: Breena, Carlin, Duvamil, Ella, Lilli, Mardnab, Nyx, Roywyn, Shamil, Tana

  • Clan Names: Beren, Daergel, Folkor, Garrick, Murnig, Ningel, Raulnor, Scheppen, Timbers, Turen

  • Nicknames: Aleslosh, Dustsnorter, Eartwister, Fizzlebang, Gemfinger, Littlefoot, Muckbuckle, Pock, Slatenose, Slyfox

The Lords of the Golden Hills. The rock gnomish pantheon of gods, called the Lords of the Golden Hills, is led by the god Garl Glittergold. Gnomes say that Garl Glittergold came down from the Golden Hills to explore the world when it first formed in the Material Plane. He discovered the first gnomes while exploring a cavern deep within the earth. He told them a joke and led them to the surface to explore their new home.

Deity Domains
Garl Glittergold God of luck, protection, humor, and trickery
Baervan Wildwanderer God of forests, nature, and travel
Baravar Cloakshadow God of illusions and deception
Callarduran Smoothhands God of earth and protection
Flandal Steelskin God of mining, smithing, and battle
Gaerdal Ironhand God of protection, vigilance, and combat
Gelf Darkhearth God of entropy and revenge
Nebelun God of disguise and wonder
Ril Cleverthrush God of invention, creation, and sky
Segojan Earthcaller God of earth, nature, and the dead
Urdlen God of greed, bloodlust, evil, hatred and blind destruction

The Svirfneblin

Dwelling deep in the oppressive darkness of the Underdark, the svirfneblin are serious and suspicious creatures. Children are an extremely important part of svirfneblin society, in part due to a low birthrate relative to the mortality rate. When they reach adolescence, children are quickly apprenticed to masters in whatever trade they are expected to take on.

Svirfneblin settlements are usually centered in a single large cavern, surrounded by an interlocking set of tunnels and other caverns into which the city spreads. Typically cut off from all outside contact, even from other svirfneblin settlements, many inhabitants never venture out of their havens, instead crowding together for protection. Svirfneblin live in harmony with the rocks they carved and their natural environment. They are skillful artisans who create functional homes without destroying the natural beauty of their habitat.

Names. Svirfneblin names are toned down compared to other gnome names. They don’t usually have nicknames, and their clan names reflect what their clans are known for, whether it be their occupation, skills, or another element.

  • Male Names: Bregick, Dulde, Frundun, Gidmun, Gradlat, Krockhar, Schnaaddlin, Togall, Wudlu, Zhiglull

  • Female Names: Badirra, Daski, Ghurbarre, Husgies, Krenyell, Mashidda, Mesga, Nerthenni, Shugee, Yadde

  • Clan Names: Cobbleloader, Fossilsmelter, Geomug, Jadecleanser, Lodgeshoveler, Millhead, Rubysniffer, Scrapgrinder, Slabfist, Zincsenser

Nivi Rhombodazzle. The svirfneblin worship only one goddess, Nivi Rhombodazzle. She was once a mortal gnome with a penchant for gambling and games of chance. She was not addicted to winning so much as playing the game. Unfortunately, this attitude led her to owe a lot of money to a lot of people, which eventually forced her to flee from some of her more powerful creditors.

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Fleeing deep within the earth, she discovered a special gem which she was able to trade to the Lords of the Golden Hills in exchange for divinity.

Deity Domains
Nivi Rhombodazzle Goddess of gambling, gems, caves, and stealth

The Desert Sands

No one is quite sure when the first gnomes crossed the sea from their home continent of Bardor; sand gnome villages have been hidden within the sand and rock of the Kibeera Desert for as long as anyone can remember. These gnomes have a natural ability to survive in harsh terrain and can use their magic to purify any food and drink they find.

They live under the hills and dunes in or near desert oasis, sleeping during the day and coming out to feast and dance in the moonlight. Sand gnomes are known for their hospitality among travelers and will invite any friendly face to join their celebrations. Many times they have saved a lost, weary traveler from certain death.

They have a nack for mining precious ore from deep under the ground, so despite their isolation some human merchants will make the journey across the sands to trade with them.

Names. In order to survive the harsh desert, sand gnome clans stick together no matter what. Their clan’s name is most important to a gnome and they carry it with pride, only having one given name so as not to pull attention away from it.

  • Male Names: Alhik, Erlen, Fellin, Horkur, Lolin, Nesben, Ronser, Sadon, Yepip, Zogon

  • Female Names: Celceli, Daphihana, Fenssa, Heslin, Lilgani, Nipine, Qici, Refi, Tifaqaryn, Wronoa

  • Clan Names: Babblefern, Copperhold, Glitterreach, Hilrarotack, Luckyrock, Nibleleble, Purgaresick, Siglepegle, Thunderstand, Wumlomp

The Ladies of the Golden Hills. The gnomish pantheon of southern Bardor, the Lords of the Golden Hills, are all male. Nothing is written about what happened to the goddesses; the Lords of the Golden Hills have nothing to say on the matter except to betray a hint of ancient sadness.

It is believed that the gnomes of the desert descend from a group of gnomes who left their homeland long ago in search of the Ladies of the Golden Hills. Though they haven’t been found yet, the sand gnomes still believe these nameless goddesses are looking down on them and protecting them in this harsh land.

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Goliaths

Few folk can claim to have seen a goliath, and fewer still can claim friendship with them. The first goliaths lived on the highest mountain peaks - far above the tree line, where the air is thin and the frigid winds howl. Distantly related to giants and infused with the supernatural essence of their ancestors’ mountainous home, goliaths stand between 7 and 8 feet tall and have a wide array of skin tones resembling different types of stone.

Their bodies look as if they are carved from mountain stone and give them great physical power. Their spirits take after the wandering wind, and their hearts are infused with the cold regard of their frigid realm.

Mountain Tribes

The nomadic tribes of the Wěidàdelóng Mountains wander a bleak realm of rock, wind, and cold. Food, water, and shelter are rare in the uppermost mountain reaches. A single mistake can bring doom to an entire tribe, while an individual’s heroic effort can ensure the entire group’s survival.

Goliaths thus place a premium on self-sufficiency and individual skill. They have a compulsion to keep score, counting their deeds and tallying their accomplishments to compare to others. Goliaths love to win, but they see defeat as a prod to improve their skills.

In some ways, the goliath drive to outdo themselves feeds into the grim inevitability of their decline and death. A goliath would much rather die in battle, at the peak of strength and skill, than endure the slow decay of old age. Few folk have ever meet an elderly goliath, and even those goliaths who have left their people grapple with the urge to give up their lives as their physical skills decay.

Because of their risk-taking, goliath tribes suffer from a chronic lack of the experience offered by long-term leaders. They hope for innate wisdom in their leadership, for they can rarely count on a wisdom grown with age.

Among the goliaths of the mountains, any adult who can’t contribute to the tribe is expelled. A lone goliath has little chance of survival, especially an older or weaker one. Goliaths have little pity for adults who can’t take care of themselves, though a sick or injured individual is treated, as a result of the goliath concept of fair play.

Names. Every goliath has three names: a birth name assigned by the newborn’s mother and father, a nickname assigned by the tribal chief, and a family or clan name.

Birth names are rarely linked to gender. Goliaths see females and males as equal in all things, and they find societies with roles divided by gender to be puzzling or worthy of mockery. To a goliath, the person who is best at a job should be the one tasked with doing it.

goliath

A goliath’s nickname is a description that can change on the whim of a chieftain or tribal elder. It refers to a notable deed, either a success or failure, committed by the goliath. Goliaths assign and use nicknames with their friends of other races, and change them to refer to an individual’s notable deeds.

Goliaths present all three names when identifying themselves, in the order of birth name, nickname, and clan name. In casual conversation, they use their nickname.

  • Birth Names: Aukan, Eglath, Gae-Al, Ilikan, Keothi, Lo-Kag, Manneo, Paavu, Thotham, Uthal, Vimak

  • Nicknames: Bearkiller, Dawncaller, Horncarver, Keeneye, Lonehunter, Rootsmasher, Skywatcher, Steadyhand, Threadtwister, Twice-Orphaned

  • Clan Names: Anakalathai, Elanithino, Gathakanathi, Kalagiano, Katho-Olavi, Kolae-Gileana, Ogolakanu, Thuliaga, Thunukalathi, Vaimei-Laga

Respect for the Land. Goliaths respect and revere the natural world, and goliath adventurers commonly draw on the primal forces of the land. Druids and shamans are more common among them than clerics, and goliath priests — known as “skywatchers” or “sunspeakers” — invoke the spirits of nature and their ancestors rather than calling on any distant gods.

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Halflings

Valuing life, home, and hearth, halflings gravitate toward bucolic havens where family and community help shape their lives. That said, many halflings are blessed (some might say cursed) with a brave and adventurous spirit that leads them on journeys of discovery, affording them the chance to explore a bigger world and make new friends along the way. Their size — being not unlike that of a human child — helps them avoid unwanted entanglements and slip into and out of tight spaces.

Anyone who has spent time around halflings, and particularly halfling adventurers, has likely witnessed the storied “luck of the halflings” in action. When a halfling is in mortal danger, it seems as though an unseen force intervenes on the halfling’s behalf. Many halflings believe in the power of luck, and they attribute their unusual gift to one or more of their benevolent gods.

Halflings appear relatively harmless and so have managed to survive for millenia in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds. Halflings’ skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are rare among them and mustaches even more so. They like to wear simple, comfortable, and practical clothes, favoring bright colors.

Halfling practicality extends beyond their clothing. They’re concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their treasures locked in a cellar rather than on display for all to see.

The Shire

Most halflings live in their quite shires in the fertile lands of southern Bardor away from the politics of the larger kingdoms. Small farms and well-kept groves centered around a shire town, shires are self-sufficient and self-governing and the residents are content to work on their farms or knock back a few pints of beer at the end of a hard day’s work. Some shires are more welcoming of guests than others, depending on their proximity to major roads and waterways.

Some halfling communities travel as a way of life, driving wagons or guiding boats from place to place and maintaining no permanent home. Those halflings that prefer a life of adventure away from their communities can be found in towns and cities throughout the kingdoms of Bardor and the continents beyond.

Names. A halfling has a given name, a family name, and possibly a nickname. Family names are often nicknames that stuck so tenaciously they have been passed down through the generations.

  • Male Names: Alton, Cade, Errich, Garret, Lyle, Merric, Perrin, Reed, Roscoe, Wellby

  • Female Names: Bree, Callie, Euphemia, Jillian, Lavinia, Nedda, Paela, Seraphina, Trym, Verna

  • Family Names: Brushgather, Goodbarrel, Greenbottle, High-hill, Hilltopple, Leagallow, Tealeaf, Thorngage, Tosscobble, Underbough

Yondalla’s Children. Yondalla was given little respect among the other gods, having no species to call her own. After she was banished from the divine councils she decided to create her own race on the fertile fields and meadows of Lanwarda. She took elements she admired from the other species and assembled the first halfling.

Deity Domains
Yondalla Goddess of family, law, and protection
Arvoreen God of defense and guardians
Brandobaris God of stealth, thieves, and adventuring
Cyrrollalee Goddess of friendship, trust, and home
Sheela Peryroyl Goddess of nature, agriculture, and romantic love
Urogalan God of earth and death

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human

Humans

Found throughout the continents, humans are as varied as they are numerous. They are relatively short-lived, but they strive to achieve as much as they can in the years they are given. They are skilled pioneers and artisans. They are builders of nations, roads, cities, and ships. They strive to secure their place in the world and in the annals of history by creating art, amassing wealth, making laws, and questing for immortality. Their ambition and resourcefulness are commended, respected, and feared.

Humans are as diverse in appearance as the people of Earth, and they have many gods.

Kaldrheim

The northern country of Kaldrheim is a harsh land. A few market towns are spread out along the landscape, mostly along the southern coast, where craftsmen work their trade and jarls rule from their longhouses. But most of the sparse human population are spread out among the hills and fjords in small clusters of three or four families just trying to farm and fish enough food to survive. The people of the north are also skilled sailors, able to navigate the fjords, rivers, and seas of their homeland.

A subset of the humans of the north reject the mundane trappings of domestic life, instead wandering the Seiðr Mountains in small tribes led by a krigsfar or krigsmor. They spend their short, violent lives battling against the elements, monsters, and other tribes in order to survive. Though their lives are harsher, they believe that they are living as the gods intended.

Names. The humans living in the villages and towns of Kaldrheim are given first names and take one of their parents’ names for their last name, appending it with “son” or “dóttir” depending on their gender identity. The humans of the northern mountain tribes only have first names.

  • Male Names: Arne, Bjorn, Erik, Finn, Garth, Hjalmar, Mikel, Rolf, Sven, Viktor

  • Female Names: Birgit, Disa, Elsa, Inge, Jette, Liv, Oddveig, Rona, Torunn, Ulla

The Val-Tivar. Dwelling in the realm of Ragnalönd, these warrior gods reflect the power and passion of the people of the north. Led by the great god Drengr and his wife Konapari, they and their seven children rule from their own halls and oversee their divine domains. Much like a real family, they often quarrel with each other over petty disputes. After death, most souls are sent to Dauði’s hall, but a select few paragons may be chosen to reside in their patron’s halls.

Deity Domains
Drengr God of knowledge, war, and courage in battle
Konapari Goddess of fertility, birth, and motherhood
Ársæll God of the harvest and land
Dauði Goddess of death
Dynja Goddess of storms and the sea
Gríma God of thieves and trickery
Járn God of fire and the forge
Kveldva Goddess of winter and hunting
Skáld God of songs and music

The Southern Kingdoms

The lush, rolling hills of southern Bardor were too tempting for humanity to ignore. Thousands of years ago the military of Patrída first attempted to gain a foothold in these lands; ever since, humans and elves have been struggling against each other to carve out enough land for their kingdoms.

Run by a king or queen in a feudal system, these kingdoms vary in size and economic prosperity. The capital cities of each are centers of culture and arts, but the surrounding towns and villages are more of a mixed bag. Some of the local lords are fair and treat their peasants with respect, some might be singularly focused on expanding their lands, and others are lazy gluttons that take their land’s riches for themselves and leave nothing for their people.

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The first human kingdoms brought their gods with them from Patrída and they still worship the same pantheon to this day. They also have similar names.

Patrída

This rocky island nation is the origin of humanity’s push into Bardor and is said to host the strongest military in the known world. Despite being stereotyped as a violent, warmongering nation, not all of Patrída’s people and resources are devoted to war.

Numerous large, well-fortified cities dot the island. These cities are open to visitors of all species and cultures, and anyone regardless of background has equal opportunity to thrive in a career of their choice. Inventors and artificers combine magic and technology to create technological wonders more advanced than anywhere else in the known world.

Names. The humans of Patrída have both a given name and a family name. The family names originally came from place names, nicknames, or occupations.

  • Male Names: Achaicus, Boreas, Dimitrios, Georgios, Ioannis, Kyros, Nikolaos, Praxis, Vernados, Xanthus

  • Female Names: Athena, Daphne, Ellie, Helena, Kyrie, Orianthe, Rhea, Sophelia, Theta, Zanthe

  • Family Names: Angelidis, Cosmatos, Devetzi, Georgiadis, Giannoulis, Karatasos, Kouyioumtzis, Melas, Papadelis, Stamatelopoulos

The Gods of Aiónios Mountain. It is believed that the top of Aiónios Mountain is the entrance to the land of the gods. Led by Vrontí and his queen Gámos, the gods of Patrída can be fickle with their blessings but will be there when they’re needed most.

Deity Domains
Vrontí God of the sky, thunder, lightning, and justice
Agápi Goddess of love and beauty
Anáptyxi Goddess of agriculture, harvest, and growth
Epistími God of science and progress
Estía Goddess of the hearth and home
Fotiá God of fire, metalworking, and crafts
Gámos Goddess of marriage and childbirth
Grafí God of writing, travel, trade, and thieves
Krasí God of wine, celebration, festivals, theater, and madness
Kynígi Goddess of the hunt, wilderness, animals, and the moon
Pólemos God of courage, war, and bloodshed
Sitirá Goddess of grain, wheat, and the spring
Sofía Goddess of wisdom, reason, strategy, and peace
Téchnes God of music, arts, poetry, and healing
Thánatos God of death and the underworld
Tyfónas God of the sea, floods, droughts, and earthquakes
Vouná God of mountains

The Rìluò Empire

The massive empire of the west was first created over 900 years ago at the end of the Infernal Invasion and is still going strong to this day. The war still looms large in the minds of the people and contributes to the strong patriotism felt by the population: the empire stands strong together, ready for any future invasions from across the sea.

Ruled by an emperor or empress, the empire is split into smaller provinces for administrative purposes, each one larger than most kingdoms, which are in turn split into smaller and smaller districts. Numerous historians describe the empire as one of the greatest eras of orderly government and social stability in human history.

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Unlike the humans of the north, the lines between socioeconomic classes are more blurred. Trade brings not only goods but also ideas across the entire empire, the distinction between town and country is less defined as many farming villages are near or even within the walls of a city, and artisans are encouraged to work on their local farms during peak periods.

Names. Rìluò human names consist of a mono-symbolic family name, which comes first, followed by a given name, which is almost always disyllabic. Their names usually have strong, pleasant meanings such as “beauty”, “flowers”, “power”, or “bravery”.

  • Male Names: Bocheng, Haoran, Haoyu, Junjie, Mingtao, Nianzhen, Shilei, Xiaodan, Yichen, Zihao

  • Female Names: Chanjuan, Dongmei, Huiying, Jiali, Lanfen, Meilian, Mengyao, Xinyan, Yutong, Zetian

  • Family Names: Chen, Huang, Li, Liu, Wang, Wu, Yang, Zhao, Zhang, Zhou

Folk Gods. The people of the Rìluò Empire venerate a vast, ever-expanding pantheon of hundreds of gods. Many of these gods are ancestors who became deities for their heavenly achievements, while others are personifications of the stars and constellations.

Nākapristha

High up on the Nākapristha plateau, human civilization is more concerned with their place in the cosmos than with the politics of Lanwarda. Many small farming and herding villages are scattered across the plateau where people peacefully go about their daily lives. Most people live their whole lives on the plateau.

Near the middle of the plateau is the capital city of Devāraṇya. Here, elves, humans, genasi, and visitors from other cultures live and work together, studying the stars and the gods beyond. Temples to every known god can be found and are open to all. Everyone on the plateau is encouraged to spend at least a couple years in the city studying astronomy, religion, or divine magic.

Names. Humans on the plateau usually have three or more names. Their given name, then one or two middle names which are usually the names of their parents, and then their family name. Family names are often based on an ancestor, an occupation, or derived from a place of ancestral origin.

  • Male Names: Arjun, Dev, Ishan, Kalpen, Krish, Moksh, Parin, Rishi, Sajan, Veer

  • Female Names: Aashvi, Divya, Eesha, Jivika, Kimaya, Lakshmi, Meera, Sarika, Sita, Uma

  • Family Names: Baranwal, Bhattar, Chamar, Kamath, Marwari, Nadkarni, Purohit, Sandhu, Shukla, Wamankar

The Creator. The humans of Nākapristha believe that time is cyclical, with no beginning and no end. Kartṛ, the Creator, is born at the beginning of every cycle and creates all life on the planet. Kāla then appears to end the world and the cycle repeats.

Deity Domains
Kartṛ The Creator
Ārkṣa Goddess of the stars and cosmos
Balaja God of anger, aggression, war, and the personification of the fourth planet in the solar system
Bhiṣaj God of healing
Dānu God of courage and power
Dhena Goddess of rivers
Devavidyā God of science and knowledge of the divine
Jālaka God of magic and illusions
Kāla Goddess of time, decay, destruction, and death
Kulamārga God of strength and honesty
Mahasa Goddess of knowledge, learning, the arts, and the personification of the first planet in the solar system
Medhāvat God of wisdom and remover of obstacles
Nirghāta God of thunder, rain, and storms
Oṃkārā Goddess of natural and divine energy
Pācana Goddess of food and cooking
Priyaṃkara Goddess of kindness, humanity, and beauty
Raṅga Goddess of love, beauty, wealth, sex, fertility, and the personification of the second planet in the solar system
Ravi God of the sun
Sāmya God of justice, karma, and the personification of the sixth planet in the solar system
Soma Goddess of the moon
Vahni God of fire, cleansing, and the personification of the fifth planet in the solar system

Desert Villages

The people of the Kibeera Desert battle a harsh, unforgiving environment every day. In the vast sandy dunes of the north, population centers cluster around any sources of water they can find such as a small river or oasis. In contrast to the surrounding desolate landscape, the buildings of the human villages are constructed much like pottery, with coiled spirals gradually coming together in a domed roof that is then covered by grass and straw, which are then brightly painted. The village is led by an elected chief, though they are not treated as being in a higher social class; they are simply the person with the final say in decisions.

Nomadic tribes wander the desert herding livestock and trading goods between villages. Some tribes also work as guides leading trade caravans through the desert, often leading them by hidden gnome villages where they can trade some of their goods for gold and water.

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In the savannas of the south, small farming villages dot the landscape. Humans trade and share hunting territory with local tabaxi tribes, mostly living in harmony with each other. They also exchange goods and news with merchants traveling up from the Llanthu Jungle to the south.

At the foot of the Il’Awwil Mountains in the middle of the desert is the sole desert city of Markaz. Large and populous, this center of arts and culture is a destination that most people in the desert try to see at least once in their lives. Ruled by a pharaoh, the city is the oldest human settlement on the planet.

Names. Ancestry is very important to the humans of the desert. In addition to a given name and a clan name, which is usually the name of a distant ancestor, they also include their parents’ and grandparents’ names as part of their full name, separated by ibn (“son of”) or bint (“daughter of”). For example, Fatimah bint Tariq ibn Khalid Al Goswami would be “Fatimah, daughter of Tariq, son of Khalid, of clan Goswami”.

  • Male Names: Aali, Basir, Faysal, Hadi, Idris, Malik, Nadeem, Qadir, Rifat, Sayid

  • Female Names: Aaminah, Danya, Fareeha, Jalila, Layla, Rabab, Raisa, Sa’Dia, Thana, Uzma

The Gods of the Sun. The humans of the desert believe that the world first emerged from the primordial chaos of the multiverse. The god Shams then emerged from the top of the Il’Awwil Mountains and created the sun to light the world. The sun drew out the other gods, and together they created the first humans at the base of the mountains.

Deity Domains
Shams God of the sun and creation
Aaasifa Goddess of chaos, storms, and the desert
Ailm God of knowledge, writing, and the moon
Hiba Goddess of crafting
Himaeya God of the sky, war, and protection
Mahsool God of agriculture
Mazzeeka Goddess of love, music, dance, and motherhood
Nahr God of rivers and water
Nizaam God of truth, justice, and order
Saad God of hunting
Saaliha Goddess of fertility and childbirth
Sihriyya Goddess of magic, funeral rites, and death
‘Utta Goddess of cats and protection from evil
Wafaet God of judgement and death

The Kimsantinsuyu Empire

Separated from the rest of the continent by mountains, desert, and jungle, the people of the Llanthu Jungle are far removed from other civilizations. The majority of the human population falls within the Kimsantinsuyu Empire, though some live in small villages outside its borders. A few trade routes connect the cities of the Kimsantinsuyu Empire to the Kibeera Desert and the Rìluò Empire allowing for the flow of goods and information.

Most people live in small self-sustaining villages nestled throughout the jungle, each one consisting of a single clan made up of a handful of families. These clans often specialize in a single skill or trade. The empire’s economy mostly functions on barter and trade; currency is a rarity, only exchanging hands in the capital cities in certain situations, so people are expected to pitch in and help each other out without expecting payment.

The capital cities are built with stonework that would impress even a dwarf. Their massive stone buildings and temples rise out from the surrounding jungle welcoming all to visit and marvel. A system of highways and bridges were built ages ago to help the people navigate the treacherous landscape, still standing strong to this day.

Names. The humans of the Kimsantinsuyu Empire do not have surnames. They are given their name as soon as they’ve weaned, and their name can be anything that best describes the child.

  • Male Names: Caian, Kichka, Lasta, Llipya, Manqu, Ollanta, Paqari, Qamya, Samiyuq, Waywa

  • Female Names: Achiq, Chirapa, Hawka, Inkasisa, Lliphipiq, Ninasisa, P’anka, Qhawa, Sachat’ika, Umiña

Yachachiq. The people of the Llanthu Jungle pray to a pantheon of gods led by the creator god Yachachiq. The gods oversee the journey of reincarnation that every human soul takes after death. Each clan usually has a favored deity that they worship in their village.

Deity Domains
Yachachiq Creator god
Achikyay Goddess of dawn, dusk, and twilight
Chakra Yura Goddess of water, wisdom, and agriculture
Hatun Qucha Goddess of the sea and fish
Hirka God of mountains
Inti God of the sun
K’uychi Goddess of rainbows and fertility
Killa Goddess of the moon
Muru Goddess of grain and maize
Musquy God of dreams and sleeping
Pacha Kuyuy God of earthquakes and volcanoes
Q’aqcha God of thunder, lightning, rain, and war
Q’illay Takay God of fire and the forge
Tuta God of the night and evil
Wañuy God of death
Wasi God of the hearth and wealth

PART 3 | PEOPLE AND CULTURES

 

 

Kenku

Feathered folk who resemble ravens, kenku are blessed with keen observation and supernaturally accurate memories. None of them can remember the origin of the first kenku, however, and they often joke that there are as many kenku origin stories as there are kenku.

Some of them paint their genesis as a curse, being a flightless bird people doomed to mimic other people’s creations. Other kenku recite cryptic but beautiful poems about their advent being a blessed event in which they were sent into the world to observe and catalog its many wonders.

Whatever their true origin, kenku most often prefer to keep to the shadows and they tend to have the coloration typical of ravens. They can also perfectly mimic any sound they hear, from a halfling’s voice to the noise of rocks clattering down a hillside.

Many kenku love dwelling in towers and other tall structures. They seek out ruins that reach to the sky, and their light weight and size allow them to dwell in rickety structures that would collapse beneath a human or an orc.

City Shadows

Kenku don’t have any cities of their own. Instead, they live in the human cities of the Rìluò Empire in small, close-knit flocks. A flock is led by the oldest and most experienced kenku with the widest store of knowledge

kenku

to draw on. These flocks usually stay on the outskirts of the city away from prying eyes, valuing the privacy that the shadows bring.

Many kenku make an easy living serving as messengers, spies, and lookouts. A network of kenku can relay a bird call or similar noise across the city, alerting their allies to the approach of a guard patrol or warning of a potential threat. Since kenku can precisely reproduce any sound, the messages they carry rarely suffer degradation or shifts in meaning.

Names. Given that kenku can duplicate any sound, their names are drawn from a staggering variety of noises and phrases. Non-kenku refer to the kenku by describing the sound made or the animal a kenku mimics.

A kenku of any gender may have one of these names: Basher, Bee-Buzz, Cutter, Growler, Hammerer, Mouser, Rat Scratch, Sail Snap, Smasher, Whistler

Quorlinn. Many kenku pray to the trickster god Quorlinn. A likeable, roguish trickster, he was taken in as their patron god to help them survive without their wings. He is often depicted as being annoyed at becoming the god of a whole species.

Deity Domains
Quorlinn God of trickery, disguise, and thievery

PART 3 | PEOPLE AND CULTURES

 

 

Lizardfolk

Lizardfolk are thought by some sages to be distant cousins to dragonborn and kobolds. Despite their resemblence to those other scaled folk, however, lizardfolk are their own people and have lived in the world since its creation. Gifted with remarkable physical defenses and a mystical connection to the natural world, lizardfolk can survive with just their wits in situations that would be deadly for other folk. Because of that, many lizardfolk myths state that their people were placed by the gods in the world to guard its natural wonders.

They have colorful scales and exhibit a wide array of scale patterns. Their individual facial features are as varied as those of lizards.

Lizardfolk experience most feelings as detached descriptions of creatures and situations. For example, humans confronted by an angry troll experience fear on a basic level. Their limbs shake, their thinking becomes panicked and jumbled, and they react by instinct. The emotion of fear takes hold and controls their actions.

In contrast, lizardfolk see emotions as traits assigned to other creatures, objects, and situations. A lizardfolk doesn’t think, “I’m scared.” Instead, aggressive, stronger creatures register to the lizardfolk as fearsome beings to be avoided if possible. If such creatures attack, lizardfolk flee, fighting only if cornered. Lizardfolk aren’t scared of a troll; instead, they understand that a troll is a fearsome, dangerous creature and react accordingly.

Jungle Tribes

The jungles and swamps that their nomadic tribes inhabit are filled with a staggering variety of threats. Lizardfolk focus on survival above all, without sentiment. Lizardfolk assess everyone and everything in terms of utility. Art and beauty have little meaning for them. A sharp sword serves a useful and good purpose, while a dull sword is a dead weight without a whetstone.

A typical tribe might have 150 lizardfolk, with around 50 male, 50 female, and 50 hatchlings. Another might have only 30–60 adults, with half as many hatchlings and one tenth that number in unhatched eggs. Lizardfolk society is patriarchal and leaders hold their positions for their strength and power alone.

These tribes see little need to plan more than a season or so into the future. This approach allows them to maintain their current level of influence in the world, but it limits their growth. Lizardfolk have no interest in developing writing, making long-term plans, or cultivating other methods to progress beyond their simple existence as hunters and gatherers.

lizardfolk

Names. Lizardfolk communicate through hisses and growls, with subtle vocal inflections and facial twitches to convey meaning. Other humanoids have a difficult time replicating this language, so the few lizardfolk who interact with other races take on a simple name in the Common language to make things easier.

They use simple descriptives based on an individual’s notable deeds or actions. For example, a lizardfolk warrior who defeated an orc and claimed his foe’s weapon might be called Axe. A lizardfolk who likes to hide in a stand of reeds before ambushing an animal might be called Green to describe how she blends into the foliage.

A lizardfolk of any gender may have one of these names: Animal, Axe, Dragon, Gem, Green, Hammer, Night, Secret, Song, War

Semuanya. Most lizardfolk pray to the lizard god Semuanya. He rarely intervenes with his followers, expecting them to take care of themselves no matter how hard their lives get. As a nomadic people, they do not have any temples for worship; instead, small stone shrines dot the land they travel as a way of honoring Semuanya.

A small subset of lizardfolk, however, reject Semuanya’s uncaring attitude and instead worship the demon god Sess’Innek, whose only goal is to steal followers away from Semuanya.

Deity Domains
Semuanya God of survival and propagation
Sess’Innek God of civilization and domination

PART 3 | PEOPLE AND CULTURES

 

 

minotaur

Minotaurs

Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Blessed with a supernaturally strong sense of direction, minotaurs make great navigators. They are strong in body, dedication, and courage.

Their horns range in size from about 1 foot long to easily three times that length. Minotaurs often carve their horns to sharpen their edges, etch symbols of power into them, or sheathe them in bronze to prevent them from shattering during battle.

Minotaurs are proud of their horns and often spend their free time sharpening, cleaning, and polishing them with old rags or furs.

Thick hair extends down minotaurs’ necks and powerful backs, and some have long patches of hair on their chins and cheeks. Their legs end in heavy, cloven hooves, and they have long, tufted tails.

Minotaur legends describe a small pantheon of heroes – perhaps they were once thought of as gods – who established the minotaurs’ place in the world. Every minotaur on Lanwarda claims descent from one of these heroes.

Mountain Labyrinths

Minotaurs are native to the island nation of Patrída. When humans first invaded millenia ago they were defeated in battle and forced under the mountains of their homeland. Today, they live in tribes within labyrinth dungeons carved into the earth and stone under the mountains. These tribes are led by an elder, the biggest and strongest (though not necessarily the most intelligent) bull of the tribe.

Minotaur youth are taught to fight and master weapons at an early age. In minotaur society, combat education is done by parents and fellow tribe members. Even while playing, minotaur children spend most of their time wrestling and fighting each other. Calves develop brutal and cruel rivalries amongst each other from earliest childhood, and these feuds are encouraged by the adults.

Names. The legends that recount the deeds of ancient minotaur heroes are full of other names as well: those of the retainers, allies, lovers, servants, enemies, and others who played roles, however small, in the lives of the heroes. Almost every minotaur name is drawn from that long list of minor characters of legend, so that those folk are never forgotten.

  • Male Names: Alovnek, Brogmir, Dornik, Grozdan, Mejislek, Prezhlek, Radolak, Trovik, Vraslak, Yarvem

  • Female Names: Akra, Cica, Eleska, Enka, Jaska, Kalka, Makla, Noraka, Pesha, Raisha

Baphomet. The patron deity of minotaur culture is the beastial, demonic Baphomet. The embodiment of savagery and battle, he is always prayed to on the eve of a great battle to lead the minotaurs to blood and victory.

Deity Domains
Baphomet God of battle, beasts, and savagery

Cities of Patrída

Not every minotaur on the island lives under the mountains. After their original defeat, a small group of minotaurs preferred to integrate with the invaders. Their descendents now live in the great human cities of Patrída. Some fight in their armies, operating well in a military structure and usually excelling on the battlefield, while others prefer a more peaceful life and devote their time to scientific pursuits.

They retain the same naming conventions as their mountain-dwelling cousins.

Gods of War and Peace. The minotaurs who joined with the humans did not want to bring their demon god with them. Instead, they pray to two gods who represent the duality of civilization: war, and the peace that follows.

Deity Domains
Sargas God of war, conquest, intrigue, and strength
Asterius God of peace, wisdom, patience, and protection

PART 3 | PEOPLE AND CULTURES

 

 

Orcs

Orcs trace their creation to Gruumsh, the One-Eyed God, an unstoppable warrior and powerful leader. Gruumsh armed his children with certain gifts to help them thrive on worlds beset by monsters. Even when they turn their devotion to other gods, orcs retain the gifts that the One-Eyed God bestowed upon them: might, endurance, determination, and the ability to see in the dark.

Orcs are, on average, tall and broad. They have gray skin, ears that are small and slightly pointed, and prominent lower canines that resemble small tusks. Young orcs are often told about their ancestors’ ancient conflicts with the elves of the forests, the dwarves under the mountains, and invaders from evil planes of existence. Inspired by those tales, young orcs often wonder when Gruumsh will call on them to match the heroic deeds of their ancestors, and if they will prove worthy of the One-Eyed God’s grace.

War Camps

An orc tribe needs a home base of sorts — a place where warriors can reconnoiter after a raid, and ideally also a site that can be easily defended to ensure the safety of the tribe’s noncombatants. Orcs establish their encampments mainly in the Glamog Mountains of Bardor, around and within deep caves or large crevasses in the rock.

Clans are jointly led by a chieftain and a shaman called the “eye of Gruumsh.” Orcs survive through savagery and force of numbers. Theirs is a life that has no place for weakness, and every warrior must be strong enough to take what is needed by force. Orcs aren’t interested in treaties, trade negotiations, or diplomacy. They care only for satisfying their insatiable desire for battle, to smash their foes and appease their gods.

Young orcs must mature quickly in order to survive their perilous upbringing. Their early years are fraught with tests of strength, fierce competition, and nothing in the way of maternal or paternal love. From the time a child can wield a stick or a crude knife, it asserts and defends itself while learning to fight, to survive in the wild, and to fear the gods. The children that can’t endure the rigors of a life of combat are culled from the main body of the tribe, taken into the depths of the lair and left for the followers of Yurtrus or Shargaas to accept or reject.

Names. Orcs only have a given name, which don’t always have meaning in their language. The most noteworthy orcs in a tribe are given epithets by their tribe mates.

  • Male Names: Abzug, Bajok, Grutok, Jahrukk, Lortar, Mugrub, Rhorog, Ruhk, Shugog, Urzul

  • Female Names: Baggi, Emen, Kansif, Myev, Neega, Ovak, Ownka, Shautha, Sutha, Volen

  • Epithets: Bone Crusher, The Brutal, Elf Butcher, Eye Gouger, The Filthy, Flesh Ripper, Iron Tusk, Skin Flayer, Skull Cleaver, Spine Snapper

Gruumsh One-Eye. Orcs don’t revere their gods as much as they fear them; every tribe has superstitions about how to avert their wrath or bring their favor. This deep-seated uncertainty and fear comes forth in the form of savagery and relentlessness, as orcs ravage and kill to appease the gods in order to avoid their terrible reputation.

At the pinnacle of the orc pantheon is Gruumsh One-Eye, who created the orcs and continues to direct their destiny. Orcs know that if they fight well and bring glory to their tribe, Gruumsh will call them home to the plane of Acheron. It is there in the afterlife that the chosen ones will join Gruumsh and his armies in their endless extraplanar battle for supremacy.

Deity Domains
Gruumsh One-Eye Leader of the gods
Bahgtru God of physical might and ruthlessness
Ilneval God of battle and strategy
Luthic Goddess of motherhood and the hearth
Shargaas God of darkness, secrets, and the unknown
Yurtrus God of disease and death

orc

PART 3 | PEOPLE AND CULTURES

 

 

tabaxi

Tabaxi

Tabaxi are catlike humanoids, varied in both attitude and appearance. Some live like the cats they resemble, naturally curious and at home in playful environments. Others behave more calmly and restrained like other humanoids.

Their appearance is as varied as their attitudes. Some tabaxi have features or patterning in their fur like tigers, jaguars, or other big cats, while others have appearances more like a house cat. Still others have unique patterns or might style their fur to their preferences, or might even be hairless.

Tabaxi treasure knowledge rather than material things. A chest filled with gold coins might be useful to buy food or a coil of rope, but it’s not intrinsically interesting. In the tabaxi’s eyes, gathering wealth is like packing rations for a long trip. It’s important to survive in the world, but not worth fussing over. Instead, tabaxi value knowledge and new experiences.

Savanna Clans

Most tabaxi remain in the Nigeela Plains in the south of the Kibeera Desert, content to dwell in small, tight clans. Each clan has its own lair in the savanna, preferably near hills, cliffs, or forests for protection but will just as often live out on the open plains. Each family within the clan constructs its own wooden ramada with grass roofs to sleep and store their few belongings under. These tabaxi hunt for food, craft goods, and swap stories with the humans that share their land.

However, not all tabaxi are satisfied with such a life. Tabaxi gifted with curiosity are compelled to wander far and wide. They are driven to collect interesting artifacts, gather tales and stories, and lay eyes on all the world’s wonders.

Others work in small troupes, usually consisting of an elder, more experienced tabaxi who guides a handful of young ones learning their way in the world. They travel in small, colorful wagons, moving from settlement to settlement. When they arrive, they set up a small stage in a public square where they sing, play instruments, tell stories, and offer exotic goods in trade for items that spark their interest.

Those who survive this period of wanderlust return home in their elder years to share news of the outside world. In this manner, the tabaxi remain isolated but never ignorant of the world beyond their home

Names. Each tabaxi has a single name, determined by the clan and based on a complex formula that involves astrology, prophecy, clan history, and other esoteric factors. Tabaxi names can apply to both males and females, and most use nicknames derived from or inspired by their full names.

Clan names are usually based on a geographical feature located in or near the clan’s territory.

  • Tabaxi Names: Curious Spirit (Spirit), Cloud on the Mountaintop (Cloud), Five Timber (Timber), Jade Shoe (Jade), Left-Handed Hummingbird (Bird), Piece of the Puzzle (Piece), Seven Thundercloud (Thunder), Skirt of Snakes (Snake), Smoking Mirror (Smoke), Twin Silk (Silk)

  • Clan Names: Adament Desert, Bright Cliffs, Distant Rain, Entangling Cavern, Expanding Thicket, Grassy Sea, Misty Jungles, Mountain Tree, Rumbling River, Snoring Mountain

The Cat Lord. The deity of the tabaxi, the Cat Lord, is a fickle entity, as befits the patron of cats. The tabaxi believe that the Cat Lord wanders the world, watching over them and intervening in their affairs as needed.

Deity Domains
The Cat Lord God of knowledge, trickery, and curiousity

PART 3 | PEOPLE AND CULTURES

 

 

Tieflings

To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that their appearance and their nature are not their fault but the result of an ancient curse, for which they and their children and their children’s children will always pay for.

First appearing shortly after the Infernal Invasion, it is believed that the first tieflings were humans that were corrupted by the invading monsters. A tiefling is linked by blood to a devil, demon, or a creature of the underworld. This connection is, for better or worse, the tiefling’s fiendish legacy, which comes with the promise of power yet has no effect on the tiefling’s moral outlook. Every tiefling is faced with the choice to embrace or lament their legacy.

Horns, fur, tusks, black blood, and peculiar ordors are common physical features of tieflings with the blood of demons coursing through their veins. Some tieflings tied to creatures of the underworld look cadaverous, some possess the unearthly beauty of an incubus or succubus, and others have physical features in common with a night hag or a yugoloth. Horns, spines, tails, golden eyes, and a faint odor of sulfur or smoke are common physical features of tieflings who trace their ancestry to devils.

Tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling’s companions demonstrate that they trust him or her, the tiefling learns to extend the same trust to them. And once a tiefling gives someone loyalty, the tiefling is a firm friend or ally for life.

City Enclaves

Most tieflings live in small communities and neighborhoods within the larger human cities of the Rìluò Empire. These enclaves, though part of the city, are culturally distinct and try to be as self-sufficient as they can. Some humans view tieflings as walking reminders of the Infernal Invasion and assume that their infernal heritage has left its mark on their personality and morality, not just their appearance. These enclaves serve to keep tieflings safe from those who would act on their prejudices.

Some enclaves are more integrated with the larger city than others. More open-minded settlements might happily welcome tieflings throughout the city and its residents may visit their neighborhoods to experience tiefling culture; in these cases, their enclaves truly are part of the whole.

Names. Many tieflings have names derived from the Infernal or Abyssal languages, passed down through generations, that reflect their heritage. Some younger tieflings, striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a noble quest. For others, it’s a grim destiny.

Male Infernal Names: Amnon, Damakos, Ekemon, Iados, Kairon, Leucis, Mordai, Pelaios, Skamos, Therai

Female Infernal Names: Anakis, Bryseis, Criella, Ea, Kallista, Lerissa, Makaria, Nemeia, Phelaia, Rieta

Male Abyssal Names: Cibroneb, Eerlgeth, Gruigedem, Josti, Leephaxar, Lohrodath, Pergartien, Suirgintax, Yarlgantub, Zemonte

Female Abyssal Names: Axishe, Chameno, Eltan, Lynkanthene, Nugtiri, Nymtentheshi, Riktishte, Shektenthos, Thuggtash, Zubtab

“Virtue” Names: Art, Despair, Fear, Hope, Music, Nowhere, Poetry, Quest, Reverence, Weary

Religion is not as common amongst tieflings as it is with other species. Those who choose to reject their heritage might find solace in the gods of their human ancestors. Tieflings who embrace their bloodline instead worship the lords of devils, demons, or the underworld whom they feel drawn to.

tiefling

PART 3 | PEOPLE AND CULTURES

 

 

Tortles

Tortles have a saying: “We wear our homes on our backs.” Though native to the desert, these turtle folk can also be found journeying up and down coasts, along waterways, and through dense jungles. Tortles all have a sense of being mystically connected to the natural world. Carrying their shelter on their backs gives tortles a special feeling of security wherever they go, for even if they visit a far, unknown country, they have a place to lay their heads.

What many tortles call a simple life, others might call a life of adventure. As soon as they’re able to walk on two legs, they become nomad survivalists eager to explore the wilderness, experience its many wonders, put their skills to the test, and make new acquaintances.

Tortles exhibit the same range of coloration and patterns found among turtles, and many tortles enjoy adorning their shells in distinctive ways.

Desert Wanderers

A tortle hatches from a thick-shelled egg and spends the first few weeks of its life crawling on all fours. Its parents, old and near death, spend what little time they have left telling stories to their offspring. Within a year, the young tortle becomes an orphan, though not before it learns to speak and survive on its own.

A young tortle and its siblings inherit whatever tools, weapons, and gifts their parents left behind. Each young tortle is expected to fend for itself. It leaves the place of its birth and finds its own corner of the wilderness in which to hunt and get by. With each passing year, a tortle hones its survival skills. It forms friendships with

tortle

its neighbors while also respecting their privacy. At some point, a tortle feels an almost overwhelming urge to venture far away from home and see more of the world. It gathers up its possessions and heads into the wilderness, returning months or years later with stories of its exploits and new skills.

The shells they carry around provide all the shelter they require as they wander the sands and grasslands of the Kibeera Desert. Consequently, tortles don’t feel the need to root themselves in one place for too long. A tortle settlement is primarily used as a kind of moot, where tortles can socialize with one another, share useful information, and trade with strangers in the safety of greater numbers. Tortles don’t regard these settlements as places worth defending with their lives, and they will abandon a settlement when it no longer serves their needs.

With the ability to go without water for weeks at a time, tortles are naturally suited to a life wandering the desert.

When a tortle nears the end of its natural lifespan, it seeks out a mate and procreates. Tortles lay their eggs (numbering as few as one or as many as a dozen) in a fortified compound enclosed by stone walls that are easily defensible. If no such compound exists, they build one. The parents spend the remainder of their lives guarding the compound, defending their offspring, and sharing a lifetime of knowledge before they die. When the children are old enough to leave the compound, they pick up whatever weapons and tools their parents left behind and set out on their own.

Names. Tortles prefer simple, non-gender-specific names that are usually no more than two syllables. If a tortle doesn’t like its name for whatever reason, it can change it. A tortle might change its name a dozen times in its life. Tortles don’t have surnames or family names.

An tortle of any gender may have one of these names: Baka, Damu, Gar, Jappa, Kinlek, Nulka, Ploqwat, Queg, Xopa, Yog

Sun and Moon. Tortles believe that night and day watch over them. The moon is the eye of the night that watches over them in darkness, and the sun is the equally vigilant eye of day. Tortles feel most at peace when one or both of these “eyes” are looking down on them. They become more nervous and uneasy when neither orb is in the sky. Tortles tend to be most uncomfortable underground, when neither the sun nor the moon is visible to them.

Blessed are the days when both the sun and moon are visible in the sky at the same time. Tortles often choose such days to leave their homes and begin a wilderness expedition, or perform some other task they know to be dangerous.

PART 3 | PEOPLE AND CULTURES

 

 

triton

Tritons

Legend has it that thousands of years ago, tritons entered the world in response to the growing threat of evil elementals. Those tritons spread across the oceans, protecting the surface from the terrors in the deep. Over time, tritons have extended their stewardship over the sea floor to the ocean’s surface.

Tritons guard the ocean depths, building small settlements beside deep trenches and other dangerous spots far from the eyes of land-bound folk. Long-established guardians of the deep ocean floor, in recent years the noble tritons have become increasingly active in the world above. Despite this expansion, few folk know of them. Their settlements are so remote even other sea-dwelling creatures rarely encounter them.

Tritons have webbed hands and feet, small fins on their calves, and coloration that favors blues and greens.

Seabed Cities

Tritons live in settlements deep under the sea between Bardor and Genéteira. The military and priesthood share a great deal of power over the people, with the military ensuring the protectorate’s survival and the priesthood ruling over the citizens at home. The capital city of the protectorate is ringed by smaller trade cities and outposts.

Given their isolation, most tritons have never been to the surface world. They struggle with the idea that they can’t easily move up and down out of the water, and the changing of the seasons mystifies them. Tritons also find the variety of social institutions, kingdoms, and other customs bewildering.

For all their proud culture, they remain innocent of the surface world. The typical triton protectorate is tightly regimented, organized, and unified around a common cause. A triton on the surface becomes easily confused by the bewildering array of alliances, rivalries, and petty grievances that prevent the surface folk from truly unifying.

Names. Most triton names have two or three syllables. Male names typically end with a vowel and the letter ‘s’, and female names traditionally end with an ‘n’. Tritons use their home protectorate as a surname, with the name formed by adding a vowel followed by a ‘th’ to the end of the protectorate’s name.

  • Male Names: Cihnis, Corus, Delnis, Jhimas, Keros, Molos, Nalos, Romros, Vodos, Zunis

  • Female Names: Aryn, Belthyn, Duthyn, Esnyn, Feloren, Otanyn, Shalryn, Vlaryn, Vlolthumyn, Wolyn

  • Surnames: Ahlorsath, Bahnorsoth, Donadath, Godageth, Lughumath, Nulogath, Pumanath, Ralosnith, Umelmath, Vuuvaxath

Persana. Triton society is largely theocratic, so nearly every triton has some connection to the church of their god Persana. They believe that he was the one who brought together the first tritons to do battle against the evils of his realm, and eventually sent them into the physical world to continue their eternal war.

Deity Domains
Persana God of guardianship, justice, and construction

PART 3 | PEOPLE AND CULTURES

 

 

Warforged

The warforged were originally built as mindless automatons to help with repetitive, dangerous experiments. A recent unexpected breakthrough produced the first sapient automatons, giving rise to what some have only grudgingly accepted as a new species. The militaries of Patrída, naturally, seized as many as they could for their wars and conquests.

Warforged are built from wood and metal, but they can feel pain and emotion. Used as weapons, many warforged desire a purpose beyond war. Root-like cords infused with alchemical fluids serve as their muscles, wrapped around a framework of steel, darkwood, or stone. Armored plates form a protective outer shell and reinforce joints. Warforged share a common facial design, with a hinged jaw and crystal eyes embedded beneath a reinforced brow ridge.

Beyond these common elements, the precise materials and build of a warforged vary based on the purpose for which it was designed. The more a warforged develops its individuality, the more likely it is to modify its body.

They typical warforged has a sexless body shape. Many warforged ignore the concept of gender identity, while others adopt one.

Many warforged show little emotion. They embrace a concrete purpose — such as protecting allies, completing a contract, or exploring a land — and embrace this task. However, there are warforged who delight in exploring their feelings, their freedom, and their relationships with others.

Patrída

So far, the only warforged have been forged in the workshops of Patrída. The process behind true sentience is still not fully understood; there is no reliable way yet to make a warforged, so they are a rare sight indeed. Most remain on the island nation either helping the artificers that created them or serving as soldiers in Patrída’s armies.

Many are still unsure quite how to treat a warforged. The average resident of Patrída has grown comfortable enough with their presence that they treat them like any other humanoid they pass on the street. Some artificers work alongside them as partners, others use them like a fancy piece of equipment. Those taken for military purposes are treated as more expendable than others.

When a warforged is not devoting themself to their work, they can be seen wandering the city they call home marveling at its many wonders. They have no need for food or sleep, yet their curiosity leads them to spend time at taverns and inns just for the experience. Not every warforged has learned complicated social cues, so misunderstandings with others occur from time to time.

warforged

A very, very select few depart their home to search for their purpose in the wider world. However, knowledge of the very existence of the warforged has not yet spread far from the shores of Patrída, so they travel in disguise to prevent fear and confusion.

Names. Most warforged are assigned numerical designations for use in research or military service. Many of them adopt nicknames, often given to them by their comrades. As independent individuals, some have chosen new names as a way to express their path in life. A few take on human names, often the name of a friend or mentor.

A warforged may have one of these names: Anchor, Cart, Five, Hammer, Oak, Pierce, Rusty, Scout, Temple, Vault

Most warforged have no interest in religion, but some embrace faith and mysticism, seeking higher purpose and deeper meaning.

PART 3 | PEOPLE AND CULTURES

 

 

yuan-ti

Yuan-Ti

The first yuan-ti were originally humans who transformed themselves into serpent folk through ancient rituals. Most were corrupted into monsters by those rites, but some instead became a new people who mix characteristics of humans and snakes.

Blessed with resistance to magical and poisonous effects by the rituals that created them, each of these yuan-ti manifests their serpentine heritage in a variety of ways: a forked tongue, snake eyes, a snakelike nose, or some other ophidian characteristic. The yuan-ti know rituals that can transform an individual into a more powerful form. The cost and time required to perform the ritual is prohibitive, and as a result most yuan-ti never get the opportunity to undergo such a transformation. Those that do, however, attain power and status few could ever dream of.

Hidden Temples

Yuan-ti cities are hidden deep within the Llanthu Jungle, protected against the prying eyes of anyone who might stumble upon them. One of the busiest and most prominent buildings is the temple complex that houses the yuan-ti and their followers while also providing facilities for worship, sacrifice, and all the other hallmarks of daily life.

In well-traveled areas, ramps replace stairs, making it easier for snake-bodied yuan-ti to move between levels. Yuan-ti rely on poison traps to keep intruders, spies, and rebellious slaves out of sensitive areas.

Their society is built on a caste system based on how closely the yuan-ti resembles their ideal snake form. The vast majority of yuan-ti fall into three categories from most snake-like to least — abominations, malisons, and purebloods — while the mutated broodguards and exceedingly rare anathemas have their place in the hierarchy as well. At the very bottom are the slaves they have captured from other species to do their bidding.

Names. Yuan-ti names have meanings that have been passed down through the generations, although spellings and inflections have changed over time. Some yuan-ti add more sibilants to their birth names to create an exaggerated hissing sound, based on one’s personal preference and whether an individual’s anatomy can more easily pronounce the name in this altered form. An adopted name of this sort is recognized as a variant of the birth name, rather than a unique name unto itself. A yuan-ti might refer to itself by its birth name or by its adopted name.

A yuan-ti of any gender may have one of these names: Asutali, Eztli, Hessatal, Issahu, Manuya, Otleh, Shalkashlah, Ssimalli, Teoshi, Yaotal

Serpent Gods. The detached, intellectual nature of the yuan-ti doesn’t lend itself to fervent or devout worship in the manner that others revere their deities. Nonetheless, they acknowledge a wide range of supernatural and divine entities. Some of these are true deities, some are primordial spirits as powerful as gods, and some are creatures of questionable origin.

In addition to their three primary deities, the yuan-ti worship over a dozen other “serpent pis” — lesser beings such as animal spirits, ascended heroes, divine servants of more powerful gods, and demon lords. Many of the cults devoted to these lesser pis are unique to a particular city, and followers of the three main yuan-ti deities usually consider these religious practices quaint rather than threatening.

Deity Domains
Dendar, The Night Serpent Gooddess of nightmares, darkness, and fear
Merrshaulk, The Master of the Pit God of war and domination
Sseth, The Sibilant Death God of traps, planning, poison, and murder

PART 3 | PEOPLE AND CULTURES

 

 

PART 4

Character Creation

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Part 4: Character Creation

Your character is your avatar into this world of adventure and intrigue. You choose various aspects of your characters; together, these elements help paint a picture of your character’s origin and give you the ability to create many different types of characters. This section will walk you through the steps for creating and customizing your adventurer.

First, determine your character’s class. All officially-published classes are fair game.

After choosing your character’s class, it’s time to consider the character’s origin. Who are the character’s ancestors? And how did the character spend the years leading up to a life of adventure? To help answer those questions, you choose three things for the character:

  • Species
  • Background
  • Starting Language

A character’s species represents ancestry and confers certain traits to the character. A character’s background is a collection of characteristics that represent the place and occupation that were most formative for the character. The following tables list the traits your character gains from species and background.

Species Traits
Trait Description
Size A character’s size determines the amount of space the character occupies.
Speed Speed fuels a character’s movement.
Life Span This life span is an average for a member of the species.
Special Traits Each species provides special traits — a collection of abilities that characters gain from their bloodline.
Background Traits
Trait Description
Ability Score Bonus A background grants a +2 bonus to one ability score and a +1 bonus to a different one.
Skill Proficiencies You get two skill proficiencies from a background.
Tool Proficiency Each background gives tool proficiency with one tool.
Language A character learns one language from a background.
Feat Each background provides a 1st-level feat — a special ability acquired in the character’s past.
Equipment A background provides a portion of a character’s starting equipment, with the rest coming from their class.

Species and background together help bring your character’s backstory into focus, and they distinguish the character from other members of the same class. For example, two characters might both be members of the Fighter class, but if one is a human guard and the other is a dwarf gladiator, the two bring different capabilities and flavor to the class.

After choosing a species and a background, you choose a language that your character knows, in addition to the Common tongue and whatever language you gained from the background you chose.

The combination of species, background, and languages provides fertile soil for your imagination, as you ponder your character’s earliest days and imagine the character’s family, occupation, hometown, and more.

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Species

Your character’s species influences certain physical attributes such as age, size, and any abilities tied to your bloodline. Read Part 3 of this book to get details about each species and their various cultures, then use this section to view the traits your character receives as a member of the species.

Innate Magic

Some species have innate magic they can use to cast certain spells. Intelligence, Wisdom, or Charisma is your spellcasting ability for these traits. You choose the ability when you first select the species.

Height and Weight

Player characters, regardless of species, typically fall into the same ranges of height and weight that humans have in our world. Small characters are usually 2—4 feet tall and Medium characters can range from 4—8 feet tall. Each species has a range of heights common for its members, but outliers are not unheard of. Your walking speed is based on your size: 25 feet for Small, 30 feet for Medium.

Mixed Ancestry

Though not the norm, sometimes parents of two different species fall in love and start their own family. The resulting children have a mix of both parents’ blood and take on traits from both species. Not all species are genetically compatible; reptiles (dragonborn, lizardfolk, and tortles) are unable to reproduce with the other species, only with each other. The same holds true for avians (aarakocra and kenku).

When creating a character of mixed ancestry, first choose a dominant parent. This parent provides the base for your game traits: size, speed, and special traits. Then, pick any number of special traits from your dominant parent and exchange them for the same number of traits from your other parent.

If either parent has darkvision, your character automatically has darkvision too even if that parent isn’t the dominant one.

You can then mix and match visual characteristics — color, ear shape, and the like — of the two options. For example, if your character has a halfling and a gnome parent, you might choose halfling for your dominant parent and then decide that your character has the pointed ears that are characteristic of a gnome.

Finally, determine the average of the two options’ life span to figure out how long your character might live. For example, a child of a halfling and a gnome has an average life span of 288 years.

This only occurs if the child has an even mix of blood. If an elf and a half-elf have a child, that child is mechanically an elf with maybe a hint of human in their features.

Aarakocra

Size. Your size is Medium (about 5—6 feet tall).

Speed. Your walking speed is 30 feet.

Life Span. Aarakocra reach maturity by age 3. Aarakocra don’t usually live longer than 50 years.

Flight. Because of your wings, you have a flying speed equal to your walking speed. You can’t use this flying speed if you’re wearing medium or heavy armor.

Talons. You have talons that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damag e, instead of the bludgeoning damage normal for an unarmed strike.

Wind Caller. You know the gust cantrip.

Dragonborn

Size. Your size is Medium (about 5—7 feet tall).

Speed. Your walking speed is 30 feet.

Life Span. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Draconic Ancestry. Your lineage stems from a dragon progenitor. Choose the type of dragon from the Draconic Ancestor table. Your choice affects your Breath Weapon and Damage Resistance traits. The chosen dragon also affects your appearance, with you displaying coloration and other features reminiscent of that dragon.

Draconic Ancestor
Dragon Damage Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold

Breath Weapon. As an action, you exhale destructive energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your Proficiency Bonus. On a failed save, a creature takes 1d10 + your character level in damage of the type determined by your Draconic Ancestry trait. On a successful save, a creature takes half as much damage.

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

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Damage Resistance. You have resistance to the damage type determined by your Draconic Ancestry trait.

Draconic Language. You instinctively know the language of dragons. You can therefore speak, read, and write Draconic.

Dwarf

Size. Your size is Medium (about 4—5 feet tall).

Speed. Your walking speed is 30 feet. Your speed is not reduced by wearing heavy armor.

Life Span. Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. If you play as a duergar, your darkvision is extended to 120 feet.

Dwarven Resilience. You have resistance to poison damage. You also have advantage on saving throws you make to avoid or end the poisoned condition on yourself.

Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level.

Forge Wise. You have an uncanny affinity for working with stone or metal. You gain proficiency with two of the following tools of your choice: Jeweler’s Tools, Mason’s Tools, Smith’s Tools, or Tinker’s Tools.

Stonecunning. As a bonus action, you gain tremorsense within a range of 60 feet for 10 minutes. You must be on a stone surface or touching such a surface to use this tremorsense. The stone can be natural or worked.

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Elf

Size. Your size is Medium (about 5—6 feet tall).

Speed. Your walking speed is 30 feet.

Life Span. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Elven Lineage. You are part of an elven lineage that grants you supernatural abilities. Choose a lineage from the Elven Lineages table: the wood elves of the forests of Kaldrheim, the high elves of the kingdoms of Bardor, the dark elves of the Underdark, the celestial elves of

Nākapristha, and the wild elves of the Llanthu Jungle. You gain that ability.

Elven Lineages
Lineage Ability
Wood Elves You can use cure wounds once per long rest.
High Elves You know one cantrip of your choice from the wizard spell list.
Dark Elves The range of your Darkvision increases to 120 feet. You also know the dancing lights cantrip.
Celestial Elves You know either the guidance or the true strike cantrip.
Wild Elves Your Speed increases to 35 feet. You also know the druidcraft cantrip.

Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

Keen Senses. You have proficiency in the Perception skill.

Trance. You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.

Firbolg

Size. Your size is Medium (about 7—8 feet tall).

Speed. Your walking speed is 30 feet.

Life Span. As humanoids with a touch of otherworldly magic, firbolg have long lifespans. A firbolg reaches adulthood around 30, and the oldest of them can live for 500 years.

Hidden Step. As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. You can use this trait a number of times

PART 4 | CHARACTER CREATION

 

 

equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Speech of Beast and Leaf. You have the ability to communicate in a limited manner with beasts, plants, and vegetation. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks made to influence them.

Genasi

Size. Your size is Medium (about 4—7 feet tall) or Small (about 2—4 feet tall).

Speed. Your walking speed is 30 feet or 25 feet.

Life Span. Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Genasi Lineage. Tracing their ancestry to the genies of the Elemental Planes, each genasi can tap into the power of one of the elements. Air, earth, fire, and water — these are the four pillars of the Material Plane and the four types of genasi. Some genasi are direct descendants of a genie, while others were born to non-genasi parents who lived near a place suffused by a genie’s magic. Choose one and receive the following benefits.

Air Genasi

Air genasi are descended from djinn, the genies of the Elemental Plane of Air. Embodying many of the airy traits of their otherworldly ancestors, air genasi can draw upon their connection to the winds.

Unending Breath. You can hold your breath indefinitely while you’re not incapacitated.

Mingle with the Wind. You know the gust cantrip.

Earth Genasi

Tracing their ancestry to dao, the genies of the Elemental Plane of Earth, earth genasi inherit dao’s steadfast strength and control over earth.

Earth Walk. You can move across difficult terrain without expending extra movement if you are using your walking speed on the ground or a floor.

Merge with Stone. You know the mold earth cantrip.

Fire Genasi

Descended from efreet, the genies of the Elemental Plane of Fire, fire genasi channel the flamboyant and often destructive nature of flame.

Fire Resistance. You have resistance to fire damage.

Reach to the Blaze. You know the produce flame cantrip.

Water Genasi

Water genasi descend from marids, aquatic genies from the Elemental Plane of Water. Water genasi are perfectly suited to life underwater and carry the power of the waves inside themselves.

Amphibious. You can breathe air and water.

Call to the Wave. You know the shape water cantrip.

Gnome

Size. Your size is Small (about 3—4 feet tall).

Speed. Your walking speed is 25 feet.

Life Span. Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Gnomish Cunning. You have advantage on Intelligence, Wisdom, and Charisma saving throws.

Gnomish Lineage. You are part of a gnomish lineage that grants you supernatural abilities. Choose a lineage from the Gnomish Lineages table: the forest gnomes of Kaldrheim, the rock gnomes of southern Bardor, the deep gnomes of the Underdark, and the sand gnomes of the Kibeera Desert. You gain that ability.

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Gnomish Lineages
Lineage Ability
Forest Gnomes You know the minor illusion cantrip. You can also cast the speak with animals spell with this trait. You can cast it with the trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a Long Rest. You can also use any spell slots you have to cast the spell.
Rock Gnomes You know the mending and prestidigitation cantrips.
In addition, you can spend 10 minutes casting prestidigitation to create a Tiny clockwork device (AC 5, 1 HP), such as a toy, a fire starter, or a music box. Casting the spell in this way consumes 10 GP worth of raw material (string, gears, and the like), which you provide during the casting.
When you create the device, you determine its function by choosing one effect from prestidigitation; the device produces that effect whenever you or another creature takes a bonus action to touch the device and activate it. If the chosen effect has options within it, you choose one of those options for the device when you create it. For example, if you choose the spell’s ignite-extinguish effect, you determine whether the device ignites or extinguishes fire; the device doesn’t do both.
You can have three such devices in existence at a time, and each one dismantles itself 8 hours after its creation. You can also touch one of your devices and dismantle it as an Action. After a device is dismantled, the 10 GP of materials used to create it can be reclaimed.
Deep Gnomes The range of your darkvision increases to 120 feet. You also have advantage on Stealth checks to hide in rocky terrain.
Sand Gnomes You know the minor illusion cantrip. You can also cast the purify food and drink spell with this trait. You can cast it with the trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a Long Rest. You can also use any spell slots you have to cast the spell.

Goliath

Size. Your size is Medium (about 7—8 feet tall).

Speed. Your walking speed is 30 feet.

Life Span. Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.

Mountain Born. You have resistance to cold damage. You also naturally acclimate to high altitudes, even if you’ve never been to one. This includes elevations above 20,000 feet.

Little Giant. You have proficiency in the Athletics skill, and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Stone’s Endurance. You can supernaturally draw on unyielding stone to shrug off harm. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total.

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Halfling

Size. Your size is Small (about 2—3 feet tall).

Speed. Your walking speed is 25 feet.

Life Span. A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.

Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours, but you can’t stop there.

Luck. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die, and you must use the new roll.

Naturally Stealthy. You have proficiency in the Stealth skill.

Human

Size. Your size is Medium (about 4—7 feet tall) or Small (about 2—4 feet tall).

Speed. Your walking speed is 30 feet or 25 feet.

Life Span. Humans reach adulthood in their late teens and usually live less than a century.

Resourceful. You gain Inspiration whenever you finish a long rest.

Skillful. You gain proficiency in one skill of your choice.

Versatile. You gain the Skilled feat or another 1st-level feat of your choice.

Kenku

Size. Your size is Medium (about 4—5 feet tall) or Small (about 2—3 feet tall).

Speed. Your walking speed is 30 feet or 25 feet.

Life Span. Kenku have shorter lifespans than most. They reach maturity at about 12 years old and can live to 60.

Expert Duplication. When you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate.

Kenku Recall. Thanks to your supernaturally good memory, you have proficiency in two skills of your choice.

Moreover, when you make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20. You can give yourself advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

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Mimicry. You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier.

Lizardfolk

Size. Your size is Medium (about 6—7 feet tall).

Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.

Life Span. Lizardfolk reach maturity around age 14 and rarely live longer than 60 years.

Bite. You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

Hold Breath. You can hold your breath for up to 15 minutes at a time.

Hungry Jaws. You can throw yourself into a feeding frenzy. As a bonus action, you can make a special attack with your Bite. If the attack hits, it deals it normal damage, and you gain temporary hit points equal to your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Natural Armor. You have tough, scaly skin. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

Nature’s Intuition. Thanks to your mystical connection to nature, you gain proficiency with two of the following skills of your choice: Animal Handling, Medicine, Nature, Perception, Stealth, or Survival.

Minotaur

Size. Your size is Medium (about 6—8 feet tall).

Speed. Your walking speed is 30 feet.

Life Span. Minotaurs mature and age at about the same rate as humans.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Horns. You have horns that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

Goring Rush. Immediately after you take the Dash action on your turn and move at least 20 feet, you can make one melee attack with your Horns as a bonus action.

Hammering Horns. Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to push that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.

Labyrinthine Recall. You always know which direction is north, and you have advantage on any Wisdom (Survival) check you make to navigate or track.

Orc

Size. Your size is Medium (about 7—8 feet tall).

Speed. Your walking speed is 30 feet.

Life Span. Orcs reach adulthood at age 12 and live up to 70 years.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Adrenaline Rush. You can take the Dash action as a bonus action. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Whenever you use this trait, you gain a number of temporary hit points equal to your proficiency bonus.

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Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can’t do so again until you finish a long rest.

Tabaxi

Size. Your size is Medium (about 5—7 feet tall) or Small (about 2—4 feet tall).

Speed. Your walking speed is 30 feet or 25 feet, and you have a climbing speed equal to your walking speed.

Life Span. Tabaxi have lifespans similar to humans.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Cat’s Claws. You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

Cat’s Talent. You have proficiency in the Perception and Stealth skills.

Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.

Tiefling

Size. Your size is Medium (about 4—7 feet tall) or Small (about 3—4 feet tall).

Speed. Your walking speed is 30 feet or 25 feet.

Life Span. Tieflings mature at the same rate as humans but live a few years longer.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Fiendish Legacy. You are the recipient of a fiendish legacy that grants you supernatural abilities. Choose a legacy from the Fiendish Legacies table: Abyssal, associated with demons; Chthonic, associated with the dead; or Infernal, associated with devils. You gain that ability.

Fiendish Legacies
Lineage Ability
Abyssal You have resistance to poison damage. You also know the poison spray cantrip.
Chthonic You have resistance to necrotic damage. You also know the chill touch cantrip.
Infernal You have resistance to fire damage. You also know the fire bolt cantrip.

Otherworldly Presence. You know the thaumaturgy cantrip.

Tortle

Size. Your size is Medium (about 5—6 feet tall) or Small (about 3—4 feet tall).

Speed. Your walking speed is 30 feet or 25 feet.

Life Span. Young tortles crawl for a few weeks after birth before learning to walk on two legs. They reach adulthood by the age of 15 and live an average of 150 years.

Claws. You have claws that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

Hold Breath. You can hold your breath for up to 1 hour.

Natural Armor. Your shell provides you a base AC of 17 (your Dexterity modifier doesn’t affect this number). You can’t wear light, medium, or heavy armor, but if you are using a shield, you can apply the shield’s bonus as normal.

Nature’s Intuition. Thanks to your mystical connection to nature, you gain proficiency with one of the following skills of your choice: Animal Handling, Medicine, Nature, Perception, Stealth, or Survival.

Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to your AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone (though melee attacks made against you within 5 feet do not have advantage, as is normally the case while prone), your speed is 0 and can’t increase, you have disadvantage on Dexterity saving throws, you can’t take reactions, and the only action you can take is a bonus action to emerge from your shell.

Triton

Size. Your size is Medium (about 5—6 feet tall).

Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.

Life Span. Tritons reach maturity around age 15 and can live up to 200 years.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Amphibious. You can breathe air and water.

Emissary of the Sea. You can communicate simple ideas to any Beast, Elemental, or Monstrosity that has a swimming speed. It can understand your words, though you have no special ability to understand it in return.

Guardian of the Depths. Adapted to the frigid ocean depths, you have resistance to cold damage and you ignore any of the drawbacks caused by a deep, underwater environment.

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Warforged

Size. Your size is Medium (about 5—7 feet tall).

Speed. Your walking speed is 30 feet.

Life Span. The first warforged was made 9 years ago. The maximum lifespan of the warforged remains a mystery; so far, warforged have shown no signs of deterioration due to age. You are immune to magical aging effects.

Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:

  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You don’t need to eat, drink, or breathe.
  • You are immune to disease.
  • You don’t need to sleep, and magic can’t put you to sleep.

Integrated Protection. Your body has built-in defensive layers, which can be enhanced with armor.

  • You gain a +1 bonus to your AC.
  • You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
  • While you live, your armor can’t be removed from your body against your will.

Sentry’s Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

Specialized Design. You gain one skill proficiency and one tool proficiency of your choice.

Yuan-Ti

Size. Your size is Medium (about 4—7 feet tall) or Small (about 3—4 feet tall).

Speed. Your walking speed is 30 feet or 25 feet.

Life Span. Yuan-ti mature at the same rate as humans and have lifespans similar in length to theirs.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Magic Resistance. You have advantage on saving throws against spells.

Poison Resilience. You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistence to poison damage.

Serpentine Spellcasting. You know the poison spray cantrip. You can cast the animal friendship spell an unlimited number of times with this trait, but you can target only snakes with it.

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Background

Your character’s background is a collection of characteristics that represent the place and occupation that were most formative for the character before they embarked on a life of adventure.

When you choose a background, you have three options:

  • Build a background by using the rules in the “Build Your Background” section.
  • Select a premade background from the “Sample Backgrounds” section.
  • Select a premade background from the “Sample Backgrounds” section and then customize it with the rules in the “Build Your Background” section.

No matter which background you choose, consider these questions from your character’s viewpoint:

  • How does your background influence your current worldview?
  • Do you embrace or reject your background?
  • Did you form any relationships during your background that endure today?

Build Your Background

Using the rules here, you can build a background from scratch or customize a premade background, focusing on details related to the backstory you have in mind for your character.

When you build a background, your character gains the features in the “Background Features” section below. As you make choices for those features, think about your character’s past. Where did they spend most of their time? What did they do for a living? What capabilities and possessions did they acquire? What language did they learn from their family, associates, or studies? How did their past affect their ability scores?

If you instead decide to customize a premade background, you can choose any features in that background and replace them with the features below of the same name. For example, if you want to change a background’s language feature, you can replace that feature with the language feature below.

Background Features

Ability Scores. When you determine your character’s ability scores, choose two of them and increase one by 2 and the other one by 1. Alternatively, choose three ability scores and increase each of them by 1.
Skill Proficiencies. Choose two skills. Your character gains proficiency in them.
Tool Proficiency. Choose one tool. Your character gains proficiency with it.
Language. Choose one language from the Standard Languages or Rare Languages tables (later in this section). Your character knows that language.

Feat. Choose one 1st-level feat from the list later in the section. Your character gains that feat.
Equipment. Your character gains 50 GP to spend on starting equipment. The character keeps any unspent GP as spare coin.

Sample Backgrounds

Here is a collection of sample backgrounds that you can choose from when making a character. These backgrounds were built using the rules in the “Background” section, and each of them contains story-oriented details that are meant inspire you as you think of your character’s backstory.

The feats mentioned in the backgrounds appear later in this section.

Acolyte

Ability Scores: +2 Wisdom, +1 Intelligence
Skill Proficiencies: Insight, Religion
Tool Proficiency: Calligrapher’s Supplies
Language: Celestial
Feat: Magic Initiate (Sorcerer)

You devoted yourself to service in a temple, either nestled in a town or secluded in a sacred grove. There you performed hallowed rites in honor of a god or pantheon. You served under a priest and studied religion. Thanks to your priest’s instruction and your own devotion, you also learned how to channel a modicum of divine power in service to your place of worship and the people who prayed there.

Equipment
  • Book (Prayers)
  • Calligrapher’s Supplies
  • Holy Symbol
  • Parchment (10 sheets)
  • Robe
  • 3 GP

Artisan

Ability Scores: +2 Intelligence, +1 Charisma
Skill Proficiencies: Investigation, Persuasion
Tool Proficiency: Artisan’s Tools (one of your choice)
Language: Gnomish
Feat: Crafter

You began mopping floors and scrubbing counters in an artisan’s workshop for a few coppers per day as soon as you were strong enough to carry a bucket. When you were finally old enough to apprentice, you learned to create basic crafts of your own, as well as how to sweet-talk the occasional demanding customer. As part of your studies, you picked up Gnomish, the tongue from which so many of the artisan’s terms of art are derived.

Equipment
  • Abacus
  • Artisan’s Tools (same as above)
  • Merchant’s Scale
  • Pouch (2)
  • Traveler’s Clothes
  • 25 GP

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Charlatan

Ability Scores: +2 Charisma, +1 Dexterity
Skill Proficiencies: Deception, Sleight of Hand
Tool Proficiency: Forgery Kit
Language: Infernal
Feat: Skilled

Soon after you were old enough to order an ale, you already had a favorite stool in every tavern within ten miles of where you were born. As you traveled the circuit from public house to watering hole, you learned to prey on the unfortunates who were in the market for a comforting lie or two — perhaps a sham potion or a forged “treasure map.” You are fluent in Infernal, the ancient language of deception.

Equipment
  • Costume
  • Fine Clothes
  • Forgery Kit
  • 15 GP

Criminal

Ability Scores: +2 Dexterity, +1 Intelligence
Skill Proficiencies: Sleight of Hand, Stealth
Tool Proficiency: Thieves’ Tools
Language: Thieves’ Cant
Feat: Alert

You learned to earn your coin in dark alleyways, cutting purses or burgling shops. Perhaps you were part of a small gang of like-minded wrongdoers, who looked out for each other. Or maybe you were a lone wolf, fending for yourself against the local thieves’ guild and older, more fearsome lawbreakers.

Equipment
  • Crowbar
  • Dagger (2)
  • Pouch (2)
  • Thieves’ Tools
  • Traveler’s Clothes
  • 16 GP

Cultist

Ability Scores: +2 Intelligence, +1 Charisma
Skill Proficiencies: Arcana, Religion
Tool Proficiency: Disguise Kit
Language: Abyssal
Feat: Magic Initiate (Warlock)

You scarcely recall what drove you into the service of the otherworldly being. Those memories were blotted out long ago by recurrent dreams of midnight gatherings round the obsidian pillar in the glade. By the light of each waning moon, the hierophants instructed you in the being’s creed and the rudiments of the arcane arts. When you came of age, you were ordered to blend in among the nonbelievers and await whatever mission the Great One has in store for you.

Equipment
  • Bell
  • Common Clothes
  • Dagger
  • Disguise Kit
  • Lamp
  • Robe
  • 19 GP

Entertainer

Ability Scores: +2 Charisma, +1 Dexterity
Skill Proficiencies: Acrobatics, Performance
Tool Proficiency: Musical Instrument (one of your choice)
Language: Elvish
Feat: Musician

You spent much of your youth following roving fairs and carnivals, performing odd jobs for musicians and acrobats in exchange for lessons. You may have learned how to walk a tightrope, how to double pick a lute, or how to recite Elvish poetry with the impeccable trills of an elf poet. To this day, you thrive on applause and long for the stage.

Equipment
  • Costume (2)
  • Musical Instrument (same as above)
  • Perfume
  • Steel Mirror
  • Traveler’s Clothes
  • 8 GP

Farmer

Ability Scores: +2 Constitution, +1 Wisdom
Skill Proficiencies: Animal Handling, Nature
Tool Proficiency: Carpenter’s Tools
Language: Halfling
Feat: Tough

You grew up close to the land. Years tending animals and cultivating the earth rewarded you with patience and good health. You have a keen appreciation for nature’s bounty alongside a healthy respect for nature’s wrath. Like many farmers, you made frequent use of the agricultural almanacs produced by the greatest halfling farmers.

Equipment
  • Carpenter’s Tools
  • Healer’s Kit
  • Iron Pot
  • Shovel
  • Sickle
  • Traveler’s Clothes
  • 23 GP

Gladiator

Ability Scores: +2 Strength, +1 Charisma
Skill Proficiencies: Athletics, Performance
Tool Proficiency: Smith’s Tools
Language: Orc
Feat: Savage Attacker

Your first few appearances in the gladiatorial pits led you to appreciate every one of the scars you carry from your instructors and sparring partners. Each scar was a lesson that taught you how to best your opponents and

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curry favor with the crowds your brawls entertained. Your time in the pits left you with a strong hand and a strong heart. You’ll forever share a remarkable bond with the other pit fighters in your stable — humans, dragonborn, dwarves, and orcs — hardened warriors all.

Equipment
  • Chain
  • Costume
  • Healer’s Kit
  • Javelin (6)
  • Smith’s Tools
  • Traveler’s Clothes
  • 15 GP

Guard

Ability Scores: +2 Strength, +1 Wisdom
Skill Proficiencies: Athletics, Perception
Tool Proficiency: Gaming Set (one of your choice)
Language: Dwarvish
Feat: Alert

Your feet begin to ache when you remember the countless hours you spent at your post in the tower. You were trained to keep one eye outside the wall, watching for marauders sweeping from the nearby forest, and your other eye inside the wall, searching for cutpurses and troublemakers. At the end of each shift, you bunked in the mayor’s barracks alongside your fellow sentries and the dwarven smiths who kept your armor snug and your weapons sharp.

Equipment
  • Crossbow Bolt (20)
  • Gaming Set (same as above)
  • Hooded Lantern
  • Light Crossbow
  • Manacles
  • Quiver
  • Spear
  • Traveler’s Clothes
  • 12 GP

Guide

Ability Scores: +2 Wisdom, +1 Dexterity
Skill Proficiencies: Stealth, Survival
Tool Proficiency: Cartographer’s Tools
Language: Giant
Feat: Magic Initiate (Druid)

You came of age in the outdoors, far from settled lands. Your home? Anywhere you chose to unfurl your bedroll. There are wonders on the frontier — strange monsters, pristine forests and streams, overgrown ruins of great halls once trod by giants — and you learned to fend for yourself as you explored them. From time to time, you traveled with a pair of friendly druids who were kind enough to instruct you in the fundamentals of channeling the magic of the wild.

Equipment
  • Arrow (20)
  • Bedroll
  • Cartographer’s Tools
  • Fishing Tackle
  • Quiver
  • Shortbow
  • Tent
  • Traveler’s Clothes
  • 2 GP

Hermit

Ability Scores: +2 Wisdom, +1 Constitution
Skill Proficiencies: Medicine, Religion
Tool Proficiency: Herbalism Kit
Language: Sylvan
Feat: Magic Initiate (Primal)

You spent your early years secluded in a hut or monastery located well beyond the outskirts of the nearest settlement. In those days, your only companions were the creatures of the forest, who would occasionally visit to bring news of the outside world and supplies. The quiet and solitude you found in your time outside society allowed you to spend many hours pondering the mysteries of creation, attuning your mind to the magical energy flowing through the natural world.

Equipment
  • Bedroll
  • Book (Philosophy)
  • Fishing Tackle
  • Herbalism Kit
  • Lamp
  • Oil (3 flasks)
  • Quarterstaff
  • Traveler’s Clothes
  • 15 GP

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Laborer

Ability Scores: +2 Constitution, +1 Strength
Skill Proficiencies: Athletics, Survival
Tool Proficiency: Mason’s Tools
Language: Dwarvish
Feat: Tough

Your apprenticeship consumed the better part of your youth. First, you learned to cut and polish a stone. After several years of polishing stones, you learned how to cement those stones into a wall. After several years building walls, you learned to join your walls to form a structure. The structures you built were exceptionally durable. The masons who taught you were taught by even older masons who were taught by dwarf artisans of old.

Equipment
  • Bullseye Lantern
  • Common Clothes
  • Handaxe
  • Light Hammer
  • Mason’s Tools
  • Mess Kit
  • Oil (1 flask)
  • Shovel
  • Waterskin
  • 15 GP

Noble

Ability Scores: +2 Charisma, +1 Intelligence
Skill Proficiencies: History, Persuasion
Tool Proficiency: Gaming Set (one of your choice)
Language: Draconic
Feat: Skilled

You were raised in a castle as a creature of wealth, power, and privilege — none of it earned. Your family are minor aristocrats who saw to it that you received a first-class education, some of which you appreciated and some of which you resented. (Was it truly necessary to read all those ancient histories in their original Draconic?) Your time in the castle, especially the many hours you spent observing your family at court, also taught you a great deal about leadership.

Equipment
  • Fine Clothes
  • Gaming Set
  • Perfume
  • Signet Ring
  • 24 GP

Pilgrim

Ability Scores: +2 Wisdom, +1 Constitution
Skill Proficiencies: Religion, Survival
Tool Proficiency: Musical Instrument (one of your choice)
Language: Halfling
Feat: Healer

You and a group of like-minded believers — mostly humans and halflings — once endeavored to walk a thousand miles of road to reach a faraway shrine. Priests counseled at the outset that, long after your journey was complete, you’d come to realize that you found the key to your salvation not at your destination, but somewhere along the road that led there.

Equipment
  • Bedroll
  • Healer’s Kit
  • Holy Symbol
  • Musical Instrument
  • Rations (2 days)
  • Traveler’s Clothes
  • 16 GP

Sage

Ability Scores: +2 Intelligence, +1 Wisdom
Skill Proficiencies: Arcana, History
Tool Proficiency: Calligrapher’s Supplies
Language: Elvish
Feat: Magic Initiate (Wizard)

You spent your formative years traveling between manors and monasteries, performing various odd jobs and services in exchange for access to their libraries. You wiled away many a long evening with your nose buried in books and scrolls, learning the lore of the multiverse — even the rudiments of magic — and your mind only yearns for more.

Equipment
  • Book (History)
  • Calligrapher’s Supplies
  • Parchment (8 sheets)
  • Quarterstaff
  • Robe
  • 8 GP

Sailor

Ability Scores: +2 Dexterity, +1 Wisdom
Skill Proficiencies: Acrobatics, Perception
Tool Proficiency: Navigator’s Tools
Language: Primordial
Feat: Tavern Brawler

Thus far, you’ve spent most of your days living the life of a seafarer, wind at your back and decks swaying beneath your feet, as you sailed toward your next adventure. You’ve perched on barstools in more ports of call than you can remember, faced down mighty storms, and swapped stories with the folk who live beneath the waves.

Equipment
  • Dagger
  • Fishing Tackle
  • Navigator’s Tools
  • Silk Rope
  • Traveler’s Clothes
  • 10 GP

Soldier

Ability Scores: +2 Strength, +1 Constitution
Skill Proficiencies: Athletics, Intimidation
Tool Proficiency: Gaming Set (one of your choice)
Language: Goblin
Feat: Savage Attacker

You began training for war at such an early age that you carry only a precious few memories of what life was like before you took up arms. Battle is in your blood. Sometimes you catch yourself reflexively performing

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the basic fighting exercises you learned as a youth. Eventually, you put that training to use on the battlefield, protecting the realm by waging war and studying the strategies of goblinoid generals.

Equipment
  • Arrow (20)
  • Gaming Set (same as above)
  • Healer’s Kit
  • Quiver
  • Shortbow
  • Spear
  • Traveler’s Clothes
  • 14 GP

Urchin

Ability Scores: +2 Dexterity, +1 Wisdom
Skill Proficiencies: Insight, Stealth
Tool Proficiency: Thieves’ Tools
Language: Common Sign Language
Feat: Lucky

You grew up on the streets, surrounded by similarly ill-fated castoffs, a few of them friends and a few of them rivals. You slept where you could and did odd jobs for food. At times, when the hunger became unbearable, you resorted to theft. Still, you never lost your pride and never abandoned hope. Fate is not yet finished with you.

Equipment
  • Bedroll
  • Common Clothes
  • Dagger (2)
  • Gaming Set
  • Pouch
  • Thieves’ Tools
  • 18 GP

Starting Languages

Your character begins play knowing at least three languages: Common, a language provided by the character’s background, and a language that you choose from the Standard Languages table below. Knowledge of a language means your character can communicate in that language and can read and write it.

The Standard Languages table lists languages that are widespread on Lanwarda, and the Rare Languages table lists languages that are more rarely known on the continents. In each table, typical users of a language are mentioned.

Standard Languages
Language Typical Users
Common Anyone
Common Sign Language Anyone
Aarakocra Aarakocra
Dwarvish Dwarves
Elvish Elves
Giant Giants, Firbolgs, Goliaths
Gnomish Gnomes
Goblin Goblinoids
Halfling Halflings
Human Humans
Kenku Kenku
Lizardfolk Lizardfolk
Minotaur Minotaurs
Orc Orcs
Tabaxi Tabaxi
Tortle Tortles
Triton Tritons
Yuan-Ti Yuan-Ti
Rare Languages
Language Typical Users
Abyssal Demons, Tieflings
Celestial Celestials
Deep Speech Aberrations
Draconic Dragons, Dragonborn
Druidic Druids
Infernal Devils, Tieflings
Primordial Elementals
Sylvan Fey
Thieves’ Cant Rogues
Undercommon Underdark folk

Feats

This section offers a collection of 1st-level feats, which are special features not tied to a class. At 1st level your character gains a feat from the character’s background.

Alert

Always on the lookout for danger, you gain the following benefits:

  • When you roll initiative, you can add your proficiency bonus to the roll.

  • Immediately after you roll initiative, you can swap your initiative with the initiative of one willing ally in the same combat. You can’t make this swap if you or the ally is incapacitated.

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Crafter

You are adept at crafting things and bargaining with merchants, granting you the following benefits:

  • You gain tool proficiency with three different Artisan’s Tools of your choice.

  • Whenever you buy a nonmagical item, you receive a 20 percent discount on it.

  • When you craft an item using a tool with which you have tool proficiency, the required crafting time is reduced by 20 percent.

Healer

You have the training and intuition to administer first aid and other care effectively, granting you the following benefits:

  • If you have a Healer’s Kit, you can expend one use of it and tend to a creature within 5 feet of you as an action. That creature can expend one of its hit dice, and you then roll that die. The creature regains a number of hit points equal to the roll plus your proficiency bonus.

  • Whenever you roll a die to determine the number of hit points you restore with a spell or with this feat, you can reroll the die if it rolls a 1, and you must use the new roll.

Lucky

You have inexplicable luck that can kick in at just the right moment, granting you the following benefits:

  • You have a number of Luck Points equal to your proficiency bonus. You can spend the points on the benefits below, and you regain your expended Luck Points when you finish a long rest.

  • Immediately after you roll a d20, you can spend 1 Luck Point to give yourself advantage on the roll.

  • When a creature rolls a d20 for an attack roll against you, you can spend 1 Luck Point to impose disadvantage on that roll.

Magic Initiate

You have learned the basics of a particular magical tradition. Choose one class: bard, cleric, druid, sorcerer, warlock, or wizard. You gain the following benefits related to that choice:

  • You learn two cantrips of your choice from the spell list.

  • Choose one 1st-level spell from the spell list. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this feat).

Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list.

You can take this feat more than once, but you must choose a different spell list each time.

Musician

You are a practiced musician, granting you the following benefits:

  • You gain tool proficiency with three musical instruments of your choice.

  • As you finish a short rest or a long rest, you can play a song on a musical instrument with which you have proficiency and give inspiration to allies who hear the song. The number of allies you can affect in this way equals your proficiency bonus.

Savage Attacker

You have trained to deal particularly damaging strikes. When you take the attack action and hit a target with a weapon as part of that action, you can roll the weapon’s damage dice twice and use either roll against the target. You can use this benefit only once per turn.

Skilled

You have exceptionally broad learning. Choose three skills in which you lack proficiency. You gain proficiency in those skills.

You can take this feat more than once.

Tavern Brawler

Accustomed to brawling, you gain the following benefits:

  • When you hit with your unarmed strike and deal damage, you can deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the normal damage of an unarmed strike.

  • Whenever you roll a damage die for your unarmed strike, you can reroll the die if it rolls a 1, and you must use the new roll.

  • When you hit a creature with an unarmed strike as part of the attack action on your turn, you can deal damage to the target and also push it 5 feet away. You can use this benefit only once per turn.

  • You can wield furniture as a weapon, using the rules of the greatclub for Small or Medium furniture and the rules of the club for Tiny furniture.

Tough

Your hit point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

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