~ The Realm of Endoraan ~

In a world far west from Olkhivir, tensions rise between the Northland Alliance and The Southland Alliance as the pale king continues his dangerous research

Cover Art Dominaria United

 

 

PART 1 | Introduction

Player’s Prelude

For this campaign players will start at level 1. Players will also choose a regular background from approved 5e material. Additionally with the link provided players will have the option to choose a skill feat from the link provided: https://docs.google.com/spreadsheets/d/1gH4ighNGdoFayOyPIurqbLo9o-egOuv7byFZSptoak8/edit#gid=0

In the world of Endoraan encounters will NOT always be balanced. A TPK will always be possible if players are not prepared, if they do not communicate, or decide they want to risk it all to stay and fight. Please keep this in mind as I always want players to win, but I want there to be genuine risk for the world to feel as alive as possible. Furthermore, I plan on this to be a long term campaign with a main plot that will become more obvious at later levels. I hope to have multiple arcs depending on what the party chooses to pursue. However, this is subject to change, and at earlier levels I hope to have various minor arcs in addition to multiple dungeons. There are various locations of intrigue and history to unravel. I expect all players to work collaboratively. That is not to say party conflict is bad, just keep that in mind and work towards resolution even if it takes multiple sessions of rp over the course of the campaign. I hope to present a world that encourages exploration with an encounter mix of riddles as well as physical combat. If you say something, say it in character. Respect players and above all, have fun.

Anomalies

Heavenly Flare

The rarest event out of them all. Only a handful have ever been recorded to have happened. When this event occurs the clouds disperse and the sky is illuminated with whith a golden amber hue of radiant energy. The temperature is warm and feels perfect to everyone as one large ring forms in the atmosphere. This lasts for an entire day. Even if the sun sets there is bright light illuminating everything. This event is seen across the entire contient. Many rumors have circulated as to the cause of such an event. One is said to have happened in the beginning of The Flawless Aeon of Suns. Another in the beginning of The Age of Mystic Want. Once more during the birth of the famous Whirrun of Bligh and Eida Wildheart. Some say it the symbolize the a golden era, some say its to signal the birth of a seraph or planewalker. Other claim it means a pivital figure or group has emerged that will change the corse of history. Whatever the case significant events and individuals of renown soon follow.

Anti-Magical Bursts

A rare event in which two clashing bursts of aracne energy create an enlarged antimagic field spanning for miles. As one can imagine the ramifcations for anyone being in such an area are quite unsettling. Magic cannot be done and healing other than physical triage is rendered inert. Magic items and potions are suppressed. These can last any indefinite amount of time but none have been recorded lasting more than 24 hours. Signs preluding to such an event include but are not limited to ears ring and poping suddenly, strong winds with swirling colors in the air, magic users feeling their stomache drop, and sudden decreases in temperature.

Nightmare Warp

Another rare event in where the veil between the material plane, the shadowfell, and the nightmare dimension are greatly thinned. The exact reasons for this event remain unclear, but is known is that is unsafe to sleep, if you’re able to sleep at all. These events are sporadic, though various mage collages have been able to develop tools to somewhat accuratley predict when and where these warps may occur. If a character is proficient in the required skills and/or tools they may attempt to predict where one may appear prior to a long journey. When in such an area your fears manifest taking on a physical form. sometimes a fear may only be visible to the associated character. Other times it is visible to everyone in the vicinity. These manifestations are called Dark Lurkers. Signs for such an event include but are not limited to hearing ominous whispers, shadows seeming to come alive, missing shadows, everything around you seems to be darker than usual.

Magic Destabilization

An uncommon occurence. Magic destabilization zones will be marked on the map if it a commonly known area. The eye of the dune rake is a known one. However these zones shift overtime. Additional they may dissappear for years entirely before another one reappears somewhere else. Within these zones magic does not necessarily work the same and rulesof nature may not always apply. Gravity may not be the same, water is known to flow backwards, and unwanted effects may occure, before, after, or during a players action. Effects will be similar to that on the wild magic surge table. Here is link to one such table example: https://www.dndspeak.com/2018/02/09/100-wild-magic-surges/

 

 

Additional Mechanics

Madness In a typical campaign, characters aren’t driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific nature of the threats the adventurers face.

Going Mad Various magical effects can inflict madness on an otherwise stable mind. Certain spells, such as contact other plane and symbol, can cause insanity, and you can use the madness rules here instead of the spell effects of those spells. Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness. Some artifacts can also break the psyche of a character who uses or becomes attuned to them. Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw.

Madness Effects Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose short-term madness, which lasts for just a few minutes. More horrific effects or cumulative effects can result in long-term or indefinite madness.

  • A character afflicted with short-term madness is subjected to an effect from the Short-Term Madness table for 1d10 minutes.

  • A character afflicted with long-term madness is subjected to an effect from the Long-Term Madness table for 1d10 × 10 hours.

  • A character afflicted with indefinite madness gains a new character flaw from the Indefinite Madness table that lasts until cured.

Curing Madness - A calm emotions spell can suppress the effects of madness, while a lesser restoration spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, remove curse or dispel evil might also prove effective. A greater restoration spell or more powerful magic is required to rid a character of indefinite madness.

Short-Term Madness
d100 Effect (lasts 1d10 minutes)
01–20 The character retreats into his or her mind and becomes Paralyzed. The Effect ends if the character takes any damage.
21–30 The character becomes Incapacitated and spends the Duration screaming, laughing, or weeping.
31–40 The character becomes Frightened and must use his or her Action and Movement each round to flee from the source of the fear.
41–50 The character begins babbling and is incapable of normal Speech or Spellcasting.
51–60 The character must use his or her Action each round to Attack the nearest creature.
61–70 The character experiences vivid hallucinations and has disadvantage on Ability Checks.
76–80 The character does whatever anyone tells him or her to do that isn’t obviously self-destructive.
81–90 The character is Stunned.
91–100 The character falls Unconscious.
………………………………….
Long-Term Madness
d100 Effect (lasts 1d10 × 10 hours)
01–10 The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins.
11–20 The character experiences vivid hallucinations and has disadvantage on Ability Checks.
21–30 The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks.
31–40 The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy Effect of the antipathy/sympathy spell.
41–45 The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its Effects.
46–55 The character becomes attached to a “lucky charm,” such as a person or an object, and has disadvantage on Attack rolls, Ability Checks, and Saving Throws while more than 30 feet from it.
56–65 The character is Blinded (25%) or Deafened (75%).
66–75 The character experiences uncontrollable tremors or tics, which impose disadvantage on Attack rolls, Ability Checks, and Saving Throws that involve Strength or Dexterity.
………………………………….

 

 

d100 Effect (lasts 1d10 × 10 hours)
76–85 The character suffers from partial amnesia. The character knows who he or she is and retains racial Traits and Class Features, but doesn’t recognize other people or remember anything that happened before the madness took Effect.
86–90 Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the Confusion spell. The Confusion Effect lasts for 1 minute.
91–95 The character loses the ability to speak.
96–100 The character falls Unconscious. No amount of jostling or damage can wake the character.
…………………………………..
Indefinite Madness
d100 Flaw (lasts until cured)
01–15 “Being drunk keeps me sane.”
16–25 “I keep whatever I find.”
26–30 “I try to become more like someone else I know—adopting his or her style of dress, mannerisms, and name.”
31–35 “I must bend the truth, exaggerate, or outright lie to be interesting to other people.”
36–45 “Achieving my goal is the only thing of interest to me, and I’ll ignore everything else to pursue it.”
46–50 “I find it hard to care about anything that goes on around me.”
51–55 “I don’t like the way people judge me all the time.”
56–70 “I am the smartest, wisest, strongest, fastest, and most beautiful person I know.”
71–80 “I am convinced that powerful Enemies are hunting me, and their agents are everywhere I go. I am sure they’re watching me all the time.”
81–85 “There’s only one person I can trust. And only I can see this Special friend.”
86–95 “I can’t take anything seriously. The more serious the situation, the funnier I find it.”
96–100 “I’ve discovered that I really like killing people.”
Corruption

Remanents of an unknown disease from a secret organization known as CERBERUS during an event known as the Hycinath Purge. Influnced by eldritch abominations known as Aether Kindred. No one quite knows where this affliction orginated. Symptoms include a black ooze like substance leaking out of a character’s orafices; primarily the eyes, madness, paranoina, hearing artificer creations as if they had sentience, and viens turning black. Gaining this affliction can lead to character death. There are a handful of ways to cure this disease and even special places in world a character can go to be cured. However, I will not diclose them here, I’d rather you as players try and figure it out. Hints will be given.

  • After the first 24 hours, most regular methods of removing a disease will no longer work.
  • Intelligence saving throws will be involved with incrimental reductions and madness gained.
  • While within a certain distance of eldritch entities in relation to what is known as the Machine God, a player will have disadvantge on attacks, ability checks, and saving throws. For each tier of madness gained, a player will have an additional 1d4 penalty.

 

 

PART 1 | Introduction

Introduction

Endoraan is a continent on the material plane Shandala. There are seven kingdoms on Endoraan with one having fallen long ago: Zaraathia, Khalvor, Etheriil, Mir’aan, Volyrus, and The Pale. Xilthraxuu was once a kingdom but collapsed shortly after its rise due to their investments in dark powers and a betrayal. They are known as the lost 7th kingdom. Zaraathia, Khalvor, and Etheriil currently share a strong alliance while watching their borders to their southland counterparts of Mir’aan, Volyrus, and The Pale. Also known as the Northlander alliance, Zaraathia, Khalvor, and Etheriil consist of a mixture of different races and professions. However, most prominent are their vigilant paladins, knowledgeable rangers, and adept explorers who dabble in a variety of skills. The practitioners of magic that reside here have tempered their minds and exercise caution so as not to be as eccentric as their southland cousins. The Southlander alliance teeters on the edge of insanity with their use of long forgotten magic while additionally having given their allegiance to The Pale king who sits upon his cold throne of ice and snow. They consist of powerful wizards, warlocks, and sorcerers with some claiming to have the gift of foresight and currently prepare for calamities or other major events. While each alliance is not currently at war, relationships at times are strained.

Leadership

The king and/or queen of each kingdom have ruled for anywhere between 1-2,500 years. Usually longer than any elf. Before passing their rulership onto their offspring. These rulers are known not to be elven nor assimar. They each have distinct and fine features that border a similarity of the two races though it has been discerned that they cannot be either. Mainly due to their longevity and strong martial/magical abilities. Therefore, many denizens of the realm have come to the favorable conclusion that they must be demigods, blessed by the divine, destined to rule and guide in this way. However, there are few who have alternative theories for their abnormal lifespan and powers. Each king/queen has a council that surrounds them. Each council member is assigned a domain of responsibility, and they either inherit the existing infrastructure of subordinates, or restructure with the approval of the rest of the council. The domains are divided as such: Development, Arcana, Law, Commerce, Information, Defense, and if needed, War. The council members are responsible for these domains throughout their respective capital city, and work closely with community leaders within other cities of the realm to maintain order.

The Master of Development

Works with the masonry guilds to approve and oversee all major construction and renovation within the capital and other cities.

The Master of Arcana

Keeps vigil over the lawful use of magics within the capital, informs the council on matters beyond the mundane, and works with the Arcane Institutes of other cities.

The Master of Law

Enforces the realm’s written law from within the Watchful Hall, serving as High Judge on grand matters of the court, approving any exalted amendments, and managing the smaller courts across the land.

The Master of Commerce

Works with all major merchant guilds and trading networks within the realm. They are to maintain a healthy economy, further good trade relations, and watch over the treasury.

The Master of Information

Oversees foreign diplomacy and maintains a well-developed network of spies and informants throughout the realm and beyond. They are to listen for whispers beyond the reach of the council’s ears and stand ever vigilant for political dangers.

The Master of Defense

Is head of the capital Guard, working closely with the Master of Law to maintain order and peace within the capital city and beyond. Leadership of military might is assigned to the Master of Defense in times of peace.

The Master of War

Is a temporary position, only filled during times of severe strife and impending conflict. The rest of the council elects the Master of War, who takes charge of the military from the Master of Defense, and all warfare and strategic decisions begin with them. When peace is called, the position is dissolved until required again.

The Hand

Is a position reserved for the king/queen’s confidant, most trusted friend, who they believe to be wise but above all else candid and loyal. Most of the time this falls to an elf given their lifespan and knowledge they have been able to acquire in their time on this plane compared to that of the king/queen of the realm.

 

 

PART 2 | History of Endoraan

PAST OF ENDORAAN

The Era of Shadow - (0 E.S) The farthest in time archivists and archaeologists have been able to date the oldest relics. During this time there was no humanoid life. The era of shadow is when darkness reigned. When devils, demons, and darker things came and went as they pleased. Ancient tomes have been found and kept locked away for fear of malpractice and the events of Xilthraxuu. To date there are no known written accounts of this era and as such much is left up to speculation.

The Flawless Aeon of Suns - (100 A.S) When the god known as Balance came into the universe before becoming split after a great battle with chaos. During the battle that ensued, what would have been a fatal blow, split Balance into two beings: Noctifer, and Lux.

The Fading Era The time period when devils, demons and other dark monsters began to fade from the material world for time before Balance split and was no longer able to keep darkness away permanently. While darkness was away this allowed humanity to thrive and expand.

The Illuminating Century - Age of enlightenment, darkness almost vanquished from the world. Other gods began influencing other races, came in the forms of seraphs and/or dragons

The Age of Mystic Want - Magic became more prevalent as different races began learning from different sources. Dragons began tutoring, people of faith turned towards guidance from different gods, dark pacts began to appear as whispers from the shadows preyed on people’s greed, fear, and desperation.

The Collapse Towards the end of the age of mystic want, magic was at its peak. Scholars practiced all forms of magic, there was almost no one who could perform magic of some kind. However, this also led to dangerous magical research of unknown proportions. Emanating from the 7th kingdom Xilthraxuu, a terrible earthquake shook the world. Something sinister underneath the ground was making itself known. The skies darkened over Xilthraxuu as necrotic energy poured out of cracks in the earth. To many in this world, this is common knowledge of what became of Xilthraxuu. It is also why While magic is still accepted and practiced in the Southlands, it is handled with caution and sometimes even looked down upon in the North.

Fissures opened in Xilthraxuu revealing long-buried ruins. A particular point of interest being on the island across from Brenet village. Their kingdom had apparently been built over the bones of an ancient metropolis that had sunk beneath the earth ages ago. Not much is known other than all records and accounts are scarce. What little has been discovered by the most daring adventurers and scattered tomes is that most exploration groups did not return; the few that did had been reduced to stragglers, babbling hysterical tales of maze-like ruins, ravenous undead, and a dark shrine that spoke to their minds. The same is true for most of the current adventures hoping to acquire great power or learn lost secrets if they return at all. The region has been given the name “The Puzzlebox”.

Time of Ruin - The time period where Azure and his council delved into dark magic despite recent revelations. Consequently, this led to a betrayal of Azure sealing his fate as well as his kingdom’s. The earth was scorched and magic was met with hostility. Regulations were put on magic. In response to these restrictions these lawmakers were met with opposition. This brought the emergence of the Northern and Southern Alliance. Crusades ran rampant and with it brought a dark time for magic users everywhere. While there was heavy bias towards magic users, that is not to say all magic users were branded and viewed as bad. They were quite a few magic users who sided with the Northern Alliance.

The I Century - Also known as the lost century. 100 years of history that has been unaccounted for between the time of ruin and the second century. Historians have collaborated time and time again to find anything pertaining to this and have thus far been unsuccessful. All records and writing have seemingly disappeared, journals and miscellaneous text reduced to pages of blank text. Even races such as elves have an accounted for blip in their memory where they cannot remember anything from this time. They would be able to recall where they called home, the names of their relatives, minor places they might have traveled too, learning to fish or shoot a bow. However they may not be able to recall the specific reason for learning those skills or traveling. For anything more specific regarding political relations, major events, storms, scientific or magical discoveries, fights, etc. they will recall nothing.

The II Century - People from all over are still recovering from the lost century. Accusations ran rampant for some time before reaching a consensus of rather than straining tensions further a truce was called for and drafted. Treaties were signed and the world attempted to move forward. Now both alliances collaborate hoping to discover the truth while still keeping each other at a respected distance. The emergence of the northern and southern alliance. In the north they have a temperament with magic and exercise caution. Magic users, while powerful, are limited and have a watchful eye on them. Meanwhile in the south, magic is quite abundant and used in everyday life to enhance one’s quality of life. However, as a result for mages practicing with reckless

 

 

abandon it was left most slightly unhinged with some even claiming to have gained foresight and preparing fora great calamity. At this time in the south they still practiced magic with ambition, willing to take risks for innovation and personal advancement; sometimes almost driven to the brink of insanity claiming to have gained the ability of foresight. To the shock and knowledge of scholars, they will know something that most won’t, seeming to have insight on events or matters that typically are not openly discussed.

The III Century - The current time period in which our story takes place. One of the common rules in place is a brandishing law. Essentially this states anyone can go around the city with a weapon. However, should it not be sheathed orshould be brandished you better have a good reason. Otherwise you will attracted the attention of nearby denizens and local gaurds, depending on the situation you may or may not be detained.

 

 

PART 3 | Kingdoms | Zarathiaa

The Six Kingdoms of Endoraan (Zaraathia)

“No! You come to me, you said you were loyal to ME. I don’t care what they did. If they had you backed up against the wall, then you find a way to break the goddamn wall down. If they had a gun to your head, you show them you had a magical bomb strapped to your chest. I trusted you and there is ALWAYS another way.”

-Record Account from The Betrayed

Zaraathia

The middle most part of Zaraathia’s landscape contains low mountains and desert with fertile land peppering the coast and along the more notable rivers. Due to the heated climate and barrenness this region is called the Solemn Expanse. East of this region are the wide valleys of The Speaking Hills which eventually merge with the Jungles of Shadei-Rex. This jungle landscape expands eastward up until the Eastgate Mountains. Meanwhile, west of the Solemn Expanse lie the treacherous Sunshard Mountains, while below them are the steppes and scattered canyons of Blood valley. Economically they are known for their trade in furs, lumbar, exotic meats and ale. The capital city is Zaraat.

Zaraathia stands to have the largest military force out of the Northern Alliance trinity. They are considered the head of the Northern Alliance. The people of Zaraathia are proud once they set their mind to a task it is rare for them to be deterred in any manner and consider loyalty to be the most valuable trait to have in any ally. Whether an oath or a promise to someone valuled, it is expected to be upheld to the best of one’s ability. Subterfuge, betrayal, unfair fights are looked highly down upon in Zaraathia, however that does not stop a select few from doing it, especially those who worship Borraka and are scattered throughout Endoraan. The religion surrounding Zarrathia begets these social views, and prominent religious deities are mentioned below. Keep in mind these are some of the major deities but will not include all of them or some of the more minor ones.

~ Unique Laws ~
  • To cross the threshold of a widow or widower without saying the divine blessings to the house and those who passed is an insult and a sin. You will likely be banned from ever entering the house again and no amount of amends or apologies will lead to forgiveness.
  • It is a sin to kill someone without looking them in the eye.
  • In war, it is a sin to capture civilians for a purpose of slavery, as they are not engaging in the conflict.
  • The symbol of The Dark Traitor or mention of their name is punishable by exile.
~ Quirks in Culture ~
  • People tap a dagger or a knife on wood instead of knocking on it for good luck. Origin: from a mimic invasion, helped them to survive by randomly stabbing furniture.
  • You greet strangers and acquaintances by clasping their left shoulder, friends or family are clasped on their right arm.

Caedmyrm, God of Kept Oaths - Caedmyrm is often referenced as the “Oathsman” or “Vowkeeper” in many mortal promises. Caedmyrm is most often depicted as a shaggy red- haired and long bearded warrior with one eye, always with the unchanging symbols of a large bronze spear and an open palmed hand. When a mortal swears an oath in his name, it appears as a rune upon the shaft of his/her weapon. If the oath is kept, the rune fades a tally mark appears. Otherwise the oathbreaker is subject to the ire of a god and all its worldly consequences. As such the rune becomes branded upon their flesh shining a bright red, never fading

Cahira, The Passionate Blade, Goddess of War, Passion, and Poetry - She is depicted as a warrior woman, with either brunette or red hair, a glaive in one hand with a beautiful shield in the other, and a cape filled with runic writing. Stories say she is the first skald, enchanting her fellow warriors with courage and power.

Eniorima, the Martyr - Wise, solemn, and stern, Eniorima reigns over major decisions, sacrifice, and martyrdom. Those who have given their lives in sacrifice for a major cause find blessings given by Eniorima in their name. Eniorima’s influence in the mortal realm is quiet but great, as he aids them in life decisions. Temples and shrines to Eniorima also feature names or smaller shrines to those hailed as martyrs in a city or land.

Borraka, the Goddess of Misfortune - Cheats and Thieves leave a single coin of their earnings for the day to Borraka, as they have caused misfortune to others. It is said that if you don’t leave an offering, a simple twist of fate will make sure you are caught the next time you try to cheat someone.

 

 

LANDSCAPE LOCATIONS

Sea of Turmoil - The underwater civilizations have long shared dread myths about this field of underwater volcanic vents, all belching out their pumice projectiles from the ocean’s depths. This submarine wasteland is a land of monsters, a gateway to the elemental plane of fire, and home to ancient abominations. The several kingdoms nearby have built coral walls and crystal watchtowers as defenses against the terrors that dwell here.

Sunshard Mountains - A mountain range where each mountain is a vibrant pastel color from the rainbow. Occasionally the mountains appear to change shape but practitioners of magic have claimed it is merely an illusion that occurs an hour before the anomaly at noon. It was said that these mountains arose after the battle of Balance. A lone shard cut from the sun itself plummeted into the earth, erecting these mountains. At high noon the luminescent rays of the sun are reflected off these mountains by an unknown magical effect, blinding those who attempt to lay their gaze upon them. It is prophesied that only those chosen by the divine will be able to see what truly happens at this time, however, such a time has not yet come. If the king or queens of the land truly are blessed as the rumors say, then have yet to share any hidden knowledge on this. Those on their way to the city of Irreloth traveling through the Corridor of the Scorpion have the pleasure of enjoying one of the most magnificent views that Zarrathia has to offer. This is one of the first locations charted by the greatest explorer this continent has ever known; Eida Wildheart.

Corridor Of The Scorpion - A path leading around the sunshard mountains to the elden city of Irreloth. Given the name for the giant sand scorpion slain by Eida Wildheart.

Blood Valley - A partially destroyed valley with a mix of canyon terrain in the aftermath of the Attack Of The False Prophet. Many lives were lost this day, so much so it was said to stain the valley red. Once the bodies were read their final rights and the enemy’s corpses burned, it is said the allies’ bodies who were buried gave life to the valley once more. Whether through magical means or another unknown effect overnight the entire valley was engulfed with roses that never wither or die. Many monuments have been erected here as an additional token of remembrance, and where many great warriors desire their final resting place to be. It is common practice before those going to war to be given a rose as a blessing for the warriors that came before. The gnolls and goblins that fought against the vigilant soldiers of Zarrat.

Nix Veith - Tomb of warriors that came before consisting of undead and revenants unable to be put to rest for an unknown reason. Many adventurers and clerics have tried to no avail.

The Solemn Expanse - A region of desert plagued by near constant sandstorms. While the terrain is bland and simple enough, those ill prepared to traverse this region will quickly succumb to dehydration, exhaustion, becoming lost or worse. Sticking to the outer regions of the solem expanse prove to be much less difficult of a journey, but those daring or desperate to cut down on time may wish to journey straight through. At the center of it all lies an eerily calm space called the eye of the dune rake. Supposedly there is an oasis there, but those that travel into the eye are never seen again. There has only ever been one to come back and tell a partial tale. Old man Gerid. An adventurer who vowed to map the solem expanse. One of the few areas Eida Wildheart dared not to map. He came back a rambling madman on the brink of death. He told of a cenotaph belonging to the god queen. A city of gold. But most importantly to stay away, to beware of the dune rake. For the past 300 years nothing has come from the solem expanse to explicitly declare war or harm the nearby villages or cities. As an unofficial declaration the explorers guild stopped funding for such explorations in the second century. Perhaps things will change in this new III century. However sometimes it’s better to leave things undisturbed for a reason.

The God Queen’s Cenotaph - A cenotaph of unknown origins and even greater speculation. Much of what is known was taken from Gerid’s notes. Scrying and teleportation spells have been with a degree of success however those that study it for too long run the risk of varying forms of madness. The god queen cenotaph has a figurehead of a dragon, and all of the writings seem to be draconic.

Eye of the Rune Drake - An area of perfect calm within the solemn expanse where one can apparently find refuge from the constant storms, find water and even shade. However those that venture into this area have never returned, say for one man who died shortly after. Rumors of a great multi-eyed brown winged creature that can burrow answers in the sand dominate conversation.

Ruins of Sylxn Mort - A cityscape, seemingly carved directly out of the rock it sits on, with no inhabitants. Every home is sparsely furnished with bare furniture carved the same way the buildings are. Despite containing homes, shops, temples, and government buildings enough for thousands of residents, no one knows who built it or why and no sign of habitation has ever been discovered.

The Ruins of Topor - A fallen city from a time during the II century. Cultists worshiped a snake god with the promise of immortality. At the center of these ruins on the Topor plaza lies a broken statue of the ouroboros, the mythical snake that eats its own tail as a symbol of eternity. During the time of ruin Zaraathian crusaders leveled this city deeming their magic too dangerous.

Snake Valley - A beautiful valley lush with wildlife where the winding river resembles that of a giant snake.

 

 

The Speaking Hills - This system of caves and canyon populated with foliage in addition to unique amethyst trees (https://secure.img1-cg.wfcdn.com/im/85062857/resize-h445%5Ecompr-r85/1881/188188917/Small+Amethyst+Clustered+Gemstone+Tree+on+Amethyst+Matrix+%2528The+Protection+Tree%2529.jpg) is the setting for a well-known romance story, which is told both as a five-act play and a popular song. The caves themselves are often visited, because they are giant geodes, connected by a winding, luminous path. From above, this region looks like a verdant chain of spherical hills; but within, the crystalline walls and ceilings hum with a strange, ethereal music hence the name of the speaking hills.

The Lost Peaks - A series of mountains made up of dark rocks. These mountains float slightly above the ground per a magical anomaly. Few travel the mountains for precious lodestones as it is very dangerous and a couple adventurers die up there every year. Given they are extremely rare and hold up these mountains where ruins of a long lost civilization lie, they are harvested scarcely.

The Pits - A series of craters made by large meteorites. These pits were then made into large battle arenas and a supermax prison. There are 4 pits in total. The first is for entertainment where those wishing to test their battle prowess enter the arena for renown and prizes. The 2nd fighting pit is for those wishing to settle disputes. Though whether or not it is to the death is up to the challenged (recipient of the aggravated party/individual). The 3rd pit is custom designed for members of the monster hunter’s guild and holds dangerous entities. As one of their final trials the guild member must succeed in defeating the opposing monster(s) whether by themselves or with a group of other hunters. The 4th and final pit is one of the highest security prisons in Zaraathia. This works given the best fighters in the region surrounding said prison. No one in their right mind would attempt a breakout given the surrounding environment.

Fort Valor - A military outpost overlooking the ocean towards Etheriil. Holds monthly friendly competitions with their rival outpost of Fort Virtue.

Fort Virtue - A military outpost overlooking the ocean towards Etheriil. Holds monthly friendly competitions with their sister outpost of Fort Valor.

Jungles of Shadei-Rex - Tradition holds that this jungle was once home to the final conflict between a demonic cult and a revered saint: the saint prayed, and their deity answered, instantly petrifying the entire wood. The church of this deity hallows this area, insisting that a holy relic of their saint still lay in the heart of these strange geological formations. That saint was known as Shadei-Rex

The Fangs - Twin mountains connected by a bridge at the very top. Each narrow mountain has a winding path full of trials and tribulations organized by the conglomerate of the Aang Sil Clans. Whether you’re part of a guild or long to prove yourself worthy, one will take the pilgrimage to the top before the final trial which is a closely guarded secret.

Fort Glory - Another military outpost. One which also consistently communicates with the east gate lighthouses.

The Hollow Beaches - An eerie calm is set upon these beaches where no notable events have occurred for some time. Eida Wildheart while documenting her travels stated that if one wanted to get away from the world to a quiet, plain area, the hollow beaches would be the place. Gray, desolate, and the soothing sound of the ocean with your only company being crabs.

The East Gate Mountains - An elongated range of mountains to the east of the continent. Between Zaraathia and Etheriil there is a break which acts as a passage for incoming ships from more distant lands. At each gap lies a lighthouse.

CITIES / TOWNS

Irreloth - An old and proud city that was established in the early days of exploration and the fading era. There aren’t as many markets here though most items are what trickle down from the capital. The inhabitants are a vigilant, wary, people, as life in the north can sometimes demand. Outsiders, enthusiastic passers-by and people who simply asked too many questions are looked at with suspicion and apprehension within the city walls. Irreloth is not as vibrant as the capital of Zarrat and is viewed more as a fortress. Its harsh and treeless surface surrounded by two ringed walls, a moat; a water-filled trench that was rumored to be filled with man-eating eels. Within its walls, massive stone buildings are encircled by cobblestone streets, with little flora to be found in addition to the sparse window-box garden of fragrant herbs. Four gates and bridges led into the city: Swordsgate in the north, Eastgate in the northeast, Turnstone Gate in the southeast and Rivergate in the west.

Izuul - The vast, wind-battered city was encircled by a great stone wall, outside of which was its great trading field. The tents and stalls found in mercantile markets were crowded with people of many different ethnicities and foreign nations. Battered by the strong winds emanating from the sea and the isle of miog the buildings here are made entirely of metal and etherwood imported from Etheriil. Annual flooding occurs so almost all buildings are built on incredibly durable raised platforms. Black markets and smugglers run rampant in the undercity given the influx of trade at the port. Multiple vents and tunnels have been made by the dwarves to diver flooding.

Zarrat - The capital of Zaraathia. Here, towering, gold-encrusted structures break the unending monotony of a horizon formed of sun-blasted sand. The people offer care and protection from the known and unknown tribulations of the desert. Happy, curious, and hopeful the people offer sacrifices and offer up the material in

 

 

grand temples dedicated to the primary deities, addressing their spiritual needs. They also reflect on their recent battle or endevors for there is good and bad in most things if one truly searches for it. They believe that this life, as wonderful as it might be, is just the beginning—a prelude to the perfection that awaits them in the afterlife or another plane such as Mount Celestia. The Silverstream Markets offer goods from as far north to the farthest reaches south. Those eager to sample the varying cultures of Zaraathia can visit the Bard Colleges or even the famous Starhold Theatre. For the more religiously inclined, they can learn much from the priests of the Temple of the Golden Leaf: A training ground for up and coming paladins and clerics. The temple features a training ground, study hall, dormitories, and chapel. In the center of the temple is a massive, ancient tree with vibrant golden leaves.. Finally, those looking for a good time can hardly do better than the many-storied Caledan Inn, open at all hours and usually booked full. The Stone Shields are the city watch; led by the Watchblade, who often received magical assistance from the local clerics.

Thousand Palms - An Egyptian type city with many of the buildings being made of sandstone with wooden or cobble floors and palm trees scattered for miles as far as the eye can see. The inhabitants are frugal, stubborn, and discipled. The monks of the 5 spires reside here in their amber monasteries constantly training and offering up their services for volunteer work before venturing out into the world to aid those in need. The 5 spires surround the city with bridges connecting each adjacent spire in a circuit. They also have a decent relationship with the merfolk and other people of the sea. Where the people residing in Khavlor have mastered the way of the beast. It said if there ever was to be a rival, the denizens of the thousand palms would be the masters of aquatic animals given their shared knowledge with the merfolk and tritons.

Narsis - A city of knowledge built within the trees by elves. A majority of magic users reside here and this a good city to go aside from Khalvor if you need something enchanted. However as the saying goes in narsis; if you’re good at something never do it for free. Various colleges and guilds communicate here. It is said there is no document, no copy of book or tome that cannot be found within the halls of their great libraries. This is Eida Wildheart’s hometown. They have many spectacles and historical buildings to show for it. Not to mention the famous Wildheart museum.

The Aang Sil Clans - The 8 Aang Sil Clans blow long blasts on the eight, massive alpine horns each morning, haphazardly causing avalanches throughout the mountains. The yikari priests narrate this ritual as evoking the loud praises of the mountains for their god. These avalanches have been devastating for dwarven expeditions, mountain settlements, and adventuring parties, as the victims were buried alive, an act of sacrifice to the yikari god. Granted each Clan is unique in their own right and worship different deities, some of which are no more than ancestral chieftains who are viewed similarly to demigods. These tribes believe strength and renown they too might ascend and become something higher than themselves.

GUILDS

Knights of the Sun

 

 

PART 3 | Kingdoms | Khalvor

The Six Kingdoms of Endoraan (Khalvor)

You teach me fighting and how to temper steel but talk about peace. How to you reconcile the two?

It is better to be a warrior in a garden, than a gardener in a war.

-A Master Smith’s response to their pupil

~ Unique Laws ~
  • It is a sin to give a gift that does not have three pieces. One piece for the recipient. One piece for them to split among their family. One piece to be burned for the gods. To give fewer than three pieces is to forget the gods. |Superstitious of things happening in 3’s |
  • ⅕ of all rare or valuable metals must be submitted to the Great Forge.
  • The symbol of The Dark Traitor or mention of their name is punishable by exile.
~ Quirks in Culture ~
  • It’s a tradition for blacksmith apprentices to wear a fire crystal or tusk/big tooth upon their person. (Origin: This is because orcs and dragonborn are known for being great blacksmiths and the item should help to channel their knowledge.)

Khalvor

The west coast of Khalvor is dominated by a mountain range known as the black cradle with a path leading to Silverstone and the Farshore. North they have a small valley leading to fort Victory however their landscape is predominantly a moor with the shrubland increasing heavily in density to the east where the Bleakwood shaman resides. Further southeast is where the iron hills are, which are a main resource for Khalvor. It is surrounded by the Southern Cradle, also known as the Iron Cradle. Just over the Cradle is where Velora’s Harvest is which is another main resource and source of trade to neighboring kingdoms. It has always been eyed hungrily and having control of that begets significant influence on various fruits and special herbs. They are also economically known for their iron and other various ores which are able to be mined from the Iron hills. It is here within the northern alliance where artificers are known to call home. In Both Teoz and Uk’ Goman the artificers have developed a way to tap into the arcane energies of this world in a riskier and refined fashion as opposed to the supernatural harnessing of the wood in Etheriil. They call these harnessable streams from the weave of magic: aether. As such they have been able to compose new weapons, armor, and utility items. These items are predominantly seen in the kingdom of Khalvor and are available for purchase in all cities. Outside of the kingdom of Khalvor these items are still available for purchase and creation, however, only in the capital and 1-2 major cities. This common knowledge is still a recent development. Brochures informing the masses of this recent advancement are available everywhere.

Lux, Bastion of Light - Goddess of the Sun, Farming, Fertility - Depicted a young woman always sitting cross legged, she has bright red hair, sun kissed skin, and her eyes are rays of pure light. She used to be a part of Balance, until they split forcibly.

Eniorima, the Martyr - Wise, solemn, and stern, Eniorima reigns over major decisions, sacrifice, and martyrdom. Those who have given their lives in sacrifice for a major cause find blessings given by Eniorima in their name. Eniorima’s influence in the mortal realm is quiet but great, as he aids them in life decisions. Temples and shrines to Eniorima also feature names or smaller shrines to those hailed as martyrs in a city or land.

Kitaal, the Loyal - an honorable deity that rewards it’s followers with loyal companionship. A prayer to Thrall may bring a useful ally to your aide. His domain is a vast palace with open fields instead of courtyards. Brave soldiers and warriors that died protecting their comrades are held in high esteem in Kitaal’s realm.

Borraka, the Goddess of Misfortune - Cheats and Thieves leave a single coin of their earnings for the day to Borraka, as they have caused misfortune to others. It is said that if you don’t leave an offering, a simple twist of fate will make sure you are caught the next time you try to cheat someone.

 

 

LANDSCAPE LOCATIONS

Platform to The Elders - Teoz lies atop an expansive plateau. A city constructed of marble, stone and inlays of various metallic ores. The artificers have found ways to harness magic and readily make products available to the public masses The elders are said to have been the first group of artificers, different statutes involve depictions. Many have assumed that as such, the elders first learned from the dragons themselves. Audiences with the elders are regulated and limited to a select few with cases or pertinent knowledge of high importance. High above right below the clouds float a series of metallic platforms that shine a luminescent blue in the sunlight. They are interconnected by magical bridges that translucent but shimmer and distort the air. At the very center of Teoz rises a magnificent funnel known as the aether harvester where luminescent streams of blue energy flow into like a river. The techniques regarding this are a closely guarded secret. So much so that organizations from Zarrathia and and even spies/inquisitors from the Southland Alliance have attempted to acquire information unsuccessfully time and time again. The punishment for selling trade secrets or any minute leak of info is punishable by death, modify memory, and expulsion from the guild.

The Black Cradle - Another elongated stretch of mountains composed of dark rock and coal which practically covers the western part of Khalvor. Charted by Eida wildheart, and mined for coal, this stretch of mountain is not as treacherous as one might initially believe. Thanks to outposts and maps drawn by Wildhearts herself, one can easily get through 1 of 3 passes. However, goblin and other monster activity increases once the sun begins to set, If one is not careful enough then they may succumb to whatever may be lurking just outside their purview. Especially if one tries to save time and goes off path. The Miner’s Union is settled in these hills run by dwarves.

Bleakwood - A forest with strange magic placed upon it where travelers get lost and age at twice the rate while trapped in its forever winding maze of bushes and trees. Most of the forest’s trees also seem to be made entirely of bone. Plants rarely grow inside, older flora seem transformed, and the only native residents there are undead, goblins, and fey. The forest is well known for harboring hags since bone is a common ingredient in many of their potions. It is also why the port of Xyron has recently been resettled, though they have been met with opposition from residing wildlife. The monster hunter’s guild in the region along with the artificers is quite active. This is also in part to the fact the scholars have recently discovered the slow but ever growing expansion of the bleakwoods. The surrounding area of deadland seems to be growing every day. Many scholars are worried about its destructive path. The area has already engulfed a town and a few forts have been tasked to hold off the onslaught of undead. The High King Themis Harrowwind has decreed any one person or group to bring an end to troublesome problems will be gifted with renown and favor throughout the entire kingdom. One of the few issues is current access into the bleakwoods has been restricted to the artificer and monster hunters guild.

The Far Shore & The Lost Bay - Calm and peaceful shores followed by open grasslands known as the far shore. Far away from violence and most ongoings of the world. Gnomes and halflings make up most of the population around here.

“Not all who wander are lost” is a common saying amongst most of the small folk with a deep wanderlust. It seems more often than not those who have no current direction in life, or truly have become lost find their way here by one means or another. It’s a strange pull this place has. Though one thing is for certain. From the various tales scattered across the continent, everyone ends up here for a reason. Many have found purpose once arriving and staying a while. Adventuring parties have been formed, lovers introduced, a lost item or book required. Sometimes, although rarely, a glimpse of a lost memory from the lost century ignites itself within a mind. Inspiration bestows itself to an aspiring writer or artist. Eida Wildheart once wrote in her memoir that in all the places she had traveled, this area was the most serendipitous. A wonderful anomaly of the world. She had once discussed retiring here once in an interview with another bard, though none have claimed to see her after her recent mysterious disappearance.

The Borderlands - This region consists of multiple clans and farming villages wanting to exclude themselves from the advancements that have found their way into the kingdom. The clans consist of druids, firbolg, shifters and turtles who, while respecting the advancements made, want to live a simpler life and tend to their fields. However given the state of the border lands they have also made themselves vulnerable to raids from gnolls, orcs, kobolds, goblins and more. When traversing the borderlands it’s best to sleep with one eye open, but one can easily find aid at most local villages.

Velora’s Harvest - A beautiful, multicolored forest. The leaves are every different color of the rainbow, and when inspected, one will find that half of them aren’t leaves at all, but instead thousands of butterflies that lie perfectly still. The forest is very peaceful and seems to have a will of its own. If visitors are kind to the butterflies, they are filled with a sense of peace and are able to pass through the forest much faster than expected. Anyone who thinks or attempts to harm the butterflies is filled with an overwhelming, overpowering sense of guilt that forces them to stop. This guilt can overcome even the strongest and most aggressive creatures. The harvest is shared through an agreement between Khalvor and Etherill given their borders.

 

 

Gem Bay - This lake’s floor is lined with gemstones that iridesce in the dazzling sun. It’s bottom is far deeper than it seems, however, and many divers have drowned trying to reach the just-out-of-reach sunken treasure. Etheriil and Khalvor have opposing viewpoints when it regards the lake. Khalvor values these gems for their elegance and their utility in acting as perfect conduits for Hextech. Meanwhile Etheriil views them as sacred and scholars have proven why the waters here are so pure. More diving and mining disturbs the unique ecosystem. New laws and regulation are in the process of being enforced by Etheriil as well as a border dispute that has been ongoing for the past several years. Khalvor believes they are just being greedy.

CITIES / TOWNS

Teoz - While Teoz is the capital of Khalvor, Uk’ Goman city is of fire and metal, dominated by warforged, dwarves, dragonborn and half-orcs. They consider the lands of Mir’an to be their rivals in creation.The grand aether harvester resides here with many temples and shrines to their deities.

Xyron - An important port city that has recently been relocated. The people of Xyron wear silver pendants and have a strong distaste towards fey given the events of bleakwood. They always wear furs, haughty expressions, and ready swords. They are always alert and well-armed. The people here always tend to be tense and paranoid—rightly so, because of the dangers of the tough city and surrounding area until their recent relocation—and they were extremely prejudiced against non-humans. In fact, few non-humans are allowed past the city gates.

Silverstone - A city comprised of cottages and shires.

Borguue - Inhabitants here are mainly of half orc descent and immerse themselves in the two cultures of their ancestors. Resigning themselves to the Borguue clan they partake in traditional tattoo scarring, circle fighting, competitions, smithing and hunting. You can also find a tavern or bar at almost every corner of this city

Oakmoor - A smaller city that resembles more of a village with bioconstructed house of various woods and vine partially built into trees and decorated by all many of flower that can be found within Velora’s Harvest.

Hull’s Rest - A Simple town with an inn meant to provide reprieve to travelers. The town also contains various nick nack shops and gimmicks centered around the fabled origins of Gem Bay.

GUILDS

 

 

PART 3 | Kingdoms | Ethrill

The Six Kingdoms of Endoraan (Etherill)

“The sea is always right, for her sake we shall always fight, for all her trials we shall take, and take them without fail.”

-Kasimir, a sailing cadet

~ Unique Laws ~
  • Let not one sun set before you have performed an act of loving charity for your parents, siblings, spouse, and children such as are present lest your strength, which is wasted on other things, wither.
  • The sea is always right.
  • Sky shards require magical energy to keep the land safe. All spellcasters must give prayer to a crystal each morning or face the risk of losing favor from the gods.
  • The symbol of The Dark Traitor or mention of their name is punishable by exile.
~ Quirks in Culture ~
  • All dishes are served with a garnish of yew leaf. (Origin: after a string of foodborne infections, the spell-savvy within the community began asking for yew leaf with their meals to cast Detect Poison and Disease. It was observed that these people never came down with the illness, and the practice became common among non-casters as well, even after the infections subsided.)

Ethriil

Ethriil’s chief art became that of shipbuilding and sea-craft. The Ethriilians became great mariners, have the strongest navy, Ethriil’s chief art became that of shipbuilding and sea-craft. The Ethriilians became great mariners, have the strongest navy, and are renowned explorers, exploring the seas in all directions as well as providing trade through faster sea routes. Ethriil’s islands of Ra’jhaad, Way’s End, Armada, and Moonshard are also key points of interest for spice and specific mineral harvest. They are also known for their beautiful gems they are able to refine. One of their primary resources is their etherwood; wood that has the ability to photosynthesize with the magical auras of this world and are incredibly durable and used with almost all of their ships. Aside from this Etherill is said to have the best fruit.

Calypso, Goddess of Sailors - A god born between the elemental plane of air and water, she is the patron saint of those that take to the seas. Depicted as a pirate queen.

Deliath, Goddess of Sustain and Sacrifice - Depicted as a blue shimmering woman with hands resembling two fishes. She is said to remind the fishers and hunters to only take what they need, so that they will have their needs fulfilled another day.

Aydogan, King of the Drowned - Every man and woman who drown at sea join and become a part of Aydogan’s ever-growing body. A mess of bloated bodies with a single man, sailors pray to Aydogan they do not become a part of him.

Noctifer, The Great Moon Shadow, God of Death, The Moon(s), and the Sea - Depicted usually as a young, extremely pale man, with raven black hair, and deep blue eyes. He once was a god simply called Balance. But, a great battle had happened, and what would have been a fatal blow, split Balance into two. Noctifer, and Lux.

Borraka, the Goddess of Misfortune - Cheats and Thieves leave a single coin of their earnings for the day to Borraka, as they have caused misfortune to others. It is said that if you don’t leave an offering, a simple twist of fate will make sure you are caught the next time you try to cheat someone.

Church of Dò-Hé - Not a deity in the standard sense, but a magical crystal that was once found. It has magical powers of protection (abjuration) and would protect the area where it is found with magical protection, mostly keeping undead out. Over a long period of time, the crystal itself and its magic shrunk until nothing is left of it (or so it is said), but the core concept of protection remains within the church that was formed from the ideas and concepts the crystal once had.

 

 

LANDSCAPES

Etherwood A forest that an ancient society planted. Energy flows throughout the forest, and when you try to chop down a tree it hits you back for force damage.A forest where lightning travels between the trees with an atmosphere of charged pressure. The forest has many treasures inside for those who wish to make the dangerous journey into the electric forest. There are many rumors that circulate as to the true nature of the forest or how the loggers guild is able to do anything with the trees for their ships. Their techniques remain a closely guarded secret and patrols are ever vigilant throughout the outskirts of the forest.

The Forbidden Meadow This meadow has been magically cultivated into rambling fey gardens. The orchards and vineyards are kept by a herd of centaurs, and satyrs keep the lawns clipped uniformly. Great, multicolored, flightless birds roam leisurely through the gardens as their personal paradise.

Isle of Miog A series of islands with ports and rumors of lost treasure. Around these shores encounters with various merfolk, tritons, sirens, and other sea creatures is common.

Mount Sunder A semi-dormant Volcano.

Way’s End The obsidian sea caves dotting these coastal bluffs are all connected in an expansive, half-submerged labyrinth. This is the home of a terrible sea serpent, as the legend goes. Pirates have used this legend to great effect, taking up the caves as their base of operations in these tropical waters. Surrounding above ground a series of villages where marauders and pirates call home. Each of them hoping to make a name for themselves and find the Infamous lost ship “Red Nemesis”.

Armada The Island of Armda acts as resupplying base for Etherill’s fleets.

Moonshard An island constantly surrounded by a glossy white fog that never dissipates. Legend has it that moonshard and falling stars one rained down onto the island. But rather than decimating the island it erected flora not native to this plane of existence. Many that attempt to traverse the mists only end up back where they started unable to make their way to the island. The few that know of him claim that the island has been claimed by The Messenger.

Khashari Jungle A normal rainforest where everything seems fine except for the unusually dry air. If more time is spent there it will become apparent that it never rains. Despite this the flora and fauna look completely healthy.

The Beaches of Etheriil A beach with tall palm trees and dark green sand. The sand is said to sooth plantlife and is often collected by druids as a good luck charm. The green sand can be used as fertilizer for otherwise barren soil or for a potion of growth.

The Ruins of Kakarot A former community built around a shipwreck. No one seems to know how the ship got here. Legend says that t was caught in a giant storm that lifted it out of the sea. Others say it was a giant wave. Either way the original sailors had obviously angered some god. Seemingly abandoned, the occasional wildling will live inside of the ship seeking refuge. Supposedly the is one being who lives in the former captain’s quarters making sure no one stays longer than 2 days for an unknown reason . There are also some tents and makeshift shelters around the ship.

Neck of The Moon Knight Also known as Moon Knight Village, a large wizard tower stands prominent and ominous protecting its citizens by absorbing the first of all magic spells cast that day within the village and within its walls. No one has seen the administrator of the tower… ever. The inhabitants of said village give praise to the moon and all its glory, a majority of their prayer takes place at night. These inhabitants also worship a deity said to live on the moon, being everywhere yet nowhere.

CITIES / TOWNS

Shyyx City This small city lies on the very edge of the forest with two ports and was meant to be a means of restocking before taking a trip. These trips typically leading into the deep woods, the right half of the east gate mountains, or before continuing one’s journey at sea.

Ra’jhaad A prominent Tabaxi clan/hunt. Other info TBD.

Heart of The Forest The Capital of Etherill. Once, ages ago, an old queen lived in a great castle. Her pride and joy was a menagerie, home to wondrous beasts, birds, and all manner of creatures. She loved every one, and would delight in visiting each, and making sure it had a more than adequate habitat to reside in. Eventually the queen passed, and the menagerie continued to be taken care of by her loving family and servants. Over time, others moved nearby to visit the site. Some brought families. Eventually, a town grew out of the old castle, taking care of the incredible creatures contained within, and occasionally harvesting food, ingredients and other supplies to sell to other towns or apothecaries. The Menagerie is still active today.

Harrowport A town for performers’ retirement. This place is where the bards, dancers, poets, opera singers, and everything in between comes when it’s their time to lay down the dancing shoes, quills, instruments, or costumes. Almost everyone here is in good spirits, though with this many people devoted to the beauty and arts that is not surprising. Feel free to visit and hear the tales of the entire world with these people, just be sure not to linger after dark if you don’t also share the love of the stage…

Dralenwell A town for its vinyards and beer garden.

 

 

Eros A town where nobody trusts anybody and everyone has their own crackpot conspiracy theories about something or other.

Sekrosis This towering temple is a feat of arcane architecture, and a world wonder, spiraling toward the heavens and dominating the skyline of this metropolitan city. All the known deities of the world are represented in this worship complex, given their individual shrines in the superstructure of this dazzlingly ornate edifice. Perfect sculptural representations of all the deities serve as pillars holding up the many floors of this super temple, looking outward over the city. The entire city has had a hand in building and maintaining the Sekrosis in some way, and it is the glory of the city and the region. A temple market surrounds the super temple, where religious texts, prayer aids, holy symbols, saintly relics, and sacrifices of all kinds can be purchased. However everyone here has lost a part of their sanity in some way. Additionally most consider this structure to be an abomination given that there is a mix of all kinds of deities including ones that are not inherently good.

Cael Hollow This city was built by a group of adventures over the site of a Vampiric cult’s unholy cathedral. Legends foretold the return of the cult’s powerful Vampire leader, the terrible Sarr’gethal Moncreft. The adventurers swore that they and their descendants after them would serve as guardians against Moncreft’s return. As such, the city is built with great layers of hallowing mixed into the very foundation. The streets are crafted from marble and laid out in holy sigils; the dead are cremated, their ashes blessed and spread in the Field of Martyrs. Powerful white walls surround the city, with fields of fire shaped into the earth to provide for protection from attack. The careful preparation led to Moncreft’s return being one of the most anticlimactic events of the age; no sooner did his spirit congeal into the material plane then he was trapped in a divine forcecage, separated into three parts, and sealed into three different airtight casks filled with holy water. One cask remains stored in the Old Hallows museum; the other two have been hidden. The city’s primary task completed, it now stands as a bastion of good and a source of great heroes.

Bramblewyyn This village is actually composed of various taverns, each run by an original member (or surviving kin) of the aforementioned adventuring party. Bramblewyyn was their leader and known to be one of the greatest rangers of all time.

Riverhook This small town lies on the outskirts of a much larger Elven university. Here, buildings are constructed to test the elves’ latest architectural styles. As a result, the various styles all at once can be overwhelming for new visitors. On the outskirts of this town lie gnomish and halfling abodes. Each has grown fond of the other and have formed a unique bond.

 

 

PART 3 | Kingdoms | Mir’aan

The Six Kingdoms of Endoraan (Mir’aan)

“Sometimes kid, you have to know when to kill a monster, and when to realize that the very thing you’ve been tasked to kill isn’t actually a monster at all. Comes with the trade.”

-Zorah Rathian, Senior member of the monster hunter’s guild

~ Unique Laws ~
  • No pack animal, nor noble steed may be maliciously harmed, nor have medical care or needs withheld without exception from a (bishop) present.
  • The first animal you hunt of the year must be spared and allowed to escape for mercy begets mercy.
  • ⅕ of all rare or valuable metals must be submitted to the Great Forge.
  • The symbol of The Dark Traitor or mention of their name is punishable by exile.
~ Quirks in Culture ~
  • All libraries have free slippers for guests to wear, and places for them to take off their boots. (Origin: There was a fungus that people were tracking in on their boots that ate paper. Libraries combatted this by asking people to wear slippers instead, which they provided.)

Mir’aan

The land of Mir’aan is part of the southern Alliance and comprised almost entirely of forests and prairie plains. The soil is rich with nutrients, the forests ripe with life. The capital city Gildenwaith is nestled in the forests next to Rose Lake with their eastern border extending to part of the Grey Marsh where only the brave and the foolhardy dare venture. Economically they are known for their well trained horses and flying beasts put through a rigorous training program. Sold to both mercenary and explorer alike they never disappoint, able to enact complex commands.

Aurelios, God of the Feather - Son of the Sungod, the Featherfather is the protector of all birds, great or small. Depicted as a great phoenix, descending from the sun, Aurelios is worshiped by sentient bird races and sometimes sailors, who offer sacrifices to the Featherfather to send them a seabird to guide their way. Aurelios especially favors the storks and whoever slays them, risks provoking his wrath.

Thyhdar, the deity of Chaos - Personality: lively, and about as… chaotic as you would imagine it to be. He has no preferred form and changes his shape multiple times during his interactions with monsters, and is usually depicted in a chimera-type of form. Thyhdar loves games and festivities of all kinds, so that’s the best way to worship him on his Holy Days. One of the most popular games is a ball game that combines the mish-up elements of all the ball games known in the region. The shrines are usually organized in the regions of strange phenomena: such as gravity alterations or regions with uncharacteristic temperatures.

Acus, Deity of Interrogation, and Discerner of Concealed Truths - Confessions are often quite intense affairs and this deity’s Inquisitors are ruthless pursuers of any who intentionally conceal or twist the truth with lies.

Borraka, the Goddess of Misfortune - Cheats and Thieves leave a single coin of their earnings for the day to Borraka, as they have caused misfortune to others. It is said that if you don’t leave an offering, a simple twist of fate will make sure you are caught the next time you try to cheat someone.

 

 

LANDSCAPES

Rose Lake A lake with crimson red water that is soaked up by the red plant life around it. The water is a powerful poison that attacks the nerves of a creature. The lake is permanently coated in a light red mist that smells of fruit.

Murkwind Caverns An expansive cave network where the length and direction of the tunnel has no bearing on where you actually go. You may walk for a day and end up in a cave 2 miles from where you started, you may walk for 5 minutes and exit onto another continent.

The Grey Marsh Hazardous Terrain and carnivorous plants, fog that never goes away. The one frog that never sleeps and always hunts. Shadowfell bleeding into the Grey Marsh.
This violet-black wasteland is only just recovering from magical holocaust years ago. The few stunted shrubs and twisted trees here are bravely attempting to pioneer life again. The people who wander through these wastes aren’t sure that it’s unusual for plants to be sentient, Or pink.

Ruins of Ruma TBD

Plains of Tyruun Shadows grow too long on this barren savannah, where scavengers prowl and roost. The inhospitable landscape is scattered with many wide low tombs of giants.

CITIES / TOWNS

Dyn’s Bane A city comprised of mines, forges, and hot air balloons. Originally a mining community, the abundance of coal caused a large number of blacksmiths to move into the residential sections of the mine during it’s early days. With the rapidly expanding population, the smoke and heat eventually became unbearable. As a solution, the Smith’s began boring shafts from the surface down to their smithies. Over time, build up from the smoke formed stalagmite-like columns around the holes, which have to be cleaned regularly to prevent closure. The older the forge, the bigger the stack was. Once their size began to be seen as a symbol of prestige, it was only a matter of time until some smiths began to artificially increase the size of their stacks and label them with crests as a form of advertisement to traders approaching the city. In recent years an enterprising architect and engineer began building a network of hot air balloon structures above the stacks. The heat venting out of the stacks keeps this small aerial district afloat but a few accidents have prevented a large number of people and businesses from moving to the floating latticework of canvas and wood. The Great Dyn Sibilings also reside here in their great forge. Shandala; a female half orc, and Chama; a male dragonborn.

Sunshire The roads are paved with scintillating glass flagstones. The four soapstone outer walls are painted red to match the leaves of the stripped-bark maples, and the gates are adorned with flowering vines. Fountains at the center of each crossroads in this square-shaped town each hold a large, perfectly reflective, silvery ball about as wide as a man’s chest. The inner walls of each building are lined with pink halite. A large temple dominates its center. The temple, though roofed, remains open to the elements by virtue of not having doors for its wide doorways. The halfling and gnomish citizens ensure the candles at the center altar are lit, and carry out the rituals depicted on carefully preserved banners that used to flutter from the temple arches. But no one knows who originally built the city, or why the modern-day citizens are compelled to carry out the temple rituals.

Gildenwaith (Capital) A large City built in a gigantic mangrove forest and where a majority of the beats after capture are trained. Warm, humid, and wonderfully fragrant, Gildenwaith exists in a sun dappled twilight even on the brightest of its tropical days. The City is a hub for travelers passing by, as well as a popular tourist and vacation destination. While people of every shape, size, and race can be found there, it’s original denizens are a race of Fruitbat Folk (Generally lawful neutral, stats as Aarakocra with darkvision and an aversion to bright light). They are generally friendly, but almost every member of the Folk knows someone who knows someone who is involved in the organized crime cabals that run the town, or is active in those circles themselves. Gildenwaith is a great town to get lost in for a while, but if you wander too far into its shadier groves, you might never leave.

Elk A halfling settlement that has a symbiotic relationship with the neighboring centaur tribes. They drove off an Orcish invasion ages ago and averted a famine at the same time. Farms and orchards dot the landscape along with tall trees that have difficult to reach fruit. Scouts from each group band together for up to a year to patrol the perimeters.

Nightrock A town on the edge of a forest and at the base of a mountain with a gold mine in it. An aqueduct extends from the mountain into the town supplying it with water. It is widely known that this town is under the control and protection of an ancient blue dragon that lairs deeper in the desert. The town pays the dragon a tax of 1 gold piece or equivalent goods per person every year. The dragon plays the long game to slowly build its treasure hoard and is known to extend leniency on its taxes for exceptional additions to its hoard. The town is currently in its last month of a tax-free decade after someone turned in a Dragon-Slayer sword.

Ren’s Wall & Fort Sanctity A fort nestled in between a crack in a massive wall expanding either side from the southern cradle to the sharpwind mountains. Technically it’s two walls with a ½ mile gap in between. Built as a border between the north and south there is a small village (Bitterroot) with an outpost with military members of house Ivy. At the fort however are the

 

 

military of House Ambershield composed of Half orcs and Deep gnomes on one side, and on the other are the Military of House Callestan composed of Dragonborn and Aarakocra. All Guards wear nondetection amulets. Ambershield led by Liam Hackner (Half Orc) (amberleaf cross with a hammer) | Callestan led by Victorine Damaris (Aarakocra) (Flying Pegasus crest)

Port Sirex A fairly new coastal town of half-constructed houses with canvas and net walls and roofs, sandy roads, and an overall feel of growth. The town’s known for being a rising shipping hub, built at an ideal local between two trade hotspots. A renovated and rennovated and remodled shipwreck in the center of

town serves as the town hall, where each of the 12 districts (specializing indifferent products/purposes) sends representatives to make laws. However, tensions rise between the districts when a threat to the town is fast approaching.

The Wisp The Temple of Masks - Originally the headquarters of a forgotten order of spy-monks, the Temple of Masks has since become a place of worship dedicated to Cromos, the Dual natured moth-god of secrets, magic, and causality. Here the priests (all former master spies) deal in secrets, lies, and plots, all of which please Cromos just as much as conventional prayers do The temple also maintains a strict “no-killing” rule which is enforced by a collection of magical constructs controlled by the temple grandmaster. The Temple gains its name from the masks worn by those who enter the temple grounds; visitors receive ornate and outlandish masks, while the clergy receive special shapeshifting masks, better to charm secrets from their worshippers.

In reality they are seen as a benevolent monastery of monks

Karavar Sol A city with two levels - one above the surface and one below. There is no distinction between the levels, though most houses are underground and most businesses are on the surface. It’s almost always cloudy, because of the big cloud above the city that never goes away. Inhabitants joke about it housing a secret sky floor.

Daggerpoint Burrow Small port trade city run by Jerrod the One-eyed. He runs the town with ruthless efficiency, but he never overstepped in tyranny. As with all ports, you see various folk on the streets and in the docks, as well as a variety of goods. It is also known for smuggling.

 

 

PART 3 | Kingdoms | Volyrus

The Six Kingdoms of Endoraan (V)

“Peace is a lie. There is only passion. Through passion, I gain strength. Through strength, I gain power. Through power, I gain victory. Through victory my chains are broken. The storms and missing memories shall free me as it has freed others.”

- Vesko Calidan, Mystic adept

~ Unique Laws ~
  • The holy texts may not be read or seen by the common folk. They are only for the eyes of the trained.
  • Thou shall not spill another’s blood within temple grounds. Any who do must pay an equal amount of blood.
  • The symbol of The Dark Traitor or mention of their name is punishable by exile.
~ Quirks in Culture ~
  • To wear a cloak, hat or other head covering when passing the town’s gates is considered too rude. (Origin: There was a ‘demon problem’ some way back and to show your head helps the guards know you’re not one of them.)
  • In a mountaintop community, it is custom to have a small bowl of feathers near the front door. Guests are encouraged to take one on their way out for good luck. (Origin: Accidents happen on the mountain, and as such it’s always advantageous for casters to have a feather on them to cast Feather Fall in an emergency. The nobles of the region popularized this practice, with non-caster commoners soon adopting it to be in vogue, and eventually it became known as a good luck charm to keep a feather on you. Or, maybe everyone in this community is taught or innately knows Feather Fall.)

Volyrus

Also part of the southern alliance, the border’s of Volyrus extended from the winding water of Riverhook, to the Eldest places, down past to the Dell Valley all the way to the river crossing of the Valkyr. Volyrus is a mixture of different landscapes comprised of mountain ranges, cliffs, woodland, Taigas, and patches of steppes in between. Economically they are known for their vibrant dyes, salt, fine clothes, grain and magical items.

Crow, God of Perspective and Justice - He guides mortals through their consciousness and through the interactions of other living things. Crow is depicted as, well you know, a crow, except it’s an enormous crow.

Auvre, God of the Poor and Homeless - A small but tall walking man covered in rags, his face mostly hidden but seems malnourished. People say he is seen to care and feed the outcasts, but also hinder those who try to escape their misery.

Phalanga, Goddess of Dice - An enigmatic figure, rarely encountered except by those with exceptionally poor or excellent luck. Said to be breathtakingly beautiful, veteran gamblers kiss their dice as if they were Her hand. Worshiped and feared by Modrons, who don’t dare to speak her name lest she send them tumbling.

Borraka, the Goddess of Misfortune - Cheats and Thieves leave a single coin of their earnings for the day to Borraka, as they have caused misfortune to others. It is said that if you don’t leave an offering, a simple twist of fate will make sure you are caught the next time you try to cheat someone.

 

 

LANDSCAPES

The Leap A plateau where one can see above the clouds. Whatever tranquility lies here, most looking for peace of mind or to regain their sanity make a pilgrimage to the top. It is unspoken of what all resides up there except for a monastery. But for those that do not remain, they speak of taking a leap of faith in their final tribulation. Hence the name.

Dread Plain A fields of wheat on the north side of the Saltstone River that is always in a thunderstorm. Parts of the plains are scorched because of being struck. Some say that a tempest cleric cursed the fields when a farmer insulted him but others believe it was always like this. On the southside of the river however the phenomenon is nonexistent. In fact the wheat seems to be blessed. Whenever the wheat is harvested it is fully regrown the next day.

Red Hills Special grass that’s reflective of the sunset

Eastern Ocean Within this sea is a round, vertical column of water down to the impossibly deep seafloor, composed of five distinct biomes, all stacked on top of each other. Different treaties and alliances have held a tentative peace among the various civilizations found in these layers. But recently the uppermost civilization has begun employing a greater number of their large, photosynthetic plants which seem to be really good at harvesting sunlight for energy. The land dwellers are beginning to resent paying the people of the deep higher and higher fees for their food and resources when it seems they have an abundance.

Salt Stone Bay A lake completely void of all life. The lake seems to change from saltwater to freshwater at random. Upon closer inspection the lake transforms from saltwater to freshwater depending on the lunar cycle. As such calcified deposits of salt will randomly form making this location in Volyrus a hotspot for salt export.

The Ruins of Fargaard When the great Sorcerer-King Fargaard Atravarius attempted-and failed-his quest towards deification, his empire crumbled and was destroyed in a single night and day. One of the few remaining remnants was the colossal bronze statue he was having built of himself in his capital of Atravia; standing over 400 feet tall, the great statue represented the might of Atravarius. The unfinished statue miraculously survived the Great Upheaval, even as the great city around it simultaneously burned and drowned. Many of the workers sought refuge in the scaffolding scattered around the statue; as most other buildings were smashed to rubble, they remained there, building living spaces in the labyrinth of rooms inside the statue and establishing a society safe from the wandering monsters and marauders. A large contingent of the workers had been Kenku, and they took naturally to living in the ramshackle scaffolds, precariously set high in the air. Today, the scaffold ruins are a warren of closely packed buildings and thin walkways, surrounding the bronze skeleton of a long-dead king. While many of the original denizens have moved to other cities, the city remains a common retreat for those seeking shelter, or to disappear.

CITIES / TOWNS

Axsworn A mountain completely covered in a variety of fungus and bluish green molds. The mountain is home to many shamans, witches, rangers, and other miscellaneous clans that are considered insane. If a creature spends more than 3 days on the mountain they must make a DC 15 wisdom save or begin seeing hallucinations.

Argus Vile A magical city, which requires outsiders to fulfill one requirement for entrance. A magic item will cut off their left hands and preserve them in jars. The hands can easily be reattached later but if the city guard sees you committing a crime the hands are pricked with poison, kill the evildoer in a matter of hours.

Kern’s Lookout A town built suspended underneath a large natural stone arch. The upper class live in towers built up the suspension system of the town. The town’s poor live in hovels 200 ft down below on the ground floor where waste and broken things are tossed carelessly.

Saltstone A seaside village complete with a large set of docks and lots of fisherman. The townsfolk are quite paranoid about the woods to the north and refuse to get any resources from there given recent monster activity. They get all they need from the sea.

Shadowgate The capital of Volyrus, made from obsidian nightstone. Given the crevice between the mountains in which Shadowgate lies, the city itself has been carved into the sides of the mountain pass. The rest a column of market levels suspended by adamantine Chains. However after an event of unknown origin the city has become besieged by wraiths and a current zone for a nightmare warp.

Umgor This City sits on stone bridges connecting one cliff’s edge to another. These bridges are little more than errant strips of stone that, when viewed from above, look like a spider web. The brave souls that live here live on platforms suspended over the caverns and connected by rope bridges. Most of them make a living by ferrying items across the canyon, but others collect water and fish from the bottom of the canyon by suspending buckets from rope. Others still try to mine from the sides of the mountain, but there is a debate going on as to whether or not this could endanger the town. At the very bottom lies a crater from a fallen meteorite and is mined for precious metals in both weapons and arcane focuses

Ysrik Village A small town buried deep in the forest. Due to the surrounding hills and forest growth, the town practically never sees any direct sunlight. Early settlers created hundreds of magical lanterns that continuously cast Dancing Lights, giving the town streets an

 

 

enchanting look at all hours. A small river winds its way through the town to help give its residents natural water and resources. The river adds to the lovely view as it reflects the lights.

Pinemill This old logging town is run by firbolg located on the edge of Growers Forest. The forest magically grows back every week what the loggers cut, no one knows how or why but if not cut back the forest slowly creeps into the town.

Valkyr Barely more than a hamlet with a port., Hommshome would be beneath notice if it were not for the Matraine family. The Matraines, hardy farming stock, ran into monetary difficulties after a spate of illnesses. In order to aid the family, three of the Matraine sons set out to make a fortune adventuring; within a year, the Matraine Brothers were some of the realm’s greatest heroes, and Valkyr has benefited from the treasure they sent back.

 

 

PART 3 | Kingdoms | The Pale

The Six Kingdoms of Endoraan (T.P)

“Emotions are a torrent which one must temper, for through my emotions I gain peace. There is no peace without a passion to create, for through passion I gain focus. There is no focus without peace to guide, for it is through these values I gain knowledge. Knowledge fades without the strength to act, it is with this absolution I gain power.

Power blinds without the serenity to see. For it is with serenity that I can draw strength. There is freedom in life, there is purpose in death. The Spellstorm is all things and I am the spellstorm made manifest. With which I can obtain victory, in which I can gain harmony; gaining which, allows balance to flow through all.”

-Tenets for The Enlightened, from The Pale King

~ Unique Laws ~
  • All children born in the kingdom must pass the rite of fate binding. Not all will survive, but those who will are blessed by our gods.
~ Quirks in Culture ~

-

The Pale [Work in Progress, Lore subject to change]

Dominated by tundra in its southern region, speckled with mountains, and taigas spread in its northern region, this is what encompasses The Pale. The furthest reaches of The Pale’s borders begin in the southern highlands with Clearview and Mystic Lake. Expanding southwest to the Danyshari Forest, and southeast to the river border of Valkyr. At the southernmost part of this continent lies the capital simply known as The Pale City made of ice and snow ruled by the Pale King. Economically The Pale is known for many things, but mainly for their strong potions and elixirs.

Ilium, God of Seers - The many eyed god of knowledge and divination only aids those willing to act as his spies. Followers of the All-Seeing-God are required to whisper their secrets to the ear of the holy statue of their god, found in every temple of Ilium. As a reward the followers gain sight beyond sight and can ask their god for a divination

Noctifer, The Great Moon Shadow, God of Death, The Moon(s), and the Sea - Depicted usually as a young, extremely pale man, with raven black hair, and deep blue eyes. He once was a god simply called Balance. But, a great battle had happened, and what would have been a fatal blow, split Balance into two. Noctifer, and Lux.

Acus, Deity of Interrogation, and Discerner of Concealed Truths - Confessions are often quite intense affairs and this deity’s Inquisitors are ruthless pursuers of any who intentionally conceal or twist the truth with lies.However, he has been known to aid those on a path of self discovery. You can lie to others, but you can never truly lie to yourself.

Nost, God of Oblivion - Widely considered as dangerous if not evil, his influence is felt through the narcotic effects of plants such as the poppy. Children with his “blessing” never feel pain. Most practitioners try to avoid his notice. His priests, unlike most, say his gaze upon them is felt through physical and emotional numbness. Chronic depression is common among those who catch his notice and high priests are often found wasting away in a stupor that can last years.

Borraka, the Goddess of Misfortune - Cheats and Thieves leave a single coin of their earnings for the day to Borraka, as they have caused misfortune to others. It is said that if you don’t leave an offering, a simple twist of fate will make sure you are caught the next time you try to cheat someone.

Ritual & Gifts: All children born in the kingdom must pass the rite of fate binding by the age of 12. Not all will survive, but those who will are blessed by both the gods and the king. According to Erin the survival rate of this ritual seems to be 50% . All children are encouraged but able to make the choice on their own. This choice seems to be heavily influenced by the pantheon and the parents of the child. If they decline they are looked down upon but can be alchemists and study. Still acknowledged for their work, it is more strenuous and time consuming without the assistance of magic; they will never truly be able to hold prestigious positions. The ritual grants the recipient access to seemingly otherworldly abilities and a new type of sight; the ability to see aruas of creatures able to cast magic.

Law: If a citizen commits a transgression against The Pale a trial is held and that person’s fate is considered by the people, though ultimately decided by the king depending on the degree of severity. Typically they are exiled and sent to one of the outer cities, however the odds of them surviving or making it to an outer city are slim. Those who have made it are not considered to be the same (Erin trailed off at this point and did not clarify further). According to Erin, the worst consequence enacted by the king is to be imprisoned with their ability to cast magic permanently taken away or that they are driven to madness before dying of a heart attack.

 

 

Culture: Necromancers tend to act as representatives or judges within The Pale given their ability to summon and speak to the dead for questioning. Trials tend to be swift.

Common Perception: Some call it a Utopia of ice and snow where people can be who they were truly meant to be. Others claim it to be a kingdom that no one can escape from ruled by a Tyrant. Where the mad king continues his reckless experiments. In actuality the facts are blurred as not many if anyone ever leaves the pale city. There are the occasional rumors.

The City Itself: The Pale is a city hidden away by snow storms and mist. Built in combination of ice, stone, and cold iron its appearance is deceptive as the structures themselves are quite sturdy. Homes have some additions of dark wood but this is primarily for beds and furniture. Ethnicity within the city is comprised of 25% Pale Elves, 20% Astral Elves, 15% Dreamwalkers and Shadar-kai (ancestors of Xilthraxuu (ill-thrax-U)), 13.33% Goliaths, 13.33% Kendar, 13.33% Humans. Citizens do not know how steel inquisitors are made but know they are powerful and able to manipulate metals without the use of [Blank]

Outer Rim: The land is innately chaotic in various bursts of magic. Between the snow storm and mists, Mistwraiths roam the land.

The Outer Gates

“If anyone should read these words let them know power is a heavy burden. Seek not to be bound by its chains.”

Palen Runes shimer along cold iron arcs standing 20 feet high. Each surround by a small ring comprised of stones.

Structure: If they decline they are looked down upon but can be alchemists and study. Work becomes more strenuous and time consuming. Harsh conditions outside of the pale deter them from adventuring away.They have a focus on Arcane Sciences, alchemy, mining, menial labor, meditation, history and religion. The town will never want for food or water, warmth, shelter, or safety due to enchantments within the city. Necromancy has also changed the justice system, since the dead can give testimony.

Under the Pale Ministry the Grand Abjurer is in charge of the Circle of Protection (not the spell, the council) and has the ruling say in matters of city defense.** The Grand Necromancer** (also known as Deathwalker or Spirit Guardian) is in charge of the Circle of Rites, and sets funeral procedures, allays plots of land for grave sites, creates and maintains an undead/golem workforce, etc. Just below them are the Following:

Spellknight
Steel Inquisitor (Hemalurgy)
Spellguard 
Prelan 
Obligator 
Acolyte
*Assassins and spies are called inquisitors*
  • Citizens do not know how steel inquisitors are made but know they are powerful and able to manipulate metal without the use of spells. Military is made up of the Spell Guard led by an Allomancer, while the occupying police force is composed of the Spell Knights. Allomancers feel a reserve of power in their stomach when they have ingested a metal they can burn. The metals are usually ingested by drinking specifically prepared metal vials, which contain metal flakes suspended in an alcohol solution or other such liquid. Rare and lead Spellguard. Spell Guard; trained from a young age for magical combat and use of magical deterrents. Able to form a line with other members to make a sustainable wall of force. Spell Knights; Melee enforcers who imbue their weapons with magic for enhanced combat prowess. Act as police force but will deploy with Spellguard if necessary. Normally they have a partner who is an alchemist or less experienced spell knight.

 

 

Life Within The City

  • Having sustainable water control, the means to create buildings in mere hours, permanent enchantments, wards, and divinations to keep enemies out or detect them, the ability to find stolen goods, force the truth out of someone’s mouth, or ask the victims of murder who killed them, the means to create endless fire in the coldest months and endless water and shade in the hottest, the means to control or summon beings to perform menial labor tasks… These are all systems of convenience that nonetheless remove the possibility of those being jobs for commoners.

  • Have lamp posts, each being a permanent, bright source of light covered/uncovered at the correct times each day by the post itself, which is a construct.

  • Constructs or summoned beings pulling small carts or rickshaws; wind-controlled or gravity-controlled elevators to move people between levels; maybe floating platforms guided along set routes through controlled-flow artificial streams.

  • Similarly, harnessed elementals, summoned and bound for a day or more at a time into service for the city. So, water elements to provide working plumbing, sewage, and aqueducts; fire elementals provide heat and energy for work, the forge, and cooking; air elementals harnessed to provide fast signal transmission across the city, floating balloons or airships, working monorail systems, or if it’s a port city, speedy sailing nearby; and earth elementals to help carve out the city, create buildings, and provide minerals.

  • Gladiator fights between custom constructs or summoned entities, or shapeshifted mages–especially with 5e’s safe Polymorph rules.

  • Have Animate Objects allow for even a relatively low-level caster to clean entire streets, buildings, or public areas in minutes with several animated mops and brooms, buckets, dustpans, and clothes.

 

 

Hemalurgy

The transfer of attributes and can transfer almost any type of Investiture or ability from almost any creature. A metallic spike is inserted into a bind point in which the spike now contains a fragment of the of the targeted creature and gifts it to the recipient. Death of the target seems to almost always be involved if not taken from a creature already recently deceased. A spike can be imbued if the Hemalurgist stabs the donor/target with the spike or if it is thrown at them, as long as there is Intent, the correct metal and it hits the right bind point. There is a maximum number of spikes a person can have before causing issues of mental and/or physical limitations. Typically 10 not including the lynchpin spike.

Law of Hemalurgic Decay

After the spike pierces through the initial person and is charged, the Law of Hemalurgic Decay states that the spike loses some of its potency. The longer a spike is outside a body, the weaker it becomes. As a spike loses its charge, once completely drained or once broken, the acquired soul fragment will pass on to the afterlife; whether it be Hell, Celestia or another plane. Coating a spike with blood can reduce the Hemalurgic decay significantly. It is unknown how much blood is necessary to make that effect happen; however, the blood does not need to be fresh nor separated from a body. With cuts of meat large enough to contain the spike, this can also suffice in reducing decay. This works by ‘tricking’ the spike into believing that it is buried in a body. It is also possible that encasing spikes in aluminum may prevent decay. Supposedly the Hemalurgists within The Pale Ministry have discovered a way to completely prevent hemalurgic decay, but have banned the process and destroyed any research relating to the matter deeming it too inhumane/dangerous.

 

 

LANDSCAPES

Echo pools A small lake with pitch black water. Despite looking disgusting the water is magically refreshing and can neutralize very powerful acids. The lake water is used in many medications. There are also grottos where large clumps of water bounce from wall to wall or levitate above the ground. Some of the water clumps have life in them and others don’t. It is spoken those daring enough to venture near the echo pools will live through visages of past, present, and future. Those strong enough of mind and spirit can enter the pools for a limited amount of time at the risk of losing sanity and gaining godly insight and direction. Another rumor goes that those who have gone through repeated submerges gain minor yet abnormal powers with the ability of foresight yet their mind is never truly the same. The final and unconfirmed rumor is that these pools also have the ability to bring the dead back to life, completely restoring their body without the use of a spell such as true resurrection or wish. They say this is possible as long as there is more than just a skeleton to bring back.

Hunter’s Labyrinth A primal forest with a thin straight path of runed gravel and stone that you see light on the other side. In the center of the Forest is a tree with a giant raven’s nest which is the size of a hamlet in an overgrown tree. Stepping off the gravel path while in the forest for any reason will result in a flock of ravens flying into you until you step back on the path. Remain off the path long enough and the Giant Raven will pick you up and drop you in its nest.

Danyshar Forest A forest where all of the trees grow eyes at night. The eyes are either red, orange, or yellow. If a creature that can speak to plants walks into the forest at night then the trees will tell them of how they can see through the weak veil of reality. A druid circle lives atop a canopy made of vines. The forest below has trees where the leaves are insead outstretched vines. Druids and others who are attuned with nature are the only ones that can stand on top of the canopy, all other creatures will fall to their death. The druidic circles also live above for

Danyshari Canyon A windswept valley and canyon which is filled with hollow rocks. When the wind blows in the right direction, the rocks whistle a mournful tune.

The White Waste Open tundra with scarce life until tormentus or another outpost/city. TBD

The Bitterspine A society has made their homes within the bitterspine. These homes are built around a mountain, which is permanently covered in clouds of a presiding elder tempest, worshiped by all of its citizens. Tempest and Knowledge clerics are the rulers and embodiments of endless power and infinite wisdom of their thunder god. Only the bravest of the warriors who manage to climb the top of the mountain can become members of the elite Order of thunders that protect the nearby realms and that sails the seas, bringing storms and destruction to all enemies, while chanting ‘we are the storm!

Peninsula of the Ice-King TBD

The Gloomaker’s Tundra In the center of this unforgiving, frigid tundra, lives a tropical oasis, a paradise fed by hot springs and steam vents. Only a few travelers ever see the wondrous sights of this tropical splendor; those that have become hermits. Some species of birds can only be found in this oasis.

The Frigid Doom We do not talk of the frigid doom…TBD…

CITIES / TOWNS

Tormentus A relatively small city, cursed with eternal winter and dark thundering skies. The inhabitants are pretty chill, though it’s known that the government is always spying on them, and keeps making problematic people disappear.

Inu Thuul Founded after a group of nomads discovered a massive quartz crystal that provided warmth all year round. This geothermal wonder and the fertile soil surrounding it has provided food and protection against the cold and barren surroundings for generations.

Danyshari This town, built on natural formations of the broken walls of a canyon has a particularity that makes it stand out from most caverns, natural occurring or crafted: the outer walls of all buildings and a grand open air spiral staircase that connects many levels are of a thick, semi-transparent polished quartz.

Kas TBD

Aegys A fortified town not too far off the coast, Aegys is known for whaling and unfriendly fisher persons of every race, face, and creed.

Shun Village No one is sure where the portal comes from. Floating some 45 feet above the ground, the large floating rift opens periodically, emptying the contents onto the pile below. It seems likely that the society on the other side of the portal is highly magically advanced, and using the portal as a garbage disposal- although the leavings are a pile of detritus, enough magic items and valuable effects come through the portal to allow the denizens of the nearby town of Bricabrac to make a living scavenging through the junk. The process is not without peril, however; not only are there natural dangers and thrown-away traps, but sometimes the things being thrown away are still alive…

Goran Village TBD

Vos Tylvara In this frontier silver mining town, every building is built on stilts so that they aren’t rattled apart by the frequent minor earthquakes that take place in this area. A white dragon protects the town from bandits and barbarians but demands silver from the mines as payment. Even as the mines become more dangerous, the work does not slow down, lest they incur the white dragon’s wrath.

Toriig TBD

 

 

Triisk TBD

Kelek A town situated right on the barrier to the ethereal plane. The townsfolk live alongside spirits like neighbors and see them much in the same way common folk see stray cats. Many of them also have an understanding of divination and history not seen outside of universities due to their extensive experience with spirits.

Woodbine & Clear View The above are the common names given by travelers who have visited. The official name of this land which is actually not yet affiliated with the southern alliance is Tal’ Vellar (Skyhold): long ago, a clan of dwarves were forced into exile from their homes and forced to wander the surface, searching for a new home. A young Noble of the house found and rescued a wounded griffon, which (the legends say) carried him back to the griffon aerie, high up on the cliffs of Mount Targud. There the Dwarf found a series of shallow caves. He returned and led his clan back up the cliffs and established Tal’Vellar. Clan Norkaidrumm, the Cloud-Tamers, all descend from this clan. Tal’Vellar is all but inaccessible to uninvited guests. Those who approach from the ground must make their way up perilous, winding trails with steep ascents; those coming from the sky must find their way through the thick clouds surrounding it. More dangerous still are the clan’s halberdier guards, who ride their griffon mounts with unparalleled skill. Anyone who is allowed in, however, discovers the wonder of the Caves Above The Clouds. Perhaps most notable in this is the Sunforge, a large crystal carefully positioned and enchanted so as to catch solar rays and focus them down for forging. Powerful magic weapons are made here (even rarer are the Lunarforged items, possible to work only during a full moon). The Cloud Dwarves, for their part, are strange mirrors of their earthbound cousins, notable for their light-blue eyes and fair skin and hair. Although standoffish and isolationist, the clan can be roused to assist in helping those below, and may sometimes be seen serving as aerial mercenaries for good-aligned armies.

The Pale City Some call it a Utopia of ice and snow where people can be who they were truly meant to be. Others claim it to be a kingdom that no one can escape from ruled by a Tyrant. Where the mad king continues his reckless experiments. In actuality the facts are blurred as not many if anyone ever leaves the pale city. There are the occasional rumors. But unless someone decides to be from here. This is all that is common knowledge. TBD

Nobel Houses

Roth - The Pale City (?)

House Bellward - Danyshar (Tieflings)

House Avarnes - Lupiin (Changelings)

 

 

PART 3 | Kingdoms | The Lost Kingdom

The Lost Kingdom

“Before that age of peaceful sleep did cease,

And we walked across our new desolation, the sky given deed was split thrice.

While mortal greed and strife did reign, the trinity were gifted hollow hearts.

To no end did their wrath of night come,

Until a thrice-shared lifetime dwindled.

A pact did end that age of torment, When armies inherited their sea of spoils.

But after war laid their deed to plague, we rested under that new desolation.”

-Unknown

~ Unique Laws ~
  • Never shall you cut the flesh of the living, it is sin to spill the Blood of Life. (Must not use piercing or slashing weapons).
  • The symbol of The Dark Traitor or mention of their name should not be used. Instead, remember them for who they once were.

Xilthraxuu (ill-thrax-U)

This land once showed promise of a great nation. But hubris and greed led to their downfall. They thought they could tame the darkness of the world. Bend devils and darker powers to their will without much consequence. It is said they were led by a dragon who once pure of heart became corrupted and became a dracolich. This dragon went by the name Azur Belrond. Powerful mages who acted as Azure’s council and were devoted did not wish to see their great leader gone. For even a dragon’s lifespan has a limit once they are on the precipice of what is known as twilight. Inadvertently they betrayed Azure. The mages dedicated their time to helping Azure in his acquisition of knowledge. All the while conducting their own research hoping to find a way to prolong his life. What they discovered and thought to be lost knowledge was indeed knowledge lost but forbidden. Guided by dark powers hoping to acquire yet another dark champion. So they bestowed upon Azure a potion. A potion that was the first step towards lichdom. The rest of the history has been lost to time, but ends with the telling of how eventually over time Azure isolated himself more and more. Neglecting his people and ravaging the land becoming a dracolich. Resilient people eventually rose up and defeated Azure but it left the land scared. These champions then resigned themselves to exile. All that remains now are echoes of the past, ruins overgrown by nature or lost to the barrens. Few adventures and scholars venture forth hoping to find pieces of the story, lost treasures, or powerful artifacts. Though, few that go in rarely come back.

Labris, the deity of Endings and the Ferryman to the Underworld - Labris’ chosen humanoid form is that of a young lad with curly blond hair and rosy cheeks: he enjoys the surprise on the faces of the mortals who meet him. His personality is also that one wouldn’t expect from the deity of his specialization: he’s cheerful and outgoing and likes a good drink. Definitely has a dark sense of humor though. His hobby is knitting, and he can do that right there in his boat to the underworld. After all, he doesn’t really have to row to get that thing moving. He’s usually depicted as a hooded figure on a boat that he himself finds boring, so he sometimes appears in the temples just to correct the misconceptions and pose nude in some weird poses with grapes, or in a chair in his knitted socks and sweaters. He does request more goth style every now and then though. People try to worship him by making living creatures sacrifices which he doesn’t really understand why would they give him even more work on what’s supposed to be his holiday, so he sometimes tries to delicately ask priests to substitute it with wine or knitting thread instead.

Nost, God of Oblivion - Widely considered as dangerous if not evil, his influence is felt through the narcotic effects of plants such as the poppy. Children with his “blessing” never feel pain. Most practitioners try to avoid his notice. His priests, unlike most, say his gaze upon them is felt through physical and emotional numbness. Chronic depression is common among those who catch his notice and high priests are often found wasting away in a stupor that can last years

LANDSCAPES

The Forests - A forest with dead trees and is always covered in an aura of dim light. While in the forest creatures will hear whispers.

 

 

PART 4 | People and Guilds of Renown

~ Guilds of Renown ~

The Salty Dogs:

A mercenary guild that specializes in maritime activities. Crew for hire, protection of merchant vessels, dock security, etc. You can find a Salty Dogs guildhall in any city with a port. They recruit all types, but their primary composition is of the more physically inclined. Everyone has to pull their weight on a ship.

Disciples of Trastor:

Almost more of a cult than a guild, the Disciples of Trastor follow the teachings of an ancient necromancer, rumored to have been the first Lich. Their practices are, of course, veiled in secrecy, as Necromancy is generally frowned upon, but every tavern usually has one drunk who claims to know all about their secret rituals…. heard from a completely reliable and not at all suspect chain of sources.

Nightblades:

A guild for the more violently inclined roguish types. Small, but widespread. From intimidation to assassination, the Nightblades have you covered.

Hinterland Paragons:

A religious order who follow the patron deity of travelers and pilgrims, the Hinterland Paragons are dedicated to keeping the roads safe for travelers of all faiths. Also known as Roadwardens; joining this guild means becoming a brave stranger putting your life on the line to make a difference in this fantasy world. While most people would never risk a solitary journey through the wilder parts of the land, you willingly accept the struggle. You guard travellers, connect isolated villages, support merchants, and repel attacking creatures, bandits, or even undead.

Ranks: Pilgrim, Wanderer, Paragon, Roadwarden

The Sons of the Sword:

A guild of knights dedicated to mastery of swordplay. They take mostly noble sons, but those with enough of a reputation may be able to secure membership. The Sons accept quests based on political gain, and are constantly maneuvering for ever more power among the elite. And they don’t come cheap, either.

National Cartographers Society:

Given their vast knowledge of what life is like outside city walls in addition to their superior navigating skills, many other guilds want to work with them. The merchants guild wants to fund their expeditions, the monster hunters want to bring them along and tend to be well paired, the mages want them to act as guides when acquiring herbs and other various supplies. Having a member of the explorers guild with you on any journey can mean the difference between life and death outside of the city and can significantly reduce your chances of getting lost. Led by Ophelia Wildheart, her mission is to not remap the world, but help give those a purpose. Especially after the events of lost century.

Ranks: Pioneer, Voyager, Wayfinder, Master Navigator

The Eternal Academy:

A group of wizards dedicated to lofty study and ideals of knowledge for knowledge’s sake. Masters of magical theory, not always great with practical application. They are as much scholars as they are investigators.

Ranks: Novice, Scholar, Adept, High Magi

House of The Silver Flame:

In a world where there are new monstrosities and unknown mutations, having a professional can come in handy. The guild has taken it upon themselves to update every possible bestiary and are still discovering new monsters to date. Their specialized techniques are a closely guarded secret. This is a mix of alchemy, anatomy, and special smithing. The monster hunter smith’s even have their own quarters within the guild hall. The members normally always pair with the explorers guild leaving them with a fairly close bond of trust. While there are books on the subject revealing minor details for what citizens should do in a crisis, they do not reveal actual methods of killing. The specifics are a trade secret. Members starting out as an apprentice will spend a great deal of time learning the basics and name/classification of each monster they could encounter. After which they will be sent on their first expedition with their mentor who will work with them doing an assessment to see if they are ready; monster hunters are no good dead. The last part of their journey involves completing a number of successful missions outside of city walls individually or leading their own squad for a set amount of time.

Ranks: Fang Scribe, Seeker, Huntsman, Slayer, Guild Master

Gourmet Gorget:

A society of cooking professionals. In a world of hungry adventurers and monsters, someone has to prepare the dishes to sustain and liven up a party. And who knows,

 

 

rare ingredients in dangerous places don’t collect themselves!

Golden Road Caravan Company:

Works with independent artisans and guilds to transport goods between settlements in the local province. Also buying goods that are cheap and taking

them to high-demand areas for extra profits. They run a set of wagons and cart trains, with a crews of drivers, guards, and extra hands to load and unload goods, along with a guild representative. :

The Iron Circle

These warrior-trackers work alone, and are recognized the world over as the names to call when an individual needs to be apprehended alive.

The Shrikes:

A group of assassins they say cannot be hired, and no one can reliably say how to contact them. They are known only by their kills, which are all very distinct. Rumor has it The Shrikes only target people who abuse the law for their own ends. Those who act ‘lawfully’, but are wholly unethical. However intel on them contradicts each other.A Shrike’s target is always found impaled to spikes set in a wall or other vertical surface, and marked with feathers of a shrike.

The Sisters of Stone:

A multi-purpose guild primarily composed of Dwarf women, the Sisters work in adventuring, stonecraft, brewing, smithing, and more. They were originally founded to help their fellow dwarf women, and fight the belief that there are no dwarf women. As time passed and that notion fell by the wayside, they have opened up their membership to women of all races, particularly those who still regularly fall under prejudice.

The Wave Breakers:

A non-profit loose collection of human armadas, merfolk, and powerful marine entities that guard the ports of important trade cities from the many threats of the deep.

The Crimson Court

Comprised of ashen individuals with an elgant complexion and bright red eyes. Not much is known of the court and even less is spoken about them.

The Prismatic Haven

Dragonborn of every hue and luster find welcome refuge here. Troubled, resentful dragonborn arrive here to be mentored by their more altruistic seniors, devoting themselves to a modest agrarian lifestyle, and to studious reflection. Once a year, the fellowship selects one of their own to serve as an Emissary, leaving the Haven as an adventurer. These dragonborn Emissaries are tasked with forming positive, helpful, reciprocal relationships with those in the wider world, commending dragonborn as trustworthy, responsible, valuable citizens.

S.H.I.N.E

A bardic guild comprised of artists, poets, couriers, actors, musicians, and informants. The guild’s name is an acronym for: Stunning Harmonies of Independent Natural Entertainers

Foundry

The guild of artifice. Stationed in Khalvor the only other evidence you’ll find of this guild will be through traveling arttificers and aether refil stations in the north.

 

 

~ People of Renown ~

The Great Dyn Sibilings

It will be rare that you’ll better smiths in the land, and arguably the continent unless you travel into the kingdom of Khalvor. Shandala is a female half orc standing tall at about 6 feet tall with olive skin, various scars and burn marks though with elegant yet messy bundled up black hair. Able to use any tool or craft any idea, she is much more chill than her brother. Her brother Chama is a male green scaled dragonborn with a specially crafted hammer that can be used in a fight or in his smithy. He is more blunt and reactive than his sister to say the least. They have codes to what they forge and who they forge for and view hextech as volatile; one step away from disaster. Yet regardless it can be argued they know just as much about it as its creators. Rumor has it they are working on a new project yet to be seen by the world. Make a good impression on them and they’ll easily become an ally.

Whiruun of Bligh

Whirrun is a tall and lean man, with a strange valley accent. He acts like a weird oddball most of the time, and most people including his guildmates consider him mad. He has a fearsome reputation as a dangerous fighter. He claims to be able to read the future with runes, although his readings are cryptic and useless. Whirrun of Bligh was born in the southern highlands in a small unmarked village named Bligh. He wields the Father of Swords, an impossibly large two-handed sword. The father of Swords a blade said to have been dropped by a God that is worshiped by the people way south past the forked range near mystic lake. The sword was passed to him by Daguf Col as he lay dying, and he had it from Yorweel the Mountain who had it from Four-Faces who had it from Leef-reef-Ockang, and so on till the world was young. He got his name after defeating a Hag by name of Bababaloo who was able to produce a green flame even underwater. She had began ravaging the southern highlands, even attempting to start a coven. After defeating her for an opposing sorceress, the sorceress Shoglig told him that he’d be shown his destiny by a man choking on a bone and told him the day and manner of his death. After the sorceress promised to look over the highlands until he should decide to return. He is also famously known for his quote: “Armour is part of a state of mind in which you admit the possibility of being hit.” He is currently a guild member of both The Iron Circle and The Hinterland Paragons. Many find this quite perplexing given the duality of both guild’s natures.

Vesko Caladin

Said to have been blessed by the Lady Luck herself, Vesko Caladin is a infamous thief, infiltrator, smuggler, and charismatic individual. In a recent statement made at a local town square in the city of Zaraat, his new endeavor is to not only steal something of value from every town, but also from every existing Noble house. Though recently “stealing Adaline’s heart” right before sir Zelik and his betrothed, this had but a target on his back. This act has also made him an enemy of every noble, hence why his bounty has tripled to 100,000gp. He has eluded capture at every turn, abnormal and favorable circumstances seem to follow in his wake even when the odds are against him. From mistrials, unfortunate deaths, lottery winnings, and clutz movements that have saved his life on more than one occasion, Vesko seems to be a living embodiment of both luck and misfortune. Vesko’s eyes are each a different color, one blue, and one purple. His attire resembles that of a roguish figure and he always carries with him a purple scarf. He is scrawny induvial standing at about average height with curly black hair and is a half elf. He also always smokes a pipe filled with an unknown herb that produces a purple smoke and smells of sage.

Bramblewyyn

One of the most famous rangers to have ever lived. To date she is known as the best archer and one of the best trackers the continent of Endoraan has ever seen. It is well known her best friend was a bard with the nickname Shattersong. She was the leader of the adventuring party known as The Retribution Brigade. However after half of their group perished in the Final battle against the terrible Sarr’gethal Moncreft, the rest shortly retired. Their Kin reside in Cael Hollow and have lived a life of rigorous training preparing for an unfortunate day should he return. Bramblewyn is one of the last few surviving members resides in the village named after her. The village is not too far from Cael Hollow.

She’s commonly paid for talks and lessons between different guilds and military commanders for training and often takes care of the young in the village. For past time she relaxes and acts as a herbalist. Bramblewyn is an elf standing 6ft tall with dark red hair and a streak of white. Although aged she is still as quick as ever.

Mordenkainen

Mordenkainen was a prolific archmage rumored to be from the world of Oerth and was responsible for many powerful and useful spells. It has been debated wether or not if he is one of the most powerful mages of all time. He is older now altough no one has heard from him in some time. Although human, it is rumored that he came across something to extend his life. Mordenkainen has a bald head and hawk-like face, with a permanent frown that gives the appearance of alertness and almost anger, and a penetrating gaze. He

 

 

keeps a close-trimmed beard and wore grey, high-collared robes. His voice is deep and melodic. Typically stubborn and one who did not suffer fools gladly, it was said he could be difficult even with his friends. After the events of the lost century, People turned to him for answers or insight. Embarking on his first quest in some time, the world did not hear from him for years. Eventually he retuurned but something was different about. All that was said from his assistant was that he was on the brink of madness and needed to be away. While suffering from his madness, he was convinced that enemies were everywhere and he was being constantly watched by evil agents. It is not known what, if anything, was learned by Mordenkainen during his time away. Some speculate that his assistant poisoned him, other say that it is what Mordenkainen learned that began to drive him mad. Others say he wasn’t and had to seclude himself to the safety of his sanctum.

Crucible

A wandering knight plated in red armor. He does not speak for his actions speak for him. While there are speculations by many as to who or what he is, they often condradict each other. He has been seen initiating a bloodbath at a tavern leaving the barmaid and barkeep as the only survivors. Some say his fight against Whirrun of Bligh came to a draw. Others have seen him roaming the countryside with carravans seeming to act as an escort. Another told of a time he had set up camp only to have this red plated individual come across him. This man would not speak under any circumstance, only providing gestures or nodding his head to yes or no questions. They ate in silence and whethered a storm togther; he left the next day. In Mirr’aan and Zarrathia there were two massacers that occured. Both labled as the Vermillion massacers. This individual walked into a street and randomly started killing individuals, disabling any gaurds that tried to stop him. And after an hour he just left the city. He has been given the Name Crucible.

The Immortal

Stories and historical documentation seem to go back to the earliest days of Endoraan. He has been refered to by many names: Realmwalker, The Immortal, Betrayer, First of the Magi, Blyke Strider, all indicating the same appearence and similar powers. The stories and historical evidence to such a person are widespread through the 7 kingdoms. A young man, possibly half-elf, who does not age. His hair is brown with golden streaks and has white skin. His eyes a radiant blue; eminating an energy so powerful that the skin around his eyes seems to crack with it. Almost as if the energy within his body is barely contained. He usually wears a mask covering his entire head. The mask being made of foreign metal and glass. He also wears a brown furred duster jacket with a scarf and leather satchel. A belt containing a variety of items that seem to resemble potions and utility gear.

Some depict him as a conqueror of other worlds. Other depictions showcase him as a great liberator and explorer. Both depictions however displaying his ability to create tears to other planes of existance, even other worlds unheard of. Apparently this is his primary means of travel. References and documentation of any interactions with this individual stopped abruptly during the end of the time of ruin.

Eida Wildheart

A renowned elven explorer who charted most of the world and laid the groundwork for the map used today until her mysterious disappearance. She founded the National Cartographers Society. Having gone around most of the world and one of the only people to venture slightly deeper into the Solemn Expanse and leave with her mind intact. Prior to her mysterious disappearence it is said she was on the brink of a groundbreaking discovery. There is also a bounty out for her journal and any other important lost documentation left behind by the famous explorer. The reward being the deed to a keep not far from the N.C.S headquaters in Clearview as well as a small airship. Eida is succeeded by her Half Elf daughter Ophelia Wildheart who now leads the guild and was once part of an adventuring party known as Dreadfire.

Sarr’gethal Moncreft.

Famous Elder vampire defeated by the Bramblewyn’s group of adventurers. Almost plunged the world into an endless night under a red moon/sun.

The Red Queen

Leader of the Crimson Court.

Gallavan Haelstrom

The past 3 generations of House Haelstrom (Focusing on Aether Theory & Innovation) have dominated the world of artifice alongside House Lyrandar (Military & “Storm Spires”) and House Orien (Housing & Utility). The Haelstrom House goes back to the Age of Mystic Want and has ancestry in Xilthraxuu. Being one of the few surviving bloodlines from Xilthraxuu Haelstrom the 1st vowed to gain mastery of the arcane making sure to use artifice as a safeguard for magic and other innovations. Made more cities, built them stronger to withstand nature’s wrath and magical anomalies that began to pop up.

Gallavan with help from House Orien was able to do the equivalent of public work projects. Improving housing, devising the Aether Rail, assisting Lyrandar with the creation of warforged for security, and founding the University of Artifice for those that showed enough promise and determination. He is a benefactor for the artificer guild known as Foundry. In his free time Gallavan can be found teaching, giving lectures, tinkering, or reading.

Recently, Gallavan and his house have begun to detest the rising tensions between the Northern and

 

 

Southern Alliance. Specifically with how Zarathiaa has begun to impose their presence in other regions outside of their territory. This includes their push for the King of Khalvor to implore his people to create enhanced machinations of war. Haelstrom hopes to gain enough support to convince High King Themis Harrowind to stand his ground. Possibly even secede from the Northern Alliance.

Has a Goblin apprentice name Vilz Sharsa

The Messenger

From the farthest reaches of Endoraan to the Nine hells, across the elemental planes to parts yet unknown; The Messenger is the one to traverse it all. The servant of all and the master of many. An individual whose purpose is simple yet essential. A courier whose packages while not always being what the individual wants; they are always something they are meant to have.The Man in the Moon Mask.

A slender individual of large stature standing almost 6 foot 7 inches with a very slim figure. His physical appearance is all but unknown. His tailored ebony suit with an undershirt the shade of ivory. His shoes the color of the deep ocean made out of some type of leather, but from what creature is unknown. Pristine gloves cover his hands and would look like a butler if not for his off putting mask in the shape of a smiling full moon. His voice is eloquent, yet deep. When moving his stride is equal and calculated.

The Messenger is quite literally a messenger, a courier, a mail man. However while his job might be ordinary, he himself is an enigma wrapped in shrouds of secrecy.

The Messenger appears to be quite old if one was to account for the records of his interactions dating back hundreds of years, but always being the same. Some say he is a wayward god, locked out of heaven, some say he is a devil in human skin where the acceptance of his messages is the equivalent to damnation, some say he is myth. The intelligent will know him as messenger; one who can reach anyone and if the old adage is correct, you do not shoot the messenger. Those of true power know that he serves the Pale King. The Pale King is an Eldritch Being of great power portrayed as a formless figure presiding on a large throne. His nature unlike his brethren is neutral, prosiding over a domain of law. His presence in the material while does alter time, the physical entities around him, it’s always fixed. In most cases things will change asymmetrically, each living and nonliving from changing in their own unique way. The Pale King segmented, first your mind, then your form, and then your very reality each becoming more in line with his domain. He always has one herald.

Gwen Firespark

Constantine Firespark