MYTHIOS

She is, by day, a great jewel under a burning sun. Come night, she is a sleek panther hunting her prey.

  • Omas Shafeeti, poet of Pharos

Mythios is an ancient land, but much of its history prior to the War of the Gods has been lost. It is a dualistic realm, where ancient dwellings are sparsely spread across the jungle lands of the south and stand counterpoint to the technologically advanced urban complexes that are the cities of the upper valley.

Greater Cities and Gods of Mythios

City City Title God God Title
Metis The City of Cats Bhasta Queen of the Hunt, Moon Goddess
Knossis The Forge Khromus Lord of Artifice, The Librarian
Pharos The Enlightened City Phaeron Dynast Lord, Ruler of the Sun
Izos The City of Saphires Izut The Great Mother, Queen of the Fields
Zharahim The City of Blades Zhaaroom The Great Warrior, The Avenging Son
Tirpolz The City of White Marble Tuarhez The Shrewd Merchant, The Shepard of Secrets
Luxxor The City of Dreams Shadis Queen of Dreams, The Drinker of Souls
Ghiza The City of Vines
Anzhuan The City of Waterfalls
Khairos The Blossom of the South
Dharanda The City of Monuments
Abbydos The City of Kings
Helios The City of Ash

A Short History

The first age began when the mighty Raajat formed from chaos. As they gained sentience, they began a chant that brought form to the world and they settled in it, becoming its master. The Raajat sang all of creation into existance, ending with the creation of other lesser, sentient races to serve them. As the world cooled and steadies, the Raajat rested and settled down to enjoy their world.

It was Bhasta who was the first to realize that the second races could be more than servants. In secret, she slipped from the marbled halls of the Raajat into the lonely jungles. There she gave birth to her own race, the Bhasti. Unfortunately, the Raajat soon learned of her escape and trapped her, binding her beneath the skin-flensing cascading waterfalls of the Nithra river, away from the halls of the Raajat but unable to be with her people.

However, her plight awoke the terrible realization of their slavery among the second races. They rose up together and cast down the Raajat, shattering their empire. Even Bhasti was freed of her imprisonment, and joined the growing war against their former masters.

Despite the Raajat predicting that breaking their power would shatter the world - it did not happen. With the Raajat unseated, the second races spread out from the halls of their masters into the world beyond. Only the yakfolk remained in the ruined halls of their former masters, to ensure they did not arise again. Thus, for several centuries, the world of Mythois lived in relative peace as the races struggled to find their niches in the world.

It was one early morning that everything changed. In fact, it was the day that the sun rose four hours earlier than it should, heralding the arrival of Raan-Uten aboard his ships filled with human refugees. Aboard great flying arks, humanity had departed the wasted lands of Haros to settle in what is now known as the Mirror. At the foot of protective mountains, Raan-Uten had the arks disassembled and established the city of Helios.

At first, the second races were welcoming of humanity, for they empathised with the human plight of fleeing their stricken homeland. However, as humanity began to quickly spread and tame the lands around them - referring to them as "theirs" - the second races prickled at humanity's presence.

As his influence spread, Raan commanded his greater children to hunt down and subdue the lords of the second races. However, each child was instead beaten and gained great respect for not only the second races, but their careful tendering of the world. Where Raan sought to subjugate the lands and its people, the second races preserved and lived in harmory with the world around them.

However, Raan would not be denied. He continued to push his people and policies outward, to take through subtely instead of force. In those cases where he was found out and rebuffed, he resorted to poisoning the land and its people - if he could not possess it, no one would.

The second races, however, did not remain idle. They came to Raan's children and laid their father's sins before their eyes - and it sickened the great children. The children swore they would stop their father, by whatever means necessary.

At first, it began with simple refusal or the countermandering of Raan's edicts. However, as Raan grew more agitated at his children's rebellious spirit, he tightened his grip. Disapproval became punishment. Punishment became imprisonment. Then finally, to act against Raan became punishable by death. The children were forced to react.

The first to do so, in spectacular fashion, was Apokios. Up until that point, he had been the lone child that had remained loyal to his father. In one fell act, Apokios razed Helios with his father still within. He then waged war against his brethren, vying for dominance over them. He warned the second races to remain out of the internicine fighting, and they did so.

The war was devastating, but short lived. At first on their back feet, the children of Raan eventually united against Apokios. They forced Apokios to uproot his fortress and flee to the western wastes. He was tracked down by his siblings to face punishment for slaying their father, but he very nearly entrapped his siblings. When the willful child refused to back down during the final confrontation, he was smitten dead by a lance hurled from Zhaaroom.

Thus ended the War of the Gods, and the children of Raan returned shaken and changed. Thereafter they collaborated with the second races, rebuilding what they had but no longer seeking to control and enslave the land. As time passed, the children of Raan slowly passed on, leaving the world to their descendants. Centuries have passed and the rebuilding has long been completed - the world now slowly stretches to seek out new horizons in a land that has remained quiet for many, many centuries.

Upper Valley

The upper valley starts where the Great East and West Plateau fade into the Great Deserts. The winding Great River ceases its langourous meanderings and straightens into a wide, slow-moving river that regularly overflows its banks to enrich the lands on each side. Here, the flat, rolling plains are covered for miles in a sea of summer grasses, fading to sparse arid lands miles from the banks of the Great River.

Cities and Towns

The Crouching City

The Demon Hold


  • Government: Dictatorship
  • Leader: Maj Ombte Nushim (? Huzese Warlock{PotB} 12)
  • Population: 10,783 (75% human, 15% huzese, 5% sobek, 5% water genasi)
  • Resources: goods (pottery), livestock, magic (bargains), spices (salt, sugar)

Overview

The crouching city is a crumbling stone and brick edifice that halfway hangs into the Hesitant Sea. Most of its structures were razed long ago, and its residents live in the mouldering remnants or in the tent city that surrounds the broken city walls.

History

The Crouching City was a victim of the War of the Gods. It was home to a powerful mercenary force that prided itself on its warrior history. The city was firebombed at the start of the war to deny its warriors to any of the warring factions. It remained uninhabited and abandoned for nearly a century afterwards, until a clan of Huzese made their home in the ruins. Since then, the Huzese have used their magic to barter for money and power and have attracted a small host back to the ruins. There have been efforts made to rebuild the city, but the process is slow and most inhabitants look forward to the day they can migrate from the tents and ruins into the rebuilt part of the city.

Allies/Enemies

Luxxor has a great disdain for the Crouching City and has put in a place an edict to excommunicate any Universal who deals with individuals from this city.

Merchants from Tirpoltz do brisk trade with the Crouching City, but Tirpoltz's leadership has made it clear that it will not provide military aid of any sort to the Crouching City if it comes under attack.

The leadership of Pharos has decried the leadership of the Crouching City as corrupt and spurns official dealing with the city, though many of the nobles of Pharos secretly deal with individual Huzese to appease their decadent desires.

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Most of the residents of the

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Dharanda

The City of Monuments


  • Government:
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  • Population: 75,230 (80% human, 8% forged, 7% sphinx)
  • Resources: goods (rare trinkets), magic (items), silver

Just north of the transition from the lower valley to the upper valley lays the stone city of Dharanda. Once a sprawling city of granite and teakwood, it has fallen into decay. Most of its intact buildings are maintained by small, devout preservationists. There are large ports on each side of the river here where merchants come to buy and sell untaxed wares, though regular sweeps from Pharos's and Luxxor navies are made to catch wayward merchants attempting to avoid imperial taxes. Penitant pilgrims from Luxxor and other cities regularly make their way into the city and have created a boom for hotels and other lodging areas. Tomb raiders and other treasure hunters are scorned in the city, but there is too little of an organized presence to prevent the looting of many of the city's abandoned structures.

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Dharanda Portage

Tuerfaz

Jhaadi

Khoteat

Saeroon

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Helios

The City of Ash


  • Government:
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  • Population: 12,300 (35% gnoll, 25% human, 15% dreamborn, 12% ka, 9% undead)
  • Resources: platinum, goods (lost tech)

East of Izos, amid the arid lands lies the ruins of the ancient capital once known as Helios. The great granite pyramid at its heart is now the maw of an open volcano, and the cratered city's ruin thrust up from glassed streets. Undead, casteless necromancers and other foul things are all that dwell in the forgotten city - with the exception of the few Ka aerie enclaves who seek some way to reclaim their lost city. Their few outposts at the edge of the city welcome traders and mercenaries who would dare the dangers of the city to wipe away its evil or recover the lost technology and treasures buried amid or underneath the sprawling ruins.

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Ghaeras

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Izos

The City of Sapphires


  • Government:
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  • Population: 1,315,621 (80% human, 12% air genasi, 7% forged)
  • Resources: copper, foodstuff, livestock, lumber

Across the river in Izos, massive farms dominate the land amid small clusters of simple, white block houses. The people are hard-working and simple, but well-educated. The small communities care for their own, but there is great comradarie means the communities work well together. However, the terrors of night have found easy pickings among the smaller, lone communities, and there are more than a few abandoned hilltop estates and communities that have become lairs to creatures of the night.

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Zhadim Ha-Etze Mekkhin Aegeros Malkhaalii Urphon Zhuese Muerta Port Castle Falkonne Portika Iegos The Ruins of Zazzequim Nomad moot

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Knossis

The Forge


  • Government:
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  • Population: 1,575,350 (65% human, 25% forged, 5% sphinx)
  • Resources: electrum, iron, goods (tech)

Overview

Rising from the center of the Great River is the smoking city of Knossis. It is a towering edifice of factories, drifting landing pads and wind powered turbines. Giant collosi machines stalk its stacked streets and skyracers flit among the floating avenues of the city. A maze of stone highways connects the city to the suburbs on each bank of the river beside the city.

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Immenshae Nin

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The Lost City

The City of Sand


  • Government:
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  • Population:
  • Resources: gold, silver, spices

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The Lost Harbor

The Bitter Docks


  • Government:
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  • Population:
  • Resources: goods (salvaged), lumber (salvaged), stone (salvaged)

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Nekruus

The City of Blood


  • Government:
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  • Population: 7,300? (92% vampire, 7% human)
  • Resources: goods (bone), magic (spells)

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Pharos

The Enlightened City


  • Government:
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  • Population: 12,728,305 (87% human, 12% forged)
  • Resources: goods (manufactured items), magic (items, spells), psionics (items, powers), labor, spices

South of Tirpolz lie the twin cities of Pharos (on the western banks) and Izos (on the east banks). They are joined by a towering bridge of stone and metal hundreds of feet above the river, making the Iron Road impervious to the Great River's flooding and leaving the river traffic below undisturbed.

Pharos is a massive city contained within a marble pyramid. As the city expands, the walls are moved outward to accomodate its growth. Citizens within the great pyramid live lifes often never seeing the world outside, their every care and whim accounted for by the plebs that haunt the great machines at the cities core. While the upper citizens busy themselves in the politics of the mystery cults of learning above, the savage street gangs of the lower city wage secret battles for scarce resources and the control of the sprawling neighborhoods.

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The Razed City

Graveyard of the Gods


  • Government:
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Ashoon Mhadii

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The Ruins of Sleeper's Verge

The Slumbering City


  • Government:
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  • Population:
  • Resources: goods (cloth), gems

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Tirpolz

The City of White Marble


  • Government:
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  • Resources: goods (cloth), gems, livestock (fish), spices

This city lies upon the northernmost coast at the delta of the Great River. It is a trade hub to the untapped resources of the Wild Isles and all places along the Great Coast. It is also the last stop for river traders. Tirpolz sports a large population of the Ghideons.

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Ashoon Mhadii

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Plains

The Flatlands

The Planted Plains

The Belt of Life

Deserts

The Broken Fields

The Blasted Wastes

The Sandpit

Forest

The Cedarholte

The Crooked Woods

Westwoods

The Gallowswood

The Black Woods

Hills

The Cyclops Hills

The Emerald Hills

Mountains

The Night Wall

The Sea Fists

The Sunchasers

Bright Mountains

Ruins

Scarecrow Keep

The Black Pyramid

Waters

Sleeping Lake

Crystal Lake

Daylake

Imz Sea

The Hesitant Sea

Zhan Sea

The Green Sea

Lower Valley

The lower valley is a great "U" shaped pocket bounded on three of its sides by vast, rising plateaus of solid rock. The Great River and its feelers wander throughout this land, creating a maze of teeming jungle life. At night, the forest alights with its own bioluminiance, creating a dream-like and surreal neon landscape filled with savage predatory beasts.

Cities and Towns

Metis


  • Government:
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  • Population:
  • Resources: copper, goods (furs)

Only a day's walk from the Horns at the southernmost tip of the Valley lies the city of Metis. Metis is a vast city that stretches from the uneven, rock-strewn ground into the great, curling trees. It is almost entirely inhabited by the Tabaxi, the so-called Children of Bhasta. Though non-humans can find a place to live in this lively city, there is no garantee that one might not become the next subject of some Tabaxi's night hunt.

History

Metis is one of the oldest existing cities, having been founded before the arrival of the Gods, but after the fall of the Rajaat cities. While it has had contact with the upper valley for nearly as long as humans inhabited the valley, it remained aloof during the War of the Gods. The city itself has expanded slowly, but the Bhasti have been aggressively pushing the jungle back from around the city to create the Tiger plains for their own uses.

Allies/Enemies

The Bhasti and Rajaat have a strong disdain of each other, and Bhasti clans regularly make it a rite of passage to raid Rajaat dwellings.

Metis prefers to stand on its own, and while it engages in trade with the other cities downriver, it prefers to remain uninvolved in the politics of other cities.

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Khairos


  • Government:
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  • Resources: gold, livestock (fish), stone

Further north, on the inside elbow of the First Great Bend lies the boulder city of Khairos. Here, the swift-moving Great River is populated by gigantic rocks large enough that they have been carved out as edifices by its inhabitants. Vine bridges link the various boulders together into a great city with markets on each bank. Here the river is too tumultous for boats, so its citizens fish the river with net-like buckets lowered into the water to catch fish moving too swift to avoid the waiting nets.

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Anzhuan


  • Government:
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  • Resources: goods (cloth), lumber, stone, tech (gadgets)

Halfway between the two Great Bends lies the the city of Anzhuan, where the valley steps from a higher elevation to a lower one. The city of Anzhuan sits amid a series of waterfalls and rapids, and its engineers have worked their artifice to guide and slow the river, if for only a bit. The city sits amid ankle to thigh-deep water, using the various upstream rapids and downstream waterfalls to power its strange and colorful contraptions. There is always a party to be found in the city to appease the anger of the rapid Great River and entice it to stay a moment longer before rushing on. Because of the damworks throughout the city, this presents a break in river traffic - there are many ships that dock for trade below the falls, and poled barques provide sightseeing opportunities throughout the city. Canoes from uprstream shoot the rapids downstream to trade in the city, but travel upriver is always by land.

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Ghiza

The City of Vines


  • Government: Elected Oligarchy
  • Leader: Councilors Emyphalla the Blind (F Human Artificer{Alchemist} 13), Dhuni (M Human Artificer{Alchemist} 12), Adrapatin (F Sphinx Artificer 10), Rhamana (M Forged Artificer 9), Yashadevi (F Earth Genasi Artificer 9), Ekayavin (M Fire Genasi Artificer 9)
  • Population: 21,282 (Human 65%, Genasi 20%, Forged 10%, Bhasti 5%)
  • Resources: iron, lumber, magic (items), stone, tech (clockwork & steam-powered)

At the greater North Bend of the Great River lies the city of Ghiza. The city itself occupies a series of river branches weaving throughout the oxbow, making it almost seem like a series of interconnected islands. Collosal brick structures rise to plastered pillars throughout the area, and thick vines grow everywhere, more often making the city's roads instead of choking them. Petrified trees rise through many ancient buildings, and it is clear that the hard-working inhabitants of this city occupy the buildings and factories of their ancestors rather than build anew. There is relatively little river traffic in the city - most large vessels can only visit the outer limits of the city along its oxbow connection, but Ghiza is most well-known for its zepplin factories and there are many docks for such vessels spread across the city.

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Abbydos

The City of Kings


  • Government: Monarchy
  • Leader: Khiton Mauros Trainakis (M Minotaur Bard 15)
  • Population:
  • Resources: copper, gems, goods (books), foodstuff, lifestock

Nearly lost in the wild jungles north of the North Bend lies the isolated city of Abbydos. Set upon a pillar of granite stone and seperated from its surroundings by a water-filled chasm that surrounds the city on all sides. It s only connection to the outside world is a latticework of stone, railless step bridges and moss-covered vines. It is a tiered city that is a majesty to behold, as some of its upper reaches cling only to the city by ancient bronze chains that keep the green-choked rocks from floating away. Columned fortress-homes dot the city, contrasted by herds of mountain goats that bray along the rocky reaches. Mysterious, vast and maze-like caverns reach into the depths of the city, all the way to bottom of the chasm far below. The bellows of the strange minotaur race haunt the lower halls, and they dislike intruders into their secret domiciles and gardens, whose beauty matches any of the airy domiciles upon the surface.

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Luxxor

The City of Dreams


  • Government: Theocracy
  • Leader: Administrator Alexandris Zhineistur (F Sphinx Wizard 15)
  • Population: 725,605 (75% human, 15% Sphinx, 7% Dreamborn)
  • Resources: foodstuff, goods (books), lumber, silver

Farther north, at the transition from the Lower Valley to the Upper Valley lies the city of Luxxor. This flat, vast city stretches for miles, and at night its lights illuminate it as if it were on fire. The greatest libraries and unversities lie spread throughout the city between its manicured gardens and casinos. The sound of solemn music fills the day, and racous music and laughter its nights. Vast catacombs fill the caverns beneath Luxxor's streets, filled with stores of knowledge and homes to rapacious cults seeking unhindered pleasures.

History

Originally, Luxxor started as a single, grand university and nearby library. As the population grew, the university split into multiple campuses. Similarly, the single starting library brached out as its collections grew. Decades prior to the War of the Gods, ideological splits among the various university campuses resulted in the various campuses splintering and becoming their own individual, competing universities. This fracture caused havoc with the various library stores that sparked several incidents where books were stolen, reallocated and in some cases, even destroyed as various universities vied over the stores of books available to them.

Luckily, the duplication, reallocation and distribution of books allowed many written works to survive the War of the Gods - though many universities fell during the ideological battles that shook the city. After the War of the Gods, much of the strife between secular universities vanished as the city struggled to recover knowledge and stores of books lost in the fighting.

As time passed, as more and more students arrived and graduates remained in the city after completing their courses, a subculture that thrived on entertainment grew in the city, until now where the entertainment sprawls that fill the spaces between universities almost rivals the size and power of the centers of learning spread throughout the city.

Allies/Enemies

The universities of Luxxor despise the demonic forces of the Crouching City and have passed edicts against interacting with the supernatural forces there. On the other hand, many individuals in the entertainment sprawls foolishly dabble with the dark magics and infernal bargains of the Crouching City's supernatural forces.

Luxxor is on good terms with Pharos, Knossis, Izos and Ghiza where a large number of their students come from. Likewise, Luxxor has agreements with Abbydos to exchange knowledge with its minotaur inhabitants.

Finally, Luxxor universities are known to fund expeditions to Helios to return technology and knowledge from the lost city.

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Ahmat Bhutin Khaerim

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Geographical Areas

The Vast Wastes

West of the fertile lands of the upper valley lays a barren, broken landscape known as the Vast Wastes. Cracked earth gives way a maze of ravines whose walls crackle with red lightning. In the deep west, gray clouds swirl clockwise, threatening rain, but never releasing a drop. Beyond the bounds of the world, the ground falls away to islands held together by streams of red lightning and the black clouds in the sky send bloody bolts to cook the compacted isles.

The Black Pyramid

At the heart of the storm lies a vast, hard-packed isle above which floats an obsidian pyramid - rumored burial site of the evil god Apokios. His children the gnolls raid and ravage the nearby lands, bringing back victims to devour or transform by the red lightning into vampiric undead.

City of the Dead

There are rumors of a great vampiric city buried beneath the earth near the edge of the Wastes where these victims congregate, slaking their hunger at night in the surrounding lands on hunts of their own devising.

The Empty Desert

The east of the fertile lands of the upper valley give way eventually to rolling sand dunes, only occassionally giving way to towering rock formations or rare palm-tree surrounded oasises. A few tribes brave these barren lands, passing between stores hidden in rock formations and trader camps temporarily set up at oasises. Legend states that these people worship the Pheonix,

Abode of the Pheonix

A secret marble palace lies somewhere deep in the unforgiving desert - sometimes buried and other times not, and sometimes even moving amid the wild sandstorms that sweep through the area.

The Great Storm

Deep within the Empty Desert whips an unending sandstorm whose outer edge rises like a great wall across the deepest edge of the desert, to within a mile of the shores of the Unending sea. Skin-scouring winds comprise the shifting sands within, but most amazingly tales speak of a white marble palace that sits atop the great storm - thought to be the mysterious dwelling of the greatest Djinni in all the land.


The Delta

As the Great River tumbles into the sea, it spreads out into a wide delta housing a handful of small, inhabited islands. These islands are populated by semi-isolated villas. Many of these villas live off a mix of fishing and tourism, offering mainlanders peace and quiet on their tranquil islands. The Deltans hold a loose confederacy to protect themselves from mainlanders, and many of the islands hold rich stores of mostly unmined or lightly mined resources that greatly enhance their wealth. Finally, despite their small size they have a powerful aerial navy that can fend off nearly any attacker, and in times of the greatest need their central isle - Atlantica - can generate a force field large and powerful enough to cover all the islands of the delta from attack.

Atlantica

Greatest of the deltan isles, Atlantica appears to be man-made, for it is rimmed by hewn granite stones that are not native to the area and found upon no other isles. These stones are engraved with great whorls and other designs that have been long worn by age and radiate magic in their mere presence. Most of the stone buildings of this island are built with the same designs and the whole city utilizes strange and powerful magics that rival the technological creations of Knossus.

The Wild Isles

North of the mainland stretch a bewildering collection of islands, large and small. While there are signs of ancient civilizations or colonies to be found on some of the islands, they have been mostly abandoned. Strange ruins, creatures and treasures are mixed among the islands geographical mysteries, some even appearing, disappearing or moving of their own accord. Many of the islands hold rich natural resources, ready to be gathered - by those skillful and knowledgable to avoid the myriad of perils the islands can throw at intruders. It is said that the Wild Isles are the property of the genie races, and they despise the intrusion of those from the mainland.

City of the Sultan

One of the larger isles among the chain of lesser isles is the great City of the Fire Efreet Sultan. It is easily reconized by its great lighthouse, a towering marble edifice wreathed in churning flames. The Efreet city is filled with a wide variety of exotic spices and goods and is a hub of trade between genies and non-genies alike.

Temple of the Pasha

This pearlescent city rises from the sea at dawn to the hewed cries of callers for the Pasha of the Marid. The city is a holy city to geniekind, attracting pilgrims from across the Wild Isles. As the sun sets and the Cloak of Night falls across the land, this great city recedes beneath the waves to protect it from the troublesome dreams of the mortal world. To those who would remain in the protected domes of the city there is but one rule - no one may sleep beneath the waves. Those that have and survived the Pasha's wrath tell of strange dreams of basalt, non-ecludian city beneath the waves where something unseen - but greatly abhored - calls to the sleepers within.

Tower of the Snake

This great isle is surrounded by a myriad cluster of lesser isles and reefs that are dangerous for their ability to draw ships onto the sharp rocks. Most of the outer isles are overrun with snakes, whilst the central isle is dotted with the tented encampment of various Dao tribes. In the center of the isle rises a great jade tower in the shape of a coiled cobra ready to strike. There is no visible entrance on the surface to this strange tower, but the Dao tribes know of various caverns that conceal passages into the great tower. However, these caverns are sacred to the Dao, who suffer no trespass by others, and the Dao themselves are loathe to enter the great tower. Rumors tell of the tower being inhabited by reclusive Yuan-Ti and their god Yith who fled to the tower ages ago during the war of the gods.

The Great Plateau

This vast wall of stone cradles the southern half of the valley, rising to nearly 5,000 feet at the southernmost end. It is sheer and nearly impossible to climb, while its top is wreathed in heavy jungle growth. Mists conceal much of the plateau's top normally, and when it does not dangerous winds blow amid the treetops, making reaching it even by skyship difficult and dangerous.

The Great Lake

Those who manage to climb the weaving waterfalls at the source of the Great River in the southernmost area of the Great Plateau report finding a vast lake from which the river is born. The waters of the great lake are clear and drinkable - though its vast depths are home to dangerous prehistoric monsters.

The Fetid Swamps

The outward edges of the Great Lake is surrounded by a mire of fetid swamps that are home to the shamanistic Yakfolk. Despite the fetid nature of the surrounding swamps, thin soggy barriers between the swamps and the Great Lake keep the latter from being polluted by the salty, algea-encrusted waters of the swamps


The Forgotten Isle

A single, mist-shrouded isle purportedly exists at the center of the great lake. A sprawling, ruined city can be found there, though its unknown inhabitants take poorly to uninvited guests.

The Worlds Beyond

There are four worlds beyond the mortal realm, each tied to the elemental barriers that protect the mortal world. At night, the mortal realm combines with the realm of dreams, bringing life to daydreams and nightmares alike. Likewise, the greater moon Chonis provides supply to ample resources to those daring enough to fly to the distant, glittering stones.

Haros

Beyond the Wall of Fire lays the blasted realm of Haros. It is a scortched landscape of sharp rocks, compacted sand and broken volcanic glass. Sirracos of abrasive sand whip through the landscape, and the petrified bones of animal push from the ground like a perverse form of plant. Haros is home to two camps of the Casteless - beings who flaunted the responsibilities of their Caste and those who used forbidden magics for their own selfish purposes. Strewn like nomads across the blasted wastes are the demons of Haros, who seek to unleash their unending wrath on any who cross them. Cowering against the winds in crannies in the rock formations are the devils of Haros, who seek to "free" others from the confines of Caste and urge them towards magic and acts forbidden by their Caste.

Artifice

Beyond the Barrier of Earth lies the fantastic realm of Artifice. Abound with garages, factories, universities and forges, this is the realm where thought is forged into works of art. It is filled with incomprehisbly vast libraries and garages full of peculiar, but amazingly working machines. On the surface, visitors may find it a utopia of working ideas, but those who dig deep enough find graveyards, dumps and even vaults filled with incomplete or non-functional discarded creations.

Magika

Beyond the Vault of Air can be found the realm of thought and magic. Created of untapped potential and unformed ideas, it is a landscape that twists and changes from moment to moment. To those untrained in guarding their thoughts, this realm can be dangerous. Even moreso because it is the realm of the Slaad - creatures formed of half-thoughts and discarded ideas, mindlessly lashing out at all they encounter.

Niven

Beyond the Bottomless Sea can be found the utopic realm of the afterlife. Those who held faith in their Caste come to this realm to live a peaceful life in perfect harmony. So long as its members hold to the ideals they held in life, they are free to remain here. On rare occassions an individual may slip, necessitating their ejection back into the mortal realm as a reincarnated individual to reaffirm their devotion to Caste.


The World of Night

When the sun slips below the horizon of either the Empty Wastes or the Unending Desert, the Cloak of Night descends upon the world and it enters the Realm of Dreams. It is at this time that dreamslivers can walk upon the mortal lands - whether they are the fragments of an afternoon dream, a night's sleep or nightmares seized by the Black Pyramid and enslaved to the dead god's will. It is also at this time that the residents of Haros and Nirvana can visit the mortal realm freely, but must depart by the coming dawn.

The Moonstones

The shattered moon, Chonis, rises at dusk from the sea and spreads white rocks across the night sky. Daring individuals in skyracers bundle against the cold night sky to streak to these great stones to mine them before the coming dawn draws them back below the horizon. The more daring have created homes in these great rocks - not an easy task for such dwelling must withstand submersion beneath the northern sea during the day.

The Races

While humanity dominates most of the fertile valley, it is by far not the only sentient race to occupy it. A wide variety of sentient creatures mingle with one another, for good or for ill. Here is but a handful.

Ascended

The opposite of the Huzese, the ascended are the offspring of those who have lived for generations at the highest Caste. Gifted with powers of their purity, they are beacons of near-perfection.

Ascended Traits

Ability Score Increase. Your Charisma score increases by 2 and your Wisdom score increases by 1.

Age. Ascended mature at the same rate as humans, but they can live up to 160 years.

Alignment. Imbued with celestial power, most ascended are good and tend towards lawful, ordered outlooks.

Size. Ascended have the same range of height and weight as humans. Your size is medium.

Speed. Your base walking speed is 30 feet.

Celestial Resistance. You have resistance to necrotic damage and radiant damage.

Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.

Light Bearer. You know the light cantrip. Charisma is your spellcasting ability for it.

Radiant Soul. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your Charisma modifier.

Once you use this trait, you can't use it again until you finish a long rest. At 7th level and above, you can use reuse this ability after a short rest or long rest.

Languages. You can speak, read, and write Common and Celestial.

Credit: Artist Unknown

Bhasti

These cat-like humanoids mainly inhabit the city of Metis, where the race was fashioned. Though civilized, they have a savage demeanor and desire to hunt live prey.

Ability Score Increase. Your Dexterity score increases by 2 and your Intelligence increases by 1.

Age. Bhasti mature and live as long as humans.

Alignment. Bhasti are fickle and tempremental, favoring chaotic alignments. They have little care for thought of good or evil and tend to react instinctively to events around them.

Size. Bhasti are generally an inch or two shorter than humans and distinctively sleek. Your size is medium.

Darkvision. You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Feline Agility. As a bonus action, you can take the Dash, Disengage or Hide action. If you have the Cunning Action ability, you can do this as a free action. Once you use this ability, you cannot do so again until you take a short rest.

Cat's Claws. You sport sharp claws, giving you a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to ld4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike

Feline Talents. You have proficiency in two of the three skills of Acrobatics, Perception or Stealth.

Credit: Gabriella Veronese

Dreamborn

When the Cloak of Night descends upon the mortal realm, sometimes dreamslivers gain a mote of consiousness and survive past the dawn. These dreamborn seek to find purpose and a life in the waking world.

Dreamborn Traits

Ability Score Increase. Your Wisdom, Intelligence and Charisma scores are increased by 1.

Age. Dreamborn do not age, however they are prone to fading away to nothingness after several decades.

Alignment. Dreamborn are very passionate and prone to outbursts of emotion that overshadow their natural demeanor. They tend towards alignment extremes in matters of law or chaos - either refuting or embracing their wild outbursts, but have little understanding of good or evil.

Size. Dreamborn are human sized.

Darkvision. As beings of night, dreamborn have superior night sight. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Credit: Jeszika Le Vye

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Shadowy Insubstance. When you are in dim light or darkness, you can become immaterial. You can pass through solid objects while immaterial and have resistance to all attacks that are not fire or radiant. You can sustain this immaterial form for up to 1 minute or until you enter an area of full illumination, after which you must take a long rest before using the ability again. If you are inside a solid object when this ability ends, you are shunted to the nearest open space and suffer 1d10 force damage per 10 feet you are moved.

Dreamer. You can cast the Minor Illusion cantrip without need of a material component. Your spellcasting ability for this spell is Charisma. Once you use this ability, you must take a short or long rest to use it again.

Shadowmaker. Targets of illusion spells that you cast suffer disadvantage on saving throws against your spells.

Language. You can speak, read and write common and one other language of your choice.

Forged

A mix of organic and clockwork mechanisms, the forged were developed in the ancient days when men dared to create in their own image. Many more were built for the War of the Gods, and when that conflict ended centuries ago, the race was gifted with free will to prevent them from turning against their creators. Since then, they have slowly propogated their own kind and can primarily be found in Knossis and Pharos.

Ability Score Increase. Your Constitution score increases by 2, and one other ability score ofyour choice increases by 1.

Age. A typical forged is between two and thirty years old, with a maximum age about 100. You are immune to magical aging effects.

Alignment. Most forged take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality, or lack thereof, of the beings with which they served.

Size. Your size is Medium.

Speed. Your base walking speed is 30 feet.

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

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

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

Reinforced. You have a +1 bonus to your Armor Class, regardless of the sort of armor you wear. While you live, your armor can't be removed from your body against your will.

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

Languages. You can speak, read, and write Common and one other language of your choice.

Credit: Unknown Artist

Genasi

A mix of human and genie, the genasi live on the fringe between the mainland and the Wild Isles. Many Deltans are, in fact, genasi - a secret they prefer to keep from mainlanders.

Genasi Traits

Your genasi character has certain characteristics in common with all other genasi.

Ability Score Increase. Your Constitution score increases by 2.

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

Alignment. Independent and self-reliant, genasi tend toward a neutral alignment.

Size. Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Languages. You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.

All Genasi have a subrace, based on their genie heritage. Choose one from below.

Subraces

Air Genasi

As an air genasi, you are descended from the djinn. As changeable as the weather, your moods shift from calm to wild and violent with little warning, but these storms rarely last long.

Air genasi typically have light blue skin, hair, and eyes. A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some air genasi speak with breathy voices, marked by a faint echo. A few display odd patterns in their flesh or grow crystals from their scalps.

Ability Score Increase. Your Dexterity score increases by 1.

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

Mingle with the Wind. You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

Earth Genasi

As an earth genasi, you are descended from the cruel and greedy dao, though you aren’t necessarily evil. You have inherited some measure of control over earth, reveling in superior strength and solid power. You tend to avoid rash decisions, pausing long enough to consider your options before taking action.

Elemental earth manifests differently from one individual to the next. Some earth genasi always have bits of dust falling from their bodies and mud clinging to their clothes, never getting clean no matter how often they bathe. Others are as shiny and polished as gemstones, with skin tones of deep brown or black, eyes sparkling like agates. Earth genasi can also have smooth metallic flesh, dull iron skin spotted with rust, a pebbled and rough hide, or even a coating of tiny embedded crystals. The most arresting have fissures in their flesh, from which faint light shines.

Ability Score Increase. Your Strength score increases by 1.

Earth Walk. You can move across difficult terrain made of earth or stone without expending extra movement.

Merge with Stone. You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell. Credit: DM's Guild Elemental Races

Fire Genasi

As a fire genasi, you have inherited the volatile mood and keen mind of the efreet. You tend toward impatience and making snap judgments. Rather than hide your distinctive appearance, you exult in it.

Nearly all fire genasi are feverishly hot as if burning inside, an impression reinforced by flaming red, coal- black, or ash-gray skin tones. The more human-looking have fiery red hair that writhes under extreme emotion, while more exotic specimens sport actual flames dancing on their heads. Fire genasi voices might sound like crackling flames, and their eyes flare when angered. Some are accompanied by the faint scent of brimstone.

Ability Score Increase. Your Intelligence score increases by 1.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.

Fire Resistance. You have resistance to fire damage.

Reach to the Blaze. You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Water Genasi

The lapping of waves, the spray of sea foam on the wind, the ocean depths—all of these things call to your heart. You wander freely and take pride in your independence, though others might consider you selfish.

Most water genasi look as if they just finished bathing, with beads of moisture collecting on their skin and hair. They smell of fresh rain and clean water. Blue or green skin is common, and most have somewhat overlarge eyes, blue-black in color. A water genasi’s hair might float freely, swaying and waving as if underwater. Some have voices with undertones reminiscent of whale song or trickling streams.

Ability Score Increase. Your Wisdom score increases by 1.

Acid Resistance. You have resistance to acid damage.

Amphibious. You can breathe air and water.

Swim. You have a swimming speed of 30 feet.

Call to the Wave. You know the shape water cantrip. When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Gid

A somewhat mutative race, the gid have several offshoots intermixed across the land. They all share a somewhat rotund frame and animalistic features. They claim to be among the first of the second races to have been created by the Rajaat - making them likewise the most favored and abused by that ancient race. The various offshoots can even interbreed, though they generally prefer to remain among others that share their general appearance.

Gid Traits

Ability Score Increase. Your Strength score increases by 2.

Age. Gid mature at roughly the same rate humans do, becoming adults in their late teens. However, ghideons have shorter lifespans on average, generally living no longer than 70-80 years.

Alignment. Gid are crafty, but have a strict adherence to the law. They generally have no time for the moral quandries of good or evil.

Size. Gid are quite tall, standing 7 – 8 feet on average, and incredibly stocky. The average ghideon can weigh as much as 850 – 1,000 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Throw Your Weight. You can use your action to make a special attack using your tremendous bulk to overpower opponents. If you move at least 10 feet in a straight line that ends within 5 feet of a Large or smaller creature before you use this action, that creature must succeed on a Strength saving throw with a DC equal to 8 + your Strength modifier + your proficiency bonus or take 2d6 bludgeoning damage and be knocked prone.

Languages. Gid can speak, read and write Common. They also speak their own language, Ghideon, which is a gutteral derivative of the ancient Raajat hymnal language.


Subraces

Gidheon

The largest branch of the gid, these hippo-headed individuals have a talent for understanding and manipulating interactions with others. They generally enjoy socializing and lean towards professions as merchants and philosophers. They tend toward bombastic personalities, using it to disarm others away from their imposing bulk.

Ability Score Increase. Your Constitution increases by 1.

Crafty. You gain proficiency in the Insight, Persuasion or History skill. You also gain proficiency with one tool of your choice.

Credit: Omar Chaouch

Gidraam

These ram-headed branch of the gid tend towards monastic lives of contemplation and scholarly pursuits. However, they tend to be physical in their pursuit of knowledge, tempering their bodies as well as their minds with rigorous physical tests and challenges thought to lead them to a greater insight to the secret workings of the world. For most gidraam, theory holds little value until it is proven in the fires of reality.

Ability Score Increase. Your Dexterity increases by 1.

Sure-footed. You can move at your normal speed when climbing.

Gidsuma

The gidsuma are a rhino-headed offshoot of the gid race. They generally prefer a more primative life with a deep connection to the natural world around them. At the same time, the gidsuma are very martially minded and tend to seek to resolve their problems - social and otherwise - with brute force.

Ability Score Increase. Your Wisdom increases by 1.

Martial Focus. You gain expertise with one weapon of your choice. When you use this weapon, you gain double your proficiency bonus. When you gain a new level and after a long rest you may change the weapon associated with your expertise.

Credit: Omar Chaouch

Gnolls

Animalistic murderers and reavers, these hyena-headed humanoids seek nothing but slaughter for their slain god, Apokios. They are the bane of all sentients in the valley and beyond. They primarily dwell in the western wastes.

Human

Originally inhabitants of the upper valley, humanity has spread across the valley.

Human Traits

Ability Score Increase. Two different ability scores of your choice increase by 1.

Age. Humans reach adulthood in their late teens and live less than a century.

Alignment. Humans tend toward no particular alignment. The best and the worst are found among them.

Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Sobek curses, Bhasti musical expressions, Ghideon rhinoid military phrases, and so on.

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

Feat. You gain one feat of your choice

Huzese

Claiming to be the children of humans who have broken the chains of Caste, these mortals tend to stir trouble wherever they go. They have no homeland strictly their own, but there are large concentrations of them among the street gangs of Pharos and small conclaves in the city of Khairos.

Huzese Traits

Ability Score Increase. Your Intelligence score increases by 1, and your Charisma score increases by 2.

Age. Huzese mature at the same rate as humans but live a few years longer.

Alignment. Huzese are generally selfish and self-serving, tending towards neutral or chaotic alignments.

Size. Huzese are about the same size and build as humans. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Hellish Resistance. You have resistance to fire damage.

Infernal Legacy. You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell once per long rest as a 2nd-level spell. Once you reach 5th level, you can also cast the darkness spell once per long rest. Charisma is your spellcasting ability for these spells.

Languages. You can speak, read, and write Common and Infernal.

Ka

These avian humanoids once worshipped the sun diety Akken. When his great city of Helios was destroyed in the ancient war between the gods, the Ka were scattered, and now make home wherever they can.

Ka Traits

Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Age. Ka reach maturity by age 5. However, they don’t usually live longer than 30 years.

Alignment. Most ka are good and rarely choose sides when it comes to law and chaos. Clan members and warriors might be lawful, while explorers and nomads might tend toward chaotic.

Size. Aarakocra are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.

Speed. Your base walking speed is 25 feet.

Flight. You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor.

Talons. Your talons are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Languages. You can speak, read, and write Common, Celestial, and Auran.

Minotaur

Dwelling primarily in the vast labyrith caverns of Abbydos, the secretive clans of minotaurs enjoy a complex society with a rich heritage. Occassionally, young minotaurs leave their underground home to mix among the other races of the world, occassionally sharing their biotech wonders with the outside world.

Minotaur Traits

Ability Score Increase. Your Strength score increases by 2 and your Wisdom by 1.

Alignment. Most minotaurs favor lawful alignments, but they tend to scorn good morals as signs of weakness. However, they have a strong moral code towards hospitality and a rigid honor code about fighting without deception.

Age. Minotaurs enter adulthood at around the age of 18 and can live up to 150 years.

Size. Minotaurs typically stand well over 6 feet tall and weigh an average of 300 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Horns. Your unarmed strikes now deal 1d6 + your Strength Modifier piercing damage instead of bludgeon damage.

Goring Rush. When you use the Dash action and move at least 20 feet during your turn, you can make a melee attack with your horns as a bonus action.

Hammering Horns. When you use the Attack action during your turn to make a melee attack, you can attempt to shove a creature with your horns as a bonus action. The target cannot be more than 1 size category larger than you. Unless the target passes a strength saving throw equal to 8 + your proficiency bonus + your strength modifier, they are pushed back 10 feet away from you.

Imposing Presence. You are proficient with either Intimidation or Persuasion.

Languages. You can speak, read, and write Common and Minotaur.

Raajat

These elephant-headed magic wielders once controlled the headwaters of the Great River. When the Yakfolk rebelled against them, their hold on the Great River was shattered. Now, they dwell in a myriad of communities dug into the face of the Great Plateau. While most communities have come to accept their fate, there is a secretive band among them that seeks to restore their hold over the Great River, and all the lands downriver.

Slaadling

When conjurations are send back to the Limbo they are borne of, sometimes their interactions imparts a bit of sentience upon their chaotic form. Slaadlings are those magicks, returned to the mortal realm in the hope of understanding and becoming a sentient being.

Sobek

These crocodile headed humanoids worship the shattered god of their name. The sobek claim the Great River as their own, and organize themselves into nomadic river tribes that attempt to collect tribute from all who ply its waters.

Sobek Traits

Ability Score Increase. Your Constitution increases by 2 and your Wisdom increases by 1.

Age. Sobek reach maturity about age 14 and can live up to about 80 years.

Alignment. Sobek are neutral on their outlook on life, seeing as a great cycle of birth and death in which it takes great strength and adapability to survive.

Size. While sleek, Sobek are slightly taller and heavier than humans. Your size is medium.

Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.

Bite. You can attack with your maw, which is a natural weapon. If you hit with it, you deal 1d6 piercing damage, adding your Strength modifier to the damage.

Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can gain the benefit of a shield with your natural armor.

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

Natural Talent. You can gain proficiency with the Animal Handling, Nature or Survival skill. You also gain proficiency in one tool of your choice.

Sphinx

Dwelling mainly in the city of Luxxor, sphinx are magical beings with the body of a lion and the face of a human. They have innate skill with magic and upon mastering the art of Alteration manifest powerful wings that can carry them far and wide.

Sphinx Traits

Ability Score Increase. Your Wisdom and Charisma increase by 1.

Age. Sphinx mature slightly slower than humans, reaching maturity at age 25. They can live over a century, and the more devout they are to their caste, the longer they live - with records of individual sphinx reaching ages of 450 years or more.

Alignment. Sphinx are generally capricious and tend to favor individualism, leaning them towards chaotic alignments. Sphinxes generally favor peforming and encouraging good behaviors, and are generally at worst stand-offish and nuetral towards involving themselves in intruding into other's lives.

Size. Sphinx are approximately 6 to 7 feet in length and stand about 4 foot at the shoulder and weight around 600-800 pounds. When they acquire wings, they have a wingspan approximately twice their length. Your size is medium.

Speed. Your base walking speed is 35 feet. At 5th level, you gain a flying speed of 50 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Innate Magic. You can choose two cantrips from the Cleric or Wizard list of your choice at 1st level. The spells must be from the same list. Your spellcasting ability modifier for the chosen spell is based off Wisdom (if from the Cleric list), Charisma or Intelligence (if from the Wizard list). Your caster level is equal to your character level with these cantrips.

Superior Insight. You gain proficiency in two of three skills of Deception, Insight or Persuasion.

Languages. You can speak, write and read Common and Celestial. Credit: Kyounghwan Kim

Yakfolk

These brusk, powerful humanoids have the head of a yak or oxen. Once slaves of the Raajat, they used their shamanistic magic to revolt. Now, they live among the swamps surrounding the Great Lake, rarely wandering into the world of the lower valley.

Credit: Unknown


Yakfolk Manipulator

Large monstrosity, typically neutral evil


  • Armor Class 12 (hide armor)
  • Hit Points 45(10d10 + 85)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 16 (+3) 15 (+2) 15 (+2) 14 (+2)

  • Skills Deception +4, Religion +4, Survival +4
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Common, Yikaria
  • Challenge 3 (700 XP)

Charge. If the yakfolk moves at least 20 ft., it can make a Gore attack as a free action.

Possession (Recharges after a Short or Long Rest). The yakfolk attempts to magically possess a humanoid or giant. The yakfolk must touch the target throughout a short rest, or the attempt fails. At the end of the rest, the target must succeed on a DC 12 Constitution saving throw or be possessed by the yakfolk, which disappears with everything it is carrying and wearing. Until the possession ends, the target is incapacitated, loses control of its body, and is unaware of its surroundings. The yakfolk now controls the body and can’t be targeted by any attack, spell, or other effect, and it retains its alignment; its Intelligence, Wisdom, and Charisma scores; and its proficiencies. It otherwise uses the target’s statistics, except the target’s knowledge, class features, feats, and proficiencies.

The possession lasts until either the body drops to 0 hit points, the yakfolk ends the possession as an action, or the yakfolk is forced out of the body by an effect such as the dispel evil and good spell. When the possession ends, the yakfolk reappears in an unoccupied space within 5 feet of the body and is stunned until the end of its next turn. If the host body dies while it is possessed by the yakfolk, the yakfolk dies as well, and its body doesn’t reappear.

Spell-like Abilities. The yakfolk can use the following spells without the need for material or somatic components. Their spellcasting ability is Wisdom (Spell DC 13, Spell Attack +5).

At Will blade ward, mage hand, minor illusion 1x/day animate dead, hold person, invisibility 2x/day bane, command

Actions

Multiattack. The yakfolk makes two poleaxe attacks.

Poleaxe. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit 5 (1d10 + 3)

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 6 (1d6 + 3)

Classes

Cleric

Arcana Domain

Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.

Domain Spells

Cleric Level Spells
1st Detect Magic, Magic Missile
3rd Magic Weapon, Nystul's Magic Aura
5th Dispel Magic, Magic Circle
7th Arcane Eye, Leomund's Secret Chest
9th Planar Binding, Teleportation Circle

Arcane Initiate

When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.

Channel Divinity: Arcane Abjuration

Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.

As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the Banishment spell, no concentration required) if it isn't on its plane of origin and its challenge rating is at or below a certain threshold, as shown on the Arcane Banishment table.

Arcane Banishment
Cleric Level Banishes Creatures of CR…
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower

Spell Breaker

Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Arcane Mastery

At 17th level, you choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.

City Domain

Domain Spells

Cleric Level Spells
1st Comprehend Languages, Remote Access*
3rd Find Vehicle*, Heat Metal
5th Lightning Bolt, Protection from Ballistics*
7th Locate Creature, Synchronicity*
9th Commune with City, Shutdown

Source: Unearthed Arcana 7 - Modern Magic

Bonus Cantrip

When you choose this domain at 1st level, you gain the On/Off* cantrip in addition to your chosen cantrips.

Bonus Proficiencies

Also starting at 1st level, you gain proficiency with sidearms and proficiency with vehicles (land).

Heart of the City

From 1st level, you are able to tap into the spirit of community found in the city. While you are within any city, you can gain advantage on a single Charisma (Deception, Intimidation, or Persuasion) check, and you are considered proficient in the appropriate skill. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Channel Divinity: Spirits of the City

Starting at 2nd level, you can use your Channel Divinity to call on the city for aid. As an action, you present your holy symbol, and any city utility within 30 feet of you either works perfectly or shuts down entirely for 1 minute (your choice).

Additionally, each hostile creature within 30 feet of you must make a Charisma saving throw. On a failed save, the creature is knocked prone or restrained (your choice) by hazards such as entangling wires, high-pressure water erupting from fire hydrants, pavement collapsing to unseen potholes, and so on. A restrained creature can escape by making a successful Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC.

This effect is entirely local and affects only utilities within 30 feet of you. Determination of what utilities are available within range and how the physical effects of those utilities manifest are left to the DM.

Block Watch

Starting at 6th level, your awareness while in the city extends preternaturally. While in an urban environment, you are considered proficient in the Insight and Perception skills, and you add double your proficiency bonus to Wisdom (Insight) and Wisdom (Perception) checks, instead of your normal proficiency bonus.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with psychic energy borrowed from the citizens of your city. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra psychic damage increases to 2d8.

Express Transit

At 17th level, you can use mass transit routes to transport instantaneously to other points in the city. Starting from a bus stop, train station, subway stop, or other suitable mass transit site within the city, you can teleport to any other similar transit stop within the city, as if you had cast a Teleport spell whose destination is a permanent Teleportation Circle you know. Once you use this feature, you must finish a short or long rest before using it again.

Forge Domain

The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them.

Source: Xanathar's Guide to Everything

Forge Domain Spells

Cleric Level Spells
1st Identify, Searing Smite
3rd Heat Metal, Magic Weapon
5th Elemental Weapon, Protection from Energy
7th Fabricate, Wall of Fire
9th Animate Objects, Creation

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with heavy armor and smith's tools.

Blessing of the Forge

At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon.

Once you use this feature, you can’t use it again until you finish a long rest.

Channel Divinity: Artisan's Blessing

Starting at 2nd level, you can use your Channel Divinity to create simple items.

You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object. The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.

The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.

The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

Soul of the Forge

Starting at 6th level, your mastery of the forge grants you special abilities:

  • You gain resistance to fire damage.
  • While wearing heavy armor, you gain a +1 bonus to AC.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Saint of Forge and Fire

At 17th level, your blessed affinity with fire and metal becomes more powerful:

  • You gain immunity to fire damage.
  • While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Order Domain

The Order domain represents discipline, as well as devotion to a society or an institution and strict obedience to the laws governing it. The domain is favored by clerics who use it to benevolently maintain and enforce the law, or exploit law and order for their own personal gain.

The ideal of order is obedience to the law above all else, rather than to a specific individual or the passing influence of emotion or popular rule. Clerics of order are typically concerned with how things are done, rather than whether an action's results are just. Following the law and obeying its edicts is critical, especially when it benefits these clerics and their deities.

Law establishes hierarchies. Those selected by the law to lead must be obeyed. Those who obey must do so to the best of their ability. In this manner, law creates an intricate web of obligations that allows society to forge order and security in a chaotic multiverse.

Source: Guildmaster's Guide to Ravnica

Domain Spells

Cleric Level Spells
1st Command, Heroism
3rd Hold Person, Zone of Truth
5th Mass Healing Word, Slow
7th Compulsion, Locate Creature
9th Commune, Dominate Person

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice).

Voice of Authority

Starting at 1st level, you can invoke the power of law to drive an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.

If the spell targets more than one ally, you choose the ally who can make the attack.

Channel Divinity: Order's Demand

Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others.

As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.

Embodiment of the Law

At 6th level, you become remarkably adept at channeling magical energy to compel others.

If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Order's Wrath

Starting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.

Protection Domain

The protection domain is the purview of deities who charge their followers to shield the weak from the strong. The gods’ faithful dwell in villages and towns on the borderlands, where they help bolster defenses and seek out evils to defeat. These gods believe that a strong shield and a suit of armor is the best defense against evil, second only to a stout mace on hand to respond to any attacks in kind.

Source: Unearthed Arcana 22 - Cleric

Domain Spells

Cleric Level Spells
1st Compelled Duel, Protection from Evil and Good
3rd Aid, Protection from Poison
5th Protection from Energy, Slow
7th Guardian of Faith, Otiluke's Resilient Sphere
9th Antilife Shell, Wall of Force

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Shield of the Faithful

Starting at 1st level, you gain the ability to hinder attacks intended for others. When a creature attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. To do so, you must be able to see both the attacker and the target. You interpose an arm, a shield, or some other part of yourself to try to throw the attack off target.

Channel Divinity: Radiant Defense

Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor.

As an action, you channel blessed energy into an ally that you can see within 30 feet of you. The first time that ally is hit by an attack within the next minute, the attacker takes radiant damage equal to 2d10 + your cleric level.

Blessed Healer

Beginning at 6th level, the healing spells you cast on others can heal you as well. When you cast a spell with a spell slot and it restores hit points to any creature other than you this turn, you regain hit points equal to 2 + the spell’s level.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Indomitable Defense

At 17th level, you gain resistance to two damage types of your choice, choosing from bludgeoning, necrotic, piercing, radiant, and slashing. Whenever you finish a short or long rest, you can change the damage types you chose.

As an action, you can temporarily give up this resistance and transfer it to one creature you touch. The creature keeps the resistance until the end of your next short or long rest or until you transfer it back to yourself as a bonus action.

Strength Domain

Domain Spells

Cleric Level Spells
1st Divine Favor, Shield of Faith
3rd Enhance Ability, Protection from Poison
5th Haste, Protection from Energy
7th Dominate Beast, Stoneskin
9th Destructive Wave, Insect Plague

Bonus Proficiency

At 1st level, you gain proficiency with heavy armor.

Acolyte of Strength

At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Athletics, Nature, or Survival.

Channel Divinity: Feat of Strength

At 2nd level, you can use your Channel Divinity to enhance you or an ally's physical might. As a reaction (or a bonus action for yourself), when a creature within 30 feet of you makes an attack roll, ability check, or saving throw using Strength, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the roll succeeds or fails.

Unending Strength

At 6th level, you can touch a creature and give them great vigor. For the next hour, the target is unaffected by levels of exhaustion and never suffers disadvantage to Strength or Constitution based checks. Once you use this ability, you cannot use it again until after a long rest.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Shrug it off

At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Twilight Domain

The Twilight Domain governs the transition and blending of light into darkness. It is a time of rest and comfort, but also the threshold between safety and the unknown. Deities of healing or respite (such as Boldrei, Hestia, Mishakal, or Pelor), bravery or protection (such as Dol Arrah, Hajama, Helm, or Ilmater), travel or transition (such as Fharlanghn, Hermes, the Raven Queen, or the Traveler), or the night and dreams (such as Celestian, Morpheus, Nut, or Selune) might grant their clerics the Twilight Domain. Clerics who server these deities tend to be brave, delving into the dark to hold its dangers at bay and to bring comfort to those lost far from the light.

Source: Unearthed Arcana 63 - Cleric, Druid, Wizard

Domain Spells

Cleric Level Spells
1st Faerie Fire, Sleep
3rd Darkness, Invisibility
5th Leomund's Tiny Hut, Aura of Vitality
7th Aura of Life, Greater Invisibility
9th Circle of Power, Dream

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy armor.

Eyes of Night

Starting at 1st level, your eyes are blessed, allowing you to see through the deepest gloom. You have darkvision with no maximum range; you can see in dim light as if it were bright light and in darkness as if it were dim light.

As an action, you can magically give the benefit of this feature to any number of creatures you can see within 10 feet of you. The shared benefit lasts for 10 minutes. You can extend this benefit a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest.

Vigilant Blessing

At 1st level, the night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on your next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.

Channel Divinity: Twilight Sanctuary

At 2nd level, you can use your Channel Divinity to refresh your allies with soothing twilight.

As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits.

  • Give it 1d8 temporary hit points
  • End one effect causing it to be charmed or frightened.

Steps of the Brave

Starting at 6th level, you draw strength from your connection to twilight and find yourself at home within its dark embrace, gaining two benefits.

  • You have advantage on saving throws against being frightened.
  • If you are in dim light or darkness, you can use a bonus action to magically give yourself a flying speed equal to your walking speed until the end of your next turn.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage. When you reach 14th level, the extra damage increases to 2d8.

Midnight Shroud

At 17th level, you can harness the shrouding power of night to protect your allies and stymie your foes. Whenever you cast the Darkness spell using a spell slot, you can choose a number of creatures that you can see (including yourself) equal to your Wisdom modifier (minimum of one). The chosen creatures can see through the darkness.

Unity Domain

A sense of oneness shines at the heart of healthy communities, whether bound together by friendship, blood, faith, or some other uniting force. The gods of unity deepen such bonds and delight in their strength.

Clerics of these gods preside over marriages and other familial bonding customs, but they also nurture the emotional bonds of friendship and camaraderie. Their divine blessings bolster and protect allies in battle through these deep bonds and turn aside malign influences.

Source: Unearthed Arcana 68 - Subclasses, Part 2

Domain Spells

Cleric Level Spells
1st Heroism, Shield of Faith
3rd Aid, Warding Bond
5th Beacon of Hope, Sending
7th Aura of Purity, Guardian of Faith
9th Greater Restoration, Rary's Telepathic Bond

Emboldening Bond

Starting at 1st level, you can forge an empowering bond between allies. As an action, you can choose two willing creatures you can see within 30 feet of you (this can include yourself) and create a magical bond between them. While either bonded creature is within 30 feet of the other, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn. The bond lasts for 1 hour or until you use this feature again.

You can use this feature once, and you regain the ability to do so when you finish a long rest. You can also expend a spell slot to use the feature again.

Channel Divinity: Shared Burden

Starting at 2nd level, you can use your Channel Divinity to protect your allies through the strength of your shared bonds.

When a creature you can see within 30 feet of you takes damage, you can use your reaction to choose a number of other willing creatures you can see, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). Distribute the damage taken between the original target and the chosen creatures. Each creature must take at least 1 damage. Apply any damage resistance or vulnerability of the creatures involved after you distribute the damage.

Protective Bond

Beginning at 6th level, the bond you forge between people shields them from harm. While either creature chosen for your Emboldening Bond feature is within 30 feet of the other, the creature can use its reaction to grant resistance to all damage to the other creature when that other creature takes damage. This resistance lasts until the end of the current turn.

Potent Spellcasting

Beginning at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Enduring Unity

At 17th level, the bonds you create endure across vast distances. Creatures affected by your Emboldening Bond feature gain its benefits, as well as those of your Protective Bond feature, while they are on the same plane of existence as each other.

Additionally, when a creature chosen for your Emboldening Bond is reduced to 0 hit points, their bonded partner gains the following benefits for 1 minute, or until the creature regains at least 1 hit point:

  • The creature has advantage on attack rolls, ability checks, and saving throws
  • The creature gains resistance to all damage
  • As an action, the creature can touch their bonded partner to expend and roll any number of Hit Dice. Their bonded partner regains a number of hit points equal to the total rolled.

Gear

Armor

High-Tech Armor

Name Cost Armor Class (AC) Strength Stealth Properties Weight
Light Armor
Light Exo Frame 12 + Dex modifier (max 2) 10 Powered 10 lbs.
Tactical Vest 13 + Dex modifier - - - 8 lbs.
Medium Armor
Light Tactical 15 + Dex modifier(max 2) 10 Disadvantage 15 lbs.
Medium Tactical 18 + Dex modifier (max 2) 12 Disadvantage 30 lbs.
Exo Suit 14 + Dex modifier 10 Disadvantage Powered 45 lbs.
Heavy Armor
Heavy Exo Suit 16 + Dex modifier (max 2) 10 Disadvantage Powered 50 lbs.
Powered Plate 20 13 Disadvantage Charged, Powered, Weapon Mount 60 lbs.
Shield
Riot Shield +3 - Disadvantage 5 lbs.
Force Shield +4 - - Charged 2 lbs.

Charged. The armor requires a power pack, utilizing one charge per 30 minutes of use.

Powered. The armor doubles the wearer's carrying capacity and grants advantage to Strength checks.

Weapons

High-Tech Melee Weapons
Name Cost Damage Weight Properties Range
Simple Melee Weapons
Psiknife 10 gp 1d6 psychic Min Int 10
Shock Baton 30 gp 1d6 lightning Charged
Martial Melee Weapons
Chain Blade 25 gp 1d10 slashing Charged, Versatile (1d12)
Gravmace 20 gp 1d10 bludgeoning Charged, Versatile (1d12)
Laserblade 75 gp 1d8 radiant Charged, Finesse, Versatile (1d10)
Plasma Blade 50 gp 2d4 fire Charged, Finesse, Versatile (2d6)
Psiblade 65 gp 1d8 psychic Finesse, Min Int 12
Psilash 70 gp 1d6 psychic Finesse, Min Int 13, Reach
Razorclaws 25 gp 1d6 slashing Finesse
Vibroknife 15 gp 1d4 thunder Charged, Finesse
Vibroblade 30 gp 1d8 thunder Charged,
Vibroaxe 45 gp 1d8 thunder Charged, Versatile (1d10)
Vibrospear 50 gp 1d6 thunder Charged, Versatile (1d8), Thrown 20/60
High-Tech Range Weapons
Name Cost Damage Weight Properties Range
Simple Ranged Weapons
Grenade, Fragmentation 35 gp 1d8 slashing Blast 5 ft. 20/60
Pistol, Light Projectile 50 gp 1d6 piercing Ammunition, Burst, Close 90/360
Pistol, Medium Projectile 65 gp 1d8 piercing Ammunition, Burst, Close 100/400
Pistol, Laser 75 gp 1d6 fire Ammunition, Close 100/400
Martial Ranged Weapons
Carbine, Assault 100 gp 1d8 piercing Ammunition, Burst, Close, Spray, Two-handed 100/400
Carbine, Beam 125 gp 1d12 fire Ammunition, Close, Two-handed 80/320
Carbine, Flamethrower 1d8 fire Charged, Line, Two-handed 20
Carbine, Laser 135 gp 1d10 radiant Ammunition, Close, Two-handed 130/520
Carbine, Gyrojet 150 gp 2d8 piercing Ammunition, Close, Two-handed 80/320
Carbine, Shotgun 125 gp 1d10 piercing Ammunition, Close, Scatter, Two-handed 100/400
Gatling Gun 250 gp 1d12 piercing Ammunition, Slow, Spray 120/480
Grenade Launcher 150 gp 1d8 slashing Ammunition, Blast 10 ft. 90/180
Machine Gun, Light 200 gp 1d10 piercing Ammunition, Spray, Bipod 130/520
Machine Gun, Heavy 300 gp 2d6 piercing Ammunition, Spray, Tripod 150/600
Pistol, Beam 100 gp 1d10 fire Ammunition, Close 70/240
Pistol, Gyrojet 80 gp 1d8 piercing Ammunition, Close 80/320
Pistol, Flamethrower 1d6 fire Charged, Line 15
Pistol, Heavy Projectile 100 gp 1d10 piercing Ammunition 120/480
Rifle, Assault 150 gp 1d8 piercing Ammunition, Burst, Spray, Two-handed 120/480
Rifle, Beam 160 gp 1d12 fire Ammunition, Two-handed 100/400
Rifle, Flamethrower 1d10 fire Charged, Line, Two-handed 30
Rifle, Laser 175 gp 1d10 radiant Ammunition, Two-handed 150/600
Rifle, Gyrojet 160 gp 1d10 piercing Ammunition, Two-handed 90/360
Rifle, Heavy Projectile 200 gp 2d6 piercing Ammunition, Two-handed 140/560
Rifle, Rail 1,000 gp 4d6 piercing Ammunition, Bipod, Loading 160/640
Rifle, Shotgun 160 gp 1d10 piercing Ammunition, Scatter, Two-handed 120/480
Rocket Launcher 450 gp 6d6 piercing Ammunition, Backblast, Loading, Slow, Two-handed 120/480

Bipod. This weapon employs a bipod build into the barrel and must be rested on surface for support when firing. If it is not supported, you suffer a -2 penalty to hit.

Blast. This weapon affects an area with the indicated radius. Creatures in the blast radius that make a successful DC 13 saving throw take half damage if they are not the primary target.

Burst. When making an attack you may expend additional ammunition to improve your chances to hit. Each two additional ammunition spent gives you a +1 bonus to hit (maximum +2 for 5 ammunition). You cannot use this ability with a Spray attack.

Close. You do not suffer disadvantage when using this weapon in melee combat.

Min Int. You must have an Intelligence score of this value or higher to utilize the weapon.

Line. When using the weapon, you draw a straight line 5 feet wide to the maximum range of the weapon. Any creature in the path must make a Dexterity save (DC 8 + your proficiency modifier + your Dexterity modifier). On a failure, the target takes the weapon's damage.

Scatter. This weapon has an optional firing mode that affects a cone 15 feet wide by 30 feet long. You do not make an attack roll, instead targets in the cone make a Dexterity saving throw with a DC equal to 8 + your proficiency modifier + your Dexterity modifier.

Spray. You can attempt to hit multiple targets at once. You must be able to see the target and they must be within short range. You roll to hit for each individual target, and suffer a -1 penalty to hit to each attack for each target beyond the first. Spray cannot be combined with a Burst attack.

Tripod. This weapon employs a bipod that takes an action to set up. While the bipod is used, your speed is 0. If the weapon is fired without being properly supported, you suffer a -5 penalty to hit.

Hi-tech Ammunition

Type Cost Weight
Pistol
Clip 5 sp 1/2 lb.
Drum 10 gp 5 lbs.
Magazine 2 gp 1 lb.
Extended Magazine 5 gp 2 lbs.
Carbine/Rifle
Clip 1 gp 1/2 lb.
Drum 15 gp 5 lbs.
Magazine 25 sp 1 lb.
Extended Magazine 7 gp 2 lbs.
Vehicular
Clip 5 gp 5 lbs.
Drum 50 gp 50 lbs.
Magazine 15 gp 15 lb.
Extended Magazine 25 gp 25 lbs.

Ammunition Traits

Note: Hi-tech ammunition will only work for a specific class of weapon - for example, you cannot use a rifle beam ammo magazine in a projectile weapon, nor could you use a rifle beam ammo magazine in a pistol. Carbines and Rifle ammunition, however are interchangeable.

Normally, hi-tech weapons are designed so that they can accept clips, drums or magazines. It is possible to create or find weapons that only accept specific ammo size types. For example, to create a revolver, a pistol could be created/found that only accepts clips. A bolt action rifle could be created/found that only accepts single ammo shots.

Ammunition, Explosive. This covers a variety of ammunition including HEAT, Fragmentation and Nanodispursed ammunition. This ammunition affects all targets in the target square. If the weapon has the Blast trait, it deals +1 damage per damage die to those in the blast area.

Ammunition, Heavy. This covers special ammunition such as Armor Piercing, Hollowpoint, Full Metal Jacket, Plasma-induced or a wide variety of enhanced ammunition. Attacks made with this ammunition deals +2 damage per weapon die, but only to the primary target of an attack.

Ammunition, Streamlined. This ammunition is designed to travel farther unerringly. Increase the weapon's range while using this ammunition by 20/80.

Ammunition, Tracer. This ammunition brightly illuminates the firing path, making it easier to hit targets when firing sustained attacks or in sprays. If the attacker makes uninterrupted attacks with a weapon while using this ammunition, subsequent attacks beyond the first attack grant a +1 bonus to hit.

Ammo Box. Holds 100 ammunition for rifles or vehicular weapons. To replace a box, it takes your action and your speed is reduced to 0 until your next turn.

Ammo Clip. Holds 5 ammunition for pistols, carbines or rifles. It takes a bonus action to replace a clip.

Ammo Drum. Holds 50 ammunition for pistols, carbines, rifles or vehicular weapons. It takes an action to replace a drum.

Ammo Magazine. Holds 15 ammunition for pistols, carbines or rifles. It takes a bonus action to replace a magazine.

Ammo Magazine, Extended. Holds 25 ammunition for pistols, carbines or rifles. Any weapon that can accept magazines can accept an extended magazine. It takes a bonus action to replace a magazine.

Ammo Single. One shot of ammunition for pistols, carbines, rifles or vehicular weapons. You can load up to 3 single ammo shots into a weapon, if it allows such.

Vehicular High-Tech Weapons
Name Cost Damage Weight Properties Range
Vehicular Ranged Weapons
Autocannon 6d6 piercing Ammunition, Burst, Vehicular 200/800
Bomb, Light 8d6 fire, piercing Blast 20 ft., Expended, Vehicular Dropped
Bomb, Medium 12d6 fire, piercing Blast 30 ft., Expended, Vehicular Dropped
Bomb, Heavy 16d6 fire, piercing Blast 50 ft., Expended, Vehicular Dropped
Cannon, Small Projectile 8d6 piercing Ammunition, Blast 5 ft., Vehicular 300/1,200
Cannon, Medium Projectile 10d6 piercing Ammunition, Blast 5 ft., Vehicular 350/1,400
Cannon, Heavy Projectile 12d6 piercing Ammunition, Blast 5 ft., Vehicular 400/1,600
Flamethrower, Vehicular 4d6 fire Charged, Line, Vehicular 75
Laser Gun 2d6 fire Ammunition, Vehicular 250/1,000
Machine Gun, Vehicular 4d6 piercing Ammunition, Spray, Vehicular 175/750
Missile, Light 6d6 fire, piercing Blast 5 ft., Expended, Vehicular 400/1,600
Missile, Medium 8d6 fire, piercing Blast 10 ft., Expended, Vehicular 500/2,000
Missile, Heavy 10d6 fire, piercing Blast 15 ft., Expended, Vehicular 600/2,400
Rocket Pod 4d6 fire, piercing Ammunition, Blast 10 ft., Vehicular 250/1,000

Dropped. You must past over the target and make a ranged attack roll to hit. A dropped weapon falls at a rate of 500 feet per round, with a forward speed of 1/2 the dropper's movement rate.

Expended. The weapon is destroyed after use.

Vehicular. This weapon must be fired from an affixed position. When used against objects, it deals double damage.

Vehicles

Racer

The racer is a one person vehicle designed to rapidly take an individual from one place to another. They are often employed for scouting, courier services or as a simple means for one individual to travel from place to place quickly.


Racer

Large Vehicle (300 lb.)


  • Creature Capacity 1 Medium Creature
  • Cargo Capacity 80 lbs.
  • Armor Class 23 (19 while motionless)
  • Hit Points 27 (5d8 + 5) (damage threshold 5, mishap threshold 10)
  • Speed 120 ft. (fly 150 ft.)

STR DEX CON INT WIS CHA
14 (+1) 18 (+4) 12 (+1) 0 (-) 0 (-) 0 (-)

  • Damage Immunities poison, petrified, psychic
  • Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious

  • Jump. If the racer moves at least 30 feet in a straight line, it can clear a distance of up to 60 feet when jumping over a chasm, ravine, or other gap. Each foot it clears on the jump costs a foot of movement.
  • Prone Deficiency. If the Racer falls prone, it can't right itself and is incapacitated until pulled upright.
  • Race. When taking the dash action, the Racer can move up to 4x its normal movement rate. If this vehicle rams while Racing, it deals an additional 2d8 bludgeoning damage.
  • Slow Turn. A vehicle may only change its direction once per turn, and no more than 90 degrees.

    Actions

  • Ram. Melee Weapon Attack: +4 to hit, reach 0 ft., one target. Hit 5 (2d8 bludgeoning + 2)
  • Fire Primary Weapon Ranged Weapon Attack.

Reactions

  • Juke. If the Racer is able to move, the driver can use its reaction to grant the Racer advantage on a Dexterity saving throw.
    
    

Skyracer

This singular vehicle is designed for rapid transport from location to location in style. Skyracers are often used for aerial patrol or recon, or as transports for well-to-do individuals who wish to remain above their "lessers".


Skyracer

Large Vehicle (250 lb.)


  • Creature Capacity 1 Medium Creature
  • Cargo Capacity 60 lbs.
  • Armor Class 23 (19 while motionless)
  • Hit Points 20 (4d8 + 4) (damage threshold 4, mishap threshold 8)
  • Speed fly 150 ft.

STR DEX CON INT WIS CHA
14 (+1) 18 (+4) 12 (+1) 0 (-) 0 (-) 0 (-)

  • Damage Immunities poison, petrified, psychic
  • Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious

  • Prone Deficiency. If the Racer falls prone, it can't right itself and is incapacitated until pulled upright.
  • Race. When taking the dash action, the Skyracer can move up to 4x its normal movement rate. If this vehicle rams while Racing, it deals an additional 2d8 bludgeoning damage. Slow Turn. A vehicle may only change its direction once per turn, and no more than 90 degrees.

    Actions

  • Ram. Melee Weapon Attack: +4 to hit, reach 0 ft., one target. Hit 5 (2d8 bludgeoning + 2)
  • Fire Primary Weapon Ranged Weapon Attack.

Reactions

  • Juke. If the Skyracer is able to move, the driver can use its reaction to grant the Racer advantage on a Dexterity saving throw.

Cruiser

The cruiser is small, nimble vehicle designed for recreation and speed with a companion.


Cruiser

Huge Vehicle (3,500 lbs)


  • Creature Capacity 2 Medium Creatures
  • Cargo Capacity 400 lbs.
  • Armor Class 21
  • Hit Points 52 (8d8 + 16) (damage threshold 10, mishap threshold 20)
  • Speed 100 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+3) 0 (-) 0 (-) 0 (-)

  • Damage Immunities poison, petrified, psychic
  • Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious

  • Prone Deficiency. If the vehicle falls prone, it can't right itself and is incapacitated until pulled upright.
  • Race. When taking the dash action, the car can move up to 3x its normal movement rate. If this vehicle rams while Racing, it deals an additional 4d8 bludgeoning damage.
  • Slow Turn. A vehicle may only change its direction once per turn, and no more than 90 degrees.

    Actions

  • Ram. Melee Weapon Attack: +4 to hit, reach 0 ft., one target. Hit 5 (2d8 bludgeoning + 2)
  • Fire Primary Weapon Ranged Weapon Attack. This may be fired by the driver or a passenger
  • Fire Secondary Weapon Ranged Weapon Attack. This may be fired by the driver or a passenger

Reactions

  • Juke. If the Cruiser is able to move, the driver can use its reaction to grant the Racer advantage on a Dexterity saving throw.
    
    

Skycruiser

The skycruiser is a sleek transport designed for quickly whisking its passengers from one location to another. These vessels are often heavily modified for racing or speed. Most are powered by magical means, though there are certain circles who have used technological means to power their vessels.


Skycruiser

Huge Vehicle (3,250 lbs)


  • Creature Capacity 2 Medium Creatures
  • Cargo Capacity 350 lbs.
  • Armor Class 21
  • Hit Points 47 (7d8 + 15) (damage threshold 10, mishap threshold 20)
  • Speed fly 120 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+3) 0 (-) 0 (-) 0 (-)

  • Prone Deficiency. If the vehicle falls prone, it can't right itself and is incapacitated until pulled upright.
  • Damage Immunities poison, petrified, psychic
  • Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious

  • Race. When taking the dash action, the car can move up to 3x its normal movement rate. If this vehicle rams while Racing, it deals an additional 4d8 bludgeoning damage.
  • Slow Turn. A vehicle may only change its direction once per turn, and no more than 90 degrees.

    Actions

  • Ram. Melee Weapon Attack: +4 to hit, reach 0 ft., one target. Hit 5 (2d8 bludgeoning + 2)
  • Fire Primary Weapon Ranged Weapon Attack. This may be fired by the driver or a passenger
  • Fire Secondary Weapon Ranged Weapon Attack. This may be fired by the driver or a passenger

Reactions

  • Juke. If the Cruiser is able to move, the driver can use its reaction to grant the Racer advantage on a Dexterity saving throw.

Transport

The typical transport is an automated carriage designed to haul multiple creatures to and from various destinations. Most transports are wheeled, though unusual versions may use tracks or some form of legs.


Transport

Huge Construct (3,200 lbs.)


  • Creature Capacity 4 Medium Creatures
  • Cargo Capacity 500 lbs.
  • Armor Class 21
  • Hit Points 75 (10d8 + 30) (damage threshold 10, mishap threshold 20)
  • Speed 120 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 15 (+3) 0 (-) 0 (+) 0 (-)

  • Prone Deficiency. If the vehicle falls prone, it can't right itself and is incapacitated until pulled upright.
  • Damage Immunities poison, petrified, psychic
  • Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious

  • Rush. If this vehicle rams while taking a Dash action, it deals an additional 4d8 bludgeoning damage.
  • Slow Turn. A vehicle may only change its direction once per turn, and no more than 90 degrees.

    Actions

  • Ram. Melee Weapon Attack: +4 to hit, reach 0 ft., one target. Hit 5 (3d8 bludgeoning + 3)
  • Fire Primary Weapon Ranged Weapon Attack. This may be operated by the driver or a passenger
  • Fire Secondary Weapon Ranged Weapon Attack. This may be operated by the driver or a passenger
  • Fire Teriary Weapon Ranged Weapon Attack. This may be operated by the driver or a passenger
    
    

Medium Hauler

The medium hauler is a light overland cargo vessel designed for both personal transportation and transport of small amounts of goods. They are generally wheeled, though there are unusual versions that use tracks or some form of legs.


Medium Hauler

Huge Vehicle (4,000 lbs.)


  • Creature Capacity 2 Medium Creatures
  • Cargo Capacity 1,500 lbs.
  • Armor Class 20
  • Hit Points 90 (12d8 + 36) (damage threshold 10, mishap threshold 20)
  • Speed 90 ft.

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 15 (+3) 0 (-) 0 (-) 0 (-)

  • Prone Deficiency. If the vehicle falls prone, it can't right itself and is incapacitated until pulled upright.
  • Damage Immunities poison, petrified, psychic
  • Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious

  • Rush. If this vehicle rams while Racing, it deals an additional 4d8 bludgeoning damage.
  • Slow Turn. A vehicle may only change its direction once per turn, and no more than 90 degrees.

    Actions

  • Ram. Melee Weapon Attack: +4 to hit, reach 0 ft., one target. Hit 17 (3d8 bludgeoning + 4)
  • Fire Primary Weapon Ranged Weapon Attack. This may be operated by the driver or passenger

Heavy Hauler

The heavy hauler is a steel-framed carriage designed to haul large amounts of goods. They are generally wheeled, though unusual versions may use tracks or even have magical or steam-driven legs.


Heavy Hauler

Huge Construct (35,000 lbs.)


  • Creature Capacity 4 Medium Creatures
  • Cargo Capacity 3,000 lbs.
  • Armor Class 17
  • Hit Points 105 (14d8 + 42) (damage threshold 10, mishap threshold 20)
  • Speed 100 ft.

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 15 (+3) 0 (-) 0 (-) 0 (-)

  • Prone Deficiency. If the vehicle falls prone, it can't right itself and is incapacitated until pulled upright.
  • Damage Immunities poison, petrified, psychic
  • Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious

  • Rush. If this vehicle rams while Dashing, it deals an additional 4d8 bludgeoning damage.
  • Slow Turn. A vehicle may only change its direction once per turn, and no more than 90 degrees.

    Actions

    Ram. Melee Weapon Attack: +4 to hit, reach 0 ft., one target. Hit 18 (3d8 bludgeoning + 4)
  • Fire Primary Weapon Ranged Weapon Attack. This may be operated by the driver or a passenger
  • Fire Secondary Weapon Ranged Weapon Attack. This may be operated by the driver or passenger
    
    

Mass Hauler

The mass hauler is a powerful land vehicle designed for carrying a caravan's worth of goods. They are generally wheeled, though unusual versions may use tracks, rails or even have magical or steam-driven legs.


Mass Hauler

Gargantuan Construct (6,000 lbs.)


  • Creature Capacity 4 Medium Creatures
  • Cargo Capacity 40,000 lbs.
  • Armor Class 17
  • Hit Points 187 (25d8 + 75) (damage threshold 10, mishap threshold 20)
  • Speed 90 ft.

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 15 (+3) 0 (-) 0 (-) 0 (-)

  • Damage Immunities poison, petrified, psychic
  • Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious

  • Prone Deficiency. If the vehicle falls prone, it can't right itself and is incapacitated until pulled upright.
  • Rush. If this vehicle rams while Racing, it deals an additional 6d8 bludgeoning damage.
  • Slow Turn. A vehicle may only change its direction once per turn, and no more than 90 degrees.

    Actions

  • Ram. Melee Weapon Attack: +4 to hit, reach 0 ft., one target. Hit 26 (5d8 bludgeoning + 4)
  • Fire Primary Weapon Ranged Weapon Attack. This may be operated by the driver or passenger
  • Fire Secondary Weapon Ranged Weapon Attack. This may be operated by the driver or passenger
  • Fire Teriatry Weapon Ranged Weapon Attack. This may be operated by a passenger
  • Fire Primary Weapon Ranged Weapon Attack. This may be operated by a passenger

Sailing Ship

This is a large merchant vessel designed for plying the waters. Most conventional sailing ships are conveyed across the water by cloth sails, but some may use alternate methods ranging from oars, magical wings, captured elementals or steam engines.


Sailing Ship

Gargantuan Vehicle (100 ft. by 20 ft.)


  • Creature Capacity 30 crew, 20 passengers
  • Cargo Capacity 100 tons
  • Armor Class 15
  • Hit Points
  • Hull 300 (40d8 + 120) (damage threshold 20, mishap threshold 40)
  • Helm 50
  • Conveyance 100; reduce speed by 1/4 per 25 hp lost.
  • Speed water 45 ft.

STR DEX CON INT WIS CHA
20 (+4) 7 (-2) 17 (+3) 0 (-) 0 (-) 0 (-)

  • Damage Immunities poison, petrified, psychic
  • Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious

  • Prone Deficiency. If the vehicle falls prone, it can't right itself and is incapacitated until pulled upright.
  • Rush. If this vehicle rams while taking a Dash action, it deals an additional 6d8 bludgeoning damage.
  • Slow Turn. A vehicle may only change its direction once per turn, and no more than 90 degrees.

    Actions

    On its turn, the ship can take 3 actions, choosing from the options below. It can take only 2 actions if it has fewer than twenty crew and only 1 action if it has fewer than ten. It can't take these actions if it has fewer than three crew.

Fire Primary Weapon. The ship can fire its primary weapon.

Fire Secondary Weapon. The ship can fire its secondary weapon

Move. The ship can use its helm and conveyor to move.

Ram. Melee Weapon Attack: +4 to hit, reach 0 ft., one target. Hit 49 (10d8 bludgeoning + 4)

Skyship

A skyship is a technological or magical vessel capable of flight. There are many different ways it may acheive flight, based on its conveyor. Common conveyors include gas bags, enchanted sails or an elemental furnace.


Skyship

Gargantuan Vehicle (100 ft. by 20 ft.)


  • Creature Capacity 30 crew, 20 passengers
  • Cargo Capacity 75 tons
  • Armor Class 15
  • Hit Points
  • Hull 240 (32d8 + 96) (damage threshold 10, mishap threshold 20)
  • Helm 50
  • Conveyor 100; reduce speed by 1/4 per 25 hp lost.

  • Speed 120 ft.

STR DEX CON INT WIS CHA
19 (+4) 9 (-1) 17 (+3) 0 (-) 0 (-) 0 (-)

  • Damage Immunities poison, petrified, psychic
  • Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious

  • Prone Deficiency. If the vehicle falls prone, it can't right itself and is incapacitated until pulled upright.
  • Rush. If this vehicle rams while taking a Dash action, it deals an additional 4d8 bludgeoning damage.
  • Slow Turn. A vehicle may only change its direction once per turn, and no more than 90 degrees.

    Actions

    On its turn, the ship can take 3 actions, choosing from the options below. It can take only 2 actions if it has fewer than twenty crew and only 1 action if it has fewer than ten. It can't take these actions if it has fewer than three crew.

Fire Primary Weapon. The ship can fire its primary weapon.

Fire Secondary Weapon. The ship can fire its secondary weapon

Move. The ship can use its helm and conveyor to move.

Ram. Melee Weapon Attack: +4 to hit, reach 0 ft., one target. Hit 5 (2d8 + 2)

Dieties of Mythios

In ancient days, the mighty eidolons of the gods strode the land, shaping it as they willed. Today we are blessed that their great statues lie as quiet guardians over the cities they erected and protect.

  • Ibis Inne, philosopher of Luxxor

Apokios

Raan-Uten's city still smoked when Apokios donned the black helm of the jackal.

"Father is dead," he told the others in somber tomes as he sat in the golden throne that he had secreted from his father's throne room. "We know there was no other way. Now I shall lead us to a new way, a new path forward - in harmony, my siblings."

"You have done nothing more than fire the first shot in a war you cannot win," Zhaaroom countered. "We will not trade a tyrant for a murderer."

This jackal-headed, gaunt humanoid was slain during the war of the gods long ago. His body is said to lie in the heart of the Black Pyramid within the depths of the the Vast Wastes. Despite his death, the hyena-like gnolls still revere him, as do many necromancers who still practice his black arts. Some intelligent undead likewise revere Apokios, and claim strange powers in his name.

Domains: Ambition, Blood, Death, War


Credit: Yliade

Bhasta

Zhaaroom watched the cat-headed huntress from his hiding spot at the edge of the clearing. Her bow was drawn, but as she hunted, it was not pointed at him, informing him she was not aware of his presence.

He sensed his chance when she suddenly bent her bow to the sky and unleashed a single arrow at the bright sun above. Zhaaroom rushed from the shadow of the cedar tree with his khopesh drawn, a warcry on his lips.

He made ten paces towards her as she glared at him casually before the arrow fell from the sky and pierced his right shoulder. As his arm went limp and he skittered to a painful stop at her feet, he knew he had already been bested.

This panther-headed beauty has fur as dark as the night sky, with glittering yellow eyes as bright as the noon sun. Bhasta is queen of cats and her children the bhasti. She admires cunning, grace and stealth in all things. By day she is calm, relaxed and playful, but the night brings out her savage side that hunts prey from the shadows.

Domains: Life, Nature, Trickery


Credit: Yliade

Khromus

The hammer fell again and again upon the forge as sweat poured from Khromus's blind brow and sizzled on the beaten metal beneath his damaged gaze. Soon, with tongs he moved the copper hawk's mask from the anvil and steeped it in the vat of cold silver liquid beside him. When the prismatic sparks finally ceased to skitter from the vat, he removed it and pulled it to his damaged face. Through electric ruby eyes, he regarded his brother, Zhaaroom.

"Now, brother," he stated somberly, his voice echoing from behind the new mask. "I am ready to right my wrong. Which weapons do you need to face our brother?"

Hawk headed, four winged and one-eyed, Khromus is a powerful figure armed with a smithing hammer and scroll. He is considered the most creative and insightful being on Mythios, and there is little he does not know or can discern. His domain is crafting, whether creating a boat, a poem or a pistol. It was he who armed the gods in the ancient war, a task he greatly regrets to this day. Khromus is worshipped primarily by a mix of dreamborn, forged, genasi, humans, ka, slaadlings, and sphinx.

Domains: Forge, Knowledge


Credit: Yliade

Izut

"You, who so resembles your mother, never fail to bring a smile to these weathered lips," spoke Raan to his daughter Izut.

She only turned, spurning him. "Yet you would dishonor my mother by having me put to death," she spat back to her father coldly. After a moment, she pleaded, "Father, turn from your hate. Yes, we have refused you - but out of love for your kingdom, not hate for you."

Raan sat up, but there was no smile on his face - only madness in his eyes. "It is too late for you, my daughter. You have forced my hand. The penalty for disobedience is - death."

Izut remained resolute, but sad. "Then rebellion it shall be," she concluded. Her eyes swept the throne room. "For us all."

A motherly, if plain woman, Izut is beloved by many as a protective mother, shepard and farmer. There is no plant she is not familiar with - for medicine or food. Animals bow to her will, eager to impress or sacrifice themselves at her whim. She is most fond of children, and her agents work tirelessly to ensure they are protected and cared for. Her worshippers are mix of ascended, dreamborn, genasi, humans, sphinx and a handful of ghideons.

Domains: Life, Nature, Protection, Unity


Credit: Yliade

Phaeron

"The sun now moves at my command," Phaeron spoke idly, imagining hooking the great blazing ball in the sky with his golden crook. He cast a worried glance to his siblings, but they already knelt at his feet, looking down. The mummified body of their slain brother lay motionless between him and his remaining siblings.

"We cannot continue as we had," he said simply. "Each of us has our duties - and now father's as well. It will be hard, but we must work together to rebuild what we have destroyed.

Phaeron swept out his arms and the curtains shrouding the walls fell away to reveal the beauty of the upper valley outside. "We cannot continue to ravage this land as father did to Haros. I, for one, have grown fond of this land and wish to remain in it for some time to come."

By now, his brothers and sisters had risen and nodded at him in agreement. The War of the Gods was over - it was time to start the rebuilding.

Adorned with a platinum beard and similar locks of hair, phaeron is the dour master of law and master architecht. While Khromus builds great items borne of his whimsy, phaeron builds structures meant to organize and sort. Phaeron is the undisputed master of magic on Mythois, and there is no spell beyond his ability. His city is patrolled by his constructs the Marut, who keep order at his command within the city and beyond its walls. Phaeron is worshipped primarily by humans and ascended, but also by some forged, sphinxes and genasi.

Domains: Arcana, City, Light, Mind, Order


Credit: Yliade

Raan-Uten

"Dead?" the cultist laughed from beneath his malachite face paint.

"Nay, our lord merely sleeps, regaining his strength. When he is ready, so shall we." He concluded

-Izbin Raal, speaker of the dead

Raan-Uten is the deceased father of Apokios, Khromus, Izut, Phaeron and Zhaaroom. Raan was middle-aged when he brought his children to Mythios and he sheparded them for many centuries in the new lands. Unfortunately, his greed got the better of him and his designs to rule all of Mythios sparked the War of the Gods. He was slain by his son Apokios, who desired his throne. However, despite his death, human cults who honor his name wander the land in secret, seeking some way to find and ressurect his blasted corpse that reputedly lies in the volcanic ruins of Helios.

Domains: Death, Light, Mind

Credit: Yliade

Shadis

The Black Queen outwardly appears as a nubian female with glittering white eyes and long tresses of black hair. This form disguises a spider-like appearance and an unending hunger for the souls of mortals. Her touch can send a mortal into deep sleep, and she is known to send arrogant mortals onto dream quests to realize their potential, devouring those who fail to learn from her trials. She is respected and feared by many humans and has an affinity with dreamborn.

Domains: Arcana, Knowledge, Twilight

Credit: Yliade

Shuvok

Thought torn asunder in the war of the gods, this river god is depicted as a crocodile-headed human in armor made of bark, bearing a metal club dredged from the compacted soil of the Great River. His is worshipped by his people, the Sobek, who claim he still has power over the Great River, and it is he who sends the floods that overfill the river's banks. Shuvok has also gained followers among disenfranchised bhasti, ghideons and minotaurs.

Domains: Tempest

Credit: Yliade

Taurhez

This jovial horned hippopotamus resides in a water-laden palace in Tirpolz. He is fond of exotic foods and surrounds himself with maidens of great purity, tasking them with performing magic to entertain him and his genie visitors. He is overly fond of gemstones and coins, which he fashions of his own hands and spreads them across the world for others to wonder at. Many of the gems he spreads contain secrets that can only be revealed by the most intense meditation. He is most fond of pearls, which he sometimes hollows and hides miniature worlds within. He is primarilary worshipped by the ghideon, merchants and minotaurs.

Domains: Strength, Knowledge, Unity

Credit: Ylaide

Zhaaroom

Bombastic and well-fed, Zhaaroom is the lion-headed god of war and vengeance. His mane is dancing flames and it is said lasers streak from his red eyes when he is angered. When not pursuing his two great passions, the god is appeased with merriment and carousing. He is most dangerous when bored or crossed - his fury is unmatched and he is unmoved to mercy against those he has deemed a foe. Humans, sphinx and some outcast minotaurs make up the majority of his followers.

Domains: Protection, War

Credit: Ylaide

The Genie Lords

While not gods themselves, the four genie lords are powerful beings who preside over their own kind. Spread out in great palaces among the Wild Isles, they sometimes deal with mortals of the mainland for the benefit of their own kind, or their bemusement at some new artifice created in Knossus that may benefit or harm their people.

Aareem

The Water Lord Aareem is the father of the marid race and dwells in an opulant palace of seashell and pearl not far from Brigand Bay. Aareem loves company and discovering new sensations. He is extremely fond of Taurhez and the two are known to undertake voyages among the Wilde Isles together.

Effim

The Lord of Fire Effim is the lord of the efreet, a position he took by his own hand and which is affirmed by the twelve pashas he has put into power. His favorite pasttimes are soldiering and pillaging. Effim is greedy and power-hungry, making no effort to conceal these flaws. He is in a constant struggle with his nemesis Aareem, raising islands to expand his control, while Aareem sinks his fortresses that threaten free passage through the waters.

Tyrranus

Lord of Stone Tyrranus is sly trickster who enjoys getting the better of others. He prefers to remain unseen, often watching the progress of others from underfoot. He often works with Effim in raising islands amid the Silver Sea, but likewise gains great amusement in watching Aareem frustrate the efreet when the islands are sunken. Tyrranus enjoys creating puzzles for others to solve, and often hides treasures amid such puzzles to entice others to seek them out and reward them for solving them.

Ynnis

Queen of Clouds Lonely Ynnis rules the clouds above the Silver sea, always looking down wistfully at the lands below. She longs after Aareem, but does not dare to leave her lofty wind palaces for fear of being captured by Effim. She is intelligent and loves beauty but is often childish, sulking and prone to tantrums when things do not go her way.