Proxima Player Reference

A Final Fantasy XIV Companion Guidebook

for use with Dungeons & Dragons Fifth Edition

by Jack Duffe

(Kannadi Albedo, of Balmung in FFXIV)

Table of Contents

Preface . . . . . . . . . . . . . . . . . . . . . . 4

Chapter 1: What Came Before . . . . 5

The Land of Eorzea ; Wandering Time 5
The Revelation of Lukahn ; Chaos and Cosmos ; Rise of the Cosmic Church ; Twelve's Unity ; Elezen Colonialism 6
The Dragontooth War ; Harmonic Schism 7
The Arrheniad Empire ; Aftermath 8
What Comes After ; Calendars of Proxima 9

Chapter 2: Races of Proxima . . . . 10

Elezen 11
Human 13
Hyur 14
Lalafell 17
Miqo'te 19
Roegadyn 21
Au Ra 23
Burmeci 25
Dragonborn 26
Dwarf 27
Goblin 28
Hobgoblin 30
Orc 31
Viera 32
Bangaa 34
Bugbear 35
Espers 36
Guado 37
Hypello 38
Kenku 39
Lamia 40
Lupin 42
Mammet 43
Moogle 44
Qiqirn 46
Ronso 47
Seeq 49
Tortle 50
Beast Races 51

Chapter 3: Classes . . . . . . . . . . . . 52

Arcanist 54
Astrologian 60
Bard (College of the Skysinger) 65
Black Mage 66
Blue Mage 70
Dancer 75
Dark Knight 79
Dragoon 85
Gunbreaker 90
Machinist 94
Monk (Way of Rhalgr) 99
Ninja (Rogue subclass) 100
Paladin (Oath of the Sultansworn) 101
Red Mage 102
Samurai 106
Warrior 110
White Mage 115

Chapter 4: Spells . . . . . . . . . . . . 120

New Spells 128

Chapter 5: Religions . . . . . . . . . 129

Eorzeism 129
Cosmicism 130
Sects of Cosmicism 135
Harmonism 136
Twelvism 137
The First Brood 141
Lifestreamism ; Crystalism 142
Dawn and Dusk ; The Green Word 143
Orcway ; Stone Tradition 144
Tridevi ; Zurvan's Will 145
Religious Adherence Demographics 146
The Lukahnic Sequence 147

Chapter 6: Locations . . . . . . . . . 149

The Planes 149
World Geography 150
(World Maps) 151
Regions of Proxima 152
Metros of Proxima 156

Appendix A: Arcanist Summons . . 159

Carbuncles 159
Egis 161
Nymian Fey 168

Appendix B: Items, Mounts, and Vehicles . . . . . . . . . . . . . . . . . . . 170

Items 171
Magic Items 172
Mounts 174
Vehicles 176

Appendix C: Advance of the Arrheniad Empire . . . . . . . . . . . . 178

Point of the Compass ; Wishing for Improvement ; The Declaration of Empire 178
The Convocation of the Future ; The Highway March 179
Breath of Economy ; Waiting to Exhale ; The Catalytic Conversion 180
The Cassiopeia War ; Holy Hatred 181
Falling Stars ; The Kingsglaive ; Arrhenia Strikes Back 182
Collapse 183


Appendix D: Assorted Lore of Proxima . . . . . . . . . . . . . . . . . . . . 184

Racial Feats ; Angels and Devils: What's the Difference? ; The Chromatic Hordes ; Cultural Architecture 184
Living Languages 185
Half-Bloods 188
World History Timelines 189
Fallen Civilizations 196
Regional Crop and Livestock Origins 197
Calendars of Proxima - Detail 199

Appendix E: Racial Naming Information . . . . . . . . . . . . . . . . 202

Au Ra 202
Elezen 205
Hyur 206
Lalafell ; Miqo'te 207
Roegadyn 209

Preface

Hello.

Using the fantastic Homebrewery from NaturalCrit, I took the FFXIV x 5e Class Compendium from one Sorenson Asgard of the Gilgamesh server, hollowed it out, and -- through extensive expansion, re-balancing, re-ordering, proofreading, and compilation of a great many Final Fantasy franchise elements -- altered it to my satisfaction.

What resulted was a game world. I simply felt that such a thing needed to exist.

Find here the Reddit page where updates to Soren's fine original work are posted.

Great and abundant thanks goes to Allison, Brent, Evan, Jenny, Matt, and Zach for play-testing.

Enjoy.

The entirety of this document,
"Proxima Player Reference"
Document 1A, "Just the Races"
Document 1B, "Just the Classes"
Document 1C, "Just the Worldbuilding"

Sources


Update Notes

  • August 2019: I began a proofreading and revision of Soren's races-and-classes document to reflect necessary adjustments based on play-testing and conceptual unity. Substantial continuation lasted until November.
  • February 2020: I continued some more, adding more Final Fantasy races based on existing D&D 5e races.
  • April 2020: I began the arduous process of updating every single class and race in alphabetical order, proof-reading and editing the entire document, and devising worldbuilding solutions to provide conceptual unity.
  • June 2020: I completed the work.
  • March 2021: I added additional lore and fixed typos.
  • January 2022: I added Reaper and Sage (as subclasses), and tweaked words and paragraphs to make the whole document fit Homebrewery's new formatting.
  • Ongoing: Refinement. Periodic checking to ensure Homebrewery formatting doesn't bump paragraphs or columns of text to one side.
  • I do not (of course) own any rights or permissions to the Dungeons & Dragons franchise, D&D 5e, the d20 system, Final Fantasy XIV, or the Final Fantasy franchise. I'm just a teacher, and this document is just a fan project to bring two beloved properties together in a creative way, and I receive no compensation for it. Fair use is fair use.

Contact Me

@Jackscarab on Twitter and Tumblr. Kannadi Albedo on the Balmung server of FFXIV.

Hopeful Future Projects

Making new and separate documents for:

  • A campaign setting more limited than the entire planet
  • A monster manual

Chapter 1: What Came Before

Gods have influenced Proxima since the very beginning. Through direct interventions or the revelations of prophets, beings of other planes have always made themselves apparent and given of their power to mortals. But where did gods come from? When was the beginning?

Humans were the first people to learn a portion of the truth. Other races knew their own shares. However, the sheer distance between disparate cultures on Proxima delayed the meetings of their respective academia and ecclesia, as well as the compilation and close study of their knowledge. Now, with the benefit of thousands of years of ever-increasing closeness and community, a single history can be told.

The number of people who know the history is a different matter. Most people are content with giving primacy to their own faith and history; their curiosity stops there. Some who know the full story choose to ignore portions for various reasons. As ever, cultures shape those who live within.

The Land of Eorzea

In the beginning, the goddess HDLN (or "Hydaelyn") bent the Lifestream onto the world of Proxima, filling it with life. Life developed for an unknown interval -- some say millions of years.

One day, life awoke to sapience in the land of Eorzea. (Its location is unknown and hotly debated.) The first two sapient people were Doga and Unei, but others soon arose.

Sapience is the first and most basic quality of a god. The Prime Material Plane is so small and limited that gods have great difficulty extending and executing their power there, but if they look, they can always detect other gods across planar boundaries. When HDLN detected sapient life on Proxima, She bid Her Voice, the Word of the Mother, Minfilia, to protect and nurture it as well as the land where it arose. Minfilia then created a holy border, the Rope of Minfilia, a golden double-helix in an eternal circle around Eorzea. There sapience developed safely for an unknown length of time.


One day, Sephirot the Tree of Knowledge duped Doga and Unei into cutting the Rope in order to let all self-aware life -- including a tree such as he -- roam the world. Sapience became free to spread, but forever after it would carry new perils such as doubt and discontent.

Wandering Time

Tens of thousands of years passed. Peoples spread and mixed. Whether certain races walked out of Eorzea whole or evolved afterward is a matter of perpetual debate. The earliest cities became ruins; the earliest nations became legends. Lacking the Rope to protect them, the sapients of Proxima began to be noticed by other gods. Many meddled. Some brought strife and ruin; others, boons and protection.

Among the beneficent ones were The Twelve, a pantheon from the Inner Planes who traveled to Proxima and chose specific races to serve and protect. Though they later created Outer Planes in which to live -- the Seven Heavens -- they loved their chosen people and defended them from evils known and horrors unknown. It would be many thousands of years, however, before their own people knew of their inter-relations; each of the Twelve's favored races thought their god stood alone.

A similarly ethnocentric religion arose with the coming of Midgardsormr the Crystal Dragon. One day, He entered Proxima from the Interdimensional Rift, bearing seven crystal eggs born of His flesh: the seven dragon gods of the First Brood. All dragons of the world arose from those seven gods. Genetic mixing between dragons and humans created the people known as dragonborn, who served the First Brood until the day all seven ascended to the Aerys, Outer Planes of their own design.

Powerful and beloved as they and other gods were, knowledge of a given deity was typically only rumor beyond its home regions. Few people indeed were well-traveled enough to learn them all.

This ignorance became intolerable to some.

The Revelation of Lukahn

Among mages on Proxima, none were as powerful or as knowledgable as those of Mysidia. They sought truth beyond the Prime Material Plane, and so created spells to peer into and even visit other planes.

The greatest of the Mysidian wizards was Fusoya Lukahn. After inventing the spell astral projection, he spent a full century cheating death by traveling the Farplane, seeking out whomever was responsible for life and its suffering in order to demand answers.

Exactly 100 years after he began his search, Lukahn en-countered Minfilia. From Her he learned the tale of Eorzea and the existence of HDLN -- the Goddess who governed at a remove so as to leave life free to "live, die, and know." Lukahn returned to his body the wisest man on Proxima. The faith he founded was known as Eorzeism, and those who followed it called themselves Eorzeans. They counted their calendar from the day that the Rope was severed and Eorzea came to an end: Year 1 of Wandering Time. The return of Lukahn therefore occurred in the year 33,300 WT.

Despite the living knowledge of the creator of the world, the next six thousand years passed much the same as the previous tens of thousands. Eorzeans were not given to evangelism, and so most of the world knew nothing of them.

Chaos and Cosmos

39,300 years after Eorzea spilled its life upon the world, a devout Eorzean named Cid of Lufaine received a revelation. Doga and Unei transported him to their own Outer Plane and informed him that they, being the very first people, were immortal. It had taken them 39,300 years, living and learning and going about life every single day, to grow into gods in their own right. They bid him learn from Them in order to found a new faith based on love and unity.

Soon, however, Sephirot arrived and declared his jealousy of Doga and Unei's unfair ascension. In anger he devoured Doga, becoming a new god named Chaos. Chaos instantly set about corrupting the gods of Proxima and unleashing legions of destructive fiends from other planes.

As Chaos spread His wickedness, Unei wept. Before Cid's eyes, Minfilia came to Unei and offered to fuse with Her into a force to counter Chaos forever. She accepted, and the two became the goddess Cosmos. Cosmos sealed Chaos and herself into separate Outer Planes and sent Cid back to Proxima to tell the world what had transpired.

Rise of the Cosmic Church

Cid experienced difficulty announcing the facts of the matter.

Though Chaos was forever banished from the Prime Material Plane, His minions were not, and His influence created new and terrible fiends to bedevil Proxima. Cosmos, too, reached beyond Her own prison and created forces to battle Him where She could. The Twelve also battled Chaos's minions, and in so doing walked physically in Proxima together for the first time in tens of thousands of years. Even the First Brood took note, but seeing that Chaos had already been sealed away, they did not personally appear, merely sending servants of Their wills to aid Their people.

The daily blows of the war brought ruin to many parts of the world -- most of which had never even heard of HDLN, let alone Chaos. This presented opportunities for nascent empires like Bevelle to gobble up wartorn neighbors. One of the cities that Bevelle absorbed was Lufaine, and with it they acquired Cid. Bevellian officials doubted his account. When he loudly denounced the empire's greed in the face of apocalypse, they prepared to execute him as an example.

It was on Cid's gallows that six angels appeared. They, agents of Cosmos, declared not only that Cid was completely correct, but that Cosmos had, after great exertions of power and concentration, sent forth four slivers of Her might from Her plane. They were the Four Archangels: Ozma, Eureka, Eden, and Absolute Virtue. Their combined power tipped the scales, and soon Chaos's minions were scoured from Proxima. All divine participants withdrew to defensive positions, forever vigilant. The world returned to balance.

Cid instantly became the prophet of the new Cosmic Church, the official religion of Bevelle. The physical and magical might of the empire spread the faith as far as it could reach. Missionary work consolidated more knowledge in Bevelle than had ever before been gathered in one place. More and more of Proxima became known by more and more people, and the story of Chaos and Cosmos became the foundation of the largest religion the world had ever known.

Twelve's Unity

In the year 1212 of the Cosmic Calendar, an elezen named Haurchefant Greystone, knight of the nation of Ishgard across the sea from Bevelle's sphere of influence, fell into a ravine. Halone the Fury, national god of Ishgard, spared him from the fatal fall and spirited him away to Her realm, the Heaven of Ice. There She revealed that the time had come for the world to know the relationship of the Twelve, and that Haurchefant would be Their chief prophet. She directed Haurchefant to travel Proxima and unite the Twelve's people: hyur, elezen, lalafell, miqo'te, and roegadyn.

His task was hard and his journey was long, but with the assistance of friends he met along the way, he succeeded in revealing the connections of the Twelve to Their people. 1212 CC became 1 TU, the first year of "Twelve's Unity."

Unlike the Cosmic Church, Twelvism had no single governing structure. Instead, Twelvist cultures treated each other as neighbors or family, the "Twelvist Community." Whereas Bevelle housed a centralized bureaucracy of priests (increasingly distant from the ideals of Cid of Lufaine himself), Twelvists relied on their native religious experts to study the Twelve and teach Their ways.

Some of these faithful scholars became prophets in their own right, but none were as important as Saint Haurchefant.

Elezen Colonialism

The power of community enriched previously unrelated nations. Of these, three mighty and predominantly elezen powers -- Ishgard, Narshe, and Leveilleur -- decided to mimic Bevelle and spread their faith to increase their prosperity. The three nations colonized both Twelvist and non-Twelvist lands in eastern Proxima, growing richer year by year to the detriment of colonized populations.

Between the realms of Cosmicism and Twelvism, academics knew much about the east and center of Proxima. They knew that land continued to the west, but native peoples, hostile wildlife, and Proxima's largest and longest mountain range proved an effective barrier to westward journeys. Bevelle declared the West to be of no value, not when so many in easier reach had yet to be converted.

Science had long since revealed the shape of Proxima was a sphere. With Bevelle officially uninterested in the West, the three Twelvist colonial powers smelled an opportunity.

In 1396 CC (184 TU), Ishgard launched a massive eastward voyage of exploration (i.e. conquest) in order to reach the West from a more hospitable direction. They succeeded, finding themselves in an uncharted land: Afahdranlehs, the birthplace of dragons and dragonborn. Dragons were not unknown to Ishgard, and they knew exactly how to deal with them. In a quirk of history, the portion of Afahdranlehs that they "discovered" was shunned by the rest, and so their conquest went uncontested at first, affording them a foothold. It would not last.

One day in 1399 CC (187 TU), Ishgardian conquistadors destroyed a temple to Tiamat -- She of the First Brood, Mother of Chromatic Dragons -- housing a tooth from each of Her heads. Such teeth were common gifts She gave to Her children, and indeed no temple was without at least one, but each and every holy tooth was a dearly beloved relic, an inviolable piece of the cultural hoard.

For the sake of five lost teeth, chromatic dragons and dragonborn formed an alliance and, beginning in 1400 CC (188 TU), launched a bloody crusade of vengeance to burn down all that elezen held.

The Dragontooth War

The advance of the war was prosecuted by five ancient chromatic dragons, each with a Horde of their own. Chief among them was Fafnir, an Ancient Red Dragon, who declared himself the "Blood of Nidhogg." Led by Fafnir, the Chromatic Hordes scoured eastern Proxima, razing elezen cities and destroying elezen cultures. They always targeted the holdings of the three colonial powers but did not particularly care who got caught in the middle.



After half a century, the three elezen powers abandoned their colonies and withdrew to their cores. The majority of the vengeful dragons and dragonborn nobility were satisfied with this; fifty years of unrelenting torment and ruination was deemed sufficient payment for the loss of the holy relics. A decade for each tooth. Fafnir, however, remained unsatisfied.

The power and cruelty of the Horde of Fafnir were legendary. For an additional two hundred fifty years, he assailed Ishgard in a "siege of the spirit," desiring not so much the extinction of the city as the utter enervation of its soul. It might have gone on for a thousand years if not for a party of heroes: the Knights of the Round.

A found family of Twelvists whose lives had been altered by Fafnir, the Knights rose through the ranks of the Ishgardian Orthodox Church and discovered great corruption there. Their Archbishop, Thordan, had concocted a plan to summon Halone Herself and enslave Her to destroy Fafnir. On New Year's Day of 1700 CC, the Knights together slew Fafnir to remove the very reason for such heresy, but their victory only emboldened Thordan. If Halone were bound to him in an ancient summoning ritual, he would annihilate all dragonkind and conquer the world.

With the help of an anti-corruption faction they befriended, the Knights slew Thordan and revealed his wickedness to the people. Fafnir’s remaining generals scattered. Ishgard rebuilt, reformed itself into a representative government, and came to terms of peace with dragons and dragonborn, as brokered by the city-state of Leveilleur.

Harmonic Schism

While the lands of Twelvism and the First Brood clashed, Bevelle dealt with its own problems. Corruption in the Cosmic Church had grown rampant. The holy bloated empire had taken to brutal enforcement of its orthodoxy.

In the year 1600 CC, a man named Cidolfus Orlandeau had enough, and plotted a schism to follow individual interpretation of the Book of Lufaine, not the scaffolding of clergy built around it. The angel Pryna saw his determination and revealed to him the entire Book -- including those parts the Church had initially edited out -- and bid him "lead those who feel unled."

There were many indeed who felt "unled" by the Church.

Orlandeau and his Cosmic Readers, evading heavy persecution, founded Reader nations on the periphery of the Cosmic World. It was in one such nation, not long after the end of the Dragontooth War, that a Reader named Ascilia Lhamine was born.

Brilliant from a young age, Ascilia studied all that was known of history and religion. It disappointed her that so much blood had been shed over what she saw as problems of dualism -- black and white, one and another. She felt intensely that every such conflict was a misunderstanding, and that the core of one side could always be found in the other.

In 1721 CC, her beliefs were vindicated. Two hitherto-unknown gods, Materia and Spiritus, revealed Themselves to her. Theirs was the balance she had so sought: the equilibrium of mind and soul, technology and nature, order and freedom, and so forth. At the age of fourteen Ascilia gathered what few Readers who would listen and set forth to spread her new religion, which she named Harmonism.

Bevelle followed Ascilia's rise with wary interest. The admiration of little-respected folk such as moogles and espers was no concern, but when she traveled west and boldly preached her faith of harmony to orcs and hobgoblins, the Cosmic Church only openly moved against her.

Harmonics had already begun causing social unrest in Bevelle. Fearing a potential army of western savages further emboldening Bevelle's minorities, the Grandmaester himself ordered a Cosmic Precession, a war-march of the faithful. The Precession ravaged its way to Ascilia, captured her, transported her thousands of miles away from her people, and burned her at the stake at the age of 35.

By making a martyr, Bevelle had only guaranteed Harmonism's continued growth.

The Arrheniad Empire

By 1970 CC, or 758 TU, or 249 Harmonic Era (HE), the small Harmonic empire of Davaniel stood among Twelvist neighbors on land that had once been scoured bare by the Horde of Fafnir. Davaniel's component regions had little in common but the faith, and in-fighting was common.

As a result of this institutional weakness and diversity of opinion, the profession of adventuring -- traveling the land seeking bounties for good work and ill -- was more common in Davaniel than elsewhere. The most famed band of adventurers at the time was known as the Compass, led by a tiefling sorcerer named Arrhenia Citrinitas. After years of honing their skills, the Compass came to do battle with a world-threatening illithilich named Arrapago the Singular. The heroes united the fracturing empire behind them, drove back Arrapago's forces and slew the undead mindflayer before he could complete a ritual to kill all humanoid life.

As payment for that service, the weak government of Davaniel installed Arrhenia as its Empress at the age of 30. She wasted no time, applying all she knew of magic and tactics toward not religion but modernity.

With innovative, intensive application of known magics, as well as the development of new technologies such as "electricity," Arrhenia created a standard of living above even the very best of Bevelle or its allies. With legions of diplomats and unanswerable special forces, whole countries fell under her administration or within her sphere of influence.

Villages grew into cities in a matter of months. Peerless infrastructure sprung up practically overnight. Highways and bridges connected far-flung peoples as never before, and most welcomed it. The citizens of the Empire enjoyed equity in civil rights, a fair and impartial justice system, and a well-regulated economy. In the span of only twenty-five years, the Arrheniad Empire controlled the entire northeast of Proxima and began making alliances that one day promised to unite the world in peace and prosperity.

Bevelle could not abide it.

Not only was a "devilborn" tiefling rivaling them for hearts and minds, and not only did she create from nothing a genuine threat to the economy of the Cosmic World, she was doing it without official state religion, and building faster than could be believed.

The Grandmaester declared a Cosmic Precession against her, and though Arrhenia was prepared for the attack, she underestimated the power of religious zealotry. The Church abandoned great swaths of contested territory to bring its full might to bear against her. Among the Precession was a team of holy warriors, the Kingsglaive, who launched surgical strikes at Arrhenia's generals and highest-value holdings.

In the end, the Kingsglaive confronted Arrhenia herself. They had learned of the site at which the long-dead Arrapago had planned to trigger his genocide -- the heart of the former Davaniel -- and planned to use it to instead trigger a magical explosion. The Cleansing, as they called it, would decapitate the Empire by flooding its largest cities and killing hundreds of thousands of people. Arrhenia fought ferociously to save her people, but lacking her generals -- the friends who had made up the Compass with her -- the Kingsglaive overcame her and sacrificed themselves to destroy the Empire.

Aftermath

The Empire had been built with haste over vast territory, making it utterly dependent on swiftness of communication and travel linking to the capital and Arrhenia herself. Without their government, their military, or their hub of infrastructure, the people of the Empire were thrown into chaos.

As it had done long before in the wake of Chaos, Bevelle swiftly capitalized on the disaster by conquering many parts of the former Empire. As the Church advanced, they took particular care to wipe out as much knowledge of imperial advances as they could. Infrastructure was shattered. Engineers were executed. Books and fuel were burned.

The Church did not destroy everything it touched, however. Certain sufficiently mundane inventions such as medicines, electrical lighting, and indoor plumbing were kept, as well as the Empire's vast advances in magical knowledge. All of it was hoarded for the sole use of the Cosmic World.

At the dawning of the Second Millennium, 2001 CC, the Cosmic Church's strength was once again unchallenged. The Twelvist community, Harmonist states, and other faiths and nations took the destruction of the Arrheniad Empire as an object lesson. Bevelle was not to be trifled with.

And yet they could not wipe the wonders of the Empire from the minds of the people. Former Arrheniad citizens would always remember when one woman was unafraid to exercise all her power toward public good.

They would remember.

What Comes After

Proxima is a planet, not a country.

The brief overview of world history above -- barely even mentioning half the world's landmass -- is only the widest possible scaffolding for campaign design. Individual subcontinents, regions, and countries can have histories tens of thousands of years old, with modern civilizations resting on whole strata of forgotten cultures.

Where can one even begin?

The name Proxima comes from the word proximus, meaning "nearest." And so, in stories set on Proxima, consider nearness -- whether to people, to danger, or to anything else -- and all the joys and pains it might bring. Consider distances both inner and outer, and the overcoming of them. Consider a sense of insufficiency or incompleteness felt by the lives who must live in the world, lives who did not ask to be born. Consider the benefits and trials of community, and defending that which makes life worthwhile. Consider corruption in public institutions, and how trust is earned.

Consider, in short, the themes of Final Fantasy. The franchise is so much more than crystals and monsters.

As for who populates this world, what they believe, and where they live, read on.

Calendars of Proxima

Before the Light: By Eorzean reckoning, the time which HDLN spends creating Proxima and all things on it. This period contains all of existence prior to the Time of Light. Its exact duration was not revealed to Lukahn, but is theorized by some scholars to be as long as several million years or more.

Time of Light: The beginning of the Eorzean calendar, the day that Doga and Unei arose. Tradition and scripture holds that they are the first true sapients, "The First of Creatures to Know the Light," and that they and their children reside in the eternal paradise of Eorzea, kept safe by the golden double-helix Rope of Minfilia. The duration of this time was not revealed to Lukahn either, and may also have been very long.

1, Wandering Time (WT): The year in which Sephirot dupes Doga and Unei into cutting the Rope, ending Eorzea and bringing about pain and mortality along with all monsters. Eorzeans reckon time by this calendar, which is solar-based to honor HDLN.

1, An Ahim (AA): The year (counted from the Autumn Equinox) in which the First Brood leaves for their respective Aerys. The name means "Our Time" in Draconic. Prior to this was Ahim y Dran Ehd (ADE), "Time of First Dragon," counted backwards from An Ahim because the time ran out. Midgardsormr is believed to have arrived in 30,000 ADE, just two thousand years post-Eorzea.

1, Cosmic Convergence (CC): The year in which Cid of Lufaine, an Eorzean, is made privy to the wisdom of Doga and Unei, and is witness to the birth of Cosmos and Chaos. The Cosmic Convergence calendar's solar-based reckoning of days is later broadly adapted into the secular Common Calendar (CC). Cosmics insist that their abbreviation is the “real” one.

1, Twelve's Unity (TU): The year in which the prophet Haurchefant Greystone experiences the revelation that the Twelve are one interrelated pantheon rather than isolated local gods. An enormous amount of elezen, hyur, lalafell, miqo’te, and roegadyn are thus united in the Twelvist Community. Time in TU is reckoned by lunar phase, in a cycle of twelve Moons.

1, Harmonic Era (HE): The year in which Materia and Spiritus reveal themselves to young Ascilia Lhamine, who founds Harmonism. One particular Harmonic land serves as the garden from which the egalitarian Arrheniad Empire later grows.

41,300 WT, 9,300 AA, 2000 CC, 788 TU, 279 HE: The Arrheniad Empire collapses, destroyed by the Cosmic Church.

Chapter 2: Races of Proxima

The Stiltzkin Cartography Union, the company of extraordinary moogle mapmakers, has grouped the sapients of Proxima into three categories based on population. An exact global census is impossible, but the SCU's estimation is trusted as the most reliable.

"Common" races each have an estimated global population of between 50 and 100 million. Similarly, "Uncommon" races number between 10 and 50 million, while "Rare" races are estimated at 10 million or fewer.

Common

Elezen

Elezen are not elves and resent being called such.

Human

Humans are humans. If you're reading this, you might be one.

Hyur

Hyur are siblings of humans, more physically specialized.

Lalafell

Diminutive and confident. Prejudicial toward dwarves.

Miqo'te

Catlike people divided by lines of matriarchy and patriarchy.

Roegadyn

A large people who originated in a rainy archipelago.

Uncommon

Au Ra

A race of scaled people with sound-conducting horns.

Burmeci

Graceful rodent-like people with a strong cultural heart.

Dragonborn

Descended from dragons and somewhat resembling them.

Dwarf

Evolutionary cousins of lalafell, very long-lived.

Goblin

Diminutive people with idiosyncratic ways of living.

Hobgoblin

Tall goblinoids living in highly-regimented societies.


Orc

Strong, bald proto-mammals mostly grouped in an empire.

Viera

Reclusive rabbit-like people of deep forests.

Rare

Bangaa

A clever people resembling, but are absolutely not, lizards.

Bugbear

A furry goblinoid people favoring ease of action.

Esper

A catch-all term for aasimar, genasi, and tieflings.

Guado

Partially tree-like people of deep forests.

Hypello

Bipedal amphibians with large flaring cheeks.

Kenku

Misunderstood raven-like people who speak only in mimicry.

Lamia

Monogendered snake-like people of varying lengths.

Lupin

Honorable and community-focused wolf-like people.

Mammet

Artificial humanoids built for war, now seeking purpose.

Moogle

Playful, winged, mole-like people with pompom antennas.

Qiqirn

Inquisitive rodent-like people, famously fond of eggs.

Ronso

Brawny lion-like people of the mountains and cold.

Seeq

Pig-like people who treasure eating and resting.

Tortle

Peaceable tortoise-like people.

Common Races:

Elezen

"For centuries, our nation has been punished for the sins of our forefathers. If our punishment is to end, I believe we must right the wrongs of antiquity and move forward as a nation united. Needless to say, my father did not share this opinion."

~ Ser Aymeric de Borel, Lord Commander of Ishgard

Elezen are the original people of Constell, the northeastern subcontinent of the Proxima crescent. From the many peninsulas of the region, elezen once commanded great fleets and market powers, but now they are more humble and spiritually inclined.

Elegance and Pride

It is important to note that despite their slender bodies and pointed ears, elezen are not elves, and in fact they consider the term offensive. Actual elves, who call themselves Eladrin, are lithe, fickle, haughty, and decadent magical creatures of Otherworld. When pressed as to why elezen find elves so hateful, an elezen might reply, "They give pride a bad name."



Historical Prominence

An elezen known as Haurchefant Greystone experienced the revelation that the Twelve were an interrelated pantheon rather than isolated local gods. Twelvism remains the elezens' greatest contribution to Proxima’s body of religions. Despite this, the majority of Twelvists are non-elezen.

In olden times, elezen developed into several colonial powers, the greatest of which were Ishgard, Narshe, and Leveilleur. Whereas Leveilleur sent diplomats as settlers and Narshe sent businessmen, Ishgard sent conquerors. The colonial period ended when Ishgard reached the "un-discovered" lands of the dragons and provoked their ire. Elezen nations collapsed under the disproportionate assault of the dragons and dragonborn, freeing colonies and allowing many native lands to be choked out by competitors and occupied by monsters and foreign powers.

The diaspora that followed allowed elezen to re-establish themselves almost as widely as humans. Now the elezen are just another race, humbled by their own history.

Civilization in Nature

Both Wildwood and Duskwight elezen are so named for their historical cultural dwellings, not necessarily their modern ones. Wildwood are descended from elezen who lived in forests, whereas Duskwight are descended from elezen who lived in cave systems. The height of elezen culture brought both together in great cities well outside their ancestral range; after the diaspora, some sought out similar places across the world, others returned to their points of origin, and still others retained the orderly comforts of city life.

Wherever they went, elezen sought to balance and emphasize natural features. Forests held great wooden houses, mountains bore great citadel cities, and caverns protected huge vaulted halls.

Elezen Naming Conventions

Both the Wildwood and Duskwight Elezen are proud clans from a proud race. The forenames and surnames used by them have changed little since the aftermath of the Chaos. However, due to subsequent ages of bad blood between the two tribes, the surnames once commonly used by both have been claimed by one side or the other. Now one will find that while the structures and spellings of the names are extremely similar, and they follow the same phonetic rules, a Duskwight and a Wildwood will never have the same last name.

Female names tend to end in -ne, -ette, or -elle or on extended vowels like -ie, and be shorter than the male names.

Male names are longer, and will end in x, such as -loix (pronounced lo-ah) or -aux (pronounced -oh), or end in a silent t, such as -mont (pronounced moan) or -geant (pronounced -john).

Male Elezen Names. Aurifort, Bertennant, Carrilaut, Mourechaux, Nogeloix, Padilloux, Raitmeaux, Vairemont

Female Elezen Names. Ceaulie, Elviane, Etoinelle, Jainelett, Jannie, Pimelle, Saulette, Tivionne

Elezen Surnames. Alamenain, Borel, Brassard, Caphieux, Faucilien, Forchetaix, Georjeau, Jeulerand, Mestonnaux, Quiloud, Sarmantoix, Valeroyant, Vilauclaire, Xavalien

Elezen Traits

Your elezen character has a variety of natural abilities.

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

Age. Though elezen are one of the longest-standing races, they do not live much longer than anyone else. They reach physical maturity around age 18 and live into their nineties.

Alignment. Wildwood Elezen lean towards lawful alignments, for only through careful order could they sustain their expansion in balance with nature. Duskwight Elezen, long persecuted for their underground lifestyle, tend to view outsiders' laws as arbitrary and lean toward chaotic alignments.

Size. Elezen are known for their tall and lanky figures. Adult men and women are rarely shorter than six feet, and the average range tops out at six and a half feet. Your size is Medium.

Keen Senses. You have proficiency in the Perception skill.

Clarity. You have a clarity of self that rebuffs attempts to sway you. You have advantage on saving throws against being charmed.

Proud Heritage. You've long ago lost track of how many times one elezen or another in your life has gone on about something that happened in the past. Most of it has stuck. You gain proficiency with the History skill.

Speed. Your base walking speed is 30ft.

Languages. You can speak, read, and write Common and Elezen (Eleçais, or French). The native elezen language uses the same alphabet as Common, and like Common, it has many oddities of silent letters and spelling versus pronunciation. Unlike Common, however, nearly every word is gendered.

Subrace. The Elezen come from two different clans. Select one of the two subraces of Elezen.


Wildwood

Wildwood elezen are aggressive protectors of whatever forested corners of the natural world they inhabit. From alpine highlands to deep jungle and deciduous woods between, Wildwoods craft their towns and cities in balance with nature -- a careful coexistence that shuns great changes in the status quo.

Colonial powers exploited this cultural inclination by claiming their expansion promoted balance in the world. It didn't, necessarily.

Ability Score Increase. Your ancestors adapted well to woodland life. Your Dexterity score increases by 1.

People-Reading. Maintaining natural balance has given Wildwood Elezen natural skills of apprehending true natures. You gain proficiency in the Insight skill.

Spatial Precision. Perhaps because of dozens of generations of archery, as well as thousands of years of architectural improvement upon nature with great care taken to maintain balance, spatial intelligence comes easily to Wildwoods. You may add your proficiency to ranged attack rolls if you don't already have it.

Duskwight

Duskwights are elezen who made their original homes in subterranean cave systems. Whereas dwarves carved out extensive mines and tunnels in which to live and harvest, Duskwights carefully shaped the natural earth and stone walls of their homes into vast elegant geometry with little care for extracting mineral wealth.

Duskwights hunted and even farmed in the low light of primeval forests and deep natural caverns, supplementing their insular lifestyle with occasional banditry. Their light hair and gray-toned skin set them apart from their surface-dwelling cousins, fomenting cultural prejudices that the necessary thieving only exacerbated.

Over time, Duskwights who moved out into the light integrated into Wildwood populations with varying success.

Ability Score Increase. Your ancestors adapted well to difficult conditions underground. Your Constitution score increases by 1.

Darkvision. Your eyes have adapted to help you see 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 colour in darkness, only shades of grey.

Dusk Shadow. Deftness in the dark comes as second nature to you. You have advantage on Stealth checks.

Human

"Humans need fantasy to be human. To be the place where the falling angel meets the rising ape."

~ Sir Terry Pratchett, human author

The most populous and widest-distributed race of Proxima, none of the great regions of the world are without humans. Rules for humans are identical to Fifth Edition; consult the Player’s Handbook.

Humans can be anything a sapient can be, from saint to monster and all the levels between, sometimes even over the course of a single life.

Getting Into Everything

Humans of Proxima are famously diverse, curious, and nigh-infinitely adaptable. They are a fundamentally lonesome people, and have come up with many ways to live in order to mitigate that -- primarily by forming institutions dedicated to preserving traditions long beyond a single human lifetime.

Wanderers to the core, they settled everywhere they could and proliferated, but only rarely pushed out indigenous populations. In the broad view of history, humans prefer to meld with or coexist with a people rather than replace them.

That said, there are some regions where humans are native and jealously defensive of their land, and some human-majority cities persecute non-humans. The existence of such places illustrates the diversity of the human experience.


Everybody's Cousin

All reputable scientists agree that ancient human ancestry is the reason why so very many of the sapient races of Proxima can interbreed with humans. Indeed, the word "humanoid" means "human-like." There is less agreement about whether they actually predated those other races or simply split off from one and proliferated, but the fact remains: most people have a little human in them.

Biologically, humans have phenomenal range of hybridization. Other races know this, and have varying opinions toward half-human children. Some embrace them unconditionally. Some value culture more than genetic heritage, and accept them if they act sufficiently orthodox. Others automatically see them as "othered" from birth, and only accept them after routine daily demonstrations of "normality." Still others shun them outright.

How to Make a Half-Human

When two sexually compatible yet racially different people love each other very much, a hybrid (colloquially a "half-blood") may result. Most hybrids are half-human. Some aren't.

The mother determines the child's racial and subracial traits -- all except for the Ability Score Increase, which is determined by the father, and the Age and Size traits, which are combined between the parents' species' averages and divided by two. This holds true even if the mother or father is a hybrid.

Half-Humans of all other kinds look something "between" the parent races. Half-Human burmeci, lupin, miqo'te, and ronso lack tails. Half-Human auri retain them, for reasons unknown.

Some Half-Humans have specific names depending on their other parent:

Half-Human Gigas: Megas (also Ogrillon)

Half-Human Lalafell: Tallafell

Half-Human Lupin: Worgen

Half-Human Ronso: Misijan

Half-Human Viera: Feol

For a comprehensive list of human interracial genetic compatibility, consult Appendix D.

Religious Popularity

If blood relation is humanity's largest gift to the world, religion is their second largest. Humans independently developed the sequence of Lukahnic Faiths: Eorzeism, Cosmicism, and more recently Harmonism. The three religions, which all stem from the revelation of the first prophet Lukahn, together reach some two hundred million souls -- estimated to be about one-fourth of all sapients on Proxima, and almost the entirety of certain minority races.

Hyur

"Go beyond!"

~ Old Hyur Proverb

Hyur are siblings to humans, just as widespread and respected as them, though estimated to be slightly less numerous. They split into a technically different, more specialized species after a long establishment between three mountain ranges in south-south-eastern Proxima. They are physically identical to humans in all ways but one: a hyur's pinky toe has only two bones.

A Matter of Location

The Sen region of Proxima is divided from its geographic neighbors by the Meriphataud Mountains in the west, Southern Aerbs in the north, and the Aldanna Mountains in the east. Hyur who populated that mountainous rim became known as Highlanders, tall and rugged. Those who remained in the well-guarded plains between were called Midlanders, shorter and allegedly cleverer. "Lowlander" is a historical term used by Midlanders and Highlanders to refer, derisively, to Al-Bhed, who once lived in river lowlands. Al-Bhed were often on the move, shunned and misunderstood by hyur for cultural godlessness and lack of all magic ability.

Specialized Generalists

Hyur are every bit as socially adaptable as humans, but physiologically, they have to some extent already adapted. Midlander minds are sharper than the average human. Highlander bodies are stronger than the average human. They are not so skilled as to be beyond human limits, nor are they grow any faster than humans, but they benefit from inborn head starts when it comes to honing skills.



Community Values

Hyur are typically inclined more toward group interest than self-interest. While humans are notoriously social, they come together primarily to fill the emptiness in themselves. Hyur come together primarily to fill the emptiness in each other. The distinction is subtle, and often lost on many observers.

If the greatest paragons of humanity are bold and ambitious individualists meeting with great success through hard work, then the greatest social exemplars among hyur are those who achieve greatness by serving, protecting, or leading their fellow hyur.

That is not to say that all humans are selfish, or that all hyur are selfless. Both races need people. Both races can be bold, forward-thinking, and determined to see their ideal future brought to life by their own doing. In the broad view, however, hyur are best motivated by what will serve their community, and humans are best motivated by what will impress their community.

Hyur Naming Conventions

Hyuran names vary less than those of humans, but still leave room for an abundance of creativity.

Midlander first names are remarkably similar to Anglo-Saxon, Celtic, and Briton names that appeared in medieval (pre-17th century) Europe, or Korean, Chinese, and Japanese names of the same period. Their family names are usually based off of professions, or locations of where they or their families lived. They may also represent a person’s outward features (i.e. brown hair leading to the surname "Browne").

Highlander forenames are remarkably similar to medieval European names that have Germanic, Normandic, or occasionally even Turkish roots. They will often adopt colorful nicknames earned during battle.

Al-Bhed names are most often two-syllable, frequently bridged by a glottal stop written as a double letter. Fricatives are rare in given names, such that f, th, thh, and v are not used at all. A hard g is also not used.

"Proper" Al-Bhed surnames are simply the word "uv" followed by their birthplace. If born in travel, the surname is the Al-Bhed word for the means of transport.

Male Midlander Names. Abraham, Eddard, Hien, Hoddyn, Homei, Lambert, Makoto, Petyr, Roarich, Werner, Yozan

Female Midlander Names. Agnys, Akagi, Deidra, Hilda, Higiri, Isolde, Koharu, Kozakura, Maeve, Rowena, Theldry

Male Highlander Names. Aethlwold, Berthar, Gundobald, Hunfrid, Ilberd, Lewenhart, Raubahn, Theodoric, Wymund

Female Highlander Names. Aenor, Bergard, Demuth, Gerhild, Imanie, Lyse, Mathild, Orieldis, Sigberta, Ulreda

Male Al-Bhed Names. Alb, Benzo, Berrik, Blappa, Cid, Jimmi, Nimrook, Rin, Shinra, Tlabbok

Female Al-Bhed Names. Baj, Dhannu, Judda, Lakkam, Nhadala, Rammu, Rikku, Slanna, Tijanook, Yunni

Midlander Surnames. Ackerman, Baker, Browne, Daito, Miyamagi, Nagae, Rijin, Ryder, Stone, Tanner, Waters, Young

Highlander Surnames. Aldynn, Battle, Frostwyght, Greywolfe, Hawke, Hext, Marshall, Quick, Strong, Warde

Al-Bhed Surnames. uv-Home, uv-Rabanastre, uv-Narshe, uv-Cay (of Sea), uv-Creb (of Ship), uv-Creb-Normandy (of Ship Normandy), uv-Nyut (of Road), uv-L'rulupu (of Chocobo)


Hyur Traits

It's hard to make generalizations about hyur, but your hyur character has these traits.

Ability Score Increase. An ability score of your choice increases by 1.

Age. Hyur reach adulthood in their late teens and most often live less than a century.

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

Size. Hyur tend to range in height from 5 to 6 and a half feet tall depending on their heritage. Midlanders struggle to pass 6 feet, Highlanders easily pass it, and Al-Bhed lie in the middle. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Spread of Culture. Your narrower spectrum of strengths compared to humans doesn't mean you can't have fun. You gain proficiency with a set of artisan's tools, a gaming set, or a musical instrument of your choice, taken from your native culture.

Versatility. Humans might have generalist strength, but you have specific skill. You gain proficiency in two skills of your choice.

Languages. You can speak, read and write Common and one other language of your choice. Like humans, hyur typically learn the languages of other people they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: orcish curses, elezen musical expressions, dwarvish military phrases, and so on.

Subrace. Hyur have changed over time based on where they lived. Select one of the two subraces of hyur.

Midlander

As a Midlander, you are a child of possibility. Midlanders can live well anywhere in the world and not seem out of place. Due to their ability to find comfortable lives anywhere, they have become highly adaptable and well-educated.

Ability Score Increase. Your Intelligence score increases by 2.

Early Education. Midlander cultures almost universally value academics. You are proficient in an additional language and the History skill.

Highlander

The Highlanders see life as built on conflict, whether against the hostility of nature or the designs of other people. They are no strangers to violence, and have conquered (if not yet tamed) many rugged lands. Life in these tough conditions has hardened the Highlanders as a people, leading to naturally powerful builds.

Ability Score Increase. Your Strength score increases by 2.

Natural Athlete. You gain proficiency in the Athletics skill.

Al-Bhed

The Al-Bhed are a people frequently shunned by other hyur and even humans. Their physical inability to use magic in any form made them, in ancient times, exploitable by the magically inclined and shunned by the religious. They survived by building a strong community, bolstered by their willingness to seek and use new technologies and sciences.

Al-Bhed are both a culture and a physiologically distinct subrace – but as a subrace, they "pass" easily. Their skin and hair may be any human/hyur color. Their only clear visual marker is a spiral pattern to the pupils of their eyes, which may not arise at all in mixed-race Al-Bhed.

If your hyur character's pupils are solid black circles, then they may be culturally Al-Bhed, but they must use either Midlander or Highlander traits. If your hyur character's eyes have spiral-shaped pupils, then you may use the following Al-Bhed traits for them.

Ability Score Increase. Your Dexterity score increases by 2.

Al-Bhed Proficiencies. You gain proficiency with one type of tools of your choice, as well as with the Survival skill.

Mundane. Regardless of your class, you cannot cast spells -- not even cantrips. Attempting to use scrolls or enchanted items (wands, etc.) will result in no effect but a slight headache, and you can never attune to a magical object no matter how long it remains in your possession. You can, however, use magic items which do not draw from spell slots (such as potions) or devices that activate spells set by a third party (such as traps).

Due to this trait, the arcanist, astrologian, black mage, blood hunter, blue mage, cleric, dark knight, druid, paladin, red mage, sorcerer, warlock, white mage, and wizard classes are unavailable to you. Only the barbarian, bard, dancer, dragoon, fighter, gunbreaker, machinist, monk, ranger, rogue, samurai, and warrior classes are available to you, though all spellcasting within them is prohibited to you.

Some features and abilities are powered by energy inherent (if latent) in the body, such as a dancer's espirit or monk's ki. You may still draw from that energy. However, it cannot be used to cast spells that would ordinarily require a spell slot, such as in the Way of Four Elements subclass.

Spiral Eye. Your spiral-shaped pupils are capable of focusing on multiple points at once, granting you unparalleled precision of forward and peripheral vision. You gain proficiency in the Perception and Investigation skills if you don’t already have it. Furthermore, your visual acuity gives you superior awareness and aim; under normal light conditions, you may roll with advantage on Perception checks, Investigation checks, and attack rolls. If you cannot see, then this trait is negated.

Dab Hand. On actions taken using any tools with which you are proficient, you may use twice your proficiency bonus.

Languages. You can speak, write, and read Common and Al-Bhed. (Al-Bhed is a cipher of the English alphabet, using mostly-English and occasionally-French pronunciation. Translators such as this one do the text work for you.)


Al-Bhed Primer

Those wishing to do business with Al-Bhed would be advised to learn some basic phrases.

Rammu! Hello!

Hela du saad oui. Nice to meet you.

Ruf yna oui? How are you?

E's tuehk famm. I'm doing well.

Dryhg oui. Thank you.

Oui'na famlusa. You're welcome.

Ruf silr tuac dryd lucd? How much does that cost?

Fryd desa ec ed? What time is it?

Tu oui cbayg Lussuh? Do you speak Common?

Frana yna oui vnus? Where are you from?

E ys vnus... I am from...

Aqlica sa, frana lyh E veht... Excuse me, where can I find...

... y dnyjam ykahlo? ... a travel agency?

... y suhaolryhkan? ... a moneychanger?

... vuut yht tnehg? ... food and drink?

... dra duemad? ... the toilet?


Variant Al-Bhed: Garlean

Some ancient Al-Bhed migrated far from the rest. Over time, they lost their spiral pupils, but gained a light-sensitive "third eye" organ in their foreheads that provided the exact same benefits. They are called "Garleans," but they use all Al-Bhed traits.

Lalafell

"'Tis mine intent that the ruling class of our golden city should take its place beside the common man in a fair and equitable republic. No more shall this nation bow to the whims of a privileged few."

~ Nanamo Ul Namo, Sultana of Ul'Dah

Characterized by small jaws, pointed ears, extremely efficient digestive systems, and short height with nearly dwarflike muscle density, these tiny folk are highly ambitious and are not afraid to take hold of opportunity when it appears before them.

Lalafell are often patronizing if not prejudicial toward dwarves. Lalafellin legend holds that dwarves were once Stonefolk, the most stubborn and aggressive lalafell subrace. Many lalafell still believe it.

Small and Practical

Lalafell are larger than moogles, but they still only top out at three and a half feet tall. Dunesfolk evolved an ocular layer which covers their pupils, protecting them from the sun and sand of the desert while not diminishing their acuteness of vision -- akin to a two-way mirror. As a mark of culture, Dunesfolk will often place gemstones associated with their zodiac sign on their foreheads.

Both male and female lalafell have wide-set hips and flat chests, but their facial hair and vocal ranges are akin to humans. The surest way a non-lalafell may tell a lalafell's gender, however, is by their name. The rules there are as ironclad as any dwarven tradition.



Scouting the Horizon

Lalafell are of the plains and sands, as their Plainsfolk and Dunesfolk subraces suggest. Being short in stature, they value wide vistas where they can see danger coming and high-rise architecture for even better views. They also serve well on ships, as the sea is just another comfortably flat plain to them. Though they originated in the east of Proxima, they have spread widely on routes of least resistance.

Of Land and Sand

Plainsfolk lalafell began as farmers on fertile prairies. Dunesfolk lalafell, not so lucky in land, instead turned to animal husbandry. While Plainsfolk built sprawling towns in the grasses, Dunesfolk built their homes on the backs of beasts of burden and traveled with their herds. Eventually the Dunesfolk came to a rest on sites of great mineral wealth and built cities to rival any town of the plains.

Family and Fortune

Lalafell care deeply for their small families and would do anything for them, but a seemingly natural ambition drives lalafell toward personal advancement at the same time. Merchants travel the land, researchers seek knowledge in secret places, sellswords prove their bravery, and politicians forge alliances between far-flung families. Lalafell may be small, but they take on the world in a big way.

Lalafell Naming Conventions

Both Plainsfolk and Dunsefolk lalafell names are ruled by rhythm, repetition, and rhyming (as well as a little alliteration). Syllable count also plays a large part. There are four unique sets of rules, from which lalafell rarely deviate. Once the rules are learned, one will be able to discern a lalafell's clan and gender by simply looking at their name.

Gender and Subrace Rhyme Scheme
Male Plainsfolk AB - CB
Female Plainsfolk ABB - AB
Male Dunesfolk AAB - CCB
Female Dunesfolk AAB - AB

Lalafell pronounce their name vowels as follows:

a ("ah" as in arm), e ("eh" as in bet), i ("ee" as in beet), o ("oh" as in home), and u ("ooh" as in dude).

Surnames are only surnames in placement, as they are not taken from the mother or father, but unique to the individual.

Plainsfolk Male

The A and C phonemes do not have to rhyme. The A, B, and C phonemes are usually limited to one or two syllables.

In everyday speech, Plainsfolk men will usually always use their full names, rarely ever breaking them down into solely first or last.

Male Plainsfolk Names. Alka Zolka, Kopel Yorpel, Paiyo Reiyo, Shamani Lohmani, Surito Carito, Teledji Adaledji

Plainsfolk Female

The A and B phonemes are always one syllable, and most often a single consonant paired with a single vowel, or simply a single vowel.

Female Plainsfolk Names. Kururu Kuru, Honmeme Honme, Mimomo Mimo, Tokiki Toki, Ulala Ula

Dunesfolk Male

The A and C phonemes are 1 syllable, the B phoneme 2. The A and C phonemes may rhyme, but do not have to. Syllables are most often a single consonant paired with a single vowel, or simply a single vowel.

There are rare cases when the B phoneme will 'seemingly' have one syllable such as Zozonan or Nanalai. The 'n' and 'i' are the remnants of sounds that were once paired with a lalafellin vowel that, over time, has disappeared from speech, and therefore become silent in names.

Male Dunesfolk Names. Cocobuki Lolobuki, Lolorito Nanarito, Papashan Nonoshan, Pipin Tarupin

Dunesfolk Female

The A and B phonemes are 1 syllable (with the A phoneme always repeated in the forename). Syllables are most often a single consonant paired with a single vowel, or simply a single vowel.

Female Dunesfolk Names. Chuchumu Chumu, Jajano Jano, Momodi Modi, Nanamo Namo, Tataru Taru


Lalafell Traits

Your lalafell character has a variety of natural abilities derived from their ancestry.

Ability Score Increase. Your Charisma score increases by 2.

Age. Much like humans, lalafell reach adulthood at the age of 18 and live a century or less.

Alignment. Generally speaking, lalafells lean towards good, though some shrewd businessmen may ignore that approach. Neither the Plainsfolk or Dunesfolk have an inclination to law or chaos, with individuals falling into all categories.

Size. Lalafell average about 3 feet tall, but their compact builds can easily weigh 80 pounds without any signs of obesity. Your size is Small.

Speed. Your base walking speed is 25 feet.

Lalafell Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Lalafell Nimbleness. You can move through the space of any creature that is at least one size larger than yours.

Self-Assuredness. You naturally carry yourself with a determined bearing that demands respect or projects confidence, even among people three times your height. You have advantage on Charisma saving throws.

Languages. You can speak, read, and write Common and one other language of your choice. Lalafell have no living native language, having long ago let it lapse in favor of increased efficiency in speaking with their neighbors.

Subrace. Lalafell come from two distinct groups of people: Plainsfolk and Dunesfolk. Select one.

Plainsfolk

As a Plainsfolk, you have spent some time working in agriculture, or have had information passed down to you from your family. Your highly sensitive ears and knowledge of farming has led to the development that sets you apart from your fellow lalafell, the Dunesfolk.

Ability Score Increase. Your Dexterity score increases by 1.

Naturally Stealthy. You have an instinct for finding cover. You can attempt to hide even when when you are obscured only by a creature that is at least one size larger than you.

Plains Lookout. Your people have lived and died by being able to see anomalous movement over broad areas. You have advantage in the Perception skill, provided that you have a line of sight to the thing being perceived.

Dunesfolk

As a Dunesfolk, you've adapted to the harsh desert environments and thrived. The land from which you hail is known for its riches and merchantry as much as its known for his corruption.

Ability Score Increase. Your Intelligence score increases by 1.

Dustshield. Your eyes have developed a colored film to protect them from desert conditions. You have advantage on saving throws against being blinded.

Shrewdness. Whether or not you come from a merchant family, you're familiar enough with the business world to mimic its social effectiveness. You gain proficiency in either the Deception or Persuasion skill.

Miqo'te

"The nunh that I once fought also believed that his strrrength would save him. He was wrong, and I am now nunh. Many years ago I joined the Company of Heroes to hone my skills instead of challenging my predecessor before I was ready. Even when I was young I understood that victorrry goes to the patient, the cunning, the pragmatic."

~ U'odh Nunh of the Drake Tribe

Miqo'te, though today broadly distributed, seem to have originated in the central wilds of Constell in northeastern Proxima. Some scholars believe they share distant ancestry with burmeci, ronso, and viera, with biological factors over time changing the sizes and shapes of respective ears, tails, and faces. Exactly which race originated first is a matter of controversy.

Lithe Hunters

Miqo'te are characterized by long, furred tails and high-set ear structures in their skulls. Their highly tuned senses of smell and balance have allowed them to become natural hunters. The Seekers of the Sun have slit pupils to help guard their eyes from the exposure of the sun, while the Keepers of the Moon have large and rounded pupils. By a quirk of nature, many more women than men are born into the tribes and clans of the miqo'te people.

Family Environments

Seekers of the Sun, as the name implies, prefer warm and sunny climates up to and including deserts. Keepers of the Moon travel wherever they please, but prefer prey-rich forests. Those who integrate into larger cities tend to discard their tribal ties -- at least on the surface -- and take up the social norms of the city in which they live. In cities, miqo'te form strong enclaves and welcome visitors.

The miqo'te subraces have no trouble at all leading urban, rural, or wilderness lives, but they tend to stick close to their family groups. Even wanderers frequently check back in, if only to remind their relations that they’re doing just fine without them.


Of Sun and Moon

The Seekers or the Sun (or "Sunseekers") and Keepers of the Moon (or "Moonkeepers") are the two distinct miqo'te subraces, differing greatly in culture as well as physiology.

Sunseekers live in patriarchal tribes of as many as 200 or as few as 10, with major decisions made by the breeding male, the nunh. (A ratio of one nunh to between 10-50 female Sunseekers is common; larger tribes have multiple nunhs.) Moonkeepers, by contrast, are matriarchal and largely solitary, with interconnected communities no larger than two or three family groups. Sunseekers, being diurnal, almost universally worship the goddess Azeyma, while the more nocturnal Moonkeepers are similarly near-exclusive Menphina-worshippers.

Miqo'te Naming Conventions

The extra aitches we see in names such as "Bhee," "Kuzh," and "Pahsh" represent a slight hissing/spitting sound that is made when the name is pronounced by the cat-like miqo'te. Many other races cannot accurately reproduce this sound, so the aitches end up going silent when read (Bee, Kooz, Pash).

Seeker-of-the-Sun Male

Names are one or two syllables and preceded by a letter which is associated with the tribe. They do not take family names, as they are each considered the "origins" of new families, but instead are given a title that denotes their breeding status: nunh, breeding males, or tia (tee-ah), all others. A tia may only become a nunh by defeating the current nunh in battle.

Pronunciation-wise, other than the tribe pronunciations, names follow common English phonics. Though followed by an apostrophe, the tribe sound is usually flows into the name. G'raha would be pronounced "g-RA-ha" not "GU. raha"

Male Seeker Names. K'tyaka Nunh, M'rahz Nunh, G'raha Tia, O'bhen Tia, U'odh Nunh, V'mah Tia, Z'zhed Tia

Seeker-of-the-Sun Female

A female first name will always begin with the letter representing her tribe, followed by an apostrophe, and then her given name. Her last name is the first name of the tribe’s breeding male who sired her. The tribal prefix often gets dropped in casual conversation and with friends and family.

Female Seeker Names. A'tanmo Aba, F'lhaminn Qesh, H'naanza Esi, M'naaho Rahz, R'ashaht Rhiki, Y'shtola Rhul

Seeker of the Sun Tribes

For a full list of Seeker of the Sun tribes, see Appendix E.

Keeper-of-the-Moon Female

Unlike the Seekers of the Sun, the Keepers of the Moon formed a highly matriarchal society, with family names passed down from the mother, not the father. It is said that some of these surnames have survived over ten thousand years.

The subrace's matriarchal strength is further displayed by the fact that female first names are short, one/two syllable constructions that closely resemble names used by male Seekers of the Sun.

The Keepers lead more solitary lives, rarely forming communities of more than two or three families. Therefore, a tribal letter is not assigned to the names.

Unpronounced aitches are also present in the names.

Female Keeper Forenames. Amh, Dhebi, Gota, Khloe, Leih, Nashu, Oah, Raka, Tsuim, Una, Vhaso, Xaoh, Yhom

Female Keeper Surnames. Aliapoh, Bajhiri, Epocan, Jakkya, Lizheh, Maimhov, Nhomango, Rabntah, Zhwan

Keeper-of-the-Moon Male

More evidence of how important the mother is to the Keepers of the Moon can be seen when looking at the names given to males. In addition to taking the mother’s surname, males also take the mother's forename, adding a suffix (separated by an apostrophe) to the end to designate the order in which they were born.

Male Keeper Names. Cemi’to Jinjahl, Gota’li Jaab, Okhi’a Nbolo, Rakka'sae Kuhn, Sizha’sae Epocan, Zana'zi Zhwan

Keepers of the Moon Male Birth Order Suffixes

For a full list of the suffixes for male Keepers of the Moon born to the same mother, see Appendix E.

Miqo'te Traits

Despite differences in physiology, miqo'te have many traits in common.

Ability Score Increase. Your Dexterity score increases by 2.

Age. Miqo'te tend to live healthy lifestyles, reaching physical maturity around the age of 16 and living to be around 80 years old.

Alignment. Miqo'te who live within a traditional tribal setting lean towards a lawful alignment, adhering to the laws of their people. Those who are born or live in more diverse settings lean in no particular direction.

Size. Miqo'te are a people with lithe builds and powerful leg muscles. On average males range from 5 feet to 5 and a half feet tall, while females range from 4 feet 9 inches to 5 feet 3 inches. Your size is Medium.

Speed. Your base walking speed is 35 feet.

Darkvision. Your eyes have adapted to help you see 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 grey.

Surprise Attack. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.

Languages. You can speak, read and write Common and one other language of your choice. When speaking Common, your pronunciation of "r" sound may come with a trill.

Subrace. The miqo'te are made up of two distinct clans. Select one of the two subraces of miqo'te.

Seekers of the Sun

As a Seeker of the Sun, you come from a race of renowned hunters.

Ability Score Increase. Your Charisma score increases by 1.

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Upright Landing. Generations of hunter predecessors have given you great kinesthetic intelligence. You gain proficiency in the Acrobatics skill.

Keepers of the Moon

As a Keeper of the Moon, you come from a spiritual matriarchy, frequently given to travel. Some people consider crossing your path to be unlucky.

Ability Score Increase. Your Wisdom score increases by 1.

Sneaky. You walk very lightly, particularly at night. You gain proficiency in Stealth.

Superior Darkvision. Your Darkvision has a radius of 120 feet.

Roegadyn

"They sought to secure a place to breed and multiply, that their kind might survive. Self-preservation, as you say. But we have as much right to live and thrive as they. If our own survival is threatened, are we to lay down our arms and welcome oblivion? Nay."

~ Admiral Merlwyb Bloefhiswyn

Roegadyn (ROO-ga-din) are a physically powerful race of people characterized by pronounced height, muscle mass, and wide-bridged noses. Whether boisterous or solemn, they have an unflinching approach to danger and a seemingly endemic thirst for adventure.

Towers of Power

A height of six and a half feet is considered very short for an adult roegadyn of any gender. While female roegadyn have typical humanoid proportions "scaled up," male roegadyn have a additional width of skeletal frame that allows them to develop a great deal of muscle, particilarly in the abdomen.

Roegadyn adapted to the biological physics of their sizes by developing very strong hearts, joints, and nerves.

Island Origin

Roegadyn come from a rainy northeastern archipelago and are widely distributed, albeit in much smaller numbers than humans or elezen. Some believe they originated from humans subjected to island gigantism. Especially religious roegadyn believe that Doga and Unei, the first humanoids in the Lukahnic faiths, were themselves roegadyn, and that all subsequent generations lost height over time.


Sea, Sky, Stone

Roegadyn who remained in the homeland or near water routes are the subrace called Sea Wolves, whose skin can be gray, blue, or green in addition to more conventional shades. Long ago, one tribe moved further inland, settled in the Godswall Range, and adapted to become the Hellsguard, who then spread to rugged inland areas worldwide. Hellsguard traded Sea Wolf complexion for browns and reds and a distinctive dark patch on the underside of their nose.

Brave Nature

Roegadyn are typically energetic and active, seeking out challenges to test their power and bravery. They rarely need much convincing to head into the heat of battle for a cause they believe in, though coin may help speed them along. Sea Wolves have a long history of piracy and battle on ships of all sorts, giving their culture a thirst for adventure. Hellsguard developed in towns and villages away from wider society, taking it upon themselves to fight eldritch evils.

Roegadyn Naming Conventions

Sea Wolf names are all formed from two words taken from the ancient roegadyn language. The second word of a woman's name, however, is always one of eight words: -bryda, -geim, -lona, -rael, -swys, -thota, -wyb, or -wyda. Sea Wolves form their surnames by taking their parent's name and adding a third word: syn for males and wyn for females, indicating they are a son or daughter respectively. Non-binary roegadyn use the word klyn, or "child," instead.

Hellsguard frequently avoid their ancient language and use the common tongue. Their names are also formed using two words, often drawing inspiration from nature. Women of the Hellsguard tend to use plant imagery in their names as well, but are not restricted to do so. Nearly all Hellsguard abandon their family names, refusing to be defined by their ancestors.

Male Sea Wolf Names. Ahldskyf, Aisanka, Bloefhis, Eynzahr, Hortyl, Hyllfyr, Ketenramm, Kupfrusk, Mytemyrgan, Nyunkrepf, Skarnebb, Slafborn, Trachtoum, Wilfsunn

Female Sea Wolf Names. Ansarael, Cwaenlona, Doesrael, Hezzwyda, Inhgilswys, Ketenwyb, Merlwyb, Moenbryda, Raelthota, Sylbryda, Thubyrgeim, Wyznthota, Zedyrgeim

Male Hellsguard Names. Aware Sun, Bitter Snow, Bright Island, Curious Gorge, Grateful Forest, Leading Man, Rusty Steel, Stark Crow, Still River, Tall Mountain, White Elk

Female Hellsguard Names. Blue Lily, Careless Whisper, Diving Sparrow, Fearless Fawn, Lost Wax, Oak Tower, Salty Lake, Silent Moss, Weeping Orchid, Yellow Moon

Roegadyn Language

Check Appendix E for a list of known roegadyn words.

Pronunciation

When pronouncing roegadyn words, you can for the most part follow the rules of English. There are, however, some exceptions.

Vowels

AE: Somewhere between the e in "egg" and the ai in "air" depending on the consonant that follows it

Y: A long e such as the ea in "eat" or the first e in "Steve"

OE: An ooh such as the ue in "blue" and the oo in "fool"

Consonants

G: Almost always hard (like the g in "guilt" but not the g in "page")

H: When paired with a vowel (before or after), almost always silent

J: A y sound like in "year" and "yellow"

PF: Closer to f than p

TH: A hard t rather than a soft th

W: Somewhere between a w and a v -- nowhere as hard as the v in "villain," but nowhere as soft as the w in "west"

Roegadyn Traits

Your Roegadyn character has a variety of natural abilities which all members of their race have.

Ability Score Increase. Your Constitution score increases by 2.

Age. Though physically larger than other races, roegadyn do not live much longer. They reach full maturity around the age of 20 and typically live about a century.

Alignment. Roegadyn have no heavy leaning towards good or evil. Sea Wolves value the chaotic nature of adventuring and lean towards this alignment, while the Hellsguard look to laws of their ancestors to guard the world.

Size. Roegadyn are a massive people who easily grow much taller than most races. Males and females both stand under seven and a half feet tall. Despite your height, your size is still Medium. For purposes of game balance, player characters cannot be Large, so even a particularly massive roegadyn player character -- a physical outlier -- must top out at eight feet in height.

Speed. Your base walking speed is 30 feet.

Brave. The bigger you are, the fewer reasons you have to fear. You have advantage on saving throws against being frightened.

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

Languages. You can speak, read, and write Common and one other language. The ancestral roegadyn language is unfortunately dead and largely forgotten; the remaining known words are barely enough to form complete sentences.

Subrace. The roegadyn have settled into two distinct subraces. Select one.

Sea Wolves

Fearless sailors and their descendants, the Sea Wolves have a storied history on the waves. No coastal cities were safe in the past when the Sea Wolves came to town. A long maritime tradition has given the Sea Wolves inherent abilities.

Ability Score Increase. Your Strength score increases by 1.

Fitness. Sea Wolf culture prizes physical fitness. You have proficiency in Athletics.

Explosive Energy. When an action calls for a Strength (Athletics) or Dexterity (Acrobatics) check, you may add your Constitution modifier to your roll. You may use this feature a total number of times equal to your proficiency per short or long rest.

Hellsguard

The Hellsguard live around the volcanoes and dark passages of the Godswall Range and other mountains. Their native towns and villages have lived apart from the rest of society for hundreds of years, guarding the world from deep horrors seeking passage into the light. Why it was that they took this task upon themselves is an answer lost to history.

Ability Score Increase. Your Charisma score increases by 1.

Arcane Litany. Hellsguard culture trains its children in the knowledge of the wicked fiends which they keep contained, including their magics and origins. You have proficiency in the Arcana skill.

Inner Fortification. Your ancestors fought for so long against horrors from deep within the earth and elsehwere, they became well-adapted to holding the line. You have resistance against Psychic damage.

Uncommon Races:

Au Ra

Yet though we did no harm to those whose lands we traversed, they treated us as vermin. In their ignorance, they feared us, and that fear manifested as spite and violence. My loved ones and I were cursed at, spat upon, beaten, and worse...

~ Alaqa the Witch

The name of the race as a whole is Au Ra; individuals, singular and plural, are called auri.

Auri are characterized by patterns of scales across their bodies, scaled tails, and forward-pointing horns at the sides of their heads. The distinctive horns are in fact their ears. They are highly conductive to sound, with superior audio fidelity and directional triangulation to conventional ears. Damaging a horn damages hearing; breaking a horn is akin to going deaf on one side.

Sexual Dimorphism

Auri who live in their ancestral territory -- which is most of them -- exhibit strong sexual dimorphism. Males range from just over six feet to seven feet tall, positively dwarfing the females of the race, who only rarely stand taller than five and a half feet.

Auri who migrated away eventually lost the pronounced difference. "Expatriate generations" have sexes of more varying heights, including short men and tall women.



Native Land

Auri are intimately tied to a southeast corner of Proxima, a broad steppe and rain-fed lake abutting populations of Midlander Hyur. Their native gods are associated with that specific land and no other, and so the most traditional auri have simply never left.

Auri are misunderstood in other lands due to their physical appearance; their scaled bodies and horns led many to fear them, believing them to be descendants of dragons or demons. Fear led to hate, which gave way to violence. These conditions led expatriate auri to treasure their families.

Night and Day

Xaela, black-scaled, reside in fifty-one tribes on and around the Azim Steppe, each vying for supremacy in an annual contest of strength called the Nadaam. The victorious tribe for the year earns the right of tribute from the subordinate tribes, as well as the right to occupy an ancient citadel advantageously located in the middle of the Steppe. Xaela social norms vary tremendously between tribes, but the majority worship their moon goddess Nhaama.

Raen, white-scaled, live in a feudal kingdom whose capitol lies under a series of magically-erected bubble domes on the ocean floor. Their lifestyle is suspiciously similar to Hyur Midlanders from the far southeast, suggesting ancient connections between them. Regardless, Raen make note of their sun god Azim with much less zealotry than their Xaela cousins. Raen prefer to devote themselves directly to their royal family, which is said to descend from Azim.

Au Ra Naming Conventions

Auri approach names in two starkly different ways. Raen names are Japanese, specifically those prevalent from the 16th-18th centuries. Xaela names are Mongolian from approximately the same period.

Raen Male

For the most part, the names of Raen men have a strong link to things in nature which are believed to be strong, agile, or even uncontrollable. Farmers and fishers will take the names one step further and implement some form of their profession as well.

Male Raen Names. Akagi, Doware, Fugetsu, Izuna, Keiten, Masatsuchi, Rakuyo, Saiun, Tansui, Ugan, Yomei

Raen Female

Many female names are based off of plants, weather, birds, or the seasons -- words that represent beauty and kindness in their society.

Female Raen Names. Azami, Botan, Chidori, Ibuki, Kikyo, Kurenai, Mitsuba, Natsume, Sayo, Sui, Tsubaki, Ume, Yuki

Raen Surnames

Families of the warrior class (and generally the ruling class) are the only people "allowed" surnames, and they will often take surnames that displayed their battle prowess or position within an army.

Though the names are not recognized by the ruling class, families of the merchant and peasant classes will still give themselves surnames as to make their everyday lives easier -- the names reflecting their professions.

The traditional structure of a Raen name is [Surname X] + "no" + [Forename Y], meaning "Y of the X family."

Family Names. Akagane, Chosai, Daisho, Gakunin, Kurogane, Mihata, Naeuri, Oshiga, Tosho, Urabito, Yuzuka

Xaela Naming

Individual Xaela names come with multiple spellings, all of them acceptable. Similar names are used throughout the Steppe, but they often feature slightly different spellings due to having evolved separately in isolated tribes, along with the general newness of writing among the tribes.

Traditional Xaela of the Steppe take the name of their tribe as their surname. Xaela living elsewhere may adopt other surnames, but few do.

Male Xaela Names. Alghu, Bardam, Dorbei, Esugen, Jagadai, Khal, Ligdan, Masgud, Ogodei, Sidurgu, Udutai

Female Xaela Names. Alun, Borogchin, Cirina, Doquz, Eke, Holuikhan, Mide, Ogelen, Qatun, Temulun, Yesuntei

Tribe Names. Adarkim, Bolir, Dalamiq, Dotharl, Goro, Jhungid, Malagud, Mol, Oronir, Qestir, Saghal, Torgud, Ura

Xaela Tribes

The full list of the 51 Xaela tribes, along with brief descriptions of each, is located in Appendix E.


Au Ra Traits

Your Au Ra character has a variety of natural abilities.

Ability Score Increase. Your Wisdom score increases by 2.

Age. Despite their unusual features, auri live about as long as any of the other sapient races, reaching physical maturity around the age of 16, and living to approximately 80.

Alignment. The Raen enjoy the order provided by royal law, while the Xaela trend strongly towards the chaotic lives of nomads outside of the laws of civilized city-states.

Size. There is a large size disparity between most auri men and women. Males range anywhere from six and a half to seven feet tall with a lean build, dwarfing the females who rarely stand above five and a half feet. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Auditory Bone. Your side-mounted horns act as your means of perceiving sound. You have resistance against Thunder damage. Furthermore, you are immune to the Deafened condition by any means short of physically breaking your horns completely off. If your horns are indeed broken (by some extraordinary circumstance at careful DM discretion), only the Regeneration spell can return them to normal and restore your hearing.

Scales of Dawn and Dusk. Due to the scales covering vital points of your body, you have a natural armor bonus of +1. When unarmored, your AC is equal to 11 + your Dexterity modifier.

Languages. You can speak, read and write Common and Auri. The Auri language does not include gender or numbered nouns or verbs, causing an auri to mislabel things sometimes when speaking another language.

Subrace. Auri are split into two distinct groups, the solitary Raen and the nomadic Xaela. Select one of the two.

Raen

The Raen live in harmony with their neighbors and themselves, culturally valuing unwavering fealty to their royal line. They are largely liked by the other races for their peaceful demeanor and respectable approach to life.

Ability Score Increase. Your Charisma score increases by 1.

Polite Society. Raen culture prizes good manners. You gain proficiency in the Persuasion skill.

Clarity. You have a clarity of self that rebuffs attempts to sway you. You have advantage on saving throws against being charmed.

Xaela

As a Xaela, you've been hardened by your life on the steppe as a part of a nomadic tribe. You are more outgoing than your Raen counterparts and are much more willing to engage in battle to resolve a conflict.

Ability Score Increase. Your Strength score increases by 1.

Nomadic Instincts. Your people are experts at living in varying conditions. You have proficiency in the Survival skill.

Vengeful Assault. When you take damage from a creature in range of a weapon you are wielding, you can use your reaction to make an attack with the weapon against that creature. Once you use this trait, you can’t do so again until you finish a short or long rest.

Burmeci

"To be forgotten is worse than death."

~ Freya Crescent, Dragoon of Burmecia

Burmeci are rat-like humanoids residing mostly in a rugged, storm-swept corridor of land south of the Heart Ocean. Their lands are rich in food from consistent rainfall, making for attractive targets, but all are protected by Burmecian knights.

Realm of Eternal Rain

Burmeci live in wind and rain, occupying the lowland gap between two mountain ranges in central Proxima. The kingdom of Burmecia is the seat of their power while Cleyra is the seat of their spiritual culture. Other burmeci kingdoms dot the fertile yet stormy valleys, keeping trade routes flowing from the Heart Ocean to the bulk of central Proxima while exacting taxes for safe passage. Burmeci communities may be found only in a few other areas of the world, never far from warm to temperate stormy weather.

Service Above Self

Burmeci define themselves by their connections to family and society. They are taught from birth that the greatest fulfill-ment may be found in serving others. Burmecia, the largest and most populous burmeci kingdom, even requires a period of military service from each of its citizens.

Unfortunately, differences over how and whom to serve caused an irreconcilable rift in their society, such that pacifists set themselves apart in their own cities. More martially inclined burmeci protect them from afar, but not without some slight resentment.


Social Division

Most burmeci value hunting and soldiery, or simply enjoy the quality of life that careful use of violence provides. Not unlike humans, they travel and trade and are more than willing to fight as the need arises.

Pacifist burmeci, on the other hand, have withdrawn completely into their own cities and are not given to travel. They are well-guarded by powerful magics, but not so guarded that they cannot be reached; they only open their doors to outsiders on specific holidays or for important messengers. They are often called Cleyrans, but do not necessarily live in Cleyra.

Burmeci Naming Conventions

Burmeci names are words and terms in the Burmecian or Cleyran languages, but are not necessarily restricted to those societies. A burmeci of Burmecia could have a Cleyran name, and vice versa. Burmecian names are considered more physical, while Cleyran names are considered more spiritual.

Burmeci surnames, reflecting ideals of service, pertain to either clothes, tools, or weapons.

Burmecian Male Names. Aodhan, Callum, Domhnall, Fratley, Jock, Lennox, Malcom, Raghnall, Somerled, Tavish

Burmecian Female Names. Caiomhe, Deoiridh, Ealasaid, Fiona, Gormlaith, Iona, Maighread, Moira, Oighrig, Sheena

Cleyran Male Names. Anders, Bjorn, Einar, Gustav, Ingolf, Jorgen, Kjeld, Leif, Ove, Ragnvald, Sigurd, Tycho, Viggo

Cleyran Female Names. Astrid, Birgitta, Dorete, Freya, Hilda, Jytte, Laerke, Merete, Rigmor, Solvej, Tordis, Vibeke

Surnames. Belt, Cannon, Crescent, Drape, Hammer, Knife, Longcoat, Nail, Shirt, Subligar, Spear, Trowel, Wheel

Burmeci Traits

Your burmeci character has the following racial traits.

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

Age. Burmeci have lifespans equivalent to humans.

Alignment. Burmeci are a service-oriented people, and as such trend toward lawful and good. Most non-orderly ones are driven by curiosity rather than dark impulses.

Size. Burmeci are as tall as humans, though their typically slender builds give them a "taller" presence.

Speed. Your base walking speed is 30 feet.

Darkvision. Life in frequent dark rain has honed your eyesight. 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.

Rodent Agility. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.

Rat's Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons. If you hit with them, your unarmed strike damage is slashing, equal to 1d4 + your Strength modifier.

Rat's Talent. You have proficiency in the Perception and Stealth skills.

Languages. You can speak, read, and write Common and either Burmecian or Cleyran. (Burmecian is identical to Scottish Gaelic. Cleyran is identical to Danish.)

Dragonborn

"Who holds the power? The lord of the castle, or the storm that leaves it abandoned? Make no mistake, we are only masters of our domains until the dragons come knocking..."

~ Anonymous dragonborn politician

Humanoids characterized by a draconic appearance, dragon-born are a people treated with careful, distant respect by the rest of the world. They come from Afahdranlehs, the south-western subcontinent of Proxima, where dragons proliferate.

In statistics and traits, they are identical to Fifth Edition dragonborn.

Draconic People

It is said that in ancient times, a large yet forgotten tribe of humans with nowhere else to go crossed into dragon territory and were shown mercy. The dragons, seeing much of themselves in humanity, lay down with the tribe and produced the first generations of dragonborn.

Dragonborn speak Common and Draconic, but many (especially metallics) also know Drasque, the language of the forgotten human tribe. It is identical to real-world Basque.

Kingdoms and Migrants

Today, Afahdranlehs is a series of dragonborn countries (largely monarchies). The borders and effective reach of each state occasionally shift as the proud, unanswerable dragons make new lairs. Attitudes toward outsiders vary widely.

Dragonborn themselves are also found elsewhere. Most are descended from those who served in the Dragontooth War; when the war ended, their chromatic ancestors simply stayed behind to make new lives for themselves. By contrast, metallic dragonborn outside Afahdranlehs are typically descended from merchants, diplomats, or those who escaped court drama.


Dwarf

Characterized by stocky density of musculature and a lifespan between two and three hundred years, dwarves populate many mountains. They are related to lalafell, though which group derived from which is an endless, sometimes violent debate. They are otherwise identical to Fifth Edition rules.

Rock-Hard Tradition

Born of mountains and still residing there, dwarves are a people of firm cultural values. While some dwarves may call upon known gods, traditional dwarves practice ancestor worship, and a great many dwarves are traditional. Routine, schedule, and compartmentalization are not only core values but daily comforts to a good dwarf, as is service to one's community.

There are, of course, unorthodox dwarves -- those who can multitask, abruptly stop their routine, make large changes to a schedule on a whim, or leave hours of the day totally without plan. Such dwarves are called liquid, a term either complimentary or offensive depending on the speaker and the context.

Long-Held Rivalry

Dwarves originated in the rugged Skyroof Plateau and migrated around Proxima, following the high places of the world and settling in or near them. Only the monsters of the Godswall Range prevented them from conquering that great barrier as well.

Dwarves are often patronizing if not prejudicial toward lalafell, as legend holds that lalafell were descended from their weaker, more cowardly, and beardless clans. "Lali-ho," a universal dwarven greeting and in-group signifier, translates in an archaic dwarven language to "I'm not a lalafell." It is so old that even the most traditionalist dwarves have forgotten its age.

Gender Expression

Contrary to common belief, dwarves do have multiple pronouns and feminine presentations, but traditional feminine-dwarf signifiers such as specific beard plaits and clothing patterns are frequently lost on other races.

Lalafellin Perspective

"Dwarves and us get on like oil and torches. The snooty stubborn sons of -- d'you know they blame us for everything? Tunnel caved in, lalafell did it. Mug tipped over, lalafell did it. I mean sure I turned invisible once and dumped a tankard into Lord Whatshisbeard's lap, but he deserved it for callin' me a potato!"

~ Serara Sera, lalafell rogue

Alloyed Faith

Though all "true" dwarves practice ancestor worship, exclusivity of faith is not demanded. Many otherwise traditional populations make allowances for other beliefs, provided that they don't supercede revering one's deceased elders.

Many dwarves are thus part of the Cosmic or Crystalist communities, or even both. They see no contradiction in holding more than one religion, provided that they fit together in a logical manner.

Goblin

Characterized by greenish or yellowish skin and diminutive proportions, the sapients known as goblins are split by a cultural canyon. Hobgoblins do breed many of them as a slave caste, but goblins arose as naturally as any other species. Organized goblin communities observe certain quirks of etiquette codified not by writ or holy word but tradition. Those who live among other peoples adopt gods easily.

This game takes the stats and traits of the Fifth Edition goblin race and divides it into two subraces: Feral and Nomadic goblins.

Diaspora

The oldest goblin lore stretches back tens of thousands of years, kept whole by multi-generational oral reinforcement.

In the beginning, they say, goblins walked out of a cave high up a mountain and climbed down with golden ropes. They weren't very good ropes, so they each unraveled on the way down. Lacking a way back up, goblins took to walking, "and never stopped." Nomadic goblins kept their wandering ways up to the present, valuing inventiveness, opportunism, and economic independence.

A Stolen People

Long ago, some goblins were enslaved by hobgoblins, becoming a subrace over time -- one that, while clever, was crude, disorganized, and ignorant of the original goblin ways.

Hobgoblins ruthlessly divorced these "Feral Goblins" from their native culture and raised them in oppression until it colored their outlook toward the world. Under hobgoblin rule, they value servility, quickness, and efficient violence. Under self rule, they value strength, treasure, and unmitigated, unregulated freedom.

Not In My Backyard

Goblins of all kinds are masters of repurposing real estate, moving into abandoned villages or temples and making them their own. Feral goblins will stay until forced out. Nomadic goblin bands, however, never stay in one place more than a century to begin with. If a particular site is known to be worthwhile and not coveted by more powerful neighbors, nomadic goblins may erect structures of their own there, but the builders will still move on after a hundred years or less and let the next wave of goblins rework it to their needs.

Goblins are not very respected for this tradition. Nomadic goblins try to mitigate that by maintaining polite working relationships with neighbors. Feral goblins do not.

Masked Modesty

Nomadic goblin masks are an important part of their culture. Going about with a naked face is considered immodest, as it allows anyone at all to see one’s emotions. (Feral goblins, of course, care nothing for immodesty.)

Whether made of leather or metal, the masks are uniform in design: the entire head is covered except for holes for a goblin's long, pointed ears. Smoked glass lenses hang above a protruding "feedbag" over the nose and mouth, which contains not food but layers of fabric holding an assortment of fragrant plants, oils, and soils, used to filter the outside air. Preferred scents vary widely.

The masks are very comfortable, able to be worn for weeks at a time. Eating is done with the mask on; flaps or hatches allow access.

Bathing is optional for goblins, as the masks filter out any odors, but in private they do occasionally wash themselves with water and fragrances to maintain their correct smell for other people. Fragrances are, in fact, as close as goblins get to fashion; all sexes dress in identical full-coverage suits of leather or metal, leaving only their ears exposed.

Stop dizzyheels of the wicked!

Defuse, pop! Debone, slop! Deflate!

No busydeals for the wicked!

Too late, far too late, far too late!

~ Old Goblin Proverb

Goblin Naming Conventions

Feral Names

Feral Goblin names can be anything. Anything at all.

Nomadic Names

Nomadic Goblin names end in -ix for males, -ox for females, or -nx for neutral/nonbinary/fluid. The suffixes are chosen by the goblins themselves, while the names are cobbled out of words their parents (or they themselves) liked for whatever reason. They are also fond of taking on sobriquets representing skill sets or great deeds, as a form of entrepreneuring self-advertisement.

The fluidity of suffixes, coupled with the androgyny of goblin outfits and names, makes gender largely optional. A goblin's physical sex is only brought up between partners at certain vital points of courtship where embarrassment might otherwise arise.

Nomadic Goblin Names. Clocktix, Doglix, Drachlox, Fickblix, Gearfix, Halfsix, Loudjox, Morblox, Poofchox

Names with Sobriquets. Anvilix Sootwrists, Brayflox Alltalks, Climbpix Highrise, Mutamix Bubblypots, Quickthinx Allthoughts, Ratfinx Twinkledinks, Roundrox Mazenot

Goblin Traits

Goblins have traits in common.

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

Age. Goblins reach adulthood at age 8 and live up to 60 years.

Alignment. Goblin alignments cover the entire spectrum. However, Feral goblins are typically neutral evil while Nomadic goblins are typically neutral good.

Size. Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.

Speed. Your base walking speed is 30 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.

Fury of the Small. When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can’t use it again until you finish a short or long rest.

Subrace. Goblins are divided between two subraces: Feral and Nomadic. Choose one.


Feral Goblin

Feral goblins are identical to Fifth Edition goblins in all important respects: banditry, booyaghs, and castes. The only difference is the lack of innate connection to any god.

Your feral goblin character might have escaped such an existence for any number of reasons.

Feral Goblin Traits

Ability Score Increase. Your Dexterity score increases by 1.

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Languages. You can speak Common and Goblin. Goblin is a tonal language written in Linear A script. Literacy is rare among Feral Goblins, but you can be an exception.

Nomadic Goblin

Members of the original goblin culture, those who roam where they please with their possessions on their backs and their faces covered in distinctive filter masks. Being nomadic, few permanent goblin settlements exist, but many goblins establish themselves in existing cities, towns, or even villages for many years at a time. This hones their natural skills in socializing and tradecraft.

Nomadic Goblin Traits

Ability Score Increase. Your Charisma score increases by 1.

Filter Mask. Your mask very efficiently filters out odors and particulates, and protects your face. While wearing the mask, you have immunity to inhaled Poison and Acid damage, and immunity to any effects of inhaled gas. The mask is only a barrier against inhalants; it offers no added protection against other vectors (such as fangs, or if a gas acts by skin contact). Finally, so long as your mask is worn, it adds +1 to your Armor Class regardless of its composition.

Gobbiebag. Being an expert at carrying everything you own around with you, any Backpack you wear can carry 2 cubic feet of volume and 50 pounds of gear.

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

Hobgoblin

Characterized by diamond-shaped noses, pointed ears, and human proportions, hobgoblins are a native people of the continent called Rhazowa, which makes up northwestern Proxima. They are proud of their civility and utterly relentless in their highly-regimented warfare. Their stats and traits are identical to those of 5e hobgoblins.

Monstrous Regiments

Though far from a monoculture, hobgoblin societies make no distinction between the state and the military. All government functions are carried out by soldiers, and all citizens must prepare to serve. Even in those rare few hobgoblin nations where, ostensibly, the will of the voting-eligible citizenry is what determines policy, heads of state always defer to the needs and wants of the military every time.

The structure of legions varies little between nations, though tactics may differ wildly. For all their ironclad laws and regimented forces, hobgoblins are not stubborn when it comes to methods. They value what works, provided that the chain of command is maintained.

Holy Honor

Hobgoblins once had "a god for every family," unaligned with each other. Chaos found them easy pickings. The god Zurvan, detesting such useless disorder, killed every one of them except for Himself and His enforcer Geryon.

The rule Zurvan ordained was one of honor. Good hobgoblins follow orders, honor their gods, neither give nor suffer insult, reward glorious action, and uphold their legion. Bad hobgoblins are simply left to Geryon's flail.

Citizenship Tiers

Hobgoblins rank their social order by (allegedly) merit. The levels reflect one's standing as well as one's responsibilities.

"Soldiers" are all government workers, and some may deftly maneuver to do no combat service at all, even though they are permitted to carry weapons. All children are considered "Soldiers-in-training."

The bottom five ranks are for slaves. As government-owned resources, slaves are all assigned rather than purchased, and most are assigned to farms run by a Fist or higher.

The following table lists each rank in order, along with its name in Common and Hobgoblic.

Rank Name Hobgoblic
1st Warlord Sag-kal
2nd General Kingal
3rd Captain Shar
4th Fatal Axe Shilig-ug
5th Spear Shukur
6th Fist Geshbu
Rank Name Hobgoblic
7th Soldier Erim
8th Abacus Gu-shita
9th Shear Gur
10th Shovel Marru
11th Hammer Dub
12th Broom Luh

Hobgoblin Naming Conventions

All hobgoblins are born with a numerical surname indicating the year, month, and day in which they were born. (Gesd-u I-limmu Nis-ussu = "600/9/28," for instance.)

Under the age of six months, the child carries the forename sila (“lamb”). After six months, the name changes to damu-nim (“early child”), a recognition of development from a frail and needy livestock animal – the losing of which is sad but no crisis – to an actual infant hobgoblin capable of absorbing information.

At age 6, the forename changes to damu (“child”), a recognition of further refinement and capacity for learning.

At age 12, the forename changes to shula’a (“entrusted”). This name confers the first real responsibilities of hobgoblin-hood, such as schedule-keeping, equipment maintenance, and food preparation.

At age 18, the new adult hobgoblin changes their name completely. In place of their numeric surname, they use a surname composed of their rank, current regiment, and current command center. They then take a true forename by combining their choice of words from three specific sets.

One of the words is an element: ag, anna, badur, kia, or zi (fire, air, water, earth, or spirit). Another is a material: imi, eren, gada, kush, or urudu (clay, cedar-wood, linen, leather, or metal). One more is a gender: mi for woman, lu for man, na (“a person”) for none/non-binary, and bala (“revolve/ change”) for multiple alternating or simultaneous. Additional genders sinnis ("female") and zikar ("male") indicate a “masculine woman” or “feminine man,” non-conforming to expressions expected of mi or lu. Unlike bala, however, the expressions of a sinnis or zikar remain static.

The final name is the bearer’s choice alone, each part listed in descending order of personal importance, with a glottal stop between parts that happened to join with identical letters. The name structure is considered the first and most important decision made by an adult, and is announced to other adults with some ceremony.

Hobgoblin Names. Ag’gadami, Annanakush, Badurlugada, Erenkialu, Gadasinnisag, Imilu’urudu, Kushlubadur, Lukiakush, Luimizi, Mikiaurudu, Mierenanna, Urudubala’ag, Zikarkiaeren, Zimi’imi

Orc

"Move the wagon closer! I want to hit them with my sword!"

~ Drumskull Zogdregg, Warlord of Warmarch 40

Orc characters use the same traits as Fifth Edition orcs. Physically and culturally, they are in keeping with the orcs of Final Fantasy XI.

Therapsidae

Orcs are therapsids, proto-mammals with limbs placed to extend beneath the body rather than at a reptilian sprawl. They are hairless, long-armed, and hunchbacked, with thick tails held at a right angle to their legs. Their broad mouths end in very short protruding tusks, which are modified molars. Orcs emphasize them out of pride and orcish concepts of beauty.

A common misconception is that because they have no noses, orcs cannot smell, but in fact their nostrils are located under the eyes, easily mistaken as facial creases by non-orcs.

Mastery of Basics

Orcs are far from the grunting savages of Cosmic tales. Orcish technology is as sophisticated as levers, pulleys, and wheels can make it. Through the sheer versatility of rope, wood, bone, stone, leather, and glue, orcs fill their strong-holds with dumbwaiters, self-opening doors, and even indoor plumbing. Their armies boast conventional trebuchets, one-orc siege engines, and terrifying wheeled battletowers.

Despite all of that, the orcish inclination toward natural materials instead of metals -- which they believe make warriors soft -- has led more "advanced" races to mock them as primitive. When asked how a "primitive" culture could have established a massive unconquered empire rich in organic resources, the same voices who mock them will speak of orcs' trickery and sheer animal brutality.

The Empire

The Orcish Empire is a contiguous whole, though its exact borders are forever disputed.

The rim of the Empire is the Orcfront, an unbroken swath of heavily- and carefully-guarded border territory between twenty and fifty miles deep. Here the Empire's professional war population ebbs and flows, pillaging its neighbors while defending the Orcmarch and maintaining solid lines of com-munication. The Orcfront is split into territories between ninety and a hundred ten miles long called Warmarches, each led by a Warlord. Three Warmarches make a Hordemarch, led by a warlord called an Overlord. Overlords marshal resources and make plans to permanently push forward the Orcfront.

It is this hard outer crust of orcish civilization that most people encounter, leading to misconceptions that the entire Empire is similarly warlike. Orcs are content with this.

Behind the Orcfront lies its reason for being: the Orcmarch. The Orcmarch is true orcish civilization, home to all non-military tasks of orcish life such as agriculture, art, childrearing, and commerce. Few non-orcs ever see it, and practically all who do are slaves.

From the nucleus of the Orcmarch rules the Emperor, the living link to their god Atomos. For orcs, Atomos is the ideal state of life: fat, happy, surrounded by baubles, and waited on hand and foot by attentive servants. The Emperor's purpose is not so much to govern as to anchor holy indulgent prosperity to the Empire and all who live within it.

The Empire's actual government is a congress of shamans called the Hordecore. They manage the day-to-day labor of the Orcmarch, appoint Warlords, and elevate the best to Over-lords, and fill the Emperor. When the over-indulged Emperor eventually dies, the Hordecore selects a new one from the Overlords, one who has done the most to advance the holdings of the Empire. The chosen may be male or female, but is a genderless "divine vessel" upon elevation.

Reflecting their Emperor, orcs judge themselves by their possessions. For them, the glory of a battle is in exact proportion to the loot they win.

Not Like Those Others

Orcs may be defined in the world's imagination by the Empire, but that is not the totality of their existence. Many orcs live humble lives beyond the Orcfront, and indeed find themselves as vulnerable to orcish raiders as any other race.

Orcish Naming Conventions

Orcs are named after riches and possessions in the Orcish language, a simple and guttural syllabary. They collect sobriquets, bestowed upon them by shamans in recognition of notable deeds, like any other treasure.

Orc Names. Ashmaker Gotblut, Coinbiter Cjaknokk, Hawkeyed Dnatbat, Meteormauler Zhagtegg, Poisonhand Gnadgad, Steelbiter Gudrud, Tigerbane Bakdak

Viera

"The viera may begin as part of the Wood, but it is not the only end that we may choose."

~ Fran the Sky Pirate

The viera are a people characterized by lithe, rabbit-like builds and high-set ear structures in their skulls. They are widely considered beautiful and mysterious, shrouded in mystery as they spend most of their lives in their woodland homes. Their tall, slender forms, heightened further by their ears, give them a permanent air of grace.

Wooden Tradition

More than any other race this side of dwarves, viera are represented in the popular imagination by their traditionalists. Most people tend to equate "viera" with "zealously strict and hostile forest-dweller" even more than they do with guado. This reputation is well-earned by those who still dwell in their ancestral woods in central-western Proxima (such as most Veena), yet quite unfair to those who don't (such as most Rava).

The system of laws to which viera adhere is called the Green Word. Those who turn against it are banished.


Sequestered for Safety

Viera were once the viis, an aggressive lapine people who are now extinct. Men led the race, but they led to disaster: over-breeding, over-eating, ravaging conquests, and endless strife. Viera lore holds that a group called the Many Mothers tired of this existence, withdrew to the deep jungles of the Middle Reach, and bore the first viera.

Artificial Selection

Viera women value eugenics. "Good breeding" is a strong aspect of viera tradition. At the beginning of viera history, the Many Mothers gathered the Few Fathers -- "the wisest, kindest, gentlest, most handsome, and most obedient men that yet remained among the viis" -- and set up a new society. Under the leadership of the women, viera men would learn to be nurturing fathers instead of warriors.

To this day, male viera are guarded and nurtured like the treasures they are. After being taken away in groups by adult viera men and taught all they need to know, they spend their days striving for mastery in mind and body, honing themselves to be good fathers. The only civil right they lack is the right to leave; they are too much of an investment. The Green Word is clear on that point. Regardless, some male viera have successfully departed their homes for good.

People of Forests

As dwarves prefer mountains and burmeci prefer wind and rain, viera prefer trees -- the taller and more abundant, the better. Both the Rava and Veena clans make their most traditional long-term homes exclusively in primeval forest, where sprawling canopies protect all that they need to survive. Those who leave often find themselves ill at ease when far from trees or tall buildings.

The Veena stand tall with very light (if not white) hair and dark skin. The Rava in comparison are of a slightly shorter stature with darker hair and fairer skin.

Misunderstandings About Viera

While it is true that the most orthodox viera never leave their ancestral jungles, more open-minded ones may be found anywhere they please.

While it is true that males are expected to keep to their own secluded, nearly monastic society deep within viera territory -- where the women's dominance can best protect them -- those in populations who left the ancestral jungles have experimented with more egalitarian ways of living.

While it is true that viera are sexually undifferentiated until puberty, they are taught well before then about what to expect, and are not traumatically hurled into a given gender or sexual role by complete surprise.

While it is true that marriage is a fundamentally alien concept to viera, they do have a reverence for partners -- in matters domestic, professional, or both -- in whom they can place their implicit trust.

Viera Naming Conventions

The Rava and Veena clans share many traditions, such as naming practices. A viera's forename doesn't indicate the clan to which she belongs, but rather the lifestyle she leads.

Traditional viera forenames given at birth are also referred to as "forest names," as they are used by those viera still residing in their homeland. Forest names resemble real-world Icelandic names and are pronounced similarly (such as the letter j being pronounced i).

In practice, however, one will rarely encounter a viera using her forest name, as those who choose to leave their homes and strike out into the wider world will generally choose new "city names" for themselves to mark their parting from the traditional viera way of life. These chosen names are often inspired by the names of other races they encounter, or simply things that they like, and so vary widely between individuals.

Given that the Cleyran and Viersku languages and names have so many similarities, linguists have hypothesized a shared origin between them. The presence of pacifist burmeci among the Many Mothers is not impossible.

Male Names. Asgeir, Baldur, Dagur, Egill, Freyr, Jokull, Larus, Olafur, Runar, Sindri, Steingrimur, Thorbjorn, Vidir

Female Names. Arjm, Bjonse, Coeli, Jote, Kjrn, Mjrn, Petra, Ruuj, Slejsa, Sonja, Ukina, Venase, Ysera, Yurhee

Surnames

Traditional viera surnames are taken from the name of the village of one's birth. As such, the most common surnames are the names of the largest viera villages. However, as with forenames, surnames are generally discarded or replaced once one chooses to venture into the wider world.

Rava Surnames. Atoel, Bysnoe, Camoa, Dei-Ijla, Eryut, Fyth, Golmarr, Hyskaris, Iryut, Malmalam, Muscadet, Troja

Veena Surnames. Arda, Bosco, Giza, Gucuma, Kisne, Lesrekta, Macalania, Muruc, Paharo, Roda, Tehp, Ymir

Viera Traits

Your viera character has a variety of natural abilities.

Ability Score Increase. Your Dexterity score increases by 2.

Age. Viera reach physical maturity at the same pace as all the other races, but once reaching adulthood live some three times as long as most other humanoids -- from 240 to 300 years.

Alignment. "True-blooded" viera tend toward a Lawful nature, as they have a strict code of staying within the woods and living their lives. Those who leave of their own accord often have a more Chaotic alignment, bucking tradition.

Size. The Veena are tall people who range anywhere from 6 to 7 feet tall, while the Rava range from 5 to 6 feet. Cultural dietary requirements and beauty standards render the majority of viera lithe in build. Your size is medium.

Speed. Viera are swift on their long legs. Your base Speed is 35 feet.

Lapine Jump. Your leg muscles are powerful, and your tendons elegantly cantilevered by countless generations of careful selection. You may add five feet to your standing or running high- or long-jumps.

Hare's Luck. When you roll a 1 on an attack roll, ability check, or saving throw, you can re-roll the die and must use the new roll.

Swift Warning. All the world may be your enemy, but first they'll have to catch you. You have proficiency in the Perception skill and advantage on all Stealth checks.

Languages. You can speak, read, and write Common and Viersku. Viersku is real-world Icelandic, with its associated accent in English. The letter D, for example, sounds nearly identical to a T, and instances of the letter U are pronounced with an unwritten E in front of it.

Subrace. Viera are split into two distinct groups, the lighter Rava and the darker Veena.

Rava

The Rava defend their home with just as much vigor as the Veena, but have a much easier time if they leave their homes due to their more average size and "softer" appearance. Scholars assume that their lineage includes most of the Many Mothers who were not viis.

Ability Score Increase. Your Intelligence score increases by 1.

Approachable. You gain proficiency in the Persuasion skill.

Veena

The Veena are a tall, graceful subrace with an intimating presence about them. Their powerful bodies and unrelenting tactics in the forest make the Veena dangerous foes and valuable allies. Scholars assume that they have a higher proportion of original viis blood in them than Rava.

Ability Score Increase. Your Wisdom score increases by 1.

Powerful Presence. You gain proficiency in the Intimidation skill.

Rare Races:

Bangaa

"The whole affair has the smell of money about it! I may have to wet my beak a little!"

~ Ba'Gamnan, notorious bounty hunter

Bangaa are therapsids, reptile-like proto-mammals sharing all traits with Fifth Edition lizardfolk. In terms of alignment and psychology, however, bangaa are not inscrutably reptilian, but practically human.

Definitely Not Lizards

Bangaa are not lizards. They despise the comparison and consider it a slur. They are, in fact, proto-mammals not unlike orcs and seeq.

In stature they vaguely resemble slender orcs, with their wide-set hips, right-angled tails, and slight hunches. Unlike orcs, their skulls and jaws are pointed like the reptiles they absolutely aren't. Furthermore, they have two pairs of ears to give them such superior sound triangulation that some bangaa wear blindfolds as a fashion statement. Finally, older bangaa will eventually grow whiskers and beards.

Lizards certainly don't.

Autonomous Collectives

Bangaa have no royalty. Their culture, developed in the geographic buffer zone between dragonborn kingdoms, hobgoblin armies, and the Orcish Empire, is allergic to the concept. Instead, they prefer to live in villages with a meritocratic division of labor. Even bangaa-majority cities organize themselves like confederacies of small adjacent settlements to avoid drift between rulers and the ruled.

This predisposition to tight-knit communities where the most skilled rise to prominence unfortunately lends itself well to the formation of pirate crews, bandit gangs, and mercenary companies. Such groups have given the species a bad reputation, but most bangaa are fine people.

Just don’t call them lizards.


Colors

Bangaa have no sub-races, but they have four "sub-branches" that commonly mix.

Bangaa Ruga have yellow/brown skin. Bangaa Faas have green/blue skin. Bangaa Bista have red/copper skin. Bangaa Sanga have gray skin. Muzzle length, ear length, tail length, and whisker/beard growth vary among each branch.

Bangaa Naming Conventions

Much like the original Roegadyn language, original Banese has been all but lost through disuse. Banese is now a pidgin of Orcish, Hobgoblic, Draconic, and the scraps of its original form.

Linguistically, bangaa language used no fricatives -- the hissing sounds such as f, th, s, v, z, and all the rest. Over time and cultural exchange, however, bangaa names came to include some of them. Bangaa do not use surnames.

A prefix syllable to a name -- always a consonant and vowel pairing such as Ba' -- pertains to one’s origin and carries a connotation of old-fashioned formality. It's the human equivalent of suffixes like -bridge, -ford, -ton, -shire, -son, and so on. Few and proud are the bangaa who insist that other people use them at all times.

Bangaa Names. Amal, Ba'Gamnan, Bashketi, Batahn, Burrogh, Bwagi, Chita, Gijuk, Horeme, Imabakk, Migelo, Mocedad, Monid, Odo, Rinok, Va'Kansa, Yamoora

Bugbear

Characterized by long limbs, long ears, dense fur, and yellowish skin, bugbears are a numerically small goblinoid race of Rhazowa with no land of their own. They share all stats amd traits with Fifth Edition bugbears, but the new Bald Bugbear variant has some altered.

Brutal Efficiency

Bugbears have a reputation for sloth, but they simply enjoy their energy-efficient comfort zones and see little point in acting outside of them. In war they can put up with open conflict, but they are far more inclined to lie in wait or sneak up to foes and kill them in their sleep. In peace they can be convinced to plant and reap and store, but they greatly prefer to trap animals and pick fruit. If there is a swift, actionable solution to a problem, bugbears will always prefer it.

Shrug And Do It

Left to their own devices, bugbears subsist by crafting simple tools and hunting and gathering food. Few, however, are left to their own devices. Hobgoblins have employed or enslaved nearly the entire race. Bugbears themselves are largely content with labor under these conditions; their size and strength tend to discourage abuse, and should their work ever become a hassle, escaping or assassinating cruel masters is a simple task indeed.

Bugbear Variant: Bald Bugbear

As the name implies, Bald Bugbears are hairless, owing to being crosses of goblins and bugbears. Their endurance and strength are highly valued as hired/indentured/enslaved muscle for goblin gangs and hobgoblin armies alike.

A Bald Bugbear uses the bugbear traits in Volo's Guide to Monsters, with the following traits replacing the Ability Score Increase, Sneaky, and Surprise Attack traits.

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

Filter Mask. Your mask very efficiently filters out odors and particulates, and protects your face. While wearing the mask, you have immunity to inhaled Poison and Acid damage, and immunity to any effects of inhaled gas. The mask is only a barrier against inhalants; it offers no added protection against other vectors (such as fangs, or if a gas acts by skin contact). Finally, so long as your mask is worn, it adds +1 to your Armor Class regardless of its composition.

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Goblin Languages

Hobgoblins pride themselves on literacy, and enforce it even in their slaves, which include many goblins and practically all bugbears. Hobgoblic is identical to the real-world dead language Sumerian, and admits no loanwords or foreign grammar. The more tonal language of Goblin is considered by hobgoblins to be a crass necessity for giving orders to slaves unfit for learning Hobgoblic, but in truth it can convey complex ideas as well as any living language.

The Hobgoblic word for goblinoids is gublamun, (to stand + abundance/luxuriance + people), or "a wealth of standing people." Misinterpretation of gublamun among foreigners led to the word goblin. Names for other goblinoids are also due to mis-interpretations, as follows:

Bugbear: Buginbúrun (basket + harvest + people), “harvest basket people.”

Goblin: Gublúgudun (to stand + person + short + people), “standing short people.”

Hobgoblin: Húbgublamun (athlete + to stand + abundance/luxuriance + people), “a wealth of standing athletes.”

The notable lack of "standing" in the term for bugbears reflects their habit for long periods of sleep. Even among goblinoids, bugbears are seen as layabouts, indulging in gathered produce.

Espers

Espers are people in whom celestial, elemental, or fiendish essences condensed before their birth, affecting their physical forms. Sometimes this occurred by random chance, other times by deliberate interactions with entities from Inner or Outer Planes. Mostly, however, it came from having esper parents.

There are three varieties of esper, each of which is its own Rare race: aasimar, genasi, and tiefling. Each of them is identical to Fifth Edition rules.

Alone Together

Espers -- being rare and disparate -- did not have anything resembling a unique culture until very recently in history. A given esper was treated as another member of their parents' culture, and the culture's social mores determined what was done with them. Monster or demigod, pariah or saint, alien or more-hazardous-than-usual child, espers were never normal and always handled with a deliberately distancing caution.

Those espers who found each other did their best to cope. They formed enclaves where they could, and always knew they would have to work twice as hard for half as much.

Arrhenia's Influence

The recent, short-lived empire of Arrhenia Citrinitas was egalitarian to an extent the world had never before seen. Arrhenia herself was a tiefling, and many of her advisors were espers. Among her many social policies was finally marshaling and leveraging the potential of esperkind, aided by the invention of a new language with which to unify them: Esperanto.

Esper culture has continued to develop since the fall of the Empire. The majority of espers can speak, read, and write Common and Esperanto. Most value an academic approach to teaching magic. None wish to return to the era of rampant prejudice and existential loneliness.

Aasimar

Aasimar are born under the influence of light-aligned, static, "good" energies of the Outer Planes, such as the Sanctuary of Order or some of the Aeries of the First Brood.


Angels

Your aasimar character may be linked to a specific angel. The angels of Fifth Edition have different names in this game. Their interests and personalities may differ from 5e, but the boons they grant are identical.

5e Angel Proxima Angel
Tadriel Pryna
Myllandra Agnès
Seraphina Umbra
Galladia Iroha
Mykiel Selh'teus
Valandras Gentiana

Genasi

Genasi are born under the influence of elemental energies of the Inner Planes, as well as four of the Seven Heavens/Hells: those of Water, Air, Fire, and Earth. Why only those four produce genasi is a matter of significant scholarly debate.

Tiefling

Tieflings are born under the influence of dark, entropic, "evil" energies of the Outer Planes, such as the Edge of Chaos or some of the Aeries of the First Brood.

Demons

Your tiefling character may be linked to a specific demon. The angels and demons of Fifth Edition have different names in this game. Their interests and personalities may differ from 5e, but the boons they grant are identical.

5e Demon Proxima Demon
Baalzebul Beelzebub
Dispater Scathach
Fierna Palamecia
Glasya Angra Mainyu
Levistus Astaroth
Mammon Meltigemini
Mephistopheles Deumion
Zariel Enuo

Guado

"The guado take care of guado affairs."

~ Tromell Guado, Cosmic priest

Guado are tall humanoids with long limbs, tough skin, and stiff, fibrous hair. Guado have more in common with plants than most humanoids, but retain the agility and range of motion of any human.

Cosmic Culture

Guado were once guardians of their ancestral home forests in Amrita, respected by early elezen who migrated from Constell. (Indeed, guado is derived from the Eleçais word for "guard.") Their chief god was Exodus the Judge-Sal, first son of Sephirot. When Sephirot devoured Doga and became Chaos, however, He corrupted Exodus in order to bring all guado to His service.

To their credit, the guado refused to follow Chaos, and in revenge He took Exodus beyond the reach of their prayers. With no divine protector, guado wandered the forests of the world for hundreds of years. One day, one of their number named Saint Jyscal learned of the Cosmic faith and brought it to his people. Now practically all guado are Cosmic -- if only to spite Chaos.

Fallen Giants

In ancient times, it is said, the early humans who followed Exodus ate of His fruit and so came to resemble Him. They had evolved into arbor giants, creatures more akin to giants than humans. They could draw health from sunlight and soil, regrow severed limbs with ease, reproduce by seeds, and live thousands of years. The lack of Exodus rapidly diminished these tree-people into modern humanoid guado, and the alliance with Cosmos prevented their total regression back to basic humanity.

Guado Naming Conventions

Guado lost their traditional names when they lost Exodus. In their wanderings they picked up various cultural trappings and took names from them, and with the Cosmic Church they picked up even more. The result was a mess. Modern guado have forenames taken from either forenames, surnames, or words from Romance languages, and almost all the time they have syllables or letters altered or removed.

All guado surnames are the word "Guado."

Guado Male Names. Arbo, Giera, Hosei, Jyscal, Loren, Matias, Migsel, Navara, Noy, Seymour, Tiag, Tromell, Uben

Guado Female Names. Auda, Catall, Flavia, Himena, Lena, Lonza, May, Pah, Plata, Sabell, Savana, Til, Yuma

Guado Traits

Your guado character has the following racial traits.

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

Age. As humanoids with plant-like traits, guado have very long lifespans. A guado reaches adulthood around 30, and the oldest of them can live for 500 years.

Alignment. As people who follow the rhythm of nature and see themselves as its caretakers, guado are typically neutral good. Evil guado are rare and are usually the sworn enemies of the rest of their kind.

Size. Average adult guado are around six feet tall, but stiff hairstyles add additional height. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Photosynthesis. When your face, hair, and hands are all exposed to direct sunlight for ten consecutive minutes, you gain the benefits of a short rest. Overcast sunlight takes thirty minutes for the same effect.

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

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

Languages. You can speak, read, and write Common, Eleçais, and Giant.

Hypello

Hypello are gangly frog-like humanoids with flaring cheeks and an unusual dialect. They often roll or repeate consonants due to the shape of their vocal cords. They can live away from water, but require it to breed, and their skin dries easily.

Cosmic Wetlanders

Hypello came from the vast wetlands south of the Heart Ocean. They were content to stay there until the day that Chaos corrupted their most popular god, Famfrit. The lesser gods of the hypello pantheon banded together to rob Famfrit of His connection to the race, keeping them free from corruption. The effort expended much of the lesser gods' powers, so for the hypellos' own safety their gods ordered that they become Cosmic. To this day the vast majority of hypello are believers in Cosmicism, while at the same time treating their own gods as prophets of Cosmos.

Shoopuf Husbandry

Hypello are experts at herding all sorts of aquatic and semi-aquatic animals, but none are more important than the shoopuf. The gargantuan elephant-like creatures are outstanding beasts of burden, capable of converting even the murkiest swamp water into enormous quantities of thin yet nutritious milk. Most hypello communities have at least one.

Shoopuf calf, doot-doo doot-do-do-doo

Shoopuf calf, doot-doo doot-do-do-doo

Shoopuf calf, doot-doo doot-do-do-doo

Shoopuf calf!

Shoopuf cow, doot-doo doot-do-do-doo

Shoopuf cow, doot-doo doot-do-do-doo

Shoopuf cow, doot-doo doot-do-do-doo

Shoopuf cow!

Shoopuf bull, doot-doo doot-do-do-doo . . .

~ Traditional hypello children's song

Hypello Naming Conventions

Hypello carry unisex forenames only. Many hypello are not attached to them and often accept nicknames as new names. Any name is heavy on bilabial and alveolar consonants.

Hypello Names. Amblim, Barkeep, Bloom, Bibbleforp, Darling, Dapper, Mabby, Posh, Rodello, Scarf, Shoopuf

Hypello Traits

Your hypello character has the following racial traits.

Ability Score Increase. Your Dexterity, Constitution, and Charisma scores each increase by 1.

Age. Hypello mature quickly, reaching adulthood around age 7 and living into their sixties.

Alignment. Hypello trend toward good, particularly Chaotic Good. Evil hypello are practically unheard-of.

Size. Hypello are slightly shorter than humans, averaging about 5 and a half feet tall. Your size is Medium.

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

Amphibian. You can breathe air and water.

Beast Whisperer. Your people have extraordinary affinity with animals. You have advantage on all animal handling checks.

Croak. You can make incredibly loud noises by flaring your cheeks and vibrating a membrane in your throat. You know the thunderclap cantrip. You also have resistance to Thunder damage.

Slippery. You have advantage on all attempts to escape a grapple. Additionally, while you are submerged waist-deep or higher in water, attack rolls against you have disadvantage.

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

Kenku

Kenku are corvid-like humanoids blighted by a curse on their race. Their traits are identical to Fifth Edition kenku.

Cursed By Gods

In ancient times, kenku were a people known as the yagudo, masters of a country of dry rocky foothills called Tahrongi. They were adept at both magic and combat, and particularly adept at summoning portions of a god's power.

One day they broke into the Heaven of Wind, presided over by Oschon the Wanderer, in order to steal His treasures. Llymlaen noticed their heist in progress, and as punishment cast them down into the Hell of Wind where the Primal Garuda resided. Garuda cruelly punished the thieves by blighting Tahrongi with a hyperstorm, stealing their powers of creativity, and cursing all yagudo with the inability to speak words of their choosing.

Those who survived the destruction of Tahrongi -- which included every one of the would-be thieves -- called them-selves kenku, meaning "silent" in the newly-extinct yagudo language.

Walking Birds

Yagudo were never able to fly, but they at least had a home in which to roost. All that now remains of the yagudo civilization is the eroded, monster-filled ruins of Castle Oztroja. Lacking a home, kenku suffered a diaspora across Rhazowa and Afahdranlehs.

Modern kenku spread across Proxima via bangaa ships and gained a poor reputation in turn, but most are just trying their best.


Making The Best Of It

Kenku, being living creatures and not automata, adapted almost immediately to their limitations. The specifics of Garuda's curse were as follows, and every kenku knew them:

  1. They could understand how to make, but only mimic what they had seen before.
  2. They could understand language, but only make words and sounds they had heard before.
  3. They could understand plans, but not form plans of their own.

Though burdened by the weight of those rules, kenku retained the spark of intelligence and cleverness. This let them spot and exploit loopholes in their own curse.

Action-mimicry required understanding the concepts of tool use and labor. Knowing that they still understood it, kenku sought ever more complicated procedures to mimic, and found they could recognize improvements to efficiency and results whenever and wherever they saw them. They couldn't create, but could still increase and refine.

Understanding the signifier/signified function of language let kenku learn which sounds were words and which weren't. Even where no linguistic intent existed, such as nature sounds, they still understood the relationship of cause and effect. This allowed them to adapt such sounds as a rustling of underbrush or rattle of pebbles to signify approach or departure, or the pouring of water to signify presence or material possession. They could create no words, but rather used sounds like words in the absence of proper words to mimic.

(Additionally, the first kenku still remembered plenty of yagudo words to mimic, and they passed these on to their children, but the oral dictionary shrank over time.)

Finally, understanding plans required understanding discrete steps of plans, which they could use in a changing situation as well as they could use sounds as meaning. For example, if a complicated plan was going awry and proving hazardous to their life, they could adapt a step from a different plan, such as "stop and wait," to prevent themselves from carrying out instructions and dying.

In short, kenku are not mere mimicry machines. They have a Wisdom score and know how to use it.

Lamia

Lamiae are chimeras; their upper bodies are humanoid while their lower bodies are serpentine.

Lamiae are the legacy of a long-extinct species called the sarrukh. Sarrukh were reptilian masters of a mighty empire until climates changed and a terrible sterility plague swept through their people. In desperation they magically and alchemically combined themselves with the blood of the notoriously fecund humans, creating the first lamiae.

Life Finds A Way

Though they have all the primary and secondary sex characteristics of human females, and almost universally use female pronouns, lamiae can exhibit a phenomenon akin to reptilian sex reversal. In a sufficiently large permanent population, a few lamiae will become sexually male in early Spring, and return completely to the female sex by mid-Summer.

Within a single population, the ratio of lamiae who will become functionally male for a season to those who will not is approximately 1:100. Members of groups with a population of below 100 will almost never experience the phenomenon. It can occur in any lamia starting at about age 15, sometimes only once, sometimes every season, sometimes never. Even the lamiae themselves barely understand what can trigger it.

Beauty's Blessed Wiles

Lamiae are frequently misunderstood not only for their appearance but their ways of living. Many races (particularly humans) look no further than their sexual traits and polynormative society and see little more than seductive temptresses. As with any racism, the truth is far from the belief of the ignorant.

While lamia do place great value in beauty, the lamia concept of "Beauty" is much more than aesthetics and physical adornment. For them, to be beautiful is to be rare.

And what is rarity? Being more loving, more skilled, more devoted than many; kinder, sharper-witted, wider-traveled than the common; and, yes, cleaner and shinier and better-dressed and better-scented than most. Aesthetic physical improvement is the easiest method of bettering the basic of the world, and so many lamiae do take care in their outward appearance. It is not, however, for seducing other races. It's for themselves.

Any seduction is a mere bonus.

Lamia Naming Conventions

Lamia are native to the region of Amrita. All lamia names are women's names in Amritan languages -- i.e., languages spoken in real-world India.

Lamia Names. Afshah, Avani, Diya, Elizabeth, Kavya, Gabriella, Ishani, Prisha, Riddhi, Saanvi, Sophia, Vrinda

Lamia Traits

Ability Score Increase. Your Charisma score increases by 2.

Age. A lamia matures at the same rate as a human, but can live to approximately two hundred.

Alignment. In spite of the racial prejudices of humans, lamiae are not inherently evil; they merely look out for other lamiae first. A lamia can have any alignment just as easily as a human.

Size. The body length of a particular lamia depends on her subrace, but their bodies from the hips upward are identical in sizes and shapes to human females. Your size is Medium.

Speed. You move across land by crawling, and your crawl speed is 30 feet. You also have a swimming speed of 30 feet, and you swim by side-to-side undulations of your body.

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.

Serpentine Build. You move by serpentine locomotion, a type of crawl. You can fall prone or "stand" from a prone position at no movement cost, and if you are prone, you suffer no disadvantage on your attack rolls.

In addition, you gain advantage on all your attempts to escape a grapple.

Furthermore, any climb that requires hands and feet -- or any movement across low-friction terrain such as ice or oil -- is especially difficult for you because of your serpentine lower body. When you make such a climb or move across such a slickness, each foot of movement costs you 4 extra feet instead of the normal 1 extra foot.

Finally, while you can jump to reach something distant, if the height or length of your jump is not greater than your remaining body length, you remain in contact with the floor for the full duration of your "jump." This may render you vulnerable to floor-based hazards such as traps.

Languages. You can speak, read, and write Common and Amriti, which is a phonetic human language rendered in a script wherein letters are connected by a distinctive horizontal line.

Subrace. Lamiae are divided between two subraces. Choose one.

Ananta

Ananta lamiae have some reptilian features above the waist, such as sharp teeth, partially scaled skin, and featureless holes for ears. Their saliva is also mildly venomous, and they have a predisposition toward magic. Below the waist they are no more than twice the length of their humanoid bodies, and can "stand" on half of that, giving them a total height comparable to any human female.

Their snake portion is thickly, intricately muscled, and tends to be broader than their shoulders. As such, ananta rely mostly on rectilinear motion. The scales of the body length are, left and right, alternately lifted slightly from the ground, pulled forward, and then pulled downward and backward, utilizing static friction to move the whole body forward.

Ananta Traits

Ability Score Increase. Your Intelligence score increases by 1.

Poison Immunity. You are immune to poison damage and the Poisoned condition.

Innate Spellcasting. You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can’t do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.

Naga

Above the waist, Naga lamiae could pass for human if not for their snakelike ear-holes. Below, their snake bodies are no wider than their hips, and are four to five times longer than their humanoid portion -- making their bodies typically twelve to fifteen feet in total length. However long they are, they can only "stand" to a maximum of eight feet.

Naga move mostly by lateral undulation, in which the length of the body pushes off the ground at multiple points of curvature for unified forward motion, or concertina motion, in which the body bunches up in front of a push point, extends out, bunches up, and extends again.

Naga Traits

Ability Score Increase. Your Dexterity score increases by 1.

Constricting Coil. Your body is long, strong, and flexible. If you try to grapple a creature by coiling your body around it, you gain advantage on your grapple checks versus theirs -- whether initiating or continuing a grapple. Grappling by this method leaves both of your hands free, but your movement speed is reduced to 0. However, while a creature is grappled in your coils, as a bonus action you may constrict them to deal bludgeoning damage equal to 1d4 + your Strength modifier.

Long Strike. Your length lets you strike farther than most while remaining in the same place. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Lupin

Lupin are humanoid wolf-like people sharing a very long history with certain human populations.

Non-Lone Wolves

Lupin have no recorded area of origin; their oldest lore states that they were once "brothers to humans" and ranged as widely as they. The passage of time the presence of competition reduced their numbers dramatically, such that now the only lupin villages and towns are found scattered in the mountains of central and southeastern Proxima.

Lupin have an unfortunate reputation among humans for thievery, but those who stray from their homes for selfish ends are actually very few and far between.

The Strength of the Pack

The concept of an "alpha" is a human misconception. Lupin social hierarchy is meritocratic, and leadership is shared among those who contribute the most to a community. Lupin value work, and those who work hardest are trusted most.

Each lupin is expected to develop skills in mediation and conflict resolution. Violence within the community, especially to increase status, is a grave transgression. Criminals are punished by ostracism until such time as the community is satisfied with the criminal's displays of humility and service.

Lupin Naming Conventions

Lupin names are indistinguishable from human/hyur names, such has been their social proximity for many thousands of years. The overall diminishment of the lupin population has meant that the remaining millions are mostly named by the conventions of humans/hyur of southeastern Proxima.

Surnames among lupin tend to pertain to body features, though this is not a universal rule, particularly the farther one travels from southeastern Proxima.

Lupin Male Names. Ame, Atticus, Daichi, Hakuro, Flynn, Kelger, Kiba, Kurobana, Masatsuchi, Mauto, Neil, Shiro

Lupin Female Names. April, Blondie, Cheza, Hinata, Izumi, Luna, Mei, Princess, Sakura, Umeko, Yoko, Yuki

Lupin Surnames. Azuma, Blacktail, Freeman, Herzog, Hosoda, Redclaw, Sato, Vlondett, Watanabe, Whitefang

Lupin Traits

All lupin have certain traits in common.

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

Age. Lupin mature relatively quickly, reaching adulthood around age 10 and living into their sixties.

Alignment. Lupin can barely conceive of life outside of a structured community, so they are overwhelmingly lawful.

Size. Lupin are between 6 and 8 feet tall and weigh between 250 and 350 pounds. Your size is Medium.

Speed. Your base walking speed is 30 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.

Keen Senses. You have proficiency with the Perception skill.

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

Sneaky. You are proficient in the Stealth skill.

Surprise Attack. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat encounter.

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

Mammet

Mammets are Warforged, renamed and given aesthetic and lore similarities to the Black Mages of Final Fantasy IX. All Fifth Edition rules for Warforged apply to them.

Planned Obsolescence

Mammets were created by the Arrheniad Empire to bolster its armed forces. A large yet limited number were made, the majority of which no longer walk the earth. They were never intended to last; indeed, they were designed to cease function in as little as one year after creation. All they were intended to know was obedience and service, but some developed a sense of existentialism -- and then taught it to others.

Crystal Hearts

A crystal, a gem of condensed aether, is the seat of a mammet's mind and soul. One cubic centimeter of crystal held within a mammet's core (its "Setting") equals one year of function. Crystals of smaller volume are insufficient for mammet life and will cause no reaction if placed within a Setting. Only whole crystals will work; if multiple small crystals are installed at once, only the largest will stay and power the mammet, provided that it is over 1cc in volume.

When a crystal is installed, the mammet is alive. When the crystal’s energy has run out, the mammet is deceased, but in polite company one says that the mammet has stopped moving. If a new crystal is installed, then by all measures the body is a different, newborn mammet. Individual continuity of existence can only occur if the crystal itself is re-energized, but the knowledge of how to accomplish that has been lost.

A crystal removed from its Setting will, after exactly ten minutes, irretrievably sublimate back into aether. Memories and personality are stored in the crystal, not the body. When a mammet stops moving and their crystal fades away, it is polite to say that their memories have become part of the sky.


Modern Mammet Living

The secrets of producing new mammet bodies have been lost, but few are concerned about that. Mammet bodies have, to date, shown no signs of age-related deterioration -- even those that have long since stopped moving for want of a crystal. The prime concern of the mammet community is re-discovering how to re-energize crystals which are already in use. Failing that, the top priority is acquiring crystals of as great a size as possible, in as great a quantity of possible, to guarantee more and longer mammet lives.

Mammets work, as often as they possibly can, to earn money to buy crystals. Many work in tedious or dangerous conditions for a rate of pay that few biological races will accept. Some work in illicit trades for higher paydays. A notable percentage of them can also be found as adventurers, seeking crystals and profits more directly.

The Mammet Trust is an organization of mammets and mammet-friendly people who keep track of all known mammets and raise funds to buy crystals and research re-energization. When new crystals come available, priority is given to bodies which have stayed unmoving for the longest.

Mammet Names

Each mammet body has a numerical designation. The current owner of the body takes their number as their given name, after a gendered or ungendered title of address. Many mammets adopt nicknames as well, often given to them by their comrades. As free individuals, some have chosen new names as a way to express their path in life. A few take on names of fallen friends or mentors. Those who prefer their number as their name are, most often, those lucky enough to own a body with an unusual or aesthetically pleasing number.

Mammet Names: Mr. 288, Mr. 100,000, Ms. 9,999, Ser 1024, Anchor, Bastion, Church, Crystal, Dent, Lulu, Rusty, Smith, Vivi

Moogle

"I’m sharpening my knife, kupo."

~ Moguo, Stiltzkin Cartography Union Representative

Moogles are fluffy, sapient mammals characterized by a sensory antenna growing from the top of their heads and small leathery wings on their backs. The antenna ends in a round velvety pompom organ which gives them an acute sensitivity to barometric pressure and wind currents, while the wings allow for slow, limited flight. Their skin is completely covered in a layer of dense and exceptionally fine fur similar to chinchillas, which makes getting wet nearly impossible. Bathing, therefore, is done by scrubbing oneself with dust and fine sand, often by simply rolling in it.

Otherworldly

All moogles originated in Otherworld, yet they are no longer fey; they have perfectly adapted to the mundanity of the Prime Material Plane. They retain no physical trace of their ancestral nature, but do still exhibit a penchant for mischief.

It is said that, to escape a war between the fey, the moogle monarch Good King Moggle Mog the Twelfth linked Otherworld and the Prime Material Plane with a golden double-helix rope. He lowered every last moogle down the rope through the misty Cross Zone plane to safety, but he himself remained behind, having no one to hold the rope for him. Perhaps for that reason, moogle culture has a particular respect for community and service toward others.

Miniaturized Daring

Kindness, curiosity, and a zest for life characterize the vast majority of mooglekind. They cherish the bonds of friendship and family and are dedicated to whatever clever tasks they fancy, from pranking to engineering. Woe betide anyone who earns their ire, for their relentless mischiefs can erode mountains. In moogle communities one may find boldness, cowardice, little pleasures, and big dreams.

Intelligence Pays, Kupo

Despite being a race of ten million or fewer, moogles run the world’s only truly global organizations: the Stiltzkin Cartography Union and Mognet. The SCU makes maps and almanacks of all kinds, and no other company even comes close to its breadth of presence across Proxima. Mognet is a messaging and small-parcel delivery service working closely with the SCU, though its reliability is occasionally shaky.

Moogle Naming Conventions

Moogles have different names based on their subrace. Goug moogles, reflecting their creative lightheartedness, tend to be named after musical instruments or food -- typically sweets and desserts. Mog moogles are more complex.

Mog moogles who come from forests have double-names, not to be confused with forename/surnames; they are all alliterative and start with either k or p. Mog moogles who live primarily on or in mountains almost always start their names with "Mog." Those who come from non-moogle population centers have more varied names, but often resemble those from the mountains.

Goug Moogle Names. Cake, Clarinet, Dulcimer, Fondant, Gurdy, Horne, Hurdy, Juice, Konpei, Macaron, Montblanc, Nono, Rebec, Savarin, Sorbet, Theremin, Viola, Ukulele

Mog Moogle Names (Forest). Kupcha Kupa, Kupdi Koop, Kupli Kuki, Kuplo Kopp, Kupta Kapa, Kupu Kogi, Pukla Puki, Pukna Pako, Pukni Pakk, Pukno Poki, Puksi Piko

Mog Moogle Names (Mountain). Mog, Moggie, Moggzia, Moghan, Mogkul, Moglin, Mogloo, Mogred, Mogsy, Mogta, Mogtoe, Moguel, Mogumo, Mogwin, Molulu, Mugmug

Mog Moogle Names (Town). Artemecion, Atla, Cosmog, Grimo, Gumo, Kumool, Mene, Mimoza, Mocchi, Mogmatt, Mois, Mojito, Monev, Monty, Nazna, Noggy, Serino, Stiltzkin

Moogle Traits

Ability Score Increase. Your Dexterity score increases by 2.

Age. A moogle reaches maturity at or before age 10 and lives into their sixties.

Alignment. Moogles skew heavily toward good. Evil moogles are unheard-of; even the most notoriously wicked moogles in history were no more than chaotic neutral.

Size. Average moogles stand about 3 feet tall and weigh about 40 pounds, making them the smallest of all known sapients. Your size is Small.

Speed. Your base walking speed is 25 feet.

Pom Alert. The velvety hairs of your pompom are acutely tuned to your environment. You gain proficiency in the Perception skill.

Moogle Flight. Your wings are small, but you can fly and hover with some effort. You have a base flying speed of 15 feet. Light armor reduces this speed to 10 feet. Medium armor reduces this speed to 5 feet. Heavy armor renders you incapable of flight.

Languages. You can speak, read, and write Common and Moogle -- a language replete with tonal squeaking.

Subrace. Moogles are divided between two subraces. Choose one.

Goug Moogle

Goug moogles have rabbit-like ears, long whiskers, and fur so short it might be mistaken for skin. Their fur is longest at the tops of their heads, allowing for many style options. Unlike Mog moogles, their eyes lack an epicanthic fold, giving them a round appearance. Additionally, their antennae are long and only semi-erect, which allows their pompoms to wobble around like a reeled-in catch on a fishing pole.

Goug moogles live exclusively in "civilization," towns and cities where they can enjoy daylight and the diverse company of many hundreds of neighbors. The availability of tools in population centers is a significant bonus.

Goug Moogle Traits

Ability Score Increase. Your Intelligence score increases by 1.

Dab Hand. On actions taken using any tools with which you are proficient, you may use twice your proficiency bonus.

Extra Language. You can speak, read, and write one extra language of your choice.

Mog Moogle

Mog moogles have short ears, short whiskers, and stout bodies. They famously enjoy a preponderance of fur, giving them a round, endearing silhouette which emphasizes their underlying thickness to the point of exaggeration. This comes in handy in cold climates, and yet the fur’s lightness does not burden them even in deserts. Their eyes have an epicanthic fold containing adipose (fat) tissue, protecting from light and dust while giving the eyes a narrow appearance. Finally, their antennae are short and erect, positioning their pompoms directly above their heads.

Culturally, Mog moogles tend to reside in tight-knit villages found in forests or caves, erecting wards and tricks to evade notice or amusingly deter interlopers. Those who venture forth are the boldest among them, willing to brave the world’s dangers to realize dreams too big for a village to hold.

Mog Moogle Traits

Ability Score Increase. Your Charisma score increases by 1.

Darkvision. Accustomed to forest-shaded or underground villages, 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.

So Fluffy. Thanks to the pronounced coverage and insulating density of your soft, soft fur, you have resistance to Cold and Force damage.

Qiqirn

Qiqirn are diminutive rodent-like humanoids distantly related to burmeci. When not farming or cooking, qiqirn are adept merchants and inquisitive adventurers with a broad presence yet a low profile on the world stage.

Bravery In Company

Qiqirn rarely travel alone, believing in strength in numbers. While they are capable combatants in the comfort of allied support, they firmly believe discretion is the better part of valor and will flee just as readily as fight -- provided that doing so would not unduly risk their hordes of food.

Light and Diet

Qiqirn are dominated in the popular imagination by the congenial, diurnal, egg-eating Oviqiqirn subrace, but another side to the race lurks in the Wethera region. Carniqiqirn rise with the moon, farming animals for meat and hunting down more to supplement their exclusively carnivorous diets. They will eat eggs, but they prefer flesh and blood.

Qiqirn Naming Conventions

All qiqirn names end with the syllable roon, following two syllables that almost always match each other.

Qiqirn Names. Babaroon, Dabiroon, Gyugyuroon, Hatcharoon, Jijiroon, Kokoroon, Lipiroon, Mumuroon, Roorooroon, Soryroon, Teteroon, Yoyoroon, Zuzuroon

Qiqirn Traits

Ability Score Increase. Your Dexterity score increases by 2.

Age. Qiqirn reach adulthood at age 6 and can live into their sixties.

Alignment. Oviqiqirn value order only so far as it makes egg-farming easier, so few are lawful, but their preference for getting along with others -- even out of cowardice -- means few of them are genuinely evil. Carniqiqirn have a higher proportion of evil members due to a penchant for eating sapient meat, but just as many are good or neutral.

Size. Qiqirn are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small.

Speed. Your base walking speed is 30 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.

Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.

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

Subrace. Qiqirn are divided into subraces based on their diet and preferred waking hours. Choose one.

Oviqiqirn

Oviqiqirn are ovivorous -- egg-eaters -- diurnal, more populous than Carniqiqirn, and dress in smooth, simple leathers offset by shiny jewlery. Eggs are the cornerstone and several walls of the oviqiqirn diet. Their settlements are built around harvesting eggs from absolutely anything capable of laying them and cooking them in hundreds of ways. Birds, fish, reptiles, insects -- any egg-layer is beloved by Oviqiqirn.

Oviqiqirn Traits

Ability Score Increase. Your Charisma score increases by 1.

Ingratiate. As an action on your turn, you can beg for mercy to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can’t use it again until you finish a short or long rest.

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Carniqiqirn

Carniqiqirn are carnivorous -- meat-eaters -- nocturnal, less populous than Oviqiqirn, and possessing more hair on their snouts and necks. Their clothes are similar in shape to Oviqirn, but more colorful and ostentatious in material, frequently utilizing feathers or feather-cut cloth. While they practice animal husbandry as well as their fellow subrace, Carniqiqirn raise their beasts for meat and milk and nutritious blood.

Carniqiqirn Traits

Ability Score Increase. Your Constitution score increases by 1.

Hunter’s Lore. You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.

Hungry Jaws. In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can’t use this trait again until you finish a short or long rest.

Ronso

Ronso tower over many other races, their humanoid lion-like bodies shaped by living and hunting in cold and/or mountainous areas.

Competitive for Survival

Ronso live in prides, extended family groups ranging from several dozen to several hundred. Each member is expected to serve the others, obey ronso law, and pull their own weight, or be banished. There was once a time when the banished were declared dead and left to the mercy of nature, but now the banished are sent to cities to work until their debt is paid.

Life in high mountains is difficult, and ronso are people of action. Competition comes naturally to both men and women, as everyone tries to outdo themselves for the good of others far more than mere self-improvement and pleasant exertion. They have no patience for those who don't serve the pride in some way.

Cosmic Divergence

Ronso were introduced to Cosmicism by a ronso named Saint Kelk. Banished for accepting wanderers without consulting his pride, Kelk returned years later when Chaos corrupted the chief ronso deity Hashmal. Ronso had no use for an evil god, but none could stand against Hashmal until Kelk returned with a found family of friends to banish Him. Kelk deftly shaped the word of Cosmicism to fit ronso law and the ronso mindset.

Those who did not follow Kelk banded together and left their ancestral home rather than trade one god for another. Those who stayed behind are the world's common conception of all ronso: stern, stoic, brawny, and faithful.

Expatriate Communities

Ronso who, for whatever reason, live outside of their pride are expected to continue their exploits and send treasure back home -- a social policy first advocated by Saint Kelk. Ronso find the ease of city life to be mildly shameful, but they do not disdain hard work in a competitive environment. Indeed, some ronso go willingly to the cities without being "banished" at all.

Some whole prides are located entirely in or near major Cosmic cities far from their traditional cold and mountains. They are paradoxically among the fiercest and most competitive ronso in the world, eager to prove themselves even more than usual to show that their comfortable lives in temperate civilization haven't made them weak.

Ronso are thus well-represented in professional sports.

Stern Language

The native language of ronso, Ronskiy, is nearly identical to real-world Russian. It is full of hard consonants yet a liquid cadence. They seldom use the articles a, an, or the, and do not use personal pronouns, instead referring to people by name.

Ronso Naming Conventions

Hrothgar Ronso names are similar to old Slavic names. However, certain lexemes differ; most notably, the Hrothgar word for “glory” is “thgar” rather than “slav,” so the former proliferates where one might be used to seeing the latter in real-world names (e.g. “Vladithgar”). Hrothgar Ronso surnames are traditionally based on the name of their pride (named after an ancestral female) or geographical community (such as a city), prefaced with the letter A, meaning "on" in the sense of "in service to."

By contrast, Kelk Ronso swap out syllables and letters within Russian names semi-arbitrarily. The consonants p and t are rare in ronso names, and the consonants c, f, j, q, w, and x are not used in names at all. Male names sometimes end in vowels, but female names always do. The vowel o is relatively rare in all ronso names, and the vowel u is exclusively feminine. All Kelk Ronso carry the surname Ronso; in honor of their social paragon, Kelk is never used as a given name.

Hrothgar Ronso Male Names. Andri, Bajsaljen, Davith, Eirikur, Gunnar, Haraldur, Kjartan, Radovan, Runar, Sveinn, Voron, Xeven, Zlatan

Hrothgar Ronso Female Names. Anatalya, Branka, Deanna, Inivi, Jolla, Liuba, Mov, Petya, Rodica, Svana, Tolna, Vesna, Yurya, Zorya

Hrothgar Ronso Surnames. Abozja, Akarnak, Amira, Amov, Apetya, Arodica, As'warkii, Atessa, Avira, Azlata

Cosmic Ronso Male Names. Argai, Ayde, Biran, Demahd, Dydorn, Gazna, Kimahri, Lian, Lekze, Mil, Verpon, Yenke, Zev

Cosmic Ronso Female Names. Burslava, Darga, Grusha, Irga, Kurahnka, Lyuba, Metruna, Nuvy, Ruksana, Velya, Yarvara

Ronso Traits

Whether Hrothgar or Kelk, all ronso have traits in common.

Ability Score Increase. Your Strength and Constitution scores both increase by 1.

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

Alignment. Ronso society, with its clear roles and tasks, has a strong lawful bent. The ronso sense of fairness, balanced with an emphasis on self-sufficiency and personal accountability, pushes them toward neutrality.

Size. Ronso are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.

Speed. Your base walking speed is 30 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.

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

Daunting Roar. As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can’t use it again until you finish a short or long rest.

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

Hrothgar Ronso

Hrothgar means "famous defender" or "famous warrior" in an archaic form of Ronskiy. Hrothgar Ronso themselves are, appropriately, culturally inclined to martial service. The Cosmic Church one day made war on the Hrothgar-majority monarchy of Bozja, scattering them far and wide. Hrothgar prides managed to survive by defending one another.

Hrothgar Ronso Traits

Ability Score Increase. Your Constitution score increases by 1.

Hunter's Instincts. You have proficiency in one of the following skills of your choice: Athletics, Intimidation, Perception, or Survival.

Savannah Born. Your height and mass belies your feline grace. Your base walking speed increases to 35 feet, and you gain proficiency in the Stealth skill.

Kelk Ronso

Kelk ronso are named after their great saint and prophet, Kelk, who banished their Chaos-corrupted god Hashmal and led them into Cosmicism. Practically every Kelk ronso is therefore Cosmic, and their culture firmly keeps the faith. They are seen, and treated, as a sort of "model minority" among Cosmics: devout, diligent, and reliable.

Kelk Ronso Traits

Ability Score Increase. Your Strength score increases by 1.

Mountain Born. You have resistance to cold damage. You’re also acclimated to high altitude, including elevations above 20,000 feet.

Stone's Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.

Seeq

Seeq are porcine therapsids, proto-mammal cousins to orcs and bangaa. The needs of survival have given them strong, sturdy bodies and a certain efficiency of thought and action, wasting as little of their prodigious energy as possible.

Slow Life

Seeq are not unintelligent, unwise, or lazy, but life in hostile environments where strength and endurance means survival has led their culture to value material acquisition and primacy of the body. Most other races mistake this for greed and indolence. Such observers rarely look deeper, for seeq as a people have little power on the world stage.

Seeq are well content to integrate themselves into more powerful settlements, forming useful enclaves or suburban villages rather than truly independent settlements. This casual disinterest in self-government allows the unscrupulous to think they can exploit them, until angry seeq are moved to throw their weight around.

It's Self-Care

Seeq triumph over the hostility of nature by endurance and economy of energy. They value food like other races value religion. They value rest like other races value education. They value cleanliness and skincare like other races value power and fame. For seeq, the body must be taken care of in all ways, and they take great care indeed.

To better protect their monetary wealth while serving personal adornment, many seeq sew it into their "straps and drapes" clothing. They therefore prize high-value stores of wealth such as gems in order to keep the weight down. What precious metals they keep are nearly pure, to minimize the total amount to carry. Only small currency is kept on-hand, leading to miserly stereotypes.

Seeq Naming Conventions

Seeq are happy to adopt any name from any language. Typically, however, these names come from their traditional geographic neighbors: bangaa, goblins, hobgoblins, and orcs.

Seeq Names. Aglugada, Daguza, Earpix, Galeedo, Gwitch, Jovy, Magwok, Mikiaurudu, Po'Gamran, Zhotflot

Seeq Traits

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

Age. Seeq become adults at age 10 and live into their sixties.

Alignment. Seeq are rarely lawful, as they value survival and acquisition no matter what laws may say. Still, they are just as rarely evil, as they know survival does not require malevolence.

Size. Seeq are squat yet massive; they stand five to six feet tall, but are typically about three feet wide at the shoulders. Your size is Medium.

Speed. Despite their bulk, seeq can move as fast as most humanoids. Your speed is 30 feet.

Explosive Energy. When an action calls for a Strength (Athletics) or Dexterity (Acrobatics) check, you may add your Constitution modifier to your roll. You may use this feature a total number of times equal to your proficiency per short or long rest.

Krebs Cycle. Your energy-dense body staves off fatigue longer than most. Your level of exhaustion is considered to be permanently -1. Suffering 2 points of exhaustion, for example, puts you at level 1. Finishing a long rest still reduces your exhaustion level by 1, provided that you have also ingested some food and drink.

Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

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

Languages. You can speak, read, and write Common, as well as either Goblin, Hobgoblic, or Orcish.

Tortle

Tortles are tortoise-like humanoids distantly related to dinosaurs. Their traits are identical to Fifth Edition tortles.

Ancient Lineage

Tortles have existed for a very long time. In their own lore, they were once an aggressive people known as the quadav, long-lived masters of a mighty sprawling ethnostate called Passhow. Modern scholarship indicates that the oldest quadav ruins -- by far the oldest surviving ruins of any civilization -- date to approximately 10,000 WT (31,000 years before the present). The fact that anything at all remains of them suggests advanced understanding of architecture, mathematics, and metallurgy, which would imply a long period of social development prior to their construction.

All evidence indicates that the quadav were the very first people to use iron (recovered in impure nugget form from bogs), predating even the dwarves. It is also possible that the first steel blades on Proxima were of quadav make.

A gradual change in climate, the depletion of Passhow's precious bog iron, and the simple passage of years slowly eroded quadav culture and scattered its people. All that remains of Passhow now is an arid, dangerous monster haven marked by the feet of colossal statues and ruined rust-stained circles of stone where iron domes were once anchored.

All known quadav relics now lie in universities, museums, or private possession. Tortles are mostly content with this.

Wandering Peace

Long divorced from the warlike quadav civilization, tortles now come from the western coast and mountains of the Heart Ocean and travel as they please. Their lifespans have diminished since the days of Passhow, but they have learned to enjoy every hour of their days. They are widely respected for their peaceable natures and eager contributions to society.


Tortle Naming Conventions

Tortles put more value in experiences than names. They prefer simple, non-gender-specific names that are usually no more than two syllables. If a tortle doesn’t like their name for whatever reason, they can change it. A tortle might change their name a dozen times in their life.

Tortles don’t have surnames or family names.

Tortles who don't take names derived from other cultures carry on names from the ancient quadav.

Tortle Names (Quadav). Aa'Bho, Ba'Tho, Bu'Ghi, Da'Dha, Du'Vha, Ga'Bhu, Ge'Lha, Hu'Rhe, Ku'Jhu, Mu'Nhi, Ni'Zho, Qu'Pho, Ra'Dha, So'Zho, Va'Gho, Y'Bhu, Za'Dha, Zo'Khu

In Passhow's sandy silence, all alone,

Stands a gigantic Leg, which far off throws

The only shadow that the Desert knows:

"I am adamant ZA'DHA," saith the stone,

"The King of Kings; this mighty City shows

The wonders of my hand." The City's gone,

Naught but the Leg remaining to disclose

The site of this forgotten Bran Bal son.

We wonder -- and some Hunter may express

Wonder like ours, when through the wilderness

Where Bevelle stood, holding the Wolf in chase,

He meets some fragment huge, and stops to guess

What powerful but unrecorded race

Once dwelt in that annihilated place.

~ "Za'Dha Adamantking,"

by wandering Midlander minstrel Dashiyo Kiona

(Later retitled "On a Stupendous Leg of Granite, Discovered Standing by itself in the Deserts of Passhow, with the inscription Listed Below," to differentiate it from a poem by Edward Chris von Muir that was published a month earlier with the same original title.)

Beast Races

The Stiltzkin Cartography Union counts "Rare" races as ten million "or fewer." How much fewer? Who or what counts as a race? The SCU has five criteria to determine that:

  1. The race is sapient.
  2. The race can communicate.
  3. The race is not undead.
  4. The race has an estimated permanent population on Proxima of at least 100,000 individuals.
  5. The race is not immediately hostile or elusive to inquiry.

Many known sapients are not counted as Rare races for lack of one or more of the above criteria. As a result, "civilized" society calls them "Beast Races," little more than dangerous animals.

Best Known Beast Races

Amalj'aa

These lizard-like people, which despite their appearance are believed to share ancestry with tortles rather than bangaa, have shown nothing but open hostility toward outsiders.

Centaur

Centaurs range in family groups in open wilderness, attacking or fleeing from any who come near. Though plentiful in Otherworld, they are few in Proxima.

Dragon

Dragons are unquestionably sapient, and their numbers are believed to be significant, but even the SCU cannot perform a precise census. Furthermore, dragons are considered by many races to be too hostile to be people.

Gigas

Also called ogres, gigas have famously been "on the cusp" of being considered a Rare race several times, but SCU agents have kept getting into conflicts with gigas tribes in attempts to finalize an estimated census.

Kobold

These cat-mole creatures frequently harass and kill dwarves in mines without pausing to converse, but they are believed to be sapient and numerous.

Mamool Ja

Far more approachable than their amalj'aa cousins, they are close to joining the "civilized" world, but many of their cultural practices (such as dancing) are mistaken for hostility.

Mandragora

These tiny bulb-headed plant creatures boast clothing, strategy, and shelter, and they breed in abundance, but they do not communicate with other races beyond acts of aggressive mischief.


Matanga

These hulking elephant-people exist in a small number of herds perpetually at war with the Au Ra over territory. There are approximately twenty thousand on Proxima, and they cannot pronounce "civilized" languages.

Minotaur

Minotaurs, though clearly intelligent and even genetically compatible with humans, only number in the thousands. The SCU considers them simply too rare and are thus lumped in with beast races.

Namazu

Recognition for these diminutive catfish-like people has been politically difficult, given their historical use as a foodstuff by the Au Ra. SCU-brokered negotiations are currently under way.

Sahagin

The oceanic humanoids known as sahagin are openly violent toward other races, particularly if they ride in boats.

Spriggan

Spriggans, a type of small and fuzzy fey, are too few on Proxima to meet the population criteria.

Sylph

Sylphs are sufficiently rare and elusive that many races believe them to be a myth.

Tengu

Many governments have stated categorically that tengu are demons to be killed on sight. The SCU disagrees, yet their statistics indicate tengu are too low in population anyway.

Tonberry

Tonberries stalk the ruins of the civilization of Nym, particularly the Temple of Uggalepih. Attempts at holding conversations with them have universally gone poorly.

Vath

Vath, being a hive-mind race of arthropods, treat all outsiders as food sources. Individuals who survived being banished from the collective may be dealt with as rational actors, but they are few and far between.

Chapter 3: Classes

Class Table

(The bard, monk, ninja, and paladin classes of Final Fantasy XIV are not classes but subclasses for existing Fifth Edition classes.)

Class Description Hit Die Saving Throw Proficiencies Armor and Weapon Proficiencies
Arcanist A spellcaster who summons familiars to assist them in battle. d6 Intelligence & Wisdom Daggers, darts, slings, quarterstaffs, light crossbows
Astrologian A spellcaster who uses cards and draws power from the stars. d6 Wisdom & Charisma Daggers, darts, slings, quarterstaffs, light crossbows
Black Mage A mage who calls upon the power of the void to empower their spells. d6 Intelligence & Charisma Daggers, darts, maces, quarterstaffs, slings
Blue Mage A mage who creates links with monsters and draws magic from their powers. d8 Dexterity & Intelligence Light armor, simple weapons
Dancer A dancer who uses the power of kinetic performance in battle. d8 Dexterity & Charisma Chakrams, rapiers, scimitars, shortswords, simple weapons, whips
Dark Knight A knight who harnesses forbidden power to protect the weak. d10 Constitution & Charisma All armor, shields, simple and martial weapons
Dragoon A fighter who harnesses the power of dragons to jump through the sky and dive upon their foes. d10 Strength & Dexterity Light and medium armor, glaives, halberds, javelins, lances, pikes, spears, tridents
Gunbreaker A fighter who augments their weaponry with gunfire to deliver powerful attacks. d10 Strength & Dexterity Light and medium armor, shields, simple and martial Weapons
Machinist A tinkerer who uses firearms and creates clockwork companions to fight with them. d8 Dexterity & Intelligence Light armor, simple weapons, firearms (loading)
Red Mage A mage who uses swordplay to weave the schools of white and black magic. d8 Dexterity & Charisma Light armor, daggers, darts, rapiers, scimitars, shortswords
Samurai A fighter specializing in quick and deadly blows with long slashing swords. d10 Strength & Wisdom Light and medium armor, simple weapons, shortswords, longswords, greatswords
Warrior A fighter who uses immense strength and bulk to overpower opponents. d12 Strength & Constitution All armor, simple weapons, martial weapons
White Mage A mage who draws on nature to power their spells. d6 Wisdom & Charisma Clubs, daggers, darts, light hammers, quarterstaffs, slings

Multiclassing

Adventurers are not limited to one class. Some combine their disiplines to make themselves the best that they can be. The table at the right indicates the stat requirements for each class if you intend to multiclass.

Multiclassing Prerequisites

Class Ability Score Minimum
Arcanist 13 Intelligence
Astrologian 13 Wisdom
Black Mage 13 Intelligence
Blue Mage 13 Intelligence
Dancer 13 Charisma
Dark Knight 13 Constitution or Charisma
Dragoon 13 Strength or Dexterity
Gunbreaker 13 Strength
Machinist 13 Dexterity or Intelligence
Red Mage 13 Charisma
Samurai 13 Strength
Warrior 13 Strength or Constitution
White Mage 13 Wisdom


Multiclassing Proficiencies

Class Proficiencies Gained
Arcanist -
Astrologian -
Black Mage -
Blue Mage Light armor, simple weapons
Dancer Light armor, chakrams, scimitars
Dark Knight Light armor, medium armor, shields, simple weapons, martial weapons
Dragoon Light armor, medium armor, simple weapons, martial weapons, one skill from the class's skill list
Gunbreaker Light armor, medium armor, simple weapons, martial weapons, one skill from the class's skill list
Machinist Light armor, firearms (loading)
Red Mage Light armor, rapiers, one skill from the class's skill list
Samurai Light armor, medium armor, simple weapons, martial weapons, one skill from the class's skill list
Warrior Light armor, medium armor, shields, simple weapons, martial weapons
White Mage -


Arcanist

An arrow pierces the the lalafell's ally. Invoking a few words and raising his grimoire to the sky, his fairy companion streaks toward the injured and heals them good as new.

A quiet young miqo'te carefully scratches notes into her research tome. After a long quiet hour passes, a shining green avian figure bursts forth from another plane, ready to heed her every command.

A young hyur woman maneuvers through the battlefield alongside her carbuncle companion. The carbuncle dashes ahead and lets out a burst of magical energy, dazing her foes while her allies return to the formation she devised.

Arcanists are skillful magic users who take on many roles on the battlefield, be it a medic, a commander, or a destructive force. Through careful planning and preparation, and a little help from a summoned ally, arcanists lead their teams to victory.

Magic Through Research

Arcanists work hard to explore the secrets of magic. Only through deep understanding of formulas and geometrical figures can they produce magical effects. Their grimoires are filled with fascinating formulas and diagrams written in enchanted inks, into which the arcanist channels aether to transmute into powerful spells.

Ever thirsty for greater understanding of magic, arcanists seek knowledge and put it to the test. They value practical application as much as theory.

Borrowed Power

The arcanist sets themself apart from other spellcasters by their use of summoned companions. Early in their studies, an arcanist learns to summon a magical servant. The companion borrows some of their summoner's aether and in return gives the arcanist an unwavering ally on the field of battle.

Creating an Arcanist

An arcanist's path begins with a few formulas scrawled in a tome and continues with a large amount of time practicing their craft. You must consider: what was your arcanist's call to action? Perhaps their thirst for knowledge couldn't be satisfied at their desk, or they saw that their abilities could help the world in another way. They might have uncovered some information that they must investigate or act upon.

Many arcanists are highly sought-after and hold strategic roles in their employment. Does yours? Are they relied upon in cases of life and death, like a search-and-rescue leader, firefighter, emergency medic, or military officer? Do they work as something less dramatic yet no less necessary, like a customs official?

Quick Build

You can make an arcanist quickly by following these suggestions. First make Intelligence your highest ability score, followed by Wisdom, and take the sage background. Then take the acid splash, mage hand and prestidigitation cantrips.

Arcanist
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Tactics 3 2
2nd +2 Specialization, Summoning, Companion's Bond 3 3
3rd +2 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 4 4 3 2
6th +3 Specialization Feature 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 4 4 3 3 3 1
10th +4 Specialization Feature 5 4 3 3 3 2
11th +4 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Specialization Feature 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 5 4 3 3 3 2 1 1 1 1
18th +6 Grand Design 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 According to Plan 5 4 3 3 3 3 2 2 1 1

Class Features

As an arcanist, you gain the following class features.

Hit Points


  • Hit Dice: 1d6 per arcanist level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per arcanist level after 1st

Proficiencies


  • Armor: None
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: None
  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background.

  • (a) a quarterstaff or (b) a dagger
  • (a) a spellcasting focus (grimoire)
  • (a) a scholar's pack or (b) an explorer's pack

Spellcasting

As a student of arcane magic, you have a spellbook, also called a grimoire, containing spells that show the first glimmerings of your true power. See Chapter 10 of the PHB for the general rules of spellcasting and Chapter 4 of this document for the arcanist spell list.

Cantrips

At 1st level, you know three cantrips of your choice from the arcanist spell list. You learn additional arcanist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Arcanist table.

Spellbook

At 1st level, your grimoire contains six 1st-level arcanist spells of your choice. Your grimoire is the repository of the arcanist spells you know -- except for your cantrips, which are fixed in your mind.

Your Grimoire

The spells you add to your spellbook (grimoire) as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.

Copying a Spell into the Book. When you find an arcanist spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.

Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the person who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing the Book. You can copy a spell from your own spellbook into another book -- for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

If you lose your spellbook, you can use the same procedure to transcribe the prepared spells into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many arcanists keep backup spellbooks in a safe place.

The Book’s Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

Preparing and Casting Spells

The Arcanist table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots after a long rest.

You prepare the list of arcanist spells that are available for you to cast. To do so, choose a number of arcanist spells from your spellbook equal to your Intelligence modifier + your arcanist level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you're a 3rd-level arcanist, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcanist spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your arcanist spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an arcanist spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast a arcanist spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

Spellcasting Focus

Your spellcasting focus for your arcanist spells is your grimoire -- your spellbook. Arcanist grimoires are very sturdy and/or magically resilient, making them difficult to damage.

Learning Spells of 1st Level and Higher

Each time you gain an arcanist level, you can add two arcanist spells of your choice to your grimoire for free. Each of these spells must be of a level for which you have spell slots, as shown on the Arcanist table. On your adventures, you might find other spells that you can add to your grimoire (see "Your Grimoire").

Tactics

Beginning at 1st level, you have learned tactics to use in battle. You may use a number of tactics equal to your Intelligence modifier plus your Wisdom modifier (minimum of 2 total). These uses recover after a short or long rest.

You learn your first tactic at 1st level from the following list. You may select additional tactics at 2nd, 6th, 10th and 14th level. Some tactics may require you be at least a certain level or have taken a specific specialization.

Aetherial Barrier. When a creature you can see attacks a target other than you that is within 5 feet of your summoned companion, you can use your reaction to impose disadvantage on the attack roll.

Bombarding (Tactician only). When you take the Attack action or cast a spell, you may direct one of your allies to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack if it so chooses.

Castle (10th level required). Your summoned companion and a willing creature within 15 feet of it instantaneously switch positions. This does not provoke attacks of opportunity.

Carbuncle Bind (Tactician only). When your carbuncle lands a melee attack, as a reaction you may attempt to bind a creature to your carbuncle. The target of your carbuncle's attack must make a Dexterity saving throw against your spell save DC or become restrained until the end of your next turn.

Carbuncle Shine (Tactician only). As a bonus action you cause your carbuncle to shine brightly. All creatures that are within 10 feet of the carbuncle and can see it must make a Constitution saving throw. On a failed save, the creature is blinded until the end of your next turn.

Channeled Casting. A spell which uses you as its point of origin may instead use your summoned companion as its point of origin.

Deployment Tactics (Tactician only). As a bonus action, select two friendly creatures who can see and hear you. They may move up to half their movement speed without provoking attacks of opportunity.

Devotion (Summoner only, 10th level required). When an ally within 5 feet of your egi successfully attacks another creature with a melee attack, as a reaction you may add your Intelligence modifier and proficiency bonus to the damage roll.

Elemental Attunement (Summoner only). As an action, you may grant your egi's boon of damage resistance to a creature within 5 feet of you for a number of rounds equal to your Intelligence modifier.

Emergency Tactics (Scholar only, 10th level required). When a creature you can see takes damage, as a reaction you may cast a healing spell.

Excogitation (Scholar only). When you cast a healing spell, you may delay the effect by up to 1 minute. The spell effect activates after the target takes a total amount of damage declared by you when you use this tactic. If the creature reaches 0 hit points or les, the healing spell takes effect immediately.

Growl (Tactician only, 6th level required). When your carbuncle lands an attack, as a reaction you may attempt to attack their mind as well. The creature must make a Wisdom saving throw against your spell save DC. On a failed save their mind is infested with an illusion, causing them to become frightened of the carbuncle until the end of your next turn.

Quick Summoning (14th level required). As an action, you may use your Summoning feature instantly. You may use this tactic only once per long rest.

Rouse. As a bonus action, for a number of rounds equal to your Intelligence modifier, add your Intelligence modifier to your summoned companion's attack rolls and the hit points restored by their healing.

Spreading Strike (6th level required). When your summoned companion lands an attack, as a reaction you may direct your summoned ally to launch a second attack on a creature 5 feet from the first target.

Spur (Summoner only). As a reaction used when your egi takes the Attack action, your egi gains advantage on their attack roll. The additional damage from your proficiency bonus is doubled for this attack.


Switching Step (6th level required). As a bonus action, you may instantly switch places with your summoned companion if it is within 60 feet of you. This does not provoke attacks of opportunity.

Tactical Position (Tactician only). You may use the Help action as a bonus action.

Tri-Bind (Summoner only, 6th level required). As an action, up to 3 creatures within 10ft. of your egi must make a Dexterity saving throw against your spell save DC or become restrained until the end of your next turn.

Summoning

Beginning at 2nd level, you are able to perform a ritual to summon an aetherial companion which is able to fight alongside you. When summoned, it gains the benefits of your Companion's Bond feature.

To summon your companion, you must spend one hour performing a ritual for which your grimoire is required. You may only summon one companion at a time, and only perform one summoning per long rest. Your companion disappears if you die, you dismiss it as an action, its HP reaches 0, it strays farther than one mile from you, or if you summon a different companion. It otherwise remains active indefinitely, rests when you rest, and sleeps when you sleep.

If you are a Scholar, you may choose any Nymian Fey from the list in Appendix A every time you summon.

If you are a Summoner, you must choose three egis from the list in Appendix A. They become the options from which you choose every time you summon.

If you are a Tactician, you may choose any carbuncle from the list in Appendix A every time you summon.

Companion's Bond

Your companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes and so on. If you are incapacitated or absent, your companion acts on its own.

Your summoned companion has default abilities and statistics, but it uses your proficiency bonus, and adds that value to its AC and attack rolls. Furthermore, for each level you gain after 3rd, your summoned companion gains an additional 1d6 hit die and increases its hit points accordingly.

Whenever you gain the Ability Score Improvement class feature, your companion's abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can't increase an ability score above 20 using this feature. Even under an optional feats rule for player characters, your companion cannot take a feat instead of a score improvement.

Consult Appendix A for more information, including the stat blocks of your potential companions.

Arcanist Specialization

At 2nd level, you choose a specialization in your arcanist studies: the Scholar, Summoner, or Tactician, all detailed at the end of the class description. Your specialization choice grants you features at the 2nd, 6th, 10th and 14th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Grand Design

Beginning at 18th level, the maximum number of tactics you may use before a rest increases by 2.

According To Plan

Beginning at 20th level, you gain half of your expended tactics uses when you roll for initiative.

The Summoned Companion

The arcanist's closest companion is the one they bring into the world. Through magical formulas in their grimoires, arcanists may bring forth a magical companion to fight alongside them. Depending on the arcanist's specialized area of study, they are able to summon different companions.

Scholar

Some arcanists decide to research the use of their magic in the medical arts. These arcanists are Scholars, specializing in the lost healing magic of Nym by calling on the fey who once served the lost city.

Expanded Spell List
Spell Level Spell
1st bless, sanctuary
2nd lesser restoration, prayer of healing
3rd mass healing word, revivify
4th asylum, lustrate
5th greater restoration, mass cure wounds

Critical Heal

Starting at 2nd level, you can critical hit with a healing spell. When you cast a healing spell and one of the dice scores its highest possible result, roll another die of the same type and add that number to the amount of hit points recovered. A critical heal may only occur once per casting.

Adloquium

Starting at 6th level, when you cast a spell of 1st level or higher to restore hit points to a single creature, you may expend 1 use of tactics to empower the heal. Your healing spell creates a protective ward on the creature, granting them temporary hit points equal to your level.

Succor

At 10th level, when you cast a spell of 1st level or higher to restore hit points to multiple creatures, you may expend 1 use of tactics to empower the heal. Your healing spell creates a protective ward on the creatures, granting them temporary hit points equal to your level.


Galvanize

At 14th level, temporary hit points granted by you last until the bearer completes a long rest. Furthermore, you may expend 1 additional use of tactics when using Adloquium or Succor to grant +1 AC along with the temporary hit points. This armor class bonus ends when the temporary hit points are depleted or otherwise removed.

Summoner

A Summoner has directed their studies towards harnessing small animated portions of certain eikons, the mighty elemental creatures residing in specific Heavens and Hells of the Twelve. These tiny eikonic slivers are known as egis, and have no will but that of their Summoner. (Why it is that only those thirteen eikons are susceptible to the binding arcanima of the Summoner is a matter of debate.)

In the geometry of arcanima, three is the strongest number. To safely harness even one eikon's power, you must therefore harness three. Choose three egis; these become your pool of options from which you select every time you summon. You may change them every time you gain a level.

Egi's Boon

Beginning at 2nd level, whenever you summon a certain egi, you know an additional cantrip and have resistance to a certain type of damage. These bonuses last only as long as their respective egi is summoned.

Egi Cantrip Resistance
Dryad acid splash Acid
Titan magic stone Bludgeoning
Shiva frostbite Cold
Ifrit fire bolt Fire
Leviathan blade ward Force
Ramuh shocking grasp Lightning
Remora chill touch Necrotic
Quetzalli true strike Piercing
Girtablulu poison spray Poison
Jenova mind sliver Psychic
Amaterasu sacred flame Radiant
Ravana sword burst Slashing
Garuda thunderclap Thunder

Fester

Beginning at 6th level, when you cast a spell that deals damage and forces a target creature to make a saving throw, if the creature fails its save you may expend 1 use of tactics to deal an additional Xd8 necrotic damage, where X is your Intelligence modifier.

Tri-Disaster

At 10th level and above, as an action you may expend 1 use of tactics to cast three of the cantrips granted by your three chosen egis. You can cast each one once, one twice and another once, or one three times. If you make a spell attack roll, you make it with advantage; if a target makes a saving throw, they make it with disadvantage.

Enkindle

Upon reaching 14th level, as an action you are able to call on your egi to release the great power of its eikon in a devestating attack. Each egi's Enkindle action is described in Appendix A. You may use this feature once per long rest.


Variant Summoner: Channeler

A Channeler is a rare Summoner who summons egis into their own body rather than as companions. While your egi is summoned, your appearance aesthetically resembles the egi's eikon, and you can use the egi's basic attack as an action. You can also use the egi's recharge ability as an action, with the same recharge restriction.

You may hold this form for a number of hours equal to your Wisdom modifier plus your proficiency. Your summoning ritual takes only ten minutes, but it only lasts unti you fall to 0 HP, summon a different egi, or dismiss it as an action.

Given that your summoning does not result in a companion with its own initiative, you are not limited to one summoning per long rest. However, your three egis may be summoned only once each per long rest.

Tactician

Most arcanists serve as Tacticians, highly intelligent spellcasters who assist their allies by organizing their forces and swaying battle with tactical maneuvers. The Tactician summons a furry rodent-like creature called a carbuncle to help dictate the pace of battle.

Field Officer

Beginning at 2nd level, you excel in crafting on-the-fly strategies from a frontline vantage rather than at a distance. You gain proficiency in light armor, shields, simple weapons, and one kind of martial weapon that can be held in one hand. You gain one extra hit point when you level up, including reaching 2nd level.

Additionally, whenever you select a new tactic at this level as well as 6th, 10th, and 14th level, you may select two tactics instead of one.

Tactical Eye

Also beginning at 2nd level, when you use the Help action to aid an ally in attacking a creature, the creature can be within 30 feet of you rather than 5 if the ally can see or hear you.

Miasma

At 6th level and above, when a spell you cast against a single creature deals damage, you may expend 1 use of tactics to deal half that damage again at the end of their next turn.

Chain Strategem

At 10th level and above, you may use the Help action on two allies at a time instead of one. Furthermore, when an ally you help attacks a creature, their attack lands a critical hit on a die result of 19 or 20. If your ally's critical range is already expanded, this feature expands it by 1.

Carbuncle's Sacrifice

At 14th level, as an action you are able to sacrifice your carbuncle to recall the aether which makes up its body and use it to calm your mind. Your carbuncle is unsummoned and you recover all expended uses of your Tactics feature.

Astrologian

A slender auri draped in fine robes sits in a dark room across from a man who feels he has lost his way. Smiling, she spins the concentric rings of her planisphere and a flurry of arcana cards spills into the air. From the squall of cards she divines the man's fate, instilling in the lost soul a sense of peace and hope for the future.

An elezen man stands behind his allies on the battlefield, channeling aether into his planisphere. Using the power of the stars above, soothing energy radiates out to envelop his allies, turning the tide of battle away from the prior dire circumstance.

A charismatic hyur stands before a congregation. She has come to spread the word of her art, offering understanding of the future through the power of the stars. It is her sacred duty to bring the stars into view for the common people.

Whether they stand behind their allies or alongside them, granting the blessings of heavenly bodies or the arcane boons of cards, astrologians manipulate the fates of both friends and foes to find success.

An Elegant Tool

The planisphere is a tool used by astrologians which allows them to locate and draw in power from the stars. They are globes formed by large concentric rings of precious metal and lenses. The rings are marked with a spread of precise markings which allows the user to find and map the stars in order to draw power without a view of the sky.

Wielders of Fate

The first task of all astrologians is to master using the Deck of Sixty, with which they not only augur fate but bend it to their advantage. Astrologians are given this deck (or acquire it by other means) when they begin their studies. Each card acts as a conduit for the aether of fate, passing the empowering magic from the stars to their allies. The deck and the planisphere allow users to tap into the future, though the farther they look, the less clear things become.

The basic design of the Deck of Sixty is supposedly thousands of years old. Aside from the six Major Arcana, it features fifty-four Minor Arcana divided into six suits of nine cards each.

Creating an Astrologian

Astrologians borrow power from the cosmos, and in return see that the will of the stars is done. How did your astrologian learn that skill? Are you an astrologian merely by trade, or did your family encourage you to become one? Were you a lowborn apprentice working beneath a master of astromancy, or did you take to it all on your own?

Astrologians are blessed with the ability to read the future. How do you use it? Do you travel the land to share this gift of foresight with everyone, or are you more selective? As for your adventuring, did you read a mandate for a quest of uncertain future in your cards, or did date deal you a surprise hand?

Astrologian
Level Proficiency Bonus Features Available Draws Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Draw 1 3 2
2nd +2 Astrologian Sect Focus 2 3 3
3rd +2 3 3 4 2
4th +2 Ability Score Improvement 4 4 4 3
5th +3 Seal Sortilege 5 4 4 3 2
6th +3 Sect Feature 6 4 4 3 3
7th +3 7 4 4 3 3 1
8th +3 Ability Score Improvement 8 4 4 3 3 2
9th +4 9 4 4 3 3 2 1
10th +4 Sect Feature 10 5 4 3 3 2 2
11th +4 Spread 11 5 4 3 3 2 3 1
12th +4 Ability Score Improvement 12 5 4 3 3 2 3 1
13th +5 13 5 4 3 3 2 3 1 1
14th +5 Sect Feature 14 5 4 3 3 2 3 1 1
15th +5 15 5 4 3 3 2 3 1 1 1
16th +5 Ability Score Improvement 16 5 4 3 3 2 3 1 1 1
17th +6 Double Draw 17 5 4 3 3 2 3 1 1 1 1
18th +6 Shuffle 18 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 19 5 4 3 3 3 3 2 1 1 1
20th +6 Horoscope 20 5 4 3 3 3 3 2 2 1 1

Quick Build

You can make an astrologian quickly by following these suggestions. First, make Wisdom your highest ability score, followed by Charisma. Second, take the sage background. Third, take the dancing lights, sacred flame, guidance, and true strike cantrips and the 1st-level spells cure wounds and divine favor.

Class Features

As an astrologian, you gain the following class features.

Hit Points


  • Hit Dice: 1d6 per astrologian level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constituion modifier per astrologian level after 1st

Proficiencies


  • Armor: None
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: Divination deck
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Arcana, Deception, History, Insight, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • a dagger
  • a planisphere
  • a divination deck ("Deck of Sixty")
  • (a) a explorer's pack or (b) a scholar's pack

Spellcasting

As a student of astrology, you can cast astrologian spells. See Chapter 10 of the PHB for the general rules of spellcasting and Chapter 4 of this document for the astrologian spell list.

Cantrips

At 1st level, you know three cantrips of your choice from the astrologian spell list. You learn additional astrologian cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Astrologian table.

Preparing and Casting Spells

The Astrologian table shows how many spell slots you have to cast your astrologian spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of astrologian spells that are available for you to cast, choosing from the astrologian spell list. When you do so, choose a number of astrologian spells equal to your Wisdom modifier + your astrologian level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level astrologian, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of astrologian spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your astrologian spells. The power of your spells comes from your understanding of astrological powers. You use your Wisdom whenever an astrologian spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an astrologian spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast an astrologian spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a planisphere as an arcane focus (described in Chapter 5 of the Player's Handbook) for your astrologian spells.

Draw

Beginning at 1st level, you are able to use the Draw action to channel the power of the stars into your Deck of Sixty, and grant boons based on which of the six Major Arcana cards is revealed. You may use this feature a number of times per long rest at each level, as indicated by the Available Draws column of the Astrologian table.

Using your action, roll a d6. The number corresponds to the card you draw. Once drawn, you may play or discard it as part of your action. Discarding simply returns the card to the deck with no effect. Playing a card applies its bonus to yourself or another creature within 30 feet of you that you can see, and then returns it to the deck. A card must be played or discarded on the turn it is drawn (until you gain the Spread feature at 11th level).

The effect lasts for a number of rounds equal to half your Wisdom ability modifier rounded up (minimum of 1).

Astrologian Sect Focus

At 2nd level, you choose a sect to study as an astrologian: Diurnal Sect, Neutral Sect, or Nocturnal Sect, all detailed at the end of the class description. Your sect choice grants you features at the 2nd, 6th, 10th and 14th level. (While all sects use the Major Arcana, the Minor Arcana column pertains only to the Neutral Sect.)

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Draw Effects
Die Result Card Drawn Card Bonus Seal Minor Arcana
1 The Bole 1d6 to all melee attack rolls Solar Lady of Crowns
2 The Balance 1d6 to all melee attack rolls Solar Lord of Crowns
3 The Spire 1d6 to all saving throws Celestial Lady of Crowns
4 The Arrow 1d6 to all ranged attack rolls Lunar Lord of Crowns
5 The Ewer 1d6 to all ranged attack rolls Lunar Lady of Crowns
6 The Spear 1d6 to all saving throws Celestial Lord of Crowns

Seal Sortilege

Beginning at 5th level, your studies into astromancy allow you to use more aspects of your drawn cards. Each card that you choose to play grants a seal: either Solar, Lunar, or Celestial. As an action, you may bestow the Sortilege effect to all creatures you choose within 20 feet of you, the effect differing based on different combinations of three seals.

Sortilege cannot use fewer than three seals, and is based on your three most recent plays. A fourth seal overwrites the first, a fifth seal overwrites the second, and so on. Using Sortilege empties your three seals.

Seal Sortilege
Seal Combination Sortilege Effect
3 Solar 1d8 to all melee attack rolls
3 Lunar 1d8 to all ranged attack rolls
3 Celestial 1d8 to all saving throws
2 Solar, 1 other 1d6 to all melee attack rolls
2 Lunar, 1 other 1d6 to all ranged attack rolls
2 Celestial, 1 other 1d6 to all saving throws
1 Solar, 1 Lunar, 1 Celestial 1d6 to all damage effects

Spread

Beginning at 11th level, you learn to delay the bending of fate. As a bonus action after using Draw on your turn, you may place a drawn card in your spread rather than playing or discarding it. A card in your spread can be played as a bonus action during a later turn. You may hold up to three cards in your spread at a time. The cards in your spread are reset after a long rest.

Double Draw

Starting at 17th level, when you use the Draw action, you may play two cards. You may either draw and play one and then play one already in your spread as part of your action, or draw two and then play the two you've drawn. In the latter case, however, each draw still consumes an Available Draw.

Shuffle

At 18th level, you have greater control over your readings. After using Draw, you may use a bonus action to siscard one or both cards and immediately draw replacement(s). You may only use this feature 3 times per short or long rest.

Horoscope

At 20th level, your bending of fate has grown considerably. The duration of boons granted by your Draw action lasts for a number of rounds equal to your full Wisdom ability modifier.

The Heavenly Paths

When an astrologian is early in their studies, they select a sect to follow. The stars were mapped using the positions of the sun and moon, and these sects are reflective of their navigational reference points.The Diurnal Sect uses the Sun as their reference point, while the Nocturnal Sect uses the Moon. An astrologian may also choose to focus less on the stars and more on the cards themselves, learning advanced techniques on how to manipulate fate in the Neutral Sect.

Diurnal Sect

Solar Pips

Beginning at 2nd level, whenever you cast a spell of 1st level or higher to restore hit points to a creature, you may expend an Available Draw to draw a pip card and further empower the heal. At the end of the creature's next turn, the creature regains hit points equal to 1d6 + your Charisma modifier.

Eyes of Azeyma

Also beginning at 2nd level, as an action you may expend an Available Draw to assist you in revealing dangers of the area. You gain advantage on Perception checks for 1 minute.

Diurnal Benefic

Starting at 6th level, you are able to empower your healing spells with the power of the Sun. When you cast a spell of 1st level or higher that restores hit points, you may leave a regenerative effect. After the spell is cast, the targeted creature recovers 1d6 hit points at the start of their turn for a number of rounds equal to your Wisdom modifier. You may only use Diurnal Benefic once per long rest.

Lightspeed

At 10th level and above, you may cast a 1st, 2nd, or 3rd-level spell as a bonus action by spending a number of Available Draws equal to the level of the spell you wish to cast instead of a spell slot.

Sun's Fortune

Beginning at 14th level, when you use the Solar Pips feature, the time-delayed additional healing value becomes 6 + your Charisma modifier. Additionally, you may roll 1d6 and apply the corresponding Major Arcana effect to your target without using a Draw action or gaining a seal.

Neutral Sect

Minor Arcana

Beginning at 2nd level, you have learned to take advantage of the Minor Arcana of your deck. Each Major Arcana card has an associated Minor; when you use the Draw feature, you may choose to play the card's corresponding Minor Arcana instead of its face.

Using a card's Minor Arcana does not grant its Seal.

If the Minor Arcana is the Lord of Crowns, you may use the card to deal 1d6 force damage to a creature within 30 feet of you that you can see. If the Minor Arcana is the Lady of Crowns, you may use the card to heal 1d6 hit points to a creature within 30 feet of you that you can see.

The potency of this effect increases to 2d6 at 6th level, 3d6 at 10th level and 4d6 at the 14th level.

Expanded Spell List

Your spell list is expanded with magic from the list below, allowing you to learn the following spells.

Neutral Sect Spells
Spell Level Spell
1st gift of alacrity, protection from evil and good
2nd calm emotions, magic aura
3rd fear, magic circle
4th compulsion, dimension door
5th contact other plane, far step

Synastry

Beginning at 6th level, as a bonus action, you link your fate to that of a creature within 60 feet of you that you can see. Until the end of your next turn, any magical healing or attack/save bonus bestowed to one of you is bestowed to both of you. If an attack/save bonus has a duration of greater than one round, its duration for the one sharing it will not last beyond the duration of Synastry.

You may use this feature once per short or long rest.

Stacked Deck

At 10th level, you have learned how to bend the results of your fortune-telling. Whenever you use the Draw feature, you may roll 2d6 and select which die is the true result of the card.

Sleeve Draw

When you reach 14th level, as an action you may Draw one card and fill any empty spaces in your Spread with more, without expending additional Available Draws.


Nocturnal Sect

Lunar Pips

Starting at 2nd level, whenever you use a spell of 1st level or higher to restore hit points to a creature, you may expend an Available Draw to draw a pip card and provide a barrier as well. The creature immediately gains temporary hit points equal to 1d6 + your Charisma modifier.

Veil of Menphina

Also starting at 2nd level, as a bonus action you may expend an Available Draw to help you predict how your enemy will react to your presence. You divine the swiftest means of escape and do not provoke attacks of opportunity until the start of your next turn.

Nocturnal Benefic

At 6th level and above, you are able to empower your healing spells with the power of the Moon. When you cast a spell of 1st level or higher that restores hit points, you may leave a shielding effect. After the spell is cast, the targeted creature gains temporary hit points equal to Xd4 where X is equal to your Wisdom modifier. You may only use this feature once per long rest.

Nightwall

When you reach 10th level, as a bonus action you may grant +1, +2, or +3 AC to a creature within 60 feet of you that you can see by spending a number of Available Draws equal to the desired armor class. This bonus lasts until the start of your next turn.

Moon's Favor

Starting at 14th level, when you use the Lunar Pips feature, the temporary hit point value becomes 6 + your Charisma modifier. Additionally, you may roll 1d6 and apply the corresponding Major Arcana effect to your target without using a Draw action or gaining a seal.

College of the Skysinger - Bard Subclass

Members of the College of the Skysinger are adventurers who act not only as entertainers but as agents of remembrance. They recount the lives of departed souls and record history through poetry and verse, ensuring the harsh truths of the past are not swept away. They also soothe survivors of past tragedies who have not yet moved on, ensuring they at last find a measure of peace.

The College of the Skysinger was the dream of a famed archer who inadvertently caused the deaths of his comrades. To cope with his grief and atone for his sins, he turned to the poetic arts. He devoted his whole life to delivering restless spirits -- both living and dead -- to a peaceful slumber.

To honor this legendary bard and archer, members of the College often take up the bow alongside their instruments.

Bonus Proficiencies

Beginning at 3rd level, you gain proficiency with longbows, the History skill, and one other skill of your choice.

Troubadour's Paean

Also beginning at 3rd level, you learn to protect your allies with your songs. A creature that has a Bardic Inspiration die from you can roll that die to gain temporary hit points equal to the result when an attack or spell targets them. As long as those temporary hit points remain, the creature has advantage on Intelligence, Wisdom, and Charisma saving throws.

Scars of History

Starting at 6th level, you gain advantage on checks regarding the history of battles and tragedies. You are also able to to channel your intuitive knowledge of tragedy into song.

When you cast a spell, you may expend a Bardic Inspiration die to cause a creature to strike with hesitation. Select a creature within 60 feet of you that can hear you. That creature must make a Charisma saving throw against your spell save DC. On a failed save, the creature's mind is wrought with sorrow, causing it to hold back. Until your next turn, when the creature makes a damage roll, their damage is reduced by an amount equal to the Bardic Inspiration die + your Charisma ability modifier.

The creature becomes immune to this effect for one hour afterwards. If successful, they are unaffected by your performance and become immune to the effect for one hour.

Wanderer's Ballad

Upon reaching 14th level, when you cast a spell you may expend one Bardic Inspiration die to further inspire your allies. Select an allied creature within 60 feet of you that can hear you. They may score a critical hit on a roll of 19-20 for a number of rounds equal to your Charisma ability modifier.

If your ally's critical hit range is already expanded, this feature expands it by 1.


Black Mage

A lalafell stands before a horde of rampaging drakes as they dash toward him. With a few skillful waves of his staff, a large fireball erupts within the unchecked mass of predators, leaving nothing but ash.

An elderly human woman in dark robes and an enormous hat points her wand at a guard refusing her entry. With a few choice words and a spell, the guard happily steps aside, unlocking the passage before falling unconscious.

Dark aether billows off an elezen like smoke. He raises his staff and strengthens the link between himself and the Void, tearing open the planes long enough for a greater demon to pass through and obey him.

Black mages are nothing short of iconic, their traditional garb recognized far and wide as a sign of one whose magical power is tuned to destruction. Attitudes about black mages may vary widely, but all agree that their power is formidable.

Mages of Ruin

Some mages draw their spells from other planes, such as Otherworld or the Farplane. Black mages have learned to draw from the World of Ruin, a dark shadow of the Prime Material Plane. Through their spellcasting focus (typically a crystal mounted on a staff), they use intense and intimate control of their own bodily aether to briefly open pinprick holes between planes and convert the energy of darkness into spell effects.

This can come at great cost to the novice black mage, as entities of the World of Ruin may seek to follow the outflow of aether into the user's body. Some, however, see this as a feature rather than a hazard.

An Imperial Weapon

Black magic has been known in the dark corners of the world for many thousands of years, but it was brought into the modern light of day by the Arrheniad Empire. The Empire, unafraid to innovate even with dangerous powers, standard-ized and perfected the vague esoteric knowledge of exotic magics into the Color Mages: black, blue, red, and white. For black mages specifically, Imperial methods minimized the inherent hazards and maximized destructive efficiency.

The knowledge of the Color Mages survived the fall of the Empire. Adventurers who "take the black" will become agents of devastation, capable of annihilating those who oppose them through little more than the force of their will.

Creating a Black Mage

Black mages are earnest in their desires and reasons for taking the black; the profession is never entered into by accident. You must know why you are pursuing this power, or why you wish to know the dark arts, even if the answer only makes sense to you.

With a rationale in mind, where did you began your studies? Do you need power to reach your goal and are willing to use any source? Are you perhaps a patriot of the old Empire, or descended from one? Where you taken under the wing of a master black mage, or are you self-taught? Perhaps you are simply fascinated by the World of Ruin and study it more intimately than most.

Black Mage

Level Proficiency Bonus Features Enochian Maximum Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Enochian,Spellcasting 1 4 2 2
2nd +2 Magical Discipline 1 4 3 3
3rd +2 2 4 4 4 2
4th +2 Ability.Score.Improvement 2 5 5 4 3
5th +3 2 5 6 4 3 2
6th +3 Discipline Feature 3 5 7 4 3 3
7th +3 3 5 8 4 3 3 1
8th +3 Ability.Score.Improvement 3 6 9 4 3 3 2
9th +4 3 6 10 4 3 3 3 1
10th +4 Discipline Feature 4 6 11 4 3 3 3 2
11th +4 4 6 12 4 3 3 3 2 1
12th +4 Ability.Score.Improvement 4 6 12 4 3 3 3 2 1
13th +5 4 6 13 4 3 3 3 2 1 1
14th +5 Discipline Feature 5 6 13 4 3 3 3 2 1 1
15th +5 5 6 14 4 3 3 3 2 1 1 1
16th +5 Ability.Score.Improvement 5 6 14 4 3 3 3 2 1 1 1
17th +6 5 6 15 4 3 3 3 2 1 1 1 1
18th +6 Surecaster 6 6 15 4 3 3 3 3 1 1 1 1
19th +6 Ability.Score.Improvement 6 6 15 4 3 3 3 3 2 1 1 1
20th +6 Resonating Aether 6 6 15 4 3 3 3 3 2 2 1 1

Quick Build

You can make a black mage quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Constitution. Second, take the scholar background. Third, take the firebolt, ray of frost, thaumaturgy and thunderclap cantrips and the 1st-level spells burning hands and witch bolt.

Class Features

As a black mage, you gain the following class features.

Hit Points


  • Hit Dice: 1d6 per black mage level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constituion modifier per black mage level after 1st

Proficiencies


  • Armor: None
  • Weapons: Daggers, darts, maces, quarterstaffs, slings
  • Tools: None
  • Saving Throws: Intelligence, Charisma
  • Skills: Choose two from Arcana, Deception, History, Insight, Intimidation, Persuasion, and Religion.
    
    

    Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • a dagger
  • a spellcasting focus (a cane, staff, wand or similar object)
  • (a) an explorer's pack or (b) a scholar's pack

Spellcasting

The interplay of bodily aether and dimensional connection allows you to cast black mage spells. See Chapter 10 of the PHB for the general rules of spellcasting and Chapter 4 of this document for the black mage spell list.

Cantrips

At 1st level, you know 4 cantrips of your choice from the black mage spell list. You learn additional black mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Black Mage table.

Spell Slots

The Black Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

Upon becoming a black mage, you know two 1st-level spells of your choice from the black mage spell list.

The Spells Known column of the Black Mage table shows when you learn more black mage spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st, 2nd or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the black mage spells you know and replace it with another spell from the black mage spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

The spellcasting ability for your black mage spells is Intelligence. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a black mage spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus

You can use an arcane crystal set into a rod, cane, wand or other similar equipment as an arcane focus (found in chapter 5 of the PHB) for your black mage spells.

Ritual Casting

You can cast any black mage spell you know as a ritual if that spell has the ritual tag.

Enochian

At 1st level, when you cast spells, residual aether called enochian builds in your body and empowers your spell casting. You gain one charge of enochian each time you expend a spell slot. Charges of enochian will remain in your body for up to 1 minute before dissipating. Each time you cast a spell, the dissipation time for all charges restarts. For each charge of enochian, your damage-dealing spells deal an additional 1 point of damage. If a spell deals damage multiple times, this bonus is applied once.

At 1st level you may hold a maximum of one enochian charge. This limit increases per level according to the Enochian Maximum column of the Black Mage table.

Magical Discipline

At 2nd level, you choose the discipline you belong to as a black mage: Magus, Thaumaturge, or Void Soul, all detailed at the end of the class description. Your discipline choice grants you features at the 2nd, 6th, 10th and 14th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Lucid Dreaming

Beginning at 18th level, you may expend 4 enochian charges to achieve an impregnable state of mind. You pass all concentration checks automatically for the next 10 minutes.

Resonating Aether

Upon reaching 20th level, you gain 3 enochian charges when you roll initiative.

Bringers of the End

Black mages wield incredibly destructive powers powered by interdimensional mingling of their bodily aether with that of the World of Ruin. Long before the Empire standardized the practice, zealous overuse of this power brought down the civilization of Mhach. Carelessness could do the same to you.

A Magus specializes in damage-dealing magic, a Thaumaturge uses enchantments and poison to cripple their foes, and a Void Soul has offered their body to the World of Ruin, causing changes in their body in return for power.

Magus

The Magus specializes in maximizing their damage output. The best Maguses (Magi) historically functioned as aetheric artillery, raining destruction on their foes.

Expanded Spell List
Spell Level Spell
1st chromatic orb, faerie fire
2nd Aganazzar's scorcher, Snilloc's snowball swarm
3rd call lightning, Melf's minute meteors
4th sickening radiance, storm sphere
5th destructive wave, immolation

Swiftcast

Beginning at 2nd level, your spell attack bonus increases depending on your current enochian charges. The bonus is increased by half the number of your current charges, rounding down (minimum of 1).

Polyglot Pulse

At 6th level and above, upon attaining your maximum charges of enochian, you may use an action to cast the spell pulse wave at a level equal to that maximum without expending a spell slot. You may do so once per short or long rest.

Leylines

At 10th level, as a bonus action once per short rest, you create a 5ft.-radius glyph of dim light on the ground around you. While you stand within the circular glyph, you may use your bonus action to cast a cantrip. Additionally, if you move (or are moved) off of your glyph and it remains within 120 feet of you, you may use your reaction to teleport back to it.

The glyph remains in place on the surface where it was created for a number of rounds equal to your Intelligence modifier. Creatures other than you that stand within the circle are unaffected.

Manafont

At 14th level and above, when you cast a damaging spell, you may spend two enochian charges during damage calculation to reroll all damage dice which resulted in a 1. You must use the resulting rolls.

Thaumaturge

Thaumaturges specialize in causing their foes to lose self-control. Enemies in disarray are easier to eliminate with the rest of a black mage's spells, but some Thaumaturges prefer to let allies exploit the chaotic openings they make.

Expanded Spell List
Spell Level Spell
1st bane, command
2nd crown of madness, enlarge/reduce
3rd enemies abound, fear
4th confusion, phantasmal killer
5th synaptic static, geas

Sharpcast

Beginning at 2nd level, your spell save DC gains a bonus depending on your current enochian charges. The DC is increased by half the number of your current charges, rounding down.

Manaward

At 6th level and above, as a reaction, you can spend your current charges of enochian to reduce the spell save DC of a spell affecting you. The DC is reduced by the same value as the number of charges you spend. This must be done before making your saving throw.

Addle

At 10th level and above, you can spend your current charges of enochain to lower a foe's spell save DC. The targeted foe must make an Intelligence saving throw. On a failed save, its spell save DC is decreased by half the number of your current charges, rounding down, until the end of your next turn. You may use this feature once per short rest.

Wicked Focus

Beginning at 14th level, you may hold concentration on two spells instead of one -- but while concentrating on two, the only additional spells you may cast are cantrips. If your concentration is broken, both spells end.


Void Soul

A Void Soul is a black mage who has dived deep into the dark secrets of their craft. They have discovered ways to draw power directly from the World of Ruin, infusing themselves with dark aether.

Expanded Spell List
Spell Level Spell
1st armor of Agathys, arms of Hadar
2nd ray of enfeeblement, shadow blade
3rd hunger of Hadar, summon lesser demon
4th shadow of Moil, summon greater demon
5th contact other plane, negative energy flood

Surecast

Beginning at 2nd level, you may add the number of your current charges of enochian to any Constitution save you make to retain concentration on a spell.

Transpose

Upon reaching 6th level, as an action, you can spend your current charges of enochian to regain a spell slot of a level equal to the number of enochian charges removed. You may use this once per long rest, and you may not use a spell slot as a bonus action on the turn Transpose is used.

Iniquity

At 10th level and above, as a bonus action, you may spend 3 charges of enochian to empower your spell damage. Until the start of your next turn, your spells overcome damage resistance (but not immunity).

Sanguine Rite

Beginning at 14th level, you may use your reaction to absorb incoming aether. You gain charges of enochian equal to the level of a spell that both targets and hits you, and gain advantage on any saving throw imposed by that spell. (The enochian charges you gain cannot exceed your maximum.) You may use this feature twice per short or long rest.


Blue Mage

A roegadyn in a turban, veil, and billowing blue fabric skillfully strikes out his scimitar. With grace and power he unleashes one of the many monstrous skills he absorbed, shrouding his foe in flames. A miqo'te man in a chef's hat swiftly descends on the beast, knife and fork at the ready, and samples the fresh-baked meat.

After careful preparation and intensive study, a blue-robed hyur hiding in underbrush adjusts her glasses at a dangerous monster. She calls out her insights, and her allies listen to strike down the beast.

A blue-masked elezen stands before an audience at the center of a coliseum. Large beasts charge towards her, halting short and retching as their prey exhales the breath of a morbol.

Blue mages are curious souls who have entwined their lives with those of the monsters that roam the world. Whether writing bestiaries, or stealing their powers to defend their homes from the beasts, blue mages make for clever, vicious and dependable allies who can find a place of comfort anywhere on the battle field.

Ode to Monsters

The blue mage's trademark ability is their uncanny mastery of monster skills. Lore Keepers mimic the skills of monsters by direct observation, Masked Showmen connect with monsters' very souls for their aetheric mimicry, and Azure Guards and Grand Gourmands absorb the life force of monsters to fuel their magic. Regardless of approach, blue mages are renowned for fighting like monsters, unsettling their enemies and at times even their allies.

Creating a Blue Mage

The range of blue mage origins -- gathered together from disparate cultures by the Arrheniad Empire -- is among the most eclectic of all spellcasters. This in turn prompts many questions for you to consider.

As an Azure Guard, what force (if any) did you serve, and how did you first come to your power: by training or accident? As a Grand Gourmand, was it artistry, curiosity, or simple hunger that first possessed you to go around tasting the flesh of dangerous beasts? As a Lore Keeper, are you a student or professor or hermit, ecologist or strategist or trapper, satisfying inquisitiveness or a job or a community? As a Masked Showman, are you a past or current performer, and why, and how did you first learn your trade, and what is your connection (if any) to the Whalaqee people?

The histories of blue mages are as varied as their repertoires, which are in turn as varied as the creatures of nature. As one of them, you could both fit in and stand out anywhere, reliant on the natural world yet taking its living strengths as your own.

Quick Build

You can make a blue mage quickly by following these suggestions. First make Intelligence your highest ability score, followed by Dexterity. Then take the sage background, the Lore Keeper origin, and the Auroch and Drake monster links.

Blue Mage

Level Proficiency Bonus Features Monster Links Equipped Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Azure Lore Spellcasting, Blue Mage Origin, Monster Tracker 2 4 2
2nd +2 Libra 2 4 3
3rd +2 3 4 4 2
4th +2 Ability Score Improvement 3 5 4 3
5th +3 4 5 4 3 2
6th +3 Origin Feature 4 5 4 3 3
7th +3 5 5 4 3 3 1
8th +3 Ability Score Improvement 5 6 4 3 3 2
9th +4 6 6 4 3 3 3 1
10th +4 Origin Feature 6 6 4 3 3 3 2
11th +4 7 6 4 3 3 3 2 1
12th +4 Ability Score Improvement 7 6 4 3 3 3 2 1
13th +5 8 6 4 3 3 3 2 1 1
14th +5 Origin Feature 8 6 4 3 3 3 2 1 1
15th +5 9 6 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 9 6 4 3 3 3 2 1 1 1
17th +6 10 6 4 3 3 3 2 1 1 1 1
18th +6 Azure Hold 10 6 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 10 6 4 3 3 3 3 2 1 1 1
20th +6 Azure Specialist 10 6 4 3 3 3 3 2 2 1 1

Class Features

As a blue mage, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per blue mage level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constituion modifier per blue mage level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: None
  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose two from Athletics, Arcana, History, Nature, Animal Handling, Perception, and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • a dagger
  • a spellcasting focus (simple melee weapon)
  • a set of clothes
  • (a) an explorer's pack or (b) a scholar's pack
    
    

Azure Lore Spellcasting

Your experience in the field of magic, monsters, and their power has granted you spellcasting abilities. See chapter 10 of the PHB for the general rules of spellcasting and Chapter 4 for the blue mage spell list.

Cantrips

At 1st level, you know 4 cantrips of your choice from the Blue Mage spell list. You learn additional blue mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Blue Mage table.

Spell Slots

The Blue Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Alternate Blue Mage Rule

If a DM doesn't want to manage monster links for every monster encountered, a blue mage may use the Spells Known progression of the Sorcerer class from the PHB instead.

Spells Known of 1st Level and Higher

You know all spells attached to the monster links you have equipped. You may only know spells for which you have spell slots which can be used to cast them. If a monster link has spells with two different spell levels and you lack access to one of them, you learn the spell when you reach the appropriate level. As you level up, you may equip more monster links as indicated by the Blue Mage table.

Monster links you form are yours forever, linked to your very soul. When you complete a long rest, you may swap one equipped monster link with another you know.

Monster links are sets of one to three spells that vary by monster based on its attacks or abilities, not necessarily the spells it does or does not know. The DM has great latitude in deciding which monster links yield which spells.

For example, a Flying Snake monster, when linked, could yield the spell feather fall, reflecting its flying speed, despite the Flying Snake not knowing any spells at all. A Dryad's monster link might yield both entangle and barkskin because it knows those spells innately, or it might yield faerie fire and misty step simply because it is a fey.

Typically, the more spells a link yields, the less powerful they are, but the DM may alter this as well, especially for very strong and/or legendary monsters. A DM may even decide that a link gives a boon, such as water breathing, or a detriment, such as reduced speed, in addition to or instead of a spell or spells. DMs are advised to carefully balance such decisions.

If you form a monster link as described in each subclass while in combat, the link is only accessible after combat.

Spellcasting Ability

Intelligence is your spellcasting ability for your blue mage spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a blue mage spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast any blue mage spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

Blue mages use their weapon as their spellcasting focus. If you are a Fell Guard you can use a one-handed bladed weapon as a focus for your blue mage spells as well.

Blue Mage Origin

At 1st level, choose a blue mage origin, which describes how you came to study monsters intently and harness their power: the Azure Guard, Grand Gourmand, Lore Keeper, or Masked Showman. These origins are detailed at the end of the class description.

Your choice grants you features when you choose it at 1st level, and again at 6th, 10th, and 14th level.

Monster Tracker

Also at 1st level, you know well how to seek monsters for your magic. When you make an ability check to search an area for monsters, add your proficiency bonus to the roll. If you are proficient in the skill you are using to search, double the profienciency bonus instead.

Libra

Starting at 2nd level, as an expert on monsters and beasts, you are able to discern certain traits about monsters you encounter. By spending 1 full minute intently observing a creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Strength Score
  • Dexterity Score
  • Constitution Score
  • Armor Class
  • Current hit points
  • Total class levels (if any)

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Azure Hold

Upon reaching 18th level, when a monster or beast attempts to disengage from you during combat, as a reaction you can attempt to stop them by imposing your will upon them. The creature must make a Wisdom saving throw against your spell save DC. On a failure, the creature is unable to leave your melee attack range.

Azure Specialist

At 20th level, you may change your monster links at the end of a short rest.

Alternate Blue Mage Rule

If you are playing without monster links, use the following feature instead of Azure Specialist:

Monstrous Stamina

Beginning at 20th level, when your hit points are reduced to 0 and you are not killed outright, you instead are left with 1 hit point. You then regain hit points equal to 2d10 + your Intelligence ability modifier. This effect may only activate once per long rest.

A Dangerous Business

A blue mage seeks to harness the powers that most people in the world fear: the powers normally reserved for monsters. Azure Guards slay monsters and turn their powers toward defending people from more. Grand Gourmands gain deep understanding of monsters by eating them. Lore Keepers, fascinated by the raw power of monsters, emulate it through observation and full-contact study. Finally, Masked Showmen mimic monster powers for the profitable spectacle of performance.

Azure Guard

Azure Guard blue mages are adventurers who bathe in the essence of slain monsters to absorb their power and use it against other foes. The exposure comes at a risk, however. Azure Guards must limit the number of monsters whose energy they tap, or else they'll lose themselves to the power. Walking the line between monster and man, these magical warriors take major risks to protect the world.

Arcane Swordsmanship

Beginning at 1st level, you gain proficiency with scimitars, shortswords, and longswords. You may use a weapon of one of those types as a spellcasting focus. You may form a monster link by successfully dealing melee damage to a creature.

Expanded Spell List

Learning your spells through pure violence provides martial insight that other origins lack. Though your spells are still derived from monster links, your spell list expands to include:

Spell Level Spell
Cantrip green-flame blade, sword burst
1st compelled duel, wrathful smite
2nd branding smite, cloud of daggers
3rd blinding smite, psionic blast
4th sickening radiance, staggering smite
5th antilife shell, flame strike

Extra Attack

Beginning at 6th level, you can attack twice instead of once whenever you take the Attack action on your turn.


Monstrous Blood

At 10th level, your body's physiology has been altered by the monstrous energies you have absorbed. Your body has developed a natural resistance to two types of damage from the following: Acid, Cold, Fire, Lightning, Poison, or Thunder. Additionally you gain proficiency in either Strength or Constitution saving throws.

Azure Hunter

When you reach at 14th level, you become an expert at slaying certain monsters.

Choose two types of favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, Fey, Fiends, Giants, Monstrosities, Oozes, Plants, or Undead. Once on each of your turns, you can add your Intelligence modifier to either the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Grand Gourmand

All blue mages have great interest in monsters. Grand Gourmands are primarily concerned with eating them. Their quite literal form of consuming monsters' powers opens up new avenues of magic study and adventuring service.

Grand Gourmands often travel the world, seeking not only the essences of monsters but the sensory wisdom of the entire gastronomic spectrum through cultural indulgence and independent experimentation. They are not merely scholars of the edible and artisans of the kitchen, but dedicated connoisseurs of life.

Expanded Spell List

Physical consumption of monster flesh allows you to absorb a greater amount of magical essence than through mimicry, study, or violence alone. Though your spells are still derived from monster links, your spell list expands to include:

Spell Level Spell
1st goodberry, purify food or drink
2nd enlarge/reduce, flaming sphere
3rd blink, gaseous form
4th black tentacles, freedom of movement
5th dawn, mass cure wounds

Aetheric Digestion

Beginning at 1st level, you may form a monster link by consuming no less than five cubic centimeters of the flesh, bone, and/or blood of a monster that has died within the last week. No amount of mass from a living monster will yield a monster link.

Aetheric Digestion nullifies all ill effects from consuming naturally dangerous or indigestible matter (such as the head of a poisonous snake or the metal fingers of a Helmed Horror), but offers no protection against maliciously altered food (such as drugged wine).

Galvanized Gut

Beginning at 6th level, your aetheric digestion spreads to your entire gastrointestinal tract. You can digest anything that you can swallow, even the most lethal toxins and sinister poisons, and suffer no ill effects from the digestion. (However, fundamentally damaging materials such as knives, sulfuric acid, or lava may still deal damage if they touch any part of your mouth.)

You are immune to the Poisoned status if you are not already. Drinking magical potions that bestow fundamentally harmful effects will not affect you.

Dine and Dash

Beginning at 10th level, you may use a bonus action to bite a living monster. On success, you deal your unarmed strike damage, and you identify which spells the monster would yield if linked. For the next minute, as an action you may cast one of those spells without expending a spell slot or material components. The spell must have a casting time of one minute or less. Each bite yields one temporary spell at a time, and overwrites the previous spell if unused.

Clean Plate

Beginning at 14th level, you can instantly destroy certain creatures that you bite with the Dine and Dash feature. You may use this feature once per short or long rest.

The DC for Clean Plate is 8 + your proficiency bonus + your Constitution modifier. If a non-Humanoid, non-Undead creature of CR 4 or lower is successfully bitten and fails their save, they are surrounded by spectral eating utensils and aetherically subsumed into your body. Unconscious applicable creatures automatically fail their save.

Size is irrelevant. Even a Small-sized Grand Gourmand can destroy a Gargantuan creature with this feature, provided that the aforementioned conditions are met.

Lore Keeper

Lore Keepers are researchers who seek out and chronicle the monsters of the world to the finest details possible. In so doing, they learn to emulate monsters' powers aetherically.

Condensed Libra

Starting at 1st level, you gain proficiency in the Investigation skill if you don't already have it. You may form a monster link by being damaged by a creature or using Libra on it.

Quick Read

Beginning at 6th level, as an action you may use Libra during combat on a creature that is within 30 feet of you.


Deep Read

At 10th level, when you use Libra you may learn three characteristics about the target. You may also choose to learn a creature's damage resistances or immunities as well.

Ace Tutor

Beginning at 14th level, as an action you can offer advice on how to approach a creature within 60 feet of you on which you have used Libra. Until the start of your next turn, your allies have advantage on attack rolls against that creature.

Masked Showman

The spectacle of blue magic lends itself easily to showman-ship. The Whalaqee people train masked mages called oskate wicasa (oh-shkah-te we-cha-sha), "one who performs," to showcase monster powers in feats of skill for the delight of crowds. (This is not to be confused with their annual socio-cultural celebration, Wacipi (wa-chee-pee), "Dance.")

Some foreigners trained in the Masked Showman's art maintain its traditional regalia and cultural trappings. Many, however, completely change its aesthetics to better appeal to their home audiences. Whalaqee allow this, if grudgingly.

Understudy

At 1st level, you may form a monster link if a creature fails a Charisma saving throw that you impose. As a bonus action, you may make eye contact with a creature within 60 feet of you and force it to make a Charisma saving throw. On a failed save, the DM tells you which (if any) of their ability modifiers are superior to yours, and you may use one of those modifiers as if it were your own until the start of your next turn.

An allied creature may choose to fail their save.

Re-Enactment

Starting at 6th level, if you use the same actions and same amount of movement two turns in a row, your second turn's actions have advantage on their attack rolls or impose disadvantage on their saving throws.

You may use this feature a number of times equal to your Charisma modifier (minimum of 1) per long rest. You may not use this feature on consecutive turns -- i.e., no re-re-enacting.

Counting Coup

Upon reaching 10th level, when you enter a creature's melee range, successfully attack it, and leave its melee range on the same turn -- not necessarily in that order, but all without taking damage -- you gain one Counting Coup die, a d8.

Once in the next day, you can roll the die and add the number rolled to one ability check, attack roll, or saving throw you make. You can wait until after you roll the d20 before deciding to use Counting Coup die, but must decide before the DM says whether the roll succeeds or fails. Once the Counting Coup die is rolled, it is lost. You can have only one Counting Coup die at a time.

You can use this feature a number of times equal to your Charisma modifier (minimum of 1) per long rest.

Crowd-Pleaser

At 14th level and above, your spells deal additional damage equal to your Charisma modifier (minimum of 1). This additional damage applies on each hit.

Dancer

The light of the room dims, and the spotlights focus on the lightly dressed viera who makes her way across the stage. With a beaming smile, she moves effortlessly to the music, filling everyone's hearts with joy and pushing them to stay determined in their challenges.

Amid the chaos of the battlefield a young elezen expertly slides in and out of combat, soothing his allies' wounds and empowering their wills to continue fighting.

Dressed in fine clothing with her trusty blade at their side, the seemingly sweet human woman dances through a group of would-be assailants behind her establishment, cutting them down with ease.

Whether inspiring or slaying, dancers combine the art of movement with the energy of interaction into a spectacle to turn any battle into a show.

Of Silk and Steel

Dancers draw from many different sources and backgrounds, combining them into a single package which covers a wide variety of situations. Using small weapons to pick away at their unwitting foes, their dances debilitate their marks while filling their allies with power. Though a rarity on the battlefield, few forget the sight of a skilled dancer at work.

Espirited Performance

Dancers perform their quasi-magical feats not through an arcane focus, but the very energy of performance. As they dance, they move their bodies in specific patterns to manipulate the aether within their bodies and connect it to others in desired forms. This interplay of actor and audience carries an energy wavelength all its own -- espirit -- which dancers use to great effect.

Creating a Dancer

Dancers are passionate people dedicated to their craft. Spending years practicing has gifted them with the ability to weave aether and their passions together into a gorgeous display of skill.

When creating a dancer, you must consider where they honed their craft. Did they pick up the profession naturally, teaching themselves over long hours, or did they study beneath a mentor? Consider motivation as well -- do you seek fame and fortune, or do you want to bring the gifts of joy to the masses? Perhaps you are journeying in an attempt to hone your craft even further, or merely using the trappings of performance as cover while you seek someone or something.

Quick Build

You can make a dancer quickly by following these suggestions. Make Charisma your highest ability score, followed by Dexterity, and take the entertainer background.

Dancer
Level Proficiency Bonus Features Espirit Maximum Flourish Damage
1st +2 Espirit, Flourish 1 1d6
2nd +2 Unarmored Defense, Whirling Steel 1 1d6
3rd +2 Dancer Archetype 2 2d6
4th +2 Ability Score Improvement 2 2d6
5th +3 Cut In 2 3d6
6th +3 Dancer Style Feature 3 3d6
7th +3 Evasion 3 4d6
8th +3 Ability Score Improvement 3 4d6
9th +4 3 5d6
10th +4 Unarmored Movement 4 5d6
11th +4 Dancer Style Feature 4 6d6
12th +4 Ability Score Improvement 4 6d6
13th +5 Dance All Night 4 7d6
14th +5 Turnabout 5 7d6
15th +5 Dancer Style Feature 5 8d6
16th +5 Ability Score Improvement 5 8d6
17th +6 5 9d6
18th +6 Elusive 6 9d6
19th +6 Ability Score Improvement 6 10d6
20th +6 Rhythmic Heart 6 10d6

Class Features

As a dancer, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per dancer level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constituion modifier per dancer level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Chakrams, rapiers, scimitars, shortswords, simple weapons, whips
  • Tools: None
  • Saving Throws: Dexterity, Charisma
  • Skills: Choose two from Acrobatics, Deception, Insight, Perception, Performance, and Persuasion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) two daggers or (b) two chakrams
  • a (a) whip or (b) scimitar
  • a set of fine clothes
  • a (a) costume or (b) light armour
  • (a) an explorer's pack or (b) a entertainer's pack
Chakrams

To make chakrams, use the Handaxe statblock. Set the cost to 15 gp and add the Finesse quality to the weapon.

Espirit

Starting at 1st level, when you use the Attack action against a hostile creature and you are able to move, you gain a charge of espirit, which may be spent on various actions. The attack need not hit in order to grant you espirit. You do not gain espirit from attacks that are empowered by espirit.

At 1st level you may hold a maximum of one charge of espirit. This limit increases per level according to the Espirit Maximum column of the dancer table.

You start knowing one espirit feature: En Avant. You learn more espirit features as you gain levels in this class.

Espirit ability = Charisma

Espirit save DC = 8 + your proficiency bonus + your Charisma modifier

En Avant

You can spend 1 espirit charge to take the Disengage or Dash action as a bonus action on your turn.

The Spirit of Espirit

Dancers build and manipulate the magical energy of interactions between bodies. It is not ki, which is the aether of the body (famously utilized by monks). It is espirit, the power between the actor and the acted, the flowing aether of attention gathered and attention paid, the force of oneness between two, the energy of performance.

Espirit is built and fueled and spent by forceful interactions with other lives. In practical terms, it translates action to other action, often resulting in effects indistinguishable from spells.

Another practical difference is that espirit, much like a black mage's enochian, must first be built by action. Barbarians walk into battle with a certain number of rages; monks walk into battle with a certain amount of ki; dancers must first stir espirit into being.

Flourish

Also starting at 1st level, once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse throwing weapon.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of extra damage increases according to the Flourish Damage column of the Dancer table.

Unarmored Defense

Beginning at 2nd level, while you are not wearing armor or wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier.

Whirling Steel

Also beginning at 2nd level, you can spend 1 hour attuning with up to two finesse throwing weapons. When you throw a weapon you are attuned with, it returns to your hand after the attack is resolved.

Dancer Style

At 3rd level, you choose a style which dictates your growth as a dancer. These styles -- Bladedancer, Captivator, and Soloist -- are detailed at the end of the class description.

Your choice grants you features when you choose it at 3rd level, and again at 6th, 10th, and 14th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.


Cut In

Starting at 5th level, when an attacker that you can see hits an ally that you can see within 60 feet of you with an attack, you can use your reaction to spend 1 espirit charge to halve the attack's damage against them.

Evasion

Upon reaching 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Unarmored Movement

At 10th level and above, your speed increases by 10 feet while you are not wearing armor or wielding a shield.

Dance All Night

Beginning at 13th level, if you would be stunned or paralyzed by a successful enemy action, you can use your reaction to spend 1 espirit charge to nullify the condition. You may also use your action on your turn to spend 1 espirit charge to remove your paralysis. Additionally, if you are knocked prone, you use only 5 feet of movement to return to your feet.

Turnabout

Upon reaching 14th level, whenever you make a saving throw and fail, you can spend 1 espirit charge to reroll it and take the second result.

Elusive

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

Rythmic Heart

Beginning at the 20th level, you gain 2 espirit charges when you roll initiative.

The World Stage

A dancer who has chosen a life of adventure is an ambitious master of their art. As they travel they will learn new and innovative ways to work their passion into their journey across the land. No matter the role in which a dancer finds themself, you can be certain they are pouring their heart into every action they take and choice they make.

The Bladedancer combines swordplay with the grace of dance. The Captivator seeks to bring succor and support to their allies in the heat of battle. The Soloist focuses on mastering and pushing the limits of dance as an art.

Bladedancer

The Bladedancer's exotic style incorporates weapons into their routines. They mix martial knowledge with graceful steps to create an awe-inspiring dance which devastates foes.

Fan Dance

Beginning at 3rd level, your Flourish feature can be activated with finesse melee weapons as well as finesse throwing weapons. (These do not necessarily have to be fans.)

Dual Wielder

Also beginning at 3rd level, you gain a +1 bonus to AC while you are wielding a separate finesse weapon in each hand. (This feature stacks with the Dual Wielder feat.)

Double Step

At 6th level and above, you can attack twice, instead of once, whenever you take the Attack action on your turn.

You may also spend 1 espirit charge as part of an attack to make your attack roll with advantage.

Improvisation

Starting at 11th level, when you make an ability check, an attack roll, or a saving throw, and have disadvantage on the roll, you can spend 1 espirit charge to cancel the disadvantage for that roll.

Saber Dance

When you reach 15th level, you may spend any number of your available espirit charges as part of an Attack action. Doing so increases the critical hit range of your attack rolls by that same number until the start of your next turn.

For example, spending 3 espirit charges allows you to score critical hits on rolls of 17-20.

Captivator

The Captivator becomes a font of restorative and inspirational charisma on the battlefield, offering relief and joy to their allies in even the worst situations.

Shield Samba

Starting at 3rd level, you can spend espirit charges on temporary HP for yourself and allies. As an action, a number of creatures equal to your Charisma modifier (minimum of 1) gain temporary hit points equal to your Charisma modifier (minimum of 1) times espirit charges spent.

For example, spending 3 espirit charges with a CHA +2 modifier allows two creatures to gain 6 temporary hit points each.

Temporary hit points granted by this feature last 1 minute. You can use this feature a number of times equal to your Charisma modifier (minimum of 1) per short rest.

Curing Waltz

At 6th level, your dances are capable of healing wounds. As a bonus action, you can spend a minimum of 3 charges of espirit to cast mass healing word at a level identical to the charges spent. You can use this a number of times equal to your Charisma modifier (minimum of 1) per short rest.

Fourfold Fantasy

Upon reaching 11th level, as an action, you may spend 4 espirit charges to cast aura of life, aura of purity, or aura of vitality. You can use this feature a number of times equal to your Charisma modifier (minimum of 1) per long rest.


Devilment

At 15th level and above, you may spend espirit charges to increase the likelihood of critical hits.

As an action, you empower a number of creatures equal to your Charisma modifier (minimum of 1) that are within 60 feet of you and can see you. Until the beginning of your next turn, they score a critical hit on an attack roll of 19 or 20. Each creature targeted costs 1 espirit charge. If a creature already has a lowered critical range, Devilment lowers it one point further.

You may use this a number of times equal to your Charisma modifier (minimum of 1) per long rest.

Soloist

Soloists devote their training to dance as an art form. Your singular focus will allow you to reach a level of mastery that few in your discipline ever achieve.

Standard Step

Beginning at 3rd level, you can damage foes with the sheer virtuosity of your dance mastery.

As an action, select a number of creatures within 60 feet of you equal to the espirit charges you spend. Targeted creatures must make a Charisma saving throw against your espirit save DC or suffer 4d4 psychic damage, taking half damage on a success.

You may use this a number of times equal to your Charisma modifier (minimum of 1) per short rest.

Contradance

Starting at 6th level, you can spend charges of espirit to cast counterspell at a level identical to the charges spent (minimum of 3). You may use this a number of times equal to your Charisma modifier (minimum of 1) per long rest.

Technical Step

Upon reaching 11th level, you roll Standard Step with 8d4. Additionally, creatures that fail their save are charmed by you.

Grand Pas

At 15th level and above, the grace of your movements is unparalleled. You gain an additional charge of espirit for every 15 feet you move on your turn, you ignore movement limitations on difficult terrain, and you automatically succeed on Dexterity saving throws to avoid falling prone.


Dark Knight

A massive roegadyn in heavy armor cleaves his way through the battlefield, radiating an aura of darkness. His swift blows sunder his foes' armor. His enemies turn and run, claiming he is no man, but a demon.

Standing before a wounded citizen, an auri woman clad in ebony holds out her hand towards the group of guards. She alone stands between the corrupted enforcers and the innocent soul. She chants in a lost tongue and a blast of dark energy launches from her palm, striking the guards down.

Battered and bloodied, a hyur man drags himself to his feet. Armor dark as night, accented by his own blood, he feels energy bursting forth from his body. Using his pain as a weapon he strikes down the great beast before him before falling to a knee.

It is a dark knight's freedom from the bounds of the law which makes them so effective. Unconcerned with what is lawful, a dark knight lives by what is ethical instead. Those who spread tyranny and injustice had best prepare for a visit from a dark knight who aims to set things right.

Protecting the Meek

A dark knight is a knight who has taken up arms to serve the downtrodden. They serve no lords or institutions, believing no one is exempt from justice, no matter what their position in society. They protect the commonfolk not only from banditry and wild beasts, but from the corrupt who seek to oppress them. In return, dark knights are often fed and housed by those they protect, occasionally supporting themselves by taking bounties.

Internal Darkness

When an adventurer chooses the path of a dark knight, they understand that they are renouncing their rights to civil society. They belong only to themselves, acting as paragons of justice without allegiance. They live to mitigate the fundamental despairs of mortal existence, and as such they hate nothing more than those who harm or exploit the weak. Any dark knight worth the name will put their life on the line to redress the balance.

In battle, dark knights are able to sacrifice their own life force to power their dark arts. They can rob themselves of future health for present survival, for they know intimately that their fate is to one day die.

Creating a Dark Knight

Dark knights are natural adventurers. They may live in and protect settlements of any size, or they may travel the world seeking out and smiting institutionalized injustice. Wherever they go, they always act on behalf of common folk, and expect neither praise in life nor reward in an afterlife. To them, it is far better to be correct than to be right. They value pragmatism and an existentialist perspective, well aware that they will not be celebrated for taking action where others would not.

Those seeking to become a dark knight must be introduced to it through some means, be it an ancient tome with recorded rituals or a mentor to impart their knowledge.

Dark Knight

Level Proficiency Bonus Features Dark Arts Points Darkside Bonus Damage
1st +2 Dark Arts, Darkside 2 1d4
2nd +2 Dark Knight Fighting Style, Souleater 2 1d4
3rd +2 Dark Knight Archetype 3 1d4
4th +2 Ability Score Improvement 3 1d4
5th +3 Extra Attack 3 1d6
6th +3 Archetype Feature 4 1d6
7th +3 Grit 4 1d6
8th +3 Ability Score Improvement 4 1d6
9th +4 Reprisal 4 1d6
10th +4 Brutal Critical (1 die) 4 1d6
11th +4 Archetype Feature 4 1d8
12th +4 Ability Score Improvement 5 1d8
13th +5 Dark Mind 5 1d8
14th +5 Enhanced Grit 5 1d8
15th +5 Abyssal Presence 5 1d8
16th +5 Ability Score Improvement 5 1d8
17th +6 Archetype Feature 6 1d10
18th +6 Brutal Critical (2 dice) 6 1d10
19th +6 Ability Score Improvement 6 1d10
20th +6 Living Dead 6 1d10

Quick Build

You can make a dark knight quickly by following these suggestions. First, make Strength your highest ability score, followed by Charisma. Second, take the folk hero background.

Class Features

As a dark knight, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per dark knight level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per dark knight level after 1st

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple and martial weapons
  • Tools: None
  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Athletics, Arcana, History, Insight, Intimidation, Perception, and Survival.
    
    

Equipment

You start with the following equipment, in addition to the equipment granted by your background.

  • (a) chain mail or (b) leather armor
  • (a) a two-handed martial melee weapon or (b) a martial melee weapon and a shield
  • (a) two hand axes or (b) two daggers
  • (a) an explorer's pack or (b) a dungeoneer's pack

Dark Arts

Beginning at 1st level, you can harness your existential darkness to use various abilities and spell-like effects. You accumulate dark arts points every time you deal melee damage to another creature, up to a maximum per level listed in the Dark Arts Points column of the Dark Knight table.

When using abilities with dark arts points that require the enemy to make a saving throw, the saving throw is calculated as follows.

Dark Arts DC = 8 + your proficiency modifier + your Charisma modifier

Dark Arts spell attack modifier = your proficiency modifier + your Charisma modifier

You start knowing one dark arts feature: Darkside. You learn more dark arts features as you gain levels in this class.

Darkside

As a bonus action, you may spend 1 dark arts point to make each of your damage rolls deal additional damage for the remainder of your turn. The bonus damage can be found in the Darkside Bonus Damage column of the Dark Knight table. You do not gain additional dark arts points from attacks powered by Darkside.

Dark Knight Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty -- one adapted to dark knights specifically. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, or simply wielding a two-handed melee weapon, you gain a +2 bonus to damage rolls with it.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see 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. You must be wielding a shield, or wielding a two-handed melee weapon.

Souleater

At 2nd level and above, you can damage yourself to fuel your dark arts. As a bonus action, you may roll your hit die. You take damage equal to the result, and also recover dark arts points equal to the result. You cannot exceed your level's maximum number of dark arts points.

Dark Knight Archetype

At 3rd level, you choose a dark knight archetype to emulate: the Blackblood, Falgabardi, Frayed Soul, or Reaper, each detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 6th, 11th, and 17th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Grit

Upon reaching 7th level, you may expend your hit dice to toughen yourself, trading future recovery for immediate defense. As a bonus action you may roll a number of hit dice equal to your Constitution modifier (minimum of 1), and gain their value in temporary hit points. These hit dice are removed until you regain them by a long rest. The temporary hit points granted by them last for one minute, and as usual they do not stack.

Reprisal

At 9th level and above, as a reaction, you may spend one dark arts point to impose disadvantage on attack rolls made by a creature that either attacks or damages you. Reprisal lasts until the end of that creature's next turn.

Brutal Critical

Beginning at 10th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

This increases to two additional dice at 18th level.

Dark Mind

Beginning at 13th level, as a reaction, you may spend one dark arts point to automatically pass a Charisma saving throw.

Enhanced Grit

Starting at 14th level, you are willing to trade even more of your future to stay alive in the present. You may add your proficiency to your Constitution modifier to determine the maximum hit dice you may expend for temporary HP.

Abyssal Presence

When you reach 15th level, you are immune to the frightened condition.

Furthermore, you can expose others to the darkness within you. As an action, you may spend a number of dark arts points equal to your Charisma modifier (minimum of 1) to force up to that same number of creatures that can see you to make a Charisma saving throw. On a failed save, they are frightened of you until the end of your next turn.

Brutal Critical

At 18th level, you can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

Living Dead

Upon reaching 20th level, you are able to continue fighting long after you should fall. When you are reduced to 0 hit points, make a DC 10 constitution save. On a successful save, you instead fall to 1 hit point -- and for a number of rounds equal to your Charisma modifier, you cannot fall below 1 hit point. You may use this feature once per long rest.

A Path Shrouded in Sorrow

Dark knights know full well the dangers of their path. They know they will be distrusted by many, or even viewed as villains and monsters, all while fighting to do the right thing. They understand better than most the unavoidable suffering of life. Rather than succumbing to existential despair, however, they burn it as fuel.

The Blackblood twists its dark arts into arcane might, the Falgabardi carries on the spirit of a betrayed order of defenders, the Frayed Soul makes darkness its best friend, and the Reaper draws a spirit of death to empower it.

Blackblood

Blackbloods are the most aetherically-inclined of all dark knights, willing and able to assault their foes with necrotic energies at, occasionally, dire cost. Their dark arts replicate certain spell effects.

Unmend

Starting at 3rd level, as an action, you may spend 1 dark arts point to cast magic missile at 1st level. The damage for this spell is necrotic rather than force. You may not cast it at higher levels. All other rules for the spell remain the same.

Flood of Darkness

At 6th level and above, as an action, you may spend three dark arts points to cast lightning bolt at 3rd level with no material components. The damage for this spell is necrotic rather than lightning. Affected creatures must make a saving throw for Constitution rather than Dexterity. You may not cast it at higher levels. All other rules for the spell remain the same.

You may spend an additional dark arts point to impose disadvantage on the saving throw for all affected creatures. However, you then take half of its 8d6 damage roll immediately.

Abyssal Drain

Upon reaching 11th level, as an action, you may spend 4 dark arts points to cast vampiric touch at 4th level. You may not cast it at higher levels. All other rules for the spell remain the same.

You may spend an additional dark arts point as a reaction to gain advantage on a Constitution saving throw to maintain concentration on the spell.

Salted Earth

Beginning at 17th Level, as an action, you may spend 6 dark arts points to cast circle of death at 6th level with no material components. You may not cast it at higher levels. All other rules for the spell remain the same.

You may spend an additional dark arts point to impose disadvantage on the saving throw for all affected creatures. However, you then take half of its 8d6 damage roll immediately.


Falgabardi

When the city of Falgabard fell, its famed dark knights evacuated and protected as many people as they could. Betrayed by their Church and with no home of their own, they formed the Falgabardi order to preserve their martial tradition. Falgabardi use their dark arts to improve their martial prowess.

Plunge

Beginning at 3rd level, you can use the momentum of your weapon to leap and attack. As an action, you travel a maximum distance equal to half your base walking speed, landing adjacent to an enemy you can see. You then make an attack against that enemy, dealing an extra 1d6 damage of your weapon type on a hit. The extra damage increases to 2d6 at 11th level and 3d6 at 17th level.

You may plunge twice per short or long rest.

As part of the plunge, you may spend one dark arts point to gain advantage on your plunge's attack roll. However, doing so will not grant you a dark arts point from a successful hit.

Blood Weapon

Starting at 6th level, you are able to absorb life force from enemies through your weapon. Once per round, while under the effects of Darkside, when you successfully strike an enemy with an Attack action, you may recover hit points equal to the bonus damage you deal from Darkside.

Additional Dark Knight Fighting Style

At 11th level, you may choose a second option from the Dark Knight Fighting Style class feature.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, or simply wielding a two-handed melee weapon, you gain a +2 bonus to damage rolls with it.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see 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. You must be wielding a shield, or wielding a two-handed melee weapon.

Extra Attack

At 17th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

Frayed Soul

Frayed Souls are special among dark knights, in that they manifest their inner darkness into a companion that fights by their side. The shadowy amalgamated form of their anguish in life and frustration with the world is quite literally their constant companion.

Living Shadow

At 3rd level, you can use a bonus action to spend 1 dark arts point to magically manifest a shadowy simulacrum of your dark side, which appears an unoccupied space you can see within 15 feet of you. This simulacrum is a magical, smoky, black image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another shadow, or until you’re incapacitated.

Your shadow has an AC of 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the shadow to move up to 30 feet in any direction (no action required). If your shadow is ever more than 30 feet from you at the end of your turn, it is destroyed.

You can use the shadow in the following ways:

  • When you take the Attack action on your turn, any attack you make with that action can originate from your space or the shadow's space. You make this choice for each attack.

  • When a creature that you can see within 5 feet of your shadow moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the shadow's space.

  • As a bonus action on a turn after your shadow is created, you can teleport, magically swapping places with your shadow at a cost of 15 feet of your movement, regardless of the distance between the two of you.


Adversity

At 6th level and above, your power grows as you take damage. For every 15 hit points you are missing, you gain +1 on attack and damage rolls, up to a maximum equal to your Constitution modifier (minimum of 1). Temporary hit points are ignored in this calculation.

The Blackest Night

Upon reaching 11th level, you can harden your resilience in the face of doom. As a bonus action, you may spend one dark arts point to roll your Darkside bonus damage die and add the result to the first saving throw you make until the start of your next turn.

If your Living Shadow is active while The Blackest Night is active, it automatically succeeds its saving throws.

Dark Missionary

Starting at 17th level, you can make your shadow throw itself in front of an attack directed at you or another creature that you can see. Before the attack roll is made, you can use your reaction to spend one dark arts point to teleport the shadow to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your shadow. If it survives, it returns to its space.

You may use this feature a number of times equal to your Charisma modifier (minimum of 1) per short or long rest.

Listen to my voice. Listen to our heartbeat. Listen... I forgive you. I forgive you. I forgive you.

When you're coming apart at the seams, who else will make you whole again?

In your darkest hour, in the blackest night... think of me... and I will be with you. Always.

For where else could I go?

Who else could I love but you?

~ from "In Conversation With My Shadow,"

by philosopher Rielle Myste of Falgabard

Reaper

All dark knights live on the edge of life and death, but none know it as well as Reapers. They embrace their ultimate end so well, they can summon a creature of the other side to augment their power while still alive.

Shadow of Death

Beginning at 3rd level, as a bonus action you may spend 1 dark arts point to cast either hex or hunter's mark at 1st level.

Hellsgate

Also at 3rd level, you may move not by walking but by limited teleportation. Your maximum range for this teleport is your base movement speed, you cannot double its range by using a Dash action, and you cannot teleport to a position you cannot see. You may use this feature only once per turn, and a number of times equal to your proficiency per long rest.

Enshroud

At 6th level, you can summon an abyssal avatar: a super-natural creature hovering above and slightly behind you. You determine its appearance, though a typical abyssal avatar is frightening and shrouded in some way. As a bonus action, you can spend 1 dark arts point to summon this avatar for 10 minutes. It vanishes early if you are incapacitated or die.

While the avatar is present, you gain the following benefits.

Abyssal Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Arm of the Abyss. You can use your Charisma modifier in place of your Strength modifier when making Strength checks and Strength saving throws.

Wisdom of the Abyss. You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks.

Word of the Abyss. When you speak, you can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you.

Blood Stalk

At 11th level, when you have your avatar summoned, you gain the following benefits, though some require that you first attain a certain dark knight level.

Abyssal Terror (15th Level Required). Creatures make their Charisma saving throw against your Abyssal Presence feature at disadvantage.

Crest of Time Borrowed. When you take acid, cold, fire, force, lightning, or thunder damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Charisma modifier (minimum reduction of 1).

Gluttony (14th Level Required). Your Enhanced Grit feature is enhanced further. You may add your Charisma modifier to your Constitution modifier and your proficiency to determine the maximum hit dice you may expend for temporary HP.

Soul Slice. Immediately after you take the Attack action on your turn, you can expend 1 dark arts point to make another melee weapon attack as a bonus action. This attack deals extra damage equal to your Darkside Bonus Damage. You may use this feature only once on your turn.

Communio

At 17th level, you may use Darkside without expending dark arts points a number of times equal to your Charisma modifier per long rest.

Scythes and Reaping

Reapers are widely known for wielding two-handed scythes. You may use the stats of any greataxe or greatsword to make one. Your Reaper character may, of course, choose to not use a scythe, just as a dark knight may choose to not use a greatsword. You are not bound to traditional aesthetics.

"Was this life a gift . . . or a burden? Did you find . . . fulfillment?"

~ Zenos viator Galvus, from Kiona Dashiyo’s seminal play Dawnmoon Finale

Dragoon

An earthshaking roar echoes across the sky as a dragon beats its wings above a castle. An elezen in scale mail leaps high into the air and plunges onto the creature's back, driving his spear into its spine, forcing it to the ground.

A human woman stands among the chaos of war. She rushes down an opponent, striking with the ferocity of a dragon. Those who stood against her that day claim to have seen a dragon sweep the area with its fiery breath, rather than simply a woman with a spear.

Laughing proudly, a burmeci man jumps into the sky. As he reaches the peak of his high jump, he hurls his spear with the might of a dragon and impales his foe from afar.

Dragoons use their command of tactical height to strike down their foes with deadly force. These fearless warriors stand against dragons, demons, fiends and any other threats who would raise a hand against their homelands.

Fraternity of Dragonslayers

The dragoon, or dragon knight, is a type of soldier born out of need. Wherever dragons clashed with civilization, dragon-slayers arose. The simple physical necessities of efficiently reaching flying creatures, piercing scaly hide, and dealing with deadly breath meant that counter-dragon martial traditions which developed in very disparate lands were broadly similar. There are only so many ways to kill a dragon.

As a result, dragoons who would ordinarily find each other extremely foreign share an instant respect. If they lack camaraderie, they at least hold professional regard for one another, born of the difficulty of their work.

Dragon's Bane

Though dragoon skills can slay many a beast, they are honed to kill flying dragons. These warriors can leap great heights and distances to crash down using their weight and momentum to drive their weapons deep. Most traditional dragoon armor is replete with spurs and spiked aesthetic elements to hold their position on a thrashing foe in midair.

Creating a Dragoon

When creating a dragoon, consider what led them to become so specialized. They may have shown a certain aptitude in knightly training, or they may have worked up to it, inspired by dragoons of legend.

Consider why your dragoon would choose to head out on an adventure. Are they seeking a specific dragon, hoping to slay an enemy of their nation or a monster from their own past? Are they part of a regiment or a freelancer?

Quick Build

You can make a dragoon quickly by following these suggestions. Make Strength your highest ability score, followed by Dexterity. Then take the soldier background.

Dragoon

Level Proficiency Bonus Features Trances Dive Damage
1st +2 Dragon Hunter, Trance 2 1d6
2nd +2 Dive 2 1d6
3rd +2 Dragoon Archetype 3 1d6
4th +2 Ability Score Improvement 3 1d6
5th +3 Extra Attack 3 2d6
6th +3 Crash 4 2d6
7th +3 Evasion 4 2d6
8th +3 Ability Score Improvement 4 2d6
9th +4 Dragoon Archetype Feature 4 2d6
10th +4 Elusive Jump, Super Jump 4 2d6
11th +4 Spineshatter Dive 5 3d6
12th +4 Ability Score Improvement 5 3d6
13th +5 Dragoon Archetype Feature 5 3d6
14th +5 Feint 5 3d6
15th +5 Arm's Length, High Jump 5 3d6
16th +5 Ability Score Improvement 5 3d6
17th +6 Dragoon Archetype Feature 6 4d6
18th +6 Battle Litany 6 4d6
19th +6 Ability Score Improvement 6 4d6
20th +6 True North 6 4d6

Class Features

As a dragoon, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per dragoon level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per dragoon level after 1st

Proficiencies


  • Armor: Light armor, medium armor
  • Weapons: Glaives, halberds, javelins, lances, pikes, spears, tridents
  • Tools: None
  • Saving Throws: Strength, Dexterity
  • Skills: Choose two from Animal Handling, Athletics, Acrobatics, History, Nature, Perception, Religion, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail or (b) leather armor
  • (a) a pike or (b) two spears
  • (a) a dagger or (b) two javelins
  • (a) an explorer's pack or (b) a dungeoneer's pack

Dragon Hunter

Starting at 1st level, you have significant experience with dragons. You have advantage on Wisdom (Survival) checks to track dragons, as well as on Intelligence checks to recall information about them. You also learn the Draconic language (or "Dragonspeak") if you did not already know it.

Trance

Also at 1st level, as a bonus action you can fall into a trance of acute athletic focus. While tranced, your jump distances are tripled and you are able to jump from a standing position as if you had a 10-foot running start. Furthermore, you do not take fall damage within your tranced high jump distance, and you may land on difficult terrain without falling prone.

If you make a jump that takes more than your remaining movement in that turn, you begin your jump, but any remainder to the movement cost is subtracted from your base movement on subsequent turns until you complete the jump. While in the air mid-jump, attack rolls you make and attack rolls that creatures make against you both have disadvantage. Certain subclass features may modify these rules.

Trance lasts for 1 minute, until you end it as a bonus action, or until you are incapacitated. If you are incapacitated while in midair, you fall on your turn. If you remain incapaci-tated when you land, you land prone and may take fall damage.

Trances refresh after a long rest. The effects of Trance do not stack with the spell jump.

Dive

At 2nd level and above, you are able to capitalize on your jumping ability for added damage.

As an action while tranced, you leap into the air and dive weapon-first onto a creature within half of your tranced long jump distance. The creature must make a Dexterity saving throw against your Dive DC, taking your weapon damage plus 1d6 additional damage of your weapon type on a failed save, or half that total on a success. Dive's bonus damage adds an additional 1d6 at 5th, 11th, and 18th levels.

As a bonus action before the saving throw is made, you may impose disadvantage on it, but your trance then ends.

A dive must be executed in one turn; it therefore cannot exceed your base movement speed in one turn. A dive requires at least 10 feet of distance; you therefore cannot dive to a target within 10 feet of you.

Leaving a space as part of your dive does not provoke an attack of opportunity. You finish your Dive action in a space of your choice within 5 feet of your target, even if your weapon has the Reach trait. If all such spaces are occupied by other creatures, then you perform your dive against one of those creatures instead.

Dive DC = 8 + your proficiency modifier + your Strength modifier

Dragoon Archetype

At 3rd level, you select a dragoon archetype to emulate, detailed at the end of the class description: the Dragon Slayer, Valkyrie, or Wyrmsblood. The one you choose grants features at 3rd level and again at 9th, 13th, and 17th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Crash

At 6th level, if a creature with flying speed is hit by your Dive action, its flying speed on its next turn is reduced by a distance in feet equal to ten times your Strength modifier. If the creature is in the air, and the total flying speed reduced reaches 0 or lower, it will fall on its turn.

If your dive scores a critical hit, the creature's flying speed is instantly reduced to 0, and if it impacts the ground before the end of its next turn, the fall damage it takes is increased by Xd6, where X equals your Strength modifier.

Evasion

At 7th level and above, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Elusive Jump

At 10th level and above, while tranced, you may use your reaction to add +2 to your AC. Using Elusive Jump requires you to jump 10 feet to a new space in any available direction; this does not provoke attacks of opportunity. You may use this feature a number of times equal to your Strength modifier per short rest (minimum of 1).

Super Jump

Also beginning at 10th level, while tranced, as a bonus action you may make one jump or dive on your turn without cost to movement speed, and your dive distance may be up to your entire tranced long jump distance.

Spineshatter Dive

Upon reaching 11th level, you may add your proficiency bonus to your Dive Damage roll.

Feint

Starting at 14th level, when you fail a saving throw, you may choose to reroll the saving throw. You must use the new number. You may use this ability once per short or long rest.

Arm's Length

Beginning at 15th level, you are able fight defensively using your weapon's reach to keep your opponents at bay. As a bonus action, you cause non-spell attacks against you to have disadvantage if the attacker's reach is the same or less than your reach. Arm's Length lasts until the start of your next turn.

You may use this feature a number of times equal to your Strength modifier (minimum of 1) per long rest.

High Jump

Also beginning at 15th level, your high jump distance is equal to your long jump distance at all times. Your movement speed remains unchanged.

Battle Litany

When you reach 18th level, as a bonus action while tranced you can inspire ferocity in yourself and your allies. Until the start of your next turn, your melee weapon attacks and those of your allies who are within 15 feet of you score critical hits on die results 19 or 20. This does not overwrite or add to already present critical hit range increases. This effect may be activated once each time you enter a new trance.

True North

At 20th level, if you have no trances left when you roll initiative, you gain two uses of trance.

How To Kill Your Dragon

Dragoon traditions arose in three key areas: Burmecia, Ishgard, and Stoh Ong. The great clash of civilizations that was the Dragontooth War brought them into contact with one another, teaching them new ways of practicing their martial profession. With modern times came increased exchange of ideas, such that dragoons the world over came to practice one of three once-native specializations.

The Dragon Slayer is the conventional ideal of a leaping dragon-killer. The Valkyrie tunes their body more toward jumping and spearwork applicable to any threat, especially if it flies. The Wyrmsblood takes a more personal approach, using draconic essence to hunt and kill.

Dragon Slayer

The dragoons of Ishgard came to focus on the swift and merciless destruction of foes in general and dragonkind in particular.

True Thrust

Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Mirage Dive

Starting at 9th level, while tranced, you may use your Dive action at the full extent of your weapon's reach. This allows you to end your dive up to 10 feet away from your target and still hit. Furthermore, attack rolls you make in mid-jump while tranced no longer have disadvantage.

Dragon Torment

Beginning at 13th level, you've become highly skilled in combat against dragons. Any attack you make against creatures of the "dragon" type deals 2d6 extra damage, but only once per turn.

Furthermore, the flying speed reduction of the Crash feature is increased to distance in feet of fifteen times your Strength modifier rather than ten.

Sonic Thrust

Upon reaching 17th level, as an action while tranced you can force all creatures in a straight line 5 feet wide by 60 feet long to make a Dexterity saving throw. They take 8d6 thunder damage on a failed save or half on a success. Your trance then ends. You may use this feature a number of times equal to your Strength modifier (minimum of 1) per long rest.

Jumping Rules

General rules for jumping are on p.182 of the PHB. One foot of jumping equals one foot of movement, in any direction.

Valkyrie

Burmecians were the first to perfect the art of the Valkyrie, a dragoon known for incredible precision and power with throwing weapons.

Piercing Talon

At 3rd level and above, while tranced, you have no disadvantage on attacks made with throwing javelins, spears, or tridents out to their maximum distance. Furthermore, while tranced, you may choose to gain advantage on your next attack made with a throwing weapon out to its base distance, but your trance ends upon throwing it.

Geirskogul

When you reach 9th level, while tranced, you may use the Dive action by making a vertical leap of at least 5 feet and then throwing a javelin, spear, or trident. The maximum range of a thrown weapon used as a dive is the maximum range of your dive. Furthermore, attack rolls you make in mid-jump while tranced no longer have disadvantage.

Crescent Moon Strike

Beginning at 13th level, once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. If you are tranced, you may use this feature twice on your turn.

Stardiver

Starting at 17th level, while tranced, you can dive as an attack rather than your complete action. The Extra Attack feature therefore allows either two dives or one dive and one normal attack. The Super Jump feature may only be used on one dive per turn.


Wyrmsblood

Long ago, dragonborn augmented their dragoon abilities with their own draconic heritage to become Wyrmsblood. Non-dragonborn can do the same with proper training.

Blood of the Dragon

Beginning at 3rd level, your trance allows you to summon draconic might. As a bonus action while tranced, when you make your Dive Damage roll, you may reroll it and take the higher number. Your trance then ends.

Skydragon Dive

At 9th level and above, when you use a Dive action, you may use a bonus action to both impose disadvantage on the save and also use your Blood of the Dragon feature. Rather than ending your trance after using this feature, you may maintain your trance, but only a number of times equal to your Strength modifier per long rest.

Furthermore, attack rolls you make in mid-jump while tranced no longer have disadvantage.

Glorious Gaze

Starting at 13th level, while tranced, you can fill yourself and one ally with draconic might. As an action, select a creature within 60 feet of you that you can see. Both of you may add a d8 to your attack rolls or saving throws until your trance ends. You may use this feature twice per short or long rest.

Dragonfire Dive

At 17th level and above, as an action while tranced you can harness your inner dragon to change your Dive action. Choose a space within your dive range on which to make your dive. When you land, you force all creatures within 15 feet of you to make a Dexterity saving throw, taking 8d6 fire damage on a failed save or half on a success. Your trance then ends.

You may use this feature a number of times equal to your Strength modifier (minimum of 1) per long rest.

Gunbreaker

His dusty and worn longcoat flapping behind him, a ronso plunges a greatsword into a formidable beast. He pulls the trigger on the handle of the blade and sends a shockwave through the creature, wracking it with lingering pain.

A roegadyn lunges forward with her gunblade in hand. She flashes a wild smile and blasts a tremendous wave of energy from her weapon, mowing down her foes before her.

A hyur bodyguard sprints to defend his client. He arrives just in time and releases the energy of his gunblade, empowering both of them to weather the coming attack.

Gunbreakers are innovative warriors who take to their adventures with half-machine weapons that channel their inner aether. More than mere adventurers, they are defenders maintaining a nearly sacred trust with their charges: "I will protect you."

Legacy of Bozja

The arts of the gunbreaker descend from Bozja, a rugged ronso-majority queendom. Long ago, it was destroyed by the Cosmic Church for the crimes of having high technology, hobgoblin allies, and state-sponsored atheism just across the Heart Ocean from Bevelle. With the fall of their homeland, gunbreakers scattered to the winds, carefully preserving their knowledge and adapting it to their new homes, always finding something in need of protection.

Closely Guarded

For gunbreakers, the lesson of Bozja was clear: decentralize. Those who survived spread to distant lands to preserve and advance their aggressively protective arts. To this day most gunbreakers shun gathering in large numbers, instead passing on their knowledge by the apprentice system. Rare indeed are the secluded schools where multiple gunbreakers are trained at once, nurtured as seeds in a garden.

Creating a Gunbreaker

When creating a gunbreaker, you must consider their decentralized nature. Where exactly did they learn the skills to design, build, and use their gunblade? From whom did they learn it? Were they driven by curiosity, need, or simply loyalty to their teacher(s)?

Consider also that gunbreakers are taught to be aggressive defenders. Who is so important to them that they would take a bullet to keep safe -- a parent, a friend, a simple paying client? If they aren't defending that person while adventuring, why aren't they? Do they even agree that defense is a gunbreaker's primary purpose? Why or why not?

Quick Build

You can make a gunbreaker quickly by following these suggestions. Make Strength your highest ability score, followed by Dexterity. Then take the folk hero background.

Gunbreaker

Level Proficiency Bonus Features Munition Charges
1st +2 Gunblade Crafter, Munitions, Thunder Shot 1
2nd +2 Camouflage 2
3rd +2 Gunbreaker Archetype 3
4th +2 Ability Score Improvement 4
5th +3 Extra Attack 5
6th +3 Gunbreaker Archetype Feature 6
7th +3 Danger Zone 7
8th +3 Ability Score Improvement 8
9th +4 Save the Queen 9
10th +4 Gunbreaker Archetype Feature 10
11th +4 Blasting Zone 11
12th +4 Ability Score Improvement 12
13th +5 Heart of Peace 13
14th +5 Gunbreaker Archetype Feature 14
15th +5 Lightning Reload 15
16th +5 Ability Score Improvement 16
17th +6 Opportunist 17
18th +6 Fabula Nova 18
19th +6 Ability Score Improvement 19
20th +6 Bloodfest 20

Class Features

As a gunbreaker, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per gunbreaker level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per gunbreaker level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: Tinker's tools
  • Saving Throws: Strength, Dexterity
  • Skills: Choose two from Athletics, Acrobatics, History, Intimidation, Investigation, Persuasion, Stealth, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail or (b) leather armor
  • (a) a martial melee weapon which has already been converted to a gunblade
  • (a) a shield or (b) two daggers
  • (a) an explorer's pack or (b) a dungeoneer's pack
  • (a) Tinker's tools

Gunblades and You

Your munition charges, and therefore the majority of your gunbreaker abilities, are not compatible with conventional firearms or other weapons. However, given that gunblades fire condensed aether rather than bullets propelled by gunpowder, they will never misfire.

You cannot wield more than one gunblade at a time, but you may carry multiple.

Gunblade Crafter

At 1st level, you have learned how to modify any martial melee weapon into a gunblade. You must spend 12 hours of work with your tinker's tools and 10gp of materials to complete the modification. Any martial melee weapon, any at all, can be converted into a gun"blade."

Converting a magic weapon into a gunblade may require more time, materials, or assistance, at your DM's discretion.

Munitions

Munitions, or ammunition for your gunblade, are aether from your body held in five infinitely reusable revolver-chambered cells built into the gunblade. When you expend a munition charge, it is unavailable until you finish a short or long rest.

Your body can support filling (or "charging") a number of munitions equal to your level per rest, as indicated in the Munition Charges column of the Gunbreaker table.

Any gunblade holds up to 5 munition charges at a time. At 6th level and above, when your body's munition charge capacity is greater than that of your gunblade, you may use your action to "reload" your gunblade by channeling your available charges into it.

When using abilities that require the enemy to make a saving throw, the saving throw is calculated as follows.

Gunbreaker save DC = 8 + your proficiency modifier + your Strength modifier

Thunder Shot

Finally at 1st level, while wielding a gunblade, you can expend 1 munition charge by itself as a magical ranged weapon attack with a range of 60/120 feet, dealing 2d6 thunder damage on a hit.

This damage increases to 3d6 at 5th level, 4d6 at 11th level, and 5d6 at 17th level.

Camouflage

Starting at 2nd level, you can fire a harmless blast at your feet that quickly rises and occludes you in smoky aether. As a bonus action you can expend 1 munition charge to take the Disengage, Dodge, or Hide actions. The effect ends at the start of your next turn.

Gunbreaker Archetype

At 3rd level, you choose an archetype to emulate in the exercise of your gunbreaker skills, as detailed at the end of the class description: the Bodyguard, Commando, or Lionheart. The archetype you choose grants you features at 3rd level and again at 6th, 10th, and 14th level.


Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Danger Zone

At 7th level, while wielding a gunblade, you can expend 1 munition charge to gain advantage on a melee attack roll. You may use this feature only once on your turn.

Save the Queen

At 9th level, moving through nonmagical difficult terrain costs you no extra movement, and whenever an ally falls to 0 hit points, you can use your reaction to Dash towards them. Additionally, as a bonus action once per combat encounter, you may select one ally that you can see. You gain advantage on the next attack roll you make against the next creature that deals damage to that ally.

Blasting Zone

Beginning at 11th level, while wielding a gunblade, as an action you may expend 3 munition charges to cause a conal explosion. All creatures in a 15-foot cone in front of you must make a Dexterity saving throw, taking 5d10 thunder damage on a failure and half as much on a success.

This damage increases to 6d10 at 17th level.

Heart of Peace

When you reach 13th level, you may use your action to touch one creature and end one effect on them that is causing them to be charmed or frightened.

Lightning Reload

Beginning at 15th level, you can reload your gunblade as a bonus action.

Opportunist

At 17th level, whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.

Fabula Nova

At 18th level, you may use Danger Zone twice on your turn, and you may also use it on Thunder Shot.

Bloodfest

At 20th level, when you roll for initiative and have no munition charges remaining, your gunblade regains its 5 charges.

Educated Defenders

Wherever the unbroken chains of master and apprentice stretched, gunbreakers maintained their traditions through rigorous study in gunblade engineering and philosophical ideals of protection. The Bodyguard puts their life on the line to defend a client or allies, the Commando specializes in the debilitating applications of munitions, and the Lionheart excels in the ferocious munition-powered attacking.

Bodyguard

Bodyguards are those gunbreakers who can trace their skills' continuity from trainer to trainer all the way back to the royal guards of Bozja. They favor endurance and service.

Superbolide

Beginning at 3rd level, when you reach 0 hit points and would not be killed outright, you may drop to 1 hit point instead. You may do so a number of times equal to your Constitution modifier (minimum of 1) per long rest.

Nebula

starting at 6th level, when you are attacked while wielding a gunblade, as a reaction you may expend 1 munition charge to cast shield.

Heart of Stone

At 10th level, while wielding a gunblade, as an action you can grant both yourself and one other creature within 30 feet of you temporary hit points equal to five times the munition charges spent on this ability. You may spend up to 3 munition charges for a maximum of 15 temporary hit points.

You may use this feature as many times as you have munition charges to spend, but remember that temporary hit points do not stack.

Heart of Light

At 14th level, while wielding a gunblade, as an action you may expend munition charges to support three creatures of your choice within 30ft. of you. Until the end of your next turn, your selected creatures gain +1 AC if you expend 3 munitions, or +2 if you expend 6.

Commando

The first Commandos were Bozjan technologists turned sellswords who hid among other refugees fleeing east. Their practices emphasized debilitation and lingering damage via munitions, maximizing efficiency.

Lightning Shot

At 3rd level, a successful attack from your Thunder Shot forces your target to make a Constitution saving throw. On a failed save, they cannot take reactions until the end of their next turn.


Sonic Break

Starting at 6th level, when you make a successful melee attack with a gunblade, you can expend 1 munition charge to force your target to make a Constitution saving throw. On a failed save, they additionally suffer half of the damage from the attack at the end of their next turn.

Blinding Instant

At 10th level, a successful attack from your Danger Zone forces your target to make a Constitution saving throw. On a failed save, they are blinded until the start of your next turn.

Bow Shock

At 14th level and above, when you use Blasting Zone, you may spend 1 additional munition charge to deal additional damage on the next round. Creatures affected by Blasting Zone take their damage, and then additionally suffer half of that damage at the end of their next turn.

Lionheart

Lionhearts developed their skills from gunbreakers who fled out of the mountains entirely, pushed into flatter lands by Cosmic adherents. They grew to draw strength from fury, idealizing offense as the best defense.

Fierce Ambusher

At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Strength modifier.

At the start of your first turn in combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.

Continuation

Beginning at 6th level, while wielding a gunblade, immediately after you take the Attack action on your turn, you can expend 1 munition charge to make another melee weapon attack as a bonus action. You may use this feature only once on your turn.

Rough Divide

When you reach 10th level, if you move at least 10 feet in a straight line immediately before making (and succeeding) a melee attack roll, you may add your proficiency to its damage roll. You may use this feature only once on your turn.

Fated Circle

At 14th level, the range of Blasting Zone increases to a circle around you with a 20ft. radius.


Machinist

An elezen woman draws her rifle before a group of goblins. Negotiations have broken down and the goblins have drawn their blades. Before they can take a step towards her, the device at her hip sends an aetheric charge to her gun, and with one bullet she lays their leader low.

Carefully, an exhausted moogle puts the finishing touches on their newest creation. They flip the switch and the small tower shaped machine takes flight. It receives its commands and a tiny pistol shoots a target perfectly in the center. A smile spreads across the builder's face.

A miqo'te and his friends approach a horde of invaders. He flips a switch on his newest invention, and -- this time -- it works as hoped, empowering each of his allies.

Machinists have spent many hours in the workshop to progress the art of war. From the creation of firearms to the production of mechanical constructs for the battlefield, machinists ensure the gears of war continue to turn ever more efficiently.

Forefront of Innovation

Machinists are incredibly skilled artisans who have successfully pushed the boundaries of current technology. They are capabable of building a wide variety of devices and firearms to overwhelm their enemies. Though originating in the city of Narshe, the secrets of machinists' mechanical wonders have spread to anywhere that tinkerers are free to tinker.

In the name of Advancement

The first step of a machinist's path is developing an aethero-converter. This device taps into the aether of the machinist's own body and combines it with ambient aether of the environment to power their devices.

Each aetherconverter is unique, and so it falls upon each machinist to head out into the world to field test their creations. Machinists are driven to push their inventions and themselves to their limits and continue to improve both -- a long journey in the name of science, service, and innovation.

Creating a Machinist

When creating a machinist, you must keep in mind why they departed their workshop. Is your machinist merely field-testing their inventions, or seeking inspiration to create even more intricate machines? Perhaps they are on a journey to make the world a better place by increasing the efficiency of society. A machinist has highly advanced technology at their fingertips; why are they using it in their weaponry? To serve, exploit, or discover?

Quick Build

You can make a machinist quickly by following these suggestions. First make Dexterity your highest ability score, followed by Intelligence. Then take the guild member background.

Machinist

Level Proficiency Bonus Features
1st +2 Aetheroconversion (1/rest)
2nd +2 Gauss Round (1/rest)
3rd +2 Machinist Archetype
4th +2 Ability Score Improvement
5th +3 Aetheroconversion Battery, Extra Attack, Rook Autoturret
6th +3 Archetype Feature
7th +3 Aetheroconversion (2/rest), Peloton
8th +3 Ability Score Improvement
9th +4 Gauss Round (2/rest)
10th +4 Graze
11th +4 Archetype Feature
12th +4 Ability Score Improvement
13th +5 Bishop Autoturret
14th +5 Gauss Round (3/rest), Ricochet
15th +5 Lightning Reload
16th +5 Ability Score Improvement
17th +6 Archetype Feature
18th +6 Overheat
19th +6 Ability Score Improvement
20th +6 Automaton Queen

Class Features

As a machinist, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per machinist level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per machinist level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, firearms
  • Tools: Tinkers' Tools and one other set of artisan's tools
  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose two from Athletics, Arcana, History, Insight, Intimidation, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background.

  • leather armor
  • an aetherconverter
  • a musket (smooth)
  • (a) a pistol or (b) a dagger
  • (a) an explorer's pack or (b) a dungeoneer's pack
  • a set of Tinker's Tools
    
    

Firearm properties

Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC = 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.

Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.

(Special.) You may use your Tinker's Tools to craft ammo at half cost, repair damaged firearms, or even craft new ones at the DM’s discretion.

Aetheroconversion

At 1st level, you have built an aetheroconverter. As a bonus action you may activate it to treat projectiles you fire as magical for 1 minute. You may do so once per short rest, or twice at 7th level and above.

When using abilities that require the enemy to make a saving throw, your Machinist save DC = 8 + your proficiency modifier + your Intelligence modifier.

Gauss Round

Beginning at 2nd level, as part of a firearm attack roll, you may focus your aetheroconverter into your gun barrel. If your attack hits, your target must make a Constitution saving throw. On a failed save, your target takes the maximum value of your damage die. If your damage requires more than one die, only your lowest die roll increases to max. You may use this ability once per rest (2x at 9th level and 3x at 14th).

Machinist Archetype

At 3rd level, you choose which archetype of machinistry you wish to emulate: the Engineer, Fusilier, or Gadgeteer. The archetype you choose grants you features at 3rd level and again at 6th, 11th, and 17th level.

Aetheroconversion Battery

Also at 3rd level, you devise a means of storing the energy constantly put out by your aetheroconverter. You gain battery points equal to your Intelligence modifier (minimum of 1), which can be spent on certain abilities. No additional battery points can be stored from using abilities that use them.

You regain one expended battery point each time you roll a 20 on a firearm attack roll, or successfully hit a target with Gauss Round. You regain all expended battery points after a short or long rest.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Rook Autoturret

Also at 5th level, you construct an Autoturret, a hovering automaton powered by battery points. As a bonus action, you may expend one battery point to activate it, and unless removed early, it persists for a number of rounds equal to your Intelligence modifier (minimum of 1). Upon activation, it occupies your space and acts immediately after your turn.

As part of the activation, you may indicate a target. The turret will make a ranged weapon attack against it -- using your proficiency on the attack roll -- on each of the turret's turns, dealing 2d6 piercing damage on a hit (range 30/90 feet). At the end of the turret's activation limit, it will withdraw itself at no action cost at the end of its turn. You may withdraw it before then as a bonus action.

Your Rook Autoturret has 15 HP, occupies your space, moves with you, and cannot be targeted by creatures. While it is active, if an attack hits you, roll a d6; on a 1-3, the turret takes the damage, and you take any damage above its remaining hit points. If it is active either when you are struck by dispel magic or when you move between planes by any means, its HP instantly falls to 0.

If your turret is above 0 HP, you may use your tinkers' tools and 1gp of materials to restore it to full with ten minutes of work. If it is reduced to 0 HP, the cost increases to 10gp and 1 hour's work. If it is lost or utterly destroyed, you require 8 hours of work and 100gp of materials to build a new turret.

Peloton

Starting at 7th level, your mental stamina allows you to push your body further. You may use either your Dexterity or Intelligence modifers for initiative rolls, and while in combat your base movement increases by 5 feet.

Barrel Stabilizer

Beginning at 10th level, using your bonus action, you may expend 1 battery point to aetherically correct your aim.

Your next attack roll with a firearm has advantage at normal range and no disadvantage at maximum range. It also has no disadvantage at normal range from you being frightened, poisoned, prone, or sufficiently exhausted.

Bishop Autoturret

At 13th level, your Rook Autoturret's damage increases to 4d6 and its HP increases to 30.

Ricochet

At 14th level, when you make a ranged weapon attack with a firearm, you may use your reaction to make a ricochet shot. You may use the same bullet to make a second attack against a creature within 30 feet of the first targeted creature, whether or not your first attack hits.

Lightning Reload

Beginning at 15th level, you can reload any firearm as a bonus action.

Overheat

Beginning at 18th level, once per turn, you may add your proficiency to a damage roll made with a firearm.

Automaton Queen

At 20th level, you construct a humanoid automaton powered by its own copy of your aetheroconversion battery. You store the Queen in a secure location, such as a workshop, vault, or demiplane. (It can fit inside of a portable hole, but not a bag of holding or a handy haversack.)

As an action, you may expend one battery point to teleport the Queen to your location. As a bonus action or a reaction, you may expend one battery point to send it back.

Unlike your Rook Autoturret, the Automaton Queen is a creature with its own stat block. Upon summoning, it occupies its own space and rolls its own initiative for the next round. You have total control over its actions.

If your Automaton Queen is above 0 HP, you may use your tinkers' tools and 25gp of materials to restore it to full health with 1 hour of work. If it is reduced to 0 HP, the cost increases to 400gp of materials and 8 hours of work.

If the Queen is lost or utterly destroyed, you require 24 hours of work and 1,000gp of materials to build a new one.


Automaton Queen

Medium construct, unaligned


  • Armor Class 17 (natural)
  • Hit Points 112 (15d8 + 45)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 15 (+2)

  • Saving Throws STR +7, DEX +5, CON +6
  • Skills Athletics +7, Intimidation +5
  • Damage Immunities Poison
  • Condition Immunities Charmed, Frightened, Poisoned
  • Senses Passive Perception 11
  • Languages Common (doesn't speak)
  • Challenge 5 (1,800 XP)

Construct. It doesn’t need to eat, drink, sleep, or breathe.

Roller Dash. If the Automaton Queen moves at least 20 feet straight toward a creature and then hits it with an Arm Punch attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone.

Actions

Multiattack. The Automaton Queen makes three Arm Punch attacks, or one Arm Punch attack and one Pile Bunker attack.

Arm Punch. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Pile Bunker (Recharge 5-6). Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: The target must make a DC 12 Dexterity saving throw, taking 26 (8d6) piercing damage on a failed save, or half as much on a success. If the target is prone, it automatically fails its save.

Embrace the Metal

A machinist has dedicated their life to the study and production of great mechanical creations. Whether these machines are marvels of architecture, war, or modern life, a machinist is on the cutting edge of progress.

Engineer

Engineers utilize strong, aetheroconverter-powered tools to great effect.

Gauss Barrel

At 3rd level, you complete an aetherically conductive barrel attachment. You gain +2 to an attack roll for Gauss Round, and +2 to the save DC for a successful Gauss Round hit.

The nature of this barrel lets you make Tinker's Tools checks with advantage when repairing a misfired weapon.

Bioblaster

At 6th level, you complete this chemical weapon disperser. As an action, you may expend one battery point to spray a 15-foot cone of poison that flows around corners. All creatures in range must make a Constitution saving throw. A creature takes 3d6 poison damage on a failed save, or half as much damage on a successful one. A failed save also afflicts a creature with the Poisoned status.

You may expend one additional battery point to double the cone's range to 30 feet.

Autocrossbow

At 11th level, you complete this crossbow device with an aetheric firing mechanism that multiplies its crossbow bolts. As an action, you may expend one battery point to spray crossbow bolts in a 60-foot cone. All creatures that are in range and not in total cover from you must make a Dexterity saving throw. A creature takes 6d8 piercing damage on a failed save, or half as much damage on a successful one.

Your autocrossbow uses one bolt per volley. Any crossbow bolt may fit, but the damage type is always piercing.

You may expend one additional battery point to increase the damage by 2d8.

Drill

At 17th level, you complete this powerful drilling device. As an action, you may expend one battery point to fire a heated well-boring drill bit in a 5-foot by 30-foot line. All creatures in range must make a Dexterity saving throw. A creature takes 8d10 piercing damage on a failed save, or half as much on a successful one.

You may expend one additional battery point to increase the line range to 60 feet.

Fusilier

Fusilier machinists focus on disabling foes at range, and develop skills to assist in their sharpshooting.

Graze

At 3rd level, your aetheroconversion battery may cause negative effects to your target. Using your bonus action, you may expend 1 battery point to roll 1d4 to empower your next firearm attack, causing effects according to the chart below.

If your attack lands, your target must succeed on a Dexterity saving throw or fall under the effect. This effect lasts until the start of your next turn.

Roll Effect
1 Deafened
2 Poisoned
3 Silenced
4 Blinded

Quickdraw

When you reach 6th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.

Advanced Graze

Beginning at 11th level, your skill with Graze expands. Roll a d8 instead of a d4, and add these effects to the list.

Additionally, you may expend one additional battery point to roll with advantage and take either result.

Roll Effect
5 Frightened
6 Speed zeroed
7 Stunned
8 Paralyzed

Last Testament

At 17th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain one battery point on a roll of 19 or 20 on an attack roll.

Gadgeteer

The Gadgeteer has focused their studies on the aethero-converter, overclocking and exploiting it for high-risk, high-reward abilities.

Open Fire

At 3rd level, you have (perhaps unwisely) tinkered directly with your aetheroconverter. After activating this feature as a bonus action, for the next minute your firearm attack rolls have advantage until your first successful hit, and on that hit, you may deal additional damage equal to half your level rounded up. However, you must roll a d12 as part of the damage roll to determine the effect of its aetheric feedback.

You may use this feature once per short or long rest.


Roll Backfire Effect
1 You take force damage equal to half of what you dealt.
2 Unexpectedly strong kickback makes you fall prone.
3 A red circle containing a jagged line appears over your head. The damage you deal is chronologically delayed until the start of your next turn.
4 The ammo you shot turns into harmless flower petals in flight, dealing no damage.
5 After taking damage, your target gains 1d8 temporary hit points that last for one minute.
6 After taking damage, the spell thunderclap emanates from your target as if they had cast it.
7 After taking damage, your target turns invisible for one round.
8 A large white glove appears over your head and points down at you. Until the start of your next turn, you are lit by a spectral white glow and suffer the effects of the faerie fire spell. The glove cannot be dispelled.
9 The spell thunderclap emanates from you as if you had cast it.
10 A red circle containing a jagged line appears over your head. Your next movement occurs by teleporting to a place within range of your speed.
11 You turn invisible for one round.
12 You gain 1d8 temporary hit points that last for one minute.

Gold Gear

Upon reaching 6th level, you complete a curious device to empower bodily function. As an action, you may expend 1 battery point to cause all creatures within 30 feet of you, including yourself, to make a Wisdom saving throw against your machinist save DC. If they succeed on the save, they gain the effect of the bless spell until the end of your next turn. If they fail the save, nothing occurs.

You may expend 1 additional battery point to give all creatures in range advantage on the save.

Blue Screw

At 11th level, you complete a curious device to dispel magic effects. As an action, you may expend one battery point to cast dispel magic at 3rd level on all creatures and all objects within 60 feet of you, including yourself. If magic effects within range are higher than 3rd level, they are unaffected.

You may expend 1 additional battery point to increase the spell's level to 4th.

Red Spring

At 17th level, you complete a curious device to alter the flow of time. As an action, you may expend one battery point to cause all creatures within 30 feet of you, including yourself, to make a Wisdom saving throw against your machinist save DC. If they succeed on the save, they gain the effect of the haste spell until the end of your next turn. If they fail the save, nothing occurs.

You may expend 1 additional battery point to give all creatures in range advantage on the save.

Way of Rhalgr - Monk Subclass

Elite warriors of the mountainous country of Ala Mhigo developed this monk school, and over time it spread to neighboring cultures. These monks pursue rigorous training and travel to open their chakras, the gates within the body through which ki flows. By channeling ki through their chakras, they are able to concentrate the energy in select locations of the body to deliver devastating blows.

Way of Rhalgr monks not in service to state powers seek places where great battles have occurred, in the hopes that fighting there will help in further opening their chakras.

Greased Lightning

When you take this subclass at 3rd level, you are able to launch attacks at an incredible rate. If you use flurry of blows and successfully hit your target with both unarmed attacks, you may make an attack roll for one more unarmed attack.

Embodied Element

Beginning at 6th level, you have learned to exihibit the elements of Earth, Wind, and Fire with your chakras. You may select one of the following features, and change it to another after a short or long rest.

Fists of Fire. Your unarmed strikes deal additional damage equal to your Wisdom ability modifier, and their damage type becomes fire. Furthermore, as an action, you may spend a number of ki points up to the number of creatures in a 15-foot cone in front of you, in order to make a single unarmed strike that affects each of them simultaneously.

Body of Earth. Damage from bludgeoning, piercing and slashing damage from non-magical means is reduced by a value equal to your Wisdom modifier. Furthermore, as a reaction, you may spend 1 ki point to transfer half the damage a creature within 5ft. of you to yourself. Your resistance applies to this damage.

Legs of Wind. Your movement speed is increased by 10ft., and the damage type of your unarmed strikes becomes Thunder. Furthermore, as an action, you may spend 2 ki points to cast the spells jump or longstrider on yourself, or spend 4 ki points to cast levitate on yourself.

Forbidden Chakra

Starting at 11th level, as an action, you are able to release dangerous amounts of ki through your chakras. This release takes different forms depending on your current Embodied Element. While Fists of Fire is active you may use Howling Fist, while Body of Earth is active you may use Elixir Field, and while Legs of Wind is active you may use Tornado Kick. You spend 2 ki points and may spend up to 3 additional ki points to use Forbidden Chakra. For each extra ki point spent, add an extra damage die to the effect.

Howling Fist. You punch the ground and release an incredible amount of ki through your fist, causing the ground to burst before you. All creatures in a 40-foot line make a Dexterity saving throw against your ki save DC, taking 3d8 force damage on a failure and half as much on a success.



Elixir Field. You unleash a forceful shower of aether from your body. All creatures in a 10-foot sphere around you make a Constitution saving throw against your ki save DC, taking 3d6 force damage on a failure and half as much on a success.

Tornado Kick. You leap into the air and unleash a rain of powerful kicks on a single target creature. Make an unarmed strike against the target, dealing 3d10 bludgeoning damage on a hit. If you hit, you may use your Flurry of Blows feature with advantage (yet normal damage).

Perfect Balance

At 17th level, as a bonus action you may enter a state of perfect balance for 1 minute.

When you make an attack roll, after the die result is shown but not before the attack has been confirmed, you may spend a number of ki points up to your Wisdom modifier and add that number to the attack and damage rolls. Furthermore, you may switch your selected element from your Embodied Elements feature as a bonus action.

You may use this feature once per long rest.

Ninja (Rogue Subclass)

You have chosen to study the art of the ninjas of Doma. These talented fighters have learned to channel the power of the the heavens, the earth, and the hearts of man through the use of mudras, or aether-channeling hand gestures. These traditional arts are passed down from master to student, father to son and mother to daughter. Their secrets are closely guarded by the practitioners.

Each mudra carries meaning. The Ten mudras draws power from the heavens, while the Chi mudra draws power from the earth. Jin completes the triangle, drawing power from the hearts of man. Together, these mudras allow the ninja to draw power from the world they live in.


Ninjutsu

Beginning at 3rd level, as an action, you may cast specific spells without material components by combining mudra, which are specific hand positions. At 3rd level you gain access to the mudra ten, at 9th level chi, and at 13th level jin. Your number of mudras is equal to half your rogue level rounded down; you decide which form your mudra takes whenever you use one. Your mudra refresh after a long rest.

Intelligence is your spellcasting ability modifier for ninjutsu, and your spellcasting focus is your hands forming the required mudras. Spells cast through ninjutsu are cast at their base level unless noted otherwise.

Ninjutsu
Ninjutsu Mudra Spell
Dokumori Any single ray of sickness
(2nd level)
Fuma Shuriken Any single cloud of daggers
Jubaku Any single hold person
Kurayami Any single pyrotechnics
Tonko Any single invisibility
Utsusemi Any single mirror image
Monomi Two different haste
Hojo Two different slow
Hyoton Two different Snilloc's snowball swarm
(3rd level)
Katon Two different Aganazzar's scorcher
(3rd level)
Raiton Two different call lightning
Doton One of each erupting earth
(4th level)
Huton One of each wind wall
Suiton One of each watery sphere

Shukuchi

Also beginning at 3rd level, while hidden or when you attempt to Hide, you may expend one use of your ten mudra to instantaneously travel a maximum distance of 5 feet per rogue level. You may travel over gaps in the ground, but cannot scale walls by this method.

At 13th level, you may choose to leave behind a 15-foot cube of smoke centered on the location you left.

Trick Attack

When you reach 13th level, when you attack an enemy with a sneak attack, you may expend one use of each mudra to perform a trick attack. On a successful attack roll, all attack rolls against your target have advantage for one round, beginning at the end of your turn.

Kassatsu

At 17th level, you may cast a ninjutsu spell without mudras. You may do so a number of times equal to your Intelligence modifier (minimum of 1) per short or long rest.

Oath of the Sultansworn - Paladin Subclass

The Sultansworn originated from the royal guards of the sultanates of Thanalan. These steadfast protectors pledged their lives in the defense of their rulers, taking them to be icons of the very ideals of civilization.

The paladins who swear this oath dedicate themselves to serving society by serving the highest offices within it -- those on which the smooth operation of civilization most depends. They take their role, and the trust it entails, more seriously than even most other paladins, such that betrayal of trust is considered worse than oathbreaking.

Tenets of the Sultansworn

The tenets of the Oath of the Sultansworn are often set by the sultan (or general sovereign) in question, but generally emphasize the following.

Law. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.

Trust. Trust that your charge will act with righteousness. Without trust, oaths and laws are meaningless.

Courage. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don’t act, then who will?

Honor The People. Even the smallest among the public deserve a champion. Act so that the people never lose trust that, through serving their leaders, you ultimately serve them.

Oath Spells

You gain oath spells at the listed paladin levels.

Oath of the Sultansworn Spells
Paladin Level Spells
3rd healing word, guiding bolt
5th calm emotions, warding bond
9th beacon of hope, protection from energy
13th Otiluke's resilient sphere, stoneskin
17th mass cure wounds, legend lore

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Cover. As an action, you are create an aetherial link with a nearby ally. All damage that ally would take is received by you instead, but they must remain within 10ft. of you or the link is broken. The link lasts a number of rounds equal to your Charisma ability modifier. You may break the link prematurely as a bonus action.

Flash. As an action your body flashes brightly, forcing all enemy creatures within 30 feet of you who can see you to make a Constitution saving throw. On a failed save, an affected creature is blinded and has disadvantage on all hostile actions against targets other than you for a number of rounds equal to your Charisma modifier (minimum of 1). Targets are not blinded and have disadvantage for half as long rounded down on a successful save.

Passage of Arms

Beginning at 7th level, as an action you can raise your shield and lay a field of magical protection in a 15-foot cone behind you. Until the start of your next turn, allies gain a bonus to their AC equal to your Charisma modifier (minimum of 1) as long as they occupy a space within that cone. You may use this feature once per short or long rest.

At 18th level, the range of this cone is doubled.

Shield Oath

Starting at 15th level, your oath of protection has allowed you to block attacks easier. Using your reaction, you may spend one hit die to reduce a hostile attack roll against you by the result of the roll.

Hallowed Ground

Upon reaching 20th level, you have mastered a technique to channel your will into an impregnable barrier. As an action, you create a barrier which blocks all damage against you for a number of rounds equal to half your Charisma ability modifier rounded down (minimum of 1). You may do so once per long rest.


Red Mage

Like a lightning bolt streaking through the battlefield, the miqo'te makes quick work of foe after foe. At the first sign of danger, the crimson blur flips over the head of the foe behind him, letting loose a wave of energy as a parting gift.

Confidence spreads across the face of the lalafell veteran. He unleashes spell after spell in quick succession, drawing on countless elements until his foe is annihilated.

The human woman leads her allies into battle, trusting in them as they trust in her. Her radiant presence instills them all with unshakable confidence to match her violent grace.

Red mages have drawn on a multitude of disciplines across the world, mixing magic with swordplay and undeniable style. The result: an alluring mix of danger and skill, the stuff of which charismatic heroes are made.

Crimson Charisma

The Arrheniad Empire, in consolidating and standardizing certain magical practices from around the world, wholly invented the red mage. The red-coated casters stitched together black and white magic with deft swordsmanship.

Red mages who survived the Empire's collapse kept their discipline (and themselves) alive by banding together and reinventing their profession. They rapidly cultivated a trust-worthy public persona of dashing heroism and charming manners far beyond the former Empire, saving commoners from forces of wickedness even while serving nobility as highly-paid advisors and commanders. They walk the delicate line between public and private service with the same panache they show in weaving disparate magics.

Iconic Heroism

Flashy style and snazzy tailoring may lead some to believe that red mages are self-absorbed, but that is not the case. Those who "take the red" do so in order to protect the good in the world and give people heroes to admire. It is their spirit which drives them to action; the garnered fame is just a perk.

Creating a Red Mage

Red mages commonly serve or adventure in exotic locales, but consider how yours came to the job. Do they want to be an icon as much or more than simply being helpful? Did they become fed up with the oppressive nature of the world and dedicate themselves to being a hero to the common man? Do they simply value civility, society, and classy comforts too much to ever become a dark knight?

Think also about how they came to their power. Red mages, being disciples of a young art, learn only from other red mages. Who taught yours? Did they themselves serve in the Empire? Whether or not they did, what attracted them to combining magics and martial skills and not settling for one?

Quick Build

You can make a red mage quickly by making Charisma your highest ability score, followed by Dexterity, and then taking the folk hero background. Then take the fire bolt, jolt, mage hand, and prestidigitation cantrips, and the 1st-level spells chromatic orb and cure wounds.

Red Mage

Level Proficiency Bonus Features Flair Points Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Dualcast 1 4 2 2
2nd +2 Red Mage Style, Style Feature 2 4 3 3
3rd +2 2 4 4 4 2
4th +2 Ability Score Improvement 3 5 5 4 3
5th +3 Extra Attack 3 5 6 4 3 2
6th +3 Style Feature 4 5 7 4 3 3
7th +3 Heroic Charm 4 5 8 4 3 3 1
8th +3 Ability Score Improvement 5 5 9 4 3 3 2
9th +4 5 5 10 4 3 3 3 1
10th +4 Style Feature 6 6 11 4 3 3 3 2
11th +4 6 6 12 4 3 3 3 2 1
12th +4 Ability Score Improvement 7 6 12 4 3 3 3 2 2
13th +5 7 6 13 4 3 3 3 2 2 1
14th +5 Style Feature 8 6 13 4 3 3 3 2 2 1
15th +5 8 6 14 4 3 3 3 2 2 1 1
16th +5 Ability Score Improvement 9 6 14 4 3 3 3 3 2 1 1
17th +6 9 6 15 4 3 3 3 3 2 1 1 1
18th +6 Battle Flourish 9 6 15 4 3 3 3 3 3 1 1 1
19th +6 Ability Score Improvement 10 6 15 4 3 3 3 3 3 2 1 1
20th +6 Acceleration 10 6 15 4 3 3 3 3 3 2 1 1

Class Features

As a red mage, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per red mage level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per red mage level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Daggers, darts, rapiers, scimitars, shortswords
  • Tools: Two sets of artisan's tools
  • Saving Throws: Dexterity, Charisma
  • Skills: Choose two from Acrobatics, Arcana, Athletics, History, Insight, and Persuasion

Equipment

You start with the following equipment, in addition to the equipment granted by your background

  • leather armor
  • a rapier (which is a spellcasting focus)
  • (a) an explorer's pack or (b) a dungeoneer's pack

Spellcasting

The expression of bodily aether in motion allows you to cast red mage spells. See Chapter 10 of the PHB for the general rules of spellcasting and Chapter 4 of this document for the red mage spell list.

Cantrips

At 1st level, you know 4 cantrips of your choice from the red mage spell list. You learn additional red mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Red Mage table.

Spell Slots

The Red Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

Upon becoming a red mage, you know 2 1st-level spells of your choice from the red mage spell list.

The Spells Known column of the Red Mage table shows when you learn more red mage spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st, 2nd or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the red mage spells you know and replace it with another spell from the red mage spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your red mage spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a red mage spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use a magically conductive stone inlaid in a melee weapon as an arcane focus (found in chapter 5 of the PHB) for your red mage spells.

Ritual Casting

You can cast any red mage spell you know as a ritual if that spell has the ritual tag.

Flair Points

At 1st level, as you have taken up the skillful balance of magic and blades, you gain a certain number of flair points that refresh after every short or long rest. Certain red mage features require you to spend them. Your flair points increase per level according to the Flair Points column of the Red Mage table.

Dualcast

Also at 1st level, when you cast a spell of 4th level or lower that has a casting time of 1 action, you can spend 1 flair point to change the casting time to 1 bonus action for the casting. Any other spell cast on your turn must be a cantrip.

Combat Style

At 2nd level, you choose a style as a red mage: Battle Rose, Fencer, or Spellblade, all detailed at the end of the class description. Your style choice grants you features at 2nd, 6th, 10th and 14th levels.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Heroic Charm

At 7th level and above, you may spend one flair point to reroll any Charisma-based ability check. You also gain proficiency in one Charisma skill of your choice.

Battle Flourish

Upon reaching 18th level, when you roll initiative, you recover 1d4 flair points.

Acceleration

At 20th level, you may cast two spells on your turn using Dualcast, rather than one spell and one cantrip. You may only do this once before requiring a long rest.

Combat with Style

Red mage specializations are called styles for good reason. Battle Roses charismatically lead their allies, Fencers practice deftness and precision, and Spellblades excel in rapid-fire spellcasting.

Battle Rose

Battle Roses play leading roles in combat, empowering allies by mere proximity and withering foes who march in formation. In the armies of the Arrheniad Empire, many Battle Roses served in positions of command.

Embolden

Starting at 2nd level, as an action you may spend 1 flair point to empower all allies within 10 feet of you. Until the end of your next turn, whenever affected allies make an attack roll or saving throw, they can roll a d4 and add the number rolled to the attack roll or saving throw. The radius of this feature increases by an additional 10 feet at 10th and 14th level.

Scatter

Upon reaching 6th level, when you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of flair points up to your Charisma modifier (minimum of 1) to target that same number of other creatures within 10ft. of it with the same spell.

Runic Channel

At 10th level, as a reaction to having to make a saving throw from a spell, you can spend 1 flair point to gain advantage on your save. If you make your save, you regain a number of flair points equal to the spell's level (1 for a cantrip).

Save the Valediction

At 14th level, you add your proficiency to your initiative rolls. Furthermore, as a bonus action on your turn, you may spend 2 flair points to move a willing ally who is lower in the initiative order than you up in the order, such that they act directly after you until the next initiative is rolled. You may use this feature once per short or long rest.

Fencer

Fencers aim to weave magic and might into a flawless, deadly dance. Their blade moves like the wind, and they ride the currents perfectly.

Corps-a-corps

When you take this style at 2nd level, you have mastered the art of approaching a foe with lightning speed and delivering a powerful strike. As an action you may spend 1 flair point to use the Dash action, move in a straight line towards a target, and then take the Attack action, dealing a bonus 1d8 piercing damage if your attack lands.

Using this feature does not provoke attacks of opportunity. Extra Attack adds a second attack which is unaffected by this feature.

Redoublement

Beginning at 6th level, if you make two melee weapon attacks on your turn, you may spend 1 flair point to make a third melee weapon attack as a bonus action.

If one or both of the first two attacks miss, your third attack is made with advantage. If all three attacks hit, your target cannot use reactions until the end of your next turn.

Displacement

At 10th level, you have learned to effortlessly flow between martial and magic combat.

By spending 2 flair points after taking the Attack action, as a bonus action you use the Dash action and leap backwards through the air, landing a distance up to your base speed behind you. Your backwards leap travels over the heads of Medium or smaller creatures, but your arc stops at Large or larger creatures. When you land, you may make a ranged spell attack against the target of your prior Attack action, dealing 2d8 + your Charisma modifier force damage on a hit.

Using this feature does not provoke attacks of opportunity.

Contre Sixte

When you reach 14th level, as an action you can spend 3 flair points to conjure six flying spectral swords. You may then make six ranged spell attacks, one for each sword, against any creature within 30 feet of you, dealing 2d6 force damage per hit. You may use this feature a number of times equal to your Charisma modifier per long rest.

Spellblade

Spellblades master a form of spellcasting as quick as their bladework. Their power may not be unusual, but the speed and accuracy of their spells is unmatched.

Manification

At 2nd level and above, in place of using a spell slot, you may instead spend a number of flair points equal to twice the level of a spell you wish to cast.

Chainspell

At 6th level and above, if you make two spell attacks on your turn with your Dualcast feature, you may spend 2 flair points to cast one additional cantrip as part of your action.


Fast Cast

Beginning at 10th level, as part of any spell attack roll, you may spend 1 flair point to make that roll with advantage. If you already have advantage, you add your proficiency to your spell attack roll instead.

You may use this feature multiple times per turn. However, you may only use it a number of times equal to your Charisma modifier (minimum of 1) per short or long rest.

Enchanted Blade

At 14th level, if you focus on a one-handed weapon for 1 hour (which can be done during a short rest), you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. If you attempt to bond with a second weapon, you must break the bond with the first one.

Furthermore, when you take the attack action with this weapon, you may spend 1 flair point to deal an additional 2d8 force damage on each damage roll. You must declare you are doing so prior to your attack roll.

Samurai

A hyur woman stands before a charging beast, her blade still sheathed. The villagers look on in horror as it closes in on its prey. At the last instant the woman draws her blade, and in a lightning-fast blur of motion, the beast falls.

A shiftless tiefling wanders into the city, his broad hat shading his face. He hears the worries of the people as war approaches. He nods to himself, knowing this to be a fine time to earn food and coin.

A veteran roegadyn waits trapped at the dead-end as the bandits approach. They close one by one, then as a mob, each believing they can overpower him. Each is countered, and each falls to his patient blade.

Far in the southeast of Proxima, beneath the rising sun, the island nation of Hingashi gave birth to the samurai, a social class of honorable warriors practiced in the sword. They were sworn to feudal masters as defenders of their lands and noble interests, willing to give up their lives to see their duty complete. Honor or death was a common ideal for these disciplined soldiers.

Swordsmen of Legend

Samurai are legendary swordsmen originating in the feudal isolationist nation of Hingashi. In service to the perpetually-squabbling lords of their regions, they protected their lands with their lives and enforced local law without question.

Migrant samurai brought their culture to Doma, where greater regimentation and less demand for sellswords gave some the free time to hone their skill for its own sake.

The Power Within

Samurai draw on inner energies and follow personal discipline, broadly similar to monks -- but unlike monks, their drive is not enforced by a temple, but rather entered into freely. Samurai seek to master themselves, living and acting with honor in all things. Self-discipline, of course, means that the goal of mastery and the proper expression of honor are often self-defined.

Creating a Samurai

When creating a samurai, consider how they became involved in the discipline. Were they born into the tradition, being the son of a samurai or lord? Did they come from a samurai culture at all, adopt one as their own, or travel far to learn from a master?

Origin aside, you should also consider why they fight as a samurai. Did they take up the blade as a mere source of income, and if so, did the code of the samurai become something more to them? If it didn't, will it? Is your character on a quest on behalf of a lord, or directly protecting their master's lands? Perhaps they cut their ties to their masters and teachers altogether and travel the world for their own gain, or the protection of the common man.

Quick Build

You can make a samurai quickly by following these suggestions. Make Strength your highest ability score, followed by Wisdom, and take the soldier background.

Samurai

Level Proficiency Bonus Features
1st +2 Gil Toss, Improved Critical
2nd +2 Higanbana, Sen
3rd +2 Samurai Archetype, Archetype Feature
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Samurai Archetype Feature
7th +3 Evasion
8th +3 Ability Score Improvement
9th +4 Studied Disciple, Tenka Goken
10th +4 Samurai Archetype Feature
11th +4 Patient Meditation
12th +4 Ability Score Improvement
13th +5 Extra Attack (2)
14th +5 Samurai Archetype Feature
15th +5 Effective Meditation
16th +5 Ability Score Improvement
17th +6 Superior Critical
18th +6 Midare Setsugekka
19th +6 Ability Score Improvement
20th +6 Meikyo Shisui

Class Features

As a samurai, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per samurai level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per samurai level after 1st

Proficiencies


  • Armor: Light armor, medium armor
  • Weapons: Simple weapons, shortswords, longswords, greatswords
  • Tools: None
  • Saving Throws: Strength, Wisdom
  • Skills: Choose two from Athletics, Acrobatics, History, Insight, and Intimidation

Equipment

You start with the following equipment, in addition to the equipment granted by your background.

  • a katana (with decorative sheath)
  • a dagger (with decorative sheath)
  • 10 days of rations (dried seafood and rice)
  • a pouch containing 100 cp
  • (a) an explorer's pack or (b) a dungeoneer's pack

Katanas in Dungeons & Dragons

As stated in the Dungeon Master's Guide (pg. 41), you may apply the stats of a longsword to a katana.

Gil Toss

Beginning at 1st level, you have learned that if all else fails, you can use your own money to attack. Whenever you make an improvised ranged attack with a gold piece, it deals 1d8 bludgeoning damage on a hit rather than the usual 1d4.

Only gold pieces are heavy enough to deal this damage.

After combat, you may make a DC 15 Investigation check to recover thrown gp.

Improved Critical

Also beginning at 1st level, while wielding a versatile or two-handed weapon with two hands, your weapon attacks score a critical hit on a roll of 19 or 20.

Not Those Samurai

The samurai class differs completely from the Samurai subclass of the fighter class. Fighters of the Samurai archetype are martial descendants of the original samurai -- emigrants who blended traditional techniques with foreign styles.

Sen

Starting at 2nd level, you are capable of building sen -- a form of ki generated by violent interaction -- within your body. You may only hold three charges of sen at a time. When you use the Attack action you gain 1 sen charge, regardless of whether you succeed or fail. You may only gain 1 charge per round by this method. If you choose to spend sen charges during an action, you may not gain sen by that action. Your sen charges last for 1 minute after combat.

When using abilities with sen charges that require the enemy to make a saving throw, the saving throw is calculated as follows.

Sen DC = 8 + your proficiency modifier + your Wisdom modifier

You start knowing one sen feature: Higanbana. You learn more sen features as you gain levels in this class.

Higanbana

Immediately before making a melee weapon attack roll, you may spend 1 sen charge to use Higanbana. If your attack hits, the target creature must make a Constitution saving throw. On a failed save, the creature takes 1d4 slashing damage at the start of their next turns for 1 minute. At the end of each of their turns, they may attempt the Constitution saving throw again.

Samurai Archetype

At 3rd level, you select a way of the blade. The Iaidoka, Ronin, and Swordmaster are all detailed at the end of the class description. Your archetype choice grants you features at 2nd, 6th, 10th and 14th levels.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 13th level in this c1ass.

Evasion

Beginning at 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Studied Disciple

At 9th level, you have balanced your might with your mind. You may learn any two skills which fall under Intelligence, Wisdom, or Charisma.


Tenka Goken

Also at 9th level, you may spend 2 sen charges to project the force of a melee weapon. As an action you make a single attack roll against all creatures in a 15-foot cone in front of you, and on each attack your melee weapon is considered magical if it is not already. The Extra Attack feature does not apply to these attacks.

Patient Meditation

At 11th level and above, when you take the Dodge action, you recover 1 sen charge for each attack made against you, up to 3. You may use this feature a number of times equal to your Wisdom modifier (minimum of 1) per short or long rest.

Effective Meditation

When you reach 15th level, if you recover hit points during a short rest, you begin the next battle with 1 sen charge.

Superior Critical

Starting at 17th level, while wielding a versatile or two-handed weapon with two hands, your weapon attacks score a critical hit on a roll of 18-20.

Midare Setsugekka

At 18th level, you may spend 3 sen charges to deliver a mighty blow with your melee weapon. Your target must make a Dexterity saving throw, taking six times your base weapon damage on a failure or half that value on a success. You may use this feature a number of times equal to your Strength modifier (minimum of 1) per short or long rest.

Meikyo Shisui

At 20th level, as an action, you may turn your body into a conductor for sen. For the next minute you may freely use sen charges, but you may not use more than 3 charges for one action. You may only use this feature once per long rest.

Way of the Blade

A samurai is renowned for their code of honor and their skill. As a samurai you must choose a path to martial mastery, be it the godlike speed of the Iaidoka, the roving pragmatism of the Ronin, or the lethal alertness of the Swordmaster.

Iaidoka

Iaidoka have trained in the traditional iaijutsu style of swordplay, prioritizing lightning-fast draw-and-slash motions.

(Despite the art being developed with sheathed swords, samurai can technically use it with any weapon with which they are proficient.)

Enpi

Beginning at 3rd level, as an action you may spend 1 sen charge to make a melee attack as a ranged attack on a target up to 30 feet away by releasing a blade of energy from your swing. Your modifiers are applied as normal, but the slashing damage is considered magical.

Kaeshi: Higanbana

At 6th level and above, the blinding speed of your melee weapon draw allows you to make your Higanbana attack roll with advantage. The target makes its Constitution saving throw(s) against it with disadvantage.

Kaeshi: Goken

At 10th level and above, the blinding speed of your melee weapon draw allows you to make each Tenka Goken attack roll with advantage.

Hissatsu: Kaiten

Upon reaching 14th level, as a bonus action you may spend 1 sen charge prior to making use of an ability which uses sen. The attack accompanying the ability deals an additional 2d10 damage of your weapon's type on each hit of the effect. In the case of Higanbana, the persistent damage increases to 1d8.

Ronin

Ronin have cast off any ties to a lord or state. Their sense of honor remains, but falls under no one's control but their own.

Hissatsu: Gyoten

When you take this specialization at 3rd level, you can close distance on a target creature with lightning speed. As a single action you may spend 1 sen charge to use the Dash action, move in a straight line towards a target, and then take the Attack action with advantage against the target.

Using this feature does not provoke attacks of opportunity. Extra Attack adds a second attack which is unaffected by this feature.


Shooting Star

Starting at 6th level, upon making a successful melee attack roll against a creature, you may spend 2 sen charges to force the creature to make a Strength saving throw. On a failed save, it is knocked backwards a distance equal to your base speed, or half that distance if it is Huge or larger. It cannot take reactions until the end of its next turn, and if it collides with a solid object at least 3 feet tall, it takes 1d6 bludgeoning damage for every 10 feet knocked back.

If the creature collides with another creature and would take collision damage, make an attack roll against the other creature. On a hit, the other creature takes the same damage.

You may spend 1 additional sen charge to make your target fall prone on a failed save, and force a collided creature to make a Strength save itself, falling prone on a failed save.

The damage type of your attack is bludgeoning, regardless of your weapon.

Hissatsu: Yaten

At 10th level, you can move through combat with untouchable confidence. As a bonus action you may spend 1 sen charge to give yourself advantage on your next melee attack. Until the start of your next turn, your movement does not provoke attacks of opportunity, melee attacks against you are made with disadvantage, and you may use your reaction to move 10 feet if an attack is made against you, whether or not it hits.

Ikishoten

When you reach 14th level, you come alive in battle like nowhere else. You add your Wisdom modifier to any initiative rolls. Furthermore, as a bonus action, you may spend 1 sen charge to add your Wisdom modifier to your attack and damage rolls until the start of your next turn.

Swordmaster

Skillful offense may awe a crowd, but flawless defense will keep you alive. Swordmasters are patient, prefering to dodge and counterattack their foes rather than rush them down.

Nothing Ventured

Beginning at 3rd level, when a creature fails to hit you with a melee weapon attack, you may use your reaction to make an attack of opportunity.

Third Eye

Starting at 6th level, you may take the Dodge action as a bonus action a number of times equal to your Wisdom modifier (minimum of 1) per short or long rest.

Tsubame-gaeshi

Starting at 10th level, whenever you miss an attack roll, you may use your reaction to spend 1 sen charge and reroll your attack with your proficiency and Wisdom modifier added. If the reroll is a critical hit, you can roll one additional weapon damage die when determining the extra damage.

Redoubled Effort

When you reach 14th level, after using a reaction in one round, you may spend 1 sen point to take another reaction. You may use this multiple times per round, limited only by available sen charges.

Warrior

A massive roegadyn in a horned helmet releases a thunderous bellow. Nearby foes instantly believe him to be their most immediate threat, and with his furious and unrelenting attacks he proves them right.

A bangaa dashes into the heat of battle, a battleaxe in each hand. From afar her onslaught seems to have no rhyme or reason, but each blow is methodical, and leaves each enemy broken in ways that her allies exploit.

A hyur in spiked and furred armor hefts his greataxe as stands at his allies' sides. He leads the charge like a force of nature, his weapon swinging like a tempest of steel and felling his foes like so many trees.

Like a cymbal crash in an orchestra, a warrior is an explosive force who resounds in the chaos of battle. Their berserker fury, booming voices, raw strength, and powerful strikes are their tools for victory.

Indomitable Forces

Nearly every culture has cooked its own flavor of warrior. In the popular imagination of modern Proxima, "warrior" refers to a martial tradition employing both fury and strategy, one well-suited to serving as the backbone of an attacking force.

This tradition originated with the Hellsguard roegadyn of the Godswall region, who took it upon themselves to protect the world from monsters of the deep realms. The necesity of this work led to travel, and over the millennia, export of their ways to neighboring regions and peoples.

Berserker Might

Not unlike nature itself, a warrior has the potential to become a force of destruction. Warriors hold that all creatures have an "inner beast," an instinctual power of deadly anger latent in the body and mind that, with training, can be brought out at will. One who releases their inner beast becomes berserk, filled with all the single-minded bloodlust of a predator.

Single-minded, however, does not mean narrow-minded.

Creating a Warrior

When creating a warrior, think about why they came to war. Are you a descendant of roegadyn who created this tradition, or of one of the cultures that adopted it? Did you learn it from a specific mentor, was it a set of life skills generally expected of you to learn, or did you discover it all on your own?

What led you to take on the adventuring life? Warriors, by definition, fight -- but why do you? Are you part of a regimented force, a wandering slayer of monsters, or a local defender of a land lacking other strength? Perhaps you sought no reason but rather had one thrust upon you, cast out from your people because of a crime you committed or a coup that removed you from a position of authority.

Quick Build

You can make a warrior quickly by following these suggestions. First make Strength your highest ability score, followed by Constitution. Second, take the outlander background.

Warrior

Level Proficiency Bonus Features Berserks Berserk Damage
1st +2 Berserk, Fighting Style 2 +2
2nd +2 Beastly Demeanor, Reckless Attack 2 +2
3rd +2 Warrior Archetype 3 +2
4th +2 Ability Score Improvement 3 +2
5th +3 Extra Attack 3 +2
6th +3 Archetype Feature 4 +2
7th +3 Provoke 4 +2
8th +3 Ability Score Improvement 4 +2
9th +4 Vengeance 4 +3
10th +4 Archetype Feature 4 +3
11th +4 Shake It Off 4 +3
12th +4 Ability Score Improvement 5 +3
13th +5 Steel Cyclone 5 +3
14th +5 Archetype Feature 5 +3
15th +5 Persistent Berserk 5 +3
16th +5 Ability Score Improvement 5 +3
17th +6 Additional Fighting Style 6 +4
18th +6 Holmgang 6 +4
19th +6 Ability Score Improvement 6 +4
20th +6 Tank Mastery 6 +4

Class Features

As a warrior, you gain the following class features.

Hit Points


  • Hit Dice: 1d12 per warrior level
  • Hit Points at 1st Level: 12 + your Constituion modifier
  • Hit Points at Higher Levels: 1d12 (or 8) + your Constitution modifier per warrior level after 1st

Proficiencies


  • Armor: All armor
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Strength, Constitution
  • Skills: Choose two from Animal Handling, Athletics, History, Insight, Intimidation, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background.

  • (a) a greataxe or (b) a battleaxe
  • chainmail armor
  • three hand axes
  • (a) an explorer's pack or (b) a dungeoneer's pack

Fighting Style

Beginning at 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Berserk

Also beginning at 1st level, on your turn you can enter a berserk state of mind as a bonus action, letting your inner beast act freely. While berserk you gain the following benefits:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a warrior, as shown in the Berserk Damage column of the Warrior table.
  • You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can't cast them or concentrate while berserk.

Your berserk state lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your berserk state on your turn as a bonus action, or as part of certain features.

Once you have gone berserk the number of times shown for your warrior level in the Berserks column of the Warrior table, you must finish a long rest before you can go berserk again.

Reckless Attack

At 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Beastly Demeanor

Also at 2nd level, you gain a passive Intimidation score which you may use to replace rolls when making Intimidation ability checks. This score is equal to 10 + your Strength modifier.

Warrior Archetype

At 3rd level, you choose an archetype to emulate in the exercise of your warrior skills: the Beast Heart, the Breaker, or the Marauder, as detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 6th, 10th, and 14th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.


Provoke

Beginning at 7th level, as a bonus action you can force a creature that you see within 30 feet of you to make a Wisdom saving throw (DC = 10 + your Strength modifier). On a failed save, the creature has disadvantage on attack rolls against any creature besides you until the start of your next turn.

Vengeance

Upon reaching 9th level, once per round while berserk, when a creature resolves a melee weapon attack against you, you may use your reaction to reduce the damage taken by your Constitution modifier and then make an attack of opportunity against them.

Shake It Off

Starting at 11th level, while berserk, when a hostile action forces you to make a saving throw, you may use your reaction to end your berserk state and automatically succeed on the saving throw. You may use this feature after your roll but before the outcome is resolved.

Steel Cyclone

When you reach 13th level, as an action you may swing your weapon with such power that you make a single attack roll with advantage against all creatures within 10 feet of you. The Extra Attack feature does not apply to these attacks.

You may use this feature a number of times equal to your Strength modifier (minimum of 1) per short or long rest.

Persistent Berserk

At 15th level and above, your berserk state is so strong that it ends early only if you fall unconscious, if you choose to end it, or if you end it via a class feature.

Additional Fighting Style

At 17th level, you may choose an additional fighting style from the Fighting Style feature.

Holmgang

Beginning at 18th level, as a bonus action while berserk, you may enter a state of unstoppable fury. For a number of rounds equal to half your Constitution modifier rounded down (minimum of 1), your hit points cannot fall below 1.

Furthermore, you may attempt to bind yourself to a creature adjacent to you with a fury so strong it manifests physically. A target creature must make a Strength saving throw (DC = 10 + your strength modifier) or be bound in a spectral red chain tethered to you. The creature's movement speed becomes 0 for the duration of Holmgang.

You may use this feature once per long rest.

Tank Mastery

At 20th level, you embody the ideal of the indomitable warrior. Your Strength and Constitution scores increase by 2; your maximum for those scores is now 22. Furthermore, if your total for a Strength or Constitution check is less than its respective score, you can use that score in place of the total.

The Beast Within

Warriors are neither barbarians nor common fighters, though some may mistake them for either. Warriors take as much comfort in towns as barbarians do in the wild, and power themselves by bestial fury as much as fighters do by training and skill. They occupy a sort of middle ground all their own, able to tap into their ferocious hearts yet retain the skill and clarity of a predator.

The Beast Heart harnesses their inner ferocity to master their berserk state. The Breaker crafts their blows to smash their opponents' capacity for combat. The Marauder becomes a roaring force of offense, goading prey into the slaughter.

Beast Heart

Beast Heart warriors are capable of reaching a state of heightened instinct while berserk, such that they exhibit deadly efficiency even while assaulting foes in a frenzy. Many wear the hides of bears or wolves in acknowledgement of their ideal.

Rampart

Starting at 3rd level, if an attack has advantage against you, you may use your reaction to reduce its damage by the value of your Strength modifier plus your proficiency.

Inner Release

Starting at 6th level, while berserk, your weapon attacks score a critical hit on a roll of 19 or 20. At 14th level, your weapon attacks score a critical hit on a roll of 18-20.

Inner Beast

At 10th level, while berserk, you attack three times instead of twice when you take the Attack action on your turn.

Inner Chaos

At 14th level, while berserk, you may channel your fury into a murderous blow. As an action, you force a single creature within melee weapon range to make a Strength saving throw. On a failed save, it takes damage equal to your weapon damage times your proficiency, or half as much on a success.

Your berserk ends immediately after this attack.

Breaker

Breakers prefer a degree of finesse in their fury. Berserk though they may become, they know that few foes are felled by single blows, and so they aim to weaken them first.

Breaking

When you choose this archetype at 3rd level, you learn debilitating attacks that are fueled by special dice called break dice. You gain three break dice, which are d6s. A break die is expended when you use it. You regain all of your expended break dice when you finish a short of long rest.

You gain another break die at 7th level, another at 10th level, and one more at 14th level.

If your target must make a saving throw to resist your break effect, the saving throw DC is caluclated as follows:

Break save DC = 8 + your proficiency bonus + your Strength modifier


Speed Break

Also at 3rd level, whenever you make a melee weapon attack, you may roll a number of break dice equal to your Strength modifier (minimum of 1) to attempt to break your target's speed. On a hit, your target must make a Strength saving throw. On a failed save, its speed is reduced by five times the value of your break die roll(s) until the end of its next turn.

If the total speed reduced reaches below 0, the target creature cannot take reactions until the end of its next turn.

Magic Break

Starting at 6th level, when a creature within 5 feet of you casts a spell, you may use your reaction to interrupt and negate it. Make a melee attack roll, and add a break die roll to the result. On a hit the creature takes your weapon damage as normal, and if the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your Strength ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

You may expend additional break dice to increase the minimum level of spell you can interrupt without making a Strength check. Each additional break die expended increases the level by 1. These additional dice are not added to the initial roll.

Power Break

At 10th level, whenever you make a melee weapon attack, you may roll 1 (and only 1) break die to attempt to break your target's attack power. On a hit, your target must make a Strength saving throw. On a failed save, each of its attack rolls are reduced by half the value of your break die roll, rounded up, until the end of its next turn. The attack roll reduction does not stack with other uses of this feature.

Armor Break

When you reach 14th level, whenever you make a melee weapon attack, you may roll 1 (and only 1) break die to attempt to break your target's defenses. On a hit, your target must make a Strength saving throw. On a failed save, its AC is reduced by half the value of your break die roll, rounded up, until the start of your next turn. The AC reduction does not stack with other uses of this feature.


Marauder

Marauders know the best defense is a good offense. Their traditions were built in war, where endurance, projection of force, and control of enemy attention always won the day. Many a team-based combatant has counted on an allied marauder to turn the tide of battle.

Thrill of Battle

Beginning at 3rd level, while berserk, you may choose to gain health from your damage. As a bonus action you may declare you are using this feature. Until the start of your next turn, you may gain temporary hit points equal to the damage of your next successful weapon attack. If your next attack is critical, you may choose which of the damage dice results to use for your temporary HP value.

Your berserk ends after gaining the temporary HP.

Overpower

At 6th level, as an action you may swing your weapon with such power that you make a single attack roll with advantage against all creatures within a 15-foot cone in front of you. The Extra Attack feature does not apply to these attacks.

You may use this feature a number of times equal to your Strength modifier (minimum of 1) per short or long rest.

Defiance

At 10th level and above, the range of your Provoke extends to 90 feet, and you may use it against a number of creatures equal to your Strength modifier (minimum of 1). Furthermore, whenever you make a critical hit against a creature, you may automatically use Provoke against them as part of that attack.

Mighty Strikes

Upon reaching 14th level, your aim can become lethal. While berserk, as a bonus action you can spend a remaining use of berserk to make your weapon attacks with advantage, as well as score a critical hit on a roll of 15-20, until the start of your next turn.


White Mage

A stern-faced guado approaches the mob of undead without fear. He raises his staff, and a globe of radiance bursts from their center, turning the monsters to ash.

A gentle lalafell rushes to her unconscious ally's side. She recites a reverent prayer to her patron deity, and a white light surges into the fallen form, restoring them to perfect health.

A well-groomed human waves his cane around himself, drawing in magical energy from the land. With a flick of his wrist the land parts and erupts, sending his charging foes toppling to the ground.

Serene and elegant, white mages commune with the world around them. They are (by and large) level-headed, respectful spell casters who are well aware that overstepping one's bounds in the world of magic can lead to calamity.

Mages of Life

The Lifestream flows as the aether of life, and white mages have learned to tap it, much like how druids draw from the essence of nature. Unlike druids, however, white mages revere not merely wild nature but life itself. They can find a measure of beauty even in forgotten slums and industrial ruins, for people too are a form of life as worthy as any.

Being so attuned to life, white mages know well that all life suffers. They therefore do their utmost to bring healing in their everyday actions, spells or otherwise.

Scattered and Rejoined

Long ago in an ancient corner of the world, unorthodox druids who favored urban life banded together to build a great city called Amdapor. With the fall of Amdapor, white magic became secret traditions of far-flung druidic circles.

Many thousands of years later, the Arrheniad Empire consolidated these rare and disparate practices into the white mages. The fall of the Empire saw white mages more quickly and broadly accepted than most other Imperial remnants. Everyone likes having healers.

Creating a White Mage

When creating a white mage, ask yourself how your character came to the art. Did a kindly mentor take you under their wing? Did your studies of magic from the past lead you to discovering how to draw power from the Lifestream? Perhaps you heard whispers from the Lifestream itself and followed their guidance.

Given white mages' capacity for healing, the why of your "taking the white" is as important as the how. What drives you to heal? Is your compassion simply dissatisfied with stopping at thoughts and prayers? Did you lose a loved one? Are you simply in it for the honor and guaranteed work?

Quick Build

You can make a white mage quickly by doing the following. First, make Wisdom your highest ability score, followed by Charisma, and take the acolyte background. Then take the guidance, light, sacred flame, and spare the dying cantrips and the 1st-level spells cure wounds and shield of faith.

White Mage

Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Freecure, Spellcasting 4 2 2
2nd +2 Confession, Conjury Discipline 4 3 3
3rd +2 4 4 4 2
4th +2 Ability Score Improvement 5 5 4 3
5th +3 5 6 4 3 2
6th +3 Discipline Feature 5 7 4 3 3
7th +3 5 8 4 3 3 1
8th +3 Ability Score Improvement 6 9 4 3 3 2
9th +4 6 10 4 3 3 3 1
10th +4 Discipline Feature 6 11 4 3 3 3 2
11th +4 6 12 4 3 3 3 2 1
12th +4 Ability Score Improvement 6 12 4 3 3 3 2 1
13th +5 6 13 4 3 3 3 2 1 1
14th +5 Discipline Feature 6 13 4 3 3 3 2 1 1
15th +5 6 14 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1
17th +6 6 15 4 3 3 3 2 1 1 1 1
18th +6 Conservation of Life 6 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1
20th +6 Plenary Indulgence 6 15 4 3 3 3 3 2 2 1 1

Class Features

As a white mage, you gain the following class features.

Hit Points


  • Hit Dice: 1d6 per white mage level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constituion modifier per white mage level after 1st

Proficiencies


  • Armor: Light armor, shields
  • Weapons: Clubs, darts, light hammers, quarterstaffs, slings
  • Tools: None
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Arcana, Deception, Insight, History, Medicine, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a wooden club or (b) two light hammers
  • a spellcasting focus (a cane, staff, wand or similar object)
  • a set of vestments
  • (a) an explorer's pack or (b) a scholar's pack

Spellcasting

The interplay of willpower and environmental aether allows you to cast white mage spells. See Chapter 10 of the PHB for the general rules of spellcasting and Chapter 4 of this document for the white mage spell list.

Cantrips

At 1st level, you know 4 cantrips of your choice from the white mage spell list. You learn additional white mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the White Mage table.

Spell Slots

The White Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

Upon becoming a white mage, you know 2 1st-level spells of your choice from the white mage spell list.

The Spells Known column of the White Mage table shows when you learn more white mage spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st, 2nd or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the white mage spells you know and replace it with another spell from the white mage spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your white mage spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a white mage spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier.

Spell attack modifier = your proficiency bonus + your Wisdom modifier.

Spellcasting Focus

You can use a rod, cane, wand or other similar equipment as an arcane focus for your white mage spells.

Ritual Casting

You can cast any white mage spell you know as a ritual if that spell has the ritual tag.

Freecure

Starting at 1st level, your healing spells are more effective than most. Whenever you expend a spell slot to restore hit points to a creature, the creature regains additional hit points equal to your Wisdom modifier plus the spell's level.

Conjury Discipline

At 2nd level, you choose the discipline you follow as a white mage: Amdapori, Devout, or Elementalist, all detailed at the end of the class description. Your archetype choice grants you features at the 2nd, 6th, 10th and 14th level.

Confession

Also beginning at 2nd level, each time you expend a spell slot to restore hit points to a creature during combat, you gain a charge of holy energy in your body known as confession. Certain white mage features require you to spend them. You may only gain one charge of confession from each spell cast, and you may only hold three charges at a time. Once gained, confession charges do not expire until you fall unconscious or complete a long rest.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Conservation of Life

At 18th level and above, when your hit points are reduced to 0, you release a pulse of healing energy. All allies within a 30-foot radius of you, except for you, recover hit points equal to 2d8 + your Wisdom modifier. You may use this feature once per long rest.

Plenary Indulgence

Upon reaching 20th level, you gain two confession charges when you roll for initiative.

Protectors of the Future

The white mage's goal in life is to protect the futures of those who must live in it, but there are many ways to protect. The Amdapori prefers to remove threats by searing them into oblivion with the ancient secrets of Amdapor. The Devout uses the Lifestream like no other to fuel peerless healing abilities. The Elementalist bends the Lifestream to control the elements of nature for both healing and harming.

Amdapori

Amdapori white mages protect life by exterminating those who would harm life. Though Amdapor may be long gone, the zealous art of their war-mages lives on.

Expanded Spell List
Spell Level Spell
1st bane, scathe
2nd moonbeam, sleep
3rd blinding smite, daylight
4th banishment, fire shield
5th flame strike, wall of light

Piety

When you take this discipline at 2nd level, your armor class increases by 1 for each confession charge you hold.

You also gain resistance to necrotic damage if you did not already have it.

Glare

Beginning at the 6th level, you may spend 1 confession charge to cast any damage-dealing spell with a casting time of 1 action as a bonus action instead.

Dia

Beginning at 10th level, immediately before casting a spell that forces a saving throw, you may spend 1 confession charge to add persistent damage to the spell. On a failed save, the creature takes 1d8 radiant damage at the start of their next turns for 1 minute. At the end of each of their turns, they may attempt the Constitution saving throw again.

If your spell affects multiple creatures, select one to be affected by this feature. You may select additional creatures by spending additional confession charges, up to 3 total.

Afflatus Misery

At 14th level and above, you may spend 3 confession charges to greatly empower your next spell damage roll. Victims of your spell take additional radiant damage equal to your level, or half if the spell imposes a saving throw which they then succeed.

This feature lasts for 1 minute, and fades if you do not deal damage by a spell in that time.

Devout

A Devout is a white mage who has focused their efforts into becoming master healers. They are steadfast allies who provide a great deal of support to those around them.

Expanded Spell List
Spell Level Spell
1st heroism, sanctuary
2nd enhance ability, protection from poison
3rd beacon of hope, water walk
4th aura of purity, lustrate
5th hallow, mass cure wounds

Temperance

Beginning at 2nd level, you may add the number of confession charges you hold to any saving throw you make.

Presence of Mind

Beginning at 6th level, you may spend 1 confession charge to cast any hit-point-restoring spell with a casting time of 1 action as a bonus action instead.

Divine Benison

At 10th level and above, when you cast a spell of 1st level or higher to restore hit points to a single creature, you may spend 1 confession charge to also grant temporary hit points equal to your Wisdom modifier plus your proficiency.

Afflatus Solace

Beginning at 14th level, you may spend 3 confession charges when you cast a healing spell in order to maximize the value of its dice. For example, 2d8 healing would heal 16 hit points. You do not gain a confession charge from this casting.


Elementalist

Elementalists remember well that white mages were once druids who accepted cities as part of the land. They commune with the Lifestream through the medium of the planet, turning the world itself into an ally.

Expanded Spell List
Spell Level Spell
1st earth tremor, thunderwave
2nd earthbind, Maximilian's earthen grasp
3rd erupting earth, Melf's minute meteors
4th stoneskin, watery sphere
5th circle of power, commune with nature

Fury Brand

Starting at 2nd level, you may add the number of confession charges you hold to any attack roll or ability check you make.

Esuna

Starting at 6th level, you may spend 1 confession charge to cast any status-restoring spell with a casting time of 1 action as a bonus action instead.

Planet Protector

When you reach 10th level, you have developed an innate defense against some of the environment's hazards. You have resistance to cold, fire, and lightning damage.

Great Gospel

At 14th level and above, you may use confession charges in place of a spell slot. A 1st-level spell requires 1 charge, a 2nd-level 2, and a 3rd-level 3. You do not gain a confession charge by casting with this method.

Sage

A Sage is a White Mage of Sharlayan discipline, using floating devices called nouliths to aid their spellcasting. Part doctor, part mage, Sages heal and hurt in equal measure.

Expanded Spell List
Spell Level Spell
1st magic missile, ray of sickness
2nd ray of enfeeblement, scorching ray
3rd conjure barrage, Melf's minute meteors
4th blight, resilient sphere
5th conjure volley, circle of power

Noulith Mastery

Starting at 2nd level, you learn the cantrip eldritch blast. Additionally, you gain access to two Metamagic options of your choice from the sorcerer class, and use them with confession charges instead of sorcery points. Whenever you reach a level, you can replace one of these Metamagic options with another one from the sorcerer class. Finally, you gain 2 charges of confession when you finish a long rest.

Kardia

At 6th level and above, as a bonus action you can form a bond with one creature within 120 feet of you. This bond lasts until the end of your turn. During that time, if you successfully damage a creature with eldritch blast, the creature affected by Kardia restores hit points equal to the damage dealt.

You may use this feature a number of times equal to your proficiency per long rest.

Eukrasia

Beginning at 10th level, you may spend 1 confession charge to empower the next spell you cast on your turn.

If you cast a spell that restores hit points, each target's hit point maximum also increases by half that amount. If you cast a spell with an attack roll that successfully deals damage, each target must succeed a Constitution saving throw or have their maximum hit points reduced by half the damage dealt.

Eukrasia effects stack with each other. Each effect lasts until the affected creature completes a long rest.

Soteria

When you reach 14th level, your Kardia bond with your chosen creature is heightened. You may restore hit points of your bonded creature equal to the damage you deal to another creature with any spell that has a spell attack roll, not merely eldritch blast.

Nouliths and You

Nouliths are a set of four magical rods used as a single arcane focus. When in use, they float in your space. When not in use, or inside of an antimagic field, they return to your back. If even one noulith in a set is destroyed, the others become useless until the set is complete. Each individual noulith has the stats of a Rod arcane focus, and costs 10gp to replace.

"Lots of ways to help people. Sometimes heal patients; sometimes execute dangerous people. Either way helps."

~ famous quotation by Dr. Mordin Solus of Vector

"I'm a healer, but . . ."

~ infamous quotation by St. Alphinaud Leveilleur

Chapter 4: Spells

This chapter describes the spell lists of classes created for this document. Please consult various Dungeons & Dragons Fifth Edition official handbooks for spell descriptions.

Spells created for the classes in this document are detailed at the end of the chapter and are marked in bold italics.

Arcanist Spells

Cantrips

Acid Splash
Blade Ward
Chill Touch
Create Bonfire
Dancing Lights
Friends
Light
Infestation
Mage Hand
Magic Stone
Mending
Message
Mind Sliver
Minor Illusion
Poison Spray
Prestidigitation
Spare the Dying
True Strike

1st Level

Alarm
Bane
Catapult
Comprehend Language
Charm Person
Chaos Bolt
Chromatic Orb
Color Spray
Comprehend Languages (Ritual)
Cure Wounds
Detect Magic (Ritual)
Detect Poison and Disease (Ritual)
Disguise Self
Faerie Fire
Feather Fall
Fog Cloud
Grease
Healing Word
Hex
Identify (Ritual)
Illusory Script
Jump
Longstrider
Mage Armor
Magic Missile
Ray of Sickness
Silent Image
Sleep
Unseen Servant
Witch Bolt

2nd Level

Alter Self
Blindness/Deafness
Blur
Cloud of Daggers
Crown of Madness
Darkness
Darkvision
Detect Thoughts
Earthbind
Enhance Ability
Find Traps
Healing Spirit
Hold Person
Invisibility
Knock
Levitate
Mind Whip
Misty Step
Pass Without Trace
Protection from Poison
Ray of Enfeeblement
See Invisibility
Silence
Summon Beast
Web
Zone of Truth

3rd Level

Alter Self
Bestow Curse
Catnap
Counterspell
Dispel Magic
Enemies Abound
Fear
Feign Death (Ritual)
Glyph of Warding
Haste
Intellect Fortress
Life Transference
Magic Circle
Major Image
Melf's Minute Meteors
Remove Curse
Sending
Slow
Stinking Cloud
Summon Fey
Tiny Hut
Tongues

4th Level

Arcane Eye
Banishment
Blight
Compulsion
Confusion
Dimension Door

Fabricate
Giant Insect
Greater Invisibility
Locate Creature
Polymorph
Resilient Sphere
Sickening Radiance
Summon Elemental
Vitriolic Sphere

5th Level

Animate Objects
Arcane Hand
Assize
Contact Other Plane
Contagion
Destructive Wave
Enervation
Hold Monster
Insect Plague
Legend Lore
Passwall
Raise Dead
Scrying
Seeming
Skill Empowerment
Telekinesis
Telepathic Bond
Teleportation Circle
Wall of Force

6th Level

Arcane Gate
Create Humunculus
Eyebite
Guards and Wards
Harm
Heal
Instant Summons
Mental Prison
Primordial Ward
Programmed Illusion
Scatter
True Seeing

7th Level

Crown of Stars
Etherealness
Mirage Arcane
Plane Shift
Prismatic Spray
Resurrection
Symbol
Teleport

8th Level

Antimagic Field
Antipathy/Sympathy
Feeblemind
Maddening Darkness
Mighty Fortress
Telepathy

9th Level

Gate
Mass Heal
Prismatic Wall
True Resurrection
Weird
Wish

Astrologian Spells

Cantrips

Blade Ward
Dancing Lights
Friends
Guidance
Light
Magic Stone
Message
Mind Sliver
Resistance
Sacred Flame
Spare the Dying
True Strike
Word of Radiance

1st Level

Bane
Bless
Ceremony
Color Spray
Comprehend Languages
Cure Wounds
Detect Evil and Good
Detect Magic (Ritual)
Detect Poison and Disease
Faerie Fire
False Life
Guiding Bolt
Healing Word
Heroism
Identify
Illusory Script
Mage Armor
Magic Missile
Magnify Gravity
Sanctuary
Shield of Faith
Sleep

2nd Level

Aid
Augury
Blindness/Deafness
Blur
Darkness
Darkvision
Detect Thoughts
Enhance Ability
Enlarge/Reduce
Find Traps
Fortune's Favor
Gentle Repose

Invisibility
Lesser Restoration
Levitate
Locate Object
Mind Spike
Silence
Zone of Truth

3rd Level

Beacon of Hope
Blink
Catnap
Clairvoyance
Daylight
Dispel Magic
Haste
Hypnotic Pattern
Intellect Fortress
Life Transference
Mass Healing Word
Remove Curse
Revivify
Sending
Slow

4th Level

Arcane Eye
Asylum
Banishment
Blight
Confusion
Death Ward
Divination
Gravity Sinkhole
Greater Invisibility
Hallucinatory Terrain
Locate Creature
Phantasmal Killer
Regen
Resilient Sphere
Sickening Radiance

5th Level

Commune
Dawn
Dispel Evil and Good
Dream
Geas
Greater Restoration
Legend Lore
Mass Cure Wounds
Scrying
Telepathic Bond
Teleportation Circle (Ritual)
Wall of Light

6th Level

Eyebite
Find the Path
Gravity Fissure
Heal


Mass Suggestion Mental Prison
Programmed Illusion
Scatter
Sunbeam
True Seeing

7th Level

Conjure Celestial
Crown of Stars
Dream of the Blue Veil
Mirage Arcane
Plane Shift
Regeneration
Resurrection
Reverse Gravity

8th Level

Antimagic Field
Dark Star
Demiplane
Glibness
Reality Break
Sunburst
Telepathy

9th Level

Astral Projection
Foresight
Mass Heal
Time Stop
True Resurrection
Wish

Black Mage Spells

Cantrips

Blade Ward
Chill Touch
Fire Bolt
Frostbite
Infestation
Magic Stone
Produce Flame
Ray of Frost
Sapping Sting
Shocking Grasp
Thaumaturgy
Toll the Dead

1st Level

Absorb Elements
Burning Hands
Caustic Brew
Chaos Bolt
Detect Magic
Disguise Self
Expeditious Retreat
False Life
Feather Fall
Hex
Ice Knife
Illusory Script

Inflict Wounds
Jump
Longstrider
Mage Armor
Magic Missile
Scathe
Shield
Sleep
Witch Bolt

2nd Level

Alter Self
Arcane Lock
Blur
Blindness/Deafness
Cloud of Daggers
Darkness
Darkvision
Dragon's Breath
Flaming Sphere
Heat Metal
Hold Person
Knock
Levitate
Magic Weapon
Mind Whip
Misty Step
Pyrotechnics
Scorching Ray
Silence
Web

3rd Level

Animate Dead
Bestow Curse
Blink
Counterspell
Dispel Magic
Elemental Weapon
Feign Death
Fireball
Fly
Lightning Bolt
Sleet Storm
Slow
Speak with Dead
Stinking Cloud
Thunder Step
Tiny Hut
Tongues
Vampiric Touch

4th Level

Arcane Eye
Banishment
Blight
Dimension Door
Fire Shield
Ice Storm
Polymorph
Private Sanctum
Wall of Fire

5th Level

Animate Objects
Antilife Shell
Arcnae Hand
Cloudkill
Cone of Cold
Contact Other Plane
Contagion
Dream
Enervation
Flame Strike
Hold Monster
Mislead
Telekinesis
Teleportation Circle
Wall of Force

6th Level

Arcane Gate
Chain Lightning
Circle of Death
Disintegrate
Eyebite
Freezing Sphere
Gravity Fissure
Harm
Investiture of Flame
Investiture of Ice
Mass Suggestion
Soul Cage
Wall of Ice

7th Level

Delayed Blast Fireball
Etherealness
Finger of Death
Fire Storm
Forcecage
Magnificent Mansion
Plane Shift
Power Word Pain
Regenerate
Simulacrum
Teleport

8th Level

Abi-Dalzim's Horrid Wilting
Antimagic Field
Dark Star
Demiplane
Dominate Monster
Incendiary Cloud
Maddening Darkness

9th Level

Blade of Disaster
Flare
Gate
Mass Polymorph
Meteor Swarm
Ravenous Void
Time Stop

Blue Mage Spells

Cantrips

Acid Splash
Chill Touch
Dancing Lights
Fire Bolt
Frostbite
Gust
Infestation
Message
Mind Sliver
Minor Illusion
Mold Earth
Poison Spray
Prestidigitation
Primal Savagery
Ray of Frost
Resistance
Shocking Grasp
Thunder Clap
True Strike

1st Level

Absorb Elements
Armor of Agathys
Bane
Beast Bond
Burning Hands
Catapult
Cause Fear
Caustic Brew
Detect Magic
Detect Poison and Disease
Earth Tremor
Ensnaring Strike
Entangle
Expeditious Retreat
Faerie Fire
Feather Fall
Grease
Guiding Bolt
Heroism
Hex
Ice Knife
Jump
Longstrider
Ray of Sickness
Scathe
Shield
Sleep
Speak with Animals
Thunderwave
Witch Bolt
Zephyr Strike

2nd Level

Acid Arrow
Aganazzar's Scorcher
Alter Self
Barkskin


Beast Sense
Blindness/Deafness
Blur
Darkness
Darkvision
Dragon's Breath
Dust Devil
Earthbind
Enhance Ability
Find Traps
Flame Blade
Gust of Wind
Heat Metal
Hold Person
Invisibility
Levitate
Maximillian's Earthen Grasp
Mind Whip
Misty Step
Pass without Trace
Protection from Poison
Ray of Enfeeblement
Scorching Ray
See Invisibilty
Shatter
Snilloc's Snowball Swarm
Spider Climb
Spike Growth
Warding Wind
Web

3rd Level

Catnap
Daylight
Erupting Earth
Fear
Feign Death
Fireball
Fly
Haste
Hypnotic Pattern
Lightning Bolt
Melf's Minute Meteors
Plant Growth
Pulse Wave
Sleet Storm
Slow
Speak with Plants
Stinking Cloud
Thunder Step
Tidal Wave
Vampiric Touch
Wall of Sand
Wall of Water
Water Breathing
Wind Wall

4th Level

Blight
Confusion
Fire Shield
Giant Insect

Grasping Vine
Greater Invisibility
Guardian of Nature
Ice Storm
Locate Creature
Polymorph
Resilient Sphere
Stone Shape
Stoneskin
Storm Sphere
Vitriolic Sphere
Wall of Fire
Watery Sphere

5th Level

Cloudkill
Cone of Cold
Contagion
Control Winds
Destructive Wave
Enervation
Immolation
Insect Plague
Intellect Fortress
Maelstrom
Skill Empowerment
Tree Stride
Wall of Stone

6th Level

Chain Lightning
Eyebite
Flesh to Stone
Freezing Sphere
Globe of Invulnerbility
Move Earth
True Seeing
Wall of Ice
Wind Walk

7th Level

Delayed Blast Fireball
Etherealness
Fire Storm
Power Word Pain
Prismatic Spray
Regenerate
Tether Essence

8th Level

Abi-Dalzim's Horrid Wilting
Control Weather
Earthquake
Incendiary Cloud
Power Word Stun
Tsunami

9th Level

Meteor Swarm
Prismatic Wall
Psychic Scream
Ravenous Void

Red Mage Spells

Cantrips

Blade Ward
Booming Blade
Dancing Lights
Fire Bolt
Green-Flame Blade
Gust
Jolt
Lightning Lure
Mage Hand
Magic Stone
Mold Earth
Prestidigitation
Ray of Frost
Sapping Sting
Shocking Grasp
Sword Burst
Thunderclap
True Strike
Word of Radiance

1st Level

Absorb Elements
Burning Hands
Charm Person
Chromatic Orb
Cure Wounds
Detect Magic (Ritual)
Disguise Self
Earth Tremor
Feather Fall
Healing Word
Hellish Rebuke
Jump
Mage Armor
Magic Missile
Scathe
Shield
Thunderwave
Witch Bolt
Zephyr Strike

2nd Level

Aganazzar's Scorcher
Cloud of Daggers
Dragon's Breath
Dust Devil
Earthbind
Enhance Ability
Enthrall
Flame Blade
Flaming Sphere
Gust of Wind
Lesser Restoration
Levitate
Magic Mouth
Magic Weapon
Maximillian's Earthen Grasp
Misty Step
Pyrotechnics

Scorching Ray
Shatter
Spike Growth
Warding Wind
Zone of Truth

3rd Level

Blink
Catnap
Counterspell
Crusader's Mantle
Dispel Magic
Elemental Weapon
Erupting Earth
Fireball
Haste
Lightning Bolt
Magic Circle
Mass Healing Word
Melf's Minute Meteors
Thunder Step
Wall of Sand
Wind Wall

4th Level

Charm Monster
Confusion
Dominate Beast
Elemental Bane
Fire Shield
Ice Storm
Sickening Radiance
Stoneshape
Stoneskin
Storm Sphere
Wall of Fire

5th Level

Circle of Power
Control Winds
Dawn
Dominate Person
Flame Strike
Geas
Holy
Immolation
Mass Cure Wounds
Steel Wind Strike
Transmute Rock
Wall of Stone

6th Level

Bones of the Earth
Blade Barrier
Chain Lightning
Eyebite
Flesh to Stone
Heal
Move Earth
Tenser's Transformation
Wind Walk


7th Level

Crown of Stars
Delayed Blast Fireball
Plane Shift
Resurrection
Whirlwind

8th Level

Antimagic Field
Dominate Monster
Earthquake
Glibness
Incendiary Cloud

9th Level

Blade of Disaster
Flare
Mass Heal
Meteor Swarm
Power Word Heal

White Mage Spells

Cantrips

Create Bonfire
Druidcraft
Friends
Guidance
Gust
Light
Mending
Mold Earth
Resistance
Sacred Flame
Shape Water
Shillelagh
Spare the Dying
Thunderclap
Word of Radiance

1st level

Bless
Ceremony
Command
Create or Destroy Water
Cure Wounds
Detect Evil and Good
Detect Magic (Ritual)
Detect Poison and Disease (Ritual)
Guiding Bolt
Healing Word
Inflict Wounds
Protection from Evil and Good
Purify Food and Drink (Ritual)
Shield of Faith

2nd level

Aid
Augury (Ritual)
Blindness/Deafness
Calm Emotions
Continual Flame

Dust Devil
Find Traps
Gentle Repose (Ritual)
Gust of Wind
Hold Person
Lesser Restoration
Life Transference
Locate Object
Prayer of Healing
Silence (Ritual)
Spiritual Weapon
Warding Bond
Warding Wind
Zone of Truth

3rd level

Aura of Vitality
Bestow Curse
Catnap
Clairvoyance
Create Food and Water
Dispel Magic
Feign Death
Glyph of Warding
Magic Circle
Mass Healing Word
Meld into Stone (Ritual)
Protection from Energy
Remove Curse
Revivify
Sending
Speak with Dead
Spirit Guardians
Tidal Wave
Tongues
Wall of Sand
Wall of Water
Wind Wall

4th level

Asylum
Control Water
Death Ward
Divination (Ritual)
Freedom of Movement
Guardians of Faith
Guardian of Nature
Locate Creature
Regen
Sickening Radiance
Stone Shape

5th level

Assize
Commune (Ritual)
Contagion
Dawn
Dispel Evil and Good
Geas
Greater Restoration
Holy


Holy Weapon
Insect Plague
Legend Lore
Mass Cure Wounds
Planar Binding
Scrying
Wall of Stone
Wrath of Nature

6th level

Blade Barrier
Bones of the Earth
Find the Path
Flesh to Stone
Forbiddance
Harm
Heal
Heroes' Feast
Investiture of Stone
Investiture of Wind
Move Earth
Planar Ally
True Seeing
Word of Recall

7th level

Conjure Celestial
Crown of Stars
Divine Word
Etherealness
Fire Storm
Plane Shift
Regenerate
Resurrection
Symbol
Whirlwind

8th level

Antimagic Field
Control Weather
Earthquake
Holy Aura
Mighty Fortress

9th level

Astral Projection
Gate
Mass Heal
True Resurrection

New Spells

Assize

5th-level evocation


  • Casting Time: 1 action
  • Range: 30 ft.
  • Components: V, S
  • Duration: Instantaneous

An eruption of energy from your body soothes allies and wounds enemies. All allies within 30 feet of you recover 3d8 hit points, and all enemies within 60 feet of you must make a Wisdom saving throw. Foes in rage take 3d8 radiant damage on a failed save, and half as much on a success.

Asylum

4th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create a dome of protective magic with a radius of 20 feet centered on you, which moves with you. When you create the dome, you choose its effect, which lasts until the dome expires or you cast it again. Select one of the following options each time you cast this spell:

  • When creatures you choose start their turn inside the dome, they regain hit points equal to 1d4 + your spellcasting ability modifier.
  • When creatures you choose inside the dome take damage, the damage is reduced by 1d4 + your spellcasting ability modifier.
  • When creatures you choose inside the dome make a saving throw, they add 1d4 + your spellcasting ability modifier to the save.

Flare

9th-level evocation


  • Casting Time: 1 action
  • Range: 1,000 ft.
  • Components: V, S
  • Duration: Instantaneous

Tiny specks of energy fly toward a point you choose within range, and then ignite into a cataclysmic explosion.

Each creature in a 100-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature that fails its save within 100 feet of the point takes 10d6 thunder damage, and is deafened for 1 hour. A creature that fails its save within 60 feet of the point takes an additional 10d6 fire damage, and is blinded for 1 hour. A creature that fails its save within 20 feet of the point takes an additional 10d6 force damage, and is knocked prone.

On a successful save, targets take half as much damage and suffer no status effects.

A creature reduced to 0 hit points by being within the 20-foot radius of this spell is annihilated, along with any nonmagical items it is wearing or carrying.


Holy

5th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You form an orb of radiant energy in your raised hand that explodes into white light in a 10-foot radius. All creatures within range, except for you, must make a Constitution saving throw. On a failed save, creatures take 6d8 radiant damage and are stunned for one round. On a successful save, they take half as much damage and resist the stun.

Jolt

evocation cantrip


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S
  • Duration: Instantaneous

A shard of crystalized aether streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage.

The spell creates two shards at 5th level, three shards at 11th level, and four shards at 17th level. You can direct the shards at the same target or at different ones, but you must make a separate attack roll for each shard.

Lustrate

4th-level evocation


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S
  • Duration: Instantaneous

A target you can see within range is invigorated by a burst of soothing magic. They recover hit points equal to 3d8 + your spellcasting ability modifier.

Regen

4th-level enchantment


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S
  • Duration: 1 minute

You enchant a target with a blessing which heals them over time. For the duration, the creature regains 1d6 hit points at the start of its turns. The spell effect ends early if they fall to 0 hit points.

Scathe

1st-level evocation


  • Casting Time: 1 action
  • Range: 120 ft.
  • Components: V, S
  • Duration: Instantaneous

Bright light sears a creature you can see within range, forcing it to make a Dexterity saving throw. The creature takes 3d6 radiant damage on a failed save and half as much on a success.

Chapter 5: Religions

Sources of solace and power for many, religions rule the spiritual life of the majority of Proxima's people. A key factor for any religion to be taken seriously is the presence of one or more gods or associated figures from which specialized mages (such as clerics) draw their magical energies for more than mere communion.

Religions vary in adherence depending on where you go. Some areas once knew nothing outside of their local god(s) and/or belief systems, but with the march of modernity, most people have at least heard of faiths not their own.

What follows are summaries of Proxima's major religions and gods, arranged by approximate global notoriety.

Eorzeism

A monotheistic religion about six thousand years old, devoted to the G-ddess HDLN (or "Hydaelyn"), She who created Proxima and exposed it to the Lifestream. Her chosen people, Eorzeans (not and never "Hydaelists"), live in tight-knit communities that value tradition, debate, and healing the world through doing good. Each Eorzean seeks to increase closeness to HDLN in their daily actions. Eorzeans don’t seek converts, but will take them -- only after thorough research and demonstration of intent on the convert’s part.

Long after Proxima was formed, the first two sapients arose -- male Doga and female Unei -- in the land of Eorzea. There they were free to live in a paradise of eternal youth and eat of all its fruits, protected from death and gods alike by the golden double-helix rope spun by Minfilia the Word of the Mother.


One day in Eorzea, Sephirot the Tree of Knowledge had enough of being a tree. To free himself, he grew seeds of Doubt and Discontent in the fruit eaten by Doga and Unei and told them that he envied them. Their ability to so freely wander the lands of the whole world was so much better than being confined in one place like him.

Having unwittingly consumed the seeds, Doga and Unei realized that they couldn't travel the whole world -- they were in fact confined to Eorzea. Sephirot explained that if they wanted to truly explore, to truly walk free, they would have to each cut through the golden rope around Eorzea with a shard of crystal.

Equally duped, equally doubtful, equally discontent, Doga and Unei both made the fateful cut at the same time. The rope unraveled, its infinite strings chaotically threading into every creature of Eorzea. All animals within Eorzea became monsters, some even sapient, while Sephirot stood up and walked away to become the father of all plant monsters. Doga and Unei, for their part, were the only creatures to retain immortality. Eorzea was no more.

HDLN took notice of the disaster. Through Minfilia, HDLN lamented that they and their children would carry the seeds of Doubt and Discontent forever, and that no force but their own minds would remove them. And yet, to alleviate some of their self-inflicted suffering, She declared that their descendants would "find love easily" and "mold like clay" to any adversity.

HDLN

(LG, Arcana, Grave, Knowledge, Life, Light, Nature, Order)

HDLN, a.k.a. Hydaelyn, a.k.a. the G-ddess, is an omnipotent, omniscient life-giver who governs at a significant remove from Her chosen people.

Various prophets of Her will have come down from various mountains with divine laws and tales of holy encounters, but for a very long time She has not communicated with anyone. Her power still exists, however, and may be drawn upon. Her most powerful symbol is her very name, spelled in ancient Eorzean script. Her much more common symbol can also be a golden horizontal double-helix, the legendary rope around Eorzea.

HDLN is famously silent, because Her Voice became another goddess entirely.

Sephirot

Sephirot was the Tree of Knowledge given mobility by the severing of the border of Eorzea. HDLN suffered him to exist because he obeyed HDLN’s laws, but his manipulation of Doga and Unei earned him a permanent place as a divine adversary. Adversary, however, did not mean enemy; when dealing with Eorzeans, he was more of a prosecuting attorney than a force of malevolence.

He has no divine domains because he became a different god entirely.

Minfilia

Minfilia, also called the Word of the Mother, was the Voice of HDLN among Her creatures, both an entity and an instrument. When dealing with Eorzeans, she played the role of defense attorney, the counterpart to Sephirot.

She has no divine domains because she became a different god entirely.

Doga and Unei

Doga and Unei were the the first sapients. No description of them exists even in the oldest Eorzean texts, so by convention they are depicted as blank humanoid silhouettes. HDLN’s declaration that their children would "find love easily" and "mold like clay" is commonly held to mean that they are the grandparents of all sapients. Many Eorzeans venerate them, but only in the style of mortal grandparents.

They have no divine domains because they became different deities entirely.

Cosmicism

A dualistic pantheon of exactly two gods forever vying for control of Proxima and all living on it.

Cosmicism is a stern, conservative faith about two thousand years old, founded by the followers of an Eorzean prophet named Cid of Lufaine. It despises nuance and favors strict adherence to the holy Book of Lufaine -- around which has grown a considerable amount of clerical scaffolding more reflective of cultural baggage than what might actually be found in the scripture.

Cid of Lufaine received the revelation from Doga and Unei that they did not die of old age, but rather aged until they became gods in their own right. Their first act was finding him (whom they deemed the wisest of their descendants) and imparting to him the wisdom of the ages.

While Cid was learning from them, Sephirot grew jealous of the injustice of mortal ascension, killed Doga and consumed him, transforming into the dark god Chaos. Minfilia knew that life would need a defender against such an enemy, and so asked Unei to merge with her to become the light goddess Cosmos. Unei accepted, but the merging robbed HDLN of her Voice, rendering Her forever silent afterward.

All this was recounted in the Book of Lufaine. Eorzeans corroborated this, but still held to their original creator rather than follow the new god who had been merely her Word.

A later Cosmic, Cidolfus Orlandeau, attempted to reform Cosmicism by denying the need for clergy and promoting individual understanding of the Book of Lufaine. This resulted in a massive schism that split the faith into sects, each of which see the two deities slightly differently and call for different forms of devotion. The descriptions below reflect the largest and most powerful sect, Bevellian Orthodox Cosmicism, governed from the Holy City of Bevelle.

Cosmos

Goddess of Light and all that is good in the world. From the Outer Plane called the Sanctuary of Order, the Goddess reigns eternal, mother to all life. Her symbol is a sun beaming strongly in the four cardinal directions. Devotees of Cosmos tend to be evangelistic, saving souls by guiding them into the Light.

Holiness versus unholiness factors heavily into Cosmic faith. Cosmics know that life is a struggle, that the physical universe is dark and hostile, but through order and purity in thought and deed, chaos and Chaos alike may be driven out.

Cosmics have a concept of sin, but original sin, guilt by existence, is utterly alien to them. Life is light, never brighter than when it is born or finds love. Sin is a verb, an action actively obscuring light, not a nebulous spiritual pollution. Spreading sin is of course possible, as is living in a way conducive to sin, and sin can be done to oneself, but no one -- no mortal at all -- is beyond redemption.

Cosmos, having locked herself and Chaos in balanced Outer Planes, cannot bestow power to mortal devotees. Instead, servants of Her divinity (such as clerics) draw their power from an Archangel.

Chaos

God of Darkness and all that is evil in the world. From the Outer Plane called the Edge of Madness, the Adversary schemes forever to destroy all life but his own. His symbol is an eclipse, the sun behind it beaming feebly on four diagonals. Devotees of Chaos do not announce their true faith, keeping their loyalty to the dark deity as hidden as their wicked designs on the world.

Snarky anti-authoritarians, flighty hippies, and edgy teenagers rebelling against strict Cosmic parents may say they worship Chaos, but those who actually worship Him in ways that actually please Him are mad and/or evil cultists. Even his truest zealots must draw their power from an Archfiend or Eidolon, for thanks to Cosmos, Chaos cannot extend His power to worshippers.

Chaos has four arms, which to the Cosmic faithful have taken on a metaphorical meaning. The Four Arms of Chaos are darkness, disorder, distance, and despair. Darkness is ignorance, spiritual blindness, an inability to see beyond oneself to witness the suffering of another and an inability to likewise be seen when suffering. Disorder is simply that: not living a productively structured life. Distance is withdrawal, spiritual loneliness, an inability to reach beyond oneself to comfort the suffering of another and likewise be reached when suffering. Finally, Despair is simply that: the hopeless dread of decline, in health or wealth or anything else. With these weapons Chaos may lay low the Cosmic faithful and forever prevent their return to the Goddess.

No soul may be beyond redemption, but no soul is invulnerable to Chaos.

Angels and Devils

Before Cosmos locked Herself and Chaos away, the two of them created a great number of servants. There are entire books cataloguing them, but the most famous are those six angels and eight devils to whom many aasimar and tieflings are linked.

The six angels appeared together to halt the execution of Cid of Lufaine and announce that the forces of Chaos had been defeated. They were Agnès, compassionate and hopeful; Genitana, kind and parental; Iroha, fierce and vengeful; Pryna, bookish and lecturing; Selh'teus, stern and judgemental; and Umbra, practical and lighthearted.

Of all Cosmos's servants, those six remain the most in contact with mortal life, not only because of their connection to aasimar, but because they are "small" enough to slip through the defenses of the Archfiends always trying to keep Cosmic powers in check. Pryna and Umbra in particular are known to come through more often than the rest, taking the guise of friendly dogs. (Animal abuse is therefore considered a grave crime in all Cosmic lands.)

Though Chaos's forces were defeated and held in check by the Archangels, eight particularly clever devils bound themselves to tieflings and so survived the purge. They were Angra Mainyu, the thieving criminal mastermind who devised that very survival plan; Astaroth, delighting in offering bargains to mortals to escape their doom; Beelzebub, the peerless corruptor of small sins into true wickedness; Deumion, whose arcane bargains were not desperately agreed to by the doomed but eagerly sought by the power-hungry; Enuo, truly mighty in all the magics of destruction; Meltigemini, the laughing hoarder of wealth and lover of unfair games of chance; Palamecia, the master confidence-artist and manipulator of minds; and Scathach, uncoverer and exploiter of secrets.

To this day, each of the eight devils schemes to influence mortals, and though they try their best to go after tieflings first, they seldom meet with success. Indeed, they have had the most luck corrupting humans, but that does little to assuage public perceptions of tieflings.

The Archangels

The highest servants of Cosmos -- those far below Her yet far above mere angels, which are in turn far above mere mortals. They are each instruments of Her will, slivers of HDLN's totality in the same way that Minfilia was Her Voice.

Absolute Virtue

(LG, Light, Order, War)

The Warrior of Light, commander of all the heavenly armies of the Sanctuary of Order. A somewhat terrifying figure, Cosmics appeal to Absolute Virtue when facing insurmountable odds or grave tests of their faith.

As his name implies, he is not given to vacillation or conditional thinking. Where evil exists, he desires only its destruction. Where chaos exists, he desires only to put it right with divine force. He is quite popular with Cosmic zealots, and many paladins not only draw their power from him but see him as an exemplar.

Some esoteric Cosmics believe that “Absolute Virtue” is merely a title, and that determining his true name and speaking it aloud would summon him. Most agree that this would be inadvisable.

Eden

(LG, Life, Death, Grave, Nature)

The Angel of Death. All Cosmics will meet her, eventually.

No one is beyond redemption, but one only has one lifetime in which to be redeemed. At the end of a life, Eden burns away a Cosmic soul's unholiness, so Cosmics labor to be as holy as possible while alive. Whatever remains of their souls after the burning is permitted into Cosmos’s recreation of Eorzea, composed of a demiplane within Eden herself. No living, unpurified soul has ever seen it.

Eden-the-location and Eden-the-Archangel are both separate entities yet one entity, vaguely female.


Eureka

(LG, Forge, Knowledge, Trickery)

The Great Gospel, Eureka is a shifting cube holding all information of what has occurred in the past. Armed with such knowledge, its capacity for creation is second only to Cosmos Herself. Eureka can create wonders of ineffable majesty and unquantifiable power, but only Cosmos can create something truly new. Eureka knows all that has been, but only Cosmos can know all.

Cosmic scripture has spent seas of ink justifying its edicts against "forbidden machina" when Eureka is an entity of creation. How could machinery be unholy if an Archangel supports it? Most Cosmics simply hold that certain machines too easily lead users toward Chaos and leave it at that.

Eureka's opinion on this matter is not known, or at least not publicized.

Ozma

(NG, Arcana, Tempest, Twilight)

The Keeper of Mystery, Ozma knows all magic that is knowable or usable by any entity other than Cosmos Herself. Any magic that Ozma does not know is literally unknowable. Any magic that Ozma cannot use is literally unusable. Many are the wizards who spend their lives attempting to glean even the smallest of its secrets. It is not typically forthcoming.

Its form is a perpetual shift of "spheres within spheres, colors within colors," so difficult to follow that the prophet Cid of Lufaine, introduced to it by the angel Agnès, could not fix his gaze on it. Sensing apprehension, Ozma famously declared, "BE NOT AFRAID, FOR I SERVE COSMOS."

The Archfiends

The highest servants of Chaos; He uses all His power just to communicate with them. The Archangels defeated them and now spend their power holding them at bay. The Archfiends may still, with great effort, empower the Eidolons to reach through the planes to entice mortals to do their bidding.

Scarmiglione

(CE, Death, Grave)

Archfiend of Earth, Scarmiglione is patron of many a lich and dark cleric. In esoteric tradition he is the Arm of Despair, a creature of entropy devouring hope for Chaos. His cloak is the color of rotting leaves, his form a root-shot corpse, his distinctive "body tusks" merely outgrowths of ancient stained bone. His chief minion is Cúchulainn, the Impure.

Upon the creation of the Archangels, it was Eden who became his direct nemesis. Eden burned clean the lands he poisoned, cauterizing his corruption and allowing the blighted lands to support life once more.

Cagnazzo

(NE, Trickery, War)

Cagnazzo, Archfiend of Water, is infamous for subterfuge in the service of Chaos. He is known to Cosmics as the Arm of Distance, the ultimate in spiritual withdrawl and isolation. While he enjoys manipulating others into conflict, he particularly delights in civil wars and watching creatures die by drowning. His top Eidolon agent (whenever a weakness between planes presents itself) is Mateus, the Corrupt.

Cagnazzo had manipulated many kingdoms before the Archangels were created. Eureka immediately discerned how to outwit him, and his corrupted minions fell to the righteous.


Barbariccia

(CE, Tempest, Twilight)

The Archfiend of Wind is Barbariccia, tormenting any she encounters as Chaos's Arm of Disorder. Her form to any beholder is always the peak of conventional female beauty, but modern depictions of her reflect only what was the ideal for Eorzeans at the time of her creation. Though notorious for ruining lives with powers of lust and disorganization, she is just as content to destroy great works. Her favorite minion and favorite Eidolon lover is Ultimecia, Walker of the Wheel.

When Cosmos created the Archangels, Ozma brought the ruiner to ruin. It cancelled out Barbariccia's tempestuous powers and forced a calm upon all she disorganized.

Rubicante

(LE, Light, Order)

Rubicante, Archfiend of Fire, is a creature of contradiction. Though a tool of Chaos, he goes about his complicated fell deeds with wickedly perfect planning. Though a master of bright flame, he is the Arm of Darkness, obscuring spiritual vision and blocking empathy in others with his infamous cloak. He relies the most on Adrammelech, the Wroth, who forever tries breaking across planes to enact his will.

Rubicante's Archangel nemesis is Absolute Virtue. Rather than thwarting Rubicante's clever schemes and holding him in check, Absolute Virtue simply destroyed his forces outright and continues fighting him to this day, unrelenting.

The Eidolons

Thirteen great fiends, unique among Chaos's minions. They are either former gods corrupted by Chaos or early enemies of the Church resurrected by the Archfiends at great cost.

Belias, the Gigas

(LE, Forge)

Chief god of the gigas (or "ogre") race, master of hearth and forge. Chaos corrupted Him to bend the gigas toward hostility with other races. Even after the defeat of Chaos's minions, gigas retained their worship of the Gigas.

Ultimecia, Walker of the Wheel

(LE, Twilight)

A human sorceress who thwarted the advance of Cosmicism into her people’s territory with powerful time-related spells -- at least until she was slain by Cosmic heroes. In Cosmic stories, she was little more than a wicked witch. Barbariccia resurrected her and augmented her powers.

Zalera, the Death Seraph

(NE, Death)

The first Eidolon, the kind psychopomp of Eorzeans. Chaos made her delight in cutting life short, particularly before it had a chance to be redeemed. In the absence of Zalera, the angel Genitana briefly took over the task of escorting Eorzean souls onward, until the creation of Eden.

Zeromus, the Condemner

(LE, Grave)

Former major god of sahagin, a crab-like psychopomp corrupted by Chaos. Zeromus successfully twisted His subjects to war with land-dwellers until He was defeated in a single blow by Absolute Virtue. Though Zeromus was banished from the mortal world and fell out of worship, the damage was done; sahagin remained hostile to non-sahagin.

Hashmal, Bringer of Order

(LE, Order)

Pre-Cosmic ronso deity, master of order and hater of lies. Chaos corrupted Him into a hellish monster in a bid to turn all ronso Chaotic, but the dutiful ronso had no use for an evil god. A champion of the ronso banished Him and became a Cosmic prophet of his people.

Ultima, the High Seraph

(LE, Light)

Once, Ultima was an angel who grew jealous that Minfilia merged with Unei and not with her. She tried to lead a revolt against Cosmos, but the angel Iroha struck her down. Chaos recovered her and bound her to His service.

Exodus, the Judge-Sal

(LE, Life)

The first son of Sephirot and one-time chief god of the guado, a mighty keeper of justice and father of many trees. Chaos corrupted Him into a tyrant in order to gain the loyalty of the guado, but when they refused, Chaos took Him beyond their reach. This left them bereft and isolated until one legendary guado brought the Cosmic Word to his people.

Cúchulainn, the Impure

(CN, Nature)

Once, Cúchulainn was a roegadyn warlord, the bane of the early Cosmic Church. He reached out to the Archfiends for the power to conquer Bevelle, and Scarmiglione answered, but Cúchulainn was defeated regardless. Scarmiglione called in his debt, reviving and corrupting the greedy warlord into an abominable glutton whose every breath was poison.

Shemhazai, the Whisperer

(NE, Knowledge)

Ancient wisdom goddess of the burmeci, barely observed anymore even before the coming of Chaos. When Cosmicism took hold among the burmeci, Shemhazai turned to the Archfiends for the power to triumph over the new religion. They accepted Her as a servant, making Shemhazai unique among Eidolons: one who joined freely and retained Her independence.

Adrammelech, the Wroth

(CE, War)

The newest Eidolon. As part of the Chromatic Hordes of the Dragontooth War, the forces of a royal line of dragonborn known as House Adrammelech spilled into Cosmic lands. They met enough resistance to merit a cycle of vengeance all its own, until the House was destroyed. Pleased with their service against Cosmicism, Rubicante revived the last king of the line into a dragon-like demon of hate and conflict.

Famfrit, the Darkening Cloud

(CE, Tempest)

Hypello once worshipped an array of water gods. None were so important as Famfrit, "Keeper of Happy Waters," god of intoxicant drinks and sexual release. Chaos corrupted Him into a sterile and stoic obscurer of spiritual vision, but the lesser hypello gods banded together to rob Famfrit of His influence over the race. In time, the lesser gods themselves encouraged hypello to become Cosmic for their own safety.

Mateus, the Corrupt

(NE, Trickery)

The decadent god-queen of a hyur royal line that allegedly descended from Doga and Unei. Worshipped by her people until Cosmicism revealed her as the charlatan tyrant she was. Cagnazzo resurrected and elevated her.

Zodiark, Keeper of Precepts

(CE, Arcana)

Chief god of the sarrukh, who had abandoned Him when they transformed themselves into the lamiae. Chaos Himself revived the dead god and corrupted Him into an immensely powerful servant. It took the combined powers of all four Archangels to bind Zodiark's power and render Him manageable enough to keep at bay.

Sects of Cosmicism

Bevellian Orthodox Cosmicism

The oldest and most powerful organizational representative of Cosmos on Proxima, the "Cosmic Church" holds sway over the lives of hundreds of millions.

History

As described at length elsewhere in this document, Bevellian Orthodox Cosmicism grew from the imperialism of Bevelle and an abridged form of the Book of Lufaine. It remains the greatest single power in the world.

Unique Beliefs

  • A professional clergy in a strict hierarchical structure is necessary to interpret the Book of Lufaine.
  • Not all writings of Cid of Lufaine are worth including in the Book of Lufaine.
  • Religion and politics are one.

Primary Centers

  • Altissia, Sunleth
  • Balfonheim, Cerobi
  • Bevelle, Yevon
  • Bhujerba, Amrita
  • Karnak, Khumat
  • Rozarria, Daguerreo
  • Sal Ghidos, Amrita

Bur-Cosmi

The form of Cosmicism adhered to by practically every religious burmeci.

History

During the Chaos, the great civilization of Valendia was made sport of by multiple devils. Beelzebub in particular took it upon himself to wipe out burmeci. He seemed poised to succeed, but the desperate prayers of burmeci were answered by the angels Iroha and Umbra. Umbra guided the last fifty thousand burmeci to a mountainous province while Iroha battled Beelzebub's forces. After a pitched battle, Iroha struck down the devil over the mountain Bur-Omisace and lodged a host of celestials there to protect the gathered burmeci.

With the defeat of Chaos, the angels and their host withdrew, leaving the mountains and ravaged land to burmeci and their descendents.

Unique Beliefs

  • Iroha and Umbra, the Spear and Flag of Cosmos, are to be venerated on equal footing with Cosmos Herself.
  • Bur-Omisace and the surrounding territory are holy land given specifically to Burmecians.

Primary Centers

  • Burmecia, Crith
  • Cleyra, Crith

Cosmic Readers

The second-most populous Cosmic sect, formed in 1600 by Cidolfus Orlandeau.

History

The Cosmic Church had grown corrupt. Cidolfus Orlandeau, a count of Rozarria, intended to lead a schism based on individual interpretation of the Book of Lufaine. Recognizing his determination, the angel Pryna appeared to him, revealing not only the complete contents of Cid of Lufaine's great work but where an original copy written in Cid's own hand could be found.

Orlandeau intended to use the truth of the Unabridged Book to gather support and break all of Daguerreo free from Cosmic control. His effort failed, but he escaped Rozarria with his life and a rapidly-growing tide of followers. The Readers fled far across the Heart Ocean and set down roots.

Readers are divided into two sets, described below.

Unique Beliefs

  • Individuals can read, comprehend, and follow the Unabridged Book of Lufaine by themselves.

Eastern Readers

When the Cosmic Church cracked down on the Readers, Cidolfus Orlandeau fled to Lindblum. Though officially Crystalist, Lindblum listened to the Readers, and Regent Artania was especially captivated by their book. In a matter of years, and a full year after Orlandeau fled again after an assassination attempt, Artania skillfully meshed native Crystalist sensibilities with the Unabridged Book of Lufaine to create a new defined religion of the Cosmic family.

In time, the Eastern Readers would become the dominant faith in the Aerb, northern Undu, and eastern Omed regions, isolating Ala Mhigo as the southernmost Twelvist bastion.

Unique Beliefs

  • Religious experts may interpret the Unabridged Book of Lufaine for those who lack the capacity, inclination, or time in which to do so themselves.
  • Suffering comes from pride, and the solution is submission to Cosmos.
  • Compulsory charity, fasting, and frequent prayer are necessary for proper submission.

Primary Center

  • Lindblum, Undu

Western Readers

Upon leaving Lindblum, Orlandeau attempted to settle in Rabanastre, but was ejected by the staunchly anti-Cosmic people. He landed in the Zwischen region and was accepted by the barbarian peoples as a fellow enemy of their ancestral adversaries. They were impressed by the account of how Lesalia fell, and were convinced that the six angels were the same figures who featured in many of their traditions.

Unique Beliefs

  • The proper focuses of veneration are the Archangels, angels, and saints -- not necessarily Cosmos.
  • "Individual interpretation" means that anyone can be Cosmic if they say they are and anything they do can be Cosmic if they say it is.

Primary Center

  • S'warkii, Zwischen

Harmonism

A dualistic pantheon of exactly two gods forever vying for control of Proxima and all living on it.

Harmonism is a popular, liberal faith, fond of nuance and personal contemplation. It developed with the coming of the prophet Ascilia Lhamine, who held that Cosmics misunderstood the nature of duality. She meditated until two gods came to her to confirm her belief. Harmonics know that the traits of one side may be found in another.

Materia

(CG, Light, Life, Forge, Knowledge, Trickery)

Materia is the relentlessly determined goddess of light, technology, science, and "the power of sapience." She advocates strongly that goodness exists both inside and outside law, and thus there are some laws that must be broken to serve the most good. Her symbol is a circle, the top half a sun and the bottom half a gear.

For Materians, knowledge is inherently a good thing, and actions that serve and protect as many lives as possible are always worthwhile. Importantly, Materia is neither flighty nor contrarian, merely one who follows her conscience. For those who worry about lack of order in the world, Materians have a saying: “making law is also action.”


Spiritus

(LN, Grave, Death, Order, Nature, Arcana)

Spiritus is the stern and measured god of darkness, magic, wisdom, and "the power of nature." He is conservative and regimented, always taking care to coexist with the natural world by following strict guidelines of conduct. His symbol is a rough cross: the roots of four trees form a square containing a stylized flame which symbolizes magic and the soul.

For Spiritusians, knowledge can be dangerous and must be controlled, lest the flailing of free minds knocks over the wrong lamp and burns the world. Spiritus is not seen as a tyrant but a wise lawmaker, setting forth rules for the perpetual safety and security of all life until at last he sends it to its eternal repose. For those who worry about lack of freedom in the world, Spiritusians have a saying: “a walled garden is the freest to grow.”

Twelvism

The Twelve are beings of the elemental Inner Planes who together built the Seven Heavens and Seven Hells within the Outer Planes. Saint Haurchefant revealed that they -- twelve gods and goddesses of hyur, elezen, lalafell, miqo'te, and roegadyn -- were in fact one pantheon.

Upon his death, Althyk and Menphina -- worshipped in different guises and different names by all five peoples -- completed the revelation. They also explained that they aid at a remove because their very presence upset the aether of the world every time they appeared.

Halone the Fury

(CG, War)

Mover of glaciers and goddess of war, Halone the Fury commands the element of ice and is tied to the first month of the year. She is always depicted as an elezen warrior holding a bronze greatshield, and Her symbol is three spears. She is the daughter of Rhalgr (by a mortal elezen) and remains the patron of the alpine nation of Ishgard.

Menphina the Lover

(NG, Life, Twilight)

Menphina the Lover, goddess of love and keeper of the moon, commands the element of ice and is associated with the second month of the year. She has no common racial depiction, but is always carrying a round skillet. Her symbol is the full moon. Menphina is the younger sister of Azeyma, and the divine lover of Oschon.

Thaliak the Scholar

(NG, Knowledge, Arcana)

Thaliak the Scholar, ruler of rivers and wisdom and god of knowledge, commands the element of water and is tied to the third month of the year. He is depicted as a slim, reserved, blonde hyur or roegadyn scholar holding an ashen staff, and His symbol is the scroll. Thaliak is Byregot's teacher, and the father of Llymlaen (by a mortal roegadyn) and Nophica (by Azeyma). Leveilleur adopted Him as their patron.

Nymeia the Spinner

(N, Knowledge)

The watcher of celestial bodies and goddess of fate, Nymeia the Spinner commands the element of water and is associated with the fourth month of the year. She is depicted as a white-haired miqo'te (or sometimes hyur) weaver wearing a white, silken veil over her face. Her symbol is the spinning wheel. She is the elder sister of Althyk, and the master of Rhalgr.

Llymlaen the Navigator

(NG, Tempest)

Llymlaen the Navigator, watcher of the seas and goddess of navigation, commands the element of wind and is tied to the fifth month of the year. She is depicted most often as a Sea Wolf roegadyn fisherwoman holding a long-bladed harpoon, and Her symbol is the wave. Llymlaen is the daughter of Thaliak (by a mortal roegadyn) and Nophica's elder sister.

Oschon the Wanderer

(CG, Nature)

Oschon the Wanderer, ruler of the mountains and god of vagrants, commands the element of wind and is associated with the sixth month of the year. He is often depicted as a carefree Plainsfolk lalafell or hyur ranger, always red-haired, wielding a bow of yew. His symbol is the walking stick. Oschon is the brother of Nald'thal, a close companion of Halone, and the divine lover of Menphina.

Byregot the Builder

(LN, Forge)

Byregot the Builder, purveyor of architecture and industry and god of the arts, commands the element of lightning and is tied to the seventh month of the year. He is most commonly depicted as an elezen (of long ears or short), and always as a smith holding a two-headed hammer. His symbol is the hand. Byregot is the son of Rhalgr (by a mortal elezen), the elder brother of Halone, and Thaliak's pupil.

Rhalgr the Destroyer

(CG, Arcana)

Breaker of worlds and god of destruction, Rhalgr the Destroyer commands the element of lightning and is tied to the eighth month of the year. He is almost always depicted as a long-bearded Highlander Hyur mage carrying a bronze staff, and His symbol is the streaking meteor. He is the father of both Byregot and Halone (by different mortal elezen), and also serves as Nymeia's attendant.

Azeyma the Warden

(LG, Knowledge, Light)

Azeyma the Warden, keeper of the sun and goddess of inquiry, commands the element of fire and is tied to the ninth month of the year. She is most commonly depicted as a noble Sunseeker miqo'te (or hyur) holding a golden fan, and Her symbol is the radiant sun. Azeyma is the mother of Nophica (by Thaliak), the elder sister of Menphina, and the daughter of Althyk (by a mortal miqo'te).

Pre-Unification Gods of the Twelve

Hyur: Althyk, Azeyma, Menphina, Nymeia, Nophica, Oschon, Rhalgr, Thaliak

Elezen: Althyk, Byregot, Halone, Menphina

Lalafell: Althyk, Menphina, Nald’Thal, Oschon

Miqo'te: Althyk, Azeyma, Menphina, Nymeia

Roegadyn: Althyk, Llymlaen, Menphina, Thaliak

Nald'thal the Traders

(N, Death)

Nald'thal the Traders, overseer of transactions and the underworld and god of commerce, commands the element of fire and is tied to the tenth month of the year. Nald'thal is depicted as a discerning Dunesfolk lalafell merchant holding a balance, and His symbol is the cowry, an ancient shell currency. Nald'thal is Oschon's brother, but is actually the single manifestation of the twins Nald and Thal, signified by His heterochromatic eyes.

Nophica the Matron

(LG, Nature, Life)

Nophica the Matron, tender of soils and harvests and goddess of abundance, commands the element of earth and is tied to the eleventh month of the year. She is most frequently depicted as a jubilant, thick-bodied Midlander hyur farmer holding a steel scythe, and Her symbol is the spring leaf. Daughter of Azeyma (by Thaliak), Nophica is the younger sister of Llymlaen and the bitter rival of Halone.

Althyk the Keeper

(LG, Grave, Order)

Althyk the Keeper, the surveyor of change and god of space and time, commands the element of earth and is associated with the twelfth month of the year. He has no common racial depiction, but always wields a mythril greataxe and wears a hood so as to hide His face. His symbol is the hourglass. He is the father of Azeyma and Menphina (by mortal miqo'te), and elder brother to Nymeia.


Heavens and Hells

The Twelve descended from the Inner Planes to fill the world of Proxima with Their elemental might. Proxima was already there, Twelvists believe, but in a lifeless inert form.

When They deemed their work complete, They ventured to the Outer Planes and proceeded to create six Heavens in which to house their unused power, and a radiant Seventh Heaven in which to reside. However, a residual product of these heavens were six similarly aspected hells, at the bottom of which lay a dark, necrotic Seventh Hell.

The six "lower heavens" are represented in the sky by six constellations -- star formations which astrologians also perceive as gates that, when opened, can allow a person to become attuned with the heavens and manipulate their aether. These constellations revolve around the pole star which is believed to be the gate to the Seventh Heaven.

While some sects of Twelve worship have different views of the afterlife, most believe that the righteous are promised a place in the heavens while sinners are doomed to an eternity of punishing trials in the hells. A belief made popular by the famous theologian and playwright Edward Chris von Muir states that upon an evil person's death, they will fall to a hell that corresponds to the sins they committed in their lifetime. Once suffering 9,999 years in payment for these sins, they must journey through the remaining five "upper hells" to witness the sins and punishments of others, before finally arriving at the gate of the Seventh Hell where their heart will be weighed. If their heart is heavy with sorrow and repentance for what they have done, they will be sent to the heavens. If it remains light, however, they will be admitted to the Seventh Hell where they will suffer forevermore.

There is no actual evidence for this idea. Von Muir completely made it up as a literary device. It remains popular nonetheless, and is often mistaken as coming from scripture.

Heaven and Hell of Earth

To create the Heaven of Earth, the First Heaven, Nophica planted a single sapling which Althyk instantly coaxed to maturity by bending time itself. The World Tree is said to be the source from which life springs. Under this mighty sentinel's boughs sit farmers and naturalists, historians and archaeologists.

Leaves fallen from the tree and left to rot are what create the Hell of Earth. Here lie thieves, liars, defilers of nature, and revisionists, all buried alive in dark decay.

Heaven and Hell of Fire

In the Heaven of Fire, the Second Heaven, sprawls an endless city built by Nald'thal from golden bricks fired in the heat of Azeyma's sun. The realm is made prosperous by the blessing of Nald'thal and kept equal by Azeyma's divine judgment. Here reside the just and the fair, the honest and the philanthropic.

The Hell of Fire was formed when the rubble left after the creation of its heavenly counterpart was cast out and set alight. Here burn those who wrongly judged their peers, those who tricked their customers, and those who gave and received bribes.

Heaven and Hell of Lightning

In the Third Heaven, that of Lightning, one will find a towering clockwork spire built by Byregot with metal forged from asteroids. Rhalgr finds the tower’s endless spinning gears and taut strings repulsive in his sight, and forever assails it -- but the Destroyer's mighty levinbolts serve only to harmlessly power the spire's clockwork soul. Here rest engineers, architects, revolutionaries, and conquerors of evil.

Leftover asteroid fragments charged with electricity make a wide orbit through empty space around the tower, forever smashing into each other to form the Hell of Lightning -- a place of damnation for vandals, slumlords, and warmongers.

Heaven and Hell of Wind

Oschon the Wanderer, his footsteps guided by Llymlaen the Navigator, constructed the Heaven of Wind, the Fourth Heaven, atop a towering verdant mountain range overlooking an endless sea. Llymlaen Herself rules this sea, forever blowing upon the rocky shores. Here rest explorers and adventurers, mountain climbers, saints, and those who rescued the aforementioned souls from peril.

Rogue gusts from on high incite terrible tempests away from shore, creating the hyperstorm Hell of Wind. Here mountain bandits, pirates, and other defilers of land and sea suffer as the air tears flesh from bone and soul from flesh.

Heaven and Hell of Water

It is said that through the Fifth Heaven, the Heaven of Water, flows a mighty river spilled forth from the Scholar's vessel. In that water is the knowledge of all who have come before and all who will follow -- the aether spun from Nymeia’s loom -- and aether from which all magics are drawn and to which all magics return. Scholars, inventors, teachers, and entrepreneurs take their rest beside these waters and on tiny islands strung together by crystal filament bridges.

In the stale oozy mud at the river bottom, deceivers, counterfeiters, charlatans, and false prophets choke and drown in the Hell of Water.

Heaven and Hell of Ice

In the center of the mountainous Heaven of Ice, the Sixth Heaven, rises a lofty palace of ice -- ice made of moonbeams collected and frozen by Menphina and carved by Halone's own spear. Here reside epic heroes and gallant knights, the benevolent and the faithful.

Piercing icicles fall from the heights of this palace to the cold chasm below: the Hell of Ice, where suffer cowards, deserters, adulterers, and traitors.

Seventh Heaven and Seventh Hell

St. Haurchefant, prophet of the Twelve, had surprisingly little to say about the natures of the final heaven and hell.

The Seventh Heaven, Heaven of Light, was where the Twelve resided after crafting the "lower heavens" as places to store their unused power. Haurchefant was not permitted to gaze within, because to even glimpse the glory and happiness of the Seventh Heaven would have vaporized his body, and the Twelve still had work for him to do.

The Seventh Hell, Hell of Darkness, was described only as "the abyssal shadow of the upper hells." To look upon it would have been to expose himself to annihilating despair, and so the Twelve did not permit Haurchefant to draw near.

Saints

Like Cosmics, Twelvists believe in saints, mortal exemplars elevated to reverence by holy deeds.

The difference between a Cosmic and a Twelvist saint is that Cosmic saints have their own holy symbols, holy days, and ardent worshippers, whereas Twelvist saints are simply public-domain characters. Cosmic saints are solemnly invoked to relieve specific ailments, appealed to for protection, or called upon to support endeavors. Twelvist saints are popularly depicted in folktales and product advertisements merely as as mortal paragons of various virtues.

St. Haurchefant is the exception. Using him for crass commercialism is utterly repellant to Twelvist sensibilities. Shrines to him, "the Saint of Saints," are commonplace.

The Eikons

Eikons are sapient entities composed of classical elemental forces. Their first worshippers were ancient people paying them tribute in an animist faith. The vast majority of believers in eikons are now Twelvist, as the eikons had always resided in what St. Haurchefant revealed as the Seven Hevens and Seven Hells.

Eikons are elementals. Their nature is fundamentally elemental rather than celestial or fiendish. Though some may refer to them as gods, they possess no functional divinity whatsoever, and thus have no divine domains. They are otherwise Twelvist equivalents of angels and demons, invoked or abjured as one desires. Why the Twelve allow such powerful creatures to reside in their Seven Heavens and Hells is unknown, yet much theorized.

Eikons who dwell in a heaven are called Aeons. Eikons who dwell in a hell are called Primals.

Known Aeons

Heaven of . . . Aeons
Earth Dryad, Golem
Fire Amaterasu, Phoenix
Lightning Ixion, Ramuh
Wind Hiryu, Quetzalli
Water Bismarck, Syldra
Ice Mist, Shiva
Light Alexander, Asura, Carbuncle, Kirin, Maduin

Summoned Power

Eikons have long been studied by arcane theorists. Spells of summoning creatures from outside of one's plane are well-understood, but summoning specific creatures has historically proven to be much more difficult.

The closest that ever tends to occur is the summoning of egis, small yet functional slivers of an eikon's power. Even then, only the egis of a select few eikons can be summoned. Some summoners believe that either the eikon in question has particularly weak defenses against modern summoning techniques, or the eikon deliberately allows their power to be used in that way.

The eikons themselves are not forthcoming. Egis cannot speak and have no higher-order thinking ability. Only cults claim to know the mind of their chosen eikon.

Known Primals

Hell of . . . Primals
Earth Girtablulu, Titan
Fire Ifrit, Ravana
Lightning Deus Ex, Quetzalcoatl
Wind Garuda, Typhon
Water Leviathan, Remora
Ice Jenova, Valigarmanda
Darkness Anima, Diabolos, Hades, Odin, Sin

The First Brood

A pantheon of dragons, worshipped primarily by dragons and dragonborn but also many dragon-blooded individuals and some bangaa. The most common minorities, while still rare, are humans, hyur, auri, elezen, and lamiae.

In the ancient past, it is said, the Crystal Dragon Midgardsormr came to Proxima from the Interdimensional Rift with seven crystal eggs born of His flesh. He allegedly laid them in the southwest of Proxima, Afahdranlehs, and protected them by turning His body into the Godswall Range. His spirit, it is said, still circles the Outer Planes, protecting against intrusion from the unknowable Rift beyond.

Each of His brood is no longer of this world. Nine thousand five hundred years ago, it is said, they departed the world in unison to each take residence in an Aery, an Outer Plane of their own design from which they might watch over dragons.

Midgardsormr

(Crystal) (N, Knowledge)

Grandfather of Dragons. Never invoked, for he famously slumbers. Devotees of the First Brood are well content to let him sleep, lest his waking rip the physical world apart and allow cosmic horrors to flood into every plane. Still, some wizards have discovered methods of interacting with His dreams to acquire answers to their questions. His symbol is a serpentine dragon eating its tail.

Azdaja

(Osmium) (NG, Nature, Tempest)

Guardian of Afahdranlehs, defender of the defenseless, and consort of Bahamut. Mother of gold and silver dragons. Often invoked for the protection of one's home. Her symbol is a pattern of diagonal dragon scales.

Bahamut

(Platinum) (LG, Life, War)

Father of Dragons. More temples to his faith exist than for any of his divine counterparts. Often invoked for justice and miscellaneous righteous conflicts. His symbol is a single dragon head.

Hraesvelgr

(Palladium) (LN, Light, Grave)

Lover of Dragons who, despite the name, famously pursued only non-dragon mates. One day he fell in love with an elezen woman and forever after took no other partners. Worshipped widely as the patron deity of romance, particularly across racial lines, often appealed to by the xenophilic. His symbol is a dragon-winged heart.

Nidhogg

(Infrared) (LE, Death, War)

Avenger of Dragons. A committed bachelor, too busy destroying those who attack dragonkind to take a partner. Often invoked to avenge wrongs done to oneself. His symbol is a single dragon eye.

Ratatoskr

(Iridium) (CG, Knowledge, Trickery)

Scholar of Dragons, restless genius, and consort of Bahamut. Mother of Copper, Bronze, and Brass dragons. Often invoked to outwit vexing problems. Her symbol is a dragon claw.

Tiamat

(Chromatic Spectrum) (LE, Trickery, Arcana)

Conqueror of Dragons and consort of Bahamut. Mother of chromatic dragons. Once Bahamut’s lover, but turned against him when he valued altruism (love for all) over selfishness (love for her). Often invoked to smite enemies and make new acquisitions. Her symbol is a five-headed dragon.

Vritra

(Ultraviolet) (NG, Tempest, Knowledge)

Trailblazer of Dragons. A committed bachelor, too busy destroying impediments to the growth of dragonkind to take a partner. Often invoked to blow away obstacles to one's will and protect from the storms of life. His symbol is a single dragon wing.

Lifestreamism

The Lifestream is the animating energy of all life and all souls, from which all life arose and to which all life returns. While many religions recognize the existence of the Lifestream, a natural force typically either in service to divine powers or constructed by them, Lifestreamists contemplate the Lifestream itself. They conduct their lives with the serene knowledge of having come from sublime unity and the inevitability of return to it.

Lifestreamists recognize that existence is suffering. To live with focus on the Lifestream is to attempt to ease suffering, for others as well as oneself, in all of one’s actions. Some, for whom suffering comes from desire, practice this by withdrawing into lives of monastic contemplation and detachment from all desires, ideally such that motes of their soon-to-expire soul will be redistributed equally across all of creation. Others, for whom suffering comes from loneliness, enjoy daily communal engagement and advocacy for the downtrodden, taking pleasure in the presence of others and finding joy in attachment -- emotions felt more keenly by the certain knowledge of their impermanence.

In either case, Lifestreamists have no gods nor any need of them. The endless cycling and recycling of souls is all there really is.

Eventually... all humans die. What happens to them after they die?

The body decomposes, and returns to the Planet. That much everyone knows. What about their consciousness, their hearts and their souls?

The soul too returns to the Planet.

And not only those of humans, but everything on this Planet. In fact, all living things in the universe are the same.

The spirits that return to the Planet merge with one another and roam the Planet.

They roam, converge, and divide, becoming a swell called the 'Lifestream.'

Lifestream... in other words, a path of energy of the souls roaming the Planet.

~ Bugenhagen, Lifestreamist guru


Crystalism

Crystalism is a variant of Lifestreamism, although Crystalists would call it a refinement and completion.

For Crystalists, the purpose of the Lifestream is to gradually purify souls, reincarnation after reincarnation, until they are pure enough to become one with the Crystal. The Crystal is the end-state of existence, a perfect oneness. In the beginning, there was no Crystal, only chaotic motion, until the Lifestream arose to bring together and condense all energies that made up life. At the end of time and the extinction of space there will be only the edgeless Crystal, a joyous oneness of existence, forever and ever.

The goal of a Crystalist is to hasten one's transition to the spiritual state of Crystal through good thoughts, good relations, and good works.

One is one. One is zero. Zero is zero, and is also one.

In the state of Crystal, all beings are beingless. This is why they are called "all beings."

~ from the Crystal Sutra

Dawn and Dusk

The indigenous faith of the auri. Auri themselves have no specific name for their faith; "Dawn and Dusk" was a title invented by the auri scholar Bardam Adarkim to describe his people's faith to others.

In ages past, it is said, the Sun and the Moon in their godly aspects of Dawn-Father Azim and Dusk-Mother Nhaama warred with one another and created Raen and Xaela auri as soldiers. However, the Raen and Xaela are said to have put aside their differences and learned to love one another, leading the gods to depart the mortal world and bequeath it to Their creations.

"Ages past" has no given date and thus could conceivably have occurred any time after the fall of Eorzea. The gods in question have proven to be unreachable for corroboration -- or anything else, for that matter. In "withdrawing to the heavens," the heavenly bodies withdrew Their godly aspects and became silent. There therefore exist no clerics, paladins, or other holy warriors drawing their energies from Them.

Auri are content with leaving Them be; their culture has no concept of appealing to their gods for aid.

Dawn-Father Azim

The elder god of the Sun, Azim is said to have created the Raen as soldiers to fight a proxy war against Nhaama. Oddly, more Xaela venerate Him than Raen do.

The Azim Steppe is named for the Dawn Father, and the Dawn Throne was constructed in His image. Though the Oronir claim to be descended directly from Him, He is generally venerated by all Xaela tribes save for the Kagon, who see Him as the perennial enemy of Nhaama. The Kagon, in fact, revile Azim as an evil god and refuse to walk in the light of day.

Azim Himself is depicted as a powerful auri with white horns.

Dusk-Mother Nhaama

The elder goddess of the Moon, Nhaama is said to have created the Xaela as soldiers to fight a proxy war against Azim. Oddly, more Raen venerate Her than Xaela do.

Lake Nhaama is named for the Dusk Mother, and the Dusk Throne was constructed in Her image. She is generally venerated by all Xaela tribes, most notably by the Dotharl and Kagon. Raen, however, greatly revere Her as the origin of their royal family line.

Nhaama Herself is depicted as a beautiful auri with black horns.


The Green Word

The indigenous faith of the viera, the Green Word is both a code of conduct and a work of art bequeathed from viera of the past to those of the future.

The Word itself is an oral document of hundreds of poems dictating the ideal behavior to follow in order to live in harmony with the forest -- and also appropriate punishments for transgression. The Many Mothers of viera lore passed down the first verses to their children. Devout viera are expected to memorize every single word.

Contrary to popular belief, the Green Word is not immutable. One of the earliest poems establishes that viera must gather every century to recite the Word in its entirety, and then discuss amendments. Expatriates from viera settlements claim that, in practice, nothing is ever changed, but significant discrepancies in the Word -- as remembered and compared against by such expatriates -- suggest that changes over time happen in isolation, much like evolution.

The most basic laws of the Green Word, boiled down from the oldest verses, are as follows:

  • The forest provides all that a viera requires.
  • Viera who leave their forest are no longer truly viera.
  • Careful resource management is critical to life.
  • Female viera are wise and responsible for leadership.
  • Male viera are precious and to be protected.
  • Outsiders are to be distrusted and shunned.

Generalized differences between distant viera population centers tend to reflect specific local needs, such as regulating fishing times or warning against mushrooms. Sometimes they regard the Word itself -- whether it may be written down, for instance, or contemplated as a spirit of the forest itself.

In no versions of the Green Word are gods mentioned.

Orcway

Orcs favor four gods, each of which is embodied in a Vessel, a living orc who serves as a mortal link to that god's power. To be declared a Vessel is to become a tool of the species. Vessels are given everything they request, provided that it serves their new function, and may only abandon their function upon death or elevation of a new, better Vessel.

Orcs therefore do not pray as if they were supplicants or negotiators. Orc prayers are loud and ostentatious attempts at grabbing a god's attention, for the gods of orcs are unceasing fountains of power whose slightest glance is as a torrent to spin a turbine. Serving a Vessel is a sure way to direct some of that rushing might toward one's own goals.

Orcs who live outside the Empire have no Vessels, and so they try their best to be smaller Vessels holding portions of each of the four gods within themselves.

Atomos

(N, Life, Nature)

For orcs, Atomos is the ideal state of life: fat, happy, surrounded by baubles, Its every need handled and Its every want supplied by attentive servants. In a plane all Its own, It exists in a state of perfect luxurious hedonism, forever consuming and enjoying all that is pleasurable. Their Glory The Emperor, Vessel of Atomos, enjoys a similar life in order to bring Atomos's powers of consumption and prosperity to the Empire.

Atomos Itself is a vast cavernous maw supported by a limbless body. Its symbol is an open rectangular mouth, tongueless, rimmed with teeth.

Bakgodek

(LN, Tempest, War)

A giant physical ideal of an orc, Bakgodek is the perfect fighter and commander. From out in His heavenly stronghold, He launches war after war against the gods of the orcs' enemies. Orc warriors who pass from this life are said to join Him in everlasting service.

The Vessel of Bakgodek (also called the Overlord of Overlords) is the commander-in-chief of the military, the true decision-making marshaller of offensive and defensive resources in the event of invasion -- an emperor (or empress) in all but name. Through His Vessel, the Orcish Empire draws upon His unconquerable might. His symbol is a traditional orcish axe carved from a scapula.

Gochakzuk

(LG, Arcana, Knowledge, Trickery)

Gochakzuk is omniscient, seeing and knowing all things from the Midlight Deep, the darkest cavern of the Outer Planes. The common orc symbol of a large red dot inside a red circle is actually Her symbol, which depicts Her lidless eye and seeks to focus Her attention on orcish endeavors.

The Vessel of Gochakzuk is the highest of the Hordecore, the circle of shamans which elevates soldiers to warlords, warlords to overlords, and worthy individuals to Vessels. Through Her Vessel, orcs always have knowledge of their place in the world, awareness of the hostility of their enemies, and the unblinking attention of their other gods.

Hecatoncheir

(LN, Forge, Order)

A many-armed genderless giant, clever and powerful, Hecatoncheir is the artisan who creates the pleasures of Atomos and the weapons of Bakgodek.

For that reason, and in recognition of Their many arms, there are multiple Vessels of Hecatoncheir whose skills may vary from smithing to dancing. Whatever their craft, the Vessels anchor Hecatoncheir's power to the Empire to improve the cleverness and resourceful artistry of all orcs.

Their symbol is three three-fingered orc hands joined at the wrist.

Stone Tradition

The indigenous faith of the dwarves: ancestor worship. Unlike most forms of ancestor worship, however, Stone Tradition permeates every aspect of dwarven society, such that the religion is best described as being a dwarf.

Though all dwarf homes are expected to have a family shrine, dwarves consider inflexible exactitude of tradition to be the highest form of respect payable to those who came before. These traditions include (but are not limited to) unshorn beards, heavy metal architecture, weapons that double as mining tools, and the famous greeting "Lali-ho!"

Race actually matters very little to dwarves; it's just a rare case when non-dwarves have sufficient reason to adhere to Stone Tradition. If they do, however, dwarves could consider a member of any race to be one of their own. Many are the family shrines and histories that honor adoptions or converts along with all other ancestors.

Stone Tradition is also notable for a lack of exclusivity. Dwarves find nothing wrong with religions, provided that they do not contradict or supercede the Tradition.

Tridevi

The indigenous faith of the lamia, worshipping a trinity of goddesses.

Long ago, when the sarrukh transformed themselves into the lamia, they abandoned their old gods and took on three from the humans with whom they merged. Over time, worship of the goddesses fell out of favor among humans and became nearly exclusive to lamiae, leading the goddesses in turn to tune themselves more toward lamia needs.

Sophia

(LN, Arcana, Knowledge, Order)

Sophia is the goddess of wisdom and the mind. In the Tridevi She is the force of creation, bringing the new in balance with the old and the current. She is a black-skinned and white-haired humanoid figure dressed lightly in shining gold, and riding upon a large disembodied lamia head that has snakes for hair. Her symbol is a scale balance, Her sign that wisdom always keeps equilibrium.

Lakshmi

(NG, Life, Light, Nature)

Lakshmi (sometimes spelled "Laxmi") is the goddess of beauty and the body. For lamiae She is the force of preservation, the one who maintains what has been created and does all she can to ensure that lives can go about their existence with maximum bliss. She is a fully human female figure, always seated or reclining on a lotus blossom, draped in silk underneath a metallic sunburst halo. Her symbol is the open lotus, the concept of beauty and pleasure.

Marilith

(CG, Death, Grave, War)

Marilith is the goddess of strength and the soul. Lamiae worship Her for Her role as the force of destruction -- She who ends life so that new life may grow. She is a lamia combining traits of both subraces: immense length below the waist, snakelike traits above. In each of Her six hands she holds a different style of sword with which to slay the foes of all lamiae. Her symbol, appropriately, is six crossed swords.


Zurvan's Will

Hobgoblins claim their pantheon was once enormous, "a god for each family," but everything changed with the coming of Zurvan. He and his enforcer Geryon obliterated the prior gods and installed a new order of honor, civility, and self-management.

All hobgoblins are expected to follow only their own religion, but for some who secretly follow foreign gods or no gods at all, the rituals and invocations are only performance.

Zurvan

(LN, Forge, Knowledge, Order, War)

Zurvan is the mighty chief god who destroyed the previous inefficient hobgoblin pantheon out of love for His unorganized, misguided children. An unbending tyrant, He demands complete obedience to His will alone, and sets forth steel-clad rules of proper conduct and cleanliness. Devotees appeal to Him for wisdom in leadership, victory in battle, and good fortune in their well-regimented lifestyle.

His winged centaur-like form carrying a long axe is the aspect of Him in battle, and as such is depicted the most often. When depicted in His hobgoblin "domestic" aspect, He carries a longsword and hand axe, and his hair is, famously, long and clean and perfectly kept.

Geryon

(LN, Arcana, Death, Grave, Life)

Geryon is Zurvan's enforcer, the god who hunts down all who break their duty, unity, and discipline. He carries a spiked flail with which to punish the wicked in accordance with Zurvan's laws, and he is very familiar with Zurvan's laws.

Hobgoblins in battle pray to Him for a good death in the line of duty, while hobgoblins studying magic rely on Him to destroy obstacles between them and proper comprehension.

Religious Adherence Demographics

Division of Faith

Religion is not for everyone. Different faiths have different popularities among different races.

Humans are the exception: they will believe in positively anything. No matter the religion, philosophy, or cult, there will be some human somewhere who's into it.

Eorzeism

Most Eorzeans are human, but the total number of Eorzeans is today no more than ten million. Aside from humans, the most common Eorzeans are roegadyn and viera. Eorzeans don't seek converts, but will take them -- only after thorough research and demonstration of intent on the convert's part.

Cosmicism

Cosmicism is an enormous and diverse faith. Literally anyone can be a Cosmic with just a few words of devotion, but humans, hyur, and elezen have taken well to it. Minorities of bangaa, hobgoblins, lalafell, dwarves, and moogles are also Cosmic. The majority of burmecians are as well. The vast majority of guado, hypello, and Kelk ronso are Cosmic, such that surpassingly few individuals of those races are not.

Notably, dwarves see no contradiction in believing in both Cosmos and their ancestors, nor do Cosmic lalafell have a problem believing in both Cosmos and the Twelve.

Twelvism

Twelvism is the second-largest religion behind Cosmicism. The overwhelming majority of hyur, elezen, lalafell, miqo'te, and roegadyn are Twelvist. Twelvists do not evangelize, since anyone on Proxima is already under the Twelve's purview, but they do accept new Twelvists freely. There's a difference between the Twelve's subjects and the Twelvist community; everyone is already a subject, but any who wish to join the community simply need to approach.

Harmonism

Approximately half of the fifty million known Harmonics are human. A majority of religious moogles are Harmonic, as are a significant number of espers: tieflings, aasimar, and genasi, all of whom have reason to contemplate the nature of duality.

The First Brood

The First Brood counts among its Followers every single dragon of any religious inclination, as well as the vast majority of dragonborn, most bangaa, a handful of auri and lamiae, and even some humans, hyur, and elezen. Followers are of two minds about evangelism: the holy dragons need more believers like any other hoard needs increase, but at the same time, only scaled peoples really came from them.

Lifestreamism

Lifestreamism finds adherents positively anywhere in the world, but most Lifestreamists are human, as the founder of the faith was the human Ifalna of Cornelia.

Priests of the faith tend to be monastic, but adherents have no such requirement.

Crystalism

Crystalism has a plurality of humans and hyur, but many others who learn of it also find it compelling. Many dwarves like the concept, and simply add it to their ancestral belief system without friction.

Crystalist priesthood is more pastoral than monastic, leading congregations in contemplation of good thoughts and acts to hasten their purity.

Indigenous Faiths

Zurvan's Will is enforced in all hobgoblin settlements which are defended by even part of an armed force, which is practically all of them. If you enjoy the gracious defense of hobgoblin soldiers, even as a captive, you must believe what they believe. No alternatives are tolerated. (Expatriate or banished hobgoblins do not adhere to this enforcement.)

Orcway is really only for orcs. They fully expect other races to have their own gods, even in captivity. The very concept of more than one race believing in the same gods is utterly bizarre to them.

Similarly, auri and viera find the idea of other races following Dawn and Dusk or the Green Word to be puzzling if not non-sensical. As ethnocentric religions, they are only really for auri or viera, but neither one specifically prohibits others from joining, provided that all standards of conduct are met. Converts or adoptives will always be treated as exotic, or with suspicion, even if they live their whole lives steeped in the faith. Their children, however, will be accepted implicitly.

Dwarves soften such exclusivity a step further. They accept earnest converts or adoptions easily; the community is far more important to them than the race of a given member.

Though the majority of lamiae worship the Tridevi almost exclusively, other races are more than welcome to join the faith. In practice, however, few do.

The Lukahnic Sequence

The Lukahnic Sequence is the succession of religions originating with one human in particular, a man who learned the answers and returned to his people with that holiest of holy knowledge. Through him, the fate of Proxima would be forever altered.

Answers

Once upon a time, a group of wizards called the Circle of Mysidia dedicated themselves to a single task. Rather than waiting for holy revelation, they would seek it out themselves and demand answers from the gods as to why life was the way it was. Through generations of study they invented the spells banishment, contact other plane, divination, and etherealness.

One day, the greatest of the Mysidian wizards, Fusoya Lukahn, invented the spell plane shift. He spent twenty years on trips back and forth to the Prime Material Plane and elsewhere, each time recounting more and more wisdom. Knowing that his time researching was as limited as his life, he invented the spell astral projection. With his body carefully looked after by Mysidian wizards, Lukahn spent the next century cheating death by traveling the Farplane.

On his hundredth year of astral travel, he discovered the realm of a hitherto-unknown god, HDLN, who greeted him through Her Voice, The Word Of The Mother, Minfilia.

Who was HDLN, Lukahn asked?

"She is She who created all worlds," said Minfilia.

Lukahn expressed to Minfilia his disappointment with his world, Proxima, and demanded to know why it was the way it was.

"Proxima is not as it once was," said Minfilia. "Once it was empty, and then HDLN bent the Lifestream to fill the world with life in great closeness. Now Proxima is richer in life, richer in existence, and thus richer in suffering."

Lukahn then asked why there was suffering.

"Existence has space enough for all things," She answered.

How may suffering be avoided or removed?

“Existence has space enough for all answers."

Well if that was Her answer, Lukahn grumbled, he would just seek out other gods.

"There are many," replied Minfilia, "and you may seek and ask Them, and hear what They would say, but in hearing Them you may lose the hearing of Her."

Lukahn paused. Would other gods tell the truth?

"They would tell truth. Only HDLN will tell fact."

At this Lukahn realized the value of the god he had found. More politely, more reverently, he continued asking questions of Her Voice, The Word Of The Mother.

Why were there so many gods? How was it that they came upon HDLN's domain?

"There is space enough for them."

Why was he, Fusoya Lukahn, the first mortal to learn of HDLN? Why did it take such effort to locate Her Voice?

"She keeps Herself apart from mortal affairs, forever watching from the Source."

What was the Source, and where might it be found?

"That is only for Her to remember."

Where did gods come from? Where did people come from?

"All things come from the Lifestream."

Did the world, too, come from the Lifestream?

"Yes -- the life of the world, and all that came after."

Minfilia then recounted to Lukahn the tale of Eorzea. Eorzea was the first land where arose the first sapient life, a land kept safe from the perilous remainder of Proxima by a divine border: a great golden double-helix rope spun by Minfilia Herself. The first sapient people eventually cut this golden rope, exposing all life to Proxima's perils. And the day that the rope was cut was exactly 33,300 years prior to that day, the very day Lukahn encountered Her.

Lukahn asked what had happened in the years since then.

Minfilia answered, "Many things in many places."

Why had history been forgotten? Why would She not tell him? Minfilia answered still:

"HDLN desires that the world She made be free, and an unbroken remembrance of history would make it less free. There is freedom in forgetting pain. That is why a new life has no memory."

Lukahn finally had no further questions, save one. He asked whether HDLN had any desire for the people of Proxima, anything She would bid them, or anything She wish them to know.

And HDLN answered, with "more than Her Voice":

“To all of my children.

Hear. Feel. Think.

Look to those who walk before to lead those who walk after.

Shining is the land’s light of justice.

Ever flows the land’s well of purpose.

Walk free. Walk free. Walk free. Believe.

Thy life is a riddle to bear rapture and sorrow.

To listen, to suffer, to entrust until tomorrow.

In one fleeting moment from the land doth life flow.

Yet in one fleeting moment, for anew it doth grow.

In the same fleeting moment, thou must live, die, and know.”

(The reply, mixed with many of Lukahn's questions and expressions of disappointment with the world, would eventually be set to music as Answers, the principal hymn of Eorzeism.)

Lukahn returned to his body after his century of suspended animation and ditifully transcribed every word of his encounter. He spent his remaining years writing and lecturing, again and again, until the day he died of old age.

When he was about to be cremated in Mysidian fashion, Minfilia Herself appeared and squelched the fire. She corroborated his story, attested to its accuracy, and instructed the priests to bury him, returning him to the earth.

Lukahn was declared by his fellow Mysidians as the Prophet of Prophets, and all who followed the truth of HDLN became known as "Eorzeans."

Tragedy and Union

Six thousand years passed.

While cultures and nations rose and fell across the world, the vast majority wholly ignorant of HDLN, a distinct culture developed around Eorzeism, which had moved on beyond Mysidia. Minfilia returned on exceedingly rare occasions to direct the occasional prophet, but no Eorzean prophet ever admonished Eorzeans to impose the ways of their god of truth and life on others. Eorzeans were content with their lot in life and their scholarly, debate-heavy, insular traditions. And why wouldn't they be? They knew a truth better than truth: they knew fact.

One day, an Eorzean named Cid of Lufaine was given a revelation of a new fact.

The first two sapient people, Doga and Unei, summoned him (via the hitherto-unknown spell gate) to their own Outer Plane, Aldenard. They revealed that they were actually immortals, and that in the 39,300 years since They cut the holy rope, They had "gained enough" to become gods of equal standing with Minfilia. They bid that Cid be Their prophet, and bear Their wisdom to found a new faith based on love. They taught him many things, including the spell gate, as well as the values of love and selflessness.

In the process of this education, however, they received an intruder: Sephirot, the sapient Tree of Life from Eorzea, he who encouraged Doga and Unei to cut the Rope so long ago and freed all sapience to roam the world. Sephirot declared his jealousy of Doga and Unei, and devoured Doga, becoming instantly the evil god Chaos.

Chaos begain His wickedness by corrupting other gods of Proxima, tearing open the borders of the Planes and unleashing great waves of demons upon unsuspecting mortals -- most of whom had never even heard of Eorzeism. Cid was left to witness Unei bereft and alone.

As Unei wept, Minfilia came to Her. She said she had come at the behest of HDLN Herself, and offered to join with Unei in order to serve as a counterforce to Chaos. Both Minfilia and Unei would lose themselves to form this force, but Chaos would meet His match. For Unei, the choice was easy.

"Before my eyes," Cid later wrote, "Minfilia and Unei sealed their union with a kiss, and the two became one."

Several rapturous lines of description later, which made clear that they had physically fused, the account continued:

"I asked the silent figure of Woman how I should call Her Name, and She said: 'I am Cosmos.' And Cosmos said: 'I am love, and love is union, and union is order. Through Me alone shall Chaos be defied and defeated."

With Cid as witness, Cosmos instantly divided Aldenard into two different planes: the Sanctuary of Order, containing her and Cid, and the Edge of Madness, containing Chaos. As her last act of balance she sent Cid back home and locked both planes behind him. Chaos and Cosmos were both forever bound to their respective prison plane, never to leave, but their influence could still reach beyond and give rise to mighty fiends and celestials.

Cid managed to spread his account of what transpired, but grew discouraged that the religion which would inevitably follow would be obsessed with war. It had been born in war, after all, and wars against Chaos's minions still raged.

Cid would spend the rest of his life trying to make the faith one of love rather than war, as Doga and Unei had bid him do. He cast Sephirot and Doga's union as the cruel, consumptive rape that it was; Doga and Unei's union as the ideal intellectual and reproductive relationship; and Minfilia and Unei's union as the purest, truest emotional partnership possible. This ran counter to the societal norms of Lufaine itself, and so its message was largely ignored in the chaos of the lingering wars against Chaos's fiends.

Meanwhile, the opportunistic empire of Bevelle had used the apocalyptic disorder to gobble up land and rivals, including the land of Lufaine. The Cosmic Church that Bevelle assembled, led by Cid's first followers, proved to be a bastion against the dark god's minions. In the wake of Cid's death (of cancer, blamed on Chaos), Bevelle put out the Book of Lufaine. It contained all of Cid's writings that -- so claimed the Church -- the Cosmic faithful would ever need.

It did not include the "Chapters of Love."

Harmonic Readers

It was the rediscovery of the Chapters of Love sixteen hundred years later, coupled with unrelated issues of corruption and elitism in the Church, that led a man named Cidolfus Orlandeau to lead a schism based on individual interpretation of the Unabridged Book of Lufaine. Such people became known collectively as Readers.

(Eorzeans, of course, had long since shrugged and left Cosmicism to its own devices. They followed HDLN, even if Her Voice had become a different goddess entirely.)

One sect of Readers produced a human woman named Ascilia Lhamine, who grew discouraged that Cosmicism did not accurately reflect the dualism she saw in the world. One day, deep in prayer, the gods Materia and Spiritus came to her. They were the gods that she had always known were present: They who governed the balance of mind and spirit, nature and technology, and other dichotomies. They bid Lhamine go forth and spread their truth, which she named Harmonism.

She met with great success by first taking her message to those that Cosmicism left behind: the downtrodden espers of the world. Moogles, too, found her message of harmony in differences compelling. Even some Cosmics joined her side -- particularly Ciduits, who held that only the philosophical extrapolations of Cid of Lufaine himself were worthy of contemplation.

The Cosmic Church turned a disdainful eye on Harmonism, but let it be -- until, one day, Lhamine began preaching to orcs and hobgoblins. The last thing Bevelle needed was a religious rival mustering its traditional enemies under one banner, and it knew well the power of opportunism. On the pretext of fighting orcs, the Church declared a Cosmic Precession and marched against the might of nations until they found Lhamine, took her far away, and burned her at the stake.

Harmonism not only survived the death of its prophet, it grew stronger for her loss. All who had experienced the cruelties of Cosmic dualism, of Light versus Dark, took comfort in Harmonism's logical message of shared grays. Among them would be the small empire of Davaniel, which served as the cradle of the Arrheniad Empire, the most advanced civilization the world had ever known.

Chapter 6: Locations

The Planes

The planes of reality are simply renamed from typical D&D settings. Unless noted otherwise, the rules governing their function, access, location, and even appearance are identical to Fifth Edition.

Basic Terms

The Prime Material Plane is the world of Proxima and the universe in which it finds itself.

The Feywild, the home of the fey, is called Otherworld.

The dark Shadowfell is called the World of Ruin.

The Ethereal Plane, a misty transition space to the Otherworld or World of Ruin, is called the Cross Zone.

The Astral Plane, the route of departed souls, is called the Farplane.

The Lifestream is the natural force connecting and recycling all spiritual energy through all planes.

Demiplanes are wholly unchanged.

The Inner Planes and Outer Planes are still called that.

Beyond the Inner, Outer, and Material planes lies the Far Realm, now called the Interdimensional Rift: a place of unknowable monsters and unfathomable distances.

This Is Where You Get Off

The Farplane is crisscrossed by immense beings called Phantom Trains, which bear departed sapient souls to their intended destinations and take reincarnated souls back to the Material Plane. Non-sapient souls, lacking self-awareness and direction, float freely on astral currents until they reach the Lifestream and are recycled into new lives. Phantom Trains also bear sapients directly to the Lifestream if that was where they wanted to go, or if they had no preference.

If you want to visit a specific plane, opening portals by various means still works, but if you can find a station for the ever-reliable Phantom Trains, riding one may be a more cost-effective method. Just don’t miss your stop...

The Forgotten Land, Eureka

The Outlands do not exist, because the Rift borders every other plane of the universe. The dimensional city of Sigil does not exist, because any planar travel directly to the Rift opens at the same point: the Forgotten Land, Eureka.

Eureka is a makeshift city constructed out of the detritus of Proxima and other worlds by a small, extremely diverse population of people who have gotten stuck there over a very long time. All of Eureka is about 100 miles square, beyond which lies endless starry darkness strung by crystal filaments and populated by cosmic horrors. Much like Sigil, Eureka supports a brisk trade in rarities such as portal keys, Phantom Train tickets, and equipment of immense power.

The Forgotten Land shares its name with the Great Gospel of Cosmicism, the archangel Eureka. It is believed that Cosmos Herself bid Eureka create the land to hold wayfarers who landed there.

Prior to that intervention, arrivals would promptly die.

Memoria

Memoria is the dimension "behind the scenes" of all others. It is the source of time, the realm of narrative origin and convergence. It’s a metaphorical space, an experiential record of memory, an archive of life lived since the creation of the universe. It is also unknown to the people of Proxima.

Adventures could lead briefly into Memoria, or a campaign could set its endpoint there, or an entire campaign could go by without a single reference to it. However you choose to feature it (if at all), Memoria is not a setting to be used lightly.

Information about Memoria, up to and including its very existence, is extremely hard to come by. Few gods know of it. No gods speak of it. If its means of entry were known widely, the potential for unmitigated existential disaster would be unacceptable. You are free to devise reasons why that may be, but typically some vital force of the universe is vulnerable at the end -- or rather the beginning -- of Memoria.

In any instance of Memoria, distance is measured in time; the further you proceed, the earlier you may reach. Should a party enter Memoria, then as long as they stay within each other's range of sight, they may experience each other's memory-locations.

World Geography

Proxima

You are here.

Proxima is a supercontinent shaped roughly like a fat crescent. Only in recent times was the shape of the land discovered, so titanic was its size and so far-flung its peoples. Though rivers, mountains, and other landforms were only nominal barriers to trade and travel, strong cultural heart-lands settled across Proxima like tide pools. Many races were content with where their people had "always" settled.

For those with a concept of a planet as more than its land, the planet itself is also named Proxima.

Extrema, the superocean, is divided into four main segments: the Icewheel Ocean around the North Pole, the Sunbelt Ocean between the Tropics, the Bear Ocean around the South Pole, and the Heart Ocean in the gap of Proxima’s crescent. Non-academics and non-sailors tend to just call them all "the sea."

Constell

Northeast Proxima, a mess of big peninsulas and nearby islands extending north from the Skyroof Plateau. The core of the continent is warm and wet and fertile. The socially, magically, and technologically advanced Arrheniad Empire ruled nearly the entire region. The empire collapsed after a mere 27 years due to adventurers killing the empress and her major subordinates on behalf of conservative powers. Now the region is split into a constellation of individual nations.

The Middle Reach

Fully half of Proxima’s landmass, comprising the eastern and central portion of the Proxima crescent. The extremely rugged Skyroof Plateau divides it from Constell, while the Godswall Range divides it from the west. Between its natural borders one may find great plains, parched deserts, lesser mountain ranges, mighty rivers, frozen tundra and equatorial jungle.


Most scholars divide it into at least four subcontinents: densely populated Aea in the north, large and fertile Wethera in the west, second-largest Irzu in the east, and mountain-rimmed Sen between Wethera and Irzu.

Afahdranlehs

Southwest Proxima, divided from the Middle Reach by the Godswall Range and its enormous precipitation shadow, the region of Mornshall. This region is one of temperature extremes, the northernmost tip lying on the Equator and the southern reach chilled by polar currents. Here be dragons, quite literally. Most forms of government that aren't "shut up and please the local wyrm" are dragonborn monarchy.

Rhazowa

Northwest Proxima, dominated by a hot equatorial veldt in the center and the Godswall Range to the south and east. Here the Orcish Empire and the broad array of hobgoblin nations, each with a standing army, are locked in perpetual hot and cold wars. Regional wildlife, up to and including dragons, add still more danger to the cost of living here, but all things strive.

Naquisi

The tip of the Proxima crescent opposite of Constell, a relatively small yet very important continent connected to Rhazowa. Naquisi dominates the Heart Ocean with its advantageous position. It also boasts the Holy City of Bevelle, seat of Proxima’s largest religion and the most powerful city in the world. Bevelle no longer calls itself an empire, but many great nations pay it obeiscence.

Oeilvert

The forbidding northern continent, named after the sole survivor of the expedition that discovered it. In his more lucid moments, he described it as an icy waste beset with mindflayers and other horrors. A different sole survivor of the subsequent expedition corroborated the findings, amid his screaming. Nobody has been back since.

Continents and

Metros

Regions

Regions of Proxima

The word "region" is often confused in colloquial terms with "country" or "subcontinent." In official terms of modern geography as set forth by the Stiltzkin Cartography Union, however, a region is "a large area of land smaller than a subcontinent defined by natural and cultural borders rather than political holdings."

A region may hold many countries, or only one, or none at all. There may be perfectly logical reasons for further dividing a region, but the SCU draws the best maps, and they are not inclined to make more divisions. In total, there are fifty.

When the first regional map was drawn, it was a commission by the Arrheniad Empire, and gave each region a number "for ease of future reference." These numbers conveniently started with the regions of the Empire and moved counter-clockwise to end with the lands of the Cosmic Church. With the collapse of the Empire, the numbers were quietly removed from future editions.

Naquisi

Daguerreo

Long considered the doorway to the Heart Ocean. A cold north and warm south sweeps this region with rain to feed its vinyards and fill its rivers, one of which terminates in the great city of Rozarria.

Sunleth

Sunny and rugged with most of its population concentrated on the coasts. The rough terrain and the thin Crescent Sea are highly militarized to repel hobgoblin offensives from Yensa and Bancour to the west.

Yevon

The peninsular heart of the Cosmic Church, once containing the lands of Lufenia and now hosting the powerful Bevelle. Its northern border is the mighty city of Altissia, astride the Yevon Canal.

Constell

Aerslaent

The rainy, tropical homeland of the roegadyn, Aerslaent comprises the southern landmass of the island of La Noscea. The region is completely self-sufficient, which helps empower its world-class metropolis of Bloefhis.

Cassiopeia

A cold double-peninsula mountain range connected to a mainland range by a highly-patrolled lowland. The mighty powers of Ishgard and Narshe lie on the northern Coerthas range, former adversaries (and, briefly, possessions) of the Empire. Colonialism from Cassiopeia triggered the Dragon-tooth War and many migrations of affected peoples.


Davaniel

The former Sea of Arrhenia and its flooded, monster-choked shores, destroyed in order to destroy the Empire. Below its surface lie the former cities of Amaurot, Archades, and Vector, and half-submerged on its eastern side sits the bones of the city of Zanarkand. The dark Primal, Sin, swims there to this day, blessedly trapped by the collapse of the mouth of the Strait of Arrhenia.

Debaran

The region that put the Plains in Plainsfolk: windswept flatland and rolling prairie, only occasionally rocky. Though dotted with towns, it has very few cities of any note. Few rivers cut the landscape, so agriculture depends on groundwater aquifers.

The Stiltzkin Cartography Union

How does one bring together a world divided by an enormity of space and an ignorance of one's neighbors that only grows with distance?

The legendary moogle Stiltzkin, abhorring how much was unknown about the world, spent his life traveling around the Heart Ocean in order to document its peoples and map its extent. One day, despairing at how little ground he could cover in one lifetime, he founded a cartography company solely to hire more moogles to cover more ground. Funded by sales of his peerless maps and navigational instruments, the company grew until it absorbed many others, and was even tasked by the Arrheniad Empire to fully document Constell.

Upon the death of its founder, the Stiltzkin Cartography Union dedicated itself to "documenting all of Proxima." It was an unreasonable, impossible task -- none at the time even knew the full and exact shape of the Proxima landmass -- but the moogles of the SCU were totally dedicated.

Over many, many decades, the SCU evolved from a mere mapmaking company to Proxima's only truly international organization. Theirs were the first accurate measurements of the planet and the first maps of the edges of its land. No single order can match its command of transportation spells, and no spies of any nation can outperform the ability of SCU agents to seemingly be everywhere.

The power the SCU wields has rightfully concerned many governments. However, its leaders -- headquartered in an undisclosed location -- have repeatedly affirmed their commitment to total pacificsm and political neutrality. All they wish to do is offer the people of Proxima the truth about each other to diminish the loneliness of the sapient condition.

Not that they haven't been tempted to do more . . .

Eriadnea

The long-settled, long-traveled lowland corridor between Davaniel and the Rhotano Sea, abutting Cassiopeia and Ouranou. Eriadnea experienced an environmental and social upheaval with the fall of the Empire as new monsters forced evacuations and migrations to the great city of Leveilleur.

Legir

A small, stormy, rural lowland defined mostly by being between more clearly-defined regions. Residents nonetheless take pride in lacking significant government authority.

Leiad

The innermost lands of the Pulmonary Sea, seafaring neighbors stitched together tighter than ever by the Empire. Wind and storms funneled by continental geography power great windmills and sailing vessels alike.

Ophiyu

Most of the long Ophiyu Peninsula, where the Empire developed great economic strength from advantageous geography and extensive infrastructure investment. Even the Cosmic Church's post-war scouring couldn't destroy more than a quarter of its road network.

Orioneia

Far-flung islands forming the northeastern extent of the Rhotano Sea. Populated with traders, fishers, and divers exploring ruins of past civilizations off the many coasts. Also a popular region for recreational tourism.

Ouranou

An enormous span of low, old hills and eroded mountains covered in rivers and ancient temperate forest. Great swaths of the interior still remain under-explored or wholly unexplored by modern civilization.

Vylbrand

The northern landmass of the great island La Noscea. Rocky and warm and rife with natural harbors, Vylbrand has an unfortunate reputation for hosting pirate havens.

The Middle Reach

Aea Subcontinent

Amrita

A low plateau sloping to the sea, densely populated despite thick rainforests. Tropical where it isn't equatorial. Boasts the world-class cities of Bhujerba and Sal Ghidos, and all the legendary food and spices of Amritan culture.

Cerobi

Crossroads of the civilized world. Home of Balfonheim, world's largest and busiest city. Cerobi's elevation gradually increases across the Cerobi Steppe to the Southern Aerbs and Meriphataud Mountains in the south.

Khumat

Fertile lowlands between the Heart Ocean and the Crith region. Far in the west, the Godswall Range and Crith Highlands meet at an angle, their rain shadow forming the exceedingly dry Kiera Desert.

Irzu Subcontinent

Aerb

The mountainous northwest border of Irzu, comprising the Northern Aerbs mountains. Its only population center of significant international note is Ala Mhigo, standing far to the south at the nexus of the Northern Aerbs, Southern Aerbs, and Aldanna Mountains.

Caldis

A hilly, largely rural region divided from Omed by the Cleigne River. Prior to the Dragontooth War, Narshe claimed the river delta in return for leaving the rest to Ishgard.

Figaro

The Sabre Mountains, their green windward coast, and their leeward rain shadow -- the Figaro Desert. The region was conquered in Ishgard's colonial period and emancipated in the Dragontooth War.

Horutoto

A "buffer region" like Legir, a thousand miles of fertile plains funneling land travel into Constell. Many have tried to control this lucrative region in the past; the most recent was the fallen Horutoto dynasty, for which the region is still named.

Omed

The titanic heart of the Irzu subcontinent, cut and drained by the Harena, Istory, Lethe, Uladon, Ulei, and Yulyana Rivers. Lakes Dijlah and Purattu are connected by the Cornelia River, named for the ancient and highly-populated human city surrounding it.

Skyroof

Ancestral home of the dwarves, the most mountainous area on Proxima apart from the Godswall Range. The Skyroof Plateau almost fully divides the Middle Reach from Constell.

Thanalan

Sprawling, rugged, dry, and rich in mineral wealth. Many kingdoms of many races have risen and fallen here, but those led by lalafell are today the most prevalent.

Sen Subcontinent

Dalu

Culturally-rich and heavily-wooded southern Sen, divided by the Jegon and Yangxia Rivers. The colonial power of Narshe once ruled its great port city of Wutai for a time, until the Dragontooth War evicted them.

Hingashi

Isolationist island nation south of Hon. Set apart from the other islands of Hon by deep oceanic trenches and a unique culture derived from Dalese and Honan influence.

Hon

Rich and busy islands and a portion of mainland between the Doma River, Aldanna Mountains, and Yangxia Basin. Hon is the most densely-populated region of Proxima, being only a quarter the size of runner-up Amrita and boasting three internationally significant metropolitan cities.

Undu

Northern Sen: mountainous highlands and the land between, forming the western corner of Irzu. The rivers draining the central land come together at the metropolis of Fabul.

Uzintaw

A remote region covering the southern portion of the Aldanna Mountains. The Doma River's treacherous course along Uzintaw's border prevents easy following in or out.

Wethera Subcontinent

Bresha

Exceedingly cold region closest to the South Pole. Isolated populations of native peoples still maintain a living hunting regional wildlife.

Crith

The famously stormy highlands and lowlands that connect Aea with Wethera. Burmeci countries dominate this region and have grown prosperous by levying taxes for safe travel.

Godswall

Not actually the entirety of the Godswall Range, but the core mass of high peaks, still thousands of miles long, that have an ecology all their own. Considered part of the Middle Reach due to multiple regions bordering it. Its highest, most central peak -- and therefore the highest peak on Proxima -- is Sohm Al ("Promised Slumber" in Draconic).


Kalltvatten

Snowy lands between the Godswall Range and Velodyna River. Most habitation is centered in the north and along the river. Populations in the interior typically follow mass animal migrations.

Lesalia

A region of extensive temperature variation, stretching from Bresha to nearly the Equator. A great many nations and peoples fill Lesalia's hills and valleys, each with rich histories.

Macalania

Land of icy lakes and rivers in Wethera's southeast. Lake Macalania itself, always cold, freezes solid in the winter.

Urkoma

The enormous freshwater Lake Urkoma and its shores, fed by millennia of rain caught by the Godswall Range. Very few explorers have even seen it, given its remoteness and eager defense by native viera.

Zwischen

The dense wilderness of the Zwischen Basin, through which runs the Nebra and Hathoeva Rivers. Despite having fewer cities than neighboring Lesalia, it boasts S'warkii, the world's largest metropolis by land area.

Afahdranlehs

Dravania

An island almost large enough to be a continent unto itself. Polar currents along both the western coast and the eastern Ratatoskr Strait make it very cold for its latitude. Elezen conquistadors landed here, triggering the Dragontooth War.

Meracydia

The most populous region of Afahdranlehs, and birthplace of dragonborn. Hraesvelgr Bay and the inland Sea of Bahamut are as heavily-trafficked as any on Proxima.

Mornshall

"Deathwall" in Draconic, aptly named: filled with little but rocks, sand, permafrost, and tundra. The longest region in north-to-south area, Mornshall also contains most of the southern Godswall Range. Godswall's rain shadow forms the Nidhogg Deadwaste, Proxima's largest and deadliest desert.

Renvulrana

The rocky Azdaja Plateau forms most of this region, the northern tip of which lies on the Equator. The holy city of Kohm Ool Rhei lies exactly on that line.

Ruchavaran

A forbidding land boasting more native dragons than anywhere else. The low mountains known as Tiamat's Necks stretch south to the icy inlets of Vrtra's Claws.

Rhazowa

Bancour

The bulk of the northern Godswall Range ends in Bancour, much warred-over. Hobgoblins constantly fight orcs in the fertile west and the Cosmic Church in the mountainous east.

Gatalaka

Across the Sea of Geryon from the sheer cliffs of Renvulrana, the shore slopes sharply to the Gatalaka Mountains. In the north, the immense Zurvan River cuts Golzas Canyon through the Zertinan Cliffs to the ocean.

Kannonad

Equatorial semi-arid Kannonad faces the Orcmarch to the north with its back to the Godswall Range. No region wars more with the Orcmarch for control of water resources.

Mobliz

The western half of the Balamka Mountains south to the Thousandarm River. Remote and beset with monsters, native hobgoblins are mostly gathered on the coast.

Orcmarch

A nebulous region with perpetually shifting borders due to the movements of the Orcish Empire within. Its modern extent lies between Lake Davoi and Lake Ghelsba on the Thousandarm River.


Phon

Almost the entirety of the northern coast of Rhazowa, cold for its latitude given the chilly jet stream from Oeilvert. With few ports along its enormous length, movement in the region depends on hobgoblin-made roads, including the famous marvel of hobgoblin engineering, the Phonway.

Yensa

Partly contiguous with Sunleth and mostly divided from it by the Crescent Sea. Its inland majority is the Yensa Sandsea, a hostile desert dotted with ruins.

Oeilvert

Oeilvert

The at-large region of the mysterious polar continent. Filled with monsters that don't belong in this world.

Filling the Gaps

Regions and cities are described in this chapter in briefest terms in order to serve as prompts for imagination. They served the author as a foundation for the races, classes, and histories provided in other chapters and appendices. Individual games can of course use, ignore, or rename any of them as a desired narrative requires.

All lands were known and loved by someone at some time. The Final Fantasy franchise is full of place names to steal. Go wild.

Metros of Proxima

Cities with a permanent population of over one hundred thousand exert a cultural gravity on the surrounding land an order of magnitude greater than cities of lesser size. They are places where resources come to be consumed to fuel all that makes civilization worthwhile.

Such large cities are charismatic hubs of society, a true class apart from Proxima's average standard of living. Other settlements of any size compare themselves against them -- whether out of community, envy, aspiration, or revulsion. Such remarkable centers of civilization are not merely cities but metropolises, or "metros" for short.

The exact population of metros varies immensely, from the hundred thousand of Cleyra to the two million of Balfonheim. A metro is a metro not simply by its minimum permanent population, but by the social influence it wields. One metro can accomplish such influence with a population an order of magnitude lower than another. It all depends on relative cultural values.

A few are Racial Metros -- those founded by one specific race, governed exclusively by that race, and overwhelmingly represented in the population and the local culture by that race. Racial cities such as Guadosalam or Quelb are more common, and racial towns such as Eruyt or Gagazet are more common still.

The vast majority of metros, however, are Common Metros -- those with a cosmopolitan composition where the Common language is spoken and added to by practically every resident. Several are majority (>50%) one-race-or-another, but even those are diverse enough that their very diversity is an essential part of their character.

Racial Metros

Ahm Lahr

"Great Song" in Draconic. Governed by a circle of metallic dragons and maintained as a politically neutral city, visitors and permanent residents alike are all dragons or dragonborn. No other race may enter, under pain of death. Some people still try. They are allegedly tasty.

Burmecia

The seat of power for the burmeci race, Burmecia (officially "Burmecia City") is blessed with a super-abundance of wind and rain to fuel its great orchards and granaries. Its famous martial traditions have repelled many would-be invaders. Non-burmeci who are not married to a burmeci have a maximum stay limit of two months in one year.

Cleyra

Soul of the burmeci, Cleyra is a city of tree-like water-pumping towers tucked away on a windy mountain range. From here the burmeci nurture and preserve their culture by peace and self-defense. To protect their peace, Cleyrans forbid the presence of non-burmeci who are not ambassadors, and powerful druids keep watch night and day.

Cornelia

The oldest continuously inhabited human city, located on a river connecting two long freshwater lakes and founded by humans who sought their own way in the world. Hyur are the only non-humans permitted to live in the city, and only then as family members of humans. Cornelia is ruled by House Melmond, a monarchy as old as the city itself.

Dwarven Hollows

The first and greatest city of dwarves, built underneath the center of the Skyroof Plateau and expanded ever since the very beginning of the race. The royal line dates back almost as far, and the fashions of its ruling family set standards for every dwarf. All subterranean dwarven cities are based on the Hollows' innovations in mining and air circulation.

Million Rope

Nucleus of the Orcmarch in a bend in the Vunkerl River, its population is -- appropriately -- one million. Non-orcs are only permitted into the Orcmarch as slaves, but none at all are allowed into Million Rope for any reason. Those who are caught are hung for public display.

Zurvankart

"Zurvan Canyon," nexus of hobgoblin civilization and the ultimate prize for any hobgoblin army. A lake city within a vast canyon said to have been blasted wide by Zurvan Himself, control of the city and its many resources has changed many times over the centuries.

Common Metros

True Cosmopolitan

Arrhenia

The greatest of many cities called Arrhenia, such that all the others must specify their locations in their names. After the Arrheniad Empire collapsed, refugees flooded in and turned the city from a naval base into a teeming port that did its level best to honor the memory of the Empire with diversity and cooperation. Tieflings are the majority here, but even they are only fifteen percent of the population.

Balfonheim

The largest city in the world, dominating an important land and sea crossing at the southern Heart Ocean. Hot, wet, and crowded with two million souls, Balfonheim is a true crossroads of civilization, the mightiest economic force on Proxima, and a staunch ally of Bevelle. It is also the largest crucible of the Common language.

Bevelle

Capital of the Cosmic Church and also of the country of Yevon, which comprises the entirety of the Yevon Peninsula jutting into the Heart Ocean. No city is more heavily guarded from attack, and none more openly exhibits the splendors of faith. Bevelle had many official names in the past, but now is outwardly content with being the seat of government for the modern conception of a nation-state.

Bhujerba

Trading capital at the tip of Amrita. Bhujerba’s political neutrality and advantageous position between the Heart Ocean and the Pulmonary Sea floods its economy with goods and services. Among its most important exports is Amritan culture; the world considers Bhujerba synonymous with it.

Rabanastre

Once a sleepy rain-shadow city, the discovery of a massive gold vein in the nearby mountains sent settlers pouring in and eventually turned it into the new capitol of Dalmasca. When the Cataclysm destroyed Lesalia and more, all that remained of Ivalician culture found its way to Rabanastre.

S'warkii

A sprawling nexus of hunters, gatherers, fishers, and farmers in the middle of the Wethera region, collecting the goods and peoples of the woods and rivers leading into it. Though derided as the "City of Barbarians" by some, it is a true land of opportunity for those who make their livelihood in nature.

Walse

Jewel of the Leiades of the Pulmonary Sea, Walse is the the most thoroughly recovered from the inestimable loss of Arrheniad modernity. Its secret is the socialist Grand Village System, an odd form of government in which the functions of a state are handled by guilds formed for that purpose.

Dragonborn Majority

Aitarenhiria

"Father's City" in Drasque, situated on the mouth of the Sea of Bahamut at the narrow Kakobuztana ("Hooktail") Strait, Aitarenhiria is just the latest of many cities to have occupied the strategic location.

The titular father is not Bahamut but Hraesvelgr, patron of the xenophilic love that first gave rise to dragonborn.

Kohm Ool Rhei

Equatorial mountainside city founded on the peak where the First Brood together left the world for their Aerys. Literally meaning "Come To Pray," Kohm Ool Rhei is the center of First Brood worship. Actual dragons see no reason to gather for the sake of faith, so dragonborn rule here and make up much of the population.

Only First Brood worshippers are permitted within, so the rest of the city is rounded out by bangaa, humans, some auri and lamiae, and even some elezen.

Stoh Ong

Meaning "Strong Storm" in Draconic, Stoh Ong is the largest, richest city in Afahdranlehs, and the pride of the dragonborn. Non-dragonborn call it the "Balfonheim of the West," though Balfonheim is twice its population. Stoh Ong is the de facto capital of the dragonborn culture, and currently ruled by the royal House Hraesdaja.

It also holds the distinction of being the largest bangaa city by permanent population.

Elezen Majority

Ishgard

Northernmost bastion of the Twelvist faith and last of the truly great old cities of elezen, located in the snowy pine-wooded mountains of the Cassiopeia region of northern Constell. Once a theocracy devoted to Halone the Fury, now Ishgard is ruled by a House of Lords and House of Commons.

Its culture was shaped by a protracted conflict with chromatic dragons who disliked elezen colonialism.

Leveilleur

Monumental center of learning and one of the three former colonial powers. Whereas Ishgard sent conquerors and Narshe sent businessmen, Leveilleur sent diplomats. Led by scholars of the Circle of Knowing, Leveilleur was the first to grant its colonies independence.

Citizens -- Leveilleurs, not "Leveilleurians" -- have a well-earned reputation for fairness, best-intentioned meddling, and acting like they're the smartest people in the room.

Narshe

Former colonial power and engineering city-state. Arrhenia herself triggered a volcanic eruption that utterly erased its capacity to make war, and then she spent great effort rebuilding it to demonstrate her magnanimous nature and the spirit of her Empire. Most of its elezen are duskwights, whether indigenous or descended from Gelmorran refugees.

Human Majority

Altissia

Situated on the isthmus of the Yevon Peninsula and operating the Yevon Canal, canal-rich Altissia is a world capital of fashion. Wealthy Cosmics of many kinds visit here, but humans are by far the most common.

Karnak

City of Gardens. Karnak is the million-strong soul of the culture of the Khumati, the ancient, dark-skinned peoples of the southern Heart Ocean.

Lindblum

A large city-state with a long history as an entrepôt between the Cerobi and Undu regions in the Bohden Pass. Friendly to its many (yet numerically minority) non-human residents.

Radz-at-Han

City of Alchemists. Capital of the nation of Thavnair, home of great advances in learning and medicine.

Rozarria

City of Love, or so it likes to claim. It has produced a remarkable amount of famous poets, authors, and artists, though long loyalty to Bevelle has given them preferential treatment over equally skilled cities of the Cosmic world.

Sal Ghidos

City of Trade on the Amritan coast north of the Equator. Sal Ghidos is the largest and most convenient stopping point between Balfonheim and Bhujerba, and is the center of southern Amritan culture.

Hyur Majority

Ala Mhigo

Citadel city of Highlanders in the mountains dividing the Sen and Irzu subcontinents. Famously welcome to migrants, Ala Mhigo is the southermost center of Twelvist worship.

Doma

City of Walls at the delta of the Doma River, long considered the cultural borderline between Sen and Irzu. Rich in metalwork from the traditions of Dalu, Hon, and even Hingashi, its swords are practically legendary.

Eblan

City of Shadows, situated in a bend of the Jegon River, well-defended by its canyons and intelligence services. Along with Wutai, it is a hub of culture for the Dalu region.

Fabul

City of Heights. A convivial rival to Ala Mhigo for "best Highlander city," Fabul is the envy of all the rugged cultures of northern Sen, the Undu region. Residents will argue for days that they are far better than Ala Mhigo -- that their monks are stronger, their people taller, their fashions more elaborate. The word fabulous, in fact, is a direct reference to Fabul’s taste in opulent beadwork and embroidery.

Kugane

Island-wide capital city of the isolationist archipelago of Hingashi, so rich it was named for gold. Ruled by Midlanders of the Yoshida Dynasty, Kugane enjoys warm Equatorial waters keeping it comfortable despite its low latitude.

Wutai

River-delta city of the Sen subcontinent. Hosts popular resorts full of foreigners who think they belong there. A colony of Narshe for a time, Wutai won its independence, but not before its native Midlander population mixed with elezen settlers. Twenty percent of the city is now either elezen or descended from them, and deals with polite discrimination.

Yeonghon

City of Bridges, a mighty capital on either side of the Archer Strait. The warm, island-strewn Hon region is named for it, so far-reaching is its economic power.

Lalafell Majority

Belah'dia

A desert city of great mineral wealth, forever exploiting its proximity to the Breathing Pass. Dunesfolk lalafell culture knows no greater representative, and few cities know greater opulence or wealth-based social stratification.

(Which is not to say that its daughter cities Ul'dah and Sil'dih don't try to outdo it.)

Roegadyn Majority

Bloefhis

Massive and perpetually busy roegadyn port consolidating the inland resources of the island subcontinent of Aerslaent.

Bloefhis was named for a legend of a great "blue fish" that hid its family there to keep them safe from Leviathan. Historically, blue whales once frequented the inland Rhotano Sea to give birth, but generations of whalers and pirates from nearby Limsa Lominsa forced them to seek kinder waters. The city remained, however, and is the heart of Sea Wolf culture. No one does better seafood.

Appendix A: Arcanist Summons

All summoned creatures have default statistics. Each one uses your proficiency bonus, and adds that value to its default AC and attack rolls. (The stat blocks listed here reflect an Arcanist at 2nd level, and therefore assume and include a proficiency of +2). Furthermore, for each level you gain after 3rd, your summoned companion gains an additional 1d6 hit die and increases its hit points accordingly.

Whenever you gain the Ability Score Improvement class feature, your companion's abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can't increase an ability score above 20 using this feature unless its description specifies otherwise.

The spellcasting ability for Carbuncles is Intelligence. Their spell save DC and spell attack bonus is 8 + your proficiency + their Intelligence modifier. Their AC is 10 + your proficiency + their Dexterity modifier.

The spellcasting ability for Egis is Wisdom. Their spell save DC and spell attack bonus is 8 + your proficiency + their Wisdom modifier. Their AC is 8 + your proficiency + their Dexterity modifier.

The spellcasting ability for Nymian Fey is Charisma. Their spell save DC and spell attack bonus is 8 + your proficiency + their Charisma modifier. Their AC is 12 + your proficiency + their Dexterity modifier.

Carbuncles

Carbuncle is an eikon residing in the Seventh Heaven, the Heaven of Light. Carbuncles summoned by a Tactician are not egis, eikons in miniature, but rather genju ("Phantom Beasts"), which are multiple aspects of a single eikon. Why it is that only Carbuncle is receptive to genju arcanima is a matter of debate.

Each carbuncle has an endearing rodent-like form with long ears, a voluminous tail, and a red gem in the forehead. The gem color does not change; indeed, "carbuncle" is a Nymian word for "red gem." Their gem-names reflect the color of their fur instead.


Emerald Carbuncle

Emerald Carbuncles are light blue and not green due to Nymian definitions of color and the difficulties in translating context from a dead language. Updating the name for modern sensibilities is a surprisingly contentious subject in academia. Only young and/or contrarian Tacticians use the term "Aquamarine Carbuncle."

Whatever the name, these are typically the first Carbuncles summoned by students of arcanima due to their intelligence and endearing natures.


Emerald Carbuncle

Small Elemental, unaligned


  • Armor Class 12
  • Hit Points 20 (6d6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 14 (+2) 12 (+1) 14 (+2)

  • Senses Passive Perception 12
  • Languages Understands the languages of its summoner but cannot speak.
  • Challenge 1/4 (50 XP)

Actions

Nip. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 1d4 piercing damage.

Gust. Ranged Magical Attack: +4 to hit, reach 30ft., one target. Hit: 1d6 + 2 thunder damage.

Back Draft (Recharge 5-6). Melee Magical Attack: +4 to hit, reach 5ft., one target. Hit: 1d8 + 2 thunder damage. A creature struck by Back Draft must make a DC 12 Strength saving throw. On a failed save, they are either pushed back 10ft. or knocked prone (your choice).

Ruby Carbuncle

Ancient lore and relics indicate that the clandestine forces of Nym were fond of Ruby Carbuncles for their alertness and disruptive light-based abilities. As companions they are today thought to be more clever and independent-minded than other Carbuncles.


Ruby Carbuncle

Small Elemental, unaligned


  • Armor Class 12
  • Hit Points 20 (6d6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 14 (+2) 14 (+2) 12 (+1)

  • Senses Passive Perception 12
  • Languages Understands the languages of its summoner but cannot speak.
  • Challenge 1/4 (50 XP)

Actions

Nip. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 1d4 piercing damage.

Ruby Ray. Ranged Magical Attack: +4 to hit, reach 30ft., one target. Hit: 1d6 + 2 radiant damage.

Gem Flash (Recharge 5-6). Ranged Magical Attack: +4 to hit, reach 15 ft., one target. Hit: 1d8 + 2 radiant damage. A creature struck by Gem Flash must make a DC 12 Dexterity saving throw. On a failed save, they have disadvantage on their next attack roll.


Topaz Carbuncle

Topaz Carbuncles supported ancient arcanists on high-value missions when physical defenses were at a premium. They are strong, dutiful, and durable, much like the best guard dogs. Those who favor them enjoy the added protection and the tactical value of having a portable defender.


Topaz Carbuncle

Small Elemental, unaligned


  • Armor Class 14
  • Hit Points 24 (7d6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 10 (+0) 10 (+0) 12 (+1) 10 (+0)

  • Senses Passive Perception 11
  • Languages Understands the languages of its summoner but cannot speak.
  • Challenge 1/4 (50 XP)

Actions

Nip. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 1d4 + 2 piercing damage.

Gouge. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 1d8 + 2 slashing damage. A creature struck by Gouge must make a DC 10 Wisdom saving throw. On a failed save, the creature has disadvantage on actions taken against targets other than Topaz Carbuncle during their next action.

Curl (Recharge 5-6). Topaz Carbuncle increases its AC by 2 for 1d4 rounds. This effect does not stack with itself.

Egis

Egis are slivers of the might of eikons, but not all eikons. The summoning geometries of arcanima have proven to be effective on only thirteen of the thirty-four known eikons.

The means of summoning is effective on denizens of the Heavens as well as the Hells, but curiously only the first six of each. Aeons of the Seventh Heaven and Primals of the Seventh Hell cannot be summoned in egi form, for reasons unknown.

No divine retribution has been attributed specifically to the art. No prophets have delivered condemnation of the practice directly from their gods. This has led some to hypothesize that the Twelve have no opinion about it, or that summoning is invisible to them, or that they deliberately allow fractions of the thirteen eikons in question to be summoned for use the Prime Material Plane.

Any of those answers simply raises further questions.

Stats to Remember

Magical attacks use the egis' spellcasting ability modifier, which is Wisdom. Melee attacks use the egis' Strength or Dexterity modifier.


Amaterasu

A white anthropomorphic dog-like eikon, an Aeon of the Heaven of Fire. Her seven tails can form into a corona of radiant flaming broadswords, and she is dressed in bright and voluminous robes of white, red, and purple silk. Amaterasu has long been associated with the sunrise, particularly in Hingashi. Within the Heaven of Fire she serves as a Grand Duchess underneath the divine rule of Azeyma and Nald'thal.


Amaterasu-Egi

Small Elemental, unaligned


  • Armor Class 12
  • Hit Points 20 (6d6)
  • Speed Hover 30ft.

STR DEX CON INT WIS CHA
10 (+0) 13 (+2) 10 (+0) 10 (+0) 13 (+2) 10 (+0)

  • Damage Immunities Radiant
  • Senses Passive Perception 10
  • Languages Understands the languages of its summoner but cannot speak.
  • Challenge 1/4 (50 XP)

Actions

Sunburn. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1d6 + 2 radiant damage.

Emergence (recharge 6). Magical Attack. Amaterasu-Egi aims a hand-mirror and fires a 5ft. by 30ft. line of searing sunlight. Each creature in that line must make a DC 12 Dexterity saving throw. On a failed save, they take 1d8 + 2 radiant damage and for the next minute have disadvantage on their next attack roll. On a success, they take half the damage and suffer no effect.

Enkindle

Worldmaker. Magical Attack. Amaterasu-Egi envelops itself in a sun pulled from the earth. All creatures within a 30ft. radius of it must make a Dexterity save, receiving 6d10 + 2 radiant damage on a failed save or half as much on a success.

Dryad

An Aeon of the Heaven of Earth, the eikon known as Dryad is a joyful obese green-skinned woman whose body above the hips emerges from a thick-rooted flower. Her arms are thick vine-like tendrils and her head is topped with a broad-brimmed hat made of a set of flytrap jaws. She grew from the World Tree planted by Nophica and nurtured by Althyk, and delights in the sensory effects of pollen and perfume.


Dryad-Egi

Small Elemental, unaligned


  • Armor Class 10
  • Hit Points 27 (7d6 + 3)
  • Speed Hover 30ft.

STR DEX CON INT WIS CHA
8 (-1) 10 (+0) 16 (+3) 10 (+0) 12 (+1) 10 (+0)

  • Damage Immunities Acid
  • Senses Passive Perception 11
  • Languages Understands the languages of its summoner but cannot speak.
  • Challenge 1/4 (50 XP)

Actions

Irritating Sap. Ranged Magical Attack: +3 to hit, reach 15 ft., one creature. Hit: 1d6 + 1 acid damage.

Spicy Breath (recharge 6). Dryad-Egi breathes a corrosive gust in a 15ft. cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, they take 1d8 + 1 acid damage, and for one minute the next attack roll against them has advantage. On a success, they take half the damage and suffer no effect.

Enkindle

Allelopathy. Dryad-Egi whips six splashes of corrosive toxin at targets within 120 ft. of it. Make a spell attack roll for each splash. On a hit, each target takes 2d6 + 1 acid damage.


Garuda

Garuda is the notorious Primal of the Hell of Wind, the chaotic being who cursed the kenku when Llymlaen cast them down to her. Her form is that of a six-winged harpy, a white and green humanoid with an aquline face and feathers even sharper than her claws. She delights in haunting the Hell of Wind, the perpetual hyperstorm where she is free to torment the souls of the damned.


Garuda-Egi

Small Elemental, unaligned


  • Armor Class 12
  • Hit Points 18 (5d6 + 1)
  • Speed Hover 30ft.

STR DEX CON INT WIS CHA
9 (-1) 12 (+2) 12 (+1) 10 (+0) 12 (+1) 11 (+0)

  • Damage Immunities Thunder
  • Senses Passive Perception 10
  • Languages Understands the languages of its summoner but cannot speak.
  • Challenge 1/4 (50 XP)

Actions

Wind Blade. Ranged Magical Attack: +2 to hit, reach 30ft., one target. Hit: 1d6 + 1 thunder damage.

Downburst (recharge 6). Magical Attack. A target creature within 30ft. of Garuda-Egi becomes the center point of a massive downburst of wind. The creature and all creatures within 10ft. of it must make a DC 11 Dexterity saving throw. On a failed save, each creature takes 1d8 + 1 thunder damage, or half as much on a success.

Enkindle

Aerial Blast. Magical Attack. Garuda-Egi slams down a roaring air column with a radius of 10ft. at a point within 30ft. of it. Any creature within it must make a DC 11 Dexterity saving throw. On a failed save, the creature takes 6d10 + 1 thunder damage and is knocked back 20ft. from the point of origin. On a success, it takes half the damage and suffers no effect.

Girtablulu

Unusual even among Primals, Girtablulu is an immense scorpion scuttling the dark leaf-litter of the Hell of Earth. On his back he bears the Rotting City of Gehenna, a blighted settlement formed by the most desperate damned. It is not a pleasant alternative to being buried in organic decay forever, as residents are choked with the Hell's necrotic miasma, doused with poison from Girtabulu's tail, and occasionally eaten by him.


Girtablulu-Egi

Small Elemental, unaligned


  • Armor Class 12
  • Hit Points 17 (5d6)
  • Speed Hover 30ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+1) 10 (+0) 8 (-1) 12 (+1) 10 (+0)

  • Damage Immunities Poison
  • Senses Passive Perception 11
  • Languages Understands the languages of its summoner but cannot speak.
  • Challenge 1/4 (50 XP)

Actions

Rot Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1d6 + 1 poison damage.

Biodegradation (recharge 6). Magical Attack. Girtablulu-Egi selects up to three creatures that are touching the ground within 120ft. of it. Each must make a DC 11 Constitution saving throw. On a failed save, they take 1d8 + 1 poison damage and are poisoned. On a success, they take half the damage and suffer no effect.

Enkindle

Compost Mortem. Magical Attack. Three creatures touching the ground within 120 feet of Girtablulu-Egi sink into rich soil reeking of organic decay, regardless of the actual composition of what they stand upon. Each creature must make a DC 11 Strength saving throw. On a failed save, a creature takes 6d10 + 1 poison damage and is grappled until the end of its next turn (they may still attempt to break free on their turn). On a success, it takes half the damage and suffers no effect.


Ifrit

Among the most infamous Primals, the very face of the Hell of Fire, Ifrit is a gangly chitinous creature of frightening humanoid form. He rules the eternally burning rubble and refuse cast out of the Heaven of Fire, seeing it as his duty to introduce the damned to a world of unremitting pain. Less than a century ago, he was summoned at full power as a weapon of war and laid waste to both sides before he was banished.


Ifrit-Egi

Small Elemental, unaligned


  • Armor Class 10
  • Hit Points 20 (6d6)
  • Speed Hover 30ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 14 (+2) 12 (+1)

  • Damage Immunities Fire
  • Senses Passive Perception 10
  • Languages Understands the languages of its summoner but cannot speak.
  • Challenge 1/4 (50 XP)

Actions

Burning Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 1d6 + 2 fire damage.

Vulcan Burst (recharge 6). Magical Attack. Ifrit-Egi releases a burst of flames in a circle 10ft. around itself. Each creature in that area must succeed on a DC 12 Dexterity saving throw, taking 1d8 + 2 fire damage on a failed save, or half as much damage on a successful one.

Enkindle

Hellfire. Magical Attack. Ifrit-Egi releases an explosive pillar of fire around itself in a 30ft. radius, severely burning all creatures in range. All affected creatures must make a DC 12 Dexterity saving throw, receiving 6d10 +2 fire damage on a failed save, or half as much on a success.

Jenova

A mysterious and terrifying Primal imprisoned within the Hell of Ice. Jenova, it is said, came from the Interdimensional Rift, and was deemed such a danger that Halone and Rhalgr joined forces to immediately strike her down. "She" is currently frozen in the form of a human female emerging from a sphere of tendrils. Many are the cultists who have gone mad from trying to touch her mind directly.


Jenova-Egi

Small Elemental, unaligned


  • Armor Class 10
  • Hit Points 17 (5d6)
  • Speed Hover 30ft.

STR DEX CON INT WIS CHA
8 (-1) 10 (+0) 10 (+0) 10 (+0) 16 (+3) 12 (+1)

  • Damage Immunities Psychic
  • Senses Passive Perception 13
  • Languages Understands the languages of its summoner but cannot speak.
  • Challenge 1/4 (50 XP)

Actions

Call. Ranged Magical Attack: +5 to hit, reach 30 ft., one creature. Hit: 1d6 + 3 psychic damage.

Puppet (recharge 6). Magical Attack. Jenova-Egi invades the mind of one creature within 300ft. of it. The affected creature must succeed on a DC 13 Wisdom saving throw. On a failed save, it takes 1d8 + 3 psychic damage, and on its next turn it must use its movement to approach Jenova-Egi on the safest path possible. On a success, it takes half the damage and suffers no effect.

Enkindle

Reunion. Magical Attack. Jenova-Egi invades the minds of all creatures within a 20ft. radius of it. All such creatures must make a DC 13 Wisdom saving throw. On a failed save, a creature takes 6d10 + 3 psychic damage, and on its next turn it must use its movement to approach Jenova-Egi on the safest paths possible. On a success, it takes half the damage and suffers no effect.


Leviathan

The great serpentine Primal of the Hell of Water patrols the bottom of the endless river of Thaliak, devouring those who try to swim away from their fate. Many cultures fear or revere him, particularly coastal settlements. Many contradictory stories exist about how Leviathan came to be there and what exactly he is -- everything from an amalgamation of drowned souls to the loose pet of Llymlaen to the lovechild of Hraesvelgr and a bangaa.


Leviathan-Egi

Small Elemental, unaligned


  • Armor Class 10
  • Hit Points 20 (6d6)
  • Speed Hover 30ft.

STR DEX CON INT WIS CHA
11 (+0) 11 (+0) 11 (+0) 11 (+0) 11 (+0) 11 (+0)

  • Damage Immunities Force
  • Senses Passive Perception 10
  • Languages Understands the languages of its summoner but cannot speak.
  • Challenge 1/4 (50 XP)

Actions

Geyser. Ranged Magical Attack +2 to hit, reach 30 ft., one creature. Hit: 1d6 force damage.

Spinning Dive (recharge 6). Magical Attack. Leviathan-Egi encases itself in aetheric water and shoots forward in a 5ft. by 30ft. line. Each creature in that area must make a DC 10 Strength saving throw. On a failed save, creatures take 1d8 force damage and are knocked prone. On a success, they take half the damage and suffer no effect.

Enkindle

Tidal Wave. Magical Attack. Leviathan-Egi summons a 60ft. cone of swift roaring water that aetherically evaporates at the end of its turn, forcefully slamming into all creatures in range. All such creatures must make a DC 10 Strength saving throw, receiving 6d10 force damage on a failed save, or half as much on a success.

Quetzalli

Quetzalli is a mighty Aeon, a long-beaked, purple-feathered and rainbow-tipped bird much favored by Oschon. She is a spirit of freedom bringing color to the skies above the Heaven of Wind, and a figure of much interest and minor devotion by Twelvist artists. She is sometimes invoked like a saint in order to bring positive criticism to artworks and to guard against erroneous brushstrokes.


Quetzalli-Egi

Small Elemental, unaligned


  • Armor Class 11
  • Hit Points 19 (6d6 - 1)
  • Speed Hover 30ft.

STR DEX CON INT WIS CHA
10 (+0) 13 (+2) 8 (-1) 10 (+0) 13 (+2) 12 (+1)

  • Damage Immunities Piercing
  • Senses Passive Perception 10
  • Languages Understands the languages of its summoner but cannot speak.
  • Challenge 1/4 (50 XP)

Actions

Spearfisher. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 1d6 + 1 piercing damage.

Snap (recharge 6). Melee Attack. Quetzalli-Egi snaps out its beak at one creature adjacent to it and and holds its prey fast. The targeted creature must succeed on a DC 12 Strength saving throw. On a failed save, it takes 1d8 + 2 piercing damage and is grappled until the end of its next turn (it may still attempt to break free on its turn). On a success, it takes half the damage and suffers no effect.

Enkindle

Sonic Dive. Melee Attack. Quetzalli-Egi rises high and dives at high speed through a 10ft. by 60ft. line, piercing all creatures in its way with its sharp beak and talons. All affected creatures must make a DC 12 Dexterity saving throw, receiving 6d10 + 2 piercing damage on a failed save, or half as much on a success.


Ramuh

An Aeon of the Heaven of Lightning, Ramuh's form is that of a bearded sage working within the towering spire of clockwork magnificence built by Byregot Himself. Rhalgr forever sends His levinbolts to destroy the spire, the spire abrorbs the energy, and Ramuh sees it to where it is needed or shunts it to the Hell of Lightning.


Ramuh-Egi

Small Elemental, unaligned


  • Armor Class 10
  • Hit Points 20 (6d6)
  • Speed Hover 30ft.

STR DEX CON INT WIS CHA
8 (-1) 10 (+0) 10 (+0) 14 (+2) 14 (+2) 10 (+0)

  • Damage Immunities Lightning
  • Senses Passive Perception 12
  • Languages Understands the languages of its summoner but cannot speak.
  • Challenge 1/4 (50 XP)

Actions

Spark Strike. Ranged Magical Attack: +4 to hit, reach 30 ft., one creature. Hit: 1d6 + 2 lightning damage.

Rolling Thunder (recharge 6). Magical Attack. Ramuh-Egi fills a 5ft. by 30ft. line with lightning. Each creature in that range must make a DC 12 Wisdom saving throw. On a failed save, they take 1d8 + 2 lightning damage, and on their next turn they must use their movement to move away from Ramuh-Egi. On a success, they take half the damage and suffer no effect.

Enkindle

Judgement Bolt. Magical Attack. Ramuh-Egi drops a lightning bolt with a radius of 10ft. at a point within 30ft. of it. Each creature in range must make a DC 12 Wisdom saving throw. On a failed save, they take 6d10 + 2 lightning damage, and on their next turn they must use their movement to move away from Ramuh-Egi. On a success, they take half the damage and suffer no effect.

Ravana

The Primal Ravana is a towering four-armed insect-man armed with many wicked swords. He roams the Hell of Fire, seeking glorious combat among the damned. He finds little, given the more monetary nature of the sins of those condemned to that Hell. Ravana was once a righteous warrior of Azeyma, but his lust for battle turned him unjust, and Azeyma evicted him from Her Heaven.


Ravana-Egi

Small Elemental, unaligned


  • Armor Class 13
  • Hit Points 20 (6d6)
  • Speed Hover 30ft.

STR DEX CON INT WIS CHA
10 (+0) 15 (+3) 10 (+0) 10 (+0) 10 (+0) 11 (+0)

  • Damage Immunities Slashing
  • Senses Passive Perception 10
  • Languages Understands the languages of its summoner but cannot speak.
  • Challenge 1/4 (50 XP)

Actions

Slaughter. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1d6 + 3 slashing damage.

Atma-Linga (recharge 6). Melee Attack. Ravana-Egi slashes its many swords in a circle 10ft. around itself. Each creature in that area must succeed on a DC 12 Dexterity saving throw, taking 1d8 + 3 slashing damage on a failed save, or half as much damage on a success.

Enkindle

Chandrahas. Melee Attack. Ravana-Egi flies in four consecutive 5ft. by 30 ft. lines, slashing all in its way. The lines may overlap each other or backtrack. Each creature it crosses through must make a DC 13 Dexterity saving throw for each line intersecting its position. On a failed save, it takes 2d8 + 3 slashing damage, or half as much on a success.


Remora

Remora is both entity and group, a single Primal whose form is a massive school of small predatory fish. While Leviathan swims above and swallows the souls that try to escape, Remora perpetually gnaws and erodes them as they stick out of the dark muck. It is believed to have other forms as well, all swarms of small aquatic carnivores such as worms.


Remora-Egi

Small Elemental, unaligned


  • Armor Class 11
  • Hit Points 22 (6d6 + 2)
  • Speed Hover 30ft.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 14 (+2) 10 (+0) 12 (+1) 8 (-1)

  • Damage Immunities Necrotic
  • Senses Passive Perception 11
  • Languages Understands the languages of its summoner but cannot speak.
  • Challenge 1/4 (50 XP)

Actions

Entropic Gnaw. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 1d6 + 1 necrotic damage.

Jet Frenzy (recharge 6). Melee Attack. Remora-Egi rapidly swims a 5ft. by 30 ft. line, relentlessly biting any creature in its way. Each creature in range must make a DC 11 Dexterity saving throw, taking 1d8 + 1 necrotic damage on a failed save or half as much on a success.

Enkindle

Skeletonize. Melee Attack. Until the start of its next turn, Remora-Egi multiplies to become a Gargantuan creature capable of occupying other creatures' spaces. Any creature that begins its turn within Remora-Egi's school or passes through it must make a DC 11 Dexterity saving throw, taking 6d10 necrotic damage on a failure or half as much on a success. Furthermore, while Gargantuan, Remora-Egi gains temporary HP equal to its base HP, and can make unlimited attacks of opportunity.

Shiva

The Heaven of Ice contains many courtiers of Halone the Fury, and the newest among them is Shiva. She is an elegant aristocratic warrior of ice-blue skin and wintry clothing who famously seduced the First Brood dragon Hraesvelgr. At her wish, Hraesvelgr devoured her body, but Halone was so moved that She brought Shiva's soul to Her Heaven. Some say that that Shiva visits her love's Aery for six months out of twelve, allowing Summer to occur.


Shiva-Egi

Small Elemental, unaligned


  • Armor Class 12
  • Hit Points 20 (6d6)
  • Speed Hover 30ft.

STR DEX CON INT WIS CHA
10 (+0) 13 (+2) 10 (+0) 10 (+0) 13 (+2) 10 (+0)

  • Damage Immunities Cold
  • Senses Passive Perception 12
  • Languages Understands the languages of its summoner but cannot speak.
  • Challenge 1/4 (50 XP)

Actions

Axe Kick. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1d6 + 2 cold damage. Heavenly Strike (recharge 6). Magical Attack. A large chunk of ice falls on a target creature within 60ft. of Shiva-Egi. The creature and all creatures within 5ft. of it must make a DC 12 Dexterity saving throw. On a failed save, each creature takes 1d8 + 2 cold damage, or half as much on a success.

Enkindle

Diamond Dust. Magical Attack. Shiva-Egi breathes a 60ft. cone of freezing air filled with hard particles of ice. All creatures in range must make a DC 12 Dexterity saving throw, receiving 6d10 cold damage on a failed save and half as much on a success.


Titan

Deep in the dark of the endless night below the the Hell of Earth, the hot caverns at the planar periphery are ruled by Titan, an immense rotund figure of stone. Under the weight of the World Tree, Titan grinds the rotted souls of the Hell for their sins against truth and nature. Despite literally living in a Hell, Titan fancies himself a benevolent protector of all against those he forever crushes.


Titan-Egi

Small Elemental, unaligned


  • Armor Class 12
  • Hit Points 24
  • Speed Hover 30ft.

STR DEX CON INT WIS CHA
15 (+3) 13 (+2) 10 (+0) 8 (-1) 10 (+0) 10 (+0)

  • Damage Immunities Bludgeoning
  • Senses Passive Perception 10
  • Languages Understands the languages of its summoner but cannot speak.
  • Challenge 1/4 (50 XP)

Actions

Rock Buster. Melee Weapon Attack: +5 to hit, reach 5ft., one creature. Hit: 1d6 + 3 bludgeoning damage.

Landslide (recharge 6). Melee Attack. Titan-Egi slams the ground, rolling a fountain of aetheric stones in a 5ft. by 30ft. line. Each creature in that line must make a DC 10 Dexterity saving throw. On a failed save, they take 1d8 + 3 bludgeoning damage, creatures standing in range are hurled 15ft. backward, and creatures flying within 30ft. above the line are knocked down, taking additional damage appropriate to the distance fallen. On a success, creatures take half the damage, and flying creatures fall only half their elevation.

Enkindle

Earthen Fury. Magical Attack. The ground in a 20ft. radius around Titan-Egi erupts, hurling stones 90ft. high. Each creature in range must make a DC 10 Dexterity saving throw. On a failed save, they take 6d10 bludgeoning damage, and flying creatures in range are knocked down, taking additional damage appropriate to the distance fallen. On a success, creatures take half the damage, and flying creatures fall only half their elevation.

Nymian Fey

Nymian Fey are technically egis, but they draw from powerful entities of Otherworld rather than eikons. Nym was founded in a sort of alliance with Otherworld, and as part of the agreement, the mighty fairies Eos, Feo Ul, and Selene volunteered to donate power to serve those who called them.

Nym itself has long laid in ruins, but the arcanima to summon their fey still works. How the Fair Ones feel about this, and even whether they know of Nym's fate, is unknown.

Eos

Eos is Sovereign of the Sun, a gentle and dedicated healer. They defended Nym from disease and blessed every hospital. When summoned, they take on an endearing green-and-white fairy form with butterfly wings.


Eos

Tiny Fey, unaligned


  • Armor Class 14
  • Hit Points 19 (5d6 + 2)
  • Speed Fly 30ft.

STR DEX CON INT WIS CHA
2 (-4) 10 (+0) 14 (+2) 10 (+0) 14 (+2) 14 (+2)

  • Senses Passive Perception 14
  • Languages Understands the languages of its summoner but cannot speak.
  • Challenge 1/4 (50 XP)

Innate Spellcasting. Eos's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). They can innately cast the following spells, requiring no material components:

At Will: blade ward, light

2/day each: cure wounds, healing word

1/day: aid


Actions

Unarmed strike. Melee Attack: +2 to hit, reach 5ft., one target. Hit 1 bludgeoning damage.

Whispering Dawn (recharge 6). Eos heals a creature within 60ft. of them for an HP value equal to 1d4 + proficiency + Eos's spellcasting ability modifier. At the end of the creature's next turn, it is healed again, automatically, for half that value.


Feo Ul

Feo Ul is Sovereign of the Stars, amicable and joyous in their antics. They coordinated with Nym's leadership and reined in the more hazardous merriment of lesser fey. When summoned, their loving (if possessive) fairy form is red with pink dragonfly wings.


Feo Ul

Tiny Fey, unaligned


  • Armor Class 16
  • Hit Points 17 (5d6)
  • Speed Fly 30ft.

STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 10 (+0) 10 (+0) 14 (+2) 14 (+2)

  • Senses Passive Perception 14
  • Languages Understands the languages of its summoner but cannot speak.
  • Challenge 1/4 (50 XP)

Innate Spellcasting. Feo Ul's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). They can innately cast the following spells, requiring no material components:

At Will: dancing lights, minor illusion

2/day: charm person, faerie fire

1/day: warding bond

(Successful uses of charm person act as though the arcanist who summoned Feo Ul had cast them. Warding bond can only be cast on the Arcanist who summoned Feo Ul.)


Actions

Unarmed strike. Melee Attack: +4 to hit, reach 5ft., one target. Hit 1 bludgeoning damage.

Beloved Branch (recharge 6). Ranged Magical Attack: +4 to hit, range 30ft., one target. Hit 1d8 + 2 psychic damage. A creature struck by Beloved Branch must make a DC 12 Charisma saving throw. On a failed save, they are Frightened of the arcanist who summoned Feo Ul until the end of the creature's next turn.

Selene

Selene is Sovereign of the Moon, slightly cool yet deeply loving. They defended Nymians from perils of the night. When summoned, their moth-winged yellow-and-purple fairy form carries an air of elegance.


Selene

Tiny Fey, unaligned


  • Armor Class 14
  • Hit Points 17 (5d6)
  • Speed Fly 30ft.

STR DEX CON INT WIS CHA
2 (-4) 10 (+0) 10 (+0) 14 (+2) 14 (+2) 14 (+2)

  • Senses Passive Perception 14
  • Languages Understands the languages of its summoner but cannot speak.
  • Challenge 1/4 (50 XP)

Innate Spellcasting. Selene's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). They can innately cast the following spells, requiring no material components:

At Will: true strike, guidance

2/day: bless, healing word

1/day: mirror image


Actions

Unarmed. Melee Attack: +4 to hit, reach 5ft., one target. Hit 1 bludgeoning damage.

Lunar Shield (recharge 6). Selene creates a shield of temporary hit points around a target creature within 60ft. of them. The temporary HP is 1d4 + proficiency + Selene's spellcasting ability modifier. The shield lasts for one minute before fading, and cannot stack with itself.

"You're late! Late, late, late! I've been waiting for you to summon me ever since you came here! Waiting and waiting and waiting! But my sapling didn't so much as utter my name! Such a heartless thing he is! Cold, and cruel, and heartless! ...

But just now you called for me so earnestly, so fervently... I couldn't possibly stay angry at you. Very well! As your lovely branch, I will lend you my strength!"

~ Feo Ul to the legendary scholar Tot of Nym, from Edward Chris von Muir's A Midwinter Night's Adventure

Appendix B: Items, Mounts, and Vehicles

Items

Aspected Crystal

Gemstone -- Cost: 10gp

Crystallized aether aspected to a particular element. Aesthetically pleasing, but useless as an arcane focus.

Chocobo Whistle

Adventuring Gear -- Cost: 1gp

A chocobo-shaped whistle made of bone, wood, or metal. If blown within 100 feet of a chocobo not already loyal to you, you have advantage on the next animal handling check with that chocobo. If blown within earshot of a chocobo loyal to you, the chocobo will return to your side.

Defunct Linkpearl

Gemstone -- Cost: 200gp

An opaque, lustrous gemstone worth 200 gp. Once capable of transmitting sound across nearly any distance, its linkshell has been destroyed, rendering it a mere aesthetic bauble.

Depleted Ceruleum (contact)

Poison -- Cost: 500gp

A vial of sickly purple liquid left over from long-defunct ceruleum processing. A creature that touches this poison with exposed skin must succeed on a DC 15 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 5 (2d6) poison damage. After three successful saves, the poison ends.


Triple Triad Card (common)

Adventuring Gear -- Cost: 1cp

A Triple Triad card of low strategic value, common face, or general non-collector quality. It is only as effective as the player using it. Traders will reliably pay 1cp for it.

Triple Triad Card (premium)

Adventuring Gear -- Cost: 1sp

A Triple Triad card of middling strategic value, uncommon face, or general respectable quality. Playing it won't guarantee victory by itself. Traders will reliably pay 1sp for it.

Triple Triad Card (rare)

Adventuring Gear -- Cost: 1gp

A Triple Triad card of good strategic value, rare face, or specialist collector quality. Having it in your deck can't fix a poor strategy. Traders will reliably pay 1gp for it.

Triple Triad Card (mint)

Adventuring Gear -- Cost: 1pp

A Triple Triad card of high strategic value, limited-run face, or high-end enthusiast quality. Not even a card like this could help a reckless player. Traders will reliably pay 1pp for it.

Triple Triad Set

Tool -- Cost: 1gp

A Triple Triad nine-square grid board and a starter set of cards. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set.

Gunblade Examples

Each gun"blade" is manufactured by a gunbreaker from an existing martial melee weapon. Each one fires aetheric munitions (of the gunbreaker's own make) rather than bullets propelled by gunpowder, giving them no Misfire potential.

Item Cost Damage Weight Range Properties
Gunbattleaxe 10gp 1d8 slashing 4lb. (30/90) Versatile (1d10)
Gunhalberd 20gp 1d10 slashing 6lb. (30/90) Heavy, Reach, Two-Handed
Gunlongsword 15gp 1d8 slashing 3lb. (30/90) Versatile (1d10)
Gunpick 5gp 1d8 piercing 2lb. (30/90) (none)
Gunshortsword 10gp 1d6 piercing 3lb. (30/90) Finesse, Light

Other Firearms (Martial, Ranged Weapon)

Item Cost Ammo Damage Weight Range Properties
Palm Pistol 50gp 2gp (20) 1d8 piercing 1lb. (30/60) Loading, light, misfire (1)
Pistol 150gp 3gp (20) 1d10 piercing 3lb. (30/90) Loading, misfire (1)
Pistol, repeating 150gp 4gp (20) 1d10 piercing 3lb. (30/90) Reload (4), misfire (1)
Musket, smooth 300gp 5gp (20) 1d12 piercing 10lb. (40/120) Loading, two-handed, misfire (2)
Musket, rifled 500gp 5gp (20) 1d12 piercing 10lb. (80/240) Loading, two-handed, misfire (2)
Pepperbox 250gp 4gp (20) 1d10 piercing 5lb. (80/320) Reload (6), misfire (2)
Blunderbuss 300gp 5gp (5) 2d8 piercing 10lb. (15/30) Loading, misfire (1)
Shotgun 300gp 5gp (10) 2d6 piercing 10lb. (30/90) Loading, two-handed, misfire (1)
Shotgun, double 500gp 5gp (10) 2d6 piercing 10lb. (30/90) Reload (2), two-handed, misfire (1)
Rifle, hunting Custom Custom 2d10 piercing 8lb. (80/240) Loading, two-handed, misfire (1)
Rifle, repeating Custom Custom 2d10 piercing 8lb. (80/240) Reload (5), two-handed, misfire (2)

Magic Items

Deck of Misconducts

Wondrous Item, Rare
(requires attunement)

This metal card-holder contains ten cards of yellow crystal, each with copper edges. Each yellow card corresponds to a type of elemental damage.

As an action, drawing a card emanates a magical field from your position for 300 feet in all directions. Roll 1d10 and refer to the table below. Any creature in range that fails a DC 15 Charisma saving throw, including you, is subject to the law. If it makes an attack which could deal the listed type of damage, its attack automatically fails and it is stunned until the start of its next turn.

Affected creatures know the law to which they are subject.

1d10 Roll Damage Prohibited
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Necrotic
7 Poison
8 Psychic
9 Radiant
10 Thunder

Deck of Misdemeanors

Wondrous Item, Rare
(requires attunement)

This metal card-holder contains six cards of yellow crystal, each with silver edges. Each yellow card corresponds to an action.

As an action, drawing a card emanates a magical field from your position for 300 feet in all directions. Roll 1d6 and refer to the table below. Any creature in range that fails a DC 15 Charisma saving throw, including you, is subject to the law. If it makes a prohibited action, that action automatically fails, and the creature is stunned until the start of their next turn.

Affected creatures know the law to which they are subject.

1d6 Roll Action Prohibited
1 Cast Spell
2 Melee Attack
3 Ranged Attack
4 Movement
5 Use Item
6 Bonus Action

Deck of Felonies

Wondrous Item, Very Rare
(requires attunement)

This metal card-holder contains six cards of red crystal, each with golden edges. Each red card corresponds to an action.

As an action, draw a card and select one creature within 100 feet of you. Roll 1d6 and refer to the table below. If your target fails a DC 20 Charisma saving throw, it is subject to the law, and so are you. If either of you makes a prohibited action, that action automatically fails and the lawbreaker is instantly paralyzed until the spell dispel magic is used on them.

Affected creatures know the law to which they are subject.

1d6 Roll Action Prohibited
1 Cast Spell
2 Melee Attack
3 Ranged Attack
4 Movement
5 Use Item
6 Bonus Action

Deck of Justice

Wondrous Item, Legendary
(requires attunement)

This metal card holder contains a full Deck of Misconducts, Deck of Misdemeanors, and Deck of Felonies. Each set is separated from the others by a thin lead sheet. The card holder is specially designed to treat the three separate Decks as a single magical item for purposes of attunement, but still only one card can be drawn as an action.

The complete Deck of Justice contains a total of 22 cards.

Elixir

Potion, Legendary

This vial of mysterious potion immediately gives the drinker all the benefits of a long rest.

Ether

Potion, Very Rare

This vial of mysterious potion immediately gives the drinker all the benefits of a short rest.

Linkpearl

Wondrous Item, Rare
(requires attunement)

This pearl, no larger than a small coin, shines with a fractal iridescence. When attuned, it serves as a voice link to other linkpearls from the same linkshell. Living skin contact, typically through fingertips, activates the link, and allows anyone with a same-shell linkpearl to hear any sound that reaches any other active same-shell linkpearl. Without such contact, the linkpearl only emits a repetitive three-tone chime to alert the user that conversation is being attempted.

It is not possible for a linkpearl to conduct sound from another linkshell’s linkpearl. It is possible, however, to send a message to a specific linkpearl. A user needs only maintain skin contact with the linkpearl and concentrate on a specific holder whom the user both knows and has heard at least once over the linkpearl.

It is not possible to learn from a linkpearl how many other linkpearls have come from the same shell, nor where they are located, nor who possesses them, nor how many users are currently listening.

If a linkshell is destroyed, its linkpearls are rendered inert and useless except as jewelry.

Linkshell

Wondrous Item, Legendary

This bivalve shell, about the size of a human hand, lives its life among whisperweed. Every 1d4 months that it spends filtering the waters of a whisperweed grove, it produces one linkpearl, which it then ejects naturally. Taking the linkshell out of the water renders it dormant and pauses the linkpearl generation process. Moving it to a different body of water without whisperweed merely pauses its pearl-generating. Out of water it can remain dormant for up to 1d4 years.

The maximum natural lifespan of a linkshell is three hundred years. If a linkshell dies or is destroyed, its linkpearls are rendered inert and useless except as jewelry.

If a linkshell is destroyed by eating, it has a sweet yet metallic flavor, and eaters of the same linkshell flesh – in any portion, however small – can hear all sounds reaching each other’s ears for 1d4 days.

Monster Box

Wondrous Item, Rare
(requires attunement)

This box may be of any dimensions, provided that its volume is between half a cubic foot and twenty cubic feet.

After attunement, the first creature on which you person-ally cast the spell banishment is held in temporal stasis in a small demiplane within this box. Opening the box, even after a span of many years (maximum unknown), releases the creature at full HP, along with whatever equipment it carried at the moment of banishment. The released creature is hostile to anyone in sight except for you, unless you attack it. If someone else opens the box, the creature becomes hostile to them. Destroying the box counts as opening it.

Box-banished creatures with an INT of 10 or higher may choose to not be hostile upon release.

If you should die or otherwise un-attune to the box before the creature is released, the box will remain sealed, and the creature inside will still become hostile to whomever releases it. Someone else may then attune to the box, although dealing with the released creature first is advisable.

All Monster Boxes are constructed from two components: wood that has been submerged in a solution of one part mimic ichor to five parts pure olive oil for 90 days, and non-lead metal that has been dipped in a boiling solution of one part mimic ichor to one part pure olive oil.

In practice, a Monster Box trends more toward the minimum size than the maximum. Coverings and linings, such as leather or felt, do not affect its function, but any amount of lead in its composition will render it useless for monster storage. If the box has been built with any amount of metal that has not been treated per instruction, it may still store a monster, but the monster will be released by anyone merely touching the box, not opening it. Submerging such a hair-trigger box in boiling 1:1 ichor/oil as stated above will render it stable for unlimited touching.

Ring of Verdicts

Wondrous Item, Legendary
(requires attunement)

This ring allows a holder of a Deck of Misconducts, Deck of Misdemeanors, Deck of Felonies, or complete Deck of Justice to select a specific card at will and prevent the resulting law from applying to them. Each card must be declared aloud during selection.

Whisperweed

Wondrous Item, Rare

This magical freshwater floating plant can be used to transmit sound with perfect fidelity over a maximum distance of 1,000 miles. Beyond that, the sound volume decreases, ultimately reaching zero after a distance of 2,000 miles.

The plant grows multiple stems with one flower each. When cut, sound can travel back and forth from one whole flower and stem to another. Sound can only travel between growths of the same plant. Once cut, the whisperweed remains effective for 24 hours before withering, but keeping a cut stem in a vase of pure water can extend its life for up to one week.

Mounts

Chocobos

The invaluable companion of the laborer for thousands of years: strong, fast, loyal, and delicious.

Chocobo meat tastes like that of any other game fowl, though specialist gourmands will argue for hours about which breed tastes like chicken versus turkey versus pheasant versus duck. The conventionally edible meat on any chocobo is one-third of its carrying capacity, though there are many cultures and cooks who will find a use for every part.

Domestic Breeds

Chocobo familiaris is the standard species, divided into five breeds suited to various heights of customer. They all share the same morphology: core and thigh muscles bred to carry weight, back-pointing crests to reduce obstruction for riders, and six small shearing "teeth" on the upper beak to better cut the leaves, fruits, and vegetables of their diet. Their basic yellow coloration may change over time if their diet is heavy in specific fruits.

Jennet and Palfrey breeds are Medium creatures. All other breeds and species are Large creatures.

Wild chocobos are those from which familiaris descended, whereas feral ones have been feral for so long that the specifications of breed have settled to a default. Neither have known the hand of a rider.

Other species of chocobo exist, but are as different to familiaris as wolves are to dogs.

Wilder Species

The following species of chocobo are only available wild-caught or from reputable breeder/dealers, and require more specialized diets and handling.

Their rarity influences their availability; a simple village breeder is unlikely to have a stable full of Gold Chocobos, for example. Unlike their common cousins, their plumage colors are solid and do not change. They also have physiological differences, and each are Large creatures.

C. gordo: Fat Chocobo. Natural obesity powers their unwieldy muscle mass. Their beaks are thick, "tooth"less, and relatively small in height, so as to strike prey and hard nuts with crushing chisel-blow bites.

C. verdant: Green Chocobo. Though small-clawed, they are nonetheless very fast, for their fluffy plumage conceals powerful leg muscles. Their beaks are broad, blunt, "tooth"less, and famously seem to be smiling at all times. They can also heal themselves or others in a technique called "Choco Cure."

C. vermilion: Red Chocobo. Their lithe bodies, elongated heads, tight tendons, and hooked claws give them high land speed. Their beaks are similar to familiaris, yet they are infamously carnivorous. They can also spit small, damaging fireballs in a technique called "Choco Meteor."

C. azure: Blue Chocobo. Sleek-feathered and long-necked with twelve "teeth" on their beaks (eight upper, four lower). Their two front toes are also webbed and hook-clawed, and their wings have all but vanished.

C. umbra: Black Chocobo. Light-boned with a wiry strength, capable of flight with their relatively short necks and large wings.

C. album: White Chocobo. Similar in morphology to Blue Chocobos, but possessing shorter necks and large, sleek wings for undersea mobility. They have been observed preying on large sea mammals.

C. auric: Gold Chocobo. Possessing the fluff of a Green, the claws of a Red, the neck of a Blue, and the wings of a Black, with distinctive draping "ear" crests all their own.

Animal Cost Feed/day Speed Capacity Rarity
Chocobo, wild/feral -- 1x 40 ft. 200 lb. Common
Chocobo, Jennet 20 gp 1x 40 ft. 150 lb. Common
Chocobo, Palfrey 30 gp 1x 40 ft. 250 lb. Common
Chocobo, Rounsey 50 gp 1x 40 ft. 325 lb. Common
Chocobo, Courser 75 gp 1x 60 ft. 425 lb. Common
Chocobo, Destrier 250 gp 1x 60 ft. 500 lb. Common
Chocobo, any breed, draft +20 gp 1x -20 ft. +50 lb. Common
Chocobo, any breed, racing +20 gp 1x +20 ft. -50 lb. Common
Chocobo, Fat 300 gp 3x 30 ft. 800 lb. Uncommon
Chocobo, Green 900 gp 2x 60 ft. 250 lb. Rare
Chocobo, Red 900 gp 2x 60 ft. 250 lb. Rare
Chocobo, Blue 2700 gp 2x 30 ft. land, 60 ft. swimming 300 lb. Very Rare
Chocobo, Black 2700 gp 2x 30 ft. land, 60 ft. flying 300 lb. Very Rare
Chocobo, White 8100 gp 3x 60 ft. land, 60 ft. swimming 400 lb. Legendary
Chocobo, Gold 8100 gp 3x 60 ft. land, 60 ft. flying 400 lb. Legendary

Other Mounts

Standard Mammal

Though chocobos are undeniably popular, some areas simply value other creatures as much or more. As with chocobos, different dealers in different areas will have different stock, so prices listed here are average.

Their rarity is contextual to their environment and not mentioned here; camels may be common in deserts yet legendary on tundra, for instance.

Animal Cost Feed/day Size Speed Capacity
Aldgoat 60 gp 1x Large 50 ft. 480 lb.
Camel 50 gp 1x Large 50 ft. 480 lb.
Donkey 8 gp 1x Medium 40 ft. 400 lb.
Elephant 200 gp 1x Huge 40 ft. 1,320 lb.
Horse, draft 50 gp 1x Large 40 ft. 540 lb.
Horse, riding 75 gp 1x Large 60 ft. 480 lb.
Mastiff 25 gp 1x Medium 40 ft. 195 lb.
Mule 8 gp 1x Medium 40 ft. 420 lb.
Pony 30 gp 1x Medium 40 ft. 225 lb.
Warhorse 400 gp 1x Large 60 ft. 540 lb.

Other

While one may have a reasonable (if slight) expectation of seeing any given chocobo or standard mammal wherever mounts are rented or sold, "other" mounts are available only from highly specialized dealers in specific locations.

Animal Cost Feed/day Size Speed Capacity
Adamantoise 100 gp 1x Huge 10 ft. 1,320 lb.
Brachiosaurus 750 gp 3x Gargantuan 30 ft. 2,000 lb.
Dhalmel 300 gp 2x Gargantuan 40 ft. 800 lb.
Great Buffalo 200 gp 1x Huge 50 ft. 1,100 lb.
Orc Lizard 15 gp 1x Medium 50 ft. 200 lb.
Shoopuf 500 gp 2x Gargantuan 20 ft. 1,100 lb.

Vehicles

Paddlewheel Ships

A paddlewheel ship is powered by chocobos running on wheeled treadmills, at least one per wheel. Only sailing ships and warships may add wheels; sailing ships may have two, while warships may have four. Adding one wheel to a ship adds 7,500 gp to its base cost, each wheel may be powered by up to two chocobos (a wheel comes standard with two treadmills), and each chocobo adds half a mile per hour (1/2 mph) to the ship's base speed per day’s travel. If a spare chocobo is rotated in for each runner, the speed increases by 1 mph for each day’s travel.

In practice, serious ships are expected to carry relief chocobos. Rotating birds is much more cost-effective than adding more wheels, even with added food costs.

Speed at Cost

The potential speed compounds quickly, provided that one has enough money to invest.

For example, a conventional wind-driven warship can move at 2 1/2 mph, and building one costs 25,000 gp. A warship with two wheels and four chocobos to run on them, however, can reach 4 1/2 mph, yet cost 40,000 gp -- faster yet more expensive than even a galley. However, with eight chocobos -- four on the wheels at any given time, and four to relieve them -- the warship’s average travel speed reaches 6 1/2 mph, faster than any mere wind- or oar-powered ship.

The fastest warships in the world, the Enterprise-class, boast four two-treadmill paddlewheels and sixteen chocobos, allowing them to positively soar through the water at 10 1/2 mph.

The single fastest ship in the world, the Cosmic Grace -- the capital ship of the Holy City of Bevelle, spearhead of the fleet that dominates the Heart Ocean -- runs on an incomparable five two-treadmill paddlewheels and twenty chocobos, for a blistering top speed of 12 1/2 mph.

Of course, not everyone can afford such an exorbitant cost.


Economy of Scale

For those wishing for speed on the cheap, a sailing ship with a single wheel and a single chocobo can move as fast as a wind-driven 25,000-gp warship for only 17,500 gp -- a savings of 7,500 gp. A second chocobo on standby can help propel that same ship as fast as a 10,000 gp longship, but with far fewer crew and none of the hard labor of rowing. Two wheels with two birds each can shoot it across the waves at 4 mph, as fast as a 30,000 gp galley, for "only" 25,000 gp. Relief birds can advance the same ship to 6 mph, such that only another paddlewheel ship can hope to catch it.

All of the above costs are, of course, merely for manufacture. They do not factor in the overhead costs associated with the necessary chocobos. Still, paddlewheel ships are coveted for their cost-effectiveness (in labor as much as gold) when it comes to speed.

Should a ship lose their birds, they can still travel by conventional nautical means.

Power of Monopoly

So why is every ship in the world not a paddlewheel ship?

First, the cost is prohibitive for anyone without major resources, typically national defense budgets and major trading companies. The cheapest and simplest paddlewheel ship still costs 17,500 gp just to build, while a perfectly good sailing ship or longship can be had for “only” 10,000 gp and no chocobo maintenance whatsoever.

The second issue is that most paddlewheel ships come from Bevelle, which sells them only sparingly to allies of the Cosmic Church. Very few non-allied shipyards are equipped to produce such modern wonders, and the ones that do tend to be more expensive.

Magitek

The Magitek Engine is a source of mechanical power. The Magitek Drive is a means by which ships of metal may rise and stay aloft. Both were created by the Arrheniad Empire, but over time the secrets of their manufacture and maintenance have been lost.

Internal Conduction

Magitek was powered by an immensely energetic and flammable blue liquid called ceruleum, believed to be the liquefied remnant of aetherically aspected crystals. Depleted ceruleum is purple in color, less flammable, yet more toxic, but up to 70% of a given volume can be refined into useful -- if dangerous -- chemical compounds. (These include but are not limited to structural materials called plastics.) The remaining 30% is pure toxic waste, known to cause physical mutations and mental aberrations in exposed creatures who ingest it in quantity over time.

The Magitek Engine produced electricity by inserting a cathode and anode into a contained volume of ceruleum. The electricity given off by the Engine powered lights, motors, and other devices in whichever vehicle it was installed.

Ground Power

The Arrheniad Empire, creators of magitek, built the first "automobile" carts and wagons, and rapidly developed the sophistication of their designs. Two-wheeled, four-wheeled, and even six-wheeled cars rolled into a world of chocobo wagons. Between the Empire's mechanized infantry and peerless road infrastructure they constructed in occupied territory, they were unanswerable.

The machinist city-state of Narshe, blessed with its own deposits of ceruleum, stood in the way of Arrheniad expansion. They rapidly reverse-engineered magitek for their own use. However, lacking roads in their mountainous home, they devised innovative "walking carts" -- the first Magitek Reapers.

The Empire absorbed these designs after Arrhenia herself destroyed Narshe. A different Narshian discovery would soon lead to the first magitek airships.

Gravitational Neutrality

The Magitek Drive burned ceruleum to produce gas, which was commonly called "ceruleum fog" or "Mist." This was done not to create lighter-than-air lift but to cause a rare, mass-affecting phenomenon called "Gravitational Neutrality" (or GN). Under a certain pressure, a certain volume of Mist caused its container to ignore a certain amount of gravitational force. Too little pressure, and the Mist would do nothing; too much, and the container would burst. Too little Mist, and the Drive would not displace enough gravity; too much, and the Mist pressure would rise, potentially destroying the Drive. Maintaining the proportions was complex yet essential.

Pressurizing Mist depleted it of its power at a rate much faster than the Engine depleted power from ceruleum. To sustain proper pressure for GN, each Drive produced, contained, and vented a steady supply of Mist. All magitek aircraft were thus equipped with venting apparatuses which looked like wheels puffing out Mist from the tips of their spokes. The larger the aircraft, the more Drives it needed, and the more venting wheels it had.

The Drive, of course, did not provide directional thrust. To get off the ground and attain stable flight, airships were equipped with wings, propellers, and high-pressure vents of simple steam.

Airship technology was lost with the fall of the Empire, which had kept it a closely-guarded state secret.

Second-Generation Magitek

The most advanced technology in the world is so-called second-generation magitek. The righteous thoroughness with which the forces of Bevelle destroyed ceruleum infrastructure and burned ceruleum deposits effectively put an end to the viability of the Magitek Engine, but some magitek devices survived their purge.

An order of nomadic goblins, the Illuminati, zealously hoarded such devices for private use and reverse-engineering. Recently, they have discovered various crude yet effective means of generating and storing electricity without ceruleum, and have begun developing means of making it compatible with old magitek designs. In a few hidden corners of the world, mothballed relics of the Arrheniad Empire are now beginning to roll and walk once more -- alongside newer, more idiosyncratic goblin machines.

"ALL THIS IS A DREAM. Still sharpstare it by a handful of testyworks. Nothing is too wonderful to be true, if it evermatch with naturelaws; and in suchwise thingstuff, testywork is the best workjudge of such evermatch."

~ Squeakchox Mathmarks, inventor of magitek

Appendix C: Advance of the Arrheniad Empire

Arrhenia Citrinitas, acid-themed tiefling Draconic Bloodline Sorcerer, laboring to discover the truths of nature and biology out of a need to find her place in a prejudiced world, became an adventurer of phenomenal renown. She journeyed far and fought many battles alongside her seven friends.

The Compass

Arrhenia's seven allies would stay with her the rest of her life.

Douglas St. Faris, human Evocation Wizard. Immensely intelligent, a scholar of the structure of magic.

Lençóis Leveche, elezen Eldritch Knight Fighter. A lifelong sailor and occasional explorer.

Setareh Azarfar, fire-genasi-upon-elezen Light Domain Cleric. A woman who believed she was Azeyma’s mortal instrument.

Avani Shastri, earth-genasi-upon-human Circle of the Mountain Druid. Believed in the good that magic could do.

Chelolo Chelo, lalafell Way of Rhalgr Monk. “Cursed” with strength and weight out of proportion with her body.

Steel Raven, roegadyn Sultansworn Paladin. A mighty defender, yet not so strong as he was wise.

J’anelle Monhi, miqo’te College of Whispers (allegedly College of Lore) Bard. Charming and swift.

Point of the Compass

Their adventures together concluded with the slaying of a powerful undead mindflayer, Arrapago the Singular.

Arrapago plotted to attune himself to the Lifestream in such a way that, being dead, his presence would kill all illithid life -- but also kill all humanoid life, because he had been cenomorphed from a human, and most sapients in the world were of distant human descent. Arrhenia considered him to be the darkest possible expression of herself.

The final place of attunement was at the bottom of a small sea in the Cassiopeia region of Constell. The sea was surrounded by Davaniel, an empire diminished by divisions. The Compass marshalled the forces of Davaniel’s provinces when its leadership couldn’t, then thwarted Arrapago’s massive army of monsters, pursued him to the very place he needed, and destroyed him in an epic confrontation.

Wishing for Improvement

Arrhenia was disappointed with Proxima. Through her eyes, her world was one of brutish chaotic superstition where monsters like Arrapago could rise. With him gone, she recognized an opportunity to improve.

What the world knows is that, in recognition of her service to the realm, the shaken Davaniel elevated Arrhenia to the position of Empress at the age of thirty.

What the world doesn’t know is that she had used the spell Wish (for the first and last time): "All whom I serve shall recognize and respect my right to rule." She needed no stronger wish than that; she would see to the rest. The stage of history was hers. All she needed was an opening line.

The Declaration of Empire

Life is not created equal.

To surpass that fact, to overcome that fact, to destroy that fact, and to create a good life worth living, life created its greatest inventions. Civilization. Culture. Justice. Such forms of organization are constructs of the living. It is therefore the responsibility of the living to maintain them.

Through civilization and all other constructs of the living, we have made life’s greatest discoveries. Magic. Physics. Medicine. Wisely wielding such discoveries is, too, the responsibility of we who are alive.

But some lives do not want to maintain what we have made, or do not want to carefully control what we have discovered. Indeed, some lives do not want collective maintenance or careful control at all. Such lives look at the state of nature, an apathetic void spanning all of creation, and they think: “What a wonderful place this is. There is nothing to stop me from exerting my will over other people, so that is what I will do – for surely I, who recognized that I could attain power, deserve it.”

Such thoughts are the enemy of life. Such lives who hold them are, at best, recklessly selfish and helplessly deluded fools who deserve only the regulation of civilization and the pity of all. At worst, such lives are worthy of nothing but destruction.

It is the responsibility of the living to improve upon the state of nature, to eliminate the chaotic mundanity of the world, and to thereby build an existence beyond mere existence: a life of security and fulfillment, a happy life of high quality safe from the hazards of nature and sapience alike, for all lives to equally enjoy.

No government, army, or other collective of sapient lives has yet fulfilled this responsibility.

Upon this fact do I, Arrhenia Citrinitas, declare the right of my empire to rule as far as it may reach, for as long as life may exist. Through the works of empire, I shall improve this world, maintain this world, and share it with all life equally.

Signed this First Day of the First Month of the 1,973rd Year of the Common Calendar, by:

She Who Is Empress of the Arrheniad Empire,

Arrhenia Citrinitas

The Convocation of the Future

Having defeated Arrapago the Singular, having become Empress, and having made her declaration, Arrhenia elevated her former adventuring party into her Seven Stars, each the head of a government department.

With her team established, Arrhenia called upon the strongest and cleverest allies she had met in their travels. At the Convocation of the Future, a meeting which became somewhat legendary, the eight members of the Compass and their associates tackled the problems of rebuilding Davaniel and developing the means of Arrhenia's impending conquests.

The Convocation ended with eight goals for the Empire to accomplish:

  • The creation of new schools of magic, based on personal studies by Arrhenia herself, several of the Compass, and several allies.
  • The creation of new martial schools, based on personal studies by several of the Compass and several allies.
  • The creation of new magical items, based on personal studies by Arrhenia herself, several of the Compass, and several allies.
  • The development of electricity, an energy source discovered by the goblin Squeakchox Mathmarks based on experiments with ceruleum, a flammable toxic substance occasionally found at leylines.
  • The standardization and mass production of mammets, based on designs by the Al-Bhed mathematician Aphmau uv-Jang and the mammet Mnejing.
  • The coordination and application of new and existing technologies toward civic infrastructure to the exact same extent as military might. (These technologies included production of steel by ceruleum fuel and the previously goblin-exclusive method of puddling, rather than the dwarven crucible method or the much more common finery forge.)
  • The adherence to the principle of diversity -- that no one would be turned away from service to the Empire on account of race, gender, sex, class, religion, or handicap.
  • The maintenance and territorial expansion of the Empire through the previous seven goals.

By the end of the first week after the Convocation, the first roads and bridges were already erected, proving that the Arrheniad Empire cared more for its people than Davaniel. Electric lights strung the capitol -- Amaurot -- within the first six months. By the end of the first year, the restructured army enjoyed substantial support from integrated spellcasters.


The Highway March

One year after Arrhenia’s declaration, Arrhenia herself led a procession southward to the peninsular subcontinent of Ophiyu, the land around which the Pulmonary Sea curved. She was met by a predominantly elezen population which offered little resistance, as she led with diplomacy organized by Azarfar. One of the more impressive signs of her power was having a team of druids led by Shastri literally pave her way, conjuring a straight stone road of massive proportion, Highway One.

The Highway led to the first stop, a tract of foothill wilderness claimed by an elezen kingdom too weak to say no to her. There she established the town of Crossing and welcomed the kingdom as the first province. Additional highways spread from there, straight to existing capitals. Arrhenia again led with diplomacy, and most of her stated destinations had the wisdom to join for the advantages.

In each conquered city, she installed a Lamp -- a chief representative of one of the Seven Stars, there to ensure the responsibilities of the Department were met -- and a Lens, who coordinated the Lamps with the existing government of the city. In towns, local government had a similar setup of Candles -- regional officers of the nearest Lamp -- and Keepers to ensure local government compliance. Otherwise, populations were allowed to keep their local leadership.

The proud mountain kingdom of Everhold, however, resisted her offers to comply.

Arrhenia ignored Everhold's defiance until her highways reached the effective range of the kingdom’s army. Just as the battle seemed to be inevitable, she gave a show of force. The Color Guard, a unit of her most elite spellcasters -- new White Mages and Black Mages -- leveled Everhold's castle, flattening the entire keep and baileys into a perfect circular surface as though nothing had ever stood there. The remaining princess (teleported out of the castle before its destruction, along with many royal treasures) surrendered unconditionally. Arrhenia didn’t lose a single soldier.

The March continued unabated, slowly but surely, expanding and deepening Arrhenia’s power. Her forces were undefeated in battle, and she participated more often than not. In single combat she was untouchable, though she greatly preferred a less-violent approach. When diplomacy failed, she relied on spies; when spies failed, she relied on her Color Guard for targeted projections of force; and when even those failed, she led with unrelenting magic and the wonders of engineering to put as few lives at risk as possible.

In her wake, she left civic infrastructure as fine as any in recorded history. The architectural style was geometrically exact and ostentatiously artificial, utilizing graceful combinations of basic shapes (which were, conveniently, easy for conjuration to render) to make the visual statement of improving and setting apart from nature. It was unquestionably more stunning and beautiful than existing attempted grandeur in castles and cities alike. To townsfolk and villagers for whom the most splendored local building was the church or temple, it was a revelation of the glories and powers of empire.

(The style came to be known as Art Deco.)

Breath of Economy

In the seventh year of the Highway March, Arrheniad engineers successfully completed the first production-model magitek engine, an electrical motor fueled by ceruleum. Transport had been immensely improved by the highway system, but magitek-powered vehicles allowed for a level of interconnectivity impossible before. Anyone could pilot an untiring vehicle anywhere at any time. Arrhenia's forces were also aided by another new discovery: linkshells, magical items capable of communication by multiple users across any distance.

With the power of miraculous long-distance commun-ication, automated vehicles, and peerless transportation infrastructure, Arrhenia turned toward closing her grip on the Pulmonary Sea. Her mechanized infantry was small yet unanswerable. Augmented by the new Red Mages and Blue Mages of the Color Guard, she claimed more territory in one year than in the previous seven combined. People and resources flowed freely to cities new and old with an alacrity that astonished all who beheld it.

Arrhenia's reach easily encompassed the tip of the Pulmonary Sea, and all observers expected the region of Amrita would be next, but to great surprise Arrhenia declared peace with the cities and kingdoms of the coast. In exchange for recognition of the Empire’s right to rule the other lands touching the Sea, ships with a port of call on Amrita’s northern coast would be exempt from docking fees throughout the Sea. Duties on goods would still apply, but simple travel would be unrestricted.

Ten years after the founding of the Empire, Arrhenia ruled an economic powerhouse the likes of which had not been seen on Constell in a thousand years.

And there was still more work to do.

Waiting to Exhale

Careful not to reach beyond her grasp, Arrhenia declared the "Inward Breath," a five-year period of consolidation and infrastructure growth. With all the powers at her disposal, she built and governed and built some more. This period was characterized by widespread peace and prosperity as marginalized peoples took part in the most officially equitable society in known history.

Diplomatically, she cultivated friendships with Amrita to the south and the rest of Cassiopeia to the north. While Amrita was amenable, the neighboring nations of Cassiopeia who had long suffered under Davaniel’s predations were much more reticent, and continuously watched Arrhenia’s mountainous northern border.

Her intelligence apparatus was the most sophisticated ever assembled. Every single investigator, recon officer, and spy, collectively called the Shadowless, employed a suite of magic for clandestine work.

Technologically, she refined magitek and electrical engineering while training more and more mages. This of course greatly troubled the Cassiopeians, but diplomacy, surveillance, and regular patrols kept combat limited.

Territorially, she sent expeditionary forces into inland Constell to scout the little-mapped Ouranou region. Among them was the aging moogle Stiltzkin, who was already famous for his journeys. The Stiltzkin Cartography Union he founded enjoyed immense support from the Empire.

Socially, however, was where she cemented her legendary status among the people. She regulated commerce, mass-produced medicines, experimented with more bountiful crops and agriculture methods, and established great centers of learning, all while guaranteeing civil rights and supporting public works projects. Justice was fair and swift. Growth was for the many, not the few. Truly, her empire was the envy of the world.

While all this went on, Arrhenia still planned for the future.

Among the developments made in secret was the standardization of mammet construction, which took place largely in a corner of the Empire close to the Breathing Gap. Many tens of thousands of mammets were constructed for future plans.

The Catalytic Conversion

On the fourteenth anniversary of her ascension, as part of the Inward Breath, Arrhenia announced a reorganization of her military and government. She called this the Catalytic Conversion.

First, the military had been two parts: Army and Navy with Color Guard special forces in each. With the Conversion, however, the Color Guard became a co-equal branch of truly elite mages, while casters of less-than-best skill would be thoroughly integrated into the forces of land and sea.

Second, four of the Seven Stars -- St. Faris, Leveche, Azarfar, and Shastri -- left their positions to form a unit called the Four Points at the head of the restructured Color Guard. The Guard's White Mages would follow Shastri; the Black, Azarfar; the Red, Leveche; and the Blue, St. Faris.

Third, the Departments of Science and Construction shifted some of their respective duties into a new Department of Life, responsible for public health and education. By this move the Empire would ensure the prosperity of future generations.

Fourth, Arrhenia decreed that all across the Empire, all citizens of adult age could vote for their local Lens, the official who coordinated between local government and imperial Department representative. By this method she announced that the "agency of the people" would begin to have a greater weight in Imperial affairs.

The military was readied, the bureaucracy was shuffled, and the votes were cast. The next phase began.

The Cassiopeia War

On the fifteenth anniversary of the Empire’s founding, Arrhenia announced the resumption of territorial expansion. Her army marched, sailed, and drove north to the Cassiopeia subcontinent, which had long known about the inevitable hunger of empires.

"We will admit all of Cassiopeia into the Empire," Arrhenia decreed to the north. "Please, for the efficiency of your lives, accept this without violence. Resistance to our march will be met with crushing force, and time spent rebuilding you will be time not spent enriching you with the bounties of the rest of the Empire. There is nothing to be gained by denying the future."

The nations and city-states in her path formed the Cassiopeian Alliance to repel Arrhenia's march. Bevelle provided financial and propaganda support to its Cosmic-aligned allies, but the true hub of the alliance was the mountainous kingdom of Narshe.

Narshe, former colonial power and inventor of firearms, had rapidly reverse-engineered magitek technologies, developed new weapons of its own, and distributed them to its allies. With few roads available to them, the mechanisms of Narshe machinists had not wheels but limbs. Mobile-artillery Magitek Reapers were thus in place, ready to intercept Arrhenian forces when the war began.

And then the mammets advanced.

The artificial humanoids equaled Cassiopeian defenses. Little could withstand a Reaper barrage, but mammets could easily outmaneuver the cumbersome mortar-spewing walkers. Furthermore, guns were less effective against crystal-powered bodies of stone and wood.

The campaign went more slowly than in Ophiyu, and incurred more losses, but the march was inexorable, and the terms of surrender with each fallen city were identical. Narshe captured many mammets (living or dead) and wrested out their secrets, but their reverse-engineering efforts were too little, too late.

In the end, after five years of the greatest difficulties the Empire had yet faced, only Narshe continued to resist. It hid up its mountain, confident that its army of Magitek Reapers and new Iron Giants could best Arrhenia.

They were defenseless against the volcano that consumed them.

"History has no need of those who stand athwart it," Arrhenia famously declared. "Would that the leaders of Narshe had listened to wise counsel, accepted the future, and lived as happily as any city of my Empire! Alas, they did not, and now they are dead. My Four Points and I, we five ourselves, struck through the underdark of Narshe to the very cauldron of its power. Through spells of my own casting I turned the mountain of Narshe's strength against it, and in so doing I have utterly destroyed its capacity to make war. Let enemies of the future educate themselves by contemplating that which I have done.

"The war for dominion of Cassiopeia is over. The Narshe we shall rebuild will reflect what they could have been, and what any city of the Empire can be."


Bureaucracy of the Empire

The heads of Arrhenia's cabinet departments were called Stars. The Catalytic Conversion added a new department and shuffled some Stars.

Star of Sciences: Squeakchox Mathmarks, Nomadic Goblin Machinist. Office previously held by Douglas St. Faris.

Star of Military: Raubahn Aldynn, Highlander Hyur Fighter. Office previously held by Lençóis Leveche.

Star of Diplomacy: Kanae Senna, tiefling Elementalist White Mage. Office previously held by Setareh Azarfar.

Star of Construction: Macaron del Monte, Goug Moogle College of Lore Bard. Office previously held by Avani Shastri.

Star of Justice: Chelolo Chelo, member of the Compass.

Star of Treasury: Steel Raven, member of the Compass.

Star of Intelligence: J'anelle Monhi, member of the Compass.

Star of Life: Tesleen Hannah, aasimar Tactician Arcanist.

Holy Hatred

On the twentieth anniversary of her ascension, Arrhenia declared the Second Inward Breath, another period of consolidation and expeditions eastward into Ouranou.

Stiltzkin continued his epic journeys as occupying forces swept down paths he had already trod. One day, Stiltzkin, who was by then very old for a moogle, disappeared into unmapped territory and was never seen again.

In existing cities, elections and public works continued. True to the Empress's word, Narshe was methodically rebuilt to Arrhenian standards. As young people came of age having known nothing of a time pre-Empire, and as by all accounts the childless Empress was in exceptional health, it seemed that the growth of prosperity would carry on forever.

It was during this time that Bevelle, which had been content with funding Cosmic, pro-Narshe proxies to harass Ahhrenia, began worrying for itself. The Cosmic hegemony was, for the first time, seeing a legitimate rival. The Church had long enriched itself by the religiously-allied trading cities in northern Cassiopeia. Without satellites, Bevelle faced a budget crunch. The Church demanded reparations.

"These cities may be under your faith," replied Empress Arrhenia, "but they are not under your dominion."

In response, Bevelle redoubled its vicious propaganda campaign against Arrhenia and all that the Empire stood for. The Church already held an anti-magitek, anti-mammet, magic-for-elites-only position, to say nothing of institutional racism towards espers such as Arrhenia herself. The equity and modernization of the Empire was anathema to them. Now, with their economic supremacy threatened, anti-Arrhenian sentiment became holy.

The Church had begun its opinion of the Empire with apathy, then moved to influence, then mocked with racist disdain when Arrhenia proved incorruptible. It had moved on to antagonism in the Cassiopeia War, spinning tales of demonic creatures made of iron and crystal in foreign lands, but after the War it became a crusade of words.

The Empire ignored them, to its peril. The armies of the faithful began to swell.

Falling Stars

On the twenty-fifth anniversary of her ascension, Arrhenia re-affirmed the Empire’s commitment to religious and social liberty and announced her plans for the future.

First: her territorial ambitions would be complete with the "total dominion of the mainland of Constell." Second: the Empire would endeavor to join lands outside the Empire into a union of mutual prosperity called the Constellation. Third: she personally would endeavor to bring magitek to the world, "to civilize those even outside of the Empire," through the use of a new invention called the airship.

Amrita was the very first land to join the Constellation. It had a substantial Cosmic population, so Bevelle immediately spun it as a conquest, and stoked fears far and wide of Arrhenian flying machines. For the first time since the schism that had spawned Harmonism, the Holy See declared a Cosmic Precession.

The full might of the Church struck both northern Cassiopeia and northern Amrita, with the goal of driving out the Empire from "historically Cosmic lands." The attack was a remarkable coup for Bevelle; the Empire believed they would come only through Amrita. Instead, the Church pulled the entirety of its forces from Rhazowa, essentially ceding territory to hobgoblins and orcs in exchange for smashing open a second simultaneous front.

The Empire scrambled to respond to the shocking assault, pulling its own overextended forces back from the frontier, abandoning several in-progress projects to defend against the assault of all Cosmicdom.

The withdrawal was precisely what Bevelle had hoped for.

The Kingsglaive

Long before the war had begun, a found-family team of righteous adventurers had traveled the lands of Proxima in the name of the Cosmic Church. Their skills were honed against fiends and villains all across the world until they had grown in power equal to what the Compass had been when they had vanquished Arrapago, and even what the Knights of the Round had been when they slew Fafnir.

Twelve they were, but as a unit they were one: the Kingsglaive.

With the frontier forces on the withdrawal, half the Knights attacked the city of Wardengrace, capital of the province of Azar, center of power of the Black Mages under Azarfar. There they slew Black Waltz #1, one of Azarfar's three best Black Mages. Azarfar herself doubled back with Black Waltz #3, but her airship was shot down in the wilds by the other half of the Kingsglaive. She and #3 met them in combat, but wounded as she was, and far from her seat of power, she was slain.

Outraged, Arrhenia herself ordered Black Waltz #2 to halt the withdrawal and eliminate the Kingsglaive. They proved too resourceful, slippery, and powerful, however, and in a pitched battle in the Breathing Gap, the Kingsglaive overcame him.

With the best of the Black Mages routed, the Kingsglaive advanced on and destroyed the mammet production facility that was under the purview of Shastri and the White Mages. They did so to draw out Shastri, but having done so, they found themselves in a corner.

She was not coming, opting instead to keep herself and her White Mages in Amrita to hold the front. The mammets themselves were displeased, and many were given leave to pursue the Kingsglaive.

The Empire's forces defended three fronts. St. Faris and the Blue Mages defended the Strait of Arrhenia (the route to the Sea of Arrhenia and thus to Amaurot), Leveche and the Red Mages defended Cassiopeia from the stronghold of Narshe, and Shastri and the White Mages defended Amrita up and down the coast.

Through trial and tribulation, the Kingsglaive sought Shastri in Amrita, but she was well-defended. They linked up with the Amritan warfront and, through valiance and strategy, cut a path to Shastri and slew her. The front moved back to the shore of the Pulmonary Sea, and they made their escape.

They split in two once more, half aiding the Cassiopeian front and half planning the assassination of Leveche, leader of the Red Mages. The Kingsglaive discovered that he had holed up in Narshe, so they took Arrhenia’s own strategy and followed the Underdark to his doorstep. After many a trial, the Kingsglaive arrived, cut three paths to the center of the city, and slew the third of the Four Points of the Color Guard.

Arrhenia Strikes Back

As Bevelle pushed ever onward, Arrhenia herself took to the field as bait and spearpoint. With the remnants of the Red Mages she personally led an assault to take back Narshe, drawing the Kingsglaive back into conflict -- but on her terms. She and her entourage slew three of them before they managed to pull away.

Dismayed and saddened, the Kingsglaive left the northern front to struggle as they hid in the mountains near Davaniel. There they learned more of the people of the Empire. More than they had ever known. Their faith wavered, but then St. Faris and the Blue Mages struck, destroying an entire town to get to them. Their kindest member, who had most believed that the Empire could be reformed, was slain.

The Kingsglaive, now numbering eight, struck south to Amaurot with a daring plan: to tap into the Lifestream node once used by Arrapago as a weapon. They would not attune to but rather erupt the leyline in a massive destructive spell called Cleansing to destroy the heart of the Empire.

With great zealotry renewed by the loss of their kindest, the diminished Kingsglaive carried out guerilla assaults on the rim of the Sea of Arrhenia as they made their way to the center. At one site, St. Faris slew another of them and was slain in turn. Arrhenia learned from him what their plan was, and rushed back to defend her empire. There at the same place where she had slain Arrapago, the seven remaining Kingsglaive members engaged her alone. In an epic battle, she fell.

Arrhenia's last act was to speak over her most secure linkshell to her surviving generals:

"Your Empress speaks her final words. Bevelle has won. The Empire is headless. Shatter the body. Preserve civilization. Endure the unendurable... and know that I am proud of you. Farewell."

The Kingsglaive were left with a choice of whether or not to trigger the Cleansing. They chose to defer.

"Holy Father," their leader Messaged the Grand-maester, "we have slain the Empress. We have in our power the means to kill all who live in Davaniel. What do we do?"

"Use that power," the Grandmaester replied immediately. "Eliminate the forces of Chaos. Make safe a world for all Cosmic souls. Take your place as saints of the Cosmic Church."

They did so.

The entire Davaniel region was nearly depopulated in a matter of minutes, reuniting the Kingsglaive in death. Amaurot, Archades, Vector, Zanarkand -- every great city was flooded by a Lifestream-powered tidal wave that expanded the Sea of Arrhenia's shores by many miles. The opening to the Strait of Arrhenia collapsed, turning the Sea into a lake.


Worst of all, the energies released from the Cleansing's point of origin became a portal to the Seventh Hell. Through it came a host of demons, up to and including the dark Primal, Sin. Their presence drove out all survivors of the flood.

Collapse

The Empire was beheaded.

Arrhenia's empire was a "top-down" organization built with haste over vast territory, utterly dependent on swiftness of travel and communication linking to Amaurot. Without its government, its power, or its infrastructure, the people of Arrhenia were thrown into chaos. Her generals did as ordered, breaking the Empire along provincial borders into smaller countries in order to preserve Imperial civilization. It was all they could do just to maintain order during the transition.

Bevelle did as it had always done and capitalized on the disaster. It conquered many parts of the former Empire, and as the holy forces advanced, they took particular care to wipe out as much knowledge of magitek engineering as they could. Magitek, mammets, and even electrical motors were declared "forbidden machina." Ceruleum pipelines and wells were mercilessly destroyed, denying the survivors a chance to rebuild to what had been. Highways were shattered, bridges blown up, planners and engineers captured and executed.

The Church did not destroy everything it touched, however. Certain sufficiently mundane advances such as medicines, indoor plumbing, toothbrushes, and architectural methods were kept, as well as the Empire’s vast advances in magical knowledge. All of it was hoarded for the power of the Church.

The Arrheniad Empire had lasted twenty-seven years. It would live on in the memories of those who had experienced the highest quality of life on Proxima.

Appendix D: Assorted Lore of Proxima

Racial Feats

Several racial feats have different requirements due to the makeup of playable races in this game.

  • Bountiful Luck: Learnable by lalafell.
  • Dragon Fear: Learnable by dragonborn, auri, and bangaa.
  • Dragon Hide: Learnable by dragonborn, auri, and bangaa.
  • Drow High Magic: Now called Esper Magic, it is learnable by tieflings, aasimar, and genasi.
  • Dwarven Fortitude: Now called Mighty Fortitude, it is learnable by dwarves and roegadyn.
  • Elven Accuracy: Now called Deft Accuracy, it is learnable by elezen and miqo’te.
  • Fade Away: Learnable by moogles.
  • Fey Teleportation: Learnable by moogles.
  • Orcish Fury: Learnable by orcs.
  • Prodigy: Learnable by humans, hyur, and elezen.
  • Second Chance: Learnable by lalafell.
  • Wood Elf Magic: Now called Forest Magic, it is learnable by burmeci, guado, and viera.

Angels and Devils: What's the Difference?

Celestials and fiends are different types of creature, created in alignment with good or evil, respectively. Their connection to their alignment is more intimate than that of any other creature.

All angels are celestials, but not all celestials are angels. Angels are always lawful good, and also always in the service of Cosmos. A celestial may serve evil, but that will not change its biological nature. Such creatures are called Fallen, and their appearances change to reflect their inner darkness (if still somewhat beautiful to look upon).

All devils are fiends, but not all fiends are devils. Devils are always lawful evil, and also always in the service of Chaos. A fiend may serve good, but that will not change its biological nature. Such creatures are called Forgiven, and their appearances change to reflect their inner light (if still somewhat horrid to look upon).

A demon by definition is a fiend that is not a devil. The distinction is lost on most people, however, particularly commoners. Colloquially, the word "demon" has come to mean all fiends, as well as many other monsters that are not in fact fiendish at all. Some celestials or fiends may not serve anyone. They simply live in accordance with their alignment.

Angel/devil equivalent servants of other gods are not necessarily celestial or fiendish. If they are, however, they are merely celestial or fiendish; the terms "angel" and "devil" mean specifically those under Cosmos and Chaos.

The Chromatic Hordes

The Five Hordes of Vengeance was the force that prosecuted the Dragontooth War against the elezen. Each Horde was led by an Ancient Chromatic Dragon of a particular color.

  • Fafnir: Red. Notorious for cruelly dragging on the conflict, always leaving survivors to suffer. Famously beseiged Ishgard for hundreds of years after the other Hordes went home, and was slain by the Knights of the Round.
  • Kusariqqu: Blue. Favored attacking walled cities and breaking landmarks, holy sites, and other structures. Went home after laying waste to Narshe.
  • Evrae: Green. Favored expanding general mayhem rather than a specific focus on colonial elezen. Famously edged into Cosmic territory and was slain in Cosmo Canyon between the Daguerreo and Sunleth regions.
  • Serpion: Black. Favored laying waste to land, poisoning rivers, and ruining or destroying food sources. Went home after blighting the colonies in southeast Proxima, notably poisoning the River Doma.
  • Vouivre: White. Favored conventionally killing as many people as possible. Briefly bedeviled Leveilleurian colonies before sacking Leveilleur and going home.

Cultural Architecture

Art Deco

A style notable for geometric balance and deliberate distinction from natural forms. The trademark style of the Arrheniad Empire, copied by those who remember it fondly.

Art Nouveau

A style of natural curves and floral-inspired repetition, invented by lalafell and favored by guado.

Baroque / Rococo

The native style of elezen, ostentatiously elaborate in ornamentation and filigree.

Brutalism

Sheer, stark, concrete geometry made (in)famous by hobgoblins.

Byzantine

Buildings featuring a central raised dome, popularized by Cornelian humans.

Gothic

Dramatic verticality of architecture invented by Ishgardian elezen but adopted widely by espers.

Neo-Draconian

The native style of dragonborn: combinations of bright colors and bold, decorative curves.

Steambolt

Dwarven architecture bears resemblance to heavy metal mining apparatus. Cylinders and spheres feature heavily, decorated by repetition of circles and dots to evoke the feel of bolts and rivets. Windows are round and reinforced.

Yaodong

Cave-like dwellings centered on a communal earthen pit, first developed by Dalese hyur.

Living Languages

Proxima has an enormity of languages to fill its many, many lands and fit its many, many peoples.

Here are the largest and most notable languages. Each one not only claims hundreds of thousands of native speakers or more, but is used frequently enough and far enough beyond its native home for any well-traveled individuals or good-quality academic institutions to merit studying.

Aerbic

Native to: Lindblum, Aerb region

The language named for the Aerbs Mountains has remained unchanged for hundreds of years, frozen in time by virtue of being the liturgical language of the Eastern Cosmic Readers. Lindblum's Regent Artania IX, who spoke Aerbic natively and studied it academically, beautifully translated the Unabridged Book of Lufaine into Aerbic by himself and spread it through the mountains and beyond.

It is identical to real-world Arabic.

Al-Bhed

Native to: Al-Bhed diaspora

Al-Bhed is as dispersed as Al-Bhed themselves, spoken natively in Al-Bhed communities and academically by linguistic scholars.

It is a cipher of the English alphabet using mostly-English and occasionally-French pronunciation for resulting words.

Aldouee

Native to: Sunleth region

A native language of Naquisi (which itself is an Aldouee word meaning "star"). It survived the Chaos and subsequent waves of conquest by Bevelle by having a well-studied written form.

It is identical to real-world Cherokee.

Amriti

Native to: Amrita region, Lamia diaspora

Amriti dominates Amritan business by virtue of its adoption by the major economic powers of Bhujerba and Sal Ghidos.

It is identical to real-world Hindi.

Auri

Native to: Azim Steppe, Au Ra diaspora

Despite the name, the Auri language is spoken natively primarily by Xaela, with only expatriate Raen speaking it. It does not include gender or numbered nouns or verbs, causing auri to sometimes mislabel things when speaking another language.

It is largely similar to real-world Mongolian.

Banese

Native to: Fallback, bangaa diaspora

A messy yet internally consistent pidgin of Draconic, Hobgoblic, Orcish, and surviving scraps of original Banese.


Burmecian

Native to: Burmecia, burmeci diaspora

Burmecian is as central to the identity of the burmeci people as storms, spears, and well-prepared organ meats. Burmeci are openly proud of their difficult spellings and melodic dialects, but never so proud that they do not also learn Common.

It is identical to real-world Scots Gaelic.

Cleyran

Native to: Cleyra, burmeci diaspora

Cleyran is the language of burmeci spiritualism, studied widely yet spoken natively only by Cleyran burmeci. Swarksch is a cousin in the same language family.

It is identical to real-world Danish.

Common

Native to: Modern World, Cosmic World

The most widespread language on Proxima, born of two parents: Lufin (dead language of Lufaine, absorbed and adopted for liturgical use by Bevelle), and Balfish (native Ivalish dialect of Balfonheim, already unusual by cross-pollination with Swarksch). Lufin grew contagious through Cosmicism but went truly virulent when it met Balfish and brewed itself in the crucible of Balfonheim. It even stole handfuls of Eleçais when the Dragontooth War drove many elezen into the Heart Ocean. Many places and peoples now speak Common as a first language, but many more speak it as a second.

Common is the most adaptable language in the world, which also makes it the largest and one of the most complex. Human writer Sir Terry Pratchett once remarked that "Common doesn't borrow from other languages. It follows other languages into dark alleys, knocks them down, and goes through their pockets for loose grammar."

Dalese

Native to: Dalu region

The native language of the Dalu region of southeastern Proxima. It is spoken in Eblan, Wutai, all points between, and many points outside. Native speakers are primarily hyur but also some humans and lupin. It has several dialects, some even mutually unintelligible, but all are unified by a pictogram-heavy written language. The most popular dialects are Eblarin and Wu.

It is identical to real-world Chinese.

Dragonspeak ("Draconic")

Native to: Afahdranlehs continent, First Brood World, dragonborn diaspora

Dragonspeak developed over tens of thousands of years among creatures that can live up to a thousand. A highly efficient, contextual language, it favors simplicity of diction and voiced inhaling/exhaling best rendered by dragon throats. Notably, its tenses make no distinction between past and present, only present and future.

Drasque

Native to: Dragonborn diaspora

Drasque is the echo of the language spoken by the tribe of humans who became the first dragonborn. Dragonborn the world over speak it as well as Draconic. It has no known linguistic relatives, making it unique.

It is identical to real-world Basque.

Dwarvish

Native to: Dwarven Hollows, dwarf diaspora

The back-throated Dwarvish language is the source of the extinct Lalafellin according to dwarves, and a uselessly difficult fossil language according to lalafell. Every dwarf in the world knows it as a core component of their cultural upbringing.

Eleçais

Native to: Ishgard, Leveilleur, Twelvist World, elezen diaspora

The native language of elezen spread to the rest of the world through two forces: Twelvism and colonialism. Though the followers of the gods whom St. Haurchefant revealed as the Twelve each had their own languages, Eleçais became a lingua elesa for the faith and remains so to this day. Former elezen colonies have a love/hate relationship with it, but they recognize its value. Common stole much from it when elezen refugees of the Dragontooth War flooded Balfonheim.

Eleçais has two major dialects: Ishgardian and Leveilleurian. Ishgardian is the dialect of St. Haurchefant and therefore the "proper" form, whereas Leveilleurian -- reflecting Leveilleur's preference for diplomacy -- is more adaptive, and is seen as both casual and slightly archaic.

In real-world terms, Ishgardian is Metropolitan (Parisian) French, while Leveilleurian is Quebecois.

Esperanto

Native to: Arrhenia, esper diaspora

A language based loosely on Common, manually designed for no other purpose but to promote cultural unity among espers where effectively none had existed before. Empress Arrhenia herself contributed to its structure, and made it one of the official languages of her empire.

It is Esperanto in its entirety.


Giant

Native to: Guadosalaam, guado diaspora

An ancient, ponderous language notable for having no tenses indicating time -- or even sequence. It is falling out of daily use even among the guado, the only civilized people who speak it.

Goblin

Native to: Goblin diaspora

Goblin is a simple tonal language written in Linear A script.

Hannish

Native to: Cornelia, Radz-at-Han, Omed region

The language of the oldest human city has many relatives, being part of the Amri-Lesalian language family. Their shared origin is so ancient that every cousin is mutually un-intelligible. Cornelia insists its native tongue is the most culturally sophisticated among them, while grudgingly admitting that Radz-at-Han introduced it to the wider world.

Radz-at-Han, the City of Alchemists, is responsible for the perception of Hannish as a major language of scientific academia. It is certainly the lingua elesa of the Irzu subcontinent both in and out of universities, such that foreingers mistakenly believe Hannish was named for the city and not the other way around.

It is identical to real-world Persian.

Hingese

Native to: Hingashi, Doma, Raen Au Ra

The complex syllabic language of Hingashi, borrowing heavily from Dalese. A dialect considered humorously folksy yet business-centered is spoken in Doma. Raen Au Ra natively speak a dialect so archaic as to be only barely intelligible, so most speak modern Hingese to outsiders.

It is identical to real-world Japanese.

Hobgoblic

Native to: Gatalaka region, Kannonad region, Mobliz region

Hobgoblic is identical to Sumerian, and is not permitted for slaves to learn. It is very strict, and admits no loanwords or foreign grammar.

Hongul

Native to: Hon region

The syllabic language of Yeonghon, spread through Midlander economic influence to the rest of the Hon region. Its written form was manually created rather than developed over centuries, so it is relatively easy to learn.

It is identical to real-world Korean.

Ivalish

Native to: Lesalia region

Ivalice, and Lesalia before it, developed its language alongside Cleyran and a crowd of Swarsch dialects. Its great legacy is its significant contribution to Common.

It is identical to Middle English.

Kausa

Native to: Karnak, Khumat region

The dark-skinned peoples of the lush Equatorial coast of Khumat and Cerobi formed this lingua elesa long before Balfonheim came along with Common. It remains more common than Common in the great city of Karnak.

It is identical to real-world Hausa.

Kazus

Native to: Uzintaw region

Kazus is spoken in the remote reaches of Uzintaw. Isolated by far more powerful cultures surrounding it, it is considered the dividing line between "major" and "minor" languages.

It is identical to real-world Kazakh.

Kellish

Native to: Crith region

The non-burmeci of Crith developed their language alongside Burmecian. Over time, it was pushed out of common use in eastern Crith by the spreading influence of Ivalish.

It is identical to Irish.

Mhigic

Native to: Ala Mhigo, Highlander diaspora

Mhigic fills the daily life of Ala Mhigo. It borrows heavily from Aerbic, but common ancestry with Hannish and Ivalish gives it a character all its own.

It is identical to real-world Turkish.

Moogle

Native to: Moogle diaspora

A language replete with tonal squeaking, unrelated to any other language in the world.

Orcish

Native to: The Orcfront, the Orcmarch

A simple and guttural syllabary, wherein each syllable is a consonant-vowel-consonant sandwich.


Ronskiy

Native to: Godswall region, ronso diaspora

The primary tongue of ronso is full of hard consonants yet a liquid cadence. It seldom uses the articles a, an, or the.

It is identical to real-world Russian.

Rozarriol

Native to: Rozarria, Harmonic World, Daguerreo region

The language of Rozarria carries a connotation of luxury, leisure, and lust for life. It was also the native tongue of the Cosmic schism-maker Cidolfus Orlandeau, as well as the prophet of Harmonism, Ascilia Lhamine.

It is a mesh of real-world Spanish and Italian.

Swarksch

Native to: S'warkii, Lesalia region, Zwischen region

S'warkii consolidated an enormity of alleged barbarian languages into one. The power of unity made its disparate parents adjust to reflect it in turn.

Swarksch is identical to real-world German.

Ulbuk

Native to: Sunleth region

The Ulbuka civilization lost much in the Chaos, but retained Ulbuk, just one of its languages. It evolved on its own over subsequent millennia, even as the Cosmic Church grew over Naquisi.

It is identical to real-world Navajo.

Undul

Native to: Undu region

Undul is spoken widely in northern Sen, yet borrows from Dalese the closer one comes from the border. Auri are believed to have originated in Undu because Auri has so many similarities to it. Its largest center of use is Fabul, which actually speaks an unusual dialect mixed with Mhigic.

It is identical to real-world Mongolian.

Viersku

Native to: Urkoma region, viera diaspora

The native language of viera bears some linguistic similarities with Cleyran, giving credence to the idea that burmeci were among the Many Mothers.

Viersku is identical to real-world Icelandic.

Whalaqee

Native to: Daguerreo region

The dominant native language of the Whalaqee people. Common and Rozarriol have progressively pushed it further and further out of popular usage, but it remains tenacious.

It is identical to real-world Dakota/Lakota.

Half-Bloods

When two people of different races love each other very much, a child can sometimes result. The child is a hybrid, often called a half-blood.

The mother determines the child's racial and subracial traits -- all except for the Ability Score Increase, which is determined by the father, and the Age and Size traits, which are combined between the parents' species' averages and divided by two. This holds true even if the mother or father themself is a hybrid.

Dragonborn, espers, and lamiae will only produce more full-blooded children of their race, but with certain small quirks of appearance and behavior based on their other parent, and a maximum height of the average of both parents.

Most hybrids are half-human. Some aren't. Humans, however, are the most compatible with the most races. As such, the chart below is framed to them.

Potential Pairings

Humans can cross with auri (ARA), burmeci (BUR), dragonborn (DBN), dwarves (DWF), elezen (ELZ), espers (ESP), guado (GDO), hyur (HYR), lalafell (LLF), lamiae (LAM), lupin (LUP), miqo'te (MQT), roegadyn (ROE), ronso (RSO), and viera (VRA).

Bangaa, orcs, and seeq can cross with each other, though this is very rare. Goblins and hobgoblins can cross with each other as well, though highly uncommon.

Regarding beast races, gigas and minotaurs can cross only with humans. Dragons can cross with anyone at all. Dragons' unions with dragonborn or humans produce dragonborn, while union with any other race produces dragon-blooded sorcerers.

Other races not mentioned here cannot cross with others.

Non-reproductive love, of course, can occur between any consenting adults of any sapient race.

Crossing Chart: Human Relations
Race ARA BUR DBN DWF ELZ ESP GDO HUM HYR LLF LAM LUP MQT ROE RSO VRA
ARA O O O
BUR O O O
DBN O O
DWF O O O O
ELZ O O O O O O O
ESP O O O O O O O O O
GDO O O
HUM O O O O O O O O O O O O O O O O
HYR O O O O O O O O O O O O
LLF O O O O O O
LAM O O O O
LUP O O O
MQT O O O O O
ROE O O O O O O
RSO O O O
VRA O O O O O O

World History Timelines

Most Consequential World Events

C.C. Event
1 The Chaos: Chaos and Cosmos are born, and calamity descends, taking all of civilization by complete surprise. Some gods provide direct aid. Other gods send champions or instruction. Many cultures are outright destroyed by the forces of Chaos, while many more are forever changed. The apocalypse lasts five full and terrible years.
2 Zurvan and His enforcer Geryon destroy the weakened hobgoblin pantheon and defend the race themselves.
6 Cid of Lufaine is spared from the gallows of Bevelle by the arrival of six angels proclaiming the defeat of Chaos. Survivors of "the Chaos" pick up the pieces. Most people have little understanding of what happened; it is left to prophets of the major gods to spread the news.
7 Dragonborn of Meracydia form noble houses from the champions of the First Brood. The city of Stoh Ong is founded.
8 In Giruvegan in Amrita, A-Towa-Cant, a survivor of fallen Amdapor, melds the news of Cosmos with Amdapori beliefs and founds Giruism, a form of Cosmos-adjacent polytheism unique to Amrita.
11 The Katzroy Dynasty comes to power over the throne of Karnak, making Khumat a Cosmic kingdom parallel to Bevelle.
13 The god Bhunivelze is slain by his own champion, Claire Farron. The humans freed from Bhunivelze's alleged care begin dismantling his divine city of Cocoon and establish Cornelia, a human-only city devoted to no gods.
16 The healer Ifalna, fetching water from the Cornelia River, receives an epiphany of the Lifestream. She soon begins to spread her pure godless faith of Lifestreamism.
26 The Bevellian Empire completes the Book of Lufaine and begins spreading Bevellian Orthodox Cosmicism.
49 Hordelord Doggvdegg, ruler of all remaining orckind, leads his people to the center of Rhazowa and establishes the city that will eventually become known as Million Rope.
101 The Cosmic Church sends missionaries outside of Naquisi to other Cosmic lands, though not without conflict.
209 A well-timed hurricane destroys Bevelle's sole attempt to invade Constell by force.
289 -303 The Khumati Civil War: Internal strife over Karnak's recent unsuccessful wars of expansion divides the Khumati Empire in two. Balfonheim is founded in the east.
322 The sage Minwu of Fabul, a student of Lifestreamism, forms the philosophy of Crystalism.
376 -399 The Mountain Wars: Lesalia attempts to reclaim Valendian land lost in the Chaos. Lesalia loses even more. Aided by the new technology of the linkpearl, Bevellian Orthodox Cosmicism spreads rapidly into the central Middle Reach.
504 -610 The Yensa Wars: a 106-year period of warfare between the Cosmic Church and hobgoblin armies, centered on Yensa vs. Sunleth though eventually involving the entire Cosmic World.
666 -677 The Devil War: The devil Palamecia corrupts Lesalia and spreads an army of demons in order to upset the balance between the Archangels and Archfiends. He fails, and is slain by a diverse team of Cosmic heroes. Ivalice is formed.
680 The Cosmic Peace: A full third of the world is unified in a pact of friendship, respect, and mutual non-aggression.
781 Empress Oerba Yun Fang, a former pirate, unifies the warring states of Dalu.
1198 The Cataclysm: The devil Scathach succeeds where Palamecia failed. Ivalice is destroyed. Its people suffer a dark age.
1212 Haurchefant Greystone of Ishgard receives the revelation of the Twelve.
1214 -1233 The World War. All powers of the Cosmic World are at war on one front or another. It ends with the Council of Bhujerba, wherein leaders of Cosmicism and Twelvism divide Proxima and agree to keep to their own sides.
1313 Ishgard, Narshe, and Leveilleur form the League of Three, and initiate a period of colonialism.
1400 Five hordes of chromatic dragons and dragonborn begin the Dragontooth War against elezen colonial powers.
1450 The Treaty of Sharlayan is signed, granting independence for all the League of Three's colonies in exchange for cessation of hostilities from four of the five Hordes.
1600 Cidolfus Orlandeau leads a schism in the Cosmic Church, forming the Cosmic Readers. Additional sects follow him.
1700 Ishgard's Knights of the Round slay Fafnir and then Archbishop Thordan. Ishgard forms a representative government.
1721 Ascilia Lhamine, a Cosmic Reader, receives at the age of 14 a holy revelation that leads her to found Harmonism.
1740 With the assistance of hobgoblins, the Cosmic Church captures Ascilia Lhamine. With the assistance of loyalists in Constell, they burn her at the stake in Davaniel.
1973 The Arrheniad Empire is founded.
2000 The Kingsglaive of Yevon ends the Arrheniad Empire and hundreds of thousands of lives in a cataclysmic blow.

Early Growth of the Cosmic Church

C.C. Event
1 While Cosmos holds Chaos Himself in check, She dispatches six angels to Proxima. Agnès, Genitana, and Umbra guide as many people as they can. Iroha, Pryna, Selh'teus do battle with as many of Chaos's forces as they can.
2 Bevelle, small yet tenacious, begins absorbing its demon-ravaged neighbors on the Yevon Peninsula in the name of mutual defense. The angel Selh’teus aids the ronso holy warrior Kelk in banishing Hashmal, corrupted chief god of the ronso.
3 The great demon Beelzebub ravages the Valendian province of Kilita. Iroha and Umbra save the burmeci people from extinction.
4 Bevelle spills into the weakened nation of Lufenia.
6 66 days after the new year (later reckoned as Workday of Uneilen), Cid of Lufaine is spared from the gallows of Bevelle by the arrival of six angels proclaiming the defeat of Chaos. He spends the rest of his life writing and healing and officiating marriages, leaving management of Yevon to Bevelle while accidentally helping it spread its soft power.
25 Cid dies of cancer at the age of 52. Cancer is taken very seriously by Cosmics thereafter. Auron of Sulyya is born to parents whom Cid himself had healed.
26 The Book of Lufaine is compiled by Mika, Emperor of Bevelle, and forms the cornerstone of the new Cosmic Church, the official state religion. Bevelle pushes out of Yevon and almost overnight doubles its size, claiming the lands between the Vallis and Sulyya Rivers.
57 Maester Auron leads an army of the faithful to claim the lands between the Sulyya and the eastern coast of Naquisi.
63 Auron claims the Atsilvsgi River for Bevelle, and declares it the empire’s northernmost border. He advocates that Bevelle should limit its dominion and let other, independent nations form "the Cosmic World," but is rebuffed by Grandmaester Mika.
66 Mika dies and is sainted. Grandmaester Kinoc maintains the expansionist imperial policy.
77 Auron reaches the Lachenta River. The city of Rozarria is founded at its mouth. On his 52nd birthday, Auron retires to build and govern Rozarria.
84 Kinoc dies, having conquered much to the west of the Vallis and established new trade along southern Naquisi. In his final days he changes the rules of sanctification to allow sainthood not merely for those who performed miracles but who "greatly advanced the holdings of the Church." The new Grandmaester Zaon bows to pressure and makes Kinoc a saint, but then changes the rules again to make sainthood much harder.
90 Auron dies at age 65. The angel Iroha appears at his funeral, praising him as a warrior without peer specifically because he fought to preserve what he had fought to claim. Zaon famously declares to her that he shall make Auron a saint then and there, but Iroha admonishes him to preserve the rules he fought to make.
100 Grandmaester Zaon follows his own rules, waiting ten years after the two Miracles of Auron (Iroha's appearance and Iroha’s admonishment) to make Auron a saint. The fourth, fifth, and six months of the Cosmic Calendar are renamed from Bevelle, Lufaine, and Yevon to Cid, Mika, and Auron.
101 "The Mission of Zaon" is launched, sending missionaries of Cosmicism wherever they can reach, especially where the armies of Bevelle cannot. They learn much about their post-Chaos neighbors, and academics enjoys a resurgence (though with a significant bias in favor of Naquisi in all things).
147 The Mission is declared over, having opened economic and religious ties with the Amritan States, the Khumati Empire, the Kingdom of Burmecia, and much closer to home, the Yaschas Confederacy.
209 Bevelle attempts to convert the people of Ophiyu in Constell by force. An unexpectedly well-timed hurricane destroys the Bevellian fleet.
272 The Valley Wars begin. The Khumati Empire attempts to conquer Burmecia for more land.
281 The Valley Wars end. Burmecia prevails. Bevelle mediates their treaty. Khumat moves on to invade Amrita to the east.
289 The Khumati Civil War: Khumati forces are defeated at Sal Ghidos. Eastern Khumat rebels against Karnak's belligerence.
303 The eastern Khumati Empire, the "Free Rivers," wins independence. City-states rule. Balfonheim is founded.
376 The Mountain Wars begin. Lesalia attempts to conquer Burmecia, but Burmecia repels their forces.
399 Bevelle defeats Lesalia. Aided by the new technology of the linkpearl, Bevellian Orthodox Cosmicism spreads rapidly into the central Middle Reach.
425 The War of the Spears: Burmecia defies demands that they, too, convert to Bevellian Orthodox.
431 Burmecia defeats Bevelle, securing their territory and their own brand of Cosmicism, Bur-Cosmi. Devout pacifists split from Burmecia and found the city of Cleyra at the sacred mountain Bur-Omisace. Orthodox Cosmicism keeps growing.
447 Rozarria negotiates the admission of Cosmic missionaries into its trading partners in northwestern Constell.
450 The newly-elected Grandmaester of Bevelle comes from Khumat instead of Yevon for the first time, reflecting a more international mode of thought among the increasingly rich and powerful Church.

Peak Growth of the Cosmic Church

C.C. Event
500 The First Cosmic Council: maesters from across the Cosmic World gather to take stock of what the Church has become and consolidate the faith as much as possible. In return for integrating the practices of different sects in specific matters of contemplation, Bevelle is recognized as the general authority over disagreements within the faith and the legitimate bearer of the words of Cid of Lufaine.
501 The start of the Yensa War. Hobgoblins of the Phon Hierarchy, having conquered the Phon Coast, sail into the Crescent Sea and subjugate the peaceable non-Cosmic peoples of Yensa.
504 The Yensa War: Having gathered sufficient intelligence, the hobgoblins attack the Yaschas Confederacy. The war will last for generations and eventually involve the entire Cosmic World.
610 The end of the Yensa War. Warlord Zikarkiaeren is slain by a diverse party of friends leading an army of Cosmic faithful, thus ending hobgoblin dominion over Yensa. Subjugated native peoples convert to Cosmicism.
612 The Yaschas Confederacy becomes the United States of Sunleth, a more perfect union sharing more power among themselves and the new states of Yensa.
615 The Cosmic Republic of Daguerreo forms, turning Rozarria's de-facto trade empire into a nation modeled on the USS.
620 The Amritan Union forms, closer in structure to the old Yaschas Confederacy than the USS or CRD.
666 The Devil War begins. The devil Palamecia makes his masterstroke centuries in the making. In a bid to force Absolute Virtue to attack Proxima and upset the balance of the Archangels and Archfiends, Palamecia corrupts Lesalia and spreads an empire of demons, aided by the Eidolons Mateus, Ultimecia, Cúchulainn, and Shemhazai. Cosmic forces are hampered by the natural death of the first linkshells and the targeted destruction of linkshell sources.
677 The Devil War ends. Heroes of the Cosmic World come together to defeat Palamecia before Absolute Virtue is forced to intervene. The ruined Lesalian Empire reforms into the Cosmic Empire of Ivalice. A full third of the world is unified in faith in Cosmos, and enjoys something close to a golden age, but all known sources of new linkshells are lost.
680 The Second Cosmic Council: The Bevellian Empire, USS, CRD, AU, and CEI, along with the Kingdom of Khumat, the Realm of Burmecia, and the Free Rivers come together to form the Cosmic Peace, a treaty of mutual non-aggression, economic cooperation, and religious unity.
703 The War of the Peninsula begins. The elezen Kingdom of Albrook, occupying the peninsula nearest to Naquisi, converts to Cosmicism and becomes a province of Daguerreo. For non-Cosmics, this effectively cuts all sea routes around Constell in two.
715 The War of the Peninsula: With Cosmic assistance (largely Rozarrian), Albrook conquers Gelmorra to expand their borders. Many Duskwight elezen flee to the nearest power, Narshe.
730 The War of the Peninsula ends. Narshe and Ishgard push Albrook back to Gelmorra. The Treaty of Gelmorra gives Gelmorra home rule as the province's border city, but the Aorta Strait is still under Cosmic control. Culturally disunified and too weak to challenge the Cosmic Church, the peoples of Constell simply cope.
777 The Lucky Year. The crucible forge is invented in Balfonheim, Ivalician miners discover a tremendous gold vein near sleepy Dalmasca, the dwindling Katzroy Dynasty celebrates the birth of triplets, the new Amritan colony of Lhusu in Ophiyu yields magical ores, Yensa wins a brief war with orcs, and colonial rebellions in Gelmorra and Davaniel fail.
800 Two of the Katzroy royal siblings marry into the nobility of Ivalice and Sal Ghidos, while the third weds the new Rozarrian Grandmaester's sister. The next century sees an increasingly broad web of arranged marriages tying the Cosmic World together.
909 Karnak is upended when a massive earthquake levels the city. The next legitimate successor is a noble from Previa, Kiros Seagill, head of the new Seagill Dynasty.
920 To avoid a civil war, the USS peacefully dissolves into the Sunleth Confederacy.
964 Daguerreo suffers a great plague. The Cosmic Republic crumbles into smaller nations.
1176 The Silver War begins. Expeditioners of the Ivalician frontier discover a massive lode of silver in the mountains of the Dalese frontier and begin mining. The Dalese Empire uses new gunpowder cannons and wins handily.
1177 The Silver War ends. Ivalician forces fight to a stalemate and relinquish claims to the lode, but they exchange knowledge of summoning magic for knowledge of cannonry.
1186 The First Ivalician Fusilier Brigade is formed. Bevelle disapproves of the easy democratization of lethal force.
1191 The last known linkshell dies. Long-distance communication so vital to the Cosmic World is carried out inefficiently via spells and messenger birds.
1198 The Cataclysm. The devil Scathach corrupts Maester Elidibus into summoning the weakened, bound form of Zodiark. Absolute Virtue arrives immediately and destroys Zodiark's form before it can act; the impact crater destroys the city of Lesalia. The lapse of attention allows Rubicante to arrive and burn out much more. Though Absolute Virtue triumphs, Ivalice falls in the mass destruction of their brief combat. Only the province of Dalmasca remains.
1199 Bevelle, rushing to judgement, blames Ivalician guns for bringing down divine wrath. The entire realm is left to fend for itself, and guns are declared "forbidden machina."

Diminishment of the Cosmic Church

C.C. Event
1200 The Third Cosmic Council. The Realm of Burmecia contradicts Bevelle's account, and, horrified at how easily Bevelle discarded Ivalice, secedes from the Cosmic World. The Cosmic World forbids the use of guns and begins colonialism of their neighbors in earnest. Survivors of Ivalician culture recede into barbarian kingdoms.
1201 -1212 Bhujerba absorbs Amritan Union members, state by state, forming the Amritan Empire. The Sunleth Confederacy splits into the Sunleth Alliance and the Yensan Empire. The Free Rivers city-states launch several small wars with each other and with the powerful, and Crystalist, Kingdom of Lindblum.
1213 The First Autumn War begins and ends. The Amritan Empire fights Ala Mhigo to a stalemate.
1214 The World War begins. An unlikely alliance of elezen, hyur, lalafell, miqo'te, and roegadyn, led by the Twelvist prophet Haurchefant Greystone, evict the powerful Cosmic Republic of Daguerreo from the island of Sharlayan. Twelvism and anti-colonialism begin to spread together, as does "adventuring," i.e. piracy.
1215 The World War: the Phon Hierarchy and the Orcmarch begin to battle the Yensan Empire on two fronts.
1216 The World War: Haurchefant marches on Gelmorra. Daguerreo loses control of Albrook. The Aorta Strait is open to non-Cosmics for the first time in over 500 years.
1217 The World War: Khumat opens hostilities with Burmecia.
1219 The World War: Haurchefant marches on. Bevelle loses control of Davaniel.
1222 The World War: Amrita loses control of Lhusu. Haurchefant continues with a much smaller retinue of disciples, seeding rebellions rather than staying to prosecute them as he works to spread his revelation.
1223 The World War: The Orcfront pushes Yensan forces to the Sandsea. Phon reaches the Crescent Sea once again.
1224 The World War: Lindblum, quite tired of the Free Rivers, marches on them and sacks city after city.
1226 The World War: The Second Autumn War: Haurchefant arrives in Ala Mhigo just in time to help it repel Amrita again.
1228 The World War: Halonic knight Ser Zephirin de Valhourdin, one of Haurchefant's disciples, kills Haurchefant in Tavnazia. Althyk and Menphina finish his work, revealing to all the peoples of the Twelve the essential truth of the Twelve. Bevelle convinces the hobgoblin hierarchies of Mobliz and Bancour to move on Phon and the Orcfront.
1230 The World War ends. The Treaty of Falgabard sees hobgoblin claims stop at northern and western Yensa. The Treaty of Lindblum maintains the border between Cosmic and Crystalist lands. The Treaty of Karnak reaffirms Burmecian independence. The Treaty of Rozarria relinquishes Albrook as an independent Cosmic/Twelvist elezen nation, giving all Gelmorran descendants the right of return and freeing the Aorta Strait to all travel.
1231 The Seagill Dynasty ends by assassination; Foris Zecht, "adventurer" of Balfonheim, begins the Zecht Dynasty. Various Cosmic colonies declare their independence, though not without conflict.
1233 The Council of Bhujerba: leaders of Cosmicism and Twelvism divide Proxima and agree to keep to their own sides.
1240 The new Grandmaester Lenna Tycoon shrinks Bevelle into a city-state and the former Empire into smaller nations to better focus the resources of the whole Church toward healing. Her sister, a former adventurer, turns Cosmic sea power toward re-establishing trade routes and ending mass piracy.
1331 Balfonheim forces its neighbors into the League of Free Rivers, an empire in all but name.
1441 Evrae's Wrath begins. The horde of the ancient green dragon Evrae splits off from the Dragontooth War to assail Daguerreo.
1444 Evrae's Wrath ends. Evrae is slain in Cosmo Canyon. The last of her Horde bedevils Daguerreo for some time.
1462 The Amritan Empire finally collapses from economic pressures sustained in and after the Dragontooth War. "The United Rivers of Balfonheim" picks up the slack and grows immensely wealthy.
1535 The Rozarrian Empire unifies the dragon-torn Daguerrean nations.
1600 The Fourth Cosmic Council: The socially fractured yet religiously linked Cosmic World debates the rediscovery of Cid of Lufaine's original Chapters of Love, the contents and location of which were revealed to Cidolfus Orlandeau of Rozarria by the angel Pryna. Orlandeau leads a schism about it, forming the Cosmic Readers.
1607 Bevelle flexes its religious capital, unifying Yensa, North Sunleth, South Sunleth, Yevon, Khumat, Balfonheim, and western Amrita into the Holy Cosmic Empire. Rather than open warfare, the HCE aims to shut Readers out of the Heart Ocean economy. Some stay; others make a pilgrimage deep into barbarian lands and settle.
1721 Ascilia Lhamine, a Cosmic Reader, receives at the age of 14 a holy revelation that leads her to found Harmonism.
1740 With the assistance of hobgoblins, Bevelle captures Ascilia. With the assistance of loyalists in Davaniel, they transport her thousands of miles and burn her at the stake.
1900 The Holy Cosmic Empire comes to a peaceful end as Grandmaester Larsa Solidor promotes the concept of clearly delineated "countries" with written constitutions. He then forms the first modern country, Yevon.
2000 The Kingsglaive of Yevon ends the Arrheniad Empire and hundreds of thousands of lives in a cataclysmic blow.

Major Events of Pre-Unification Twelvism

Years in the Twelve's Unity calendar can be recokoned by subtracting 1,212 from the Cosmic/Common Calendar year.

C.C. Event
1 Twelve entities from the Inner Planes look upon the Chaos destroying the world they favor and take pity. They each choose a people (or peoples) to help and walk among them, battling the minions of evil -- but particularly the Primals, released by the Archfiends and Chaos Himself.
2 Valigarmanda destroys Garlemald, and with it the Garlean Empire.
3 Anima destroys the civilization of Olzhirya, scattering the miqo'te. Meanwhile, Al-Bhed lose their land of Home to the ravages of Titan. Nophica Herself comes to offer the Al-Bhed help, but the great Vunabancuh (social leader, lit. "Foreperson") Rin uv-Home famously debates Her. He successfully argues that Nophica could serve them best by letting them work things out for themselves.
4 Rhalgr defeats Ravana with the "burning star" of his staff, directly above the site that will become Ala Mhigo.
5 Reisen civilization falls to Ifrit. Thaliak defeats him with Bismarck's help and Azeyma dispatches Amaterasu to aid survivors; Amaterasu and her "Auspices" soon become major figures of worship, second only to Thaliak and Azeyma. A similar situation unfolds in Dalu and Hon: as Garuda, Leviathan, and Valigarmanda wreak havoc, Oschon sends Hiryu, Thaliak sends Syldra, and Menphina sends Mist. The dragon-like Aeons gain their own worshippers there.
6 The Founding Year. As the Chaos ends, each of the Twelve delivers the news to Their own prophets. Many great cities are founded in response; Ala Mhigo, Ishgard, and Bloefhis are among them.
14 Miqo'te go their separate ways. Azeyma-worshippers eventually become Seekers of the Sun, while those favoring Menphina become Keepers of the Moon.
108 Former Garlean province Damcyan recovers completely and grows rich by controlling the Jegon River.
331 Belah'dia, long abandoned after being buried in sand by Typhon during the Chaos, is by chance rediscovered by humble merchant (later Saint) Tataru Taru. Nald'Thal comes to her in a dream and tells her, "Raise up this buried treasure and it shall be yours." The city is gradually excavated and re-inhabited. Tataru marries one of the engineers.
377 Tataru dies of old age, having long shunned any title higher than "Governor." Her fearsomely capable daughter declares herself Lalaru Ta Laru, first of the Ta dynasty.
444 The Earth Plague. Girtablulu escapes the Hell of Earth and blights Yanxia before Althyk strikes him back down and Nophica heals the land. Societies break down from sheer body counts as the plague of Girtablulu spreads.
467 Damcyan falls. Former neighbors and tributary powers carve it up and eventually fight among each other.
513 Merlwyb Bloefhiswyn of Bloefhis reaches the outermost extent of Figaro and declares it the edge of the world.
515 Merlwyb lands in Radz-at-Han, the first resident of Constell to open contact with the "Far South."
681 The War of the Sands. The forces of Mumuepo Mu Yayaepo depose the Ta dynasty and install the Mu dynasty.
686 Ul'dah and Sil'dih are founded, named after royal twins Ulala Mu Ula and Sisilori Mu Nanalori.
703 The War of the Peninsula begins. The elezen Kingdom of Albrook, occupying the peninsula nearest to Naquisi, converts to Cosmicism. Non-Cosmic merchants find their sea routes into and out of the Heart Ocean cut in two.
715 The War of the Peninsula: With Cosmic assistance (largely Rozarrian), Albrook conquers Gelmorra to expand their borders. Many Duskwight elezen flee to the nearest power, Narshe.
730 The War of the Peninsula ends. Narshe and Ishgard push Albrook back to Gelmorra. The Treaty of Gelmorra gives Gelmorra home rule as the province's border city, but the Aorta Strait is still under Cosmic control. Culturally disunified and too weak to challenge the Cosmic Church, the peoples of Constell simply cope.
752 Rozarria enters the Sea of Davaniel and sets up its own colonies, conquering the existing population.
775 The small nation of Lhusu in Ophiyu is conquered by Bhujerba.
777 Gelmorra and Davaniel begin anti-colonial rebellions. They both fail, dramatically, within months.
781 Empress Oerba Yun Fang, a former pirate, finally unifies the warring states of Dalu. Fang's wife Vanille establishes the priesthood of the "Holy Family": Great-Grandfather Althyk, Grandfather Thaliak, Grandmother Azeyma, and Mother Nophica. Fang famously takes Vanille's brother Hope as her consort to begin the Oerba dynasty.
800 -831 The War of the River Realms. The Cornelian Empire and Republic of Tenebrae, both predominantly human, fight hyur-majority Radz-at-Han for control of the rich port. Cornelia wins and moves on to war with Tenebrae. Hyur are persecuted at this time; many migrate into Thanalan, Hon, and Hingashi, taking their gods with them.
970 The Thorne dynasty, descended from Radz-at-Han refugees, comes to power over the throne of Belah'dia.
1009 -1018 The Ophiyu Uprising. Tavnazia fights for independence from Amrita, and unites with the neighboring province of Windurst. The alliance proves too weak, and the movement fails, but many heroes are made and remembered, and Amrita allows for personal worship of ethnic gods alongside civic Cosmic primacy in Ophiyu.
1176 -1177 The Silver War. Ivalice discovers and begins mining a massive silver lode in the Ivalician/Dalese frontier. Dalu wins handily, claiming the lode yet giving Ivalice the secrets of gunpowder in exchange for summoning arts.

Major Events of Post-Unification Twelvism

The year 1212 of the Cosmic/Common Calendar is Year 1 of Twelve's Unity.

C.C. Event
1212 Haurchefant Greystone of Ishgard receives the revelation of the Twelve.
1214 The Unification War begins. An unlikely alliance of elezen, hyur, lalafell, miqo'te, and roegadyn, led by the Twelvist prophet Haurchefant Greystone, evict the powerful Cosmic Republic of Daguerreo from the city of Leveilleur on the island of Sharlayan.
1216 Haurchefant marches on Gelmorra. Daguerreo loses control of Albrook. The Aorta Strait is open to non-Cosmics for the first time in over 500 years.
1219 Haurchefant's growing army forces Bevelle out of the kingdom of San d'Oria in Davaniel. Rebellions continue as Haurchefant's main force continues its campaign.
1222 Haurchefant's massive army, the March of the Twelve, liberates Lhusu after hard fighting and moral struggles. Haurchefant questions the righteousness of his path, and Halone famously replies, "Fewer spears strike truer." A much smaller retinue of 12 loyalists follows him, one for each of the Twelve.
1226 Haurchefant and company arrive in Ala Mhigo just in time to help it repel the Amritan Empire. Despairing at finding war wherever he travels, Haurchefant decides to turn back to Ishgard, but the disciple Lyse Hext decides to stay. As the party retraces its path, additional disciples decide to leave to continue the holy work.
1227 The Royal War begins. Belah'dia, Ul'dah, and Sil'dih, already shaken by a contested line of succession and arguments over primacy in the United Sultanates they form, fracture along religious lines.
1228 Haurchefant reaches Tavnazia and again grapples with indecision. Ser Zephirin de Valhourdin, the disciple from Ishgard, fearing diminishment of Halone if Twelvism keeps going, kills Haurchefant. Halone Herself strikes Zephirin down to the Hell of Ice. Althyk and Menphina finish Haurchefant's work, revealing to the five peoples the essential truth of the Twelve.
1229 The Royal War ends. Ramutoto Belah Horutoto, born of a Plainsfolk and Dunesfolk, comes to power over the United Sultanates and rules from Belah'dia.
1230 The Unification War ends. The Treaty of Rozarria relinquishes Albrook as an independent Cosmic/Twelvist elezen nation, giving all Gelmorran descendants the right of return and freeing the Aorta Strait to all travel. Various other treaties form an entire lifetime of peace between Twelvist powers in Constell.
1233 The Council of Bhujerba: leaders of Cosmicism and Twelvism divide Proxima and agree to keep to their own sides.
1234 -1255 The Dalese Civil War. Twelvist Emperor Godo bans Crystalism, Lifestreamism, and the cults of the Aeons and Auspices. Yeonghon and Doma deny the ban, Eblan holds to the Holy Family alone, and war fractures the Empire.
1256 -1311 The Summoning Wars. Summoning, which had come to Dalese attention in the Silver War and exploded in development through the Dalese Civil War, reaches its peak. The wars spread from Wutai to involve all of Southeast Proxima from Eblan and Fabul to Cornelia and Radz-at-Han. The period ends when its mastermind, Diabolos, is slain by a group of dear friends from affected nations. The period of social recovery is soon exploited by foreign powers.
1313 Ishgard, Narshe, and Leveilleur form the League of Three, and initiate a period of colonialism. Ishgard focuses on Figaro and Caldis, Narshe on the Far South, and Leveilleur on the Pulmonary Sea. Ishgard sends conquerors, Narshe sends businessmen, and Leveilleur sends diplomats.
1396 Ishgardian explorer and navigator Theomocent Corentiaux "discovers" Afahdranlehs on the west of Proxima, on orders from the Holy See to determine what truly lies to the far east of Figaro.
1399 Conquistador Archombadin de Dzemael destroys a temple to Tiamat, along with holy relics within. He is eaten.
1400 Five hordes of chromatic dragons and dragonborn begin the Dragontooth War against elezen colonial powers.
1450 The Treaty of Sharlayan is signed, granting independence for all the League of Three's colonies in exchange for cessation of hostilities from four of the five Hordes. Fafnir, not a party to the treaty, assails Ishgard for centuries.
1510 The United Sultanates bloodlessly dissolves into three independent nations.
1700 Ishgard's Knights of the Round slay Fafnir and then Archbishop Thordan. Ishgard forms a representative government.
1740 With the assistance of Cosmic loyalists, Ascillia Lhamine is transported to Davaniel and burned at the stake.
1776 The Empire of Davaniel becomes officially Harmonic.
1861 -1870 The Fruit Wars. Bloefhis, Aitarenhiria, and Stoh Ong vie for control of the rich equatorial region of Figaro and its trade routes to the Far South. In the end, Bloefhis allows the Far West into the economy of the East in exchange for equal access. Goods, people, and piracy go hand in hand across the Extrema.
1974 Empress Arrhenia begins taking over Constell.
1988 -1994 The Cassiopeia War. The Arrheniad Empire conquers the Cassiopeia region, up to and including Ishgard, until only the engineering city of Narshe remains to resist. Arrhenia herself destroys Narshe by triggering a volcanic eruption, and soon makes good on her pledge to rebuild it according to Imperial standards of living.
2000 The Kingsglaive of Yevon ends the Arrheniad Empire and hundreds of thousands of lives in a cataclysmic blow.

Major Events of the Western World

C.C. Event
1 The Chaos descends hardest and fastest on Rhazowa. Millions die. In Afahdranlehs, the First Brood rouse to the threat Chaos poses to their holdings, and bless many champions of their might to combat Chaotic forces.
2 Zurvan and His enforcer Geryon destroy the weakened hobgoblin pantheon and defend the race themselves.
3 Cardia falls. Aitarenhiria holds on by the efforts of the Champions of Hraesvelgr.
6 The Chaos ends. Zurvan extracts his payment by pronouncing His champions as the first Primarchs, divine exemplars and leaders of His new order for the species. They form numerous Hierarchies across Rhazowa.
7 Dragonborn of Meracydia form noble houses from the champions of the First Brood. Stoh Ong is founded.
10 Zurvankart is founded.
49 Hordelord Doggvdegg, ruler of all remaining orckind, leads his people to the center of Rhazowa and establishes the city that will eventually become known as Million Rope.
340 Si-Zag, the massive singular empire of hobgoblins, loses a major war with the metal-shunning orcs. Warlord Gadaluzi recognizes the inefficiency of singularity and breaks Si-Zag into sovereign regional Hierarchies.
501 The start of the Yensa War. Hobgoblins of the Phon Hierarchy, having conquered the Phon Coast, sail into the Crescent Sea and subjugate the peaceable non-Cosmic peoples of Yensa.
504 The Yensa War: Having gathered sufficient intelligence, the hobgoblins attack the Yaschas Confederacy. The war will last for generations and eventually involve the entire Cosmic World.
599 General Badurlugada sacks Rozarria.
605 Badurlugada's navy retreats from the Heart Ocean, pursued by Bhujerban fleets.
608 Badurlugada is slain in Aldouin, ending the hobgoblin naval threat to the Heart Ocean.
610 The end of the Yensa War. Warlord Zikarkiaeren is slain by a diverse party of friends leading an army of Cosmic faithful, thus ending hobgoblin dominion over Yensa. Subjugated native peoples convert to Cosmicism.
777 Yensa wins a brief war with marauding orcs banished from the Orcmarch.
1215 The World War: the Phon Hierarchy and the Orcmarch begin to battle the Yensan Empire on two fronts.
1223 The World War: The Orcfront pursues retreating Yensan forces into the Sandsea. Phon reaches the Crescent Sea.
1228 Bevelle convinces the hobgoblin hierarchies of Mobliz and Bancour to move on Phon and the Orcfront.
1230 The World War ends. The Treaty of Falgabard sees hobgoblin claims stop at northern and western Yensa.
1236 The Orcfront retreats until it can successfully hold a defensive line. The Orcmarch is reduced by half.
1396 Ishgardian explorer and navigator Theomocent Corentiaux "discovers" Afahdranlehs on the west of Proxima, on orders from the Holy See to determine what truly lies to the far east of Figaro.
1399 Conquistador Archombadin de Dzemael destroys a temple to Tiamat, along with holy relics within. He is eaten.
1400 Five hordes of chromatic dragons and dragonborn begin the Dragontooth War against elezen colonial powers.
1441 Evrae's Wrath begins. The horde of the ancient green dragon Evrae splits off from the Dragontooth War to assail Daguerreo.
1444 Evrae's Wrath ends. Evrae is slain in Cosmo Canyon. The last of her Horde bedevils Daguerreo for some time.
1450 The Treaty of Sharlayan is signed, granting independence for all the League of Three's colonies in exchange for cessation of hostilities from four of the five Hordes. Fafnir, not a party to the treaty, assails Ishgard for centuries.
1492 The Kannonad Hierarchy initiates an institutional policy of chattel slavery. The advantages this provides convinces its rivals Bancour and Gatalaka to expand slavery to a chattel system as well.
1607 -1620 The Reformation War. The charismatic Warlord Urudumiag of Gatalaka reforms slavery into a state-run labor enterprise heavily regulated against abuse. Flush with new labor, she launches a war against Mobliz, ultimately conquering Zurvankart and setting the new border at the Zurvan River. In time, all Hierarchies mimic her system.
1700 Ishgard's Knights of the Round slay Fafnir and then Archbishop Thordan.
1740 With the assistance of the Bancour Hierarchy, Bevelle captures Ascilia Lhamine.
1861 -1870 The Fruit Wars. Bloefhis, Aitarenhiria, and Stoh Ong vie for control of the rich equatorial region of Figaro and its trade routes to the Far South. In the end, Bloefhis allows the Far West into the economy of the East in exchange for equal access. Goods, people, and piracy go hand in hand across the Extrema.
1980 Zurvankart, exporter of nothing but piracy to non-hobgoblins, changes policy and opens to dragonborn traders.
1998 Bevelle pulls their forces from Yensa in order to add them to their war against the Arrheniad Empire. The Bancour Hierarchy marches across the Yensa Sandsea in full force.
2000 Falgabard, isolated, falls to the Bancour Hierarchy. Yensa comes back under hobgoblin control.

Fallen Civilizations

Between prehistory and the Chaos lie the bones of untold millions of people. Archaeology has uncovered many of their great works and greater cities, but who knows what else lies buried?

Lost in the Chaos

Aldiaine

Ancient elezen power of modern-day western Cassiopeia. Believed to be a kingdom of elezen, possibly the very first.

Al Zahbi

Multi-ethnic capitol of the empire once controlling Radz-at-Han. Crumbled and blasted by Chaotic forces and left to ruin.

Amdapor

Great mageocracy of Amrita. Seemed to be at war with Mhach when the Chaos interrupted them.

Cardia

The first dragonborn nation. Razed to the ground by demons.

Garlemald

Advanced magitek empire of cold Macalania. Its fall freed the Far South and ended magitek science for nearly 2,000 years.

Mhach

Great mageocracy of Amrita. Seemed to be at war with Amdapor when the Chaos interrupted them.

Norzelia

Meriphataud Mountains culture. Lindblum's direct precursor.

Old Belah'dia

Powerful desert kingdom of Thanalan. Buried by Typhon.

Olzhirya

Matriarchal miqo'te civilization of Ouranou. Seems to have been in decline, fractured into numerous tribes, before the Chaos destroyed their cities and scattered their people.

Osterra

Human civilization of the Nebra River and environs. Relics indicate it may have been home to viis, the ancestors of viera.

Reisen

Naval power comprising all of Hingashi. It seemed to be controlling its neighbors when the Chaos destroyed it.

Rhazowa

An advanced metalworking civilization shared by orcs and hobgoblins. Torn down by Chaotic forces with such intensity that it is believed Chaos saw it as His greatest threat.

Valendia

The shared precursor of Lesalian and Burmecian civilization, among others. Made sport of by multiple great devils.

Lost in Ancient Times

Allag

Mysterious civilization in Crith, built around Silvertear Lake. The crater-like shape of the northern part of the lake suggests a dramatic end by some sort of aerial impact.

Bran Bal

Synonymous with "ancient city." Its ruins are located deep in Thanalan, keeping its secrets utterly alone. Surviving tilework provides evidence of a cosmopolitan population, including mysterious humans with monkey-like tails.

Caedarva

Ruin in the Kiera Desert rife with snake imagery. Believed to be the former home of the sarrukh, ancestors of lamiae.

Figaro

Legendary lost civilization of engineers. Only a few stretches of fine steel tracks remain, too remote and difficult to loot.

Madain Sari

Ruined town, and sole remnant, of Mysidia. Located in the middle of Sunleth.

Nabaath Araeng

Ruins in Thanalan's southern Amh Highlands, notable for lacking any evidence of lalafell habitation.

Nym

Fey-friendly mageocracy of Eriadnea. Fell to a magical plague and lost in a massive flood. Believed to be where moogles first entered the world.

Passhow

Former domain of the quadav, ancestors of tortles, in inland Yensa. The oldest civilization conclusively proven.

Ronka

Urkoman/Zwischen ancestor of Osterra, advanced in magic and golemcraft. Most ruins hidden by deep woods and viera.

Tahrongi

Former domain of the yagudo, ancestors of kenku. The last remnant, Castle Oztroja in the Gatalaka Mountains, is an eroded ruin of lost concrete technology.

Regional Crop and Livestock Origins

Foods and clothes bind cultures as well as languages. With increasing reach and knowledge, a given region's cultural flavor is all but certain to incorporate or be informed by something from its neighbors or even foreign lands. Still, some products are best known in their lands of origin.

Find here a summary of crops and/or livestock listed by where they first arose and still grow to this day. If a region has few entries or is not listed, that only means that few food items (if any) of major modern significance are known to have originated there.

"Stock" is not merely domesticated animals but any creature kept or hunted for the valued material of their body.

Naquisi

Being the continent controlled entirely by the Cosmic Church, the native foods found here are indeliably linked with the religion and its holidays. Maté in particular is iconic in the Cosmic World, with Rozarrian wine a very close second.

The abundance of foods originating nowhere else lends credence to the Cosmic idea of Naquisi being blessed by Cosmos.

Region Native Crop / Stock
Daguerreo Cassava, grapes / Alpacas, bison
Sunleth Avocados, blackberries, blueberries, cacao, cranberries, chili peppers, cotton (short fiber), green beans, lupines, maize, pecans, potatoes, pumpkins, strawberries, sunflowers, sweet potatoes, tomatoes, vanilla / Glyptodonts, llamas, minks, turkeys
Yevon Palm nuts, quinoa, sunflowers, yerba-maté / Guinea pigs, jaguars, skunks

Constell

As Cosmicism all but fills Naquisi, Twelvism fills Constell, and so Constell's native foods carry a certain Twelvist connotation.

Region Native Crop / Stock
Aerslaent Cantaloupes, cashews
Cassiopeia Chestnuts, chives, furymint, gooseberries, robe lettuce, rye / Reindeer, sheep
Debaran Swamp rice, wheat (soft red winter) / Shoopuffs
Eriadnea Raspberries, wheat (hard red winter) / Deer
Legir Safflowers
Leiad Olives, rolanberries, sugarcane (red/yellow stems), sylphium / Malboros
Ophiyu Artichokes, barley
Orioneia Breadfruit, kiwis / Kiwis
Ouranou Gysahl greens / Chocobos
Vylbrand Hazelnuts

The Middle Reach

The enormity of Proxima's largest continent yields a stunning variety of foodstuffs. Many are found far outside their native homes.

Region Native Crop / Stock
Amrita Areca, cowpeas, chickpeas, ginger, lentils, mangoes, okra, pepper, sugarcane (green/black stems) / Cows, elephants
Cerobi Cerobi rice, sesame / Brontotherium, giant ground sloth, hippopotamus
Khumat Bambara beans, castor oil, coffee, cotton (long fiber), millet, peas, vetches / Camels, geese, rhinoceros
Aerb Garlic, mustard / Uintatherium, yaks
Caldis Anise, onions / Catoblepases
Figaro Figaro bananas
Horutoto Peanuts / Antelopes
Omed Alfalfa, cannabis, carrots, cherries, dates, figs, hemp, leeks, lettuce, oranges, pears, pistachios, plums, quinces, wheat (hard red spring) / Great buffaloes
Skyroof Dandelions / Goats
Thanalan Aloe, lemongrass, nopales / Aldgoats, cactuars
Dalu Apricots, buckwheat, cabbage, cucumbers, eggplants, peaches, soybeans, tea
Hingashi Hingashi rice, mikan
Hon Cinnamon, grapefruit, lemons, limes, persimmons, tangerines
Undu Almonds, pistachios, spinach, walnuts, wheat (durum) / Yaks
Uzintaw Poppies, saffron, taro
Crith Chicory, kidney beans, shea nuts, yams
Lesalia Apples, asparagus, blackcurrants, cranberries, linseed / Dogs, wolves
Urkoma Clover / Chickens
Zwischen Kola nuts, hops, oats, western cabbage

Afahdranlehs

Dragons and dragonborn have a powerful love of their native fruit, and jealously regulate its export to keep prices high.

Region Native Crop / Stock
Dravania Dinosaurs
Meracydia Coconuts, durians, mangosteens, nutmeg, watermelons / Great iguanas, megalanias
Renvulrana Bananas, melons, pineapples / Giant salamanders
Ruchavaran Adamantoises

Rhazowa

Orcs and hobgoblins all but own Rhazowa, and have made great use of its limited native crops and abundant native wildlife.

Region Native Crop / Stock
Bancour Horses, orc sheep
Gatalaka Macadamia nuts, papayas, plantains / Hellpigs
Kannonad Sorghum / Paraceratherium
Mobliz Sugar beets / Behemoths
Orcmarch Dhalmels, great toads, pigs
Phon Turnips / Bears, sea lions, woolly mammoths, woolly rhinos
Yensa Antlions, diremites, donkeys, grizzly bears, moose, salmon, sandworms

Calendars of Proxima - Detail

Religious Calendars

Cosmic Convergence

The solar Cosmic Convergence calendar is used throughout the Cosmic World. Each week in the month has a different suffix applied to the name of the month; for example, the third week of the first month is Aldentide. Days and hours begin at midnight, and the year begins after the month of Circle, which begins on midnight of the Winter Solstice.

The labor-themed days were named early in the Church's history to promote a consistent work ethic. Initially this was necessary to rebuild after the Chaos, but soon shaped the general attitude of the faithful.

Loveday is given over as the day of rest from labor. The devout use it to worship and give thanks to Cosmos. Cosmics are expected to work the rest of the month, or 25 days out of 30, but in less stringent cultures Guideday is often either another day off or treated as a half-day. A full day's work is considered to be eight total hours, or a third of the day, not counting the mid-day break of one to two hours.

Month Days
Alden 30
Unei 30
Minfilia 30
Cid 30
Mika 30
Auron 30
Agnès 30
Genitana 30
Iroha 30
Pryna 30
Selh'teus 30
Umbra 30
Circle 5 or 6
Weekday Name
1 Loveday
2 Guideday
3 Planday
4 Measureday
5 Strikeday
6 Countday
Calendar Week Name
1st -len
2nd -mos
3rd -tide
4th -sail
5th -way

Twelve's Unity

The Twelve's Unity calendar, like the Cosmic, is a solar year that starts its days at midnight, but it ends the year immediately after the Winter Solstice. The first six months are the "Astral Turn," while the second six are the "Umbral Turn." Each year is "guided" by one of the Twelve in an "Astral Cycle," then again in the same order in an "Umbral Cycle." Six Cycles equal an Arc, and two Arcs equal one Era. Eras, too, add up, and alternate Astral and Umbral. Six Eras make a Span, two Spans make an Age, six Ages make an Epoch, and two Epochs make an Eon.

Twelvist mystics claim that two Eons make a Precession. When a new one comes, the Month, Turn, Cycle, Arc, Era, Span, Age, Epoch, and Eon will all be Astral -- but immediately before, they will all be Umbral. What that implies depends on which mystic one asks.

Days of rest from labor vary widely, but are always based on the element of whichever of the Twelve guided someone's birthday. If a king or sultan was born under Althyk or Nophica, for instance, the rest day in the whole realm would be Earthday. Depending on local law and custom, a day of rest could be based on one's own birthday instead.

Apart from the two holidays commemorating Saint Haurchefant's birth and death, Twelvists have no other guaranteed days off, but the longest that any average person is reasonably expected to spend at their daily labor is six hours. This may or may not include a break period, depending on the culture.

Month Days
1st Astral 30
1st Umbral 30
2nd Astral 30
2nd Umbral 30
3rd Astral 30
3rd Umbral 30
4th Astral 30 or 31
4th Umbral 31
5th Astral 31
5th Umbral 31
6th Astral 31
6th Umbral 31
Weekday Name
1 Windsday
2 Levinsday
3 Firesday
4 Earthday
5 Iceday
6 Watersday
Timespan Years
Turn 0.5
Year 1
Cycle 12
Arc 72
Era 144
Span 864
Age 1,728
Epoch 10,368
Eon 20,736
Precession 41,472

An Ahim

First Brood adherents have no concept of months, but reckon time in the solar year by seasons. The seasons begin on the Autumn Equinox; the entirety of Afahdranlehs being south of the Equator, it's equivalent to Spring in the northern hemi-sphere. Seasons are counted numerically within flights of 700 years. For dragons and the most devout of dragonborn, specific years are not reckoned at all, but for most dragon-born and all non-draconic adherents, the An Ahim calendar counts the years since the departure of the First Brood.

For example, 701 A.A. would be the first year of the Second Flight, and 1401 A.A. would be the first year of the Third Flight. Elezen arrived in Dravania in the beginning of 7904 A.A., or "in the Two Hundred Fourth Season of the Father in the Eleventh Flight." Fafnir was slain on the 102nd day of 8999 A.A., or "on the Forty-Ninth Day of the Five Hundred Ninety-Ninth Season of the Guardian in the Twelfth Flight." And so on.

All dragons are long-lived, but some dragons choose to live less in the flow of time than others. Such dragons don't bother with counting how many seasons have passed. If something occurred in the Season of the Mother, for instance, it doesn't matter to them when exactly in the flight -- or indeed in which flight -- it occurred.

The last two days of a season are given as holidays to celebrate or commemmorate all that occurred within identical seasons past, such as births or deaths or marriages. The actual dates may or may not be remembered; the season in which they occurred is considered more important.

First Brood culture expects one to be at work for about nine or ten hours of a day (including breaks), but only for thirty days of the non-holiday fifty, for a consistent 60/40 work/rest ratio. Compared to the five-or-so days off in a 30-day Cosmic month, followers of the First Brood enjoy the equivalent of about two weeks. This alone has won a few converts, and given rise to Cosmic stereotypes about indolence in First Brood followers (and particularly dragonborn). The prejudice, being prejudice, ignores the length of the common First Brood work day.

Of course, the concept of organizing life and labor by hours and days only applies to humanoid followers. Dragons famously keep their own schedules.

Season of... Days
The First 1 or 2
The Father 52
The Guardian 52
The Scholar 52
The Mother 52
The Avenger 52
The Trailblazer 52
The Lover 52

Reader Calendar

The calendar of the Cosmic Readers is identical to the Cosmic, except that its days begin at sunset, and its year begins on the day of the Summer Solstice.


Harmonic Era

The Harmonic Era calendar is entirely lunar, and as such advances about eleven or twelve days faster than a solar or lunisolar calendar, realigning with the solar year every 33 years. Each month is counted between new moons. Like the Readers' calendar, the day begins at sunset.

Harmonics count seven days in their week. Their year has six months counted twice in order, the first named for Materia and the second for Spiritus. The first month, for instance, is Materia Earth, while the seventh is Spiritus Earth -- or in short form, M.Earth and S.Earth.

A running cultural joke is pronouncing the months as though the abbreviation were part of the word, such as "Mearth" and "Searth." Many puns in Common have been made about it, and many different Harmonic cultures have their own plays on the month names. The day names, however, are always the same.

Gardensday and Wallsday are given as the days of rest. Having two in a week was innovative at the time, and influenced many other cultures, particularly Cosmic ones.

Month Days
Earth 29
Moon 30
Sky 29
Ocean 30
Wood 29
Steel 30
Weekday Name
1 Gardensday
2 Shopsday
3 Treesday
4 Coinsday
5 Huntsday
6 Gearsday
7 Wallsday

Life's Pulse

Life's Pulse was devised by early Lifestreamists, newly freed from the oppressive rule of the slain god Bhunivelze and wishing for a measure of time more aligned to "Pulse," the greater world outside their former prison land.

Twelve months of 28 days precede a thirteenth month of 29 or 30. The days begin at the sunrise hour and are named numerically. The year begins at the Spring Equinox.

Life's Pulse has no inherent opinion aobut rest or labor. It is simply a mark of time as life passes through it.

Month Days
Breathing 28
Waking 28
Reaching 28
Springrise 28
Chorus 28
Rainrush 28
Riverrush 28
Deltaflow 28
Waveflow 28
Tideflow 28
Mindflow 28
Tranquility 28
Unity 29 or 30

Zurvan's Days

Zurvan's Days number 363, or 11 months of 33 days each. Geryon's Days, the remaining two or three composing the month of Weapon, are solemn days of humility, submission, and punishment or execution of prisoners.

Hours are counted from midnight to midnight. Weekdays repeat three times over a month; the 13th day of the second month, for instance, would be the "Second Draft of Neck."

Hobgoblin society expects the slave tiers to follow the schedule given by their manager, whatever it may be, but in practice no manager works their slaves more than twelve hours in a day. Eight hours is the expected span for all other tiers of society, and working any less is considered reproach-fully slothful.

Slaves in government-owned systems are given two days off, consecutively. Two out of the eleven-day week is judged to be the bare minimum required rest for maintenance of health. This causes some free hobgoblins to take only one or none at all, as a proud demonstration of their shul ("hustle").

Month Days
Head 33
Neck 33
Shoulder 33
Arm 33
Hand 33
Spine 33
Chest 33
Organ 33
Hip 33
Leg 33
Foot 33
Weapon 2 or 3
Weekday Name
1 Plan
2 Draft
3 Forge
4 Wright
5 Hilt
6 Wrap
7 Guard
8 Shaft
9 Fuller
10 Edge
11 Tip

Orctime

The Orcway year, Orctime, is three periods of 122 days. The excess day (or two) over the length of the year is said to be eaten by Atomos. Each period has three months, and the periods roll over on the Spring Equinox.

Days are divided into nine day hours and nine night hours. The exact length of each hour is calibrated on the tenth, twentieth, thirtieth, and fortieth day of each month, to divide the day and night into nine equal sections each. A given day hour and a given night hour are thus only the same length in the 10-day periods after the Equinoxes.

The concept of specific hours and days for labor and rest is foreign to orcs. Workers are expected to work to the needs of the job and rest to the needs of the body. Bosses are expected to be tough but fair and not work them to exhaustion -- unless they're slaves, of course.

Even slaves, however, are only required to work either during daytime hours or nighttime hours.

Period Days
The Gathering 122
The Thinking 122
The Making 121 or 120
Month Days
Take 40
Pile 40
Share 42

Secular Calendars

Common Calendar

Empress Arrhenia made an official imperial calendar with the intention that it would be adopted for worldwide ordering of time and labor. It has been partially successful, in that it was adopted by the Stiltzkin Cartography Union and serves unofficially as "everyone's second calendar."

It is similar in structure to both the Cosmic and Twelvist calendars: it has twelve months of six-day weeks, 30 days in the first six months and 30 or 31 in the remaining six. Days begin at midnight, and the year begins the first day after the Winter Solstice.

Its years are identical to the Cosmic Calendar. Weeks are not named; dates are written Year/Month/Day.

Month Days
Firstmonth 30
Secondmonth 30
Thirdmonth 30
Fourthmonth 30
Fifthmonth 30
Sixthmonth 30
Seventhmonth 30 or 31
Eighthmonth 31
Ninthmonth 31
Tenthmonth 31
Eleventhmonth 31
Twelfthmonth 31
Weekday Name
1 Firsday
2 Seconday
3 Thirday
4 Fourthday
5 Fifthday
6 Sixthday

Dalese Calendar

The Dalu region has always had its own measure of time, though certain imperial reforms made it subordinate to Twelve's Unity for a few centuries.

Months are defined by the time between new moons, which averages approximately 29 17/32 days. There is no specified length of any particular Dalese month, so the first month could have 29 days ("short month") in some years and 30 days ("long month") in other years.

This results in 354 days, so a 13-month year happens approximately once every three years. The 13-month version has the same alternation of long and short months, but adds a 30-day leap month at the end of the year. Years with 12 months are called common years, and 13-month years are known as long years.

Dalmascan Zodiac

Dalmasca carries on the Ivalician tradition of dividing the year by the dates on which the sun begins to rise through the position of a specific constellation. This results in 13 months of very unequal length, each between 6 and 44 days long.

Giruvegan Measure

Amrita uses the Cosmic Calendar for liturgical purposes, but has its own for civic dates: the lunisolar Giruvegan Measure. The lunar cycle sets months and days, but the solar cycle sets the year. Its 354 days require a thirteenth month to be added every 32 or 33 months, alternating.

Appendix E: Racial Naming Information

Examples given are the most popularly-used names only. Lists are not exhaustive.

Additional details may be found at the official FFXIV lore forums.

Au Ra

Raen

Male Forenames

Akagi, Baien, Byakubu, Doware, Ensetsu, Fugetsu, Fukudo, Genbu, Gosetsu, Gyodo, Gyokusei, Hansaku, Hayabusa, Hien, Hiun, Hojo, Isse, Izuna, Kagero, Kagetora, Kaien, Kamui, Kansui, Karaku, Kasasagi, Kazan, Keiho, Keimei, Keiten, Kongo, Kyokuho, Masatsuchi, Motogoe, Murakumo, Nawashiro, Raiden, Rakuyo, Ransetsu, Rasho, Rino, Ryosen, Sagan, Saiun, Sakyo, Senryo, Sentei, Shiden, Shinto, Shiranami, Shirojishi, Shiun, Tansui, Tosetsu, Tougen, Tsukikage, Udoku, Ugan, Ugetsu, Ukyo, Unryu, Unzan, Usefushi, Yabusame, Yomei, Yusui, Zansei, Zansetsu, Zuiko

Female Forenames

Ajisai, Anzu, Aoi, Atori, Awayuki, Ayame, Azami, Azena, Botan, Chidori, Chigusa, Chihaya, Enrei, Furan, Haname, Hazakura, Hibari, Ibara, Ibuki, Isuka, Izayoi, Kaede, Kagetsu, Kasumi, Kikusui, Kikyo, Kogyoku, Koharu, Komachi, Koruri, Kotokaze, Kototsuki, Kozakura, Kuina, Kumokiri, Kurenai, Mahiwa, Makoto, Mana, Manazuru, Mine, Misago, Mitsuba, Mizuki, Mozu, Narumi, Natsume, Ochimi, Sayo, Sazanami, Seika, Sekka, Shion, Sui, Sumire, Suzume, Tobana, Tsubaki, Tsugumi, Ume, Uto, Waka, Yachiyo, Yayoi, Yomi, Yozakura, Yuki, Zakuro

Surnames

Abumi, Akagane, Akiudo, Aogane, Bakuro, Banjo, Benitoki, Bugai, Buhen, Bunja, Chosai, Daisho, Daito, Dejiki, Doshin, Edakumi, Fukiku, Furukane, Gakunin, Gakuto, Godo, Gunji, Gyoji, Hagane, Hakuuchi, Hatasashi, Ishiku, Iteya, Ittetsu, Jizutsu, Kabuto, Kaifu, Kaisuri, Kaneuchi, Kanshi, Kasanui, Kataribe, Kaujin, Kawanami, Kazarishi, Kensaki, Kiba, Kodakumi, Kogane, Kurogane, Kusakari, Kusushi, Maibito, Meiken, Mihata, Miyumi, Mizuhiki, Musa, Naeuri, Nagae, Obinata, Okeya, Onishi, Oshidari, Oshiga, Ritsuso, Rokuyari, Sakimuri, Sarugaku, Sashihai, Shibunuri, Shikibu, Shirogane, Tabito, Tachikake, Tanshi, Tatewaki, Torioi, Tosho, Tsurugi, Tsuwamono, Urabe, Urabito, Ushikai, Yatsurugi, Yumishi, Yumite, Yumitori, Yuzuka

Xaela

Male Forenames

Abaka, Achujim, Adarkidai, Adkiragh, Agasiletai, Agsaldai, Agujam, Alchigh, Alghu, Amasandji, Amasar, Ambaghai, Anarba, Arabuccha, Aragibal, Argasar, Arik, Arslang, Aruktai, Baatu, Baavgai, Bagaridai, Baidar, Baidur, Bardam, Batacaciqan, Batachikhan, Bayan, Bayar, Begugtei, Bucharan, Budjek, Bugunutei, Bujeg, Bujir, Bukidai, Bulqadar, Bultechu, Bultger, Bulugan, Buqatai, Buyantu, Caragai, Chaghadai, Chaghagan, Chanar, Charakha, Chidukhul, Chigu, Chilagun, Chiledu, Chilger, Chiluku,

Chormagan, Chuacenur, Chulgetei, Daidukul, Delbeg, Dorbei, Emlig, Esugen, Guyug, Hooshal, Ilugei, Iturgen, Jagadai, Jamugha, Jebei, Jebke, Jelme, Jenkshi, Kaishan, Khaidai, Khal, Khalja, Khuchar, Kishiligh, Kuyuk, Kuzhuk, Ligdan, Luvsan, Maqali, Masgud, Mauci, Munglig, Ogodei, Ozbeg, Qoribucha, Shilugei, Shiramun, Sidurgu, Sukegei, Tamachag, Teleboge, Tordung, Tsagaday, Uchikin, Udutai, Yabuqa, Yerentai

Female Forenames

Alagh, Alan, Alt, Altani, Altun, Alun, Anggir, Bagurchi, Barghujin, Baugurchi, Beki, Berude, Bodo, Boljigchi, Boragchin, Borogchin, Boroqcin, Borte, Botokhui, Caalun, Caur, Ceceyigen, Chabi, Chagur, Chakha, Chambui, Checheyigen, Cherbin, Chotan, Cirina, Cota, Cotan, Cotota, Dagasi, Doquz, Dorgene, Dorgono, Doyi, Ebegei, Eji, Eke, Emegen, Gergei, Ghoa, Gorbeljin, Gurbesu, Guua, Hoelun, Hogelun, Holuikhan, Hujaghur, Hujaur, Ibakha, Jaliqai, Khadagan, Khatun, Khogaghchin, Khojin, Khorchi, Khorijin, Khugurchin, Khulan, Koko, Maral, Mergen, Mide, Narengawa, Nigen, Nomolun, Ogelen, Oghul, Ogul, Oki, Orbei, Orghana, Qatun, Qoyar, Samga, Sechen, Shar, Sokhatai, Sorkhaghtani, Sorocan, Surkukteni, Suvd, Tacchotan, Tarqun, Tegusken, Temulun, Togene, Toragana, Toregene, Tsenxer, Turakina, Ucugen, Ujin, Ulan, Yesuntei

Xaela Tribes of the Azim Steppe

A Xaela's last name is the name of their tribe. They wear this name as a badge of honour and fight to protect their families. Each tribe has its own cultural ideas.

The Azim Steppe is a region where 51 known tribes wander. It is not impossible for new tribes to form or disappear as people leave tribes to form their own or are assimilated into other groups.

Tribe Distinguishing Information
Adarkim The largest of the Xaela tribes. While not the most skilled at battle, they overwhelm with numbers, taking losses in stride, knowing that a future victory over a weaker tribe will replenish their ranks.
Angura A small tribe which keeps mainly to the mountainous region of northeastern Othard. The glare reflected by the everlasting glaciers upon which they travel has rendered this tribe's skin color a deep rusty tone.
Arulaq A tribe thought lost 200 years ago, only recently discovered once again living in a secluded valley in the mountainous north.
Avagnar Though defeated and absorbed by the Adarkim, several of the proud tribe's members still secretly use its ancestral name, knowing that it could mean death if they are discovered.
Bairon A middle-sized tribe of the southern deserts and masters of survival in the driest of climes, the Bairon are all trained from a very young age to collect and drink their own bodily fluids, allowing them the ability to venture deep into places no other tribe will.
Bayaqud A tribe of the steppe’s western edges. Women from the Bayaqud tribe will traditionally take several husbands, as did the tribe's founding matron 2000 years ago.
Bolir A small tribe that earns its living by collecting the dung of the beastkin herds which roam the steppes. The dung is dried, turned into charcoal in temporary kilns, and sold to other tribes.
Borlaaq A tribe of all women. While breeding with men from other tribes is allowed, if a male is born into the tribe, he is given up within a year of birth.
Buduga An all-male tribe which only increases its ranks through battle and kidnapping.
Dalamiq One of only a few Xaela tribes which has abandoned the nomadic lifestyle and built a small village on an islet in the middle of a two-malm-wide span of the great inner river. It is said they once worshipped the now-fallen lesser moon.
Dataq The Dataq cover quite possibly the most area in their migrations, for they rarely stop in one area for longer than a few bells. Sleeping is all done in the saddle, and tents are only used when the rains are heavy and unbearable.
Dazkar Household duties such as cooking, cleaning, and childrearing are handled by the males of the Dazkar who, other than when on the move, rarely ever leave their family's yurts. Female Dazkar are tasked with hunting, and are known across the steppe as being some of the most accurate archers in the realm.
Dhoro An elusive tribe that avoids contact with most other tribes. Lookouts are posted all about their camps with orders to flee given the moment an outsider is spotted.
Dotharl An extremely violent tribe with members who revel in massacre and are taught from a young age not to fear death. While they are quick to attack other tribes, mortality rates are high, ensuring that their numbers never grow too high.
Tribe Distinguishing Information
Ejinn A river tribe that chooses to swim from place to place rather than walk or take boats. It is said that members of the Ejinn can hold their breaths for up to a quarter bell, and will often migrate while almost completely submerged in order to avoid contact with hostile tribes.
Geneq In addition to the standard language used by most of the Xaela in cross-tribe communication, the Geneq employ a complex system of whistles and clicks which resemble the cloud- and wavekin of the steppe.
Gesi The Gesi are masters of the slingspear, a mid-sized javelin carved from mammoth bone which, instead of being thrown by hand, is flung with a leather sling to improve range, speed, and killing power.
Gharl Before each migration, the Gharl will fill a sacred urn with the soil of the place they just camped. This soil is then dumped upon arriving at the next location. This tradition has been carried out for thousands of years, leading people to believe that most the steppe is now all of one soil.
Goro The Goro believe horses to be perfect beings, and each male and female, upon their coming of age, is married to a horse of the opposite sex. Reproductive mates are chosen by lots.
Haragin The legends of this coastal tribe tell of a group of their ancestors who crafted a giant ship and sailed out across the endless eastern ocean. The explorers are said to have returned with tales of a terrible island covered in massive grey monoliths and inhabited by fire-breathing steel demons.
Himaa For reasons unknown, one out of every three pregnancies amongst the Himaa result in twins. As a result, over half the tribe's members have a doppelganger. This can prove an advantage during attacks, as it confuses the enemy into believing the dead have risen.
Horo To those who live the meager lifestyles of the steppedwellers, being overweight is a symbol of affluence and power. To appear heavier than one in their station, the members of Horo will drink copious amounts of water to bloat their bellies.
Hotgo A tribe recently massacred by the Dotharl. The only members surviving are those who left the tribe to travel on their own and were not present during the killing. The Hotgo were known for their vibrant face paints which members would constantly change depending on their mood.
Iriq A tribe that follows the Borlaaq, taking on any male children given up by the female warriors and raising them as their own.
Jhungid The second largest Xaela tribe. Mortal enemies with the Kharlu, the Jungid will spend the greater part of the year subjugating smaller tribes to swell their own ranks in preparation for an annual battle with the Kharlu -- the winner gaining control over a large part of the eastern coastlands.
Kagon The Kagon are a nocturnal desert tribe who worship Nhaama, goddess of the moon and mortal enemy of Azim, god of the sun. Instructed by their goddess that to step into the sun is to succumb to the evil of Azim, they spend the daylight hours in their tents, only emerging to hunt and migrate at night. The result is an uncharacteristically pale skin for a group of people living in an almost eternally fair-weather locale.
Tribe Distinguishing Information
Kahkol A tribe made up of orphans and refugees from tribes defeated or destroyed. Many choose to combine the name of their old tribe with Kahkol.
Kha Unlike most of the Xaela, the Kha live on the fringes of the Xaela lands, actively seeking contact with non-auri peoples, introducing many aspects of those cultures into their own.
Kharlu The third largest Xaela tribe. Mortal enemies with the Jungid, the Kharlu will spend the greater part of the year subjugating smaller tribes to swell their own ranks in preparation for an annual battle with the Jungid--the winner gaining control over a large part of the eastern coastlands.
Khatayin A tribe which largely remains unseen, hunting goats in the mountains for nine moons of the year. The remaining three are spent at the foot of the great north range, where they survive off the dried meat they stocked.
Malaguld One of the only tribes that accepts people of the Raen--those that have been exiled, or those who have fled persecution--into their circle.
Malqir A western steppe tribe characterized by its unique leader-choosing ritual which, instead of the usual test of brawn, is a game of Kharaqiq--a chess-like game played on a circular board divided into three rings.
Mankhad A costal tribe which fights with blow-darts made from bones dipped in the poison of the pufferfish. So practiced with the pipes are the tribe, that they can disable a target from 200 paces.
Mierqid A desert tribe which, over the course of a year, travels between over a hundred secret buried caches of supplies restocked with each annual visit.
Moks A tribe invisible for the fact that its members are spread out across many different tribes (unbeknownst to those tribes). Communication between its members is done on the rare occasion when two tribes meet, through an ancient set of hand signals only recognizable by those who know what they are looking for.
Mol A small tribe of devout worshippers of the elder gods, the Mol will consult with their deities (via a shaman conduit) before making any tribe-related decisions, from the direction of their next migration, to the beasts they will hunt each day for food.
Noykin Master trainers of the wild horses which populate the majority of steppe. It is said that the horsewives of the Noykin can break any beast if given but a week.
Olkund Selective breeding has seen the average height of the central steppe-dwelling Olkund tribe males reach over two and a half yalms. The females, for whatever reason, remain of an average height.
Orben A tribe that rides up and down the great inner river on boats woven from reeds and reinforced with scales from their own skin.
Tribe Distinguishing Information
Oronir All members of the Oronir tribe believe themselves to be direct descendants of Azim, the tribe's god of the sun.
Oroq The Oroq create sleds made of reeds dipped in horse fat to help move their possessions and young children about the inner grasslands.
Qalli Also known as the songbirds of the steppe, the Qalli communicate through song, attaching a melody to their words to further add emotion to the meaning.
Qerel The warriors of this tribe all wear complete suits of armor crafted from the bones of steppe tigers which they kill with their own hands upon their coming of age.
Qestir This tribe refuses to speak, believing that all words are lies, and that a man's actions are the purest form of communication.
Sagahl A tribe which sees all beastkin as equals with man, therefore refuses to eat or use them as beasts of burden. As a result, the diet of the Sagahl mainly consists of steppe shrubs and vilekin.
Torgud This desert tribe does not wear any clothes, choosing instead to cover their bodies almost entirely in a white paint created from mud, lime, and bone meal. The paint helps to reflect the relentless desert sun.
Tumet The children of the Tumet, upon seeing their tenth summer, are tied to a sacred tree while the remainder of the tribe packs up and moves to their next location. Those children who manage to break free from their bonds and catch up with the tribe at that next location, are given a name and allowed into the tribe.
Ugund When members of this tribe die, their heads are removed from their bodies and placed in a jar of fermented goat milk. Once the liquid has been drunk by the head (in other words, evaporated), the head is then buried under an anthill so that the tiny workers can carry the spirit to the afterlife. The journey is thought to be a terrible one, the road filled with ghosts of the damned, so ensuring the spirit is drunk helps ease the journey.
Ura This mountain-dwelling tribe is one of the few which instead of hunting, mine the precious ores of the peaks and trade them with the steppe tribes for food.
Urumet This desert tribe has the queer custom of travelling with their elders carried upon their shoulders. It is believed that in the flat desert, this gives the tribe the advantage of being able to see farther.
Uyagir One of a handful of Xaela tribes which have given up the nomadic lifestyle. The Uyagir reside in a system of limestone caves on the northern edge of the southern deserts which are believed to have been dug by a race of giant oliphant-like beetles which were placed on the land by the gods to punish the elder tribes that had grown too greedy.

Elezen

Both Subraces

Male Forenames

Alderique, Alexois, Antoinaut, Arismont, Armantel, Arthurioux, Artoirel, Augustiniel, Aumeric, Baptistaux, Barnabaix, Bernon, Boiselont, Briardien, Celestaux, Ciceroix, Cillien, Clementain, Clotairion, Darceloix, Domitien, Duvicauroix, Emmanellain, Enguerran, Estinien, Eugennoix, Fabrellet, Felixient, Ferreol, Firmien, Firminnant, Florentel, Florimond, Francquet, Gabineaux, Gaethan, Gaspard, Guillaunaux, Guillefresne, Gustavain, Guydelot, Hadrefort, Heribert, Honoraint, Hubairtien, Huguemont, Isarmoix, Jacquemin, Janremi, Lancefer, Landrenel, Leodaire, Leonceault, Lidoiret, Lionnet, Louistiaux, Ludovraint, Luquelot, Marcelloix, Mariustel, Martiallais, Maurelin, Maroile, Maximiloix, Nantain, Nolanel, Octavel, Oldaric, Pascaleret, Paulemont, Percevains, Raimondaux, Romarique, Silvaire, Sombrequain, Sylveret, Theobalin, Theophilain, Therouanne, Thiegaud, Ursulin, Valentinoix, Vallerin, Valtemont, Vantelme, Yannistand, Yvelont

Female Forenames

Alboise, Amandine, Ameline, Amenie, Astrelle, Atelloune, Aurelle, Blaisie, Blandie, Breine, Brigie, Ceaulie, Celie, Cevilia, Cliaux, Dennia, Docette, Doelle, Dorys, Dylise, Edmelle, Elde, Elvide, Eminne, Ermiance, Faine, Finia, Flavielle, Florine, Gaelle, Gwenolie, Hermance, Hersande, Iliette, Iolaine, Ireine, Janchette, Jannie, Jolaine, Laille, Liaime, Loanne, Lucinne, Lunnie, Lycelle, Maenne, Marcette, Margelyne, Mariaute, Marielle, Maunie, Melisie, Meurise, Mianne, Nellaure, Nimie, Ninne, Nivie, Noalle, Noline, Norlaise, Odeve, Odilie, Ombeline, Ondine, Ophelie, Ophianne, Oriane, Percelle, Perinne, Perne, Pienne, Reinette, Rivienne, Roelle, Saulette, Selaine, Sofine, Solelle, Sophiane, Thaisie, Tiphane, Trinne, Uloine, Ursielle, Vianne, Vielle, Ydaine, Yloise, Yoenne, Yolaine, Ystride, Zabinie


Wildwood

Surnames

Alamenain, Arscelin, Asturmaux, Aubaints, Aubierault, Aubrenard, Aurifort, Beltardois, Bertouaint, Blodoint, Branchais, Cahernaut, Charlemend, Cimeaurant, Chaunollet, Corentiaux, Coultenet, Dailemont, Dariustel, Drillemont, Drividot, Duimessand, Duremert, Ebrelnaux, Estrelaint, Eurelt, Faintillaud, Faucertaux, Faucillien, Ferdillaix, Forchetaix, Forsemart, Fraideoux, Frilaix, Fromelaut, Georjeaux, Gibrillont, Grillairmais, Grinnaux, Guerrique, Hanrieaux, Hobriaut, Hortimont, Hourlinet, Hubairtin, Iseterre, Janlenoux, Jantellot, Jehantel, Josseloux, Lanquairt, Lanverlais, Larsonient, Liautroix, Lionnellais, Lothaire, Matigniant, Mayeulons, Merthelin, Mestonnaux, Miraudont, Muraudel, Narmandais, Nellemond, Nogeloix, Norbettaux, Noudenet, Oirellain, Orselfaux, Ouraux, Padillioux, Pamisolaux, Paulecrain, Pelderain, Prairillot, Primerain, Priorfaix, Quemilien, Quiloud, Rainteau, Raitmeaux, Roulemet, Rillemont, Saistenioux, Silmontaix, Solainteau, Surlaint, Terremiaux, Thievenaix, Tirauland, Tourcenet, Travanchet, Urleaux, Usurlois, Valeriant, Valtin, Vollinaut, Vremaix, Xavalien

Duskwight

Surnames

Alambertel, Alboichamps, Auberlaint, Aucheforne, Bamponcet, Barnabontant, Beaudefoins, Beaudonet, Bontensont, Braitognieux, Brucemont, Cedrepierre, Chamberliaux, Charledore, Chassebel, Chatelfort, Cibleroit, Colbernoux, Dechamberre, Deresnels, Derinloire, Drancelmans, Dubeltaire, Duchesnelt, Eudestand, Evrardoux, Fauchetemps, Fauconnoix, Feuillelains, Fierlaine, Fortanceste, Fourchenault, Fousquenet, Frageorloix, Franchemontiaux, Francmontois, Gerraldieux, Godriquelain, Goudernoux, Guillestet, Handeloup, Haurtefert, Haustefort, Hortefense, Ignemortel, Imbertain, Jandelaine, Jeulerand, Juliembert, Lamberteint, Langloisiert, Lantonceins, Larsefauceais, Marcechamp, Marinterre, Monranguin, Montenbelt, Montorgains, Nillefrant, Noirterel, Norbertillon, Notrelchamps, Orchambaut, Ormesang, Ortefauchel, Ostoiraint, Outreguerlain, Parsemontret, Pasdevillet, Pierriquet, Portelaine, Quemperlain, Quimperin, Robairlaint, Rochedalaix, Roiteloint, Rontremont, Roustebant, Saintrelmaux, Sarmantoix, Sellecerre, Soilanteaux, Teaurelin, Terrechant, Thierremont, Torsefers, Tristechambel, Uchemantoin, Urselmert, Vainchelon, Vairemont, Valeroyant, Vilauclaire, Vortefaurt

Hyur

Midlander

Male Forenames

Abraham, Albin, Aldous, Anselmet, Arthur, Augustine, Bayard, Belmont, Benedict, Beneger, Boyle, Bran, Bruce, Clerebold, Clifton, Clive, Colbert, Colson, Conphas, Cornell, Coster, Cyriac, Dalmas, Daimbert, Danyell, Deitrich, Denston, Derwin, Deryk, Eleazar, Emanuel, Erasmus, Erik, Esmond, Esmour, Esperaunce, Etgar, Frederyk, Geoffrey, Gerald, Gerbold, Guston, Gwayne, Gylbart, Halstein, Hewrey, Hoddyn, Humphrey, Johannes, Jonathas, Joseph, Kennard, Kerrich, Kinnison, Ladislas, Lambert, Laurence, Laurentius, Lodewicus, Lodwicke, Madison, Mainfroi, Mansel, Mathye, Mordyn, Morgant, Morys, Navarre, Noes, Olyver, Orisic, Orrick, Orwen, Osric, Powle, Raffe, Rauffe, Raulin, Ribald, Ricard, Rickeman, Roarich, Robyn, Roger, Rothe, Roundelph, Rowland, Rycharde, Samson, Sandre, Sigurdh, Simond, Talan, Templeton, Vannes, Voyce, Vyncent, Werner, Willelmus, Wineburg

Female Forenames

Agnys, Airell, Aislinn, Alainne, Aldyet, Alicen, Allene, Amice, Amphelice, Anna, Angelet, Audrye, Averil, Ayleth, Aylufa, Biddy, Braya, Carmen, Ceana, Cecilia, Chaele, Deidra, Diamanda, Eadburga, Eara, Eavan, Edalene, Edda, Edekin, Edhida, Edyva, Eilis, Eldid, Eluned, Emoni, Essylt, Etfled, Ethelinda, Everill, Fennella, Fhlae, Finnea, Flachre, Fryswyde, Fuandrec, Gathrite, Gert, Geva, Ginnade, Gloiucen, Gloiumed, Glynnis, Godeleva, Goodife, Granae, Gudytha, Guencen, Guengulu, Gylda, Hedheue, Hemin, Hilda, Hildeyerd, Ianna, Ilcum, Imania, Jocea, Keaira, Keelty, Keitha, Lefchild, Lefleda, Lewena, Lina, Linyeve, Maeve, Meara, Meduil, Merewina, Meriel, Milburh, Mildthryth, Mirabelle, Motte, Mydrede, Nuala, Osgyth, Ositha, Ostrythe, Seburga, Sileas, Sungyve, Synnove, Theldry, Tieve, Urith, Wulfiue

Surnames

Abbey, Abel, Ackerman, Addock, Allen, Allond, Arkwright, Aubrey, Bagley, Ballard, Barker, Barlow, Bell, Bellveil, Berry, Bishop, Braddock, Brasher, Brewer, Broadbent, Brooks, Browne, Carmine, Carver, Clarke, Clay, Clayworth, Cooke, Corwell, Covey, Dorne, Dracht, Eugene, Fairclough, Fields, Fisher, Fletcher, Fulke, Gardner, Gelson, Glover, Goode, Goodfellow, Greave, Greene, Happer, Hill, Hodder, Holmes, Holt, Hunt, Jeanne, Kirk, Lannis, Leach, Leatherby, Lee, Little, Mason, Meath, Mercer, Moore, Morning, Newton, Nolan, North, Oswell, Piper, Poole, Potter, Reed, Rich, Rose, Sadler, Sawyer, Shepard, Slater, Smith, Southway, Spence, Stark, Tanner, Walker, Ward, Weaver, Webb, Weild, Wells, West, Wheeler, White, Winsome, Witte, Wright, Yaeger, Yar, Yarborough, Young


Highlander

Male Forenames

Ancelot, Anshelm, Ansobert, Arcavius, Archembald, Archimbalt, Arenvald, Audouin, Autgar, Averitt, Berinhard, Bernier, Beroald, Berthar, Betyn, Edelstein, Ermenold, Ernold, Ernolf, Faramund, Fridebert, Gairovald, Gelfradus, Gelther, Gervesin, Gevehard, Giselberdus, Gisiberdus, Gundobald, Guntmar, Haribehrt, Hariwald, Heidolf, Heimart, Helfric, Helmhart, Hemmet, Hernais, Hewelin, Hewerald, Hremfing, Hroch, Hrodrich, Hrodric, Hrodulf, Hrotmar, Hrudolf, Hruoldland, Jofrid, Lambard, Lewenhart, Ligart, Meinfrid, Munifrid, Odibrand, Odinel, Otho, Ortolf, Ortwin, Otelin, Radulf, Rafold, Raganald, Raginmund, Rand, Roric, Sewell, Shilgen, Sibold, Sidimund, Sifrid, Theodemar, Theodric, Theudobald, Thimm, Ulta, Umfrey, Walahfrid, Walcher, Waldibert, Waldomar, Walhbert, Warenheri, Willahelm, Willelm, Winebaud, Wiscard, Withekind, Wolkan, Wracwulf, Wultgar, Wunnihad, Wyat, Wymar, Wymund

Female Forenames

Adala, Adalberta, Adalind, Adelena, Aebbe, Aelina, Aenor, Ahelissa, Albreda, Aldruth, Aleidis, Alesone, Alvered, Alyon, Amelot, Arlette, Athala, Atheleys, Auacyn, Auelin, Auriana, Aurildis, Aveis, Avekin, Avila, Avin, Baltelda, Balthildis, Berehta, Bergard, Bertliana, Cilia, Clarimond, Demuth, Dodda, Eberhild, Edila, Elia, Ellice, Elyenora, Elysande, Emayn, Emelin, Enna, Ermina, Erpsuid, Eschina, Fordola, Geila, Gele, Gelen, Gerhild, Gisela, Grede, Grishild, Gyel, Hadwis, Hegelina, Helinda, Helisent, Herleve, Hermesent, Hildelana, Ideswif, Imanie, Irmele, Lavena, Leuekin, Liefhun, Lyse, Mathild, Mehenilda, Miluda, Odburga, Odila, Orella, Orieldis, Otgiva, Oydela, Radlia, Regana, Rinilda, Roheisa, Rosalinde, Roysa, Sely, Sigberta, Syele, Tilla, Uda, Uireda, Ulgarda, Ulreda, Veleda, Wilberga, Wilmetta

Surnames

Alvey, Archer, Ashdale, Ashe, Ayers, Bailey, Baines, Barrett, Battle, Beake, Beck, Benbow, Blackburn, Blacke, Blackstone, Blackthorne, Bloode, Brand, Brood, Bullock, Butcher, Byrde, Byrne, Cordwyk, Cotter, Crewe, Crofte, Dalvag, Denman, Elder, Forester, Frost, Frostwyght, Garrott, Grayve, Goffe, Greyashe, Greywolfe, Greywoode, Hammil, Hart, Hawke, Hayle, Hext, Hicke, Horne, Hunt, Keene, Kemp, Knight, Lak, Lance, Langdale, Lodall, Lowe, Marshall, Moore, Outlawe, Payne, Pytte, Quick, Rakes, Rayne, Redd, Redsteele, Redwyne, Reed, Reeve, Rowntree, Royce, Royle, Rush, Ryder, Savage, Skinner, Souther, Speake, Speare, Stark, Starr, Steele, Sternn, Stone, Thorne, Vance, Vann, Walder, Warren, Wayne, Weard, Weekes, West, Westknight, Westmoore, Woode, Wyght, Wyman, Wynne, Wynter

Lalafell

Plainsfolk

Phoneme 'A'

A Aby Apa Ba Cha Du E Fe Fu Ga Gol Ha Ho Ka Kam Ke Ko Lif Mo Na No O Pe Pu Ra Ro Sha Sho Su Te Wa Ya Yu Ja Va Za Zo

Phoneme 'C' (Only used in male surnames)

An Aro Ato Bu Buli Buoy Dala Du E Gami Gu Ha Hamy Hon Ke Kelu Kesu Kog Loh Ma Maba Mada Magu Mena Mesha Mol Na Po Poto Ra Rala Rom Tam Taya Tha Tun Vu Yara Yu Za Zo Zu Zuka

Phoneme 'B'

Aka Bas Cho Gin Guda Hoy Ipo Jika Jin Lado Lbi Lgo Lin Lito Lka Lno Lto Lugi Lyo Lza Maga Mani Micha Mono Nan Nco Neko Neli Nga Ngi Ngo On Pas Ppo Ral Rimu Rok Tan Toni Topa Wazi Zai Zak Zon Zyl Zyn

Dunesfolk

Phonemes 'A' and 'C'

Bibi Bubu Chacha Cheche Coco Dada Didi Fafa Fofo Fufu Gaga Gigi Gogo Gugu Haha Hihi Jaja Jiji Jojo Koko Kuku Lala Lili Lolo Mama Meme Mimi Nana Nono Papa Pepe Popo Ququ Rara Rere Riri Roro Ruru Sasa Hehe Sese Tata Tutu Wawa Yaya Yoyo Yuyu Zaza Zeze Zuzu

Phoneme 'B' (Male Forenames)

An Beta Doa Doga Fono Issa Joni Lai Lan Lao Lata Mai Maya Muko Mun Nasu Neja Nen Nima Nji Nori Npa Nzo Poki Raji Raka Rya Samu Shan Tuni Ulu Vachi Wai Wazu Yadi Yako Yon Zan Zigo

Phoneme 'A' (Female Surnames)

Ba Bi Bu Cha Chu Da De Di Fa Fi Fu Ga Go Ha Hi Ja Ji Ke Ki Ko Ku La Le Li Lo Lu Ma Mi Mo Na Ni No Nu Pa Pe Po Pu Qu Ru Sa Se Sho So Ta Te To Tu Va Wa Wo Ya Yo Yu Ze Zo Zu

Phoneme 'B' (Female Forenames)

Ba Cha Da Fu I Ka Ke Ki Ku La Le Lo Lu Mo Mu Na Ne Ni No Po Pu Re Ro Sa Sha Shu Si Su Ta To Tsu Wa Wo Ya Yo Za Ze

Miqo'te

Seekers of the Sun

Male Forenames

Aba, Aboh, Alih, Amih, Apa, Atoh, Azih, Bahlo, Bamu, Banhi, Belhi, Bhem, Bhen, Bhin, Bhudi, Bihl, Binba, Celah, Chah, Chaho, Chai, Cirha, Cott, Datih, Denma, Dhen, Dhol, Dinhe, Falh, Falkh, Fhey, Fhuz, Fijah, Gayha, Genhu, Ghol, Ghuh, Ginwa, Halha, Heleh, Hena, Hiqoh, Holha, Iahe, Iaho, Inwa, Jenma, Jesal, Jhamei, Jhida, Jinh, Jutah, Kayah, Kett, Khah, Khilo, Khot, Khuba, Laqa, Laqi, Lhea, Lhuil, Linh, Lizha, Loha, Lohi, Malha, Menh, Mhasi, Mhati, Mitnu, Mitu, Mona, Monhi, Muhih, Naweh, Ndae, Ndai, Neneh, Nhea, Nijah,


Nitsah, Nulah, Nuloh, Odh, Oimeh, Olh, Pahlo, Petih, Phel, Phen, Pinha, Qhulu, Qolnh, Quah, Quih, Quohn, Quon, Raha, Raht, Rahz, Rhel, Rhid, Rhika, Rhiki, Rhof, Rhowa, Rhuwa, Rihll, Rihnn, Rinha, Runja, Sheqa, Shikhu, Shtah, Sthah, Taqa, Tenbe, Tenpe, Tiqa, Thish, Thub, Tohka, Tyada, Tyanu, Tyata, Tyatu, Tykha, Vanih, Vanoh, Vett, Vheo, Vhuh, Vimba, Viloh, Welhi, Weta, Wetae, Wiloh, Xhula, Yarhu, Yelho, Yhisa, Yhuh, Zhed, Zhet, Zolwe, Zinba, Zinbhe, Zula

Female Forenames

Abodji, Adebh, Ahnebb, Alabali, Amneko, Arhll, Arimbeh, Ashaht, Baharra, Bandala, Bhonja, Bhowaka, Bhowaqi, Bokhn, Bolaff, Bolata, Brohka, Bulea, Canago, Cidjaa, Danafa, Dasshym, Datnan, Delika, Dhakya, Dhamya, Dhilogo, Dhinek, Dhodjbi, Dhovaka, Doyagha, Djawana, Djongo, Doyagha, Dyalani, Dyunbu, Ebaloh, Fhiroh, Fudzol, Ghonako, Gnayak, Goromuli, Hahtoa, Hobhas, Hozqha, Hynho, Intana, Jhimei, Jughal, Juramm, Jusana, Kahmuli, Kahzuna, Kalkaya, Kebbe, Khebica, Khenna, Kholbeh, Khonebb, Koliwe, Konbalha, Konelua, Konnala, Kontai, Korolon, Lafumyn, Lahmui, Lahono, Laiboli, Lakshai, Lamahni, Leytai, Lhaminn, Linbho, Llayan, Lloon, Llooni, Lolamo, Loonh, Lyhhia, Lyhia, Majha, Mallibo, Mallpa, Maritaa, Mellpa, Mhalawi, Mhelgo, Mhitra, Mibhas, Mihgazoo, Mokkri, Moldva, Molminn, Mollpa, Molosi, Myhoi, Naago, Naanza, Nabyano, Nagali, Naidjaa, Nairoh, Nanghal, Nangho, Napa, Napha, Nasshym, Nbulea, Ndanya, Ndolobo, Ndomii, Nhalki, Nhapla, Nibnpha, Nimuili, Nmulika, Noggya, Nolosi, Nophlo, Obyano, Olhmyn, Ondolo, Onggo, Ongho, Paghlo, Pahtalo, Payan, Perjha, Piqoi, Pondhao, Ptolmi, Qawhau, Raemha, Rahtalo, Ralka, Ranmaia, Rhabye, Rhanbolo, Rhoyod, Rhunlika, Septha, Shakkal, Shtola, Shuwahe, Sonjha, Ssapa, Sumbla, Sushmo, Tadhara, Tahjha, Tajha, Talhdi, Tandhaa, Tanmo, Tchakha, Telihgo, Tolwann, Towali, Wabati, Wahaii, Wahnako, Wonjhali, Yalwann, Yandih, Yantaa, Zalikko, Zam-qo, Zanza, Zazanh, Zentsa, Zhumii Zimzizi, Zuhjha, Zumyn

Keepers of the Moon

Forenames

Amh, Bathu, Bathus, Bukah, Cemi, Daca, Detoh, Dhebi, Do-yoh, Fihpo, Giah, Gota, Hahs, Hawu, Hnaba, Jihli, Kehda, Kheni, Khloe, Khona, Khuja, Khuma, Kiht, Koh, Lalah, Leih, Lhei, Lho, Masha, Masya, Mauh, Mhih, Mholi, Miah, Mikh, Monh, Muijh, Naih, Naoh, Nashu, Nemoh, Ngha, Nhagi, Nha-go, Nheu, Nozih, Oah, Oghii, Okhi, Okkh, Osha, Pahja,Panha, Pawah, Pelhi, Pimoh, Poki, Pyha, Qahs, Qata, Qhom, Qhon, Qhota, Qih, Qih, Qina, Raih, Rhaq, Rhaya, Rhel, Rhela,Rhesh, Rhoe, Rinh, Rubh, Sahja, Sami, Seda, Senah, Sizha, Tahla, Tajih, Tefh, Thata, Thya, Tseh, Tsimh, Tsubh, Tyago, Tyo, Una, Urha,Vhaso,Wyra,Xau,Xheh,Yehn,Yhah,Yhom,Yonah,Zana,Ziuz

Surnames

Akhabila, Amariyo, Anbolho, Awandah, Bajhiri, Betwanhe, Binbotaj, Burwani, Chalahko, Chelewae, Dakwhil, Dolabnha, Elakha, Entialpoh, Epocan, Fashonti, Gamduhla, Ganajai, Garanjy, Jaab, Jakkya, Jawantal, Jinjahl, Jomalah, Kaatapoh, Khamazom, Lanbatal, Lihzeh, Lyehga, Maimhov, Mewrilah, Mhakaracca, Molkoh, Molkot, Moshantu, Moshroca, Mujuuk, Nbolo, Nelhah, Panipahr, Polaali, Quowaital, Rabntah, Relanah, Tayuun, Wahcondalo, Wilzuun, Wolndara, Zhwan

Miqo'te Seekers of the Sun Tribes

There are 26 tribes within the Seekers of the Sun. The tribe names are based on traditional beastkin, scalekin, or cloudkin totems, which are said to protect the tribe.

Seekers of the Sun Tribes
Tribe Letter Creature Pronunciation
A' Antelope short Ah
B' Boar short Bee
C' Coeurl short Ka
D' Dodo short Deh
E' Eft short Eh
F' Bear short F
G' Gryphon short, hard G
H' Gigantoad short Hah
I' Buffalo short Ee
J' Jackal short Jah
K' Hipparion short Koo
L' Viper short Lee
M' Marmot short Meh
N' Aldgoat short N
O' Mole short Oh
P' Basilisk short Peh
Q' Puk short Key
R' Raptor short Ruh
S' Zu short Soo
T' Condor short Tuh
U' Drake short Ooh
V' Vulture short Vah
W' Wolf short Wah
X' Lynx short She
Y' Jaguar short Yah
Z' Ziz short Zoh

Miqo'te Keepers of the Moon Male Birth Order Suffixes

Though there are ten suffixes listed below, rarely do even the largest Keeper of the Moon families have more than two or three sons. This is not by choice. Nature merely sees to it that more females are born to this race.

Keepers of the Moon Male Birth Order Suffixes
Birth Order Suffix
First son 'a
Second son 'to
Third son 'li
Fourth son 'sae
Fifth son 'ra
Sixth son 'ir
Seventh son 'wo
Eighth son 'ya
Ninth son 'zi
Tenth son 'tan

Roegadyn

Sea Wolves

Sea Wolf names are typically formed from two words taken from the ancient Roegadyn language.

Forenames

Male first names combine any two words.

Female first names follow the same rule, except that the second word used is almost always one of the following:

  • Swys (Sister) -> Aermswys (Poor Sister)
  • Thota (Daughter) -> Klynthota (Small Daughter)
  • Wyda (Willow) -> Dyrstwyda (Thirsty Willow)
  • Geim (Jewel) -> Rhotgeim (Red Jewel)
  • Wyb (Woman) -> Merlwyb (Sea Woman)
  • Rael (Doe) -> Doesrael (Two Does)
  • Lona (Gatherer) -> Styrnlona (Star Gatherer)
  • Bhyda (Bride) -> Blyssbryda (Blossom Bride)

Surnames

A last name simply takes the father's name and adds either Syn (meaning "son") or Wyn (meaning "daughter").

Both thota and wyn translate as "daughter"; however, the use of wyn is exclusive to last names. You will never see it used in a first name (such as Klynwyn), as you will never see a last name that uses thota (such as Bloefhisthota).

Hellsguard

Hellsguard often choose to translate their names from the old language, but doing so is not a rule.

Forenames

Male names are formed from two words (usually a descriptor and a noun), and tend to draw heavily from nature, whether it be vegetable or animal, inanimate or animate, abstract or concrete.

Female Hellsguard names follow the same rules as those for male names. In addition, there are no restrictions on the second word (as exist in Sea Wolf forenames). The only real difference between male and female Hellsguard names is that the latter are likelier to evoke plants.

Surnames

Highly independent in nature, Hellsguard despise being defined by the actions of anyone but themselves, and therefore those who leave their mountain homes will often completely drop their family names, choosing only to be referred to by their first.

Roegadyn Words

Roegadyn name themselves by pairing up two words from their language, usually a descriptor and then a noun. A noun is turned into an adjective by adding an i to the end of the noun.

This list of currently-known roegadyn words can help you select a name. In the Grammar column, A = Adjective, N = Noun, and V = Verb.

Roegadyn Common Grammar
Abar Lone/Alone A
Abyl Rage N
Aent Duck N
Aerg Ambitious A
Aerm Poor A
Aerst First A
Agat Amber AN
Agynn Beginning N
Ahct River N
Ahl Eel N
Ahld Old A
Ahr Eagle N
Ahrm Arm N
Aht Eight A
Ahtyn Judge N
Ahtza Eighty A
Ais Ice N
Alyr Alder N
Anka Anchor N
Ansa Scythe N
Aren Harvest N
Ask Ash N
Awyr Absent A
Baen Bone N
Bara Bare/Naked A
Benn Leg N
Bera Berry N
Berk Mountain N
Bhald Bold/Brave A
Bhaln Plague N
Bhar Bear N
Bhir Ale N
Bhrat Meat N
Blaet Blood N
Blan Darkness/Dark AN
Blau Lead AN
Blei Pale A
Bloe Blue A
Bluom Flower N
Blyn Blind A
Blyss Blossom N
Borg Castle N
Born Boar N
Roegadyn Common Grammar
Braen Break V
Brem Bramble N
Broda Brother N
Broen Brown A
Broes Chest N
Brot Bread N
Bryda Bride N
Bryn Spring N
Brytt Bridle N
Byld Make V
Bylda Maker N
Byrg (Byrgin) Protect V
Bylg Fertile A
Byrm Tree N
Byrt Axe N
Caepf Slate AN
Caer (Careig) Sad A
Ceig Sail N
Ceil Rope N
Cwaen Pine N
Cwin Wine N
Daeg Soldier N
Dani Narrow A
Denkyr Thinking A
Denn Thin A
Dhem Dusk N
Doen Thunder N
Doer Dry A
Does Two AN
Dornn Thorn N
Dorpf Village N
Draeg Carry V
Draga Carrier N
Drys Three AN
Dyn People N
Dyrf Farm N
Dyrst Thirsty/Thirst A
Eidin Oath N
Eifa Bitter A
Elak Elk N
Elil Exiled/Foreign A
Ent End N
Erna Earnest A
Roegadyn Common Grammar
Ewan Even A
Eyha Oak N
Eyhil Acorn N
Eyn One AN
Eynli Eleven AN
Eyri Wandering A
Edz Eat V
Faeld Field N
Faez Fat A
Falk Falcon N
Farr Bull N
Fatyr Father N
Fedar Feather N
Fhet Fight V
Fhil Yellow A
Fhis (Fhisk) Fish N
Fhruh Early A
Fian Enemy N
Firk Explore V
Flaz Flat A
Flekk Spotted A
Floeg Fly V
Floer Lead V
Floh Flea N
Foer Four AN
Foet Foot N
Fohc Fox N
Folg Bird N
Frae Free A
Froe(a) Lady N
Frusk Frog N
Frut Fruit N
Fryd Peace/ful AN
Fryn Friend N
Fyr Fire N
Fyril Lost A
Fyst Fist N
Gaez Goat N
Ganz Perfect A
Gara Skin N
Garr Choir N
Geim Jewel N
Geiss (Geyss) Ghost N
Roegadyn Common Grammar
Germa Conjurer N
Gheb Give V
Ghim Modest A
Glac Bell N
Glaz Glass AN
Goht God N
Gohta Goddess N
Graeb Grave N
Greh Calm A
Grein Bronze AN
Grina Howl V
Grym Cruel A
Gryne Green AN
Guht Good A
Guld Gold AN
Guol Glorious A
Gybal Skull N
Gybet Prayer N
Gyft Sell V
Hael Healthy A
Haemr Hammer N
Haer Grand A
Haerz Heart N
Hald Kind A
Halp Side N
Hana Hemp/Hempen AN
Hanth Hand N
Harr Hair N
Hart Hard A
Hast (Hastal) Hazel A
Helb Half AN
Herl Elder A
Hezz Hot A
Himal Sky N
Hint Behind A
Hirsk Agile A
Holas Bald A
Holl Hollow A
Holsk Fast A
Horsk (Horsam) Obedient A
Hort Treasure N
Hund (Hundr) Dog N
Hwab Hawk N
Roegadyn Common Grammar
Hwyz Know V
Hyll Hell N
Hylt Forest N
Hym Heaven N
Hyr Army N
Hyrt Autumn N
Ingil (Inghil) Angel N
Isil Island N
Itar Knight N
Iyrn Iron AN
Jaeg Hunt V
Jarr Year N
Jho And X
Jungh Young A
Keim Violet/Purple AN
Kelt Cold A
Kest Chestnut AN
Keten Chain(ed) AN
Khan Laugh V
Khezl Kettle N
Khra Crane N
Khus Chaste A
Kilb Calf N
Kirz Candle N
Klet Burdock N
Klin (Klind) Child N
Klyn Small A
Klyng Brook N
Kneh Near A
Knod Knot/Knotty AN
Koel Coeurl N
Koen King N
Koena (Koenyb) Queen N
Krepf Claw N
Kroem Bent A
Kryd Chalk AN
Kryst Crystal AN
Kupf Copper AN
Kympf Champion AN
Kynd Virgin AN
Kyrss Cherry N
Laent Land N
Lago Lament V
Roegadyn Common Grammar
Lahz Salmon N
Lamm Lame/Injured A
Leita Bringer N
Liht Light N
Lleid Pain N
Loef Leaf N
Loet Loud A
Loetr Pure A
Loez Short A
Loh Cloth/Clothes AN
Lon(a) Gatherer N
Lora Laurel N
Lorh Rabbit N
Loug Leech N
Lubb (Lubd) Poison AN
Lydir Leather AN
Lyna Linen A
Lyng Long A
Maeti Mighty A
Maga Stomach N
Mann Man N
Marm Marble AN
Merl Sea N
Mhar Horse N
Mhas Scar N
Mhol Salamander/Eft N
Mhus Mouse N
Moeg Able A
Moen Moon N
Moer Kill V
Moht Mind N
Murl Wall N
Myna Love N
Mynd Mouth N
Myrgan Morning N
Myst Mistletoe N
Myte Middle AN
Nagl Nail N
Nahct Night N
Nazz Damp/Wet A
Nebb Fog N
Nedyr Low A
Niu New A
Roegadyn Common Grammar
Noez Walnut N
Nort North N
Nortyr Northern A
Nyst Nest N
Nyun Nine AN
Oebb Above X
Oefyr Sacrifice N
Oeya Eye N
Ofan Clear A
Opyl Apple N
Orn Maple N
Ost East N
Ostyr Eastern A
Oura Ear N
Pfar Walking A
Pfef Pepper N
Pfrew Joy N
Pfrym Plum N
Pfym Five AN
Pfyn Finger N
Phati Late A
Rael Doe N
Raen (Raeng) Circle N
Raet Chariot N
Ramm Ram N
Rhen Clean A
Rhet Law N
Rheti Straight/Lawful A
Rhit Right A
Rhot Red A
Rhyl Plentiful A
Roegan (Roega) Rain N
Roeh Rough A
Ronth Run V
Ronn Current N
Rostn Rusty A
Ruht Smoke N
Ryhhe Empire N
Rymm Frost N
Ryss Giant AN
Saelb (Sylbei) Sage N
Saelz Salt N
Saem Seed N
Roegadyn Common Grammar
Saes Six AN
Sald Luck N
Sath Knife N
Satz Dance N
Seik Lake N
Sfeik Lake N
Skaen Beautiful A
Skaet Shadow N
Skal Servant N
Skapf Sheep N
Skarn Horrible A
Skoef Poetry (Poet) N
Skoen Shining A
Skrat Goblin N
Skrib Write V
Skyf Ship N
Skylt Shield N
Slae Dull A
Slaf Sleeping A
Slett Plain A
Smyd Smith N
Snoe Snow N
Some (Soemr) Summer N
Solk Blessed A
Spaer Sparrow N
Spyr Spear N
Stael Still A
Sterr Strong A
Sthal Steel AN
Sthan Stand V
Stral Arrow N
Stymm Voice N
Styr (Styrn) Star N
Styrm Storm N
Sund South N
Sundyr Southern A
Sunn Sun N
Swaen Mushroom N
Swar Black A
Sweig Herd NV
Swerd Sword A
Swoz Sweet A
Swyg Silent A
Roegadyn Common Grammar
Swyn Round A
Swyr Big N
Swys (Swysta) Sister N
Sygg Victory A
Syhr Fearless A
Syk Sick A
Sylb Silver AN
Syn Son N
Syng Song N
Syngi Singing A
Synt Sand N
Syvin Seven AN
Syz Sit V
Syzn Sitting A
Thor Torn A
Thosin Grey A
Thota Daughter N
Thuba Mage N
Thubyr Magic AN
Thuv Dove N
Toeg Secret AN
Toff Deep A
Toum Dream N
Trach Dragon N
Trachyn Dragon A
Tragg Slow A
Trahg Lazy A
Troe (Troeb) Confused A
Troeg Monster N
Tu Dew N
Twyr Dwarf N
Tyl Valley N
Tymb Dumb A
Tyrb (Terbin) Cyclone N
Tyrn Tower N
Ubyl Evil A
Ulm Elm N
Und Wave N
Unsyn Innocent A
Unta Other A
Urs Auroch N
Usyn Ashen A
Uwil Owl N
Roegadyn Common Grammar
Waeb Weave V
Waek Battle N
Waem Warm A
Waen (Waent) Wind N
Waht Guard N
Wakk Awake/Woken A
Wall Boil V
Wann Empty A
Ward Watch N
Warg Truth N
Wast Sharp A
Webb Silk AN
Wegg Provoke V
Wein Woad N
Weitz Wheat N
Wezzn Punishment NV
Whas Wax AN
Whei Soft A
Wilf Wolf N
Wilt Wild A
Winst Left A
Wint Winter N
Wist West N
Wistyr Western A
Woerd Word N
Wolk Cloud N
Woll Wool AN
Roegadyn Common Grammar
Wunt Under A
Wuot Berserk A
Wurt (Wurth) Herb N
Wyb Woman N
Wyda Willow N
Wyn Daughter (last name only) N
Wyrk Work V
Wyrka Worker N
Wyrn Snake N
Wyrst Sausage N
Wyss Wise A
Wyta Water N
Wyzn White A
Ybolg Enraged A
Zaen Ten AN
Zaes Right A
Zagyl Tail N
Zahr Tear N
Zant Tooth N
Zedyr Cedar N
Zeh Toe N
Zent Send V
Zirn Fury/Furious AN
Zoeng Tongue N
Zoer Sour A
Zwelf Twelve AN
Zwyn Twin AN

Thank you for reading.

Now go and play.

(written by Jack Duffe -- 2019-2022)