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Opes Terra
\pagebreak # Contents ### Introduction About This Book........................................................................1 ### Part 1 Lore Overview The World of Opes'Terra.............................................................3 The Myths of Creation.................................................................3 The World Birth............................................................................3 The Age of the Arcane.................................................................5 The Great Sundering...................................................................6 The Second Spark........................................................................7 The Pantheon of Opes'Terra.......................................................8 The Races of Opes'Terra.............................................................13 Exotic Races..................................................................................16 Influential Organizations............................................................17 The Passage of Time Within Opes'Terra.................................20 ### Part 2 The Multiverse The Material Plane........................................................................22 Eberron............................................................................................23 The Mainland..................................................................................23 Thalorith..........................................................................................23 Ironguard.........................................................................................23 Urgrend............................................................................................24 The Feywild.....................................................................................25 The Shadowfell...............................................................................26 ### Part 3 Homebrew Rules Character Creation.......................................................................28 House Rules...................................................................................28
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# About This Book The multiverse of Opes'Terra is a vast and constantly evolving creative space that is influenced by the mind of myself as well as all the players and friends I have. From the one shot to the long term party member, everyone who has dared to create a character and step foot inside of this imaginary wonder has in some way altered the fabric of this worlds reality for the better. This world was born about one year into my tabletop roleplaying career, through many created worlds that either didn't last or lost that spark of life due to time management. Now, I have refined my gaming style, and honed in to the best of my abilities to create a living breathing world that can be a true, vibrant experience for myself and others to experience. *** The contents of this campaign setting are a true labor of love, a gift for my players, and a place where my friends and I can have a shared creative space to enjoy the amazing fun tabletop games provide. I have never written out anything like this before, I have very little experience world building, storytelling, and even dungeon mastering. Though I make errors and miss out on details, I enjoy every challenging step that this process creates for me, and I hope that my hard work on this project worth your time and appreciation. *** Whether you are reading these words, playing in a active campaign, or just deciding to try out the game for the first time with this world, I thank you for the time and dedication you put in to allow me to show you this wonderful world of magic, might, and awe. In the end, all of this work, all of these imaginary things, all of these campaigns and stories, are because of you the player. *** So I thank you. *** Within the content of these pages you will find information regarding the most frequently used content within this campaign setting. From the creation of the multiverse, to the history of the pantheon of gods and powerful beings who oversee the world, as well as the different races who reside within the world of Opes'Terra. *** ## A Special Thank you To all my players and close friends who made this creation possible. *** Tad Baker, whom I look up to as a exceptional DM, friend, and overall amazing human being. *** Branden Colmen, the most knowledgeable living encyclopedia I know. *** Chris, who shed light on how to tell amazing stories and use backstories and character details to create memorable experiences. *** Jared Ginnely, who offered extremely well thought out feedback which helped shape my thought process and design style for the better. *** Trevor Prefling, for showing me what gaming is all about, as well as his epic contribution of making the bushberry salad an unforgettable meme. *** Matt Hogan, who helped proofread these very pages and allowed this campaign setting to be the introduction to his tabletop experience. *** Jordan Flores, an awe inspiring DM with a storytelling style that captivated me into seeing the potential of tabletop roleplaying games. ***
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# PART I ##### Lore Overview
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# The World of Opes'Terra From the noble leaders of society who influence the future of political structure, to the simple farmers who harvest their dinner, everyone has their own ideas about the origins of the world. Many are jumbled misunderstandings of myths passed from father to daughter, or religious rewritings of historical texts that favor the teachings of a chosen divinity. Others remain focus on the few existing truths, digging beneath the layers of dust and decay that hide battles long past, text long abandoned, and heroes long forgotten. The details are often debated, and while the common folk may live their entire lives with little care for the question of where we all came from, the question remains, consuming the curious, calling those hungry for purpose, and fueling the business of adventuring to delve into the dangerous shadows of ancient ruins. ## History and Creation of Opes'Terra and the Multiverse The following information outlines what is known within scholarly circles and historical archives, kept by the historians of the Tal'adore Lyceum. The learned student may begin their journey with seeds of this history to explore, while others uncover its truths as they wander along their path. Regardless, we all came from somewhere, and to learn from history is to write a better destiny. ## The Myths of Creation Life ever seeks to understand its inception. Every civilization has its own interpretation of where its story began. Even within the world of Opes'Terra, different cultures have creation myths that all eventually converge with recorded history, but there is no known definitive story. Even so, the eldest Druidic Circles, the Grovewardens work alongside scribes and universities to replicate their ancient knowledge which is widely accepted as the true record of the world's origins, the myth of "The World Birth" is the interpretation held and embraced within most of the world. ## The World Birth Long ago, this world was one of tumultuous and chaotic forces. Naught but unbridled fires, and churning rock made up its substance. Through the ashen skies of this place, the gods came from beyond the ether, new and formless. Looking upon this roiling realm, they saw potential for great beauty, great strength, and the chance to learn their own place in creation. Thus, divine hands that would be known as the Shaping Creators began their work, forming the first bodies of their harnessed energies. These beings would be known as the fey, who were created with physical grace reflecting the gods' own divinity, to walk the verdant lands and know the music of the blue skies. A second creation was wrought - the gnolls, a friendly species of intelligent, evolving mammals that worked alongside the fey. As time passed, a third creation was born, the Namarie, who would come to be known as the first born elves of mortalkind, and much like the fey they shared the physical grace and vivid passion for this new world. Many other creations followed as the races of Opes'Terra were given form from the boundless inspiration the shaping creators expressed. These creations walked the land, and as their knowledge grew they attempted to build. But the land was fierce and treacherous, and the creations were largely dashed and consumed by the elements. Sorrow filled the hearts of the gods while these first races continued to struggle against a land that did not want them. The creations looked to their creators for guidance and protection. The gods in return gave them gifts, lending their own power to their creations to shape the world around them; these were the first divine magics.
\pagebreakNum Thus, the various peoples began to learn how to bend the angry earth to their will: to temper the fires that burst through, to tame the floods that threatened their abundance, and to foster seedling into fruit and beast into meal. Language became commonplace, culture was born, and governance replaced anarchy. The Shaping Creators, the divinity beyond the skies above, saw progress and saw that it was good, yet fragile and in need of guardians. So were born the First Protectors: The Metallic Dragons These protectors watched over the fairer races. The realm grew quieter, the people expanded, and new races were given form and life. As culture grew, and the people further understood the world around them, they too looked up to their Creators and gave them worship, gave them form, gave them title, and purpose, giving rise to the creation of the gods domains, populated by fragments of faith that would combine creation and creator to birth the domain of the high heavens and with it, the Angelic Vanguard of Light. But this realm did not wish to be tamed. Quaking cliffs roared in defiance. Seas swelled and swallowed. Flames erupted from underneath the lands. Beneath the elements, unknown to the Creators beyond the boundaries of the world, lived ancient beings who had already taken this world as their home: The Elemental Lords. These great titans that once dwelt deep within the land now rose from their unseen domain to sunder the land once more. The gods watched as their creations - their joy - were largely dashed against the broken rock or fed to depths of endless tides that overtook all in its wake. This event would come to be known as "The Awakening". Some gods were so full of grief and anger they wished to abandon this world for another, trying to convince their divine kindred to join the Elemental Lords in reclaiming the realm for chaos so they could move on to start anew. Others of the Creators wished to remain and subdue these native Elemental Lords, to tame the land for the sake of their creation and joy. This caused a divide among the gods. Some left the high heavens to give into madness, joining their song and sword to that of chaos and destruction, taking and twisting their creations in the image of their intent. Celestial sentinels locked into war with the chaotic forces as their own brethren fell to hate and tyranny, forging the domains of the Abyssal Hells under the fallen angels who would come to be known as the Prime Evils. The remaining Creators, wishing to salvage their home, their creations, and their realized selves, were forced to take up arms and learn new methods of protection to defend the faithful among their creations. These gods are referred to as the Cosmic Overseers. They organized their followers and taught them how to draw from the very powers of creation: to build, to change, and to destroy, all for themselves and without the aid of divine power. Creation learned to defend itself through practices such as alchemy or by autonomously bending the very fabrics of existence, though not on the scale of the gods' works. This gift was the knowledge of the first arcane magics. With these newly granted capabilities, the good creations drove away their traitorous kin, banished the now Prime Evils to their own prison-like planes, and ultimately destroyed the Elemental Lords while scattering the chaotic elements to their own planes of existence just outside of the boundaries of this one. Peace finally blanketed the world for the first time since creation, and the first real civilization took root and grew into a grand city known as Brynnthia. City of Beginnings.
\pagebreakNum ## The Age of the Arcane At this time, the currently civilized races included the elves, dragonborn, dwarves, and gnomes, while the Fey and Gnolls walked the path to nature, building their own small communities within the natural terrain of the forest and mountains. Though all the races had their differences in ideas and goals, the realm stood in relative peace until the peoples of the land grew arrogant. Seeing their arcane gifts as proof the gods held no sway over their fate, some even began to believe that, with enough understanding, they could become as powerful as the gods themselves. As such, many began to shun their faith for their own pursuits. Though this hurt and surprised the Cosmic Overseers, they understood the willfulness of their creation and endured out of love and hope for redemption. Great kingdoms sprang up. Castles were built within days, accelerated by the arcane arts newfound power. Even though magic could be used to complete the most difficult task with hitherto unknown speed, magic-users strove always to innovate. As mages practiced and perfected their powers of creation, they soon unlocked the secrets of life itself, giving birth to wondrous, dangerous new forms of life and power. The advent of the arcane seemed to be the key to a bountiful age of plenty, but also proved to threaten it, as prosperity soon gave way to greed. Petty squabbles erupted over resources and wealth among the elite, while the rumor of immortality through perfected Arcanum began to drive the greatest mages wild with a lust for power unending. One mortal mage, her name either lost or struck from history, crafted now-forbidden rites to challenge the God of Death, felling him and taking his place among the pantheon, making her the first and only mortal to ascend. One powerful archmage, Plumeis Brandus, was inspired by this display. Driven by his hunger, he sought the guidance and power of the banished gods, rending open the gates of their prisons and releasing the Prime evils into the mortal world. In their imprisonment, the gods twisted their prison into their own image, spawning unthinkable horrors that lived only to transform peace into suffering, and righteousness into arrogance and greed. The Hells and the Abyss began to push their way into Creation. The Prime evils and their hateful children, unbanished and allowed re-entry into the Creation that had exiled them, discovered the world unspoiled, save for the avarice of mortals. The urge to ruin was now replaced by the desire to dominate, and so an assault on the very city of Brynnthia began. Though much of the city and the surrounding land was destroyed completely, Brynnthia weathered the initial assault, saved by the intervention of the gods. The Cosmic Overseers descended to trade blows with their former brethren. The battle between divinity and mortalkind, heroes and demons raged ceaselessly for twenty days and nights until the dark forces, their surprise attack thwarted, were forced to retreat. Evil was repulsed momentarily, but with the revelation of such a terrible foe, trust was shattered indefinitely: If mortals could fall under the sway of the Prime Evils, who was an ally? If ruin like this could be unleashed under the watchful eyes of divinity, how were they relevant? Not trusting any but themselves, the dwarves hid away in the far corner of the land deep within the mountains, disposing the teachings of the arcane and relying on their brawn to mold resources into constructs who would serve as mindless protectors to their lands. The elves and dragonborn took their hold of the land east of Brynnthia, in search of more knowledge with the guidance of Venus and the Fey alongside them. Lastly, the gnomes diverged themselves to the southern reaches of the world also ridding their future of magic, instead focusing on their creative spirit to forge new ways to protect themselves.
\pagebreakNum . \columnbreak ## The Great Sundering The Gods watched as their creations separated, and knew that they would only begin fighting amongst one another in due time which in turn would cause the gods themselves to battle and give in to madness. Because of this the gods unanimously decided to cause a sunder in the land, to divide those who wished to separate themselves from others, so with one cosmic sway, the land broke into many fragments, and separated far from the others, massive bodies of water keeping the boundaries between these scattered lands forever. Upon doing this, the gods deep seeded anger and disapproval broke through during this forceful blow, decimating those who lost faith or followed their selfish desires away from the gods. The gods attempted to stop it as they saw what they had done, but it was to late. The land was torn and these precious creations were once more near extinction. The gods continued to watch through the ashen void, and saw their creations hope return as they began rebuilding among the ashes of the destruction that had been brought upon this world for hundreds of years. This struck a chord of hope within the gods hearts, and so they agreed that they must seal away the Prime Evils for good before they would be discovered once again by curious minds. In doing this, the gods knew they would be sealing themselves away from their creation, this beautiful world that had manifested from their aspirations, but in the end it was a price worth paying. Thus, in hopes of ensuring such ruin and chaos would not befall the world of Opes'Terra again, the gods left their creations to fend for themselves within this new world. The Cosmic Overseers returned to their own realms, locking away themselves as well as their fallen brethren from ever physically entering this material plane of Creation. The disappearance of the gods is known throughout history by many as "Kalavos" (Elven for "Abandonment of Ruin"), and it marked the end of the Age of the Arcane. Much time has passed since, and the world has been reborn. The gods still exhibit their influence and guidance from beyond the Divine Gate, bestowing their knowledge and power to their most devout worshipers, but the path of mortals is now their own to make. New cities, kingdoms, and cultures have retaken the world, built over the ashes of the old. New songs fill the air, and the hope of a brighter future drives people day after day, while buried ruins and forgotten relics remind all people of a darker time of mistakes that should never be repeated.
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. \columnbreak ## The Second Spark One hundred years have passed since a boundless amount of arcane knowledge was rediscovered by the wider world. Known commonly as "The Second Spark", tomes, scriptures, and lessons have been scattered about the continents as this returned resource of history spreads like wildfire to all who accept it. With news of this discovery to the surrounding lands and continents, a magical ward has been placed surrounding the foundation of this discovery known as the continent of Echo, the very surface of this place has been lifted up high into the clouds where it may only be accessed by those who surpass the trials and tribulations within the “Heroes Spire”. Though its history has long been forgotten, the circle of eight have repopulated and brought life into this abandoned and mysterious tower off the South-Eastern coast of Thalorith. Through overcoming the trials within, an adventurer can expect to find themselves on a one way trip to the continent of Echo. Many adventurers, eager travelers, and merchants alike long to journey to the mainland in search of the rush and thrill of new found discoveries. Some believe that reteaching the ways of magic to the world should be quickly dashed and so some civilizations and even whole continents choose to ban any use of magic or the study of the contents that hold its knowledge. Ironguard is the prime example of a civilization that shuns all forms of magic, as they have been doing so ever since the iron rule of the Igor family, a cruel and fearsome heritage that has not only banished all elves from their lands, but also publicly displays the dead who disobey the laws of their twisted wasteland of war and deprivation. As time progresses, more and more folk open up to allowing the influence of magic back into their lives. The gods look anxiously beyond their veil, hoping that this time without the influence of the gods physical presence, the mortal races would use these returned gifts wisely, and for the greater good, but beneath the ether, darkness lurks as the Prime Evils look to influence the wandering and curious minds of those who would dare dabble in the arcane powerful enough to set the gods free from their prisons. Only time will tell if the rising heroes of the world will be enough to stop the tide of rising evil, plucking its hateful influence by the roots to create a world of true peace that seems so far from a real possibility, but who knows... only the chapters of future history will find if such heroes come to be. \pagebreakNum # The Pantheon of Opes'Terra *** ### The Shaping Creators The circle of Cosmic Overseers involves the leaders and luminary creators of the planes themselves, forgers and shapers of all worlds and mortal races of the cosmos. Representing a spectrum of light, protection, love, death, and all other facets of freedom and life in the world. While some gods may disagree and squabble over domains and intent, they exist in a subtle alliance in order to maintain the sanctity of life and their respective creations. ## Valoran **Alignment**: Neutral Good **Domains**: Light, Life *** Valoran, A non physical deity resembling the essence of light itself. Valoran is one of the shaping creators, who's mere existence birthed the high heavens as well as the Angelic Vangaurd of the Light, forged by blessed souls that have demonstrated their faith in the light. Those blessed by the Valoran are instruments of justice who use the powers granted to them through the light to supress the darkness that attempts to corrupt and overwhelm the multiverse. ### Commandments of Valoran * *Lead with mercy, patience, and compassions. Inspire others to unite as one in fellowship* * *Aid those who are without guidance. Heal those who are without hope.* * *Few exist who are beyond redemption. Those who are must be met with swift justice.* ## Rai'Xen *** **Alignment**: Chaotic Good **Domains**: Light, Knowledge *** Rai'Xen serves as Clara Lux's supreme advisor and general, having lead countless wars for ages against the darkness, Rai'Xen believes that mortals with divine blessing from the gods will never be enough to keep the darkness at bay. He strongly wishes to intervene himself and travel to the material plane, though he holds this urge out of respect for Clara Lux's trust. ### Commandments of Rai'Xen * *Be ever vigilant and aware of the evil that seeks to attack at all times.* * *Follow those you trust, and banish those who would see you falter.* * *Deliver the light of Valoran to those who do not tremble at the mere mention of his known name.* \columnbreak
## Clara Lux **Alignment**: Lawful Good **Domains**: Light, War *** Clara Bellator Lux is the commander of the Vanguard of the Light, and the ruler of the High Heavens. A Physical plane of existence created by Valoran, the god of light and divine blessings.Long before the physical realm of man was born, Clara Lux and her vangaurd of angelic warriors fought a war for thousands of years against the Prime Evils, Wrathos, Bes’amore, and Rek’Sarithare. This war ended with the Prime evils defeated, banished for all eternity into their respective domains which were sealed behind the Divine Gate. Only once man was born was the time for Clara to begin preparing once more, for the inevitable doom that would be unleashed once more into the multiverse. Clara Lux follows a code to not interfere with mortal dilemmas, though there are many Angelic High lords that wish to disobey and help the mortals to resist the Prime evils influence. Though they know by doing this, they would unleash the wrath of their leader upon themselves, and suffer the consequences. ### Commandments of Clara Lux * *Remain stoic and tenacious in the face of catastrophe.* * *Uphold and promote loyalty to family, loyalty to clan, and loyalty to your people.* * *Legacy is paramount. To create something that lasts for the ages is to change the world for the better.*
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## Venus *** **Alignment**: Neutral Good **Domains**: Nature *** The origins of magic trace back to the first druids who were granted blessings through their strong connection with Venus, and nature itself. The connection between Venus and the elves created a font of energy all throughout nature that could be called upon to infuse the land and its inhabitants with magical capabilities. This power continued to grow stronger, and so the elves created Druidic Circles, which held certain aspects of magic domains to their responsibility. Magical laws and restriction pacts were created by the Druids to help maintain the energy flow of magic through nature. This druidic pact affected all elven blood, though other races, would not be restricted by this pact. Giving way to the rise of magic over time through this discovery for all races, though the elves connection a and bond with magic was and still is much more powerful. ### Commandments of Venus * *The fruit of the future must be grown by the generations we create.* * *Natural laws must fall into a balance with the freedom of will and individuality.* * *Those who seek to poison this balance will falter on their own, as nature guides its own path.* ## Sparken *** **Alignment**: Chaotic Good **Domains**: Nature, Trickery *** A trustworthy ally and companion to Venus, Sparken is a free spirited Feychild who values the greater good while encouraging freedom for all so long as it does not negatively impact the morals of kindheartedness. Sparken frequently travels to the material plane, where he enjoys spending his days tending to the wildlife and occasionally visiting towns and cities to cause a bit of mischief. ### Commandments of Sparken * *Luck favors the bold. Your fate is your own to grasp, and to do so is to have the Fey behind you.* * *Freedom is not a gift, but a meaning to individualism.* * *Express love to those who need it. Express laughter to those who crave it. Express joy to those who share it.*
\columnbreak ## The Raven Queen *** **Alignment**: Lawful Neutral **Domains**: Life, Nature *** Master over the skein of fate, the Raven Queen stands as the god of death. Her gaze follows and marks the end of each mortal life, watching over the transition between life and death and ensuring the natural transition is undefiled. Many funerals call to her blessing in hopes that she will protect the deceased from the terrible curse of undeath. Few existing visual depictions of the Raven Queen exist, with many temples merely using the raven as a symbol of her blessing. Those that do depict her, however, reveal a tall, pale woman wrapped in dangling black linens, her onyx-black hair straight and never ending, her face obscured by a white, porcelain mask. *** ### Commandments of the Raven Queen * *Death is the natural end of life. There is no pity for those who have fallen.* * *The path of Fate is sacrosanct. Those who pridefully attempt to cast off their destiny must be punished.* * *Undeath is an atrocity. Those who would pervert the transition of the soul must be brought down.* ## Dae'on *** **Alignment**: Neutral **Domains**: Life, Knowledge *** Described to be a wingless dragon, or sometimes a flying snake, Dae'on is known as one of the shaping creators. The power Dae'on holds is completely unknown as it is taught through the scriptures and practices of most monks that Dae'on is simply an ever flowing river which branches out to all who come to understand the feelings of joy, satisfaction, and harmony, which are energies bestowed upon those who feel them by the Serpent Dae'on. ### Commandments of Dae'on * *Receive and accept aid from those who take you in under the ideal of peace.* * *Talk to ones self to see and understand the discord twisted within.* * *Study under those who wish to learn more than you.* \pagebreakNum
## The Platinum Dragon *** **Alignment**: Lawful Good **Domains**: Life, War *** The pillar of physical justice, protection, nobility, and honor, the Platinum Dragon stands as a beacon to many paladins of order and good, and is revered by most metallic dragons as the first of their kind. Ascended as the chosen champion of mortal creatures to exhale an example of dedication, honor, and physical prowess by which all future generations may follow. The Platinum Dragon’s holy day is called Embertide, and is celebrated on the fifth day of the second month. This is a day of remembrance, solemnity, and respect to those who have fallen in the defense of others. ### Commandments of the Dragon * *Stand as a paragon of honor and justice.* * *Smite evil wherever it is found, yet show compassion to those who have strayed from righteousness.* * *Defend the weak, bring freedom to those without, and protect the ideals of just order.* ## The Knowning Mistress *** **Alignment**: Neutral **Domains**: Knowledge *** Revered by seers, sages, and teachers of all walks of life, the Knowing Mistress guided the growth of civilization like sunlight guides the branches of a tree. Due to her teachings and practices, the civilized world began to see the difficulty her followers caused in the fray of politics, and therefore higher powers and those in the business of secrecy tend to worry of her followers, as they are always in chase to uncover their secrets. Common representations show the Knowing Mistress as a graying, mature woman of welcoming, matronly smile, swathed in billowing robes and scarves that fan into books and scrolls. The Knowing Mistress is taught about and has some shrines and temples dedicated to preserving the lore and remembrance of her and her teachings, though corrupted political organizations do their best to keep these temples and shrines limited in number. ### Commandments of the Mistress * *Unmask those who would destroy the Knowing Mistress. Learn their secrets and unveil them to the world.* * *Uphold and teach the importance of reason, perception, and truth in guiding one's emotions and path.* * *Condemn those who lie, even among your allies, for evil folk gain power when their followers obscure the truth. Never stoop to the level of liars.*
### The Prime Evils *** Those known as the prime evils are the deities who strayed away from the ideals of the creation of the multiverse, instead wishing for continued chaos and discord within the empty cosmos of space and frozen time. Rarely do the Prime evils work with one another, considering each other threats more than allies. This weakness allowed the Cosmic Overseers to defeat and banish them, keeping their hatred contained within the Divine Gate for all eternity so long as they continued to see one another as enemies. ## Lothe *** **Alignment**: Chaotic Evil **Domains**: Trickery, War *** Once a commanding member of the vanguard of the light, Lothe fought countless battles against the prime evils until being side by side with Clara Lux when the final battle occured. Lothe managed to take on Wrathos and Rek'Sarithare while Clara Lux slew Bes'amore. When the fighting was done, and the Prime evils sealed away, Lothe had walked away unscathed... or so he thought. Years of peace in the high heavens passed as the dawn of mortals began, and Lothe peaked an interest within the physical plane of mortal lives. Lothe broke the sacred Divine Gate and directly interfered with the mortal world, and because of this, was cursed to live a mortal life his own by the Cosmic Overseers, banished to the physical plane, this however would give rise to the corruption inside him, left behind by Wrathion and Rek'Sarithare. The corruption spread through his mortal veins like wildfire, consuming him and making him into a hallow husk of flesh and bone that would wither away and be the end of him. In death, Lothe's journey into the lost void of darkness would have him encounter the gatekeeper, the one responsible for returning the dead to life under the will of the Raven Queen. Lothe managed to retain his cursed powers from his mortal body, and unexpectedly destroyed the gatekeeper, claiming his scythe for his own. This in turn, allowed Lothe to ascend into godhood where he vanished for a thousand years, scouring the multiverse for his own domain in which he ruled over, becoming the sworn rival of the Raven Queen as he openly mocked her powers by using the gatekeepers powers to return the dead to life without granted permission. ### Commandments of Lothe * *Siphon the power of the weak, offering it to Lothe, so that he may raise endless followers.* * *Destroy the Queen of Ravens honor, so that she may foolishly find her way into the true domain of death.* * *Covet and harvest the souls of the innocent, as their false gods watch helplessly.* \pagebreakNum ## Wrathos *** **Alignment**: Lawful Evil **Domains**: War, Knowledge *** An avatar of pure unfiltered chaos, god of devils and creator of the burning hells. Strongest of the prime evils, Wrathion guides the legions of hellspawn through his motive of creating the 9th and final circle of hell out of the physical plane itself. The devil god of the Hells represents mastery of tyranny and domination. His words are honeyed and carefully crafted, soothing and corrupting the mortal heart. The Lord of the Hells holds his domain with an iron rule, and the punishments that await those that cross him are legendary: the basis of nightmare. Evil entities pay him tribute alongside his devils, while warlocks are drawn to his power. A twisted image of the celestial blood that once bore him, the Lord of the Hells is revealed in many tomes and murals as a handsome humanoid of deep, red skin and long, black hair. Two curling horns rise from his brow, and his lips ever bear a knowing grin ### Commandments of Wrathos * *Assert dominance and power over others. Show your strength of will in the image of wrath.* * *Repay cruelty done unto you with further evil. If others show you kindness, exploit it.* * *As you ascend to power, do not pity or show mercy to those you climb over to get there. Compassion is unwarranted for the weak.* \columnbreak ## Bes'amore *** **Alignment**: Neutral Evil **Domains**: War, Trickery *** Ruler and creator of demons, grotesque unorganized creatures of famished hunger and endless desires. These creatures just as their master, look only to satisfy a hunger for flesh, corruption, and grotesque repulse. Wrathion is despised and feared by Bes'amore and the demon legion, due to the advanced society and established hierarchy of the devils. ### Commandments of Bes'amore * *Crave any and all hungers, no matter their perversion and taste.* * *Seek out and dominate those who would keep you away from your desires.* * *The taste of mortal life is fleeting, savor it.* ## Rek'Sarithare *** **Alignment**: Chaotic Evil **Domains**: War, Knowledge *** The tactical mind of the prime evils Rek'sarithare seeks to watch mortal life slowly end. The smallest trace of his influence can leave millions dead in the process over the course of a century. A husk of maggot infested bone and thin decayed skin, this prime evil has no longterm motive as the other prime evils do. He simply wishes to spread disease, famine, and plague to the vulnerable mortal world. ### Commandments of Rek'Sarithare * *Make others fear and desire a way out of their own mortality.* * *Hinder your progress to relish in the glory of your work.* * *The maggots take as they please. Let them be a teacher to us all.* ## Oburaut *** **Alignment**: Unknown **Domains**: Unknown *** "There can be no light without darkness."
\pagebreakNum ### The Traceless Ones Haunting tales are told of the traceless plane. A place of non existence which overlaps and covers all other planes of reality, transparent and unseen by even the gods themselves. The few beings which do reside and guard over this domain are that of unfathomable horrors even the Prime Evils would shudder over. Hints of their existence are scattered through ancient text, uncovered artifacts, and even some magic used by those who have been rumored to be touched by these otherworldly beings. ## The Drowned One Only the endless depths may swallow an endless being, there he resides in infinite space under the cold weight of the watery depths. Those who show signs of his curse find themselves calling forth powers from the deep, sensations of drowning in darkness, and the endless tide of chaos within. ## The Doomed One True darkness is that which cannot be seen, a reality of nothingness. Non existence breaks the fragile fabric of reality, causing a sundering doom to echo across all that is and will ever be. To call upon this darkness is to accept the power of the gods, until realizing this is something much more than the gods could ever accomplish. ## The Great Elder Cosmic energy that binds the multiverse together is laced and sewn by something far beyond the power of the gods. Each plane, a mere layer of string in the deep and expansive muscle sinew of the multiverse. Energy unbound by space and time, creating rifts and great calamities with a single movement of the Great Elders will.
\pagebreakNum # The Races of Opes'Terra ### Humans Eberron, a land thrown into chaos through conflict between two warring factions was once a beautiful and wondrous landscape which the humans called home. The lands rich resources were more than enough reason for a nearby coastal island of orcish tribes to invade and pillage the land. The humans and orcs clashed for decades over the land, until the orcs numbers seemed endless. The humans fled, taking what ships they had left, crowding them with as many bodies as possible before setting sail west, into the vast unknown ocean. Half of the population that escaped Eberron by ship died on the long journey before the humans found what is now known to the rest of the world as Echo. A vast and rich land that would introduce the humans to new civilized races, and continents to settle in, as well as magic which would be the beacon of hope for a new era. ### Dwarves Short folk with a short temper, dwarves who follow structured religions based on faith and serving high powers tend to stray the furthest away due to their stubborn nature and attitude towards commitment, caring more about realism and being directly rewarded for their actions. Although this is the case for most dwarves, some happen to be the most trustworthy and faithful of all the civilized races. This makes it difficult to ever fully understand and judge a dwarf's character without sharing a few drinks. \columnbreak #### Mountain Dwarves Out of all the traits of the dwarves, mountain folk have evolved the term "stubborn" into something considered by others as completely unwelcoming. As the saying goes, "these dwarves are as unmoving as the mountain they sit under." #### Hill Dwarves From the joyful innkeep, to the hard working and welcoming farmer, Hill Dwarves are those who have come out from the tradition of their ancestors in favor of a more embracing approach to the world during new era of multicultural development. ### Gnomes Winding gears, whirling ideas, and a shock treatment of newfound knowledge is what you can expect to find within the home of a gnome. All mastercraft inventors in their own minds, though others would tend to just call them madmen so long as they aren't within earshot. #### Rock Gnomes Rock gnomes share traits similar to that of the mountain dwarves, sturdy, self centered, and generally just hard to talk to. On the bright side, the rock gnomes are the primary leaders of invention and fine craftsmenship, and alongside the mountain dwarves they bend the resources around them into some of the finest modern day equipment and tools Opes'Terra has seen. #### Forest Gnomes Forest gnomes are not commonfolk, as they are believed to hail from the Feywild unlike their rock gnome siblings. A half-dozen small forest gnome communities exist scattered about the lands of Thalorith and very few individuals among these communities venture out from the safety of their homes into the wider world of adventure and modern day lifestyles.
\pagebreakNum ### Elves Of all the races, elves are the oldest race known to the world, their heritage is deeply connected to the history and growth of the world and its powerful resource that is the gods magic. Shrouded in mystery and thousands of years of lost and forgotten lore, it is rumored that the first elves were bodiless entities of life within the feywilds which was home to the spirit beasts and one of the first realms of creation alongside the material plane. As the material plane was brought into existence, so to were the physical bodies of the Namarie who sought to breathe life and nourishment into this new physical plane of existence. Druidic Circles were created in an attempt to maintain the balance of the world as the essence and lifeblood of the spirit beasts, as well as the feywilds themselves imbued itself into this new material plane through the bodies and magic of the Namarie, intertwining the two realms together for the rest of time. As time passed, there would come a day in which the Namarie found themselves on the brink of extinction cause from the overpowering fury of the Elemental Lords. As hope faded for a Namarie, the gods would give rise to a new generation of elves that would resemble their fallen kin, though their power would be a mere fragment in comparison to the might and wonder of the Namarie. #### Wood Elves Also known as "True Elves", wood elves find themselves following the ways of tradition choosing a life accompanied by nature and its inhabitants. Communities that are built by these traditionalist tend to be built with simple material such as wood and are constructed in a way that prevents any harm being done to the surrounding landscape. Wooden structures climbing the sides of large trees, built in a way that supports the trees structure to keep it from falling over, allowing its lifespan to increase tenfold. This is the way of the wood elves, to use the gifts of the Fey and their primarily worshiped deity Venus, goddess over the domain of nature rather than taking resources as they please to use in a way that does not somehow feed the energy used back to the landscape that provided it. On the northeast shores of the Baxtorian coast lies a small peninsula filled with untamed jungle which is a home for the nomadic tribes of the Druids of the Claw. These elves embrace their primal animalistic nature. Rarely do these tribes ever wander from their jungle homes. But rumors speak of a rare few of these elves who leave their jungle home to see and explore the wider world. Within the wide passage of the splitting season, behind the village of Brentil rest the sacred path known as the Walk of Seasons, in which druids come to make pilgrimage to the sacred shrine that rest somewhere within the mountains depths. It is said that here is the only place within the Material plane to exhibit such astounding revelations of ones self. \columnbreak
#### High Elves Born and raised within high city walls or within the castles of nobles, elves of this nature have claimed themselves highborn elves who strive to move forward alongside the other races of the known world. High Elven culture is a mixture of many cultures, blending the craftsmenship of the gnomes and dwarves, and embracing the burning passion of discovery and historical movements of the humans. Though this elven culture differs vastly and is sometimes seen as a bit distasteful by the opinion of elves of tradition, the high elves strive to keep elven culture just as much a part of greater society as all the others. For this, a dedicated organization known as the Grovewardens, a druidic circle built by the Elven High Council, serve to protect and represent the ideals and wishes of traditional elven culture. Grovewardens can be found amongst the wealthiest nobles as well as a simple council overseeing small villages. These grovewardens ensure that the differences between the two primary elven cultures does not break far enough apart to cause undesired conflict amongst the elven people, providing hope and satisfaction to every elf from the hardworking farmer to the busy traveling merchant.
\pagebreakNum ### Half Elves Elves are born with incredibly powerful innate magical that is binded and limited by ancient pacts made during a great time of hardship in the world. Overtime elves were not the only species within the physical world, a common language between the more advanced and civilized species was made to help build connections and create generations of allies. Though intellectual and similar in physical structure, the allied species were unable to produce offspring with one another, that was until humans began intertwined life with elves. After nearly losing hope of ever physically entwining two races who shared love together, a half elf, half human was born, which would break the laws of ancient histories that kept elven blood tapped from the endless resource of magic within the land, due to the mix of human blood also running through its veins this new offspring would not be held down by the laws of the ancient druidic circles, though only few people in the world would know the possible implications this had for the future. ### Dragonborn Tall, mighty and fierce creatures that were creations born in the image of the first ancient protectors of the Material Plane, the Metallic Dragons who were legendary creatures of knowledge and might, defenders of the cosmos who were considered to be as powerful as the gods themselves. The dragonborn of today are far from the historical legends of those who inspired their creation though some are born with a feint echo of power that the metallic dragons once carried so long ago. Among the world, you can expect to find dragonborn working as mercenaries, bodyguards, and some even straying away from the traditions of their history to feed their hunger for power and domination like that of the Chromatic Dragons who still exist to this day. \columnbreak ### Satyr Curious and rambunctious, Satyrs frolic in the sylvan forests of the Feywild in pursuit of hedonistic pleasures. Over time the connection between the Material Plane and the Feywilds grows stronger as the shrouded veil that hides the realms from one other grows thinner which has brought the satyrs out from their realm they called home as many of them saw the opportunity to indulge their senses in an entirely new world of wonder and mystery just as the Feywilds are seen by humans, the same is true for the Material Plane in the eyes of a satyr. Satyrs resemble stout humans who walk on the furry legs and cloven hooves of a goat, with ram horns curling back from their upper foreheads. ### Half Orcs As the Orcish tribes conquered and pillaged the lands of Eberron, the humans fled west across the vast sea and with them a trace of their past. Women hid themselves away as they gave birth to what would first be seen as a terrible curse by their kind but with the inspiring words and plea for understanding by none other than Raes Bigby, the humans of Eberron would slowly come to accept these newborns though they would never be fully understood or welcomed with open arms by all.
\pagebreakNum # Exotic Races ### Goblin Monster, thief, rodent, pest, these are the words you would find yourself hearing if asking commoners for their opinions of goblins. These of course are valid expectations to have upon encountering a goblin, though give it enough time and thought and this fearful, self centered, and protective creature has a good chance of showing you its true personality that is buried beneath complex layers of years of living in fear and deprivation. Many tribes of goblins have abandoned the hope of civilized lifestyle alongside other races, and choose to live for themselves while treating these other civilizations as they are treated, meeting the wandering adventurer or the traveling caravan with a swift and brutal ambush. Others however, wish to maintain and even grow their connections further into the world, striving for a hopeful future of peace and wonderment that may just be waiting for them in the wide world of culture that surrounds them. ### Tabaxi East of Tal'adore on the continent of Thalorith, lies a small island off the coast which harbors several tribes of humanoid catfolk. These folk have come to be known as Tabaxi, a name which derives from the surrounding landscape known as the Jungle of Tabax. Abundant overgrowth springs endlessly over the island while adventurers and brave folk journey here to harvest the exotic fruits of the land which are used by alchemist for all different types of things from strong, bitter elixirs, to sweet and potent perfumes. ### Kenku Haunted by a vicious and most cruel curse from the hands of a great and ancient witch, whos history is lost, the small community of people who hailed from the lush forest of the Wihnwoods were transformed, alongside the landscape around them. Their bodies turned dark and feathered, their speech pulled from within, lost to the cold dark sky that now filled the air around them. The lush green forest turned dark, hallow and gray. The few survivors of this terrible incident now wander the world, in search for an answer, a purpose, and possibly, a cure. ### Dark Elf Withered, pale, and broken bodies is what remains of the fallen Elves who have been returned to life. Though their ageless complexion still holds, their scars and worn bodies form something that sets them apart from their old selves making them be seen as castaways and unwanted curses, a ghost who is no longer who they used to be in the eyes of their people. Though some dark elves tirelessly search for a hint of light that may allow the safe passage of their people back home, others have decided to rise up as a powerful force, and take their home by means of violence and destruction. \columnbreak ### Goliath At the highest mountain peaks of Mt. Urgrend far above the slopes where trees grow and where the air is thin and the frigid winds howl-dwell the reclusive goliaths. Few folk can claim to have seen a goliath, and fewer still can claim friendship with one. Goliaths wander a bleak realm of rock, wind, and cold. Their bodies look as if they are carved from mountain stone and give them great physical power. Their spirits take after the wandering wind, making them nomads who wander from peak to peak. Their hearts are infused with the cold regard of their frigid realm, leaving each goliath with the responsibility to earn a place in the tribe or die trying. ### Guardian Sentient bodies of the Guardians are created through the wild and natural occurrences that sweep through the Inner and Elemental Planes randomly bringing forth life into these large beast of natural shape and craft. When created, these beings are inherently protective over the domains they reside in, keeping trespassers from harming the plane, and often serving the rulers and elder guardians of the domain. ### Genasi Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth, carry the power of the planes in their blood. The genasi are one such people, the offspring of genies and mortals. Some finding a particular interest with the Material Plane, genies take on a mortal guise and travel incognito a mortal might catch a genie’s eye. Friendship forms, romance blooms, and sometimes children result. These children are genasi: individuals with ties to two worlds, yet belonging to neither. Some genasi are born of mortal–genie unions, others have two genasi as parents, and a rare few have a genie further up their family tree, manifesting an elemental heritage that’s lain dormant for generations. ### Tiefling To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Wrathion—ruler of the Nine Hells—into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children’s children will always be held accountable. \pagebreakNum # influential Organizations ***
As power, influence, and knowledge spread and become accessible to nearly anyone who wishes to partake, many governing systems and organized factions rise up to maintain order and peace, while others see the opportunity to take advantage of an unexperienced and blind populace. These factions drive and manipulate the social and political direction of Opes'Terra with great force and their actions resonate for generations.
## The Circle of Eight Since the discovery of magic, the founders and sharers of this new arcane knowledge needed a way to maintain order and balance amongst the people who now could have access to this new untapped resource. While renowned mages all over Opes'Terra carefully keep watch and monitor the flux of magical energies always about, the Circle of Eight is designated to specifically watching over the mainland, the continent where magic was first found by the teachers of the current Circle. All together, this circle works to ensure future discovery and lingering curiosities do not leave the mainland without first being studied and documented. *** ### Goals The Circle of Eight upholds and protects the Arcane Laws, created in part with the Druidic Circles as a leading example of the best way to restrict untapped magic. These laws follow the ideal of respectful, educated, and meaningful use of the arcane arts. *** ### Relationships The Circle of Eight works together alongside other organizations that study or work within the field of magic. This includes most of the druidic circles that still uphold the first laws of magic within elven culture, as well as schools, universities, and observatories that dedicate their resources into the field of the studies of magic. *** ##### The Arcane Laws The Circle of Eight's rules on the use and misuse of magic are detailed at length within written documentation to the full text of the Arcane Laws. Though there are many bizarre intricacies within the laws, there are three unbreakable edicts: *** ***Though the study of Necromancy shall be restricted to none in the interest of magical understanding, the animation of the dead is a violation of the Arcane Laws.*** *** ***The Arcane is a tool to be wielded for the good of the people. To use its power in the pursuit of wanton destruction or murder is a violation of the Arcane Laws.*** *** ***Though the jurisdiction of the Cricle of Eight supersedes the power of local laws, a mage who willfully breaks the laws of the land is in violation of the Arcane Laws.*** \columnbreak ### Figures of Interest #### Raes *Evocation* Wizard, Dwarven Male, Descendant of Raes Bigby, head figure of the circle, Oversees the East-Central districts of Trisfal, Tal'Rae, and Kaldenwalste. #### Taes *Abjuration* Wizard, Human Male, Descendant of Okus Leomund, head advisor and political voice of the circle. Oversees Murias, the capital city. #### Froona *Enchanment* Wizard, Gnome Female, Descendant of Gruen Otto, head of discovery. Oversees the south eastern coast, as well as the sacred lands near Korethose. #### Adrixius *Conjuration* Wizard, Dragonborn Male, Descendant of Tal Mordenkainen. Oversees the north eastern coast, as well as the town of coldbrink. #### Devonah *Divination* Wizard, Human Female, Descendant of Fael Foresight, head of lore and documentation. Oversees the eastern coast, along with Parddryth, and East Marren. #### Yas'sharilos *Necromancy* Wizard, Half Elven Male, Descendant of Jon Hadar, head of research. Oversees the south eastern reach, devoting his time to research and management of the lands barrier. #### Benith *Illusion* Wizard, Human Male, Descendant of Ward Otiluke, head of duplicity. Oversees the West-Central districts of Cobalus and the outskirts of Murias. #### Jondar *Transmutation* Wizard, Dwarven Male, Descendant of Frenith Rary, head of practices. Oversees the northern reach, and the cold waste. \pagebreakNum ## The Fighters' Guild *** A leading force in entertainment, secrecy, and income in the world of Opes Terra is the fighters guild, a network of taverns, inns, and guildhouses established for the purpose of escalating the day to day tavern experience tenfold into fighting tournaments known as the Brawlers' League. Weekly events are put together in an organized manner in which folk from all around come to see adventurers, criminals, and the like come to prove their strength over other contenders in a series of single elimination 1 on 1 fights for large sums of gold prizes as well as bragging rights. Rumor has it that the Fighters Guild also operates another fighting organization in secret that is called "The Blood League", a brutal tournament dedicated to illegal bloodsports and can only be accessed by those with a piece of red gold. ### Goals The Fighters' Guild makes a pile of income due to its easy to understand and traditional style of approaching its consumers. It is also a hotspot for mercenaries, adventurers, and folk looking for hire from the upper tiered jobs that attracts the interest of political powers and wealthy folk who are in search of able workers who fit their standards. ### Relationships The Fighters' Guild activities are welcome in most regions throughout Opes'Terra, as it is more about the entertaining factor of competition than the act of violence that attracts many folk to these events. Its primary place of business, or its "main house" is located within Ironguard, where it originally was established and very quickly spread to the nearby continents and cultures. ### Figures of Interest #### Derick the Bold Human Male, Operator of the Mainland Fighters Guild, Organizes and runs tournaments within the mainland which are all held within the capital city Murias. #### Brandon "Stealtoe" Brune Dwarven Male, Operator of the Ironguard Fighters Guild, Organizes and runs tournaments throughout many different regions of Ironguard, also one of the first original top contenders of the Fighters Guild. #### Mievh "The Mountain" Goliath Female, Top contender of the Fighters Guild, the face of the contenders organization. #### Yorna Brune Dwarven Female, Guild Treasurer, Helps keep the business attractive and popular. Wife of Bandon Brune. \columnbreak ## The Black Crown A secret organization consisting of thieves, fences, assassins, saboteurs, spies, and smugglers. Based largely within Ironguard for business, as the laws denying the use of magic within the continent allow for a much easier time in working out orders without the need to snuff out undetectable magic. The Black Crown operates in a business like, crime family way, celebrating loyalty and truth to one's word over most other merits. A member pays their debts, keeps their promises, and always seeks opportunities for the betterment of the Black Crown, and the lady who wears it. ### Goals While the immediate assumption is that the Black Crown is merely interested in profit at any cost, they also wish to preserve the funtion and prosperity of civilization. It is well known and simple to understand that a thriving city is a profitable one, and an enemy of civilization is an enemy of the Black Crown. The Black Crown considers themselves a necessary dark underbelly, willing to do the under-the-table deeds that the wealthy and powerful cannot commit with their own hands. The Black Crown also understands that conflict breeds a healthy economy, and has occasionally kindled the flames of unrest to keep things tense and profitable. ### Relationships While some of the Black Crowns activies are secretly state-sanctioned, it is highly illegal and extremely dangerous to be a member or to be caught doing business directly with them. Most city guards have orders to arrest upon discover, and raids are occasionally conducted with varying degrees of success. Having friends in the barrack though makes for an easy escape. Though their business is primarily focused on political conflict, the Black Crown openly shows their unresting desire to snuff out all traces of necromancy. The study, the act, or the desire to use such magic seems to be a direct influence to seeking the attention of the Black Crown quickly. \pagebreakNum ## The Elven High Council When the elves came into contact with the other civilized races of gnomes, dwarves, and tabaxi, the current state of culture and practices had no place in the constantly evolving state of civilizations progress. Because of this, a portion of the elven population began creating more direct laws and practices associated directly with the realism of the new age. These elves eventually separated themselves from the ways of the Grovewardens and other druidic circles, by giving themselves the new title of High Elves. ### Goals High Elven culture still respect the traditional practices and ideals of their people, though they focus on the new age of civilization they were building alongside the other civilized races of Opes Terra, where they build a new thriving culture with a mixture of many different philosophies, deities to worship, and holidays to celebrate. Each council member is assigned a domain of responsibility, and they either inherit the existing infastructure of subordinates, or restructure with the approval of the rest of the council. The domains are divided as such: Development, Arcana, Law, Commerce, Information, Defense, and if needed, War. The council members are responsible for these domains throughout the city of Tal'adore. * The *Master of Development* works with the masonry guilds to approve and oversee all major construction and renovation within the city of Tal'adore. * The *Master of Arcana* keeps vigil over the lawful use of magics within Thalorith alongside the druidic circle of Grovewardens. * The *Master of Law* enforces Thalor's written law from within the Order Hall, serving as High Judge on grand matters of the court, approving any exalted amendments, and managing the smaller courts across the land. * The *Master of Commerce* works with all major merchant guilds and trading networks within the nearby continents. They are to maintain a healthy economy, further good trade relations, and watch over the treasury. * The *Master of Information* oversees foreign diplomacy and maintains a well-developed network of spies and informants throughout the realm and beyond. * The *Master of Defense* is head of the Crystal Guard, working closely with the Master of Law to maintain order and peace within the city, and sometimes beyond. Leadership of military might is assigned to the Master of Defense in times of peace. * The *Master of War* is a temporary position, only filled during times of severe strife and impending conflict. The rest of the council elects the Master of War, who takes charge of the military from the Master of Defense, and all warefare and strategic decisions begin with them. When peace is called, the position is dissolved until required again. \columnbreak ### Relationships The council keeps cordial relations with the Grovewardens, a druidic circle that maintains and protects the traditional values of elven culture. To honor and respect the elven cultural traditions, the council grants the grovewardens the ability to veto any building work that could endanger what they hold to protect. Because of this, most elven towns and cities outside of Tal'adore are very entwined and blended in with the ancient natural landscapes that surround them. ### Figures of Interest #### Faelar Teldrorr Elven Male, Master of Development #### Tel'on Faedrin Elven Male, Master of Arcana #### Mirinith Renethel Elven Male, Master of Law #### Orith Doreloshan Elven Male, Master of Commerce #### Myth'endros Sylvin Elven Male, Master of Information #### Sylris Benadore Elven Male, Master of Defense #### Kayrith Gila'tor Elven Male, Master of War \pagebreakNum # The Passage of Time Within Opes'Terra *** The calendar year of Opes'Terra runs a total of 240 days over the course of eight months. These months are outlined below in the order of their arrival within the calendar year, as well as their notable holidays. The names of the Weekdays using the calendar of Opes'Terra follow a pattern of five days within the week, while having six weeks to every month. The five weekdays follow the names Solis, Veneris, Lupus, Venestria, and Luna, and are a standard 24hours in length. ### Calendar of Opes'Terra | Month | Holidays | |:---:|:-----------:| | Winters Dawn | New Dawn (1st-5th) | | Ailluins Rest | Embertide (5th) | | Natures Dawn | Grovewalk (5th) | | Ellisar | Festival of Honor (5th) / Arcana (25th) | | Summers Dawn | Zenith (5th) | | Folimere | Wild Luck (5th) | | High Harvest | Artisan's Day (18th) | | Natures Dusk | The Veil (5th) / Winters Eve (30th) | ## Holidays Not every continent celebrates the same holidays or shares the same meaning behind them, but across all cultures, these are the holidays that are generally celebrated and noted by the majority of society. #### New Dawn A new year, a new life, and a new start. This marks the day of celebration to lifes existence. Generally celebrated by creating loud noises generated by nearly anything from pots and pans, silverware, or small mechanical toys made and in the weeks before this holdiay. #### Embertide A holiday created in respect and tradition of the Platinum Dragon. Embertide is a day of remembrance to those who have fallen in defense of others. Celebrated in many different ways from visiting and honoring burial sites, to celebrating the life of others with patrons of the inns. #### Grovewalk Naturally an elven holday, though its celebration has spread to other races and cultures over the past five hundred years, in which the day is dedicated to showing respects to nature and its creators, the fey. Planting trees, traversing mountains, or exploring and passively inspecting wildlife are common activities that groups and individuals partake in during this day. \columnbreak #### Festival of Honor The celebration of honor, motivation, and heroism. Many folk gather to the southern coast of Tal'adore, where festivities are held from the 5th day to the 10th, bringing together heroes, legends, and curious adventurers alike to celebrate and compete in the festival games which are separated into categories by the day, totally 5 different types of challenges and contest. #### Arcana Inspired by the awe and wonder of the discovery of teachable, shareable magic, Arcana is a day of knowledge, wisdom, and discovery. Each of the most influential mage organizations from the realms have a yearly meeting in which they discuss the current and future state of magic. This is considered a holiday, as many folk celebrate in honor of the arcane arts, hosting small competitions calling forth learning mages to show their skills. Universities also have all students take this day off from studying, and sometimes host small festivals or shows on the school grounds. #### Zenith Considered a holy day, as the suns rays shine brightest and begin radiating the summers warmth to the world. Due to widespread differentiated cultures, this holiday has become a simple celebration of summers beginning, though to paladins, clerics, priest, and other members of a holy order, this is a day to pay deep respects to the Valoran, and the high heavens. #### Wild Luck What was traditionally an elven holiday to celebrate the beauty of the fey and the playful magics of nature, has now become a day of lucky blessings, in which folk believe the fey wander about unseen, bestowing blessings of luck and charity to those less fortunate. #### Artisan's Day A day in which many folk pay respects and cherish the work of their favorite craftsmen. During this holiday, it is a common ideal that purchases should only be made with traders selling their own crafted work, and that extra coin is to be given to them as a courtesy for the hardwork and dedication to their craft. #### The Veil A celebration of the legacy of the raven queen. This marks the day chosen by leading members of the Raven Queen's worshipers, who proclaim it as the day that the Raven Queen ascended into godhood, claiming rule over the ethereal realm. To the common folk, this is a day to pray and seek guidance for the souls of the fallen ensuring their safety in the afterlife. \pagebreakNum
# Part II ##### The Multiverse
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# The Material Plane Within Opes Terra, the cosmic struggle has been slow and unnoticed ever since the creation of the Divine Gate was established. A powerful barrier between the Material Plane and the divine realms, the Divine Gate sealed away all gods and other planes to their respective domains in hopes of salvaging the new age and preventing Calamity. Should the Divine Gate be destroyed by the unanimous effort of the Gods, all powers will be unleashed and Armageddon will be imminent. Thus, the gods patiently watch their creations from beyond the veil, lending what small power and chosen minions they can send through the gate to aid the faithful in their goals and pursuits. When the cosmic struggle ended, a material world was created in the aftermath of the gods. This material plane of existence also harbored lingering traces of essence which belonged to these powerful deities. Soon this essence would become nourished and evolve into sentient, mortal creatures. Their existence limited as the essence of the gods slowly faded away, withering their physical form over time. Just as there was many different gods and powerful beings, there to were many kinds of mortal races created. Though these races would not all come into contact with one another, they lived scattered throughout the physical plane and would continue to grow and prosper beyond the expectations of their creators in due time.
\pagebreakNum ## Eberron A savage land scarce of any wildlife and vegetation, the dried out landscape of this continent was once beautiful and whole before the humans and orcs planted their civilizations within the heart of this continent. For a century, the orcs and humans fought with one another over the last remaining resources they could scrape from the land. Half of the current population of humans died to starvation, dehydration and war before they decided they'd had enough. Taking the few remaining ships available to them, the humans brought who they could on a journey into the desolate uncharted sea heading west. After even more losses to the human population, land was discovered. This land had once belonged to an ancient unkown race that would not be uncovered for hundreds of years after this lands discovery, however this land held fertile soil, vast grasslands, flowing rivers, and icy mountains, all which contained valuable new resources and materials that would be used by the humans to build a new life here in what would come to be known as the mainlaind. ## The Mainland As the humans settled into their new found land, adventuring crews set off on expeditions find what resources the land had to offer. Which would cause a young man and a small adventurering crew to uncover a wonderous new resource that would completely change the fabric of reality itself forever. Magic would be discovered by a young adventurer named Raes Bigby deep within the unexplored western mountain ranges of the mainland. No one knows the exact location of where this magic was found, or how these adventurers learned to use it as they did. They came back with their discovery and over time others were able to learn and harness this mysterious power. Many of those who were around when magic first was discovered claim that they found a library deep within the ruins of an ancient civilization, while others believe these powers were bestowed onto them by a god or deity who created a pact with them allowing them to teach and distribute these powers to others. Now this land is a renowned hot spot of travel and trade as eager adventurers look to uncover more of the lands buried secrets that have been lost to time. ## Thalorith The largest and longest lasting empire in the known world is the elven continent of Thalorith. Over a millennium has passed since the druidic circles began building a proper civilization to move forward in cultivating a new lifestyle to harbor the company of other civilized races which would soon introduce themselves on the shores of Thalorith. Though nature and wildlife would remain the dominant landscape found throughout the land, villages, towns, and even cities would rise up and be built that would still keep the physical, mental, and magical connection between the elven race and nature itself. Only Tal'adore, the crown of all elven civilization would show a difference in the broken connection to nature and the ancient practices of elven culture. *** Magic has always been a part of Thalorith, though it was a magic that traced through the bloodline of elven culture all the way back to the first Druidic Circles and because of this, magic was only available to those with elven blood. Magic became apart of everyday life, even as elves moved into a civilized age alongside the dwarves, gnomes, and other civilized races who would soon come to share and build their land, magic would be used by the elves and soon by all with the newest discoveries in the mainland. In most cases, this was great news, the people of Thalorith thrived on sharing this new found magic with one another prosperously, though some higher powers worried that they would no longer have the upper hand due to birthright and a lineage of powers conceived by bloodline. The civilized lands of Thalorith are controlled by the high council who reside within Tal'adore. They manage trade, as well as travel between the other civilized surrounding continents while also ensuring that the Northern borders of Thalorith are not disturbed by the rising curiosity of others who are unfamiliar with its mysterious and long forgotten history. ## Ironguard As the Age of the Arcane came to an end, so to did the alliances of many cultural leaders. Among these leaders stood two who would primarily be the historical representations of the divide, one being Kalus Ironguard who would gather those who wished to create a lifestyle without the presence of the gods magic as they saw the pantheon as a challenge to their own potential. With the rise of this new ideal, came the birth of the Ironguard Empire which would grow and conquer over an entire continent that was created during the great sundering. Those who found themselves within the reach of Kalus and his followers would be forced to obey and follow his ideals or suffer the first ever attempts of torture brought into the world by the evil and twisted mind of Kalus. Through these methods, the Ironguard Empire grew endlessly through the motive of fear, though while many followers believed and trusted these methods to lead them into a new age of protection from future worldly disasters, others saw Kalus for what he was, and began plotting to grant him a swift death. Over the next five years the echoing crys of tortured and mutilated leaders of the rebellion were heard by all as a reminder of the mercy Kalus offered to those who would not accept his ideals. Though through this display Kalus would let his guard down, allowing a single crossbow bolt cut his words short as he personally executed the primary rebellion leader in public. Upon his death, the rebellion rejoiced as they quickly pushed forward, attempting to usher a new age of civilization and rule into the world though they would be quickly dashed, their names forever erased from history as the unheard of and eager son of Kalus Ironguard showed himself, announcing his rule over ironguard by easily destroying the entire rebellion by its roots within the night before his declaration, and so began the rule of Jooun Ironguard, the tactical and deceptive mastermind who would perfect the art of his fathers ideals. \pagebreakNum Torture became something of a hobby to Jouun, as he found it far more effective to completely erase his enemies from existence. Their name, their family, their friends, and the unborn children who bore their blood would be killed in a manner that caused them to vanish into nothing. Jouun led an empire free from rebellion and secrets, for thirty whole years before he decided it was time to expand and spread the ideals of his father to the rest of the scattered lands. Fleets of ships carried thousands of soldiers across the sea to the shores of Eberron and Thalorith, though they demonstrated the cruel and harsh reality of the Ironguard Empires ideals, they were pushed back to their land unable to contest against the magic the elves used against them. As the fleet returned to its home of Ironguard, Jouun and the future heirs of the land would come to despise magic and its ability to stop the expanse of the Ironguard Empire. To this day, the Ironguard Empire stands as a driving force in ending the ways of magic forever. Currently the empire is ruled by Kaavith Ironguard, though the empire now has connections with other lands to take in criminals who face a punishment far worse than a death penalty, the culture and ideals of the empire still remain cruel and unwavering as the thirst to crush all traces of magic from history in the hopes to forge a new age of civilization with no recollection of the gods or their devotees. ## Urgrend Mindless creatures of massive proportions dwelling within tribes of their kind keep a faithful watch on the base of Mt. Urgrend where those of the storm giant tribe reside, the most intelligent and powerful of the mortal races within the Material Plane. Though the truth behind their power has been kept secret, the Storm King Yovar has ensured that the giants of Urgrend will remain within their lands, so long as the mortals of this land as well as their gods keep themselves and their creations from entering the lands that belong to the giants. Other than those of the storm tribe, there is one other tribe that harbors an intelligent and curious mind, the Goliaths of Urgrend. Though currently they struggle in the aftermath of an uprising of distrust and mutiny caused by the death of their leader Ulgrid, the goliaths
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## The Feywild *Stepping into the portal was like settling into a warm bath, though the chill didn't fade from the air. At first everything muted - the roar of the river around the rocks below, the chirping of frogs and crickets on the shore, the evening bustle of the town behind me.... A moment later, the world erupted into vibrant life. Frogs and night birds sang a chorus; the air was awash with autumn scents; the moonlight painted the flowers in iridescent blue, silver, and violet; and the rushing of the river became a complex syphony.* -- Janice Everbrill, 1st Class White Whistle of The Delvers *** The Feywild, is a land of soft lights and wonder, a place of music and life. It is a realm of everlasting twilight, with glittering faerie lights bobbing in the gentle breeze and fat fireflies buzzing through groves and fields. The sky is alight with the faded colors of an ever-setting sun, which never truly sets (or rises for that matter); it remains stationary, dusky and low in the sky. Away from the settled areas ruled by the Aeries fey that compose the Summers Court, the land is a tangle of sharp-toothed brambles and syrupy fens-perfect territory for the wild beast of Fenrir to hunt their prey. The Feywilds exists in parallel to the Material Plane, an alternate dimension that occupies the same cosmological space. The landscape of the Feywild mirrors the natural world but turns its features into spectacular forms. \columnbreak
Where a volcano stands on the Material Plane, a mountain topped with skyscraper-sized crystals that glow with internal fire towers in the Feywild. A wide and muddy river on the Material Plane might be echoed as a clear and winding brook of great beauty. A marsh could be reflected as a vast black bog of sinister character. And moving to the Feywild from old ruins on the Material Plane might put a traveler at the door of an archfey's castle. The Feywild is inhabited by sylvan creatures, such as elves, dryads, satyrs, pixies, and sprites, as well as centaurs and magical creatures such as blink dogs, faerie dragons, treants, and unicorns. The untamed darker regions of the plane are home to such malevolent creatures as hags, blights, goblins, ogres, giants and savage beast of the wilderness. ### Fey Crossings Fey crossings are places of mystery and beauty on the Material Plane that have a near--perfect mirror in the Feywild, creating a portal where the two planes touch. A traveler passes through a fey crossing by entering a clearing, wading into a pool, stepping into a circle of mushrooms, or crawling under the trunk of a tree. To the traveler, it seems like he or she has simply walked into the Feywild with a step. To an observer, the traveler is there one moment and gone the next. Like other portals between planes, most fey crossings open infrequently. A crossing might open only during a full moon, on the dawn of a particular day, or for someone carrying a certain type of item. A fey crossing can be closed permanently if the land on either side is dramatically altered--for example, if a castle is built over the clearing on the Material Plane.
\pagebreakNum ## The Shadowfell *There she stood in the uppermost room of the central tower of her citadel - a fortress of shadows and dark stone carved in relief into the sheer face of a jagged peak... The starless black vault of the plane's sky hung over a landscape of gray and black, where lived the dark simulacra of actual things. Shadows and wraiths and specters and ghost and other undead hung in the air around the citadel, or prowled the foothills and plains near it, so numerous their glowing eyes looked like swarms of fireflies. So there she stood, her porcelain mask shrouded in ominous black gazing at me in acceptance.* -- Journal of Julius Bluemoon *** The Shadowfell, is a dimension of black, gray, and white where most other color has been leeched from everything. It is a place of darkness that hates the light, where the sky is a black vault with neither sun nor stars. The Shadowfell overlaps the Material Plane in much the same way as the Feywild. Aside from the colorless landscape, it appears similar to the Material Plane. \columnbreak Landmarks from the Material Plane are recognizable on the Shadowfell, but they are twisted and warped--distorted reflections of what exists on the Material Plane. Where a mountain stands on the Material Plane, the corresponding feature on the Shadowfell is a jagged rock outcropping with a resemblance to a skull, a heap of rubble or perhaps the crumbling ruin of a once--great castle. A forest on the Shadowfell is dark and twisted, its branches reaching out to snare travelers' cloaks, and its roots coiling and buckling to trip those who pass by. Shadow dragons and undead creatures haunt this bleak plane, as do other creatures that thrive in the gloom, including cloakers and darkmantles. ### Shadow Crossings Similar to fey crossings, shadow crossings are locations where the veil between the Material Plane and the Shadowfell is so thin that creatures can walk from one plane to the other. A blot of shadow in the corner of a dusty crypt might be a shadow crossing, as might an open grave. Shadow crossings form in gloomy places where spirits or the stench of death lingers, such as battlefields, graveyards, and tombs. They manifest only in darkness, closing as soon as they feel light's kiss.
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# PART III ##### Homebrew Rules
\pagebreakNum ## Character Creation To create a character, you will be using the standard 5th Edition PHB Rules, with slightly adjusted options and different lore for player character race options which are detailed in the Lore section of this book. ### 3d6 x 4 Stats For this campaign setting, determine your ability scores by rolling 3d6 four times while also rerolling any results of 1. After you have your results, you may arrange and place the stats where you wish for your characters ability scores. In addition to the rolled results, an ability score of 15 and 8 will be available for you to arrange into the abilities of your choice. ### Choosing a Race Due to the change in the lore and availability for races in this campaign setting, it is recommended that you read through the detailing of a race you plan to play in this handbook. Below is a quick reference list of the playable races within this campaign setting. | Common Races | Exotic Races |:---:|:-----------:| | Human | Goblin | | Elf | Dark Elf | | Half-Elf | Tabaxi | | Dwarf | Kenku | | Gnome | Goliath | | Dragonborn | Tiefling | | Satyr | Genasi | | Half Orc | | #### Exotic Races When deciding on playing one of the exotic races, take the time to discuss with your DM about how you can have the exotic race you wish to play fit into the current story arc. ### Choosing A Class All the classes available within the 5th Edition Players Handbook, and Xanthar's Guide to Everything are available to play within this campaign setting. If you wish to play a homebrew class or a character option from Unearthed Arcana or other homebrewed resources, please discuss it with the DM beforehand. | Class Choices | | |:---:|:-----:| | Barbarian | Paladin | | Bard | Ranger | | Cleric | Rogue | | Druid | Sorcerer | | Fighter | Warlock | | Monk | Wizard | \columnbreak ## House Rules ### Identifying Magic Items The *Identify* spell is not available to use in this campaign setting. Instead, a player proficient in the Arcana skill may attempt to identify an unidentified magic item using the table below. | Magic Item Rarity | Prerequisite | Time Taken | |:---:|:-----------:|:--------| | Common | Proficiency | Instant | | Uncommon | Proficiency | Short Rest | | Rare | DC 15 | Short Rest | | Epic | DC 20 | Long Rest | | Legendary | DC 25 | Long Rest x3 | | 1try per rest | details given with each success | 3total successes | ### Alternate Resurrection Rules This resurrection rule set is designed to add an element of party roleplaying and narrative to the resurrection attempt, as well as the creeping threat of permanent death to a character. #### Resurrection Challenge If a character is dead, and a return from death is attempted by a spell or spell effect with longer than a one action casting time, a Resurrection Challenge is initiated. Up to 3 members of the adventuring party can offer to contribute to the ritual via skill checks. The DM asks them each to make a skill check based on their form of contribution, with the DC of the check adjusting to how helpful/impactful the DM feels the contribution would be. For example, praying to the god of the devout, fallen character may require an Intelligence (Religion) check at an easy to medium difficulty, where loudly demanding the soul of the fallen to return from the aether may require a Charisma (Intimidation) check at a very hard or nearly impossible difficulty. Advantage and disadvantage can apply here based on how perfect, or off base, the contribution offered is. #### Resurrection Check After all contributions are completed, the DM then rolls a single, final Resurrection success check with no modifier. The base DC for the final resurrection check is 10, increasing by 1 for each previous successful resurrection the character has undergone (signifying the slow erosion of the soul’s connection to this world). For each successful contribution skill check, this DC is decreased by 3, whereas each failed contribution skill check increases the DC by 1. Upon a successful resurrection check, the player’s soul (should it be willing) will be returned to the body, and the ritual succeeded. On a failed check, the soul does not return and the character is lost. Only the strongest of magical incantations can bypass this resurrection challenge, in the form of the true resurrection or wish spells. These spells can also restore a character to life who was lost due to a failed resurrection ritual. \pagebreakNum
The Official Opes Terra Campaign Setting
The official Opes'Terra campaign setting guide designed for the worlds greatest roleplaying game. Learn about the gods, landscapes, and powerful organizations that keep the multiverse moving forward, then, dive in and explore the continents of Thalorith, Ironguard, and Ekko with your own handcrafted character in this wondrously rich and vibrant world of politics, intrigue, and adventure.
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