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Table of Contents

Creation Mythos 1
Brief History 1
Nations of the Common Folk 3
Elven Spires 4
Nations of the Common Folk 5

Age 0: Creation Myth (Pre HE)

Opening Event Lord Ao was the first Divine presence felt by Agiodore, but he was not the first Colossal. No one knows how long the Primordial Lords were here, some say eternity. When Lord Ao descended, the world was a swirling maelstrom of Primordial energy. It was to these lands that the first Divines would be born. It is said that Lord Ao expelled all emotions from himself, all opinions and desires to create several more Collosals in his image. Event The new Divines were born straight into a world of war. They took the skies, the land and the oceans of the Primal Agiodore. As any Primologist worth their gold knows, Primordials are the emergent mind of a location, known colloquially as their 'Dominion’. Therefore the larger the location, the greater the Primordial. Primal Agiodore was a Pangea, with one large magmatic continent surrounded by a singular vast ocean. As a result there were only six Primordial Lords with untold levels of power and mastery over their dominion. Closing Event In the final days of the War of Creation, the Divines sundered the land. The Pangea was split into fractured continents, that separated the ocean currents. Vents to the core were submerged in the oceans, cooling and sealing them. Finally, great mountain ranges were erected to split the flow of the air. All this destruction rendered the minds of the Primordial Lords inert, their essence torn apart into smaller fragments.

As Agiodore was forged, as life sprouted and things of essence gave way to the beings of material, land became ordered and structured. This diminished the power of the Fifth Primordial Lord, NAME. However, there was one force that even Lord Ao failed to notice. In a world of Primal Chaos, it went unnoticed. As the NAME ENTROPY diminished, NAME ORDER, Lord of Order rose.

Age 0.5: Pre-mortals (Pre HE)

All Pre-mortals lore like the fall of Asmodeus

Age 1: Architects of Agiodore (Years: 0-7000)

Opening Event

It is believed that the Architects were the first species to walk the land. They evolved from Mamallians in a similar fashion to Modern Humanity and show a similar resemblance to said Humans, but were lithe and tall, with exaggerated limbs that would look ethereal to humans.

Event

(Arrival of the Draconids) The Second species to appear were the Draconic line. History doesn't spell out the specifics of where they came from, whether they evolved naturally, recently reached sentience or travelled here but what was known was that they claimed domion of the cavernous mountains. There they collected vast hoards and raised their young.

Closing Event

The insistent thirst for knowledge consumed the Architects. They delved deeper and deeper into the mysteries of the world and created the Archive, a pocket realm filled endlessly with secrets and answers. Their crowning achievement was the Ivory Roots, synthetic roots that grew into an Architect, giving them a connection over their creations and a constant access to their Archive.

This constant stream of passion for information birthed a goddess. Whilst the Architects were not pious, they accepted her just like any of their creations. Mystra did not desire to be worshipped and the Architects did actively worship her. She became the guiding light of the Architects, the Mistress of the Archive and the Divine of Knowledge.

Mystra worked to ally the Draconids and the Architects, to compile their knowledge and further their understanding of the world. While many of the Dragons and Dragonborn were naturally pulled towards Good and Evil, Order and Chaos, taking sides in the thermal struggle between Bahumat and Tiamat, some Dragons cast aside personal ideals and fostered Mystra’s lust for knowledge. These dragons shed their old heritage and became infused with crystalline shards as a ritual to connect them to Mystra.

Age 2: War of the Land (7’000-13’000)

Opening Event: creation of the dwarves, orcs and Elves

The Elves appeared from nowhere as formless energy beings. As they listened to the temptations of Lolth, they gained physical forms. When most of the Elves turned their back on Lolth they found themselves unable to return to Arvandor after being banished by Corellon. With nowhere to go they turned to other Patrons who would be able to sustain their connection to magic, which fragmented their species further.

The Altelf found patronage with Ioun who sustained their connection to magic with her arcane knowledge. They often appear as white to brown skinned elves with blue or violet eyes and white or silver hair.

The Solatrar found a family with Pelor and Selune, who became distant but still active parent figures. Their divine magic sustains them and grants them abilities tied to the solar duo.

The Wood Elves found their home defending the First Wood - the location which connects the Material Realm to the Feywild - immersing into nature to be nourished by the latent Primal energy.

The Seasonal Elves made pacts with the Archfey, who eventually enslaved and dominated them.

The Shadar-kai escaped to the horrible realm of the Shadowfell with the aid of PH Colossal and were transformed by its dark magic.

The Drow returned to Lolth and were punished for their rebellion. Eventually some leave her once again and become the Deep Drow.

All of the Elves who have settled in other planes built their spires on the boundaries between, giving them a foothold in both planes.

After that were the Dwarves, forged by Moradin. They claimed the plains and the hills, digging deep into the earth and exploiting it's riches.

Orcs

Then came the Orcs. They ventured to the forests, but the Elves had settled them. They ventured to the plains, but the Dwarves had beaten them there. They ventured to the mountains, but the Dragons ignored them. So they warred. They warred with dwarves, forcing them off the plains and trapped the plains Dwarves between their tribal armies and the Dragonborn defenders of the mountains. Event: Betrayal In an act of desperation the Dwarves turned on the Dragonborn, who were not expecting this betrayal from the usually open and trusting Dwarves and were caught unprepared. The Draconids were split up and fled their mountain strongholds to the most inhospitable corners of the realms to sleep and heal, with the broken Dragonborn armies keeping eternal vigilance.

The Mountain Dwarves rebuilt the Dragon cities as impenetrable fortress, built from the wealth of ancient hoards and reinforced with Draconic relics and runes. Closing Event: Nightfall Knowing that they would be next, their forests torched and their towers crumbled, the Archfey sent all the strong and capable Seasonal Elves from the forests, reinforced by the animated forest in a coordinated strike in the dead of night, striking down a majority of the now battered Orcs, disbanding the tribes.

Age 3: Divine Ruin (13’000 - 16’000)

Opening Event: Wrath of Gruumsh

Gruumsh was created from the single minded obsession of the Orcs with their territorial war. When it was conceived, it took decades of growth and fueling to awaken. When it did, it used it's immense strength to force the doors between the Divine Realm and the Material Planes open. Doing so allowed it to materialise and walk amongst it's soldiers, uniting them under one banner once again.

Eventually, the combined forces of the Architects and the Elves beat them down once again.

The Seasonal Elves work with the Architects and work out a way to reverse the stability of their form, allowing some to become Eladrin. At the same time, the Architects used this discovery on themselves. Event: A New Threat Gruumsh did not care about the consequences of his actions. His entrance to the material plane opened the way for others, for good and for Ill. Quickly mortals found more and more of their daily lives affected by the presence of Divines, from interference of politics and advancement to the slaughter of cities, the Divines walked the land, doing as they willed.

But they were not all that lurked on the outer sphere. The influence of the eldritch gods and their bizarre eldritch realm crept closer, spreading their dark influences into the hearts and minds of mortals. Eventually they threatened to turn societies on each other and plunge the world into darkness. Event: The Divine Barrier The Architects devise a way to banish the gods and prevent them from never returning. With the help of Mystra (The Goddess of Knowledge), they erect pylons throughout the world in their Fortress-Cities. When activated, these pylons erect a divine wall that shrunk the ties between the material world and the divine planes to banish the larger entities not tied to this Plane.

Mystra herself was not banished, due to her ties to the Archive. Instead, her mind and form slumber somewhere, with her consciousness spread throughout the world like a thin shroud.

Due to the Divine Barrier, the Feyarchs could no longer manifest a physical presence in the material realms. This allowed the Elves to transport their spires across the boundaries and into the material planes, granting them liberation. However the Elves found that the material plane was not as nourishing to them. The feywild has a much closer connection to the earthen and life planes, which granted them longer lives. Were they used to live to thousands of years old, Elves are now lucky to live past three hundred. As a result, their population has been slowly declining as their reproduction cannot keep up. Closing Event: Slaughter in the Far Realm Now partially asleep, Mystra gifted the remaining Architects her true power. Empowered by psionics, they marched through crystalline portals constructed by her Draconic followers. They took the fight directly to the eldritch horrors, slaying them in their home so that they may never reform.

Whilst their campaign was successful and they broke the eldritch forces, it was not without casualties. They returned as a broken people when the portals were decommissioned, crippled in numbers and no longer able to survive as a species. Most of their city-fortresses were left to crumble whilst the survivors grouped up into a few remaining structures. Their final act was to birth Gaias, who watched and kept the company of the Architects and Mystra well they slept; keeping their automated structures and defenses operational.

Age 4: Sanguine Summer (16’000 - 18’000)

Opening Event

Enereg Garaitinu, an Altelf with no notable birthright, consorted with Aor when she appeared to him in a dream. She presented herself as the saviour of the elves, feeding into the worries of those who believed that the Elves would be stronger as a united species. With the boons of his new ally, Enereg quickly rose through the ranks of High Elven culture and onto the council. Now he had power, he tried to work on tightening ties with the other Elven spires but faced continued resistance from several members of the council.

Taking the issue personally, he tried to reason with his opposition to no avail. Often they dismissed his arguments on the ground that they he was neither powerful by blood or through might of arcana. During one of these talks, the council member insulted Enereg personally, which caused him to lash out in a fit of rage. Enereg grabbed the man and broke his frail, older body against the wall. With the crumpled body in front of him, Enereg finally realised the only way he was going to complete his mission.

With his presence in the council, Enereg ordered his Iron Guardians (a personally trained retinue) to assassinate the monarchy and remaining council members. With no more opposition to his ideals Enereg summoned the armies and - after beating anyone who disagreed into submission - began to conquer other Elven spires, bringing them under the rule of the Iron Court. Event As time went on, Aor drove Enereg and his court further and further down dark paths. What initially seemed like a benevolent crusade instead became a bloody, tyrannical campaign. As the true colours of the Iron Court were revealed, the resistance against them grew until a full bloody civil war was raging.

The Dwarves saw this as an opportunity to redeem themselves in the eyes of the revolutionaries and actively armed and assisted them. Similarly the Druegar were the only smiths that were able to produce such vast quantities of shoddy arms for the slave armies of the Iron Court.

Closing Event

With the backing of the Dwarves, the rebels overthrow the Iron Court and decree that no Elf shall ever hold the power of multiple spires in their hands once again. The Mountain Spires remain shattered and regress into a slightly feral state.

 

Age 5: The Dawn of Man (18’000 - 21’000)

Opening Event

Gaias came to the conclusion - after an Age of contemplation - that the Architects and Mystra were not going to return if the status quo was upheld; so it took matters into its own hands. Selecting a similar mammalian to the one that the Architects evolved from, Gaias guided the evolution and development into a species capable of stubbornness and adaptation. Deep within them, it planted the seeds of thirst for knowledge and the ability to unlock the Archive, to fulfil their purpose. The species continued to evolve, at one point wiping out a previous step on their own tree. They diverged into a few less common subspecies and spread out across the world, settling the wild plains.

Event: Abyssal Incursion

Closing Event

Age 6: Age of Progress (21’000 - 24’000)

Opening Event

All around the world, Architect vault-fortresses begin to open up. Some open synchronously, some delayed and some never open up at all.

The relics inside begins to elevate the nations nearby to a higher technological state. Literacy rates rise as dataslates teach humans of their true past. Some cast out these teachings, viewing them as heretical.

Event

The ideological split. Some Humans believe in coming closer to Mystra by developing psionic practice. Some believe that they become closer to Gaias and his teachings of nature. Some begin to see organic life as futile, and the constructs of the Architects as the path to purpose.

Closing Event: The Gaias Theorem

Gaias speaks directly to the native populations for the first time ever. Meeting with representatives from [pH nation] they discuss it's data that suggests the Primordial Lords are re-emerging as seen by the chaotic weather.

Age 7: Present Day

Opening Setting Without the pull of Grummsh, a great diplomat rose from the Orcs. He unified all clans of the Grey Orcs, bargained with the other races and achieved a successful integration of species. The Green Orc tribes still exist as barbaric tribes. being developed.

The Dragons are returning from hibernation as their knowledge is needed in the oncoming battles. Crisis All across the known world, disastrous geological events are happening. The Elemental Societies are attempting to bring all those who are powerful enough together to manipulate the world to present untold casualties. Rogue elemental cults are declaring this the end times and sabotaging their operations.

The Primordials are waking and there are no gods to stop them. Who will stop them from reshaping the world as they see fit?

Nations of the Common Folk

The Nations of the Common folk represent the empires and territories held by collections of Humans, Haflings, Half-breeeds and the like.

Adaptive Humans

Created from this (https://www.reddit.com/r/UnearthedArcana/comments/8ajgj7/race_adaptive_humans/?ref=share&ref_source=link) amazing take on what makes Humans interesting.

PH Picture here

Imperialis Republic

(Im-peer-re-alis)

Demographics

Land

The Imperialis Republic covers an area of 84 thousand square miles. Of this, 36% (30 thousand sq. miles) is arable land, and 63% (53 thousand sq. miles) is wilderness.

People and Cities

The Imperialis Republic has a total population of 5 million people. The largest city (Witchlyn) has a population of 35 thousand people, the second largest 14 thousand. There are 2 other cities of note in the kingdom, and 36 towns. The remaining population lives in numerous small villages, isolated dwellings, etc. The Population spread is 14% urban and 86% rural, with a literacy rate of 16%.

The population is a fairly even mix of [Bio Race], and common races but with a slight majority of Humans. Amongst them, the gender ratio is 4:3 in favor of women, with a fertility rate of 4.1 children per family. The average life expectancy is 46.6 years.

Settlements

The Imperialis Republic has 100 active castles and 35 ruined. Of these, 75 castles and 27 ruined are in civilized lands, and 25 castles and 8 ruined are in the wilderness, along borders, etc.

 

Ecology

Agriculture, Livestock

(mounts, pets, hunting animals, food production) Due to the high temperature during the summer, food spoils much quicker and disease more prevalent. As a result, in the hotter regions, agriculture is skewed towards foraging. In the milder climates most farmers will focus on root vegetables.

Climate & Environment

(average rainfall and temperature, noteworthy adverse weather conditions) (flora, fauna, geology, water, biome) Rainfall is much heavier here than in other locations, and can create humid and muggy conditions. However strong windstorms from the south mountains can push this water away from the land; causing droughts. The land is around 75% wilderness, filled with dangerous wild animals. Natural resources like minerals can be found in the southern mines.

Cuisine

(beverages, dietary restrictions, methods of preparation, range of foods, spices used, typical meals). A large amount of the cuisine revolves around frozen food. River fish are often frozen cooked in acidic fruit juices, served with sides of fresh fruit.

Dangers

(native beasties, likely pitfalls of visitors, diseases). Food poisoning and poisonous creatures are a threat to the inexperienced here.

Human Environment Traits

Your choice of environment is what best represents the backdrop to your life before turning to a life of adventure. It can dovetail with your Background, but doesn't have to. As a native to the Imperialis Republic, there are a variety of enviornments you may have been raised in. Choose one of the following.

Urban

The natural environment for most humans, who typically prefer to settle, forming large communities within fortified walls. As urban centers attract all sorts, so it's a place where you will find all sorts. Those growing up in an urban environment will benefit from exposure to peoples from diverse lands and cultures.

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

Insightful. You gain proficiency in the Insight skill.

Languages. You can speak, read, and write an additional language of your choice.

Forest-Born

PH Flavour Text

Ability Score Increase. Your Constitution, Dexterity and Wisdom scores all increase by 1.

Survivalist. You gain proficiency in the Survival skill.

Tracker. You can forage, navigate, track, and travel at a normal or slow pace during a short rest and still gain the full benefits of resting.

Cultural

Art

(common art forms practiced, styles, how are artists supported, how important is art/what is its societal role?, religious art, dance, theater, street performers)

Calendar/Holidays

(harvest, solstice/equinox, other)

Crime

(criminal underground, common crimes, contraband, illegal magic)

Education

(schools, apprenticeships, higher education/sages)

Entertainment

(gambling, festivals, sports, games, what do they do for fun?) Athleticism is highly respected in their culture. As a result, a lot of free time is spent training and competing.

Etiquette

(dining, grooming, group functions, formal vs casual, taboos, bodily functions, behavior around offspring) Foreigners who do not respect the land in the way they do are often discriminated against.

A major taboo are speaking off the ancient religious traditions that used to involve human sacrifice.

Gambling is frowned upon because it is seen as a waste of money, or benefiting of the wealth of someone else instead of working for yourself.

Humor

(satire)

Fashion

(clothing styles, materials, different social groups, body modification, cosmetics)

History

Languages

(writing, accents, dialects)

Literature

(poetry)

Music

(instruments, styles)

Naming Conventions & Family Structure

(surnames, nicknames)

Romance

(casual sex, courtship/dating, what is considered attractive?)

Medicine/Health

(who is it available to?, magic or science?). Medicine here is common, as it is used to fend off the constant diseases and poisons. A lot of the medicine is alchemical by nature, owed to the varied properties of the flaura here, however soemtiens the Slyvan may offer Fey-based magical healing

Social Classes

Cultural Heritage & Subcultures

Your heritage represents the life and culture of your early ancestors, manifesting as those deeply rooted physical and emotional traits often described as "in your blood" or "in your bones". Being part of the Imperialis Republic, you are either part of the cities, the Druidic Shamans.

Clansfolk

You have a heritage of strong social bonds and collaboration. Clansfolk are the most commonly urban humans, gravitating towards towns and cities with a sense of fraternity and a love for barter and trade.

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

Affable. You have advantage on Charisma (Persuasion) checks to influence other humans whom you have known for at least 24 hours.

Folklore. You gain proficiency in your choice of either History, Medicine, Nature or Religion.

Religion & Magic

Religion

(rites of passage, death rites, daily/weekly practices, mythology, marriage)

The main religious belief is Pantheism. They believe that the gods do not care about them, otherwise they wouldn't have left. Instead they worship the land and base many rituals of it. The main tenants of the religion is self-improvement. There are a few holidays, but as most find the best way to improve themselves is to continue working and training.

Worship commonly involves sacrificing precious gems and dancing, to show their thanks to the land and what they have accomplished with it's bounties. The dancing involves several rings of people moving in what may seem like chaotic rotations to an outsider. Religion is beginning to fall out of favor, as the politics slides towards mercantile who see it as a waste of money and time. This is mainly being caused by the rising cost of semi-precious stones, due to the rebellion happening in the Principality of Ithon; the main exporter of such stones.

Magic

Magic is fairly common and the most common form is Druidic practices, followed by sorcery that runs through family bloodlines. It is often used for weather control and management and enriching/draining the swamp for land, or for growing new buildings.

Superstitions (lucky charms, ill omens)

Secret Societies/Mystery cults

 

Economy & Industry

The Imperialis economy is currently entering a period of decline, due to the lands becoming more inhospitable. Some believe the Primordials of the land are unhappy with the affect they are having on the land.

Architecture

Buildings here are an interesting mix of wood and stone, often built around and preserving a tree. Resulting towns and cities are very space efficient, due to housing being tall and thin. Stone roads with channels along the side allow for waste disposal. Giant wooden palisades span from tree to tree, with the platforms being hidden inside said trees. Towns are always built around a tree at the centre, known as a 'Mother Tree', which come from the Feywild and are known to sprout Silva.

Crafts

(local materials, level of technology, relative worth of materials, styles, kilns, forges, and furnaces)

Technology

Transportation

Trade

The Main Export is Livestock and Cattle, whilst the Main Import is semi-precious stones (mainly inorganic). A lot of metals can be found in the mountains to the south, but very few gemstones. Currently they have a slight surplus of trade stock. With access to better farmer techniques outside their lands, their economy is beginning to shift towards importing food, but many believe this goes against their traditions.

Politics

The main influence of the politics is the merchant guilds.

Foreign Relations

Relations with foreigners is often shaky due to their older practices and lack of connection to the religions of others.

Government

(selection, church & state, important ruling figures/offices). The republic runs off of a Constitutional Monarchy, where the King and/or Queen have a large say in votes, but the decisions are often left to the councils, as they have a better idea of what is going on in the Republic. These representatives of the council are directly elected by the public. The title of Royal Family is actually reassigned between families every ten years by vote amongst the councils. Guidance on non-town related problems is often provided by the Slyvans from the central tree.

This system is currently very stable, but does repress some personal freedoms and scandals amongst the royal families are fairly common. The current political issue is the redundancy provided by the monarchy and if it should be axed.

Law Enforcement

(watch/guard details, honest or corrupt, punishment)

Laws

(how formed, how codified? how consistently applied?, criminal laws, civil laws, religious laws)

Military

(special units, army, navy, air force, siege weapons). The Imperialis Republic makes effective use of groups known as [ ]. These are Rangers who are equipped to survive for months on their own in the harshest of terrains, hiding amongst bogs or treetops waiting for the perfect time to strike, or scouting the edges of their territories. When they do so, they ambush enemies with volleys of deadly poisoned rounds from black powder weapons. Whether it be to capture, assassinate or exterminate, the [ ] are a force you do not want to face on their own terms.

The main army currently very week and is a mix of draftees and volunteers. Its mainly used for scouting and claiming the outer territories south of the mountains.

Principality of Ithon

Demographics

Land

The Principality of Ithon is 131000 sq. miles, with an average population density of 80 persons per sq. mile. The kingdom is only 390 years old. The Principality of Ithon covers an area of 131 thousand square miles. Of this, 48% (64 thousand sq. miles) is arable land, and 51% (66 thousand sq. miles) is wilderness. The Principality of Ithon has a total population of 10 million people.

People and Cities

The largest city has a population of 48 thousand people, the second largest 29 thousand. There are 3 other cities of note in the kingdom, and 45 towns. The remaining population lives in numerous small villages, isolated dwellings, etc.

The population is mostly Dwarvish and Gnomish with some Humans. The gender ratio is 1.31 in favor of females, a fertility rate of 4.5 children per family. The average life expectancy is 28.5 years.

10% of the population live in urban settlements with very few of them being Humans as they are mostly Dwarven fortresses. The ither 90% live rurally in the outer settlements. 16% of the population are literate.

Castles

The Principality of Ithon has 209 active castles and 41 ruined. Of these, 157 castles and 29 ruined are in civilized lands, and 52 castles and 12 ruined are in the wilderness, along borders, etc.

Settlements

Craywood

Description

Population: 48'559

Size: The city of Craywood covers an area of approximately 800 acres, with a total population of 48 thousand people.

 

Ecology

Agriculture, Livestock

(mounts, pets, hunting animals, food production)

Climate & Environment

(average rainfall and temperature, noteworthy adverse weather conditions) (flora, fauna, geology, water, biome)

Temperate Plains, no links to Oceans or Mountains. Wildfires are a commonk problem in Autumn. The local wild animals are dangeous and 77% of the land is wilderness.

Cuisine

(beverages, dietary restrictions, methods of preparation, range of foods, spices used, typical meals).

Dangers

(native beasties, likely pitfalls of visitors, diseases). Food poisoning and poisonous creatures are a threat to the inexperienced here.

Human Environment Traits

Your choice of environment is what best represents the backdrop to your life before turning to a life of adventure. It can dovetail with your Background, but doesn't have to. As a native to the Principality of Ithon, you are accustomed to certain environments. Choose one of the following based on where you have lived your life.

Urban

The natural environment for most humans, who typically prefer to settle, forming large communities within fortified walls. As urban centers attract all sorts, so it's a place where you will find all sorts. Those growing up in an urban environment will benefit from exposure to peoples from diverse lands and cultures.

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

Insightful. You gain proficiency in the Insight skill.

Languages. You can speak, read, and write an additional language of your choice.

Mountain-Born

PH Flavour Text

Ability Score Increase. Your Constitution, Strength and Wisdom scores all increase by 1.

Weathered. You gain proficiency in the Survival or Athletics skill.

Climber. You have advantage on saves against environmental effects involving altitude (low pressure, decreased oxygen, altitude sickness).

Culture

The Ithonians value musical taste and military prowess.

Art

(common art forms practiced, styles, how are artists supported, how important is art/what is its societal role?, religious art, dance, theater, street performers)

Calendar/Holidays

(harvest, solstice/equinox, other)

Crime

(criminal underground, common crimes, contraband, illegal magic)

Education

(schools, apprenticeships, higher education/sages)

Entertainment

(gambling, festivals, sports, games, what do they do for fun?)

Etiquette

(dining, grooming, group functions, formal vs casual, taboos, bodily functions, behavior around offspring)

Discrimination is normally against those who are younger, typically at young humans with very little knowledge of Arcano-Magic.

A major taboo is bodily functions because no-one talks about it.

Humor

(satire)

Fashion

(clothing styles, materials, different social groups, body modification, cosmetics)

History

Languages

(writing, accents, dialects)

Literature

(poetry)

Music

(instruments, styles) The Principality is known for it's music, with a heavy focus on loud, heavy and showy music. It will often involve heavy amounts of Artificing for Conjuration and Illusion effects.

Naming Conventions & Family Structure

(surnames, nicknames)

Romance

(casual sex, courtship/dating, what is considered attractive?)

Medicine/Health

(who is it available to?, magic or science?).

Social Classes

Cultural Heritage & Subcultures

Your heritage represents the life and culture of your early ancestors, manifesting as those deeply rooted physical and emotional traits often described as "in your blood" or "in your bones". Being part of the Principality of Ithon means you were likely kept under the rule of it's Dwarven tyrants or were part of the struggle to break free of them. ALternatively, you may have found your way into the upper echelons of society and have learnt the art of smithing.

Clansfolk

You have a heritage of strong social bonds and collaboration. Clansfolk are the most commonly urban humans, gravitating towards towns and cities with a sense of fraternity and a love for barter and trade.

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

Affable. You have advantage on Charisma (Persuasion) checks to influence other humans whom you have known for at least 24 hours.

Folklore. You gain proficiency in your choice of either History, Medicine, Nature or Religion.

Rebel

PH Flavor Text

Ability Score Increase. Your Strength score increases by 1.

Rebels Fervor. When you make an attack roll, you can re-roll the die and use the new result instead. You can use this ability after you roll the die, but before the outcome is determined. You can’t use this feature again until you finish a long rest.

Arcano-Smith

PH Flavour Text

Ability Score Increase. Your Intelligence score increases by 1.

Smith. You gain proficiency with Smiths' Tools. When you use your Ingenuity feature, you may add double your proficiency bonus instead if you can apply the use of a toolset you are proficient with to the task.

Religion & Magic

Religion

(rites of passage, death rites, daily/weekly practices, mythology, marriage) The main religion is Polytheistic, reflecting all of the patron gods of the species that inhabit it. It focuses heavily on the sins of the people, with the temples being always filled by a few people at a time atoning through injury or giving thank through solemn prayers in the form of songs. The Temple host many public holidays

However the religion is rapidly falling out of favor, with many people instead taking up faith in Mystra and Ammanuator, working for an un-religious technocracy focused on progress.

Magic

The Principality of Ithon is known for it's wide application of practical magic, particularly Artifice and Thaumaturgy. Those with aptitude study at Universities of Magic in the city centers. It is used in everyday life for maintaining equipment and infrastructure.

Superstitions (lucky charms, ill omens)

Secret Societies/Mystery cults

 

Economy & Industry

Architecture

Crafts

(local materials, level of technology, relative worth of materials, styles, kilns, forges, and furnaces)

Technology

Transportation

Trade

Politics

Foreign Relations

The Martial Law imposed by Kramkyl Ithon is causing many world leaders to denounce him and refuse to aid the Nation.

Government

(selection, church & state, important ruling figures/offices). The Government is currently a hereditary-autocracy, under the rule of Kramkyl Ithon. However his strength over the nation is rapidly disintegrating, with some of the outer settlements now in full revolt. Martial law has been declared in the inner settlements but with an emphasis on Airships, the military is very weak in man power and can't exert this control.

Law Enforcement

(watch/guard details, honest or corrupt, punishment)

Laws

(how formed, how codified? how consistently applied?, criminal laws, civil laws, religious laws)

Military

(special units, army, navy, air force, siege weapons).

Military strength is focused around their fleet of airships, allowing them to move on the offesnive rapidly and redeploy their small ground forces around their nation as needed. However they don't have many boots on the ground so are struggling to impose martial law currently. Martial ranks are voted on by the subordinates, typically on merit or camaraderie.

Theocacy of Vinimrest

(Vin-nim-rest)

Demographics

Land

The Theocracy of Vinimrest covers an area of 68 thousand square miles. Of this, 22% (15 thousand sq. miles) is arable land, and 77% (52 thousand sq. miles) is wilderness. The majority of land is hills of pine trees and bright purple wildflowers and shrubby heath (Heathland).

People and Cities

The Theocracy of Vinimrest has a total population of 2.7 million people. Settlements. The largest city has a population of 28 thousand people, the second largest 14 thousand. There are 2 other cities of note in the kingdom, and 12 towns. The remaining population lives in numerous small villages, isolated dwellings, etc. The majority of the population are of infernal or abyssal legacy and mostly live in harmony despite their nature to conflict. The Literacy Rate is 59%, with a life expectancy of 51.1 years. 11% Urban, 89% rural. 0.87 gender ratio in favor of men. Primarily Tieflings.

Settlements

The Theocracy of Vinimrest has 54 active castles and 9 ruined. Of these, 44 castles and 8 ruined are in civilized lands, and 10 castles and 1 ruined are in the wilderness, along borders, etc.

 

Ecology

Agriculture, Livestock

(mounts, pets, hunting animals, food production) Dangerous Exotic Wildlife

Climate & Environment

(average rainfall and temperature, noteworthy adverse weather conditions) (flora, fauna, geology, water, biome)

Temperate Forests which suffer from wildfires often. Mainly lush, infernal desert with little ocean and mountains. 75% wilderness. Abundant Resources.

Cuisine

(beverages, dietary restrictions, methods of preparation, range of foods, spices used, typical meals). A large amount

Dangers

(native beasties, likely pitfalls of visitors, diseases).

  • Wildfires.
  • Magical Disasters.
  • Dangerous Exotic Wildlife
  • Infernal pacts.

Human Environment Traits

Your choice of environment is what best represents the backdrop to your life before turning to a life of adventure. It can dovetail with your Background, but doesn't have to. As a native to the PH ENVIRONMENT,

Urban

The natural environment for most humans, who typically prefer to settle, forming large communities within fortified walls. As urban centers attract all sorts, so it's a place where you will find all sorts. Those growing up in an urban environment will benefit from exposure to peoples from diverse lands and cultures.

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

Insightful. You gain proficiency in the Insight skill.

Languages. You can speak, read, and write an additional language of your choice.

Mountain-Born

PH Flavour Text

Ability Score Increase. Your Constitution, Strength and Wisdom scores all increase by 1.

Weathered. You gain proficiency in the Survival or Athletics skill.

Climber. You have advantage on saves against environmental effects involving altitude (low pressure, decreased oxygen, altitude sickness).

Culture

Highly values wealth. Discriminates based on attractiveness. Politics are the main past time. Many personal freedoms. Artisans respected.

Art

(common art forms practiced, styles, how are artists supported, how important is art/what is its societal role?, religious art, dance, theater, street performers)

Calendar/Holidays

(harvest, solstice/equinox, other)

Crime

(criminal underground, common crimes, contraband, illegal magic)

Education

(schools, apprenticeships, higher education/sages)

Entertainment

(gambling, festivals, sports, games, what do they do for fun?)

Etiquette

(dining, grooming, group functions, formal vs casual, taboos, bodily functions, behavior around offspring) Mental Illness is a Major Taboo and Addicition is a major social ill.

Humor

(satire)

Fashion

(clothing styles, materials, different social groups, body modification, cosmetics)

History

Languages

(writing, accents, dialects)

Literature

(poetry)

Music

(instruments, styles)

Naming Conventions & Family Structure

(surnames, nicknames)

Romance

(casual sex, courtship/dating, what is considered attractive?)

Medicine/Health

(who is it available to?, magic or science?).

Social Classes

Cultural Heritage & Subcultures

Your heritage represents the life and culture of your early ancestors, manifesting as those deeply rooted physical and emotional traits often described as "in your blood" or "in your bones". Being part of the Principality of Ithon means you were likely kept under the rule of it's Dwarven tyrants, or were part of the struggle to break of them.

Clansfolk

You have a heritage of strong social bonds and collaboration. Clansfolk are the most commonly urban humans, gravitating towards towns and cities with a sense of fraternity and a love for barter and trade.

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

Affable. You have advantage on Charisma (Persuasion) checks to influence other humans whom you have known for at least 24 hours.

Folklore. You gain proficiency in your choice of either History, Medicine, Nature or Religion.

Theocratic

You are part of the religions that form the core of Vinimrest. These religions offer an affinity between folks that rises above race and nation.

Ability Score Increase. Your Wisdom Score increases by 1.

Pious. You have advantage on Charisma (Persuasion) checks to influence other humanoids whom you have known for at least 24 hours and share a deity with.

Theocratic Lore. You gain proficiency in Religion.

Religion & Magic

Religion

(rites of passage, death rites, daily/weekly practices, mythology, marriage)

Monotheism PH Focuses on diving the future though joyous personal meditation such that it can be exploited for your own means. This typical involves chanting in infernal that can put off outsiders.

Few Holidays.

Magic

Magic is common and a learned skill. It is mainly used in pact making and medicine. It is viewed with respect.

Superstitions (lucky charms, ill omens)

Secret Societies/Mystery cults

 

Economy & Industry

Wealth is mainly distributed throughout the upper and middle classes, living little for the poor.

The Economy is in slight decline but remains strong.

Architecture

Crafts

(local materials, level of technology, relative worth of materials, styles, kilns, forges, and furnaces)

Technology

Transportation

Trade

Main Export: Trained exotic animals Main Import: Textiles

Main Resource: Exotic meats and fish

Major surplus of trade materials.

Politics

Current Issue: Magic use

Foreign Relations

Foreign relations are currently disintegrating due to their inaction with the rising threat of Primordials.

Government

(selection, church & state, important ruling figures/offices).

Supposedly democratic, but everyone in power has gained it unscrupulously. Guilds and Syndicates have a strong influence in buying votes.

Law Enforcement

(watch/guard details, honest or corrupt, punishment)

Laws

(how formed, how codified? how consistently applied?, criminal laws, civil laws, religious laws)

Military

(special units, army, navy, air force, siege weapons). The military strength is strong and focuses on their land units to defend their nation. Rank is purchased.

Venbidden Dominion

(Ven-bid-den)

The inhabitants of the Venbidden Dominion are often exiles sent out to the Deadlands. They live in the cracks of the canyons in order to avoid the harsh day sunlight, so tend to be nocturnal. The dead are almost found as commonly as the living here due to the unnatural primordial necromantic energies that flow into the lands. This was a direct result of the war between the Elves and the Dwarves in 2E. The Elves, wishing to heighten their lifespan further, began to tap into superlative amounts of necromantics energies, directly from the primordial plane of death itself. They could not hold the gate shut, and whilst they did transcend to Arch-Lichdom status, the consequences rack the lands of the Venbidden Dominion to this very day.

Demographics

Land

The Venbidden Dominion covers an area of 97 thousand square miles. Of this, 53% (51 thousand sq. miles) is arable land, and 46% (45 thousand sq. miles) is wilderness.

People and Cities

The Venbidden Dominion has a total population of 7.7 million people.

Settlements

The largest city has a population of 38 thousand people, the second largest 31 thousand. There are 4 other cities of note in the kingdom, and 48 towns. The remaining population lives in numerous small villages, isolated dwellings, etc. Castles The Venbidden Dominion has 155 active castles and 37 ruined. Of these, 93 castles and 28 ruined are in civilized lands, and 62 castles and 9 ruined are in the wilderness, along borders, etc.

 

Ecology

Agriculture, Livestock

(mounts, pets, hunting animals, food production) In order to sustain vegetation on the surface, the land must be repeatedly Hallowed monthly. However the ground is very fertile, due to all vegetation simultaneously dying and being left to rot during the war. Some food is grow underground on the sulfur produced by volcanic leylines. The deceased workers require no food, and the higher-functioning dead only consume food as a recreational luxury. Therefore the majority of food goes directly to farmers or taverns. Food is often split into two categories; large quantities of often bland but nutritious homegrown food for the living, and low quantity, highly flavourful food for the unliving.

Climate & Environment

(average rainfall and temperature, noteworthy adverse weather conditions) (flora, fauna, geology, water, biome)

Cuisine

(beverages, dietary restrictions, methods of preparation, range of foods, spices used, typical meals). A large amount

Dangers

(native beasties, likely pitfalls of visitors, diseases).

Human Environment Traits

Your choice of environment is what best represents the backdrop to your life before turning to a life of adventure. It can dovetail with your Background, but doesn't have to. As a native to the PH ENVIRONMENT,

Urban

The natural environment for most humans, who typically prefer to settle, forming large communities within fortified walls. As urban centers attract all sorts, so it's a place where you will find all sorts. Those growing up in an urban environment will benefit from exposure to peoples from diverse lands and cultures.

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

Insightful. You gain proficiency in the Insight skill.

Languages. You can speak, read, and write an additional language of your choice.

Underdark

Growing up vast network of caverns and caves of the Underdark, you've spent many years navigating tunnels and crossing chasms. This time has made you nimble, and well-adjusted to dark conditions.

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

Minor Darkvision. Accustomed to life underground, your vision has adapted to dim conditions. You can see in dim light within 60 feet of you as if it were bright light. This feature confers no benefit in total darkness.

Keen Senses. You gain proficiency in the Perception skill.

Languages. You can speak, read, and write Undercommon.

Culture

Art

(common art forms practiced, styles, how are artists supported, how important is art/what is its societal role?, religious art, dance, theater, street performers)

Calendar/Holidays

(harvest, solstice/equinox, other)

Crime

(criminal underground, common crimes, contraband, illegal magic)

Education

(schools, apprenticeships, higher education/sages)

Entertainment

(gambling, festivals, sports, games, what do they do for fun?)

Etiquette

(dining, grooming, group functions, formal vs casual, taboos, bodily functions, behavior around offspring)

Humor

(satire)

Fashion

(clothing styles, materials, different social groups, body modification, cosmetics)

History

Languages

(writing, accents, dialects)

Literature

(poetry)

Music

(instruments, styles)

Naming Conventions & Family Structure

(surnames, nicknames)

Romance

(casual sex, courtship/dating, what is considered attractive?)

Medicine/Health

(who is it available to?, magic or science?).

Social Classes

Cultural Heritage & Subcultures

Your heritage represents the life and culture of your early ancestors, manifesting as those deeply rooted physical and emotional traits often described as "in your blood" or "in your bones". As your home is the Venbidden Dominion, you were either a commoner or -through money or knowledge- were able to become a Razkrune.

Clansfolk

You have a heritage of strong social bonds and collaboration. Clansfolk are the most commonly urban humans, gravitating towards towns and cities with a sense of fraternity and a love for barter and trade.

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

Affable. You have advantage on Charisma (Persuasion) checks to influence other humans whom you have known for at least 24 hours.

Folklore. You gain proficiency in your choice of either History, Medicine, Nature or Religion.

Razkrune

By splicing your soul into a sealed and warded jar, you have become as close to undeath as one can get without becoming a vile lich or vampire. As time goes on and your body degrades most Razkrune will cover themselves in porcelain masks, giving them an eerie, ethereal look.

Ability Score Increase. Your Charisma Score increases by 1.

Living Death. You consume one fifth of the food, water and air you used to require, and gain advantage on saving throws against necrotic damage and its effects. You are however still partially alive and can be killed. You type is considered Undead for the purpose of Divination magic and similar magic effects.

Terrifying Aesthetic. You have advantage on Charisma (Intimidation) checks to influence other humanoids whom you have known for less than 24 hours and are good or neutral aligned.

Religion & Magic

Religion

(rites of passage, death rites, daily/weekly practices, mythology, marriage) In the late 20s to early 30s (usually after ones children are independent) higher class citizens go through a ritual. The process involves killing the individual and capturing the soul in a warded jar, which is then placed in a family tomb. This does not make the subject biologically immortal because the act of feeding the ‘pseudo-phylactery’ souls is strically forbidden, and can be punished by having the subjects jar smashed. People who continue life like this are not full undead. The still have a lower heart rate (around 5-8 beats let minute), and still require a small amount of food to sustain their lowered metabolism. Whilst Lichs often appear as skeletons, these people seldom live long enough that their flesh fully degrades. Without continuous exposure to the necromantic energies of their homeland, or the occasional boost of healing magic, their form can degrade to some extent. Those in the lower rings of society who cannot afford the ritual eventually pass away naturally, and are then raised to continue to help the family during harvest seasons or other times where extra hands are needed. These dead are honoured by being left to rest in catacombs when not needed, and wear a faceless mask when working. The common belief is that, once the soul has passed on there is nothing wrong with the deceased body being animated to continue helping support the family and city. This ritual means that the amount of food consumed in the populace is dramatically lower, allowing the race to survive in the harsh land.

Magic

Superstitions (lucky charms, ill omens)

Secret Societies/Mystery cults

 

Economy & Industry

Architecture

The architecture is minimalist, with most buildings cut into the cracks in the ground, beneath the surface.

Crafts

(local materials, level of technology, relative worth of materials, styles, kilns, forges, and furnaces)

Technology

Transportation

Trade

Politics

Foreign Relations

Government

(selection, church & state, important ruling figures/offices).

Law Enforcement

(watch/guard details, honest or corrupt, punishment)

Laws

(how formed, how codified? how consistently applied?, criminal laws, civil laws, religious laws)

Military

(special units, army, navy, air force, siege weapons).

The PH Name, whilst not under any obligation to, often appear alongside their brothers and sisters in times of war. They are a Magus order, specialising in necromancy and Terror tactics. They often appear on cavalry or oversized battle chariots, striking at weaker areas of the lines, where they can reap the fleshier targets and raise them again. The undead family workers are not typically used on the offensive - as no family wants to lose the of a loved one - but will be used when defending.

Xin-Yan Colonies

(zinn-yan colo-nees) One of few states that have no shared origin with another state here, the Xin and the Yan arrived from another continent and settled along the eastern coast around PH years ago. Some (The Imperialis) treat them as new friends, whereas others (Oscezshar) treat them like outsiders.

Demographics

Land

They settled here when they arrived from the east and colonised along the shorelines and islands in the north-eastern channel. As a result, all of the Xin-Yan colonies are connected to the sea and it to trade and communicate with each other. The Colonies cover an area of 176 thousand square miles. Of this, 41% (72 thousand sq. miles) is arable land, and 58% (103 thousand sq. miles) is wilderness.

People

The Xin-Yan Colonies has a total population of 5.4 million people.

Settlements

The largest city has a population of 37 thousand people, the second largest 29 thousand. There are 3 other cities of note in the kingdom, and 80 towns. The remaining population lives in numerous small villages, isolated dwellings, etc. Castles The Theocracy of Edhegron has 109 active castles and 21 ruined. Of these, 93 castles and 17 ruined are in civilized lands, and 16 castles and 4 ruined are in the wilderness, along borders, etc.

 

Ecology

Agriculture, Livestock

(mounts, pets, hunting animals, food production) Very few grazing cattle are kept, instead rivers have been netted up to form large fish farms. Mounts aren't used either because of the bogs and river. The main crops of the Xin-Yan colonies are grains and field-tamed vegetables. As a result, the cuisine revolves around dishes of flavoured breads, with soups and protein rich beans. A lot of the land is regularly flooded. As a result houses and buildings are built to float and everyone owns a boat of some kind.

Climate & Environment

(average rainfall and temperature, noteworthy adverse weather conditions) (flora, fauna, geology, water, biome)

The land barely raises above sea level and in the past was deep underwater. Large formations of rock has quickly cooled in the past caused by the sea has formed large hexagonal points of mossy stone. Lush swamps, bayous and mangrove forests are the main biomes here.

Cuisine

(beverages, dietary restrictions, methods of preparation, range of foods, spices used, typical meals). A large amount of their cuisine comes from swamp rice, floating berries and river and sea fish .

Dangers

(native beasties, likely pitfalls of visitors, diseases).

Human Environment Traits

Your choice of environment is what best represents the backdrop to your life before turning to a life of adventure. It can dovetail with your Background, but doesn't have to. As a native to the Xin-Yan Colonies, you have an affinity for the open seas that brought your ancestors here and supports the internal trade between colonies. Or, alternatively, you are at home in the salt-water swamps of the colonies themselves.

Maritime

You've been in, on, or around ships for most of your life. Traveling far, you've grown accustomed to strange lands and even stranger peoples. Perhaps most importantly, a lifetime of bartering has put a silver sheen on your tongue.

Ability Score Increase. Your choice of three different ability scores from Strength, Dexterity, Constitution and Charisma increase by 1.

Mercantile. You gain proficiency in the Persuasion skill.

Languages. You can speak, read, and write an additional language of your choice.

Swamp

PH Swamp text

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

Natural Knowledge. You gain proficiency in the Nature or Survival skill.

Tested Immunity. You have advantage on saves against poison and disease.

Culture

Art

(common art forms practiced, styles, how are artists supported, how important is art/what is its societal role?, religious art, dance, theater, street performers)

Calendar/Holidays

(harvest, solstice/equinox, other) The Festival of Light is held mid-spring, when a strong easterly wind blows. Everyone who participates sends a paper lantern with a light inside out across the ocean in the hope that it will reach there ancient relatives across the ocean. Similarly, sometimes during the Autumn on a strong westerly wind lanterns will come across the ocean.

Crime

(criminal underground, common crimes, contraband, illegal magic)

Education

(schools, apprenticeships, higher education/sages)

Entertainment

(gambling, festivals, sports, games, what do they do for fun?)

Etiquette

(dining, grooming, group functions, formal vs casual, taboos, bodily functions, behavior around offspring)

Humor

(satire)

Fashion

(clothing styles, materials, different social groups, body modification, cosmetics)

History

Languages

(writing, accents, dialects)

Literature

(poetry)

Music

(instruments, styles)

Naming Conventions & Family Structure

(surnames, nicknames)

Romance

(casual sex, courtship/dating, what is considered attractive?)

Medicine/Health

(who is it available to?, magic or science?).

Social Classes

Cultural Heritage & Subcultures

Your heritage represents the life and culture of your early ancestors, manifesting as those deeply rooted physical and emotional traits often described as "in your blood" or "in your bones". Being part of the Xin-Yan colonies means you share your love of the seas with your colonial ancestors. Or you take the time learning the skills of politics in this strange new land.

Seafaring

Humans have sought to master the seas and coastal waters for food, travel and trade since times immemorial. You come from a long line of seafaring peoples, and have inherited a knack for shipboard life.

Ability Score Increase. Your Dexterity or Charisma score increases by 1.

Sea Legs. You have advantage on ability checks and saving throws against being knocked prone by a non-magical source.

Natural Swimmer. Your swimming speed is equal to your walking speed.

Commonfolk

PH Flavor Text

Ability Score Improvement. Your Charisma score increases by 1.

Keen Mind. You have advantage on Insight checks on a human that you have known for at least 24 hours.

Political Training. You gain Proficiency in the Insight Skill.

Religion & Magic

Religion

(rites of passage, death rites, daily/weekly practices, mythology, marriage)

Magic

Superstitions (lucky charms, ill omens)

Secret Societies/Mystery cults

 

Economy & Industry

Architecture

Crafts

(local materials, level of technology, relative worth of materials, styles, kilns, forges, and furnaces)

Technology

Transportation

Land based creatures are often not large enough to carry people and trade around because any animal that large would sink in the swamp. As a result, most transport is done by Tjotters, narrow boats with small sails that catch the winds rustling through the forests. They are able to move at high speeds in the shallow waters, but cannot go far out to sea.

Trade

Politics

Foreign Relations

Government

(selection, church & state, important ruling figures/offices). The areas runs of a Federal Monarchy, where each colony has the absolute power to strip a monarch from power, through the guild. They work on an ideology of Distributism, where production and industry is broken down to its smallest components and a family owns a component instead of an individual owning an entire means of production. Whilst this is common around Agiodore, its practice is rigourous applied throughout Xin-Yan. This ideology reinforces guilds, which have the absolute power to strip the monarchy from power if they see necessary.

Law Enforcement

(watch/guard details, honest or corrupt, punishment)

Laws

(how formed, how codified? how consistently applied?, criminal laws, civil laws, religious laws)

Military

(special units, army, navy, air force, siege weapons).

Barkdurian Fringe

(Bark-dur-ree-un) The Barkdurians inhabit the northern Frigid Desert. Winds from the frost plane blow through to here, making it unnaturally cold. A lot of the towns are permanently at war or hold grudges with each other. Whilst this may seem counter-productive, it creates a sense of competitive rivalry and kinship. This means Barkdurian warriors are feared for their martial prowess.

Demographics

Land

Physical Area: 46000 sq. miles. The Barkdurian Fringe covers an area of 46 thousand square miles. Of this, 27% (12 thousand sq. miles) is arable land, and 72% (33 thousand sq. miles) is wilderness.

People and Cities

Population Density: (40 persons per sq. mile), a total population of 1.8 million people.

Settlements

Kingdom Age: 600 years Settlements The largest city has a population of 20 thousand people, the second largest 4069. There are no other cities of note in the kingdom, and 12 towns. The remaining population lives in numerous small villages, isolated dwellings, etc. Castles The Barkdurian Fringe has 36 active castles and 9 ruined. Of these, 27 castles and 8 ruined are in civilized lands, and 9 castles and 1 ruined are in the wilderness, along borders, etc.

Ecology

Agriculture, Livestock

(mounts, pets, hunting animals, food production) Very little produce can be grown in these lands, mainly being a tough grain. Some winterfaring trees are exploited for saps and leaf spices and flavourings. Local dishes are often a culture shock for travellers, as they tend to be raw, fatty meats coated in spices with a sweet bread with a syrup.

Climate & Environment

(average rainfall and temperature, noteworthy adverse weather conditions) (flora, fauna, geology, water, biome) The climate is almost always bitterly cold and appears to inhospitable to outsiders. During the hottest parts of the year, the temperature can reach around 5°C. A strange phenomena during the height of winter can be seen where radiant elementals emerge from the sky, fighting with the frost elementals of the ground sending bright auroras skittering across the sky.

Cuisine

(beverages, dietary restrictions, methods of preparation, range of foods, spices used, typical meals). A large amount

Dangers

(native beasties, likely pitfalls of visitors, diseases). Winter Wolves can be seen prowling the deserts during the height of winter, and prey on travellers foolish enough to stray here. Slaying one is considered a great feat and the slayer may take the furs and bones for clothes and tools. Alternatively they can be tamed by those with a strong will and constitution.

Human Environment Traits

Your choice of environment is what best represents the backdrop to your life before turning to a life of adventure. It can dovetail with your Background, but doesn't have to. As a native to the North Fringe of the Barkdurian, you are adapted to the bitter winds and cold nights. Or, alternatively, you might have spent most of your life aboard the Barkdurian raider fleets.

Arctic

PH Text

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

Rough Living. You gain proficiency in either the Athletics or Survival skill.

Weathered. You have advantage on saves against natural cold as well as environmental effects involving cold, ice, snow, hail, etc.

Maritime Raider

You've been in, on, or around ships for most of your life. Traveling far, you've grown accustomed to strange lands and even stranger peoples. Perhaps most importantly, a lifetime of raiding has taught you how to terrify those who oppose you.

Ability Score Increase. Your choice of three different ability scores from Strength, Dexterity, Constitution and Charisma increase by 1.

Raider. You gain proficiency in the Intimidation skill.

Languages. You can speak, read, and write an additional language of your choice.

Culture

Art

(common art forms practiced, styles, how are artists supported, how important is art/what is its societal role?, religious art, dance, theater, street performers)

Calendar/Holidays

(harvest, solstice/equinox, other) Food stores tend to run dry in the late [ ], so the ‘Grand Hunt’ is announced. Everyone capable of taking part will participate. Those who bring back the most food within the tenday is announced ‘Master/Mistress of the White Hunt’. The duty of the Master/Mistress of the White Hunt is to lead the expedition into the caves at Icewane, the few days during the year when a series of caves along the mountain range in the south become accessible when the glacier melts. The Master/Mistress of the White Hunt becomes the leader of the clan until the next Great Hunt. Whilst they have absolute day over what happens, they will often listen to their brothers and sisters. (Meritocracy). All Masters & Mistresses will meet to decide on decisions of importance, in fashion similar to an Oligarchy.

Crime

(criminal underground, common crimes, contraband, illegal magic)

Education

(schools, apprenticeships, higher education/sages)

Entertainment

(gambling, festivals, sports, games, what do they do for fun?)

Etiquette

(dining, grooming, group functions, formal vs casual, taboos, bodily functions, behavior around offspring)

Humor

(satire)

Fashion

(clothing styles, materials, different social groups, body modification, cosmetics) A common tradition to mark points of life is to have a bone inscribed with a rune (similar to favours) inserted into the skin. This can be to reflect great feats, coming of age passages or even battles. Having these runes is considered attractive because it represents someone who is capable and successful.

History

Languages

(writing, accents, dialects) Literature is not common and neither are books. However great tales and the teachings of the shamans are stored with runes in leather scrolls as illusion magics. Some shamans will focus on teaching those with aptitude various things but it depends on each shaman. The main language spoken is a dialect of common which has many influences from giants and their runic languages. Sometimes runes are used instead of words in written pieces, and the art of storytelling is often subtley reinforced by these runes causing minor illusional effects.

Literature

(poetry)

Music

(instruments, styles)

Naming Conventions & Family Structure

(surnames, nicknames) A child is named as follows: the first name is given by the parents at birth, the middle name is earned once the child has completed a great feat and the last name always denotes the clan. Family last names are not used as the child is always part of the clan, not the family. The parents are likely to remain close but drift away from each other.

True family will remain close amongst the clan, but the clan as a whole is considered kin. Meals are often eaten on the go, but the main evening meal is always eaten together around a the clans campfire.

Romance

(casual sex, courtship/dating, what is considered attractive?)

Medicine/Health

(who is it available to?, magic or science?).Medicine is almost always magical in nature, originating from a Shaman or there apprentice. Similarly, they are trusted for use of divination and convey the meaning of ill omens.

Social Classes

Cultural Heritage & Subcultures

Your heritage represents the life and culture of your early ancestors, manifesting as those deeply rooted physical and emotional traits often described as "in your blood" or "in your bones". Being part of the Barkdurian Fringe means you were part of their Nomadic, Clan based society. Alternatively, you may have been a raider or one of the Frost-Watchers who has taken up a quest outside their homeland.

Nomadic

As a Nomad, exploration is in your bones: if you have a fixed home, you do not spend much time there, as your wanderlust calls you quickly to the horizon. Nomadic people are hardy and able to cross vast distances as they migrate, trade, and explore, accruing knowledge and local lore wherever they tread.

Ability Score Increase. Your Wisdom or Constitution score increases by 1.

Pastoralism. Whenever you make a Wisdom (Animal Handling) check related to beasts that belong to you, you are considered proficient in the Animal Handling skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. You can start with a camel, mastiff, mule or pony as equipment in addition to the equipment granted by your class and background.

Wanderlust. You gain proficiency in the Survival skill.

Frost-Walker

PH Flavor Text

Ability Score Increase. Your Constitution score increases by 1.

Warmongering. When you make an attack roll, you can re-roll the die and use the new result instead. You can use this ability after you roll the die, but before the outcome is determined. You can’t use this feature again until you finish a long rest.

Religion & Magic

Religion

(rites of passage, death rites, daily/weekly practices, mythology, marriage) When a member of the clan passes away the common practice is to melt the ice at the base of a glacier, bury them there and then refreeze the ice over the top. Eventually the glacier will pass over the top and the body will be forever preserved below the ground.

Magic

Illusion and conjuration magic is a common practice amongst the populace, used by shamans to speak to spirits. Illusion magic is often used to trick prey or pass the time by animating stories around a campfire.

Superstitions (lucky charms, ill omens)

Secret Societies/Mystery cults

 

Economy & Industry

Entertainment is normally found in hunting prey, but several games can be made from the bones of animals and used by children.

Currency is rarely used when outsiders are not involved. Each person contributes to the clan in order to survive. When something is a particularly big ask, they will be given a tooth of a beast, engraved with a rune that denotes how the favour is owed to. This bone binds to a bracelet on the left hand and can only be removed by the person who issued it. To die and buried with one of these teeth is considered a shame upon the family, unless a descendant picks it up after them.

Industry is rare as most of the time spent by an individual focuses on survival of the clan as a whole.

Architecture

Buildings are made from supporting beams of wood from the rare trees that grow here, filled in with walls of packed and treated ice. The insides are decorated with furs and pelts to make the building less hollow. Often the buildings are built half underground, which means a building never appears to be taller than one floor.

The towns have very little in the way of defensive structures, as they very rarely need to defend. The Barkdurians will defend their homes to the bitter end and all skilled warriors and survivalists.

Crafts

(local materials, level of technology, relative worth of materials, styles, kilns, forges, and furnaces)

Only those with access to large amounts of wealth or travellers will be able to afford metal gear. The majority of weapons (excluding bows) is made from treated bone, which gives the warriors a terrifying visage. The bone is treated by A Rune Smith who is capable of melting and reforming obsidian - retrieved from below the glaciers - to seal the bone.

Technology

Transportation

Trade

Politics

Foreign Relations

On the political stage, the Barkdurians have little presence but inspire a fear that some can only wish to carry. With little trading and interaction going on between themselves and others the Barkdurians word means everything as they never maneuver nor spin a tale. When they issue a threat or demand, it is always met.

Government

(selection, church & state, important ruling figures/offices).

Law Enforcement

(watch/guard details, honest or corrupt, punishment) Law is not enforced as there is no one set to enforce it, but to act dishonourably, especially against the clan itself, almost always ends in exile.

Laws

(how formed, how codified? how consistently applied?, criminal laws, civil laws, religious laws)

Military

(special units, army, navy, air force, siege weapons). A favoured combat style is to wait above on a high ridge or in caves, before sliding down them with climbing hooks and axes before landing amongst their foes. They are often referred to as [ ], and can use their hooks to easily rip armour or shields away or even to flense skin.
Prior to a fight, Shamans will choose champions, known as Frost Watchers. No one knows of the ritual they go through as it is a closely guarded secret. These champions emerge as quiet figures, draped in white furs and wielding a polearm topped with a deadly array of bone spikes. Should they survive the battle they will retreat to mountainous recluses to watch over the land, often intervening to save others from harm but rarely speaking or interacting with the world. Despite their emphasis on honour, they commonly use illusion magic to trick and manipulate the enemy in order to turn battle in their favour. They know that honour is important, but every man or woman's life is a priority. When attacking a fortified location (such as a city) the Barkdurians do not use siege equipment, as they do not have the resources to construct or transport these tools. Instead they simply climb up the walls as if they were icy cliffs, capturing the walls and using then against the survivors inside. This requires the use of a [ ], a leather shield that goes above the head, protecting the head and shoulders whilst leaving the hands free to climb.

Oscezshar Empire

(Oz-kes-shar) The Oscezshar Empire owns the land to the west of Eras. Their attitudes change as often as their leader, which is to say very quickly.

Demographics

Land

1070 years The Great Kingdom of Karnosea covers an area of 141 thousand square miles. Of this, 74% (104 thousand sq. miles) is arable land, and 25% (36 thousand sq. miles) is wilderness.

People and Cities

120 persons per sq. mile The Great Kingdom of Karnosea has a total population of 16 million people.

Settlements

The largest city has a population of 61 thousand people, the second largest 30 thousand. There are 5 other cities of note in the kingdom, and 70 towns. The remaining population lives in numerous small villages, isolated dwellings, etc. Castles The Great Kingdom of Karnosea has 338 active castles and 110 ruined. Of these, 254 castles and 77 ruined are in civilized lands, and 84 castles and 33 ruined are in the wilderness, along borders, etc.

 

Ecology

Agriculture, Livestock

(mounts, pets, hunting animals, food production)

Climate & Environment

(average rainfall and temperature, noteworthy adverse weather conditions) (flora, fauna, geology, water, biome)

Cuisine

(beverages, dietary restrictions, methods of preparation, range of foods, spices used, typical meals). A large amount

Dangers

(native beasties, likely pitfalls of visitors, diseases).

Human Environment Traits

Your choice of environment is what best represents the backdrop to your life before turning to a life of adventure. It can dovetail with your Background, but doesn't have to. As a native to the Oscezshar Empire, you are at home in the giant Urban cities or the endless pastures and plains.

Urban

The natural environment for most humans, who typically prefer to settle, forming large communities within fortified walls. As urban centers attract all sorts, so it's a place where you will find all sorts. Those growing up in an urban environment will benefit from exposure to peoples from diverse lands and cultures.

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

Insightful. You gain proficiency in the Insight skill.

Languages. You can speak, read, and write an additional language of your choice.

Plains-Born

PH Flavour Text

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

Fleet Foot. Your base movement speed increases by 5ft.

Agrarian Heritage. You have proficiency in either the Nature or Stealth skills.

Culture

Art

(common art forms practiced, styles, how are artists supported, how important is art/what is its societal role?, religious art, dance, theater, street performers)

Art often takes the form or tales of war, both glory and tragedy. It is common practice for retired veterans to write novels or weave tapestries of these tales.

Calendar/Holidays

(harvest, solstice/equinox, other)

Crime

(criminal underground, common crimes, contraband, illegal magic)

Education

(schools, apprenticeships, higher education/sages)

Excluding magic, education is split into two sections. The first section of education covers basic knowledge up until age 16. Then they are enrolled in mandatory junior war games. During this time, it is common for a young adult to discover their knack for an artisans tool during their downtime. Due to this focus on physical prowess over learning, very few people follow the path of Wizardy. However the exception is that the stress of wargames can often lead to a Sorcerer or Mystic unlocking their power, which can end in injury. These individuals are trained by Elders alongside their mandatory wargames for the time, and will eventually take it upon themselves to pass on that knowledge.

Entertainment

(gambling, festivals, sports, games, what do they do for fun?)

Wargames are held mid-week and are both mandatory and enjoyed.

Etiquette

(dining, grooming, group functions, formal vs casual, taboos, bodily functions, behavior around offspring)

Humor

(satire)

Fashion

(clothing styles, materials, different social groups, body modification, cosmetics)

History

Languages

(writing, accents, dialects)

Literature

(poetry)

Music

(instruments, styles)

Naming Conventions & Family Structure

(surnames, nicknames) The majority of relationships are found and forged amongst units during wargames. See the Military section below for more information.

Romance

(casual sex, courtship/dating, what is considered attractive?) Strength is considered attractive. Mandatory wargames cause bonds to form between people, which can result in more promiscuity than usual. However when two people become [ special unit name ], they will remain monogamous.

Medicine/Health

(who is it available to?, magic or science?).

Social Classes

Cultural Heritage & Subcultures

Your heritage represents the life and culture of your early ancestors, manifesting as those deeply rooted physical and emotional traits often described as "in your blood" or "in your bones". Civilians of the Oscezshar Empire are trained in the art of war to such an extent that war is a part of their culture and practices.

Commonfolk

You have a heritage of strong social bonds and collaboration. Commonsfolk are the most commonly urban humans, gravitating towards towns and cities. Osczesharians are all well trained and prepared for a fight.

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

Training. You gain proficiency in simple weapons and three martial weapons of your choice.

Warlore. You gain proficiency in your choice of either History or Medicine.

Martial

Armed with a natural affinity for soldiering, persons of martial heritage make the deadliest warriors among humans, and are often found within the ranks of an organized military or a mercenary company. However, a general proclivity towards violence can draw some into a life of crime.

Ability Score Increase. Your Strength score increases by 1.

Warmongering. When you make an attack roll, you can re-roll the die and use the new result instead. You can use this ability after you roll the die, but before the outcome is determined. You can’t use this feature again until you finish a long rest.

Religion & Magic

Religion

(rites of passage, death rites, daily/weekly practices, mythology, marriage) On Swordsday, the wargames happen. This is partly as a dedication to [ ], but also as a recreational activity.

Magic

Superstitions (lucky charms, ill omens)

Secret Societies/Mystery cults

 

Economy & Industry

A large amount of money is made from the export of black powder. Industry is facing a minor lack of workers after the Warforged were given rights, as mnh of them abandoned them abandoned their jobs.

Architecture

Crafts

(local materials, level of technology, relative worth of materials, styles, kilns, forges, and furnaces)

Regular warring and paranoia has pushed the military technology further than most others. The invention of primitive firearms and black powder was developed here, and is a strong part of the export economy. Similiary, the Warforged originate here, despite being found through Agiodore.

Technology

Transportation

Many of the sorcerers are trained to power and maintain the Transit Rails, impressive bronze constructs that hurtle along the leylines of magic between cities.

Trade

Politics

Foreign Relations

Tense. Everyone is wary of them because they can change attitudes very quickly.

Government

(selection, church & state, important ruling figures/offices).

During times of peace, they rule through a Kraterocracy (“Rule by the strong; a system of governance where those who are strong enough to seize power through physical force, social maneuvering or political cunning”) in what is an unwritten tradition, leaders are overthrown by others through either an honourable duel or assassination. The method chosen often reflects the new leader and his/her agenda. Oscezshar citizenship demands at least ten years military service for both men and women. While they may seem like a militaristic empire, their rites and passages have always guaranteed that they prosper and that every leader is incorrupt and has the empire's best interest at heart. When war is being waged, the empire switches to an Autocracy, which is dismantled once the war has ended.

Law Enforcement

(watch/guard details, honest or corrupt, punishment)

Their are very few corrupt guards, and the guard level is relatively low as crime is uncommon, everyone is capable of handling themselves and everyone reports events.

Laws

(how formed, how codified? how consistently applied?, criminal laws, civil laws, religious laws)

Due to the military focus, laws are focused on honour. Arcane magic is illegal unless sanctified first, as only Oscezshar raised Sorcerers are trusted.

Military

(special units, army, navy, air force, siege weapons).

Wargames are mandatory, and as such everyone is trained in combat. The pinnacle of Oscezshar’s cultural focus on war is [ ]. Partners (often lovers) become so well bonded through wargaming, they train as a [ ]. One tankles up the mantle of [ ], the protector who wears heavy armour, wielding a boar spear and a tower shield. This allows them to mostly protect their [ ] but also add pressure when it is needed. The [ ] is a master duelist, wielding a rapier and short sword whilst relying in their relfexs to dodge. The blows they do not dodge get absorbed by the [ ]. Sorcerers are trained to cast spells from horseback, allowing them to reinforce and bolster lines at weak points and be in the right place to blast the enemy.

Orholt Lands

(Pro-noun-see-ate-shun)

Demographics

Land

Physical Area: 143000 sq. miles Population Density: (20 persons per sq. mile) Kingdom Age: 890 years Physical Area. The Theocracy of Essealin covers an area of 143 thousand square miles. Of this, 11% (16 thousand sq. miles) is arable land, and 88% (126 thousand sq. miles) is wilderness.

People and Cities

The Theocracy of Essealin has a total population of 2.8 million people.

Settlements

The largest city has a population of 25 thousand people, the second largest 15 thousand. There are no other cities of note in the kingdom, and 20 towns. The remaining population lives in numerous small villages, isolated dwellings, etc.

The Theocracy of Essealin has 57 active castles and 17 ruined. Of these, 38 castles and 11 ruined are in civilized lands, and 19 castles and 6 ruined are in the wilderness, along borders, etc.

 

Ecology

Agriculture, Livestock

(mounts, pets, hunting animals, food production)

Due to the majority of the Orholt Lands being mountainous and rocky hills, sweeping tiered farms are cut into the landscape to produce flat land. In the cities and towns, the houses are built in a similar way using a tiered system, with the roofs being used for drying and preserving fruits, orchards or crops. Most buildings are made with the natural abundance of granite in the hills, and follow a sweeping curved style that follows the gradient of the land. Cities are built on the southern side, to face the windward side to allow for collection of water.
Tributaries flow down hill from man-made springs, which are owned by the wealthy classes, who live further up the hills, controlling the flow of water to different areas of agriculture. Waste disposal follows a similar, but different stream to be used as fertiliser for the fields. The main events of the calendar are the solstices and equinoxes, as well as the harvest and the 'Mountain Tide'.

Climate & Environment

(average rainfall and temperature, noteworthy adverse weather conditions) (flora, fauna, geology, water, biome)

The climate varies depending on the height of the mountain, with warmer temperatures at the bottom and colder temperatures at the top. As such furs are a sign of wealth, as only the upper classes can afford to import them in and have a use for them. This means that light grey is also a royal colour. Whilst the terrain is inhospitable to most types of animal, sole well adapted species reside here, such as big cats, goats and - at lower levels - certain breeds of ox.

Cuisine

(beverages, dietary restrictions, methods of preparation, range of foods, spices used, typical meals). Cuisine in this nation often comes with a side dish which is a mix of dried fruits with spices. Dried fruits are a common form of food, as there are very few suitable livestock or livestock fields to feed people all year round.

Dangers

(native beasties, likely pitfalls of visitors, diseases).

A common threat to inhabitants are mudslides, which can happen when a spring overflows. These commonly follow emergency trenches that direct them away from cities, but can often hit merchants on their roads. Additionally, strong up-hill winds can hinder travel.

Human Environment Traits

Your choice of environment is what best represents the backdrop to your life before turning to a life of adventure. It can dovetail with your Background, but doesn't have to. As a native to the Orholtian Lands, you are at home in the sprawling cities and towns, or the endless forests.#

Urban

The natural environment for most humans, who typically prefer to settle, forming large communities within fortified walls. As urban centers attract all sorts, so it's a place where you will find all sorts. Those growing up in an urban environment will benefit from exposure to peoples from diverse lands and cultures.

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

Insightful. You gain proficiency in the Insight skill.

Languages. You can speak, read, and write an additional language of your choice.

Forest-Born

PH Flavour Text

Ability Score Increase. Your Constitution, Dexterity and Wisdom scores all increase by 1.

Survivalist. You gain proficiency in the Survival skill.

Tracker. You can forage, navigate, track, and travel at a normal or slow pace during a short rest and still gain the full benefits of resting.

Culture

Art

(common art forms practiced, styles, how are artists supported, how important is art/what is its societal role?, religious art, dance, theater, street performers)

Calendar/Holidays

(harvest, solstice/equinox, other)

A large part of the agriculture uses berries that grow on vines, so during the early autumn, Spring Lords will begin to reduce the outflow of water, storing it up for the 'Mountain Tide', which causes certain farms to flood, allowing for the mass harvest of berries. The next evening is a community wide celebration of a successful harvest. The other specific event is the 'Appeasing', held at the trailing end of winter. All farmers attend their Spring Lords spring, to appease the Elementals that live. The Elementals become more active at this time of the year, as the snow melts and refills the Springs, so become more aware of the festival. A good festival causes more water to flow overland to the farms.

Crime

(criminal underground, common crimes, contraband, illegal magic)

Education

(schools, apprenticeships, higher education/sages)

Entertainment

(gambling, festivals, sports, games, what do they do for fun?)

Due to not having large open-areas, the Orholtians do not have many sports. Instead they often have table and card games, which are often organised between close-knit families. The one sport that is common is down-slope rafting.

Etiquette

(dining, grooming, group functions, formal vs casual, taboos, bodily functions, behavior around offspring)

Humor

(satire)

Fashion

(clothing styles, materials, different social groups, body modification, cosmetics)

History

Languages

(writing, accents, dialects)

Literature

(poetry)

Music

(instruments, styles)

Naming Conventions & Family Structure

(surnames, nicknames)

With the nature of the close knit communities, it is common for children to move to a different city when they reach adulthood, unless they move up the ladder of society.

Romance

(casual sex, courtship/dating, what is considered attractive?)

Medicine/Health

(who is it available to?, magic or science?).

Social Classes

Subcultures

Religion & Magic

Religion

(rites of passage, death rites, daily/weekly practices, mythology, marriage)

The most common religion here is the following of Istishia, a common tradition being to baptise a newly born child in the hot-springs; the same is also done for new followers.

Magic

Superstitions (lucky charms, ill omens)

Secret Societies/Mystery cults

 

Economy & Industry

Architecture

Crafts

(local materials, level of technology, relative worth of materials, styles, kilns, forges, and furnaces) The main metal used for armour and weapons is bronze, the most local recipe being copper and tin with some phosphorous.

Technology

The Orholt Lands have developed a level of technology which revolves around the downward pull of water. As mentioned earlier, controlled flooding is used to harvest berries. Water-weight cable trams run up the side of richer cities and mills that run on the flow of water.

Transportation

Trade

Politics

Foreign Relations

Government

(selection, church & state, important ruling figures/offices).

Law Enforcement

(watch/guard details, honest or corrupt, punishment)

Laws

(how formed, how codified? how consistently applied?, criminal laws, civil laws, religious laws)

The use of Create or Destroy Water or similar water-manipulation spells is a punishable offense, as it is seen as an attempt to overthrow the Lords. Similarly, illegal water-siphoning is a punishable offense, as it is effectively squatting. Due to being tasked with preventing the siphoning of water, the guard have to be ever vigilant. However the crime is traceless so they can often be bribed to look the other way. The use of evocation magic is frowned upon, due to how easily it could destroy the infrastructure of the aqueducts.

Military

(special units, army, navy, air force, siege weapons).

Soldiers are often geared with heavy armour, as they are often on the defensive.
When they take to cavalry, they use a local creature, known as a Rox (Petram Bovi), which larger (the ridge above the front legs reaching 3 metres tall) and tougher but slower than a war horse with two riders, one sitting above the neck, handling the Rox and using a spear whilst the other sits behind the bony ridge above the front legs, using the mounted crossbow attached to said ridge. The Rox can use its four horns (two scooped downwards, and two curled forwards) to deadly effect when charging through infantry. Several more tough ridges span the distance between the mouth and the forehead. Each foot has three claws in a hoof-like shape as well as a rear claw, which helps to hold onto loose terrain. They usually have brown fur with golden stripes around the top ridge.

The cities are defended by a series of low walls at different layers. The low height is not a hindrance due to the height advantage of fighting downhill, and the walls can also act as a trap, allowing the defenders to flood lower areas to hinder a successful breach. Several towers dot the city, acting as defense points and platforms for siege.

Aramanthi Range

(Arra-man-fe) The Aramanthians inhabit the south-western mountains. Whilst they claim the smallest amount of land (excluding the Luxran Travellers), they have built giant monasteries on the mountain peaks that watch out over the landscape. The working day begins before dawn and ends at dusk, as it is common practice to meditate Eldath's evening light. They often take up the mantle of Helm (God of Protection) in order to keep the balance. Many travellers journey here to discover their eternal peace in Eldath's light, those that find it stay to help more people like themselves, and those who don’t travel the world to out the skills they learnt to use and to help bring peace to others. Many notable Paladins, Clerics and Monks have spent time at an Aramanthian city. The Aramanthi cities are found in the Orholt Lands, with the majority of the cities at the flat lands at the bottom of the mountains and long winding walks to the top where the Sacred Springs create warm waterfalls - perfect for evening meditation. The sacred springs have very few tall trees, being covered in low shrubland that grow onto the warm water.

Demographics

Land

People and Cities

Settlements

 

Ecology

Agriculture, Livestock

(mounts, pets, hunting animals, food production)

Climate & Environment

(average rainfall and temperature, noteworthy adverse weather conditions) (flora, fauna, geology, water, biome)

Cuisine

(beverages, dietary restrictions, methods of preparation, range of foods, spices used, typical meals).

After the ‘Rain of Life’, many of the cactuses will flower and bear fruit. Farmers will have prepared their fields already, so they dedicate this time to picking the fruit, which ferments into a fruity, tart alcohol. A delicacy is the preparation of lizard meat on an open fire after being soaked in a cactuses sap.

Dangers

(native beasties, likely pitfalls of visitors, diseases). The desert is populated by lots of species of lizard, ranging from small critters to monoliths. The most aggressive of which is the PH CRET, a six legged creature capable of chasing its prey at terrifying speeds.

Human Environment Traits

Your choice of environment is what best represents the backdrop to your life before turning to a life of adventure. It can dovetail with your Background, but doesn't have to. As a native to the Aramanthi Range, you are either spent most of your life in the mountain towns or lived a simple, hermitage life .

Wilderness

You grew up apart from the hustle and bustle of the city. Be it a secluded life within dense woods; tending to your flock on rolling hills; challenging steely peaks; or baking under the desert sun, life in the great outdoors has instilled you with an affinity for the untamed wilds.

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

Tracker. You can forage, navigate, track, and travel at a normal or slow pace during a short rest and still gain the full benefits of resting.

Wild Child. You gain proficiency in the Nature skill.

Mountain-Born

PH Flavour Text

Ability Score Increase. Your Constitution, Strength and Wisdom scores all increase by 1.

Weathered. You gain proficiency in the Survival or Athletics skill.

Climber. You have advantage on saves against environmental effects involving altitude (low pressure, decreased oxygen, altitude sickness).

Culture

Art

(common art forms practiced, styles, how are artists supported, how important is art/what is its societal role?, religious art, dance, theater, street performers)

Calendar/Holidays

(harvest, solstice/equinox, other)

Crime

(criminal underground, common crimes, contraband, illegal magic)

At the docks, smuggling of illicit goods and peoples is a common crime. The enforcers can quite easily be bribed, unless the smuggling poses a legitimate threat.

Education

(schools, apprenticeships, higher education/sages)

Most professions start as apprentices, such as ship-rights.

Entertainment

(gambling, festivals, sports, games, what do they do for fun?)

Etiquette

(dining, grooming, group functions, formal vs casual, taboos, bodily functions, behavior around offspring)

Humor

(satire)

Fashion

(clothing styles, materials, different social groups, body modification, cosmetics)

History

Languages

(writing, accents, dialects)

Literature

(poetry)

Music

(instruments, styles)

Naming Conventions & Family Structure

(surnames, nicknames)

Romance

(casual sex, courtship/dating, what is considered attractive?)

Medicine/Health

(who is it available to?, magic or science?).

Social Classes

Subcultures

Religion & Magic

Religion

(rites of passage, death rites, daily/weekly practices, mythology, marriage)

Magic

Superstitions (lucky charms, ill omens)

Secret Societies/Mystery cults

 

Economy & Industry

Due to a large proportion of the jobs being seasonal (merchants, farmers), most free days during the summers are spent working whilst more days are spent off during winter, after the Drywinds.

Architecture

Crafts

(local materials, level of technology, relative worth of materials, styles, kilns, forges, and furnaces)

Technology

Transportation

Trade

Politics

Foreign Relations

Government

(selection, church & state, important ruling figures/offices).

Law Enforcement

(watch/guard details, honest or corrupt, punishment)

Laws

(how formed, how codified? how consistently applied?, criminal laws, civil laws, religious laws)

Military

(special units, army, navy, air force, siege weapons).

Estanan Wastes

(Est-an-nan)

The Estanan Wastes are a collective group of settlements in the northern deserts and mountains. A lot of their cities lay on the coast to the north of the mountains, where there is a small amount of fertile land and lush forests. The coast is on the Midunlanded Channel marking which separates Agiodore and Faerûn. This means the Estanan thrive off of trade and their partnership is commonly sought after.

South of the mountains is a desert of black and brown rock and gravel at the base, blending into a more traditional desert the further south you get. This area is used for farming for the Estanan Outback with fast growing autumnal crops, as the water appears in Rain of Life during Highsun and leaves in the Drywinds during Redfall.

Buildings north if the mountains are built almost entirely on docks and trading villages. South of the mountains, mud from rivers used to bind the coarse gravel is used to build the structure, and several ‘arms’ protrude outwards, causing the sand to be blown up against the building eventually turning it into a building in a dune. This prevents the buildings overheating at day and keep cool at night. Rivers or underground springs are tapped into, creating a flow of water in the basement, used for washing, cooking and waster disposal. Waste never properly leaves and is instead left to mulch into fertiliser. Metal cylinders placed in the ground are used to trap smaller creatures for eating and collection of moisture in more remote places.

Demographics

Physical Area.

The Estanan Wastes cover an area of 114 thousand square miles. Of this, 24% (27 thousand sq. miles) is arable land, and 75% (86 thousand sq. miles) is wilderness.

Population

The Estanan Wastes has a total population of 4.5 million people, with a low population density of 40 people per square mile. The population is a fairly even mix of races, encompassing Man, Halflings, Cinder Goliaths and the Lunar Elves.

Urban: 29% Rural: 71% Literacy Rate: 5%

Gender Ratio: 1.44 male(s)/female Fertility Rate: 2.8 children/family Life Expectancy: 30.4 years

Settlements

The largest city has a population of 29 thousand people, the second largest 20 thousand. There are 4 other cities of note in the kingdom, and 24 towns. The remaining population lives in numerous small villages, isolated dwellings, etc. The Estanan Wastes has 91 active castles and 21 ruined. Of these, 73 castles and 17 ruined are in civilized lands, and 18 castles and 4 ruined are in the wilderness, along borders, etc. The Civlisation is roughly 550 years old

 

Ecology

Agriculture, Livestock

(mounts, pets, hunting animals, food production)

Climate & Environment

(average rainfall and temperature, noteworthy adverse weather conditions) (flora, fauna, geology, water, biome) Main Climate: tundra Ocean: on one side Mountains: very many

Wilderness: 75% Wild Animals: dangerous Natural Resources: very scarce

Cuisine

(beverages, dietary restrictions, methods of preparation, range of foods, spices used, typical meals).

Dangers

(native beasties, likely pitfalls of visitors, diseases). The wild animals are very dangerous. Plagues are common.

Human Environment Traits

Your choice of environment is what best represents the backdrop to your life before turning to a life of adventure. It can dovetail with your Background, but doesn't have to. As a native to the Estanan Wastes, you spent most of your life in the scorching heat of the desert or as a sailer along the great rivers.

Desert

PH Flavour Text

Ability Score Improvement. Your Constitution, Intelligence and Wisdom scores each increase by 1.

Inured to Heat. You have advantage on saves against natural fire as well as the environmental effects of heat

Desert Wanderer. You gain proficiency in either Nature or Survival

Maritime

You've been in, on, or around ships for most of your life. Traveling far, you've grown accustomed to strange lands and even stranger peoples. Perhaps most importantly, a lifetime of bartering has put a silver sheen on your tongue.

Ability Score Increase. Your choice of three different ability scores from Strength, Dexterity, Constitution and Charisma increase by 1.

Mercantile. You gain proficiency in the Persuasion skill.

Languages. You can speak, read, and write an additional language of your choice.

Culture

Culture highly values independence and personal freedoms. Art is the pinnacle of the culture. Discrimination is age-based

Art

(common art forms practiced, styles, how are artists supported, how important is art/what is its societal role?, religious art, dance, theater, street performers)

Calendar/Holidays

(harvest, solstice/equinox, other)

Crime

(criminal underground, common crimes, contraband, illegal magic) Gangs are frowned upon by almost everyone.

Education

(schools, apprenticeships, higher education/sages)

Entertainment

(gambling, festivals, sports, games, what do they do for fun?) Popular entertainment is art museums and shows.

Etiquette

(dining, grooming, group functions, formal vs casual, taboos, bodily functions, behavior around offspring) Sex is a major taboo

Humor

(satire)

Fashion

(clothing styles, materials, different social groups, body modification, cosmetics)

History

Languages

(writing, accents, dialects)

Literature

(poetry)

Music

(instruments, styles)

Naming Conventions & Family Structure

(surnames, nicknames)

Romance

(casual sex, courtship/dating, what is considered attractive?) Sex is a major taboo.

Medicine/Health

(who is it available to?, magic or science?).

Plagues are common problem in the Estanan Wastes. This caused by the abundance of insects and are carried in by merchants.

Social Classes

Subcultures

Religion & Magic

Religion

(rites of passage, death rites, daily/weekly practices, mythology, marriage) Type: polytheism Focus: afterlife Worship: joyous personal meditation

Associated Artform: ballads Prevalence: believed by a few Holidays: very few

Magic

Magic is common and is derived from the natural world. Many of the magi-users are Thaumaturgists who drain magic from nodes. It is typically used for entertainment, construction and transportation. As a result, it is viewed with respect and enchant items are common.

Superstitions (lucky charms, ill omens)

Secret Societies/Mystery cults

 

Economy & Industry

Architecture

Buildings are typically made of thick glass that is grown out of the sandy ground overtime by Thaumaturgists. Parts of the glass are mirrored to keep the buildings cool.

Crafts

(local materials, level of technology, relative worth of materials, styles, kilns, forges, and furnaces)

Craftsman are a highly respected trade.

Technology

Transportation

Trade

Main Export: cash crops Main Import: laborers Main Resource: mining - precious metals Trade: major surplus

Strength: strong and improving Wealth: in the hands of the elite

Politics

Foreign Relations

Foreign Relations: bad

Government

(selection, church & state, important ruling figures/offices). Political Structure: tribes - often warring Strong Influence: merchants/corporations Scandals: very common Popular Issue: foreign relations Stability: extremely stable

Law Enforcement

(watch/guard details, honest or corrupt, punishment)

Laws

(how formed, how codified? how consistently applied?, criminal laws, civil laws, religious laws) Personal Freedoms: repressed

Military

(special units, army, navy, air force, siege weapons). Strength: very weak Focus: land Main Unit: siege weapons

Soldiers: volunteers Main Use: national defense Rank: granted by superiors

Luxran Travellers

(Lux-ran) Normally worship Waukeen, the Goddess often known as the "Merchants Friend". They are a nomadic people, with very little land to claim their own. Many taverns and inns reserve out spots to the Lux-ran when tribes pass through because it is a superstition that a Lux-ran brings good fortune to traders. Whether or not this is true, it is generally accepted that the Lux-ran trade convoys are a blessing to the free-market.

The town use creatures known as a PH CREATURE NAME, around 4m tall, 7m long and 5m wide to carry equipment between locations. This species is known to feed off of primordial earth, making it a tough creature to deal with. The species stands on two legs, with two front appendages capable of being used for walking. Their back has a large scale ridge that forms a wide v-shape which is perfect for carrying equipment. In the wild this allows other [ ] to place foraged food and construction materials on each others backs. The ridges continue all the way down the tail, ending in bladed hooks. These creatures can be used during war as well, either for carrying equipment or to smash through fortified enemy lines.

The population is majority Humans, with a high proportion of both Sun-Elves and Half-elves a as well as a high than average amount of Halflings. As there is no formal council for the Sun-Elves, the leadership lies with the Lux-ran [ ], the only case where non-elves can affect Elven politics. The Sun-Elves share their ‘Wraith Barges’, large ship-like constructions that float above the ground and sail along the land. Their wide, flat hulls are etched with runes and intricate patterns. Whilst these constructs are fast, they often travel alongside the rest of the caravan to act as scouts or deterrents against bandits.

The Lux-ran tribes will move to a spot of land inside a states border that is owned by them. They change location each year, with no location used for no more than two years consecutively to allow for the soil to replenish.

Demographics

Land

People and Cities

Settlements

 

Ecology

Agriculture, Livestock

(mounts, pets, hunting animals, food production)

Climate & Environment

(average rainfall and temperature, noteworthy adverse weather conditions) (flora, fauna, geology, water, biome)

Cuisine

(beverages, dietary restrictions, methods of preparation, range of foods, spices used, typical meals). A large amount

Dangers

(native beasties, likely pitfalls of visitors, diseases).

Human Environment Traits

As a partner of the Luxran Travellers, you are native to no home. Instead you find yourself a traveller of all terrains. Choose one of the following.

Caravan Convoy

You spent most of your life as a part of giant trade convoy, roaming from town to town and nation to nation, barteting to make a living

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

Trader. You gain proficiency in the Persuasion skill.

Languages. You can speak, read, and write an additional language of your choice.

Maritime Trader

You've been in, on, or around ships for most of your life. Traveling far, you've grown accustomed to strange lands and even stranger peoples. Perhaps most importantly, a lifetime of bartering has put a silver sheen on your tongue.

Ability Score Increase. Your choice of three different ability scores from Strength, Dexterity, Constitution and Charisma increase by 1.

Mercantile. You gain proficiency in the Persuasion skill.

Languages. You can speak, read, and write an additional language of your choice.

Culture

Art

(common art forms practiced, styles, how are artists supported, how important is art/what is its societal role?, religious art, dance, theater, street performers)

Calendar/Holidays

(harvest, solstice/equinox, other)

Crime

(criminal underground, common crimes, contraband, illegal magic)

Education

(schools, apprenticeships, higher education/sages)

Entertainment

(gambling, festivals, sports, games, what do they do for fun?)

Etiquette

(dining, grooming, group functions, formal vs casual, taboos, bodily functions, behavior around offspring)

Humor

(satire)

Fashion

(clothing styles, materials, different social groups, body modification, cosmetics)

History

Languages

(writing, accents, dialects)

Literature

(poetry)

Music

(instruments, styles)

Naming Conventions & Family Structure

(surnames, nicknames)

Romance

(casual sex, courtship/dating, what is considered attractive?)

Medicine/Health

(who is it available to?, magic or science?).

Social Classes

Subcultures

Religion & Magic

Religion

(rites of passage, death rites, daily/weekly practices, mythology, marriage)

Magic

Superstitions (lucky charms, ill omens)

Secret Societies/Mystery cults

 

Economy & Industry

Architecture

Crafts

(local materials, level of technology, relative worth of materials, styles, kilns, forges, and furnaces)

Technology

Transportation

Trade

Politics

Foreign Relations

Government

(selection, church & state, important ruling figures/offices).

Law Enforcement

(watch/guard details, honest or corrupt, punishment)

Laws

(how formed, how codified? how consistently applied?, criminal laws, civil laws, religious laws)

Military

(special units, army, navy, air force, siege weapons).

Additional Race Options

Dwarves

Elves

Altef

To represent an Altef, use the rules for a High Elf presented in the Player's Handbook.

Solatrar

To represent a Solatrar, choose the following subrace for your character.