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A Guide To Athendria
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> ## Preface: > ##### This is a document crafted with love by me, Nicholas Bira, during the past few years while I pursue a Ph.D. in Robotics at Oregon State University. It is the result of many creatjve choices made by myself, as well as by many of my friends and peers who I've had the honor of GM'ing for. Please read the following, and enjoy what I've created for them and for myself. \pagebreak > ## Table Of Contents > - **[1 Kamuin and the Empire of Birunduul](#p3)** > - [1.1 Calendar](#p3) > - [1.2 Common Dieties of Kamuin](#p4) > - [1.3 Factions and Organizations](#p5) >- **[2
*The Verdance*
](#p6)** > - [2.1 Frostford](#p6) > - [2.2 Oakdale ](#p7) > - [2.3 Lubdin](#p7) > - [2.4 The Forsaken Keep](#p8) >- **[3
*The Crast Hills*
](#p9)** > - [3.1 Swarthmore](#p9) > - [3.2 Gnomeopolis](#p17) > - [3.3 Urk](#p17) >- **[4
*The Worldspine Mountains*
](#p9)** > - [4.1 Thaumdural (*Mount Strohlcairn*)](#p9) > - [4.2 Uthorim](#p18) > - [4.3 Skulldura](#p8) >- **[5
*The Balmere Plateau*
](#p10)** > - [5.1 Lutetia (*Imperial Capital*)](#p10) > - [5.2 The Golden Crossroads](#p19) >- **[6
*The Delta*
](#p13)** > - [6.1 Brightshore](#p14) > - [6.2 Tortoise Bay:](#p15) >- **[7
*The Parched Lands*
](#p19)** > - [7.1 Modouli](#p20) > - [7.2 The Haunted Expanse](#p16) >- **[8 The Continent of Ebrea: Arabangan](#p20)** > - [8.1 Ilhihuatl](#p20) > - [8.2 Xochitl](#p20) > - [8.3 The Untamed Tropics](#p20) >- **[9 Other Planes](#p21)** > - [9.1
The Feywild
](#p23) > - [9.2
The Shadowfell
](#p24) > - [9.3
The Plane of Water
](#p25) > - [9.4
The Plane of Fire
](#p26) > - [9.5
The Plane of Earth
](#p26) > - [9.6
The Empty Realm
](#p26)
\pagebreak # The Universe In this fantasy setting, **Athendria** is the focal planet of the Galaxy, situated in the sweet spot for life between the yellow sun Du and the third planet from its light, **Yoria**. It has a primary moon, **Onia**, which circulates **Athendria** and completes a full lunar cycle once precisely every 44 days (resulting in 7 lunar cycles per year). The secondary moon, **Marius**, is dim, reddish, and less visible in the night sky, but also completes a similar cycle. In the night sky, the blue gas giant Yoria is visible around half of the year, with its immense size becoming visibly larger than Onia during peak periapsis with Athendria. When this occurs, the tides and weather patterns grow more intense, and as such some denizens of Athendria associate Yoria with the gods of storms and oceans. **Xophus** is too far to be seen by the naked eye, and usually resembles a distant dot in the sky, not unlike a star. **Niri** is similarly difficult to see in the night sky, due to its diminutive size, and is generally ignored by Athendrians. Du is the source of heat and light in this solar system, and is associated with the Gods of heat, light, growth, and life. The Galaxy has been spinning long before sentient life came to dwell upon Athendria, but since it has it has exploded in a myriad of waxing and waning civilizations, technologies, eras and cultures. Currently, the calendar year in Athendria is at 1094 Post Cataclysm, and is in the midst of a relatively calm and prosperous era... \columnbreak Upon Athendria lie three main continents: Kamuin in the east, Ebrea in the west, and Ikesh to the south. Both the poles have ice caps, but few adventurers ever venture that far into the reaches of the world. ***Kamuin*** is a well-explored and civilized continent, containing many kingdoms, cities, and villages. It is mostly temperate, with unique and beautiful regions, and represents an excellent starting point for any adventure. ***Ebrea*** is mostly unexplored, a wild and untamed continent containing dense and dangerous jungles, volcanoes, frozen tundras and blistering deserts. A few bastions of civilization exsist, taking advantage of Ebrea's abundant resources, but they are few and far between. ***Ikesh*** is a dark and dreary continent in the southern seas, home to one powerful and domineering empire of Drow, known as the Reznor Dominion. They have often sought to expand their borders, and regularly engage in wars with other, smaller civilizations on the borders of the continent. Beyond the Big Three, there are various smaller islands and landmasses which give home to other countries, hidden locales, secret paradises, and more. If you wander in this world, you are certain to find something of interest, be it at the subzero temperatures of the ice caps, the crushing depths of the Vanjan Sea, the bubbling magma pools of Godsgate Mountain, the towering pine forests of the Killifyn Wilds, or in the depths of the mines in Grozmirlun, the capitol of the Dwarven Kingdom of Groz.
\pagebreakNum # The Passing of Time, the Year: 1094 P.C.
## The Velkian Calendar | Month | Days | Major Holidays | Weather | |:---:|:---:|:---:|:---:| | *Nimbus* | 28 | N/A | Cold, Ice | | *Mistro* | 28 | N/A | Cold, Rain | | *Durak* | 28 | The Festival of Growth | Warm, Rain | | *Isoldre* | 28 | N/A | Warm, Temperate | | *Ahwa* | 28 | N/A | Hot, Temperate | | *Silvara* | 28 | The Festival of Warmth | Hot, Dry | | *Sevana* | 28 | N/A | Warm, Dry | | *Sirius* | 28 | N/A | Cool, Dry | | *Navar* | 28 | The Festival of Harvest | Cool, Rain | | *Nanook* | 28 | N/A | Chill, Dry | | *Eben* | 28 | The Festival of Night | Cold, Snow |
\columnbreak > ##### Festivals > **Growth**: As the snow and ice begins to melt, celebrants spend the mornings working hard to plant and till the earth. Evenings are spent wearing lavish colors, decorating, and creating flamboyant costumes. Each partier attempts to draws attention to their own appearance, and casks of wine and ale, now aged through the winter, and opened as hedonism reigns supreme. > > **Warmth**: To evade the summer heat, most activities focus on the outdoors and water-related activities. Across the continent, participants use bodies of water to generate exciting competitions. Many competitive events, focused on endurance, dexterity, and strength take advantage of water to cool the heat, including swimming races, log rolling, and basket weaving. Many early crops and summer harvests are devoured in the process. > >**Harvest**: A celebration of the coming of fall, and the end of the warm months. This week of festivities is marked by autumnal decorations, bountiful feasting, and traveling troupes of circus performers. It is custom for these entertainers to visit numerous cities during the week, sharing their curiosities and performances with the more rural towns. In the larger cities, whole regions are cordoned off to establish permanent fairgrounds where anyone may partake in the festivities. > >**Night**: An acknowledgement of the closing of the year and the longest nights of the season. Each sunset marks the beginning of celebrations as each person does their part to contribute to bright lights, magical or mundane, to illuminate the long darkness. Festive meals, dependent on the regions, tap into the now brimming stores of food before the long winter settles in. Gift giving is a common tradition, as are acts of charity to help those less fortunate before the winter severity settles.
\pagebreakNum # Deities/Entities of Athendria There are many deities which receive worship within the realm of Athendria. The good and neutral deities receive active worship, while worshippers of the evil or destructive deities are more widely rejected and persecuted. Many individuals may worship more obscure entities, or cultural groups may follow distinct deities, such as the widespread orc worship of Gruumsh. Here are several significant deities across the continents: #### Bahamut: The Platinum Dragon The lawful good deity, and primary figurehead for worship by the Dragonborn, this is a benevolent platinum dragon who is responsible for order, new life, and rebirth. #### The Raven Queen: Shepard of the Dead The Goddess of night and the afterlife, this is a lawful neutral deity feared by many. Poorly understood, she is worshipped for her role in shepherding the dead to their places across the planes in the afterlife. #### Kord: Harbinger of the Tempest A chaotic good God of Combat, Forging, Strength and Storms. His followers adhere to rules of ritual combat, and strive to distinguish themselves in battle using their own strength and weapons on their own creation. #### Melora: Mother Nature The chaotic good goddess of the earth, and clerical sponsor of Spinel. She gave Spinel the charge of restoring balance to the world, and respecting the natural order of nature as it should be. She watches Spinel’s progress with interest. She recently released the full potential of Spinel’s staff after the Capable Crew defeated the Kraken. #### Pelor: The Dawn Bringer: The neutral good god of Light, Dawn, and Agriculture. Pelor is well-liked amongst the empire and beyond, and is one of the most-worshipepd deities in the pantheon. #### Ioun: Knowledge Seeker The neutral good goddess of Knowledge, Intuiton and Creativity. This goddess is commonly worshipped by historians and arcane magic users, and she is often associated with Erathis and Mirrodin for their shared roles in shaping society. #### Erathis: Promoter of Civilization The true neutral god of Industry, Mechanisms, and Civilization. Worshipped by some wizards and political figures for its pure expression of progress for progress's sake. #### Mirrodin: The Allfather: A dwarven god of Invention and Tinkering, this chaotic good deity is also commonly worshipped by gnomes. He is friends with Ioun and Erathis. \columnbreak #### Heironeous/Hextor: The two gods of war; one lawful good, the other chaotic evil. Heironeous is worshipped by crusaders for chivalry, brotherhood, and justice, who go out into the world and promote goodwill. Hextor is followed by dark and hateful creatures seeking discord and violence. #### Orcus: A chaotic evil demon lord of Undeath, who resurrects powerful evil to torment others in retribution. It seems to be taking an interest in adventurers in Athendria, seeking to influence them and find a way out of the depths of the Abyss. If it had its way, it would end all life, leaving the universe in a permanent state of undeath. #### Mammon: The lawful evil Arch-Devil of wealth and lies, whose power trickles down to those who seek wealth via a series of decreasingly powerful devils. #### Aegir/Aegira: The Deepwalker A god of the oceans, the depths, contemplation, and aquatic creatures good and bad. Aegir has a dual nature; Aegira represents their lawful side, focusing on healing, community, bountiful fishing, and more. Aegir represents their chaotic side, focusing on riptides, lurking monsters in the depths, horrible storms at sea, solitude, and more. Sailors used to pay tribute to Aegir before a voyage, praying for safe passage, but worship of the deity went out of style in favor of Kord or Melora (Storms and Nature). #### Torog: Lord of Decay A lawful evil god of death and decay, this deity focuses on what happens after death to the body. The Breathless Assassins' guild in Modouli worship him exclusively, but few other individuals outside of the clerical profession call upon his influence. #### Tymora: Lady Luck, Champion of the Fortunate Mostly forgotten, Tymora and her sister Beshaba are worshipped rarely, and only in small pockets, by those who feel particularly connected to fate. #### Beshaba: Lady Doom, Bringer of Bad Luck Mostly forgotten, Beshaba and her sister Tymora are worshipped rarely, and only in small pockets, by those who feel particularly connected to fate. #### Bialis Archon: A mysterious forgotten deity, whose desire for entertainment is never satisfied. It seeks heros and villans, transports them to a demi-plane of his own design, and commands them to engage in mortal combat, rewarding the victor with wealth or good fortune in the Athendria afterwards. \pagebreakNum # The History of Athendria ## The First Age; the Age of Immortals: ##### ??? - 500 BC: Primordials Shape the Universe ##### ~ 400 BC: Clash of the Ancients - The Aboleths, Dragons, and Giants fight for supremacy - Minor races barely survive, hiding from the massive creatures wreaking havoc on the realm ##### 200 BC: Rise of the Gods - Minor races begin to grow in power, tapping into potent magics and rising amongst the titans - Aegir, Bahamut, and Annam rise as gods of the titan races, and receive worship - They separate into the domains of the sea, air, and land - The fighting reaches a tipping point, with a catastrophic battle wiping out most of all three races - The Aboleths are banished to Yoria and the Plane of Water - Remaining dragons scatter and go into hiding - The giants separate into the Ordning, avoiding the main regions of the conflict and isolating themselves - In the vacuum left behind, the minor races rapidly fill, growing in power, accessing the primal energies of the time - Several mortals ascend to godhood, rapidly filling roles and engaging in conflict over their respective domains ##### 80 BC: The Planar Wars - Many greater and lesser deities, worshiped by legions of zealots, engage in war that rages across the whole realm of Athendria, as well as the planes beyond. - As the gods begin to realize Athendria lacks space to hold them all, they begin to isolate themselves on different planes and take advantage of the resources there. - This leads into the current status quo, where the pantheon of known and unknown deities and their followers exist across the planes. ## The Cataclysm and the Century of Ash: ##### Year 0: The Cataclysm - The fighting reaches a head, with the Blood War bleeding over into Athendria. The good-aligned deities take a stand against the attacks of the demons and devils, and combined their powers for a single act of magic that banished all the deities from Athendria. This magical act became known to the gods as the Great Expulsion. - This magic was so catastrophic, it broke the single continent of Athendria into three, which drifted apart into the current arrangement of Kamuin, Ebrea, and Ikesh. An untold multitude of lives were lost, and the minor races were mostly set back to the simple tools and technologies. \columnbreak ##### 100 PC: Rebuilding from the Ashes In the fallout from the Cataclysm, the minor races diversified, covered the continents, and began to rebuild. They began to rediscover magic and technology, but were mostly focused on survival. The climate was chaotic, and took almost a century to stabilize. ## The Second Age; the Age of Growth: ##### 160 PC: Rise of the Velki Enclave - On the continent of Kamuin, groups formed around culture and stability. A group of talented magic-users discovered the Lapis Arcanum deep in the desert, and their study of its power led to a rapid expansion in technology and magical technique. They rallied around it, and formed the Velki Enclave. ##### 325 PC: The Peak of Velkian Power - The Velkian Enclave grew to encompass much of Kamuin and beyond, rediscovering older magic and exploring new schools of magic. Civilization flourished, and new developments happened rapidly. ##### 354 PC: Nangshi Monastery Constructed in the Astral Sea - Velkian mages and clerics founded the Monastery, bridging religious differences to ensure the survival of good forces in Athendria and beyond. ##### 370 PC: The Founding of the Kingdom of Uthor - The elves founded Uthorim on the eastern shores of Kamuin, and have been relatively reclusive in the centuries since. ##### 420 PC: The Founding of Grozmirlun - The dwarven empire to the South, reclusive but engages in trade with Ikesh, Crystallia, and Moduli - City was founded after several centuries of inter-clan conflict in the hills and caves at the end of the Worldspine Mountains. The victorious dwarves took over the surface, and the bitter Duergar headed deep into the underdark. ##### 432 PC: The Fall of the Velki Enclave - An ancient red dragon known as Hemdorak the Merciless attacked the heart of the Velkian Enclave, seeking the fabled stone known as the Lapis Arcanum. He utterly destroyed their capital city, stole the stone, and killed the vast majority of the citizens and mages left. - A young and talented mage, known as Birru, returned from an expedition to find his city and people in ruins. Vowing revenge, he sought out Hemdorak. Managing to steal the stone back, he barely managed to banish Hemdorak to the Plane of Fire with its power. \pagebreakNum - Determined to protect this world from the harm of such monstrous creatures ever again, he traveled the continent and beyond, seeking out and sealing shut all existing natural portals that he could find connecting Athendria to the other planes. ## The Third Age; the Age of Isolation: ##### 493 PC: The Founding of the Reznor Dominion on Ikesh - Drow and other subterranean races found a home on the cold and dark continent of Ikesh, and established the first city of the Reznor Dominion. The allied races include drow, duergar, deep gnomes, and other monstrous races. ##### 521 PC: The Founding of Lutetia - Birru gathered together like-minded industrious denizens of the mid-continent, choosing to create a new city and new civilization where all could flourish, free from the threat of other planes, dangerous magic, and more. - Birru led the city as King, facilitating trade and nurturing the smaller surrounding towns that were rising up. ##### 543 PC: The Creation of the Dragonborn Homeland, Thaumdural - Proud dragonborn found a natural home on the peak of Mount Strohlcairn, in the natural springs fueled by the simmering volcanic activity. They began to develop culture and focus on trading unique minerals and flying mounts they had tamed on the mountaintops. ##### 589 PC: The Founding of Gnomeopolis - 734 PC: The discovery of Welbi Shards - 833 PC: Invading forces initiated the Hobgoblin Conquests - 834 PC: Creation of the Warforged to defend against the hordes - 865 PC: The Sora Uprising, and the subsequent banning of Warforged production - 893 PC: Automated food production harnessing Welbi Shards, unintelligent robotic workers - 915 PC: Reclamation of Gnomeball as a sport - 1075 PC: Establishment of Corkas Industries ##### 735 PC: The Founding of Brightshore - Aware of significance of holding a strong position on the coastline, Birru facilitated the creation of Brightshore on the delta at the mouth of the Frostfall River as it meets the Vanjan Sea. - Birru instigated local prominent nobility to govern it independently, as part of the trade route. ##### 762 PC: Establishment of Crystallia, and Coalition of Trade Families - Several wealthy trade families from across Ebrea and Kamuin gathered and formed the trade city of Crystallia in the neutral location of the Crystal Sands Desert \columnbreak ##### 854 PC: The Creation of the Birrundul Empire - Combining the scattered cities and warring tribes of the region into a single unified nation, with Birru as Emperor. He took on a new alias of Emperor Fevagore, and hid his appearance to hide his unnatural longevity, thanks to the Lapis Arcanum. ##### 866 PC: The Founding of New Uryopolis - The leader of the Warforged uprising against the Gnomes, Sora the Enlightened, lead the rest of the Warforged to the large island west of the landmass of Ikesh. There, they established a unique civilization, and flourished under Sora's leadership. ##### 882 PC: Creation of Awyn's Tablets - 882 PC: Horrister defeated Aywn, and took one tablet - 883 PC: Horrister broke the tablet, threw one piece into the lake, left the other piece with Sumia Silvertail for safekeeping without mentioning why - 890 PC: Horrister wrote his story down, postulating the other two tablets may have been banished to the Feywild and/or Shadowfell ## The Fourth Age; the Age of Rectification: ##### 993 PC: The creation of Airship Technology - Reznor Technologists traded for Isle Gravitaas rocks, and established airships. They use them extensively on Ikesh, and have introduced the technology to Crystallia for intercontinental trade. Kamuin has been excluded in this trade agreement, due to tensions between the Reznor and Uthorim. ##### 1035 - 1072 PC: The Flash Wars - A conflict between the Warforged of Uryopolis and the Reznor Dominion on Ikesh, escalated as the result of racial tensions in trade cities between the two - Lasted for 37 years before a fragile cease-fire occurred - Tensions remain high, and the conflict has had flare-ups in the years since ##### 1064 PC: Cured Parhua using Quirnox Tree sap - Durant Hazegrain collected a trident from an underground tree, and activated a waystone to Yoria by accident, briefly sighting an Aboleth before teleporting back to Athendria ##### 1069 PC: Establishment of Urk, the Orc City - A relatively peaceful group of Orcs chose to lay down tribal differences and collaborate in the hills. \pagebreakNum # The Chronicles of the Capable Crew ##### 1075-1076 PC: - The Lapis Arcanum, the fabled endless font of magical energy, has run empty. Its power was fueling the numerous portal closures around the world, as well as the centuries long life of Birru. As its power rapidly waned, the enchantments woven by Birru long ago began to weaken. - The seal on the portal to the plane of fire failed, and Hemdorak returned. His appearance resulted in the rapid destruction of Thaumdural, an event that was desired by assassins hired by an unknown source from Brightshore. - Reopening of the Portals across the continent - Destruction of the Nightwalker Guild - The defeat of the Planar Beasts (Kraken, Phoenix, and Ooze) - Obtaining Dragonsbane upon the Isle of Dread in the Plane of Water - The defeat of Hemdorak and Syvleth, two draconic horrors linked to the Velki Enclave. Emperor Birru finally passes away, as the last drops of power leave the Lapis. He gifts the now inert stone to Nameless. - The machinations of the Velkian Dissidents, and their work to turn several cities to stone, harness their souls, and ascend past godhood to the level of the Primordial beings forged from the primal energies of the positive and negative planes of energy - The Capable Crew stops the evildoers, and restores Crystallia and Lutetia using their considerable powers. They become legends, and the empire enters into a period of peace. Janos oversees the creation of the Order of the Grasping Fist, negotiating trade agreements with Crystallia. Spinel wanders the planes seeking to restore balance where necessary. Notrick establishes the League of Blue Iron, a monster hunter and smithing guild. Nameless wanders the plane seeking purpose and collaborating with powerful entities. - Athendria enters a decade of relative peace and prosperity. ##### 1082 PC: Creation of Firearms in the city of Shinjiang - Cultured hobgoblins and gnomish civilization clash curiously, resulting in unique architecture and technology - Rifles and hand pistols are developed, along with hand grenades and similar weaponry. # The Heros of Harmstead, the Gateholders: ##### 1093 PC: - 1093, the 21st of Nanook: A party of adventurers meet in Brooksburg, in the northern reaches of the Skuldur region. Their adventure begins… - 1093, the 4th of Eben: Goht Dumag is summoned to defeat Bezilak at the request of the team. He does so, and flies away into the night. - 1093, the 8th of Eben: Old Thrush, a holdover from the Nightwalker Guild is defeated and his gang is destroyed by the group. - 1093, the 23rd of Eben: Galaxea discovers an ancient temple to Aegir, and defeats Borglyn the Boytrose, uncovering half of Malar's tablet in the process. - 1093, the 28th of Eben: The team face Gellureth on the shore of the Loch, defeating the white dragon who had destroyed Harmstead ##### 1094 PC: - 1094, the 10th of Nimbus: Chad uncovers the Third Fist of Hextor deep in the catacombs beneath Lutetia. - 1094, the 18th of Nimbus: The team arrives in Crooked Rock, after taking an airship from the Tower of the Grasping Fist \pagebreakNum
# Kamuin ##### The East
> #####
*Lanbor Tundra*
> #####
*Skuldur*
> #####
*The Balmere Plateau*
> #####
*The Parched Lands*
> #####
*The Crast Hills*
> #####
*The Killifyn Wilds*
> #####
*Uthorim*
> #####
*Grozmirlun*
> #####
*Docana*
\pagebreakNum # Factions and Organizations: ### The Nightshade: A broad and effective network of organized criminals and thieves. Comprised on distinct units, operating out of most major cities and controlling the majority of black market/underground trade on the continent of Kamuin. Silvana, Daedrin, and Claudius Maximillian are a major crime family, known as the Solanaceae.
### The Hammersparks: A professional Merchant/Artisan Guild, composed of only the most skilled and renowned practitioners of craft and smithing. Members are inducted into the ranks once they prove their prowess to a current senior member at the temple of the Allhammer, Moradin in Lutetia. Earning the rank of Hammerspark proves skill and brings a lot of business and interest to its members.
### The Breathless: Assassins’ Guild, localized in the southwest, in an unknown location in the heart of the desert. Their symbol is a gaping mouth. Known for their track record, reliability, kingly price, and secrecy. The organization has existed for hundreds of years, and is a truly neutral party, collaborating only to the highest bidder. Worships Torog, god of Death, and enacts his will through their work. Ranks include Breathless, Expirator, Whisperer, and Arch Suffocant.
### The Crimson Cloaks: The imperial guard of Birunduul, found in every city and village. In Lutetia, only the bravest and most skillful are allowed to join. They recruit the best from all the provinces to join the Cloaks.
### The Distillers: Secret Society that fronts as a brewer’s guild. High ranking members are inducted into the inner ranks. Sole purpose is the discovery of new knowledge and ancient magic for the glory of Erathis. Grand Brewmaster of the Verdance is Kussek Runebrew. He collaborated with the team to defeat a Chain Devil in Oakdale, and he invited them to visit the temple of Erathis in Lutetia.
### The Velki Enclave: An ancient magical society, long ago wiped out by the red dragon Hemdorak after he stole the legendary stone, the *Lapis Arcanum*. The ruins of this organization can be found scattered throughout Kamuin and beyond, with the majority of the ruins located deep in the Haunted Wastes. The **Velkian Dissidents** were a shadowy splinter organization of the now defunct Velki Enclave. Regarded as heretics, they left the organization and formed their own, including a variety of questionable outposts across the land. Their creed stands as: "Knowledge begets Power. Might forces Understanding. We dissidents reject the archaic foundations of the Enclave, and forge a new path in pursuit of these goals." \columnbreak
### The Order of the Discerning Eye: A group of like-minded wizards and magically gifted individuals, found almost exclusively within the Magicisan's Respite in Lutetia. They gaurd their secrets closely, and work in close proximity to many of the wealthy elites. They're rumored to have shady dealings with the Nightwalkers and other cities.
\pagebreakNum # The Order of the Grasping Fist ##### 10 Tenets of the Way of the Grasping Fist 1) Wealth leads to success, success leads to happiness, happiness leads to enlightment. 2) Rewards are nice, nice people give rewards, earn rewards by helping nice people. 3) When other people have mor emoney, other people give YOU more money. 4) Realize your desires by reaching out and grasping them. Do not allow your desires to grasp you. 5) While recognition and notice are admirable goals, they often make other goals difficult. Apply and seek recognition and notice judiciously. 6) Before you have wealth, one exists in a dark place. Simiilarily, before you have victory, one must coexist with dark places. 7) The gleam of gold and glory is often grasped by deeds done in darkness with deiscretion. 8) When you grasp your dreams, make of your hand a fist, and hold your treasures tighlty. They cannot always be replaced. 9) The face is a flexible tool, built for deception and honesty both. The fist is an unyielding one, built for battle. Grasp the value of both. 10) Comrades cannot be replaced. Grasp these treasures the closest, and bring the fist to any who would dare take them from you. \columnbreak ##### Goals and Characteristics of the Order - Generate an order of monks that seek fame and fortune. Mostly fortune. - Realize the way of the grasping fist. Achieve greatness and wealth, they lead to enlightenment. - Encourage the growth of wealth in all those around them. - Respect those who aid the order and value friendships closely. - Religiously, worship the guidance of Janos, praise the support of Selune (for her temple) but otherwise choose as you please. - Advanced members will serve as mercenaries/guards/agents of wealthy or wealth seeking individuals to bring monetary gain to themselves and the monkastery. - Younger members will seek out new followers and explain the ideology of the order. - New members will pay a small entrance fee and then spend time learning the tenets and training. - Master members will train other members and arrange for the expansion of monkastery property and acquisition of contracts. - The monkastery will work closely with the priesthood of Selune, their original and greatest benefactors. - Lycanthropy will not be "encouraged" but will be accepted. - Expansion into other mercantile endeavors will be smiled upon and encouraged.
\pagebreakNum # Frostford A bustling trade city on the edge of the Frostfall River as it turns seaward towards Lutetia. Ships traveling though the empire must offload goods here to travel further inland towards Swarthmore. It is a prosperous town with many artisans and well-equipped traders. Most of the buildings are built on the foundations of a crumbling ancient city, from a civilization older than records go back. Much of the infrastructure was reused (plumbing, aqueducts, sewers, etc). Current troubles include missing shipments, belabored traders and caravans, an overabundance of homeless dragonborn seeking asylum until the situation on Thaumdural is resolved, and a troublesome criminal organization rumored to live in the ruins underground creating mischief. ### Important Entities: ##### Viscount Vicmorn Glorygem: An appointed local official by the Emperor himself, Glorygem rules from his keep upon the hillside in Frostford. He oversees all trade in the region. He is a wealthy dwarven trader originating from Grozmirlun, who made his fortune trading precious metals collected from secret mines at the base of the mountains. Wealth and clever management have led to safety, food abundance, and general prosperity under his oversight. \columnbreak ##### Chief Sam Barroway: An unassuming human male with tied back long hair, Sam is the local Chief of Law Enforcement, and leader of the Frost Fighters. He helped the Capable Crew investigate a slew of serial murders in Frostford. ##### Benjamin Meadmaker: Shifty widowed tavern owner at The Soggy Grindylow. Known for his cheap prices and cheaper mead. ##### Drud Willowson: Artisan District manager, and a knowledgeable resource about the region and its people ##### Eldra McHammer: Blacksmith extraordinaire, specializing in simple tools and weapons. She is also a member of the Hammersparks, a famous smithing guild. Her brothers, Ogg and Gunden, own a stripmine under the cliffside. ##### Sheila Shlongmeister: Purveyor of specialty custom weapons and magical items, known for silvering non-magical items and taking custom requests ##### The Frost Fighters: Local law enforcement branch of the Crimson Cloaks, known for their ineffectiveness
\pagebreakNum ## Oakdale A small farming village located deep in lush forests in the Southeast. It is perpetually pestered by goblins, roadside bandits and missing farm animals. This sleepy farming and herding village makes a living off and trade with Frostford. Recently, wailing and cries in the night have keep the locals awake. It was proven to be the chain devil-possessed wife of Rock Peterson, Rue. While this was resolved by the capable crew, further difficulties remain as the locals deal with missing livestock and mysterious occurrences in the woods. ### Important Entities: ##### Mayor Cormac: An aging, white-bearded dwarvish farmer who is generally unwilling to be the leader to the locals. ##### Ol’ Miss Hazelford: Elderly halfling widow on the outskirts of town whose flock of chickens goes unrivaled in the region. She frequently deals with chicken theft by the local goblins. ##### Harold Hazelford: A young halfing man, and nephew of Miss Hazelford. He is fiercely protective of his aunt and their cottage, and spends most of his time tending his sheep in the nearby pastures. ##### Fenola Smallhand A middle aged halfling woman who tends to the villager's needs by running the Flirting Friar Inn. She took over the place when Rock and Rue Peterson left town to join the Cult of Racknar. \columnbreak ## Lubdin A few days journey southwest of Oakdale, this small village bordering the massive swamp of Cuvel’s Slough is a testament to the stubbornness (and xenophobia) of its inhabitants. The Lubdinites have lived in these woods for generations, eking out a meager existence far removed from any of the political or religious turmoil of the rest of the continent. An Elder Ooblex, one of the horrors that Birru had sealed away, had appeared in the Slough and had created an artificial village filled with fascimilies of the many creatures and people it had absorbed over the millenia. The Capable Crew slew the monster and returned the local region to peace. The Slough is still a mysterious place, and not many who enter it return. ### Important Entities: ##### Firden and Ren Hannod: The owners of the Ale King Tavern, a gossiping and judgmental pair. They embody the intolerance of the town. ##### Ruby: The mother of Spinel. This kindly and hard-working human woman living on the outskirts of town has made her living off the land for decades. She is tight-lipped about Spinel's father, and is fond of wandering the edge of the swamp in her spare time. ##### Crayg: The recently arrival to town, Crayg is a Dao from the Plane of Earth. He is Ruby's long-lost love and Spinel's father, and he and Ruby have been spending plenty of time alone.
\pagebreakNum # Avaricity: A dark and shadowed tower breaks the endless expanse of trees, looming over the old and modest temple nearby. It stands harsh against the skyline, and hints at some ancient, hidden, and dark purpose. Gentle birdsong and a warm breeze flow over the recently established trading town that sits around its base, as airships float gently in the sky. This odd settlement is built around an ancient temple to Selune, as well as the strange dark tower that has been retrofitted to accommodate airships. It was founded jointly by Duke Janos and Lady Silvertail some years ago. ## Important Entities: ##### Duke Janos Dragonslayer: A retired adventuror, known for his role in saving Lutetia from a terrible fate decades ago, Janos is the leader of the Order of the Grasping Fist, a mercenary trade organization. He is a shrewd businessman, and oversees all airship trade on Kamuin, having negotiated new trade agreements with Crystallia some years past. His partner, Parvanah McNelly, helps him grow the Order and its influence. ##### Sumia Silvertail: The blind, elven High Priestess of Selune who has maintained the nearby temple for many years. She is a werelioness with silver fur when she chooses to transform. She has staked her post in this remote temple to Selune, once maintained by true werecreatures, but has since fallen into obscurity. \columnbreak She promised to hand it over to Janos after the evil had been purged from the nearby tower, which was known to have residual necromantic energies and ties to Shar, Selune's evil sister. The successful purge by the Capable Crew completed her vigil, and she has since abandoned the small temple in favor of the open wilds. ### Notable Members: ##### Kurt VonTaterheim: An alcoholic halfling playwright from Frostford who joined the Order after Janos aided him in the removal of a ghost in his decrepit theater. His brother Pippin died in a freak accident there, and he felt compelled to seek his fortune elsewhere. He has accumulated substantial wealth and sobered up in recent years. ##### Rock and Rue Peterson A couple from Oakdale to the east, they found fortune and shelter with the Order. ##### The Broadtooth Family A family of dragonborn who fled Thaumdural after its destruction by Hemdorak. They eventually joined the Order and currently oversee business in the Worldspine Mountains. ##### Derrick: A congenial werebear who joined the Order as a teenager. While his skills as a monk are negligible, his strength and persuasive skills are undeniable.
\pagebreakNum # Khenwood Comprised almost exclusively of dragonborn, the town of Khenwood consists of the Dragonborn who once fled the city of Thaumdural when Hemdorak the Red Dragon staked his claim upon it. It is a mining and logging town, living in harmony with the dense pine forests at the base of the Worldspine mountains. ### Important Entities: ##### King Emry, the Wise The silver dragonborn leader of his people, who suffered numerous lasting injuries at the hands of Hemdorak the Merciless. He led his people into the forests to found Khenwood years ago following the aftermath of the dragonborn flight from Thaumdural, and has since prospered. ##### Balgathar, the Strong A blue dragonborn draped in furs, this logger runs the local operations which supply strong fir trees to downstream cities. ##### Kogwyn the Wise: Aging female dragonborn and a potion/arcane shop owner. She is also an astrologist, with kooky mannerisms and uncanny powers of observation. She has been producing healing potions and aid for the refugees. ##### Captain Orlamorn: Captain of the Whitecrest, a small sailing vessel tasked with escorting the Crew to Thaumdural before it's fall. Now he plys his trade at the Docks in Frostford and provides transport to Swarthmore. \columnbreak ##### Ocnarf the Bubbly: A brass dragonborn barbarian, who wields a greataxe and demonstrated his prowess in the flight from Thaumdural. He admires the Capable Crew, and wishes to defend their homestead as a guard. ##### Ozeana Brazenscales: A silver dragonborn cleric of Bahamut who helped the Crew in the fight against Hemdorak. She was the defacto leader of the remaining dragonborn slaves on Thaumdural before its liberation, and now helps the Prince guide his people. \columnbreak
\pagebreakNum # Swarthmore Several days travel by river north of Frostford, this small hunting and farming village sits on the edge of the Crast Hills, at the base of the Worldspine Mountains. The local population is primarily human and half-orc, as wandering orcish tribes roam the hills and frequently clash with this outpost. Rugged, and lacking in most comforts, *Swarthmore* has stood stubbornly for generations as a testament to the hardiness of the northerner peoples. The denizens are untrusting of outsiders. They are led by Duke Arroway, and seek advice from mystic of Gruumsh. Local small natural gold deposits provide some of the more enterprising residents a source of income to trade for food with travelers. The village frequently fends off raids from Orc bands and wild beasts, and it is an important outpost at the corner of the empire for maintaining positive relations on the border. ### Important Entities: ##### Duke Mord Arroway: The tall, gentle half-orc leader of Swarthmore. A rugged and no-nonsense leader who reports to the Emperor and monitors movements of the orc tribes in the north near Urk. He governs Swarthmore as a respected official, the last bastion of civilization before Thaumdural at the base of the Worldspine Mountains. He is known for his tremendous strength and tenacity in guiding his people through the harsh winters of the north.
##### The Mystic: A hooded and robed elder who resides in the lodge at the top of the cliffside. They predict the weather, provide insight and guidance on daily work, and magically protect Swarthmore from invaders when necessary. \columnbreak ##### Ovir Hesh: An older human woman who runs the water-mill. She is an essential asset to her community by processing grain they farm and turning it into edible foodstuffs and tradable goods. She also dabbles in alchemy in her spare time. She sells some ingredients unique to the Crast Hills. ##### Tuko Derm: A half-orc middle-aged man who operates a general store in the center of Swarthmore. He trades flour and gold for food and furs. ##### Erik: A human man, and father to Seamorc. He is conflicted on the constant warring with the Orcish tribes, and is known for his liking of orcish women. ##### Seamorc: A previous member of the Capable Crew, this handsome, red-haired half-orc returned to Swarthmore to help his father Erik defend against the increasingly frequent orc raids. He cares for his gargantuan chicken Chickmorc and grooms his luscious red hair when he has time.
\pagebreakNum # The Ruins of Thaumdural Located on the tallest peak of the Worldspire Mountain range, accessible only via the Frostfall river into the mountains and a treacherous journey up the mountainside, this ancient ruined city is built into the remains of a gigantic crater at the top of Mount Strohlcairn. It is theorized the crater was formed eons ago during a volcanic eruption, long before the dragonborn decided to settle in and make it their home. The temperature is warm and steamy, thanks to numerous geothermal springs heated by underground lava flows. Years ago, the city's wealth stemmed from breeding and trading exotic flying mounts (griffons and hippogriffs) with the Empire and other city states, as well as from modest mining operations in the caves below. it was a prosperous city before disaster struck. A portal to the Elemental Plane of Fire opened decades ago, and an ancient red dragon known as Hemdorak tore his way through. He drove the dragonborn from their homeland, killing nearly half their numbers in the process. The dragon was eventually defeated by the heroic Capable Crew, but the city was destroyed in the process. The mountain is now a desolate wasteland, covered in lavaflows and steam, with a burning active portal at the peak. This open portal is a target for the denizens of the Plane of Fire, as it opens relatively close to the City of Brass on the other plane, and could provide access to Athendria for entrepreneurial creatures from other planes. A host of devils have created a base atop the mountain, and are mining its depths for valuable gemstones and other resources... \columnbreak ### Important Entities:
\pagebreakNum # Lutetia (
*Imperial Capital*
): This bustling metropolis forms the beating heart of the empire. A tremendously prosperous city, wealthy and poor alike from across the continent call it their home. Located along the Frostfall river on its way out towards the Vanjan Sea, almost all travel and trade across the western side of Kamuin travels by this city. The deterring presence of the Crimson Cloaks, as well as other powerful factions, wards off orc bands and wild animals. Lutetia has a highly prolific criminal underbelly, which is in constant conflict with the law. Religious worship of all gods and deities can be found here, with temples to each scattered across the city. The government of the empire is based out of this city, with leadership formed primarily by representatives from the wealthy trading families and the Emperor himself. ### Notable Locales: ##### The Sewers Many homeless and questionable denizens lurk here. It is rumored to be a focal point for the Nightwalker Theive's Guild, and those who go looking for them tend to disappear. ##### Clearwater Academy This institute of higher learning is generally available only to nobles or those with the necessary talents. The academy's professors are generally more altruistic than many of the more talented magic users in the city, and less specialized. \columnbreak ##### The Silver Table A cheap and dingy inn near the western city gate, ran by a crotchety old man named Theo. ##### Fevagore Castle The seat of power in the Empire, and the previous home to the Emperor. All the important political families meet here as part of the Council of Eight and discuss matters of importance regarding governance. ##### The Saintly Sheep A famous brothel run by the infamous Madame Janeta. Among the "usual" offerings, it also provides excellent beds, natural hot spring baths, and exquisite food. ##### The Magician's Respite A secluded gated community comprised solely of wealthy and reclusive magic users, too snooty or paranoid to contribute to the knowledge of Clearwater Academy. ##### Temples to the Gods Across Lutetia are many temples, all dedicated to various dieties approved within the city. The larger the number of worshippers, the larger the temple. ##### Squalortown Outside the city walls, the general wealth and prosperity gives way to a shantytown of the poor and misfortunate living on the fringes of the city.
\pagebreakNum ### Important Entities ##### Gowron the Eruditious: A slim orc with pale skin and unusual intelligence with a degree in orc studies from Clearwater Academy in Lutetia. Gowron was cast out of his tribe at an early age, since the clan warchief considered him an eventual threat, and was adopted by a friendly gnome wizard on the fringes of the forests outside the Balmere Plateau. He eventually moved to Lutetia and pursued a career in magicks to promote orcish welfare and reduce prejudice around his race. He dabbles as a wizard and inventor, currently attempting to utilize stray cats and their extra lives as a source of energy. He has recently devoted himself to his research and moved to private facilities outside Squalortown, as he recently acquired a grant from unknown sources to produce energy ingots. ##### Professor Pergolor: A goth firbolg wizard expert of the Shadowfell, seeking aid from Nameless to deliver his instrumentation to the Shadowfell for research purposes. He shared his knowledge about communing rituals with Shar with Nameless, and educated him about the presence of Selune within the Feywild.
##### Kussek Runebrew: A hurdy-gurdy wielding, trim elderly dwarvish male who met the Capable Crew early in their adventure at the Flirting Friar. He told the party to meet him at the temple to Erathis in Lutetia after aiding them. He is also the High Brewmaster of the Distillers, an organization that fronts as a distillery to produce alcohol while secretly filtering knowledge to prevent powerful knowledge from landing in the hands of the public. ##### Matron Aneki Longtooth: An aging female Goliath and the Head Priestess at the Temple of Melora. She educated Spinel about Melora and facilitated her vision quest to become Melora's Champion. ##### Tusania Rubysnatcher: A shrewd, grey-haired gnomish woman with a braided ponytail who operates as a fence and maintains debts for Vith and Lyrin. Nameless and Janos assaulted her door when she was unwilling to open her shop at night, causing her to call for aid from Zehdra, which they then disintegrated. ##### Brunhilda, the Chaste A silver-scaled dragonborn paladin of Bahamut, this voluptuous holy warrior serves only to further the interests of her temple. However, she seems to be suppressing some strange emotions, and spends time gazing off into the sky, deep in thought. \columnbreak
##### Archimandrite Kantor: An intimidatingly muscular and lean tall human male, dressed in simple robes. He oversees ritual battle within the Temple of Kord, as well as the operation of the Temple and any pressing matters involving his diety. He is secretly impressed by Notrick. ##### Master Coldren: A dark-skinned female aasimar with lightning-hue blue eyes, muscular and with a clean-shaven head. She works in the smithy and aids in the production of Kordite. She initially dismissed Notrick, and instructed him to make something more intimidating before she gave him her time. She is rapidly becoming more friendly towards Notrick over their shared love of smithing. ##### Madame Janeta: The industrious tiefling proprietor of the Saintly Sheep. She is a hard worker and caring for her employees. She relies on her right-hand man and friend Chuck Huggenkiss for his input and protection. ##### Chuck Huggenkiss: The heavily-muscled bouncer at the Saintly Sheep, Chuck stands out wearing little more than some strappy pants, a vest, and a gaudy pink mohawk. He is friendly towards all, except those who irritate Madame Janeta. \pagebreakNum ##### Vith & Lyrin: Old companions of Janos, this lizardfolk crossbowman and elven ranger are now indebted to the Nightwalkers, working as low-level thieves and messengers to try and repay their accruing debt. They want to leave, but are afraid of what happens to anyone who crosses the Guild. Most of the city guards are on the pay of the Nightwalkers, and prevent debtors from fleeing Lutetia. They were waiting to hear from Brightshore about potential elicit drug trade opportunties when they were captured by the Nightwalkers and held captive against the Crew as collateral. ##### Sally Knobknocker: She is enthusiastic hired help employed by the Emperor to aid the Capable Crew by cleaning their residence, the Capable Keep. She was abducted by the Nightwalkers before being freed and allowed to return to her position in the Keep. ## The Council of Eight: In the power vacuum left by the sudden passing of the emperor, his top advisors, heads of various powerful families, and city leaders came together to form the Council of Eight. The members of this council operate as the informal leaders of the empire, directing matters of high priority in the absence of a formal ruler. The members are as follows: ##### Duke Claudius Maximilian: Head of the wealthy Maximilian family, Claudius is a prominent philanthropist and cultural leader. He rose to power quickly, any many suspect him as being more dangerous than he seems. He is secretly the leader of the Nightwalker thieves cult, part of the inner circle of the Distillers, and has his fingers deep in many questionable dealings. His influence is slightly wider than that of the other notable elite familes: the Harringtons, Brightons, and Pierponts. Nix, the highest ranking active member of the Nightwalkers, reported directly to him and his adopted son, Lord Daedrin Maximilian of Brightshore. (He will try to dominate Notrick) ##### Lord Samwell Harrington: This portly, balding human man dressed in opulent robes is the head of the wealthy Harrington family. He is responsible for agriculture and trade dealing with foodstuffs and textiles. He likes Vicmorn Glorygem, and works with him closely on acquiring lumber and foodstuffs from the Verdance. ##### Judge Elizabeth Pierpont: A thin and tight-lipped woman wearing simple dark robes, Elizabeth is a half-elf woman with graying hair. She has squeaky clean motivations (lawful good) and cares only about the facts and ensuring justice is followed. She is the final say on judiciary issues within the city. ##### Duke Thomas Brighton: A dwarvish man in his prime, with a short temper and wearing ceremonial garb of Grozmirlun. He hates Vicmorn Glorygem, and has criminal ties with the Nightwalkers. He is angry at their dissappearnace and its impact on the local flow of wealth. ##### Hierophant Zorythas Neresh: An ancient, bronze-scaled dragonborn High Priest of the Temple of Bahamut. He knows Janos, and that he once offered to aid the cult with food, but they robbed his temple's stuff before fleeing to the forests. He is wise and represents the religious of the city. ##### Commander Edrik Gunderson: A hulking, heavy-browed human man, he is crass and harsh in demeanor. He wears the uniform of the Crimson Cloaks, but has a history of racism towards orcs due to their raids in the past. He is rumored to have once killed an entire village of half-orc and orc barbarians. ##### Court Historian Themaris Elsinor: An elven noble from Uthorim, Themaris is a low-born relative of a noble family who spent more time engrossed in books and history than politics. Her dual backgrounds of Uthorim nobility and history, along with her savant memory, make her a valuable reference for the council and its discussions. ##### Archmage Phumari the Dazzling: A reclusive and powerful mage. She is part fire genasi, and when she is angry her eyebrows burst into flames. She resented Birru, for his obvious magical abilities which he rarely used. She is the Headmistriss of Clearwater Academy and well connected with the magic community. ## Past Influential Entities: ##### Emperor Galdur Fevagore (Deceased): The seemingly immortal emperor of Birrundul, this powerful and ageless leader has guided the western half of the continent for centuries. His true identity is Birru, an ancient wizard who is the only survivor of a past catastrophe which destroyed the Velki Enclave. He recently passed away, aging rapidly due to the expiration of the Lapis Arcanum, a mystic relic which had been sustaining his life force for ages. ##### Nix (Deceased): A local leader of the Nightwalkers guild, Nix was slain when the Capable Crew assaulted the Nightwalker's hideout within the sewers. The loss of her guidance has left the guild scattered and disjointed. \pagebreakNum # Brightshore West of Lutetia, this trading hub is the continent’s main point for intercontinental trade across the Vanjan Sea. It is so named because of its glittering rivers, flow of wealth, and numerous lighthouses. Most of the region’s goods flow through this port, or come up from Modouli. Second only to Lutetia in prosperity, the various islands of Brightshore are separated by the Frostfall river as it turns into a delta and meets the ocean. There are beautiful villas in the wealthy district, home to many of the trade barons who oversee sea and river trade routes. The southern regions are a picture of abject poverty, as many of the poor sailors and their families struggle to get by. The small island Ladentree sports a discount inn called the Happy Hag. The docks are always bustling, any time of day, as trade deals and passage to distant lands are a must. ## Important Entities: ##### Baron Daedrin Maximilian: A pale skinned, human male overseer of Fort Lucerno, who maintains a stranglehold on the transition of trade into and out of the region. His connections to the Maximilian family in Lutetia grant him access to immense wealth and influence. ##### Captain Ergant Brannis: A battle-scarred male green dragonborn, the gatekeeper of the Glittering Gate, and captain of the Brilliant Bastion, Brightshore's law enforcement. \columnbreak ##### High-Bearer Hutrumi Mudback: A dwarven high priest of Kord, and keeper of Kord’s Respite. He is knowledgeable about the sea and weather, and wise in the ways of storms and sea faring. ##### Mardealda Browntoe: Jovial dwarven innkeeper of the Happy Hag on Ladentree Isle ##### Dockmaster Erik: Red-haired, middle-aged human overseer of the docks in Brightshore ## Ship Captains: ##### Captain Baird Dullblade: Male Half-Orc Captain of the Castor, headed to Skulldura to supply his village with essential supplies for the winters ##### Captain Avery 'Silver Teeth' Bentley: Female Dwarvish Captain of the Dapper Otter, heading to Grozmirlun to return with his wealth of midland resources ##### Captain Kenley 'Fishy' Colby: Male Tortle Captain of the Dogstar, heading to Crystallia on a regular trade route ##### Captain Cable ‘Defiance' Reyson: Male Elvish Captain of the Airship *Starling*, heading to Uthorim and seeking new energy sources for ships to engage in the wealthy trade with Crystallia
\pagebreakNum # Tortoise Bay: A mish-mash assembly of broken boats, flotsam, and garbage all tied together to create a village in a large crater on the coast. Primary inhabitants are pirates and nerdowells seeking refuge from the societies of the world. Prime location for smugglers and people looking to find shady connections or transport to dangerous regions of the world. Slave trade thrives here, primarily trading in Lizardfolk or lesser-known races from the other continent. High population of Tortles, mainly in pirate roles. ## Important Entities: ##### Wyatt "Ironfoot" Bentham: A tenacious female pirate tiefling captain of the galleon Felicidaddeux. Her nickname comes from her gnomish-designed lower leg with clawed foot, scavenged from the automaton that took her leg. She wields an exquisite rifle, named Viper, from the foreign continent Ebrea. She is currently acknowledged as the Lady of the Waves, an unofficial title given to the informal pirate leader of Tortoise Bay, earned by ferocity, savvy, and success. ##### Glad the Gaudy: A raucous and cautious tortle, Glad spends his days performing as a bard at the Greasy Gooseberry, a local Inn positioned in the Gullet region of Tortoise Bay. ##### Clorius Sharpscale: A lizardfolk shaman, possessing some druidic abilities, on sale at the slaver’s market in the Gullet for a starting bid of 150gp. He was taken from Ebrea by slavers, along with dozens of other lizardfolk. \columnbreak ##### Yuphi: A feral tiefling from the plane of fire, she now aids Captain Bentham on her ship as a lookout and archer ##### Biggie, the Small: A gnome wizard with intense curiosity for knowledge, he aids Captain Bentham in her efforts in exchange for stolen goods and literature. ##### Klakkr Krackenson: A blonde, tattoo-covered bard sporting dreadlocks from Skuldura. He plays the bagpipes and entertains the crew, also proving to be a capable fighter.
\pagebreakNum # Modouli A distinct city-state deep in the desert and near the coast, this ancient city is home to diverse inhabitants from many lands. It trades with Lutetia, Brightshore, and other continents frequently, but exists independent of any exterior rule. Modouli contains the only fresh water source for over a hundred miles, and is the source of the city’s prosperity. The city is surrounded by boundless deserts and mesas, with only the ocean to break the monotony. ### Important Entities: ##### Dire Ranid: A large, muscular man with two identities: this eccentric character exists as two people, a calm and collected sorcerer, and a raging idiot barbarian. He switches between personalities with no warning or reason. The only indication of which he is depends on whether or not he is wearing glasses. ##### Grand Baroness Kaleerah Bekshan: The local ruler of Modouli, she resides in her Starview Palace and leads raids into the desert on the back of her domesticated Purple Worm. She is a half-elvish Champion of the desert wastelands. She is well known for fighting off the advances of the Lamia (desert monsters) with the help of various desert tribes, and is always looking for ways to increase safety for her people. Not technically part of the Empire, Modouli operates under her rule freely, trading with other prominent coastal cities. \columnbreak ##### Redjaw the Rich A ginger-haired half-ogre who runs the food cart Flavor Gypsies. He is sells kebabs around the city, but is also a ruthless, cunning, and brutal crime boss. He has some human ancestry, which accounts for his ginger hair and abnormal intelligence for an Ogre. He has tanned skin, copious/excessive gold and silver jewelry, and gaudy baggy clothes to cope with the heat. His golden scimitar is a symbol of his wealth, and he is never afraid to use it on his enemies. He is rich from his illegal dealings, and known as Redjaw not just for the color of his beard, but for the blood he frequently gets on his face from slaughter. ### The Breathless: This influential assassin's guild is rumored to exist in the desert near Modouli, and is hired frequently by the rich and powerful to deal with their enemies. ##### Zao, Arch Suffocant: Parental figure to Kestrel, and leader of the mysterious Breathless organization. he was badly wounded in last encounter with the Capable Crew before fleeing through a portal. He is a mysterious figure, and avoids contact with outsiders. ##### Kestrel, Expirator: A previous member of the Capable Crew, and a reinstated member of the Breathless, she has advanced within the ranks of the guild, and now holds the title of Expirator.
\pagebreakNum # The Haunted Expanse: What was once the focal point of power for the Velki Enclave, a mysterious blight in the past swept through the area, destroyed the civilization, and sullied the oasis around which the city was built. Now, it is a desolate landscape, filled with the ruins of the failed city, mostly buried under eons of blackened sand. The surrounding desert has been formed into a giant blackened crater, and nothing living approaches. Adventurers have ventured there in the past in search of treasure, but none return. Many believe the city to be cursed, and that the corpses of the previous inhabitants still wander the wastes. Mysterious metal “monsters” circle the city every two hours, emitting overwhelming sonic blasts. They appear to be 30 feet long, follow a set path, emit sonic booms by slamming pistons inward, and fly about a foot above the sand. The ruins beneath the sands house mysterious tunnels, undead, and glowing panels with many areas to explore. Many hidden secrets and untold riches likely remain buried beneath the blackened sands, but only the brave or lucky could hope to find some and return alive.
\pagebreakNum # Gnomeopolis: Isolated from the empire, this city is built into the western Crast Hills on the shore of Attiwich Loch. All gnomes in the region hail from this area, and mostly keep to themselves. Gnomeopolis is the only civilization on Kamuin thus far to have mastered advanced weapondry such as cannons and firearms, and they guard their technology jealously. The city operates on a heavily mechanized system, with most manual labor being performed by automatons, freeing the small populace to pursue intellectual endeavours. Industry and cleverness drive your social standing in this cuthroat capitalistic society. ##### Duchess Elatriss Silentall: An elderly gnommish craftswoman (195 years old), Elatriss governs over Gnomeopolis as the trusted elder. She rose to power by building some of the best sailing vessels for the Imperial fleet in Attiwich Loch, before rolling them across the hills to the Sea. ##### Brillin Corkas: A wealthy industrialist, Brillin is the inventor and supplier of Gneutralizer Armor suits. He also runs the Gnomeball Stadium, plagiarizing new ideas from the teams to fuel his mech development. He is secretly dumping waste from his manufacturing plant deep into the Loch. He hates the Duchess for her old-fashioned, environmental policies. ##### Yoskas Sparktoe: Leader of a band of gnomish mercenaries, this wily gnome wears black clothes and a bandana around his head. He subcontracts out bounties on criminals and monsters alike to those willing to align with his band, the Gearbreakers. ##### Albert Ernstein: This wild-haired gnome goes by Bert, or Ernie to his friends. A well-informed thief who operates on the streets, he is knowledgeable about previous Nightwalker activity in the region but avoids them. He has a passionate hatred for slavers. He is familiar with all black market activities ##### Zanzu Metalseeker: An old wizened gnome with a permanent shock of poofed-out frizzy hair. He has super thick spectacles, and is the leader of a group of mechatronic enthusiasts known as the Industrialists. They innovate constantly, and many strange automaton inventions wander their space in the Temple to Mirrodin. He is old enough to remember the Oré Incident, when the Warforged servants overthrew their masters and migrated to Ikesh. He abhors tech bordering on intelligence. ##### Myna Silvertuft: A regal gnome with silver flowing hair and sharp eyes, Myna is Captain of the Dancers, a group of fighters dedicated to the defense of Gnomeopolis, the Duchess, and her people. They rarely use their Gneutralizer suits, instead relying on rapiers and firearms to enforce the law. They are beloved by the good citizens for their selfless service, and joining the Dancers is a great honor. \columnbreak ## Gnomeball: This recent sport has exploded in popularity, with the teams from each faction in the city vying for renown each year in the annual tournament. Bets have never been higher, and the stakes are high to acquire the favor of Brillin and ensure the player's faction being supported by his industry and maintnence for the following year. A match is played between two teams, with 5 players on each side. The ball is a massive iron cannonball, and players inside mech suits kick the ball around the large, dish-shaped arena. To score a point, the players must scoop up the ball into their cannon-like arm and fire it through one of three vertical hoop goals. Once they've scooped it up and are taking aim, they cannot move their feet. The teams cooperate to defend their own goals, move the ball to the other team's goals, and pass the ball to get in an optimal angle to fire and earn a point. The smaller, central goal is worth three points, while the larger, side goals are worth one each. The current active teams are: ##### The Gearbreakers: A tight-knit group of mercenaries, successful at protecting private citizens from Orc raids, criminals, and monsters. They are unpopular, but wealthy and respected for their abilities. ##### The Rowdy Rodents: A ragtag group of backstreet hooligans who've acquired Gneutralizer suits under questionable circumstances. They are a new addition to the roster, and their pluckiness and creative maneuvers have won them some favor. ##### The Dancers The pilots' formal training and elegant mechs make the Dancers a regular crowd favorite for winning. They also are frequently successful, due to their raw ability. However, they tend to be predictable and sometimes lose to unexpected strategies. ##### The Industrialists: The oldest team, this group of inventors always deploy the craziest methods to win the game, and are driven to innovate over win conventionally. Led by Zanzu Metalseeker. ##### The Gnomeball Stadium A place for celebration. Owned and built by Corkas, bets and gambling are rampant.
\pagebreakNum ##### The Whimsical Willow Local tavern, owner is Derek ##### Dragonsfall Tavern A seedy drinking tavern, owned by a congenial gnome named Toris. A greatsword and a large black claw sit over the mantlepiece, placed there by a great paladin who slew a dragon that once threatened the city with that very sword. ##### The Bakery District Filled with tasty pastries and associated ##### The Cuddly Chemist Potionseller, owner is gnome woman named Shella, everything is Kawaii ##### The Clockwork Cobbler Sells mechanized weapons, dodgy ##### Tinker Tower Home to the Duchess and her glass house. The top is a massive clocktower, a feat and keeps time, tolling every hour. \columnbreak ##### Attiwich Docks Dozens of vessels line the shore, traveling around the lake to fish for food and trade with a couple smaller villages on the perimeter. Fish have been scarce and are weirdly sick, some with extra heads. ##### Notia Mines The source of the mysterious Welbi Shards, the red glowing crystals that currently harvest solar power and provide energy to many of the automatons within the city. The mines are active, but heavily guarded by the Dancers, as no other known sources are as useful or versatile as Welbi Shards. ##### Automated Fields Lumbering robots maintain and harvest crops annually, using greenhouses for perennial crops and windmills for power. ##### Temples to Erathis, Mirrodin, and Ioun Library for Ioun, History museum in Erathis and liberal arts/Architect's college, Tinkering fest for Mirrodin/Smithy.
\pagebreakNum ##### History Museum A walk-through guided tour about Gnomeopolis history: Founded 534 PC, discovered Welbi Shards (by Welbi Pickarm) in 734, created Warforged during the Hobgoblin Conquest of 834, Ore Incident and subsequent banning of AI of 865, harnessed shards for farming equipment in 893, automated food production in 915, Reclaimation of Gnomeball in 945, Corkas Industries estblished 1003, invention of the Gneutralizer suit and subsequent rapid automation of Gnomish society in 1083. ##### Corkas Industries Outside of town, a darkened, swath of smokestacks produces smoke. Employs a large number of workers, who pilot suits and pursue top secret research. Corkas is secretly planning to sell his tech to other civilizations in secret, against rules. He is running on Geothermal power, which is actually a secret stash of Welbi Crystals he found which he is draining dry. The power output is much higher but much less sustainable. His chemical experimentation is producing toxic byproducts. ##### Underhome A ramshackle affair of floating houses in the sewers underneath Gnomeopolis
\pagebreakNum ## Atiwich Loch: This massive inland freshwater lake breaks the monotony of the rolling Crast Hills, and provides a source of sustenance to most of the inhabitants of the region. Much of the wildlife ecology is based around this body of water. There are rumors of creatures that live in its depths, and many fisherman in the region love to share tales of the Beast, a nameless, amorphous creature that seems to have lived in the Loch for hundreds of years Most of the wildlife in the Crast Hills has developed asynchronously with the rest of the region, and is generally more aggressive and dangerous to travelers. Orcs have made many of the cave systems their home here, and do not hesitate to slaughter passerby or rival groups of orcs. The easternmost groups bother Swarthmore regularly. ## Urk: Orc Citadel in the Crast Hills ## Enal Unarith: This underdark Drow city of has fallen on hard times. You left for your own reasons (fill in as you see fit on why) but you know the region was quarantined for an outbreak of the Silver Blight, a virulent disease that wiped out a large region of the old city before it was cordoned off. It is in the hills southeast of Tortoise Bay. ## Harmstead ## Linmell ## Mirstone \pagebreakNum # Brooksburg: A cozy northern village located half a day's travel inland from the end of the Spinmouth river, where it empties into the Vanjan Sea. This locale is an old fishing, farming, and mining town, primarily inhabited by tielflings and a few halflings. The local inn, the Frosty Goat, is a regular gathering place for the villagers. The silver mines to the northeast have been abandoned for some time, and few venture there due to old rumors about gas leaks and hallucinations. Goblins and gnolls have been pestering the villagers for some time in the surrounding pine forests. ### Important Entities: ##### Ozris Curlhorn: The proprietor of the Frosty Goat, this orange tiefling man with ram's horns is warm and friendly. He stands up for his neighbors, and is always willing to dash into battle if anyone threatens his friends. He has been graciously hosting the team for free after their defeat of the gnoll war pack. ##### Yatari Warmhand: A purple-reddish tiefling woman with elegant long horns who owns the general store the Curved Blades. She trades in goods collected over a wide range, and helps defend her town against goblins and other threats with her two rapiers. \columnbreak ##### Samson Goodchild: An elderly halfling in a wheelchair who frequents the Frosty Goat and likes to collect anything book related. He recalls the Silver Mines closed when he was a boy due to natural gas leaks that made people hallucinate. He also dabbles in wizardry from all his reading, and has been hugely helpful to the team in their research and defense of town. ##### Yareag Strongspine: The blue tiefling sheriff of Brooksburg, a burly man wielding a rapier. He is friendly to travelers and always willing to hunt down pesky evildoers near his village. He gifted his favorite rapier to Thuzzal as a gesture of gratitude. ##### Olivia the Stong A pink female tiefling who works in a simple forge on the norther part of town. She sports dainty pointed horns, rippling muscles, and a pleasant demeanor. ##### Dhokaan the Alchemist A black-skinned tielfling herbalist/alchemist who used to be a productive member of town. He went missing suddenly several months ago. His house lies dormant and dusty in Northern Brooksburg.
\pagebreakNum # Burnsley A rugged trading town, Burnsley is home to mostly gnomes, halflings, and humans who make a living hunting in the dense pine forests nearby, while pursuing small businesses within the palisade walls. The are generally accepting of outsiders, but suspicious of trouble-makers. ### Important Entities: ##### Adgran Lightbraid An older halfling man, this gray haired and muscular blacksmith runs the Fire and Furnace. He is honest and has an air of perpetual exhaustion, balancing the demands of his work and family life, including his four daughters Quiphina, Brene, Beleni, Zefla. ##### Meriel Wynhorn A human enchantress, this woman is tall and thin with simple robes. She spends many of her days crafting and gathering unique magical items in her business, Wynhorn's Tomes, and helps the local townsfolk when necessary. ##### Byllenan Ironborn This gnomish alchemist has a curious assortment of facial piercings that offset his green hair and spectacles. His alchemy store, Ironborn's Beakers, makes a modest income from selling aid and ointments to the townsfolk. \columnbreak ##### Erik Berkesk The owner of the local inn Erik's Dragon, Erik is a friendly ex-adventurer with ginger hair and a portly frame. He has a fat blue pet pseudodragon named Lick who sleeps on the main counter unless it senses food. He likes to tell tall tales, most of which are made up. He is well connected and familiar with the local gossip. ##### Ludo Strongfoot A wealthy halfling man who runs a stable selling horses and oxen. He makes a solid business selling mounts to travelers, and regularly price gouges. He is tall for his race, and prefers to wear fine leather clothes. His stablehands, mostly men, handle the animals. ##### Tim and Shale Two chill dudes, these ex-bandits of the Venom Vulture Gang work as cooks for Erik in the Dragon Inn. They came to Burnsley with the our heros after being the only survivors of the bandit raid at the bridge to the north. ##### Tallion the Tall Owner of the general store, Tallion sells basic wares to travelers and townsfolk alike. He is soft-spoken, tall and gentle-mannered, and has a reputation for being kind and generous to those who barter fairly.
\pagebreakNum # Skulldura: This frozen, icy fishing village lies to the farthest northern reach of Kamuin. Iceburgs form a thorny perimeter off the coast, and many small sailing vessels wander offshore, catching and hunting the famous Droppkulur. These strange beasts resemble massive, shaggy walrus, with the difference of having a single great horn protruding from its face like a rhino. Many Skulldurian youths attempt to slay and bring back a Droppkulur as proof of their skill and tenacity. The denizens are all nordic humans, but a select few occasionally manifest slightly aquatic features, such as small fins, scales, or patches of bluish skin. Those that do are considered blessed by the sea, and call back to the ancient founders of their village, who they refer to as the Anointed. ### Important Entities: ##### Waverider Bjorne As the village chieftain, Bjorne has been struggling of late with strange cultists in the wastes nearby, several of whom originated from the village. They worship a strange entity, a personification of the planet Yoria in the night sky. He wants to bring the village youths back and save them, but they have desecrated the sacred sanctum in the ice caverns and stole an ancient artifact. \columnbreak ##### Móðir Annvieg The spiritual leader and elderly matron of the village, with fish-like fins protruding where ears would be. She is wise and has a strong connection with the ocean. She worships an entity called the Deepwalker, and is the keeper of the ice caverns and the shrine below the waves. She was injured when the cultists broke in and stole an artifact, and bears great resentment towards them for that. ##### Hranfast Hognisson A well-meaning fisherman who frequently hunts Droppkulur. ##### Bolla Sigehelmdottir A woman of the village, she helps raise the children and frequently aids Annveig with her work. ##### Arnthor Gunnkelsson A youth who led the raid to steal the village artifact, and who hasn't been seen in months, after he left to join the Cult of Yoria ##### Hrollaug Gunnkelsson The brother to Arnthor, who worries for his safety and sanity. He witnessed his brother's descent into madness, and worries about what caused his to do so.
\pagebreakNum # The Golden Crossroads An intersection of land and sea trade routes between numerous cities, this temporary town forms a constantly shifting assortment of traders, travelers, and collectors from the main regions of Brightshore, Lutetia, and Modouli. Random shops and stalls are everywhere. Almost anything can be found and bought here, at a price. Situated at the literal intersection are three statues: an elf pointing towards Modouli (*Semet the Vigorous, a desert elf who helped found Modouli several hundred years ago*), a gnome (*Fizbin the Wise, who drove out Sauhuagin and made Brightshore 200 years ago*), and a human male with a club (*Charles the Hearty, a barbaric but wise defender of justice who helped drive out wandering orc bands in the Balmere Plateau, allowing Lutetia to thrive and trade to flourish.*) ##### Nickleback Schnicklefritz A wandering homeless halfling, this strange fellow with bulging bloodshot eyes and a limp has a random assortment of dubious goods at very cheap prices. Finding him is a bit of a search, and needs a high investigation roll to figure out what corner of the region he's holed up in. \columnbreak ## Important Shops ##### Books and Bobbles (owned by **Cygna the Curious** (an aged gnome with neon green hair and thick glasses)) is one of the three permanent installments. It is an ancient and random collection of knowledge from across the continent. ##### The Raggedy Wizard (owned by **Kalondra the Broad** (muscled female dwarf with glorious beard and braids)) is a constantly overflowing inn with inflated prices, with only the truly weary paying the fees for stay. ##### Rango Ranch (owned by **Hugo Higgins** (halfling male with a shock of dyed blue hair)) maintains a wide variety of oxen, horses, and some various exotic mounts to facilitate travelers and their travel across the western reaches of the continent.
\pagebreakNum # Crooked Rock Deep in the Killifyn Wilds, this small town sits between the dwarven kingdom of Groz and the elven kingdom of Uthor. Megafauna wander nearby, as massive redwoods and oaks shade the simple pastoral lifestyle of the people who call Crooked Rock their home. A massive stony outcropping casts its shadow over the entire town, hinting as some geological curiosity of ages past. ### Improtant Entities: ##### Tora, The Bright-Eyed Gray - Once the leader of a savage band of werecreatures, Tora was permanently transformed into a massive gray panther as a boon from her god, Malar. However, her entire worldview changed with time, and she now seeks to protect the town of Crooked Rock from outside attacks by bandits and monsters in the wilderness. She serves as its guardian, and the villagers both revere and care for her in return. ##### Brad Smithson - An older dwarven man, Brad is a capable smith who is in touch with the land. He deals with the local's various problems with plows and tools, and has seen his way around the area.
\pagebreakNum # Uthorim This well-established stronghold represents the might of the Elven kingdom of Uthor. It has stood for centuries as a bastion of beauty, peace and tranquility as the world changed around it. The country of Uthor functions as a Gerontocracy, with wise elders from each of the noble houses presenting the needs and causes of the nation. Uthorim is the Capitol, housing the oldest elven houses and their representatives. It relies heavily on the surrounding cities for essential goods and support, with the majority of wealth and luxury within the country concentrated within its walls. It is known across Kamuin for its ornate architecture, luxury, and Estelar Academy, which only the most talented Elves and gifted members of other races are allowed to attend in the pursuit of knowledge and magic skill. The army and navy of Uthorim are small but highly skilled, consisting of masters of both swordplay and the arcane arts. ## Important Families: ##### House Elsinor: Norillon Elsinor is the head of this family, and is the baron of land trade routes between major Elven cities, and beyond. The Elsinor family lost standing when Norillon had a child with a non-elf, and raised her as a noble. While wealthy, the Elsinors lack influence, and are viewed as being too friendly towards outsiders. \columnbreak ##### House Mortris Aquilan Mortris is the Keeper of the Flame and the Dawn Cathedral, the centralized, monotheistic religion of the elves. They primarily worship the god Corellon Larethian, the Flame of Dawn, and are generally racist and intolerant to other worship. They allow minor worship of other lesser elven deities within the Elven Pantheon of the Seldarine, but none outside of it. Aquilan also serves as head justice, determining matters of punishment. ##### House Yinris Lynari Yinris runs Estelar Academy as the Headmaster, and is peerless in her command of magic. She is the higest respected of the nobles for her power and wisdom, but lacks widespread influnce amongst the elves due to the elitist nature of her focus. ##### House Vallar Ruevyn Vallar directs the training and maintenance of the armed garrison of Uthorim, in order to protect shipment routes and other cities from attack or banditry, and is generally respected as having the greatest influence amongst the nobles. ##### House Caemious Seldonna Caemious oversees the economic aspects of trade through the riverways and ocean routes. The wealthiest of the Noble Houses.
\pagebreakNum # Grozmirlun The center of Dwarven influence on Kamuin, and the capitol city of the Kingdom of Groz, Grozmirlun is steeped in history. This surface city extends deep underground, and is beloved by Dwarves across the continent. It is renowned for its seemingly endless selection of ales, lagers, beers and other assorted alcohols, as well as its legendary roasted meats. ## Important Entities: ##### Rellit the Outcast ##### Rutgar the Ready ##### Moldoon the Ranger ##### Aldrerika’s Alehouse ##### Baduk Flintchipper
\pagebreakNum
# Ebrea ##### The West
> #####
*Crystallia*
> #####
*The Tropics of Arabangan*
> #####
*Dómrgarðr*
> #####
*The Keep*
> #####
*The Herd of Kalatosh*
> #####
*The Worldspine Mountains*
> #####
*The Delta*
\pagebreakNum # Crystallia The three airship dock pyramids of Crystallia are its defining landmarks. Built a hundred years ago, these structures function as landing points and construction bays for a multitude of airships from across the continent and beyond. Lacking in natural resources, Crystallia relies on the floating islands of the Isles Gravitas and trade with the other continents to support its diverse and thriving economy. The methods and techniques for refining the floating islands into usable airships are closely guarded secrets by the noble houses of the Caliphate, the primary ruling body of Crystallia. ## Important Entities: ##### The Marquis Hathorisis: Residing within the largest pyramid Apheru, the Marquis is responsible for the largest chunk of the Caliphate and production of airships. He is responsive to expensive gifts. ##### Ambassador Narisnyl Dryaalis: The Reznor Ambassador, responsible for trade agreements and bartering with the noble houses of Crystallia. This Drow politician is cunning and dedicated to supporting his people's interests in Ikesh. ##### DuBois Villefranche The youngest of five, this cleric of Pelor operates his estates on the outskirts of the city. He is related to the Marquis, and has some influence within the trading families. \columnbreak ##### Madomoisaile Deathbell: The sole proprietor of the Pistachio Inn, a wildly successful tavern on the shore of Crystallia. She is a rotund brown tiefling and doesn't take nonsense from anyone. ##### Rucos: A lizardfolk taskmaster, Rucos is responsible for many buisnessses within the Tousarte, a collection of shops and stalls selling items from many regions. ##### Cleqi the Swift: Aarakokra Mining Operator, responsible for steering the floating rocks to the outskirts of Crystallia. ##### Gluk: An obese drunken kobold, often found in the Pistachio, who will do anything for hard alcohol. ##### Ignvar the Ephemeral: A mysterious and highly sought after tattoo artist, this hookah smoking tabaxi defies explanation. He is rumored to accept other strange things as payment over gold. ##### The Order of Heironeous, Betarho Omega: - Brother Brometheus, Marshal - Broledad the Broad, Pledge Educator - Marco Brolo, Treasurer - Brojohsephat, House Manager - Lebrona Helmsley, Social Chair - Brohan the Beefy, Housing Officer - Kate Brolsen, Philantropy Chair
\pagebreakNum # The Tropics of Arabangan A wild and mostly untamed continent, ruled by the strong who tread on the weak. This land is home to extremes: blistering deserts, sweltering tropics, volcanic mountains, icy tundras, floating islands, mysterious expanses and barbaric tribes. In the eastern half of the continent, north of the desert regions and south of the tundra, lies the Tropics of Arabangan. This massive expanse of dense jungles and assorted tribes is home to a teeming mass of life, mostly reptilian. Disease has wracked the region recently, with a plague affecting any mammalian species known as the Druid's Curse driving the suvivors out, resulting in the heavy prescence of Tabaxi in Crystallia to the south. The presence of a Pestilence Dragon known as Syvleth has also begun to afflict any remaining reptilian species. ##### Ilhihuatl An ancient city in the deepest regions of the jungle, ruled by powerful sorcerous yuan-ti. The civilization stands out as having overcome the primal savagery of the tropics to some extent, and has an unexpected amount of order within. The primary deity is the demonic entity Merrshaulk, the Night Serpent, and all of society revolves around his worship, demanding regular sacrifices and rituals. The Yuan-Ti shun any other races, maintaining a hostile and exclusive dominanace over the immediate region. They have avoided the Thirst by regularly giving tribute to Syvleth's demands. \columnbreak ##### Xochitl The ruins of an ancient small city, now overrun by feral dragonborn, lizardfolk, and kobold refugees. Their leader, Chief Coazoeh the Orange Fang, oversees foraging and maintains the unruly lot. The pecking order resolves to size and strength, with magic users being at the top. ##### Parhua A tribal village consisting primarily of tortles, this remains to be the last major gathering of tortles in the region. Heavily impacted by Syvleth's breath, but unwilling to leave their ancestral home, the tortles languish stubbornly. ##### The Maw of Achli A massive cave in the heart of the jungle, and the origin of Syvleth. This once was the location of an ancient Velkian dissident biological laboratory. Syvleth is the culmination of heinous experiments with necromancy and genetic tampering. The deepest parts of the caves still have some research enclosures intact, running on long-forgotten technology. Adventurors investigating here will likely be devoured by Syvleth, but those who sneak past have much to learn from the ancient technology and records within. ##### Teyaco Mire This vile marshland is rumored to be the last site of a battle between a water goddess and Melora. The water and the land exsist in perpetual change, and few who venture in ever return. Dangerous monsters lurk beneath the murky waters.
\pagebreakNum # Shinjiang, City of 1000 Peaks Nestled in the karst-riddled, foggy hills of the western edge of the Plymedes ### Important Entities: Leader of the Bảo Dynasty: Gōng Giang Bảo Leader of the Sangpo Dynasty: Fūrén Lin Sangpo Librarian/Teacher: Lǎoshī Duan Sangpo Gunsmith Apprentice: Yang Bảo Gunsmith Master: Zōngshī Ma Bảo Bùqiāng is the repeating rifle, developed by Ma Bao Sangpo guns are Huǒqì \pagebreakNum
# Ikesh
# A desolate place \pagebreakNum # Shelthalas The capitol city of the Reznor Dominon, and the ancestral surface home of the drow. This dark and brooding city contains many tall, dark towers, testaments to the power of the drow mages who reside within. The matriarchal society operates across most of Ikesh. Present within Shelthalas is the Shade Palace, Airship Fields, a massive stone statue representing the first Deepqueen to lead the Reznor out of the caves beneath the mountains, who was known as the Bullwark, and much more. The drow worship Selvetarm, the goddess of drow warriors, and shun worship of Lolth. ### Important Entities: ##### The Drachen Warriors: - The elite guards of the Reznor, these specially trained drow women are masters of swordplay and a variety of martial magic. They protect Shelthalas and other major cities. ##### Deepqueen Malara Dahlmaas: - The current ruler of the Reznor Dominion, and has been for centuries. She has great knowledge, and endorses the current worship of certain dieties. \columnbreak ##### Kula Kenviir - Blacksmith, strongarmed, capable, has adamantite, owner of Pounder's ##### Szindar Dinaen - Shopkeep, sells assorted goods, works for his wife at the Rotten Chain ##### Rayn Dinaen - Owner of the Rotten Chain ##### Llostra Din - Tinkerer, owner of Wheels and Gears, expert in warforged physiology and tinkering
\pagebreakNum
# Other
# Isolated Regions, Inner/Outer Planes Exploration beyond the realm of Athendria leads to alien worlds and alternate dimensions. Birru's meddling in the natural order of the universe during the Mass Sealing event of 223 has only recently come undone, with the waning of the power of Lapis Arcanum. With the reopening of portals and other connections between the planes of exsistance, ancient entitites and unexpected encounters await... ## Stjarnaheim: Home to the Cloud Giants, a floating city far beyond the reachs of any major continent. The denizens considers themselves aloof and beyond the reach of the rest of the mainland. ## New Urydor: Home of the warforged, origin from Strimboln \pagebreakNum #
The Feywild
This untamed expanse of fantastical wilderness, fey creatures, and magical beasts defies explanation. Here the sky is in perpetual sunset, and overgrown forests may way to endless expanses of tall waving grass. Dinosaurs are still common here, as are various residents such as the Eladrin, and key deific entities such as Selûne, the Moon Maiden. Home to wild forests, flowing planes and untamed wilds, this is the home of the Eladrin elves, Selune the moon goddess, and ancient animals of legend. This plane is the place where Renchax, the female tabaxi ageless arch-druid, spent her days in exile after Birru sealed all the portals. Here she aided the Capable Crew, teaching them the history of how the portals were sealed, as well as sharing her beast-form knowledge with Spinel, allowing her to obtain the beast form of a Tyrannosaurus Rex Only currently known portal to the Feywild exists as a small pool of water somewhere in the forests between Swarthmore and Frostford. ### Key Entities - Selûne: Goddess of the Moon, and sister to Shar. - Renchax, the Archdruid: An ancient tabaxi who was locked away from her home in the Mass Sealing and had to adapt to life in the Feywild. Her age is unknown, and her time in the Feywild has left her strangely affected, growing horns and preferring beast shapes to her own natural form. - ### Key Locales Eladrin Cities: Astrazalian The city of Starlight is a strange city of the eladrins. During the spring and summer months, it occupies an island in the Material Plane where mortals flock to its shores. The city is the jewel of the eladrin cities and is a center for trade, diversity, and power. During the months on the Material Plane trade is conducted, festivals and feasts are held and great tournaments fill the days. But not all is happiness in Astrazalian, for when the fall and winter months take this city it leaves the Material World and returns to the Feywild. Here it is besieged by fomorian lords and hideous cyclops who hope to kill the inhabitants and take over the city as a means of a staging area for their conquest of the Material Plane. During this time, the resources of Astrazalian are lean and many of the inhabitants are well used to fighting on battlefields where they kill giants and doing everything that they can to survive. The City of Starlight is the last city on the borders of the Feydark and many other cities near it have all fallen to the evil influence. While this is truly a dangerous city to travel to during its time in the Feywild, it is not without its rewards. The ruler, Lady Shandria is a distant niece of Queen Tiandra, and offers vast rewards and powerful items to any that can help her destroy the fomorian menace that assaults their walls. Mithrendain This large forest city is home to towering trees and glows in the orange, red and yellow leaves of this eternal Autumn city. Time almost seems to move more slowly in the Autumn City and as such, the citizens place no importance on timeliness or working too quickly. It is a great insult to ask for something to be done in a quick manner, as such many humans are seen as impatient for their short lives keep them active. It is said that once Mithrendin ran so fast that it caused a hole in the Feywild and from that hole came the fomorians, drow, and other dark creatures. This hole was only stopped when seven fey wizards placed seven seals over the hole and then built a massive fortress, known as the golden Citadel Arcanum, over those seals. The wizards then banished time from this city so that their seals may ever stay new and that the dark creatures could never enter. Because of this, timekeeping devices are treated as ill omens and at every grand festival, an hourglass is destroyed so that its sands may fade into the winds. Senaliesse The personal realm of the Summer Queen is the personification of the Summer. Here the inhabitants experience everything as if it is for the first time and merriment can be had all around. Play and sport are how the inhabitants pass the time, and when outsiders do not play along, they become the targets of tricks and pranks. Here the Court of Stars holds their meetings and listens to those who would plea from them for relief of their problems. Many petitioners, from all over the planes, bring lavish gifts and offerings all in the hope of grabbing the Summer Queen’s eye. Senaliesse is a city cradled in the massive forest, between the silver limbs of the massive forest that holds them high above the Feywild. It is said that the Green Lord, Oran, handcrafted this city for the Summer Queen. Weaved into the limbs is the massive city where Summer never ends, coated in heavy ivy and bathed in the light of the stars above. The Feydark Beneath the magical forest of the Feywild lies the dark and twisting caverns of the Feydark, a reflection of the Material Plane’s Underdark. This land is in sharp contrast to the beautiful world above it and is home to fomorian lords, cyclops, drow and other horrors who only wish to destroy the surface dwellers. Fomorian Cities The fomorians have cities all over the Feydark and are constantly at war with each other. Fomorians will never bow to another, and many are considered quite mad by the surface dwellers of the Feywild, which is good as it stops them from working together. Many of the Fomorian lords suffer from extreme paranoia and will kill those who they suspect to be spies or who they suspect might become a spy in the future. The three biggest cities of the fomorians are Harrowhame, Mag Tureah, and Vor Thomil. These cities are home to not just their Fomorian lord, but slaves, spies, assassins and the massive armies each lord is accruing to destroy the surface dwellers. Mag Tureah The mightiest and most formidable fomorian stronghold ruled by the fomorian King Thrumbolg, known as the First Lord. This powerful citadel was found in the Feydark and mysteriously was left alone for centuries. Many fomorians tried to take control of this city, but strange creatures walked its halls and drove off all invasions until Thrumbolg was able to clear the citadel. Inside the citadel are hundreds of portals to the Material Plane, though they are impossible to keep track of. Many fade in and out of existence every few hours, days or even weeks. Adventurers who wander the ruins on the Material Plane may find themselves inside of Mag Tureah, with no recollection of how they ventured here. There are even rumors that some of these portals lead not to the Material Plane, but to the Far Realm and some worry that King Thrumbolg may have made deals with the entities of the Far Realm. King Thrumbolg is constantly looking for arcanists for if he can understand how the portals behave, he can control the portals and begin an invasion of the Material Plane. To that end, Mag Tureah is home to a large population of slaves who are used as test subjects in understanding these planar portals. Borderlands and the Wild Past the civilized lands of the Eladrin lords are the wild expanses. Traveling to these locations is incredibly dangerous and most travelers avoid it if they can. The Dread Isle This isle exists somewhere above the Sea Lords domain of coral reefs. This island is home to treacherous waves, jagged rocks, and mysterious creatures. It is constantly flitting from the Feywild to other planes, and any who find themselves on this island may never leave. This island is constantly trying to kill any visitors as it is home to the psychic Su Monsters that reside in its treetops. The Su Monsters watch over their island, with a special focus on the Yaun-ti who also live here. If you are ever shipwrecked on this island, you may find yourself having to fight to the death with your friends, for survival is everything here. Brokenstone Vale This land is home to lycanthropes who were able to win it from the eladrin lords after a bloody and hard fought war. Here werebeasts are free to live, though if they ever leave their lands they risk being hunted by the Maiden of the Moon who wields a silver sword and is the doom of all lycanthropes. As the moon is far brighter and stronger here, it creates an almost giddy like excitement when it hangs in the sky, causing all werebeasts to be more bloodthirsty and savage. Throughout the Vale are ruins of castles and towers from past werebeast rulers that now lie in ruin. On the mountainsides that surround the vale are old mines home to wererats. While most lycanthropes choose to live a solitary life, some gather in clans and there is even a small village near the border of the vale led by a werewolf ruler known as Viktor Mazan. Here traders can come and trade for the rare wood that grows in the vale, though they are quickly sent away once the trade is done, as some werebeasts bristle at the idea of non-lycnathropes in their realm. The hatred of the elves and eladrin is strong among many of the werebeasts, and some will leave the vale for hunting down fey to kill them. Others have made deals with the fomorians to help the werebeasts kill the archfey. Nachtur, the Goblin Kingdom On the borderlands of the wild is the kingdom of the Goblins. Here a hobgoblin wizard known as Great Gark, Lord of All the Goblins, is amassing the power of all goblin-kind. Great Gark is hoping to amass enough power to be a true force in the Feywild, and to that effect sends emissaries to eladrin cities and fomorian kindgoms. Only the fomorians have truly responded, and trade relations between the two continues to grow. While the eladrin have tried to stop this rise of power in the borderlands, all attempts have proven ineffectual and it has only grown the strength of Great Gark as the defeated eladrin leave behind powerful magical items and weapons that the goblins would not be able to make on their own. Nachtur also has several goblin mercenary units that are hired by fomorians, hags, and even the Winter Court to act as protectors or an army. Goblins, giants, trolls, and ogres make up the bulk of the fighting force, though boggles are kept as pets as they have special powers that Goblins use to great advantage. The Feywild, also known as the Plane of Faerie, is a verdant home of cruel fey and endless desires. To walk through the land of the Feywild, one risks death from all matter of creatures, and even if you survive the perils of the Feywild, you may end up never being able to leave. The call of the Feywild is difficult to resist to all mortals, and many fey, like elves, eladrin, and satyrs, have such a desire to journey to it that they are willing to risk their lives. The Feywild is the mirrored reflection of the Material Plane and thus sits alongside it at the center of the planes, some claim that it is the dream of the Material Plane. Arborea exists in the Upper Planes and in the Astral Sea and is made up of three planes - The Forests of Arvondar, also known as Olympus by the entities known as the Greeks who also reside in it, feature massive trees, enchanting sights, and pure emotions. On this plane, there are hunts during the day and huge fests at night. The inhabitants flit from huge smiles and boisterous laughter to fighting at the first insult and back to singing and dancing not a moment later, all who live here take their emotions to the extreme. The Plane of Faerie is a world home to half-celestials and half-fiends. The celestials make up the Seelie Court, while the fiends make up the Unseelie Court. Both courts are interested in abducting mortals from the Material Plane, though the Seelie Court is interested in amusement while the Unseelie Court is interested in slaves and meals. By combining these two into the Feywild, we are given a plane that is teeming with life and death. The Feywild exists as a vibrant, but extremely deadly reflection of the Material World, and defies all attempts to properly cull its enthusiasm. Where one might see the ruins of past ages in the Material World, the Feywild reflects that of some great fey lord’s castle with crystalline windows and crystal walls instead of stone. All attempts to properly map the Feywild end in failure, as it is inconsistent in its appearance. It is said that there are many worlds in the Material Plane, but only one Feywild reflecting them all at once. This causes the occupants of the Feywild to treat distances and time with little thought, and to mimic the Feywild’s seemingly erratic behavior. An Outsider’s Perspective Visiting the Feywild can be an exciting journey for any adventurer, though it isn’t without its dangers. Stepping into a planar portal, you may not know where exactly you end up, and while the inhabitants of the Feywild may appear to be helpful, it may end in your death or even enslavement. The inhabitants can be cruel and calculating when it comes to weighing another’s life and are only interested in their enjoyment. The Feywild is filled with enchanting forests and enchanting people, and many who return from the Feywild to the Material Plane find themselves ill-adjusting to the boring qualities of nature and the plane. This plane instills a longing for adventure and new experiences, the desire to experience the fantastic and truly strange. The land is filled with powerful fey lords who use mortals to entertain them, either by gifting strange magics or by sending them out on quests. When they make these deals, it can be dangerous for outsiders who may not realize that the plane itself may enforce the deal. If you make a deal for power or favor, you better hold up your deal or find yourself in a far worst position. Vowing to sing of the beauty of a Nymph for a fortnight and failing that, you may find your voice stolen and that you may never speak again. Journeying through the land, it isn’t all dangerous for an outsider. Rather it is a beautiful experience where you can see Pixies dance in the night sky, an emerald ocean of grass or witness true beauty in the court of some fey lord. The Feywild is a land like no other and leaves an impression on anyone, typically that of yearning to return. A Native’s Perspective Living in the Feywild, you can feel the Feywild coursing through your blood. Not only does the wild magic exist in you, but your desire to experience new things and to be unbound and to live to the fullest. The inhabitants are used to the exotic smells of their flowers and find it humorous when outsiders may become entranced by the smell. This raw nature and almost storybook-like wonder of this plane give the occupants all the time to work on their greatest desires, and many may even take this for granted. The fey have an intrinsic understanding of their world, and this informs how they behave with all creatures. They understand that the Feywild is dangerous, and so must they be - cold and calculating like the huge wild beasts that roam their beloved forests. Traits Fey Crossings Traveling into the Feywild is the easiest of all planes to travel too. Many towns and villages have rumors and traditions about enchanted forests, how young men would brave the woods only to return 20 years later but not looking a day older. Throughout the Material Plane are Fey Crossings, planar portals that exist in odd locations. Some may be forests home to the fey, while others may be between stone arches in long gone ruins to some past civilization. There are even Fey cities that cross into the Material Plane on set schedules, or sometimes completely random. When a small village notices that their plants are growing far larger than the other surrounding villages, it might be due to that the forest near them is home to a Fey Crossing. Traversing the Plane Journeying through the plane is far harder than just entering into the Feywild. Inside are the dangers of a forest, but far more exotic and far deadlier. The trees themselves may try to kill travelers who know not to collect the fallen branches, and beasts grow larger and deadlier in this magical land. As if the very plane was trying to kill you, locations can be difficult to get too. Their distance from each other is more of a suggestion, and most inhabitants will shrug their shoulders when asked why it takes longer to travel in one direction as opposed to another. It’s just the way that the Feywild is. Promises and Boundaries While the fey are focused on the individual self and freedom, they still hold boundaries and promises. Fey that make pacts and bargains become magically bound to their promises and breaking an oath places them under the power of another creature. To swear an oath or promise favors to another is reserved for times of desperation or maybe for a desire of extreme fun. Furthermore, fey respect traditional laws like how cold iron can stop them from entering, these boundaries act as walls and are as binding as shackles. When a fey makes a promise, they must deliver or face the wrath of those they have wronged. Likewise, visitors are placed under the same expectations when it comes to making pacts, even if the visitor has no idea of the consequences. Factions & People Seelie & Unseelie Fey In the older editions, the Seelie and Unseelie Courts were the gatherings of powerful fey creatures. The Seelie Court was ruled by the faerie Queen Titania and they would travel throughout the various woodlands of the Beastlands, Arborea, and Ysgard. These traveling court made their home in woodland glades where they would hold feasts and conduct their business, often mortals might find them in the merriment. If a creature accepts food or drink from one of the faeries, their life is forfeit as they are now under the power of that fey forever. The Unseelie Court is the opposite of the Seelie Court's laughter and merriment and is ruled by the Queen of Air and Darkness. This dark goddess used to be the sister of Queen Titania before finding a mystical black diamond that has corrupted her with its power. The Queen of Air and Darkness no longer has a physical manifestation, but rather a cloud of darkness hovers around her throne, issuing orders for death, assassinations, and torture. The Seelie and Unseelie Court are not a set organization in the newer editions, but rather a term for fey you can trust, the Seelie fey, and fey you can’t trust, the Unseelie fey. Unfortunately, it can be difficult to determine if a fey you are making a deal with is a Seelie fey, even if they are considered good-aligned. Court of Stars Several times in a year, the Court of Stars will be held where the most powerful fey gather to discuss politics and hold great feasts, and this is all watched over by the Summer Queen. The Court of Stars is always held in the treetops of Senaliesse, and here travelers from all over the realms come to ask for aid or advice. Some travelers, who must wait for years and years before being heard, have long forgotten why they are in the Feywild. The Court of Stars is made up of the most powerful archfey in the Feywild. Court of Coral The Court of Coral is ruled over by two Eladrin Sea Lords known as Elias and Siobhan Alastai, brother and sister who only recently became the archfey of their watery realms. Elias Alastai rules over the shallow water of the lakes, rivers and even coral reefs near the coast, while Siobhan Alastai rules over the deep water of the bottomless oceans and dark seas. Their court is made up of aquatic creatures of all types. Gloaming Fey These Fey are known for their power over dreams, darkness, stars, twilight, and dusk. They are ruled over by many archfey like the Maiden of the Moon, though they are more a loose league, rather than a proper court. Their power is less focused on the nature of the Feywild, but rather its magical nature. Green Fey This court is made up of fey who owe their allegiance to nature, more specifically Treants, Satyrs and other woodland creatures. The most powerful archfey of this court is Oran the Green Lord, a fey so powerful that he can sense every tree branch and stream in his realm. He also holds a strong relationship with Queen Tiandra, and they have been known to be lovers, friends and deadly rivals, sometimes all of these at the same time. Summer Fey The Summer Fey is made up of the spirits of good favor and growth, and eladrin infused with the spirit of Summer are the barons. The Court is overseen by the mightiest of the archfey, Queen Tiandra. She oversees not only the Summer Fey but also the Court of Stars and is said to be the most beautiful of all the archfey. Though, she is also known as a master strategist in her court as well as on the battlefield. Of all the fey, she has a great fondness for mortals and finds their urgency in all things amusing. Winter Fey The icy fey are bound by no leader, though there are several who have great power in their realm. The Prince of Frost is by far the most powerful and vicious of the winter archfey. His court, when he bothers to convene, is known as the Winter Court and is filled with his allies of the long night and cold, dark ice.
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The Shadowfell
Darkness, decay, shadow, and night reign supreme in this plane. It is a dark shadow of Athendria, exsisting as an undead fascimile of the real world. Dark creatures, long forsaken, wander the wastes. The emergence of old planar rifts is beginning to show, as dark and shadowy corners of the world are reconnecting with the Shadowfell and more. Home to the Raven Queen, Strahd the Vampire Lord, and Shar, amongst others ### Key Locales: ##### Evernight: A gloomy, shadowy reflection of the Capital city of Lutetia on the Material Plane. ##### The Obsidian Palace: Shar lives here in an obsidian palace that moves unpredictably around the plane. ##### Gloomwrought: One of the major cities of the Shadowfell, this port city is slowly sinking into the Skins, a vast peat bog that extends for miles all around it on land. Dark walls keep out the worst of the Shadowfell, and it even has dark walls that wrap around its port with openings large enough for trade galleys to travel through. This port city is one of the brightest lights on this plane and is a common destination for traders and travelers of other planes. The walls of this city are decorated with macabre skeletons writhing across them, and the entry gates are skulls screaming, their jaws agape as if in agony and they constantly move around the walls so you never know where an entrance or exit might appear. These walls give off a sickly green light that illuminates the surrounding peat bog and no one knows if the gargoyles that stand watch along the top of the walls are just carved stone or guardians of the city. In the city market, you can find all manner of dark and illicit goods being openly traded on the streets. Liches, necromancers and other evil creatures will often sail into port and look for rare ingredients for potions, spells and other dark rituals. Cultists to Vecna and Orcus can be found in their hidden temples, plotting the destruction of the Raven Queen and their conquest of the Shadowfell’s dead. Prince Rolan the Deathless, a somber human nobleman, is the ruler of Gloomwrought, though he holds little influence and power. The true power of Gloomwrought lies with the merchants who keep the city going by selling their mysterious goods. ##### Domains of Dread: In the darkest corners of the Shadowfell are domains of horror and pure evil. In these closed-off locales, the best known is the valley of Barovia, home to the vampire lord, Strahd Von Zarovich. Here, the Dark Powers watch over their prisoners, known as Darklords. Occasionally mortals make their way into these domains, either by the cruel Dark Powers or by unintentionally wandering into a Shadow Crossing. The Darklords are unable to leave these prisons until they can atone for their sins, though it is unknown if that has happened before. More often than not, the mortals that are trapped in the domain become the plaything of the Darklord, though some are able to destroy the evil and escape. Unfortunately, the Dark Powers are unwilling to allow one of their prisoners to die so easily and will restore the Domain once those mortals leave. The only creatures that know how to travel in and out of the domains unmolested are the Vistani, and they refuse to share their secrets. ##### Letherna: The realm of the Raven Queen is where all souls must pass through before going on to the afterlife. Crossing through the thick forests that surround these mountains, you can see souls falling across the skies like comets streaking high above. The closer you venture to Letherna, the greater the number of souls can be witnessed as these silvery ghosts crowd their way in. Here they are judged by the Raven Queen and they learn of their fate. Those that are refused entry by the Raven Queen, whether because they are far too evil, their souls are broken or other mysterious reasons prowl through the forest their malice lashing out at any mortal foolish enough to get close to them. No living mortal is allowed to enter Letherna, but there is a nearby temple to the Raven Queen known as Zvomarana. Here, only the most powerful and loyal of the Raven Queen’s servants may enter, though it is an ordeal of faith to even find the temple and enter it. ### Key Entities: ##### The Raven Queen: A mysterious figure in charge of overseeing that all souls make it to their afterlife. She makes her home at Letherna where all souls must pass through before being ushered to exaltation or damnation. In 4th edition, she was a haughty sorceress-queen who was able to overthrow the God of Death, Nerull in his realm of Pluton. After overthrowing him, she took up his portfolio and the other gods elevated her to godhood status but adjusted her role so that she couldn’t be the god of the dead and try to lead an army of undead against the other gods. In 5th edition, she was an elf who rose to power while Corellen and Lolth began warring for control of the elves. She amassed her own following, known as the Shadar-Kai, and became a quasi-divine being from their worship. As she was growing in power, a group of wizards formulated a dark ritual to siphon some of her worship to them and she brought her wrath down upon them. Unfortunately, this cast her and her worshipers, the Shadar-Kai, into the Shadowfell where she now rules over the dead. Many are unsure of her true motives in rising to power, though some think it was so she could unite the races of elves under a single divine god while others attribute it to something far more sinister. ##### Shar ##### Strahd von Zarovich: ##### Shadar-Kai: These creatures follow the Raven Queen and work to better themselves for her worship. They train relentlessly and have become a society of extreme emotions and incredible appetites. The Shadar-kai have built grim and sullen cities in the Shadowfell and are unafraid of death, for when they die the Raven Queen guides their souls not to death, but to new bodies where they are reborn. In 4th edition, the Shadar-kai where humans that walked a dark path in an attempt to stop themselves from dying. When their dark rituals failed, they pleaded with the Raven Queen to save them. She agreed to do so and taught them to not fear death, but rather that she would watch over their souls and protect them from the damnation of undeath. The shadar-kai decided to reallocate themselves to the Shadowfell where they truly began their worship of the Raven Queen in an attempt to join her powerful army of Sorrowsworn. The Shadar-kai of 5th edition were elven worshipers that followed the Raven Queen when she tried to ascend to godhood of the elves. They were caught in her divine wrath against the traitorous wizards who tried to steal her power, and they are now inhabitants of the Shadowfell where they are cursed to forever serve the Raven Queen. ##### Vistani: The Vistani are a bloodline of many different races that can freely travel across the Domains of Dread, the Shadowfell, and the Material Plane. When they arrive at a place of civilization they take on the guise of entertainers and circus-like performers, and when they leave a settlement they take orphans and the lonely with them. The Vistani are not a singular race, but rather a mystical-like bloodline that connects them all. Only the Vistani know the secrets of traveling so easily through the domains and planes, and they refuse to tell anyone else how.
### Key Locales ##### Evernight ##### The Obsidian Palace ### Key Entities ##### Shar, Goddess of Night and Shadow The dark sister to Selûne. A once powerful goddess of shadow, this entity now resides in the Shadowfell in a ruined onyx palace, dealing with mortals to learn new knowledge, secrets, and twist their lives. She has a personal vendetta against Pelor from the conflicts of the past, and wants Nameless to bring her his archangel, Azazel. Shar resembles a woman with flowing back hair, but has a rudimentary face of shifting shadow that creates only rough black holes where eyes and a mouth should be.
\pagebreakNum Looking into the Shadowfell, there is not much here to entice most adventurers. The dark shadows permeate not only the land, causing everything to come across as muted grays, blacks and whites, but it even infects the hearts and souls of the adventurers. Throughout the Shadowfell is the overwhelming sensation of melancholy. Visitors to this plane feel the constant chill on the air and the damp in their bones. Even the sun, when it does shine through the heavy clouds, is weak and far away, doing little to warm the skin. Many that live in the Shadowfell are seen as cold and apathetic, and visitors can quickly fall into that same despair. Journeying through the Shadowfell is no more dangerous than journeying through the Material Plane, though there are areas that are more dangerous than others. Traveling the plane can be fairly difficult as the land itself is morphic and is constantly in a state of change, though you wouldn’t be able to tell by observing it. The Shadowfell is a place that visitors come with a set mission in mind and then leave. Through the ruins of cities and the dead forests, adventurers must always be on guard, for if the melancholy doesn’t dull your spirits, the natives may get to you. A Native’s Perspective The inhabitants of the Shadowfell reflect that of the Material Plane, though they are far more sullen and sparse. In the few cities that have managed to take root in the Shadowfell the humans, gnomes, halflings, shadar-kai, and others have eked out an existence. Many of these inhabitants were born to this plane and have no ability, or desire, to leave. Their ancestors committed great sins and entire civilizations were cast into the Plane of Shadows as punishment. Their descendants now reside in the old ruins, barely holding out against the dark creatures. These communities of civilization appear to be like any that can be found on the Material Plane. They have farmers and traders and explorers, and they all have the mundane desires and wants that those on the Material Plane have. Unfortunately, most communities have dark problems at their core. Some cities must deal with cultists trying to destroy the settlement, or the dead keep rising and attacking, or no one dies from age but the bodies keep growing older and older until it collapses in on itself. Other settlements have fared better and have even prospered, like Gloomwrought, where trade is their biggest commodity. In these larger cities, you can find liches, necromancers, and other dark creatures looking for dark artifacts, powerful secrets, and hidden knowledge. It’s all to common a sight to see a lich disembarking from their bone-ship to walk the market streets in search of rare spell components. Atmosphere Walking through the Shadowfell, the first thing you will notice is that all color has been sucked out. Living things still grow, though they appear drab and grey, and while they still provide food it is far from nourishing. On top of that is the constant and pervading chill that hangs in the air, it is always chilly here, even when the weak sun appears from behind the heavy clouds in the air. The air of Shadowfell is heavy with despair and sorrow, it infects your lungs and hangs there in your body sucking out your energy. The land is always dull and at night it is like walking through pitch blackness. Lighting torches does little to dispel the darkness and a campfire's warmth is gone from its feeble light, in fact, it is incredibly dangerous to have a light source in the Shadowfell as the dark creatures who inhabit this world are drawn to it. Traits As the Shadowfell is a reflection of the Material Plane, it shares many commonalities, though it is typically twisted in such a way that it may not be as recognizable. Shadow Crossings Traveling to the Shadowfell is fairly easy and there are many places where an adventurer can slip into the shadows and find themselves standing in this grim plane. The most common places to find these Shadow Crossings are in graveyards, battlefields, and in the bleak corners of crypts, though the crossings never last very long. It is as if the Shadowfell is boiling over, and the bubbles rise and burst into the Material Plane. These crossings may last a day, hours or years though the moment that the sun touches on them they burn away and they never appear in the same locations. Many of these same crossings are one way, and once you arrive in the Shadowfell, you must find another way home. Sometimes these crossings will only expel shadow-creatures on to the Material Plane before closing. Many communities have been wiped out when a Shadow Crossing appeared in their graveyard, causing the dead to rise. Traversing the Plane Crossing the plane is fairly easy and is much like walking through the Material Plane. As the Shadowfell is a reflection, you will often find forests or mountains in the same locations as the Material Plane, though their appearance can be far darker. Lush forests of the Material Plane may be dying swamps, home to sinister shadows and creatures attracted to your campfire. Or a castle that sits atop a mountain cliff may be reflected as the ruined halls sitting along a mountain line that resembles the wicked teeth of some horrifying creature. Morphic in Nature Unlike the Material Plane, the Shadowfell is constantly in motion. Mountains may sink into themselves creating canyons, or forests may move across the plains to relocate itself. To an observer, the plane never changes, but if they leave and come back they will realize that nothing is the same. Even the streets of cities like Gloomwrought morph and change where they lead too, with towers growing high above the city before crumbling into ruins the next day. The Shadowfell is always reshaping itself, and the creatures that call it home reflect that. Lingering Spirits As all souls first travel to the Shadowfell when they die, many of them can be found throughout this plane. While all souls must pass through Letherna before moving onto their afterlife, some refuse or resist that journey. Powerful souls that still have business on the Material Plane can resist that pull for a while, though those spirits grow mad and become a force of darkness and evil. Many adventurers may be called on in the Shadowfell to determine why a spirit is not yet at rest, and how they can help it pass on through the gates of Letherna. Darklands The darklands are the name for the areas throughout the Shadowfell where the power of darkness is stronger. In these spots, the power of dread is stronger and it sucks away at all life and color until everything resembles shades of grey. If one finds their way into such a location, you should leave as fast as possible before it sucks away your life energy and kills you. Most darklands are thankfully temporary, though there are a few that are permanent and are far more dangerous because of it. Here nightwalkers, sorrowsworn and other evil creatures call home and are quick to destroy all life. Shadowdark As the Shadowfell is a reflection of the Material Plane, there is a reflection of the Underdark known as the Shadowdark. The Shadowdark is far colder than the rest of the Shadowfell and massive ice sheets make up much of its interiors. Aberrant horrors like mindflayers, Grell, and worse make their lairs in the twisted, dark tunnels plotting their eventual destruction of the surface dwellers. Those who journey down into the bowels of the Shadowdark don’t often return, and the ones that do return are forever changed by the horrors they witnessed. Cultists Throughout the Shadowfell are cultists and priests to dark gods of death and undeath. Many perform grim rituals and search for knowledge through the ruins of ancient civilizations. Some cults make plans to destroy the Raven Queen and usurp her domain. Orcus The cultists for Orcus are working hard to destroy the Raven Queen and for Orcus to take her place. His plans for conquering the planes involves taking over the undead of the Shadowfell, and to that end, he must vanquish the Raven Queen. Death Giants The Death Giants are evil giants that found their way onto the Shadowfell and brought their slaves to help them take over the plane. They were successful at the beginning, unfortunately for them, the melancholy of the plane caused the giants to wither away and die. In a desperate attempt to hold on to life, the Death Giants began killing those that served them and stealing their life force. Many still hold onto their castles but they are quickly fading away into the Shadowfell. Sorrowsworn 5th edition introduces these creatures as the twisted manifestation of the Shadowfell, though they have no loyalties beyond anything that allows them to survive. They eagerly suck up at life and will attack with a horrible onslaught that can make even the bravest adventurers run in fear. \pagebreakNum ##
The Plane of Water
The sea of worlds flows forever in every direction, as powerful currents swirl under an endless expanse of blue skies. Occasional storms or ruinous weather tear their way across the surface. Below the waters, untold denizens of the deep patrol. ### The Citadel of Ten Thousand Pearls: Located in the heart the Great Oswa Reef, this underwater city is home to the Marid, Tritons, and Merfolk, known as the *Vapos Coalition*. ### The Isle of Dread: This only true island on the entire plane of water is home to monstrous creatures from across the planes who sought refuge here after losing their way and falling into this plane. Cross-breeds, gigantic creatures, and only the strongest survive. Previously the location of Dragonsbane, a mythical greatsword used in ancient conflicts to defeat dragons of old. It is embedded into the skull of an skeleton of a gigantic creature, possibly the remains of an ancient green dragon. ### The City of Flotsam: A small city consisting of assorted sailors and their descendants (~57 members) who became stranded. They are neutral, non-combative, and avoid danger at all costs. The elected leader is a dark-skinned elf named Khrasa, who has been here for over 25 years, and hails from the far east of Kamuin. ### The Darkened Depths: Home to Krakens, Leviathans, and Aboleths and other deep horrors. In various corners and neglected nooks, Cecaelias pursue wicked magicks, while merrow and sahuagin muck about. ### Key Entities: The chosen leaders of the Vapos Coalition, known as the Council of Three, are: ##### Lady Naconda: A young triton woman, with glowing pink fins, wields a gem-encrusted helmet and an ornate trident. She is the most friendly of the three, and willing to cooperate with outsiders. ##### Lord Ren Jubal: A middle-aged merman with blue scales, green skin, flowing black hair, an a clockwork device strapped to his arm that clicks away continuously. ##### Lady Coralia Dorian: An aged marid woman, with large lips with bright red lipstick and white hair in a tight bun, held by a piece of coral. She has a personal flask she frequently drinks from, and avoids eating anything not tested beforehand, from her experience with an aboleth plot to poison her. Her long fingernails are carved from conical shells.
##### Wootrositita: The aboleth Nameless banished from its watery prison in the depths of the lake in the heart of the desert. It was waiting by a portal for the team to come and claim their reward on the Isle of Dread. It left them with a threat of claiming their minds and bodies if they ever met again. ##### Dragonsbane (Fostimagus): The possessed blade which spells doom for all Dragonkind. It hosts the vengeful spirit of Fostimagus, seeking the end of all dragons. It was found upon the top of the Isle of Dread.
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The Plane of Fire:
A blazing inferno of eternal fires, volcanoes, and lava flows, this plane is inhospitable to most creatures. This was the prison of Hemdorak for a millennia, before he was able to push through and tear his way back into the material realm
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The Plane of Earth:
A endless mountain range filled with countless tunnels, caves, and chambers filled with precious metals and gems. The City of … and home to Crayg ##
Minauros (3rd Layer of Baator):
The third layer of hell is home to Mammon and his legions. ##
The Empty Realm:
An expanse of mist and distant flitting lights, with no substance save an ever-changing battle arena where champions across the eons gather to fight and prove their worth. This place is constructed by Bialis Archon to provide him with entertainment and as a secluded observatory of the other worlds.