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Fractured Lands Adventurer's Guide
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- ### [
1
Introduction to Voldari
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2
Natural Hazards
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2
Whirlwinds
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2
Quicksand
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Sand Travel
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3
Mirages
](#p6) - [
3
Sun's Glare
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3
Supernatural Hazards
](#p6) - [
3
Black Sand
](#p6) - [
3
Disease
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4
Flamestorms
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4
Flaywinds
](#p7) - ##### [
5
Territories
](#p8) - [
6
The Flaming Dominion
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The Giants' Tomb
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13
The Inculta Barrens
](#p16) - ##### [
6
Settlements
](#p9) - [
7
Aramore
](#p10) - [
11
Calmarnock
](#p14) - [
12
Chime
](#p15) - [
14
Esthane, City of Architects
](#p17) - [
16
Kal Hidar
](#p19) - [
18
Mul
](#p21) - [
19
Quirie
](#p22) - [
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Solaris
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Therendor
](#p25) - [
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The Wandering City
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Wildere
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Minor Settlements
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Landmarks
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The Empyrean Tower
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Divine Sphere
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The Maw of Andromalius
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34
Lesser Landmarks
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Seasons
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Lunar Calendar
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Transcendentalism
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Gods and Divine Beings
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Basilius, Conquering Soul
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40
Dialus and Genus
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Ether, God of the Arcane
](#p44) - [
42
Ignir, God of Machines
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43
Nesmus, Goddess of Hope
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44
Verris, God of Warriors
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45
Soleil, the Desert Phoenix
](#p48) - [
46
The Elder Gods
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48
Ydar, Goddess of Art
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Major Factions
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Barrier Imperium
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51
Crimson Insurgents
](#p54) - [
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Cyan Troupe
](#p55) - [
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Grassroot Rangers
](#p56) - [
54
Silver Dragons
](#p57) - [
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Three Queens
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Economy
](#p59) \columnbreak - ##### [
58
Races
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59
Azer
](#p62) - [
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Chosen
](#p63) - [
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Desert Dervish
](#p65) - [
63
Dragonborn
](#p66) - [
64
Dwarf
](#p67) - [
66
Elf
](#p69) - [
68
Brotherhood Elf
](#p71) - [
69
Firbolg
](#p72) - [
70
Halfling
](#p73) - [
71
Human
](#p74) - [
73
Kenku
](#p76) - [
74
Lizardfolk
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75
Orc
](#p78) - [
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Warforged
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77
Uncommon Races
](#p80) - [
78
Aarakocra
](#p81) - [
80
Centaur
](#p83) - [
81
Changeling
](#p84) - [
82
Deep Dwarf
](#p85) - [
85
Genasai
](#p88) - [
87
Gith
](#p90) - [
88
Gnome
](#p91) - [
89
Goblin
](#p92) - [
90
Goliath
](#p93) - [
91
Kalashtar
](#p94) - [
92
Kobold
](#p95) - [
93
Merfolk
](#p96) - [
95
Myconid
](#p98) - [
97
Praedaren
](#p100) - [
101
Sanctus Warforged
](#p104) - [
102
Scriptorii
](#p105) - [
105
Shifter
](#p108) - [
106
Sik
](#p109) - [
108
Tabaxi
](#p111) - [
109
Tiefling
](#p112) - [
111
Tortle
](#p114) - [
112
Triton
](#p115) - [
113
Vedalken
](#p116) - [
114
Wylen
](#p117) - ##### [
115
Backgrounds
](#p118) - [
116
Alchemist
](#p119) - [
117
Barrier Imperium Member
](#p120) - [
118
Beast Tamer
](#p121) - [
119
Bounty Hunter
](#p122) - [
120
Courier
](#p123) - [
121
Crimson Insurgent
](#p124) - [
122
Defender
](#p125) - [
123
Enlightened Philosopher
](#p126) - [
124
Grassroot Rangers
](#p127) - [
125
Nomad
](#p128) - [
126
Silver Dragon
](#p129)
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- ##### [
127
Classes
](#p130) - [
127
Barbarian
](#p130) - [
128
Bards
](#p131) - [
129
Clerics
](#p132) - [
131
Druids
](#p134) - [
133
Fighters
](#p136) - [
135
Monk
](#p138) - [
137
Paladin
](#p140) - [
139
Ranger
](#p142) - [
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Rogue
](#p143) - [
141
Sorcerer
](#p144) - [
143
Warlock
](#p146) - [
144
Wizard
](#p147) - ##### [
146
Appendix A: Locations
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147
Blackmoor
](#p150) - [
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The Raging Mire
](#p155) - [
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Voldari
](#p166) - ##### [
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Appendix B: Fractured Lands Monsters
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217
Appendix C: The Planes
](#p220)
\pagebreak # Introduction On the farthest edges of Selecia lies an arid, destroyed desert that hosts a wealth of "unique" creatures. The peoples who can survive in the harsh heat have heavily ingrained and diverse traditions, which they follow to the best of their abilities. The Fractured Lands are owned by no humanoid, instead in constant turmoil due to the fractures and the creatures that escape from their depths. Though more or less at peace, the alliances between settlements are often uneasy, as each believes they must survive at all costs. For those that search and explore, there are many hidden treasures and relics to be found from the civilizations that existed before the fractures. Every crest of sand has its own danger, and the uneasy alliances between cities are even more destabilized due to the marauding monsters and their humanoid accomplices. The constant dire need for resources is easily taken advantage of by raiders, who can often intimidate smaller villages or disrupt trade routes between the other settlements, causing chaos to ensue. With the severe lack of easily accessible resources, the Fractured Land's inhabitants must supplement their primal magic with arcane technologies. For the inhabitants of the Fractured Lands, magic is another branch of science, to be understood and used to advantage, no longer revered nor misunderstood. Those who use magic without fully comprehending them are considered threatening sorcerers and are authorized for execution by any government personnel without trial. Most of the people who live in the Fractured Lands know little about one another, not to mention any other lands or worlds. Most commoners are poorly educated, with select few learning cantrips and basic spells. They are often taught the tools of their parents' trades and ways to survive in the desert should they ever travel, with little learned in the way of a formal education. Several small outposts dot the landscape, sprouting like weeds from the only remaining parts of the Timeless Plains. Those that roam the desert are savage, killing without mercy, terrorizing villages and raiding major cities for food and supplies. Some are fortunate enough to be coddled by inner city life and would dare not step outside, for fear of being kidnapped, hunted for sport or simply starving. Not all people are tribal savage murderers though; there are several peaceful scavengers and traveling caravans as well as merchants looking to trade their goods. They are easily distinguished by their red tinged skin, which appears that way because of their constant exposure to the harsh winds outside of the walls of major settlements. The people of the Fractured Lands are unaccustomed to strangers, and foreigners are often downright refused services such as lodging or food. There are even children's tales of red-skinned beasts, scaring the youth and elderly alike. They do eventually warm up to merchants, though this is mostly out of begrudged respect than any welcoming feeling. The people who are truly accepted by a settlement must be very special indeed.
FRACTURED LANDS | Introduction
\pagebreakNum # Fractured Lands On the farthest edges of Voldari lies an arid, destroyed desert that hosts a wealth of "unique" creatures. The people who can survive in the harsh heat have heavily ingrained and diverse traditions, which they follow to the best of their abilities. The Fractured Lands are owned by no humanoid, instead in constant turmoil due to the fractures and the creatures that escape from their depths. Though more or less at peace, the alliances between settlements are often uneasy, as each believes they must survive at all costs. For those that search and explore, there are many hidden treasures and relics to be found from the civilizations that existed before the fractures. Every crest of sand has its own danger, and the uneasy alliances between cities are even more destabilized due to the marauding monsters and their humanoid accomplices. The constant dire need for resources is easily taken advantage of by raiders, who can often intimidate smaller villages or disrupt trade routes between the other settlements, causing chaos to ensue. With the severe lack of easily accessible resources, the Fractured Land's inhabitants must supplement their primal magic with arcane technologies. For the inhabitants of the Fractured Lands, magic is another branch of science, to be understood and used to advantage, no longer revered nor misunderstood. Those who use magic without fully comprehending them are considered threatening sorcerers and are authorized for execution by any government personnel without trial. Most of the people who live in the Fractured Lands know little about one another, not to mention any other lands or worlds. Most commoners are poorly educated, with select few learning cantrips and first tier spells. They are often taught tools of their parents trades and ways to survive in the desert should they ever travel. Several small outposts dot the landscape, sprouting like weeds from the only remaining parts of the Timeless Plains. Those that roam the desert are savage, killing without mercy, terrorizing villages and raiding major cities for food and supplies. Those that are coddled by inner city life would dare not step outside, for fear of kidnapping, starvation or being hunted for sport. Not all people are tribal savage murderers though; there are several peaceful scavengers and traveling caravans as well as merchants looking to trade their goods. They are easily distinguished by their red tinged skin, which appears that way because of their constant exposure to the harsh winds of the hellscape outside of the walls. The people of the Fractured Lands are unaccustomed to strangers, and foreigners are often downright refused services such as lodging or food. There are even children's tales of red-skinned beasts, scaring the youth and elderly alike. They do eventually warm up to merchants and courtiers, who are necessary to their survival, though this is mostly out of begrudged respect than any welcoming feeling. The people who are truly accepted by a settlement must be very special indeed. \columnbreak ## Natural Hazards The true reason this country is so dangerous are the cracks. While these crevices are virtually everywhere, very few of the Fractured Land's inhabitants know where they came from. Most people are too preoccupied by finding new ways to survive and thrive in the deadly desert sands. There are several other dangers in the world, and the most common ones are written below: ### Whirlwinds The baking ground of the waste heats the air above it very quickly, producing spinning winds of varying intensity. When the weather is clear, the rapidly rising hot air forms a dust devil. This resembles a tornado but is smaller and relatively weak, with winds rarely exceeding 60 miles per hour. Still, winds that reach severe or windstorm speed are strong enough to deal damage. At ground level, visibility is reduced to practically nothing, granting total concealment to creatures within. A tornado is the most violent kind of mundane whirlwind, with winds that can exceed 200 miles per hour. It is very localized, though—the widest tornado is less than a mile across, and most have a diameter of only a few hundred feet. Tornadoes move relatively slowly across the landscape but can make sudden, erratic turns that are impossible to predict. They occur most often at the boundaries between waste environments and more temperate areas. A whirlwind spawned at the edge of a desert can move into the temperate region, or into the deep waste. The most severe thunderstorms (roughly one in ten) also generate tornadoes. Even so, fewer than half of those whirlwinds pack winds above hurricane strength (75 to 174 miles per hour). ### Quicksand Quicksand can't occur without water. Saturated sand is surrounded and buoyed up by the surrounding liquid, forming a suspension that unwary travelers can mistake for normal sand. While an oasis or the edge of a salt lake might contain the conditions for quicksand to occur, it is not likely—and there is no chance of encountering quicksand in the dry waste. Supernatural hazards, though, such as Black Sand, are sometimes mistakenly referred to as “quicksand,” and such places give rise to terrible stories.
FRACTURED LANDS | Natural Hazards
\pagebreakNum ### Sand Travel Fields of deep sand can impede the movement of creatures that cannot fly, float, or otherwise stay off the ground when traveling. Most creatures do not automatically sink all the way into deep sand. A hard crust of dried mud or salt can make the surface hard enough to support some weight. Sand that has been stabilized by desert growth is generally safe to walk on.
**Shallow Sand:** Shallow sand is much more common in desert areas than deep sand. Areas covered by this terrain feature have a layer of loose sand about 1 foot deep. It costs 2 squares of movement to move into a square with shallow sand, and Acrobatics and Athletics checks in such a square have disadvantage.
**Deep Sand:** Deep sand is most often found in deep deserts near areas of rolling dunes and fierce storms. Many creatures unfamiliar with desert terrain mistake deep sand for quicksand, although deep sand is not nearly as deadly. Areas covered by this terrain feature have a layer of loose sand up to 3 feet deep. It costs Medium or larger creatures 3 squares of movement to move into a square with deep sand. It costs Small or smaller creatures 4 squares of movement to move into a square with deep sand. Athletics and Acrobatics checks are almost impossible in deep sand.
**Sand Crust:** A sand crust appears as normal solid ground. Usually formed from a hardened crust of dried mud or salt, sand crusts sometimes cover areas of shallow sand (or, very rarely, deep sand). If a creature weighing more than 100 pounds (including equipment carried) enters a square covered with a sand crust, it breaks through to the sand below. The creature treats the square as shallow sand or deep sand, whichever lies below that square of sand crust, and it must deal with the effects of the sand on movement as described above. Creatures moving through an area of sand crust leave a trail in their wake, turning the sand crust they pass through into shallow sand or deep sand squares as applicable. Creatures weighing 100 pounds or less can treat sand crust as normal terrain. ### Mirages As air heats up over the desert floor, shimmering convection currents appear. These currents blur and distort features behind them and can even produce optical illusions called mirages. A mirage is formed at the boundary between hot air at ground level and a cooler layer higher up, which acts as a lens to refract light and reflect images of more distant objects. Mirages can disorient travelers in the waste by obscuring landmarks or making distances seem shorter than they actually are. One can reduce the effect of a mirage by getting to higher elevation, which minimizes the amount of refraction. Of course, this requires not only a place to climb (or a fly spell) but also the ability to recognize what you are looking at. An observer can make a DC 12 Wisdom save to disbelieve the apparent image. A character who suspects a mirage gets advantage on this saving throw. Once the existence of a mirage is revealed, disbelief is automatic. \columnbreak ### Sun's Glare The sun can be extremely dangerous to unprotected eyes, drying and irritating the tissue. Areas of white sand, salt, gypsum, or similarly light-colored material reflect the sun's glare into the eyes even when not looked at directly. Sun glare is doubly dangerous during winter months, when the sun is low on the horizon and thus difficult to avoid looking at. Characters traveling in such conditions must cover their eyes with a veil, dark lenses, or a similar eye covering. Those whose eyes are unprotected in such conditions are automatically dazzled. Such characters have disadvantage on attack rolls and Perception checks. Characters who take the precaution of covering or shielding their eyes automatically eliminate the risk of being dazzled by sun glare and take no penalties. Glare-induced blindness lasts as long as characters remain in an area of sun glare and for 1d4 hours thereafter, or for 1 hour thereafter if the character enters a shadowed or enclosed area. The dazzling effect of sun glare can be negated by a remove blindness spell, but an unprotected character still in an area of sun glare immediately becomes dazzled again when the spell's duration expires. ## Supernatural Hazards Supernatural terrains and hazards are places where the earth is infused with deadly power, and most magical hazards can easily lure the unwary to dusty graves. Some supernatural terrains and hazards are noticeably different at a glance, such as the bloody tint of a red sea or the swallowing darkness of a patch of black sand. Other forms of supernatural terrain resemble ordinary terrain and can be identified only by someone who knows exactly what to look for. ### Black Sand Black sand is infused with shadow and negative energy. A region of black sand literally swallows light; magical darkness rises to a height of 20 feet over the surface. Nothing short of a daylight spell cast at 5th level spell can disperse this darkness, and even then only for a period of 1 hour per caster level. In addition, creatures that come in contact with the sand take 1d4 points of damage per round from negative energy. Upon reaching 0 hit points, they crumble and join the black sand. ### Disease The desert is home to a myriad of diseases, many of which have no cure. These diseases can only be cured by a Paladin.
**Sandeyes:** A creeping blindness caused by desiccated eye tissue due to sand coming into contact frequently.
**Volcanic Fever.** This disease spreads through the inhalation of ash or Black Sand, which causes the victim's body temperature to rise to an unearthly heat (see page 12). A character killed by volcanic fever crumbles into fine ash within 24 hours.
**The Wasting.** This is a supernatural disease spread by demons and other foul creatures of the waste. Skin and tissues slowly dry and toughen, mummifying the victim.
FRACTURED LANDS | Supernatural Hazards
\pagebreakNum ### Flamestorms
In certain locations in the waste, magical fire falls from the sky like rain—a phenomenon that waste-dwellers call a flamestorm. Flamestorms occur somewhat more frequently than rainfall does in the desert, though they are hardly an everyday occurrence. Flamestorms are presaged by the formation of dark clouds in the sky, which the uninitiated might mistake for rain clouds (Make a Survival check to determine that they are not). A Perception check reveals that the flashes of light in the clouds are more reddish-orange than ordinary lightning, or a easier Perception check reveals that the darkness under an approaching storm cloud is pierced by streaks of ruddy light. The fiery raindrops produced by flamestorms deal 2d6 points of fire damage each round to every creature in the area. The flaming raindrops automatically ignite any flammable item they touch; otherwise, they burn out immediately. The raindrops themselves are not magical, though the rain clouds that produce them are. The constant crackle and low roar of the falling fire provides a disadvantage penalty on hearing-based Perception checks checks. Ranged weapon attacks in a flamestorm are made with a disadvantage if the projectile is constructed —even partially— of wood (such as an arrow, a spear, or a throwing axe). A flamestorm generally lasts 5d6 rounds. ### Flaywinds The terrible flaywind is feared throughout the planes. It propels sand with such velocity that it reduces a living creature to bare bones within hours, and exposed bone to fine powder in a matter of days. A flaywind might exist on its own or as the sinister core of a larger sandstorm. The storm typically lasts 1d4×10 hours, but some flaywinds of legend have lasted for many days. A creature caught in a flaywind takes 1d4 points of lethal damage per round instead of the nonlethal damage dealt by a sandstorm. Wearing heavy clothing (or any form of armor) reduces the damage to 1 point per round, but it cannot protect entirely from the abrasion. A barricade or enclosed space is the only sure protection. Inhabitants of The Fractured Lands have developed a special garment to block the stinging grit, but it is a hazard of its own in the stifling heat of most waste environments, imposing a –2 penalty and disadvantage on Constitution saves to avoid succumbing to heat instead of the normal –4 and Disadvantage on Constitution saves for heavy clothing.
**Necrotic Flaywinds:** When a flaywind arises in an area of black sand it is known as a necrotic flay wind. A creature killed by such a storm is reduced to bone,which the negative energy of the black sand then animates into a skeleton. When a necrotic flaywind passes on, it might leave behind armies of skeletal beings in its wake.
FRACTURED LANDS | Supernatural Hazards
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## Territories The Fractured Lands are not governed by anyone, even the Barrier Imperium. However, for ease of navigation and understanding, a series of disordered territories were created. No government or faction holds control over these areas, and each mapmaker of the Fractured Lands puts the borders of the territories in the exact same location. Nevertheless, these territories are good guidelines for people to use. ### The Flaming Dominion The Flaming Dominion is the stomping ground of a primordial Elemental named Ignis, who protects an ancient relic there. Within the Flaming Dominion is a portal to the Firelands, the elemental plane of fire that Ignis originates from. A small tribe of Genasai known as the Children of Ash live in the Flaming Dominion, worshiping the primordial elemental and attuning with the element of Fire. ### The Giants' Tomb The ancient race of Giants found there beginning and end in the Giants' Tomb territory. There bones can be found scattered throughout the area, as well as the cities of Mul and Chime. Many creatures who live in the Giants' Tomb are scavengers, and the people of the Giants' tomb are often more dangerous. The laws are far less enforced in this area, regardless of the Barrier Imperium Outpost within. The Giants' Tomb is a graveyard of things long past, and several of the floating Isles that crashed during the Fractures can be located here, untouched since the Fractures. \columnbreak
### The Inculta Barrens The Inculta Barrens is one of the most populated territories, with numerous settlements and territories within. Aramore, the Wandering City, Calmarnock and Wildere can all be found here, along with numerous important minor settlements. The large amount of civilization allows for better trade and growth for all settlements, and order is better kept by the various Factions, like the Silver Dragons, who live near Calmarnock. Monsters and beasts are found less in these areas, as the Wildere travel and hunt them for food. ### The Northern Mountains Home to the Drakes, Orcs and other creatures that prefer to leave behind civilization, this craggy mountain range is home to only two cities: Solaris and Esthane. Both of these societies prefer to remain isolated and self sufficient from the other settlements, and their location allows for them to do so. Many of the more dangerous creatures roam these high altitude climates, finding a home amongst the rocky caves. No smaller settlements exist in the Northern Mountains, as they would not be able to continually grow while maintaining their own survival. ### The Scorched Tundra The Southernmost territory of the Fractured Lands, the Scorched Tundra is named for the particularly harsh seasons of Ember and the Flamestorms that often appear in the area. The territory holds Kal Hidar, Quirie and Therendor, and is at the forefront of technological innovation in the Fractured Lands. Many failed arcane experiments roam this desert, such as the Sand Elementals. The terrain here is very flat, and there are few other places than the settlements to take shelter for a night.
FRACTURED LANDS | Territories
\pagebreakNum ## The Flaming Dominion The Flaming Dominion is the stomping ground of a primordial Elemental named Ignis, who protects an ancient relic there. Within the Flaming Dominion is a portal to the Firelands, the elemental plane of fire that Ignis originates from. A small tribe of Genasai known as the Children of Ash live in the Flaming Dominion, worshiping the primordial elemental and attuning with the element of Fire. ### Ambient Mood The mountainous terrain coupled with the magmatic wake of the Basalt Walker makes for difficult travelling. Magma lakes fill the landscape, as do small shrines to the Basalt Walker that have been partially melted by the heat. Within this area are those who need or worship fire; the Fire Genasai and the Azer are both forced to live here because they need the heat to survive, but for most other creatures, this heat is exhausting to travel through. - Play up the heat and magma in descriptions within the Flaming Dominion, and how difficult it is to travel through the area. Even if there is an easy path to the destination, it will still be full of heat and fatigue. - Pools of magma unaccounted for within the maps of the territory are common, created the connection to the Firelands, or in the footsteps of the Basalt Walker. The weather within the Flaming Dominion is always harsh; if it isn’t sizzlingly hot, it’s a fierce thunderstorm as fire and air combine. The heat of the Flaming Dominion has burnt away most of the grassy area, but there are several areas on the borders of the Flaming Dominion where the ground has become glass. - The area’s hook is twofold: the *Heart of Flame*, an ancient shield said to be forged from the elemental essence of good that the Basalt Walker was made of, and the portal to the Firelands is the only access point directly to the Firelands in all of the Fractured Lands. The influence of the Basalt Walker and the Firelands has completely changed the landscape; despite being in a mountainous range, the area has become jagged and rocky as the heat from the Basalt Walker has melted these peaks to magma. This is another difficulty of the Flaming Dominion, as the land is jagged and pointed in some areas. In other areas, the stone ground has been smoothed, allowing for a respite from the melted peaks. - If one travels deep into the Flaming Dominion, they will eventually come upon settlements of obsidian and stone, created by the Azer. As well, the Children of Ash tribe can be found, guarding the *Heart of Flame*. The most common sights of the Flaming Dominion is magma and stone, but the odd mountain still remains and can be used as a landmark. Other than these sights, the Flaming Dominion is not particularly civilized. - The terrain, shaped by the Firelands and the Basalt Walker, is difficult to travel for even the most experienced adventurer. The jagged stone outcroppings, dripping with magma, cause there to be little sightlines. Long-distance navigation without an experienced leader or someone who has travelled there already is nearly impossible. \columnbreak ### Settlements There is little in the way of settlements within the Flaming Dominion; other than the Children of Ash and the Azer, the area is uncivilized. The area is relatively unexplored, and there are many secrets that can be found within the untouched areas of this magma-ridden territory. ### Ruins and Dungeons The area has several different ruins, many of which date back to the beginning of creation. These ruins are dangerous, and many of them have fallen to the magma. A few types of these ruins are included below: - The actual area where the *Heart of Fire* lies within an ancient ruin created by some of the first humans created by the Elders. It is a stone ruin, riddled with traps and trials to determine whether the people who seek to take the *Heart of Fire* are worthy or not. The final chamber and resting place of the ancient shield is protected by the last phoenix, which has pledged to protect it and has done so for centuries. The Children of Ash guard the entrance to this complex. - Temples in the worship of the Basalt Walker that have begun to melt into the ground can be found throughout the land, and often hold offerings to the Primordial Elemental that would prove to be powerful tools for an adventuring party. - A few obsidian buildings can be seen dotted across the landscape. They are the result of exiled Azer, and their homes may be filled with interesting artifacts and gadgets they have created. Most often abandoned, but sometimes are still home to the exile. - Ruins of the first humans can be found within the Flaming Dominion. - Vaults of the Ashtari’s magic still remain hidden and partially submerged within the strange landscape. ### Flaming Dominion Exploration Constantly reformed by the influence of the Firelands and the mighty steps of the Basalt Walker, the Flaming Dominion can be even more difficult to navigate than the Northern Mountains surrounding it. The jagged peaks of miniature mountains jut into view, blocking sight towards a destination and causing a maze-like environment. The heat of the Flaming Dominion causes exhaustion and difficulty navigating. #### Navigation If the characters are seeking a specific location, use the DCs on the table. Characters who become lost must make a check to navigate to a destination, even if they have a map or know the path from having made a prior visit.
FRACTURED LANDS | Territories
\pagebreakNum ##### Flaming Dominion Navigation DCs | DC | Location | |:---:|:-----------| | None | The Northern Mountains | | 15 | Hearthfire | | 15 | Maldor | | 15 | Obsidian Standing Stones | | 15 | Shrine of Ancient Fire | | 20 | The Phoenix Grave | | 20 | The Magma Drake Breeding Grounds | | 30 | The Trial of Fire | #### Heat Exhaustion Parties that rest in the Flaming Dominion are exposed to extreme heat. Whenever the characters complete a long rest, roll a d20 and consult the table. | D20 | Result | |:---|:-----------| | 1–15| The heat causes extreme exhaustion; regain only half spend Hit Dice | | 16 | The Basalt Walker walks near your camp; the majestic elemental inspires you, gain inspiration. | | 17-20 | The magma and earth has shifted beneath your camp, and you wake up to see some of your things have caught fire. | #### Areas of Interest Each of the areas that can be navigated to within the Flaming Dominion are fleshed out below, for ease of access they are listed out. ### The Northern Mountains The territory surrounding the Flaming Dominion, the Northern Mountains are easy to return to; just head towards the large mountains. Even the jagged peaks within the Flaming Dominion cannot hide the massive mountains of the Northern Mountains. This area is covered on another one of these pages. ### Hearthfire Home of the Children of Ash, the Hearthfire is a small settlement that could easily be mistaken for a bandit camp. Though the tents are made of what looks like a typical canvas, it is actually incredibly molded magme to make a thin and pliable area. The creation of this material is a rite of passage in the Children of Ash culture. The area is ruled by the elder, the most powerful shaman in the tribe; below him is a circle of six other powerful shaman. The Children of Ash are made up entirely of fire Genasai, and the society is welcoming to the few visitors who actually make it to Hearthfire. \columnbreak ### Maldor Maldor is the home of the Azer, and near the portal to the Firelands. The settlement begins above the surface, but the majority of the Azer live in the cavernous layers below. Azer society is based around creation and worshiping the Basalt Walker. Azers create items that they offer to the Basalt Walker, and the greatest one according to the elemental himself, is burnt as an offering to him. Maldor is only able to exist because of the warmth the Basalt Walker provides, as the Azer need certain temperatures to survive. ### The Obsidian Standing Stones The Obsidian Standing Stones are found near Hearthfire, and bear an important role in the society of the Children of Ash; it is where the genasai are able to meditate and potentially receive visions from the Basalt Walker that can advise them. Some have even had direct audience with the Primordial Elemental, having a powerful conversation with the ancient and wise being. Many who travel to the Flaming Dominion often do so to see these obsidian stones. ### Shrine of Ancient Fire The Shrine of Ancient Fire is a temple to the Basalt Walker that has begun to be submerged, leading to the already trapped rooms within to become more dangerous as pockets and pools of magma seep into the now forgotten temple. The Shrine of Ancient Fire is home to secrets and technologies otherwise unknown to the Fractured Lands, and even Selecia as a whole. The Shrine of Ancient Fire has been entered by many adventurers, but no one has ever left it. ### The Phoenix Grave The last place many phoenixes ever saw, the Phoenix Grave is filled with an overwhelming silence. Nothing and no one has disturbed the Phoenix Grave for centuries, as the place is seen as a place of extreme mourning. It is home only to bones and death, and any who has entered has mysteriously disappeared. Some who come to the Flaming Dominion, particularly those from the Phoenix Brotherhood, come simply to find this ground and mourn. ### Magma Drake Breeding Grounds The powerful Magma Drakes live within the Northern Mountains for most of their lives, but due to the reproductive process of the creature, they must find somewhere that is extremely hot. The Magma Drake Breeding Grounds are hidden from prying eyes of the mortal realm, but that doesn't stop people from trying to find this place. Poachers hunt for it so that they can tame and domesticate Magma Drakes when they are younger, and then sell them to the highest bidder when they have grown. ### The Trial of Fire The Trial of Fire is the resting place of the *Heart of Fire*, and the last complete structure that was created by the Elders other than the Divine Sphere. The Trial of Fire is hidden by ancient magic, and can only be found by someone with the blessing of the elder of the Children of Fire.
FRACTURED LANDS | Territories
\pagebreakNum ## Encounters If the players fail their navigation check, roll a d4. On a 1-3, they are met with a worldbuilding encounter. On a 4, they find an area of importance (listed earlier) that is reasonably near their destination. Listed below are eight of these encounters, created to introduce something new to the players about the world. #### 1 - Forgotten Shrine
*"As you navigate the harsh climate of the Flaming Dominion, you see up ahead a strange structure. A small shrine made of sculpted stone is partially submerged in magma, and is slowly sinking before your very eyes. The shrine seems to be to a god, but the statue is unrecognizable due to the damage caused by the magma. Cupped in its hands, which are still above the surface, is a bowl where ceremonial offerings are given. Something faintly shines within the bowl, but you cannot see it without reaching the sinking statue."*
This is a small skill challenge, and should provide an entertaining way to introduce the Elders to the players. A DC 20 Religion check will reveal that the statue is of an Elder, which ancient humans used to worship. To reach the statue, the players much cross through the magma on a series of small stepping stones, which is a DC 16 Acrobatics check to do. On a failure, the player takes 2d4 fire damage and must be pulled out by another party member with a successful DC 12 Athletics check. The loot within the bowl is most likely gold, and contains gold appropriate to level and party funds. #### 2 - Glass Field
*"Walking between two peaks of magma covered jagged peaks, you notice the ground beneath you is a different texture. It is made entirely of glass, most likely caused by sand being heated by the extreme temperatures of the Flaming Dominion. At the center, sand swirls from a whole in the ground, forming into a large humanoid made of sand. The creature heads towards you, hostile intent clearly broadcast."*
This is an encounter with a Sand Elemental with an appropriate Challenge Rating (either lesser or greater), and shows how these elementals are formed. Meant to show the danger of the Flaming Dominion. The stats for this monster can be found on page 196. The glass causes a blinding glare, which causes the party to attack at disadvantage unless they find a way to circumvent the glare. #### 3 - Basalt Patrol
*"Walking for the past while, you have noticed a surprising quiet in the chaotic Flaming Dominion. As you realize this, you see a gargantuan elemental made out of magma and stone facing you. Seeing what it has done to the area around it, you realize you must avoid being caught in the trail of magma the creature is creating through its giant steps."*
Skill challenge needing three success, any skill suggested by players works. If failure, the party take 4d8 fire damage. #### 4 - Pilgrimage
"As you walk on rugged stone ground, peering ahead through the rocky outcroppings, you notice someone. A grey-skinned woman, who looks to be around twenty, is walking perpendicular to your party. In place of hair, a fire burns unending on her head, and her eyes glow with an orange-red fire."
This woman is on a pilgrimage to the Obsidian Standing Stones, where she will receive her first vision as a shaman within the Children of Ash. She is friendly and kind, and seems highly naive. Her name is Garnet, and she will offer to take the party to the Obsidian Standing Stones if they prove worthy. #### 5 - Home of an Azer
”As travel grows you weary and night nears, you come across a finely crafted home built from obsidian. There is no light inside of the home, and it is large enough that it has two floors. Magma grasps at the foundation at home, but otherwise it seems safe to enter.”
This is home to an exiled Azer, who died long ago. Going in would reveal several masterwork pieces of metalcraft that the Azer made, and would be worthwhile to the party to keep at least to sell. Everything within the house is old and large, but sleeping within the house allows the party to ignore having to roll on the Heat Exhaustion table. #### 6 - Magma River
”After travelling for the majority of the day, a large magma river runs across your path, forcing you to cross it. Several small rocky outcroppings poke up above the magma that might be able to be used to cross.”
This is another simple skill challenge, and the party can get across it in any way that seems feasible. If the party attempts to cross via the rocky outcroppings, it is a DC 14 Acrobatics or Athletics check. If failed, they fall into the lava and take 2d4 fire damage each round they are in it. Another player can make a DC 10 Athletics check to bring them back up. #### 7 - Sondou
”As you walk through the heated landscape, you see beyond the rocks, a large shadowed man riding a warhorse. Both of them seem to be made of darkness and shadow, and the rider rides like he is on a mission and never tires. He rides towards you, but appears not to have seen you yet.”
This creature is a Sondou, an agent of the Fractures who is attempting to corrupt the Firelands. He blazes a path for undead like the Edno and the Faceless, who travel after him a day later. If the party doesn’t alter their path, they may have to face the horde. They can fight the Sondou or hide from him, but either way the horde will still come.
FRACTURED LANDS | Territories
\pagebreakNum ## The Giants' Tomb To the north of the Fractured Lands lies the graveyard of a war long past. The Giants’ Tomb. It is home to a few settlements, but a large portion of it is no man’s land filled with the bones of the long dead. The lands are rocky and dangerous, and there is very little flat land. Whether it is the high reaching dunes or the rocky miniature mountains, sight lines are hard to find and navigation is surprisingly difficult. Strange creatures can be found amongst the bones of giants, and travelers are often lead astray attempting to avoid them. ### Ambient Mood The Giants’ Tomb has an atmosphere of dread and danger. Since much of it is unsettled, many ruins dot the landscape. More often than even the ruins are the bones of giants, whether in complete collections petrified in rocks or scattered amongst the dunes. The people found here are the survivors of the Fractured Lands; those with truly few choices who must accept their lot in life or risk everything to change it. - Use suspense and tense music during travel to show the element of despair that the Giants’ Tomb is known for. The party should feel as though they are traveling across a wasteland even more than they were before. - Due to the rolling dunes and the litany of giants’ bones, it is difficult to navigate the area. As well, the lack of landmarks for long distances can make even the most experienced traveller lose track of their direction. Describing the bones and other aspects of the Giants’ Tomb will allow players to be more engaged in even uneventful travel. - Most of the 'scavenging' creatures of the Fractured Lands can be found here, and encounters with them should be frequent. Encounters with travellers should be rare (maybe 1 in 7), as there are very few people who wish to leave their settlements. The only encounter that they should have with people is via raiders or bandits, but even they should be rare. - Because of the proximity with the Northern Mountains, the Giants’ Tomb is the hunting grounds of many of the drakes within the Flaming Dominion or the Northern Mountains. This makes travel especially dangerous, as travellers are rare and drakes are often hungry. Be sure to attempt to include one encounter with either a Magma or Bone Drake when the party gets into the area. Whether it be an intense chase scene or a straight up combat, you should be able to find a level appropriate encounter with them. - The main reason to enter the Giants' Tomb are the ruins and the bodies of the giants. The ruins can be traced back to the Giant's War, and the bodies of the giants, especially those who practiced life magic while they were living, are useful in the research and discovery in the arcane and divine magic fields. - Another important reason to explore the Giants’ Tomb is the floating isles. Several of the floating isles that were in the Timeless Plains lost their magic and plummeted into the Giants’ Tomb below, and hold secrets of the arcane hidden for centuries. \columnbreak ### Settlements There are few settlements in Giants’ Tomb, but they include the following: Barrier Imperium Outpost, the Black Market, Carren, Chime, Mul. The Barrier Imperium Outpost controls trade between the Inculta Barrens and the Giants’ Tomb, and supplies all the other supplements. The majority of the Giants’ Tomb is uncivilized, and any attempt to settle them is often met by death to various scavengers and predators. ### Dungeons and Ruins Many ruins of the past can be found here in the Giants’ tomb, and they are filled with traps and treasure aplenty. As well, there are many gravesites that strange creatures have taken to making their home. Several of these areas are exemplified below, and listed for the convenience of the Dungeon Master: - The bones of giants make for shelters to terrors of the night. Several vampire clans live within them, entering the settlements of Giants’ Tomb at night in order to feast and then returning to their lavish hidden homes within the skulls and ribcages of the ancient giants. Their lairs are often the perfect target for adventurers looking for glory and treasure, as most vampire clans have quite the collection of magical loot at their disposal. - Scavengers are sustained by the dark magic within the bones of the giants, and many are able to feast on their marrow for weeks without moving on. They can be found prowling these boneyards in search of live prey to watch succumb to the trials of the Fractured lands, and then swoop in for the kill. - Ruins from the Timeless Plains can be found near the surface of Giants’ Tomb, and they are full of ancient traps to guard well hidden secrets. Often, creatures that burrow beneath the ground take control of rooms within these structures. As well, evil humanoids such as cultists or undead can also be found within the once-hallowed halls. - Deep within the earth, the lairs and homes of the ancient giants can be found. The magic that warded these places often prevents them from being damaged, so they have been swallowed into the sand untouched. Many creatures live there, and some of these lairs extend to the roof of the Raging Mire, allowing for travel between them. Incredibly powerful magic can be found in these homes, most often spells of destruction. - Due to the remnants of negative energy within the earth left from the War of the Giants, many sentient and powerful undead not affiliated with the Fractures, such as liches and demiliches can be found in towers made of magically carved bone of the Giants. They work through their machinations and plot here, undisturbed. These bone-ivory towers are chock full of magical equipment and treasure. ### Giants’ Tomb Exploration Exploring the Giants’ Tomb is a lengthy and difficult task. Most of the area, with the exception of the settlements, is unexplored and unmarked on any map. A whole swathe of the Fractured Lands is completely undiscovered, and navigating through it means many surprises and unknown wonders of the world.
FRACTURED LANDS | Territories
\pagebreakNum #### Navigation If the characters are seeking a specific location, use the DCs on the table. Characters who become lost must make a check to navigate to a destination, even if they have a map or know the path from having made a prior visit. ##### Giants’ Tomb Navigation DCs | DC | Location | |:---:|:-----------| | 10 | Northern Mountains | | 10 | Inculta Barrens | | 15 | Mul | | 15 | Chime | | 15 | Barrier Imperium Outpost | | 15 | Carren | | 15 | Burned Bones | | 20 | Black Market| | 20 | Sanguine Gorge | | 20 | Caecus Temple | | 20 | Mad Baron’s Domain | | 20 | Dustmoor Caves | | 25 | Atrox | | 25 | Ordis Inprobis | | 30 | Liber Mortis | #### Necrotic Drain The Giants’ Tomb is a place of death and decay. Each time that the party rests within the Giants’ Tomb, roll a d20 to see which of the following effects take hold. | d20 | Result | |:-------:|:-----------| | 1–15 | No effect| | 16–18 | You feel tired; regain no hit dice on the short rest. | | 19–20 | The energy drains your life force; lose one hit die worth of maximum health | #### Areas of Interest Each of the areas that can be navigated to within the Flaming Dominion are fleshed out below, for ease of access they are listed out. ### The Northern Mountains To the far north of the Giants’ Tomb lies the Northern Mountains, and their imposing silhouette is easy to see from most vantage points. The only difficulty in reaching it is navigating through the Giants’ Tomb to reach it. ### The Inculta Barrens Located to the southeast of the Giants’ Tomb is the Inculta Barrens. Trade between Northpass and the Barrier Imperium Outpost allows for both to prosper. \columnbreak ### Mul Mul is a massive segregated settlement lead by a council of diverse races. Founded on one of the only natural water sources in the Fractured Lands, the settlement has a history of decades of bloodshed. It is constantly under siege by the savages of the land who wish to take it for themselves. Easy enough to navigate to, but the fact that it is on higher ground and that the walls of the Fractured Land block direct line of sight to it means that it is slightly harder to navigate to. ### Chime A surprisingly modern settlement that is based on the scheduling of a being known as the clock master and his massive bells, which the settlement is based on. The settlement is rather large and built into a mountain, so navigating to reach it is much more difficult than it would initially seem. ### Barrier Imperium Outpost A large settlement controlled by the Barrier Imperium so that they have a presence in the Giants’ Tomb. Trades between Inculta Barrens and Giants’ Tomb to make a majority of the faction’s profits. Disallows magic casting without an official permit. Clear to see, but the hilly and rocky terrain makes it more difficult to navigate to it. ### Carren A small farming village of around forty to sixty people, Carren is a frequent stop before heading into the Northern Mountains. Governed by a town elder who is elected based on age and experience. A tight knit community that work together to survive. Choose Black Runners to buy illegitimate goods so that the village can use them. Difficult to navigate to without going through the Burned Bones. ### Burned Bones A site where the power of the giants’ bones is mixed with a close connection to the Firelands allows for new elementals to be created within the large boneyard. Most often Flamewrathes and Feruses, but the occasional Mortus Ira are created here. The elementals created here frequently attack Carren and sometimes even Mul. A dangerous site that should be avoided whenever possible, but is easy to navigate to. ### Black Market Run by Akila the Lawmaker, the Black Market is the uncontrolled source of all illegal goods. Many of the settlements in the Giants’ Tomb rely on the items found there in order to survive. The Barrier Imperium has attempted to shut it down, but when faced with equivalent firepower, decided not to fight. Easy enough to find, if you know the right people.
FRACTURED LANDS | Territories
\pagebreakNum ### Sanguine Gorge A deep and wide divide created by the Fractures, the Sanguine Gorge is filled with Lampris. These Lampris have multiplied for centuries, and falling in the pit is certain death. most crossings have eroded or been destroyed, making it near impossible to cross and forcing people to go around. More of an obstacle than a destination, the Sanguine Gorge is still relatively easy to navigate to. ### Mad Baron’s Domain An area controlled by a mad illusionist who was driven insane by the difference between reality and illusion, the Mad Baron’s insane delusions come to reality. This area is a massive fortress where every room is stranger than the last. The illusory magic makes it harder for the Fractures to actually be found, but it is still possible. ### Dustmoor Caves As mysterious as it is difficult to find, Dustmoor Caves is home to the Divine Theurge, a seer of great power and knowledge. In order to meet the Theurge, adventurers must complete a series of trials within the caves before they can see their answer. Magic shrouds the cave from all but the most powerful or worthy. ### Atrox The lair of the Atroxians, the lowest rung of vampires within the Giants’ Tomb. These vampires have given into their primal urges, and act more like primal beasts than undead monsters. They eat and kill without mercy and thought, and their hierarchy is based on the strength of their leader. Shrouded by the most basic magic that a vampire can wield: a permanent darkness field that makes it difficult to find and perceive. ### Ordis Improbis Home to the Improbis, the ‘noble’ vampires of the Giants’ Tomb. Playing at a luxurious, civilized society within the bones of Giants, the Improbis are cruel, cunning and evasive. They hold most of the riches of the world, and value material wealth above all else. Improbis are rarely seen outside of Ordis Improbis, and the society is hidden by the sorceries of the noble minds of the vampires. ### Liber Mortis The Liber Mortis are some of the most powerful and dangerous creatures in the entirety of the Fractured Lands, let alone the Giants' Tomb. They are a society of wizards, warlocks and sorcerers all working towards the goal of gaining more power for their collective. Their lair is hidden by the most powerful magic that could hide it. ## Encounters If the players fail their navigation check, roll a d4. On a 1-3, they are met with a worldbuilding encounter. On a 4, they find an area of importance (listed earlier) that is reasonably near their destination. Listed below are eight of these encounters, and each have one goal: to introduce something new to the players about the world. \columnbreak #### 1 - Prometheus
"As you walk the ups and downs of the dune covered landscape, you notice in the distance what appears to be a man being pecked at by Hymalis. He is clearly suffering, but only parched croaks can be heard. The man is bone-thin and heavily malnourished, but the birds have no remorse as they peck at his weathered, dry skin. As well, the man is incredibly old and shrivelled, to a point of unrecognizability. What do you do?"
The old man is Cio, a vampire from the Libris Mortis that was kicked out from the clan after a failed experiment resulted in the death of two of their elders. He was cured of his vampirism, which resulted in rapid aging from the moment he was bitten. Though he only has a little time left to live, he will give the party his prized possession: his spellbook. He will also mark on their map the location of the Libris Mortis with a bloodstain. He dies before explaining what either of these objects are. #### 2 - Scorpion’s Sting
"As you walk through the Giants’ Tomb, you pass through a rocky arch. As you step through the arch, you have the feeling that something is watching you. From atop the arch, a massive scorpion jumps down from the arc. If you have a passive perception of 15 or higher, you are not surprised. If not, you are surprised. Roll Initiative!"
This is an encounter with a Silurian Scorpion, and the creature is not alone. Atop the arch of rock, the scorpion’s babies are hidden. The Silurian Scorpion will fight to the death to attempt to feed the babies, but a Druid, Ranger or another nature-lover would notice that it is fighting not for the purpose of killing for sport but instead as a method to get food for her babies. A DC 16 Animal Handling check will allow the druid to calm the scorpion, and giving rations to the scorpion and her babies will allow for the party to avoid the encounter entirely. #### 3 - Lightbringer
"Travelling through the Giants’ Tomb, you end up near a large rocky outcropping. As you look towards it, you can see that there is some life within the cavern. While you look at the strange semi-settlement. You only hear the clop of cloven hooves as turn around; behind you is a woman riding a white horse. She has raven back hair and is scantily clad, wearing what looks to be golden armor that leaves little to the imagination. ‘Hail!’ She shouts. ‘Do you wish for help from the Lightbringers?”
This woman is a Lightbringer, a member of a sect of the Restorers of Hope. They believe in helping every person, good or evil. They are hated by the people of the Fractured Lands, and if the PCs wish to interact with the nearby settlement, they will have to surrender their weapons. The statistics of a Lightbringer are listed somewhere else in the book.
FRACTURED LANDS | Territories
\pagebreakNum
#### 4 - Hound of Doom
”As you walk through the Giant’s Tomb, you come across a small area that differentiates itself from the other areas of the Fractured Lands. An area has the bones of a long dead giant, pulsing with an orange glow from within. In the center of the area, is a hound made of fire and magma appears to be sleeping.”
The sleeping beast is a Ferus, a hound-like creature that was transported to this area due to the strong connection between the Firelands found here. This area is a section of the Burning Bones, which cross over into the Firelands, and the bones of the Giant’s are imbued with a fiery anger. #### 5 - Slumbering Colossus
After walking for some considerable distance, you feel the ground beneath you begin to shake. You barely have enough time to move out of the way as a massive colossus, similar to the ones that carry the Wandering City. The creature slowly tilts its head to the side, creaking as it does. It looks towards you expectantly, it’s glowing white eyes staring.”
This creature is a Preaestus, the colossuses of the Timeless Plains. The creature will stay dormant until it is walked upon, and will not answer to the party. Until the command word is spoken, the Praetus will simply watch the party. If attacked, use the stats that are found later in the book. #### 6 - Gypsie Travel
As you travel the Giants’ Tombs, the sand hard against your aching heels, you see a large lizard carrying what appears to be a market stall on its back. An old woman appears to be at the helm, wearing exotic bright colors and garbs. As she sees you, she lifts her goggles and gives a mostly-toothless smile as she greets you. ‘Hello there! Are you interested in buying some wares? They **always** prove useful!”
This is an encounter with an old gypsie who was cursed to be immortal by Sylic after crossing her. She has portents of the future, and the items in her shop are directly applicable to the events in the session. Often found in the Giants’ Tomb as she has contact with all three of the vampire clans within the territory. #### 7 - Shattered Sword Bandits
“As you walk through a rocky tunnel and reach the other side, you suddenly see an arrow whiz by. A group of bandits seem to have set up the other side of the cave as an ambush! Roll initiative!”
These bandits are part of the Shattered Sword gang, based in the Black market and led by Akila. These ambushers are sent to find outsiders and travellers that no one knows and end them, taking their loot in the process. Each bandit has 5gp*the party level (10 maximum).
FRACTURED LANDS | Territories
\pagebreakNum ## The Inculta Barrens The Inculta Barrens are the center of the Fractured Lands, and home to the most bustling and successful cities. It is also home to the largest ruins from the era of Amon and Abraxus, and many hidden treasures lie just below the sand. The Inculta Barrens are just as full of monsters as they are cities, and a myriad of threats make traveling in this territory a nightmare. ### Ambient Mood Though much of the atmosphere of the Inculta Barrens depends on the season and the location within the territory, generally the Inculta Barrens are quiet and eerie. Sand and wind whip through the desert, and various landmarks dot the area. Those within the Inculta Barrens are either seeking the sanctuary of major settlements or plundering the wonders of the plateau. Though travel in the Inculta Barrens is difficult for a myriad of reasons, the most dangerous threat is the roaming beasts and supernatural events that occur. - An important aspect of the Inculta Barrens is the quiet, and be sure to play this up during travel; only low, ambient music instead of exploration or travel music. - The Inculta Barrens are not incredibly difficult to navigate, but they are still possible to be lost in. Be sure to describe the wide swathes of emptiness, and how the way one would get lost here would be because there are few landmarks. - This isn't to say that the travel within the Inculta should be uneventful; there are a myriad of encounters with both nature and monsters that can create tension and potentially disorient the party. The Inculta Barrens are hot during Ember, and freezing during Rime, as the barren land makes these affects amplified. Be sure to mention just how the weather and elements are affecting the party. - There are several reasons to enter the Inculta Barrens. The first is the hope to find a larger city that you can be assured is safe, but even finding a big city within the Inculta Barrens can be sought after for many reasons. Some wish to enter Aramore and compete for the Mantle of Faith, some wish to find somewhere to belong in horncrest, while others still seek out the Silver Dragon Settlements. - Another key reason to enter the Inculta Barrens is the myriad of treasures and ruins that can be found within. Many would-be adventures see traveling through the area as the beginning of a glorious and rich life, but this is rarely the case. - The final reason for entering the Inculta Barrens is to find the Maw of Andromalius; whether you were converted by one of the cults within the dead beast, or you seek to end the corruption that the cadaver is causing, the Maw of Andromalius is the only known biological remnant of a daemon within the Fractured Lands. - The dunes and flatland are no trouble to experienced adventurers, but those just setting out may have trouble dealing with this terrain. It is not advised to travel the Inculta Barrens without a guide that is a veteran of traveling between the settlements within the territory. \columnbreak ### Settlements There are many settlements within the Inculta Barrens, and they are explained in more detail within the Fractured Lands Adventurer's Guide. Included within the Inculta Barrens are the following settlements: Aramore, Aston, Calmarnock, Horncrest, Northpass, Pendel, Red Wyrm Vale, Silver Dragon Settlements, Wandering City. ### Ruins and Dungeons The area is well known for the dungeons and ruins found within it and hosts a large quantity of unfound and unknown mysteries. Listed are the type of dungeons and ruins that can be found within the Incuta Barrens: - Many of the settlements are built on the ruins of previous civilizations, so looking around the outskirts of these settlements one can find many abandoned ruins and temples throughout the Inculta Barrens. They are most likely left behind by the Elders, or by the civilization of the Timeless Plains. - There are many different relics from the Timeless Plains that can be unearthed within the Inculta Barrens. Though most of them can be found within the settlements of the Inculta Barrens, there are many that can be found within buried ruins of previous civilizations or secret places that are guarded and maintained. - Rocky openings in the ground lead to cave systems that are deep and complex. Though many are home to monsters and dead ends, some of these caves can lead into the Raging Mire. These caves are the only way between the Fractured Lands and the outside world, meaning that they are either undiscovered or heavily guarded. - The lairs of monsters and predators are frequently found in the Inculta Barrens. Whether they be breeding grounds or shelters, the predators of the Fractured Lands fiercely protect their homes. Many unwitting travellers have stumbled into these areas and are subsequently fought and killed by beasts. ### Inculta Barrens Exploration The Inculta Barrens are not difficult to navigate for the traditional environmental reasons, but for routing to avoid the dangers that are ever-present. The flat land and low dunes lead to easy sightlines but are equally deceiving. Many of the dangers of the Inculta Barrens are not immediately obvious, and navigating to avoid them is harder than it initially seems. The roaming beasts cause difficulty navigating and there is no certainty that sleep is safe. #### Navigation If the characters are seeking a specific location, use the DCs on the table. Characters who become lost must make a check to navigate to a destination, even if they have a map or know the path from having made a prior visit.
FRACTURED LANDS | Territories
\pagebreakNum ##### Inculta Barrens Navigation DCs | DC | Location | |:---:|:-----------| | 10 | Giants' Tomb | | 10 | Scorched Tundra | | 10 | Aramore | | 10 | Calmarnock | | 10 | Volta Pass | | 10 | Wandering City | | 10 | Wildere | | 15 | Pendel | | 15 | Northpass | | 15 | Horncrest | | 15 | Aston | | 15 | Thundercross | | 15 | Hell’s Divide| | 20 | Maw of Andromalius | | 20 | Silver Dragon Settlements | | 25 | Red Wyrm Vale | #### Areas of Interest Each of the areas that can be navigated to within the Inculta Barrens are fleshed out below, for ease of access they are listed below. ### Giants’ Tomb The Giants’ Tomb is easy to navigate to from anywhere in the Inculta Barrens, and is the territory north of the Inculta Barrens. Since the Inculta Barrens are flat and clear, with sightlines extending for miles, there is little problem reaching the other territory. The only difficulty in travelling to the Giants’ Tomb is the relative distance. ### Scorched Tundra The Scorched Tundra is the territory to the south of the Inculta Barrens, and is also quite easy to reach. The territory is smaller, including the border, but this makes it no more difficult to reach than the Giants’ Tomb. The traditional travelling difficulties are the only ones that plague those who wish to reach the Scorched Tundra from the Inculta Barrens ### Aramore Aramore is the religious hub of the Fractured Lands, where cults and religious groups vie for the right to the Mantle of Faith, a relic so powerful that it can grant a wish to its user. While it still remains buried within the earth, the Mantle of Faith has maintained its power for centuries. Navigating to Aramore isn’t difficult, but going through the Volta Pass can take days if someone doesn’t know the correct path. Actually navigating to Aramore isn’t difficult, but there are still no easy or direct paths to the settlement. \columnbreak ### Calmarnock Calmarnock is a city of rising spires and a cursed people. The Kenku who live there are a sad and shattered race, and their silence can be heard throughout the city. Calmarnock is easy to spot in the distance, as their emphasis on verticality from before they lost their wings makes the Kenku city a large blot on the horizon. Navigating to Calmarnock isn’t difficult due to this fact, but it is placed in a difficult-to-navigate location that is on the other side of the Volta Pass from Aramore. Calmarnock is a strange place that is rarely visited by anyone other than the Silver Dragons. ### The Volta Pass A well known path through the mountainous reaches between Aramore and Calmarnock, the Volta Pass is a treacherous path that is full of danger. Rockslides, sheer cliffs and other natural disasters found within rocky areas are frequent here, as the Volta Pass is constantly changing due to the Fractures. Ambushes are common in the Volta Pass, as merchants and other rich folk often use the path to protect themselves from the beasts outside of the city walls. It is easy to reach and see the Volta Pass, as it is a clear path in a giant mountain range. ### Wandering City The Wandering City is a collection of three massive golems from the Timeless Plains that were refitted by the T’Qui Monks. Normally, nomadic settlements would be hard to find, but the Wandering City has a planned trade route that it routinely follows. Most maps account for the route of the Wandering City, and the large frames of the golems make it easy to see them in the distance. Actually finding them can be a bit of a challenge without knowing exactly where they are at what time, as not knowing the timing of the cycle can mean not finding them for considerably longer. ### Wildere Wildere is a large settlement based around the hunting and killing of monsters. It is a semi-nomadic settlement, moving where monsters are found the most, but they rarely move too far from the same location, making them as difficult to find as the Wandering City. This is because Wildere is small and unassuming, which can be difficult to spot over long distances. Wildere is a trade destination, as the people there harvest rare and powerful parts of monsters that could be used for crafting, spell components and other strange purposes. ### Pendel Originally an offshoot of Aramore, the settlers of Pendel have been lobbying for separation from the major settlement for years. Pendel is home to the reptilian folk of the Fractured lands: lizardfolk, dragonborn and kobolds. Pendel is a strange place, and dangerous to warmblooded outsiders. The culture and traditions of Pendel are quite different from Aramore or any other area within the Fractured Lands.
FRACTURED LANDS | Territories
\pagebreakNum ### Northpass Northpass is on the border of the Giants’ Tomb and the Inculta Barrens, and controls the trade between the two territories alongside the Barrier Imperium Outpost. Being so near a Barrier Imperium controlled settlement means that Northpass is a rigid follower of the tenets of the Barrier Imperium. In return, large amounts of Barrier Imperium forces are stationed within Northpass. The city is large and easy enough to find, though it is often shrouded in the distance due to the flatter buildings. ### Horncrest Horncrest is the village of the damned and exiled, whether it be rightful or not. A place for a fresh start. Originally founded by the tieflings who were persecuted by other major cities, such as Aramore or Calmarnock, Horncrest relies on a strict ruling class to enforce good behaviour amongst its questionable denizens. Tieflings are often found in the ruling or upper class, as they have grown rich off the illicit items they sell. Horncrest is easy to spot and navigate to, but within the settlement navigation is far more difficult due to the fact that it is a vertical city. ### Aston Aston is a strange and surprisingly comfortable place to live within the Fractured Lands. Founded by the races with heavy coats of fur, Aston is enchanted so that these races are able to live comfortably even in the heat of the Fractured Lands. It is fiercely protected, but a lax and well connected community. Magic is common and frequently used there, as the area is ruled by a tabaxi mage who maintains these enchantments in return for a percentage of all dealings within the city. ### Thundercross Thundercross is the roost of the Tempest Spirits that has been there since the Timeless Plains. However, after the Fractures, the area and most of the spirits within it were corrupted. Now the area is in a constant and supernaturally charged storm, and the tempest is usually dangerous enough that no man ever survives more than one trip through it. Crossing through it is dangerous, but it is also the fastest way from Pendel to the Wandering City and beyond. In order to navigate through it, you would need to find a Thunderbird, which are the people that cross through the Thundercross multiple times. Understandably, Thunderbirds are very rare. Finding Thundercross is very easy however, as the massive storming kind of gives it away. ### Hell’s Divide Hell’s Divide is a deep gash in the Fractured Lands, which extends deep enough to almost reach the Raging Mire. The massive ravine is easy to find, by difficult to reach as there are no direct paths or access points that are accessible without trouble. The Ohtar clan of elves lives within this divide, defending this entrance to the deep and ensuring that the beasts that wish to harm those on the surface are studied and killed. Hell’s Divide is a dangerous place, but with a map it isn’t too hard to find. \columnbreak ### The Maw of Andromalius The Maw of Andromalius is the only remnant of the great daemon Andromalius that remains on the surface. It is hidden by the magic of the creature’s corpse, and is incredibly difficult to reach without a guide and a map with the location marked. The Maw of Andromalius is a dangerous place, as within the corpse of the Daemon is a teeming community that feasts on the flesh of the long-dead daemon. The Maw is infested with mad cultists who eat the flesh and are driven further insane, and these cults attempt to convert anyone they can find to join their strange group. ### Silver Dragon Settlements The Silver Dragon Settlements are well hidden with magic and mundane means. This is due to the faction’s skirmishes with the Barrier Imperium; if their headquarters were easy to find, they would be wiped out by an overwhelming force sent by the Imperium. In order to find the place, one would need a Silver Dragon member or at least a trader with knowledge to reach it and to disengage the illusory magic that protects the place. The Silver Dragon is mostly self sufficient, so it is not impacted by the fact that it is so difficult to find. ### Red Wyrm Vale The Red Wyrm Vale is an incredibly difficult place to find. It is enchanted by the magic of Eisengarde the necromancer so that he may complete his experiments in peace. Red Wyrm Vale is ruled over by an injured dragon. The fact that a dragon can be found in the Fractured Lands at all is incredible; most of the remaining true dragons from the war of Dragons and Giants left the Fractured Lands before the Fractures. The Red Wyrm Vale is nearly impossible to find, and the only way for non-experts in navigation to find it is through someone from within the Vale bringing them in. ## Encounters If the players fail their navigation check, roll a d4. On a 1-3, they are met with a worldbuilding encounter. On a 4, they find an area of importance (listed earlier) that is reasonably near their destination. Listed below are eight of these encounters, and each have one goal: to introduce something new to the players about the world. #### 1 - Napas Nest
”As you walk through the quiet sands of the Inculta Barrens, you notice a small burrow dug into one of the dunes and supported with wood and sticks roughly shoved into place. Three pairs of eyes stare back at you: two small crab-like creatures, and one larger one. They look at you curiously, and the larger one seems defensive. Suddenly, the larger one attacks, snatching at your gear and armor, seemingly searching for...something."
FRACTURED LANDS | Territories
\pagebreakNum These creatures are Napas. For the stats of the young creatures, use the Sacrie stat block, as the ability to absorb magic directly doesn’t come until adolescence. The large creature is an adult Napas, and they are all running out of energy without a source of magic. They don’t wish to attack the party, but they need to feed on magic. A caster could spend a spell slot to ‘feed’ the mother and the young, bypassing the encounter. #### 2 - The Wandering City
“Weary from the day you stop to take a rest as the sands sweep into you in waves of wind. As you sit and begin to eat your rations, you notice three lumbering figures not too far from you. Upon closer inspection, they appear to be large golems, and you can just barely make out what appear to be buildings built into the top of them. What do you want to do?”
These golems make up the Wandering City, a city run by the T’Qui Monks. It is a trade hub for the Incluta Barrens, and if the players are interested, they can choose investigate it. Use the information already written about the Wandering City, including NPCs, and allow for the PCs to take a look at the wares of the many merchants. Maybe even give them a peak into what the T’Qui order really do. #### 3 - Silver Dragon Caravan
“As you walk the well trodden path towards your destination, you hear the slow clopping of beasts of burden. As you look around, you fix on a caravan with a silver dragon carved into its sides. A Longneck pulls the cart, and several dwarves walk at the pace of the cart, wearing silver armor and weapons that are far too ornate for the Fractured Lands. They talk and laugh, while one more dower one points your party out.”
This caravan is a Silver Dragon group, heading towards Calmarnock to trade and enjoy the Night of the Twilight Hawk festival. There are six members of the caravan: - **Bardryn Faldrick, Female Dwarf.** This woman leads the caravan and is the merchant and trader. She wears fine armor, with golden trimmings, unlike the other dwarves. She is loud and interrupting, and takes control of the conversation. - **Nurkura, Female Dwarf.** This woman seems very strong, even compared to her companions. She wields a heft greataxe, and continues to wield it even when the others have put away their weapons. She is not particularly intelligent, wise, or charismatic. She is a bodyguard. - **Kilvar Holdheck, Male Dwarf.** This man is strong, but talking to him belies a surprising intelligence. He is gruff and unobservant, but he has excellent ideas and planning. He plans the routes for the caravan, and is really looking forward to the Night of the Twilight Hawk. He knows all about the tradition. - **Morana Brasik, Female Dwarf.** This woman has a slight frosted gleam to her armor, even amongst the desert heat of Ember. She is a cleric of Auril, and is the decision maker along with Kilvar. She is wise beyond his years, and wishes to one day make a temple to Auril in the Fractured Lands. - **Olun Bane, Male Dwarf.** Olun is a towering man, large and healthy. He has a long beard that is incredibly well braided and his armor is beaten and dented. He is mute, but incredibly wise. This is because he was cursed by a god. - **Oskar Rakenkrak, Male Dwarf.** Oskar is a smaller dwarf, though no less strong than his compatriots. He is the appraiser, and knows value when he sees it. His armor is the most polished of the group, and he will begin immediately appraising the party’s gear. #### 4 - Wolpercca Breeding Grounds
”As you walk through the Inculta Barrens, a large rocky outcropping looms in the distance. As you get closer, you can see several large scaly creatures gliding around it, seemingly patrolling. You recognize the trappings of a breeding ground, most likely in this rocky area. What do you want to do?”
This area is a breeding ground of Wolpercca, who are very territorial and dangerous. If the players continue walking, they will most likely end up being attacked by a medium encounter’s worth of Wolpercca. The party can offer rations or find a creative way to avoid it, but if they go around, it tacks another day onto their journey, wherever they end up going. #### 5 - Ceratotheum Pack
”Walking through the desert sands, you suddenly hear the loud thump of a large foot hitting the ground. You look around in alarm for whatever caused this sound, and notice several huge beasts slowly walking in a direction vaguely parallel to yours. The quadrupedal creatures are as tall as cities, with reddish hide and tusks that each look as large as a building. What do you do?”
This is a herd of Ceratotheum, who wish no harm on the players and just happen to be heading the same way. If the players decide to fight them, give them a hard encounter for their level based on the Ceratotheum stats that are listed in this book. If the players do anything to provoke them, the Ceratotheum will cause them extreme harm, even if that means the DM has to fudge the numbers a little bit. #### 6 - Wylen Ritual
”As you walk through the Inculta Barrens, you hear a scream from a hole within a nearby rocky outcropping. The scream is coarse, and seems to be caught in the person’s throat. The scream appears masculine, and the register tells you it was issued by a young child. What will you do?”
This is a Wylen ritual, as these rat-like creatures use the Inculta Barrens for such things due to the quietness of the flat area. The Wylen are attempting to syphon the magic from this child, who does not even know that he has magic. If the party intervenes, they are faced with enough Wylen for an easy encounter. If they are higher CR, supplement with a powerful beast like a Silurian Scorpion or Lachnu that the Wylen might have domesticated. The boy is shy and quiet, his name is Owen, and he comes from the nearest village, where a series of these abductions has taken place.
FRACTURED LANDS | Territories
\pagebreakNum ## The Northern Mountains The Northern Mountains is a relatively uninhabited mountain range in the farthest north reaches of the Fractured Lands. Well known for containing the Flaming Dominion and the various drakes of the Fractured Lands, the Northern Mountains are treacherous and lethal to outsiders. Navigation through the Northern Mountains is difficult, as the jutted rocky peaks hide many things from sight. Solaris and Esthane, two major cities in terms of technological and arcane advancement, are situated in the mountains on the border of the Northern Mountains. ### Ambient Mood The Northern Mountains are a place of suspense and danger. Natural hazards, such as rockslides and cave-ins, can happen at any time. If these obstacles weren’t enough, there are many dangerous predators that lurk within the Northern Mountains, from savage goblins to legendary magma drakes, and the jagged terrain makes for many excellent ambushing spots. The Northern Mountains are the place to go when you need to disappear. - Focus on the ambient sounds of the mountains; use Mountain Shelter by Micheal Ghelfi as a backdrop for everything, even with music. Lower volume accordingly. In describing uneventful travel, be sure to mention a few close calls over steep cliffs, loose rocks and other natural hazards of travelling between, around and on mountains. - The Northern Mountains are difficult to navigate, and that should show in the description of the place. Create images based around the jutting rocks and massive mountains obstructing the path, and having to blindly follow that path due to the low visibility. The mountainous paths are maze-like, with many twists and turns that seem wild and strange. - There are no markers or signs on the serious of dozens of interconnected paths, making navigation as much a gut feeling as it is any sort of survival ability. Going exactly to where you want to go is hard, and finding something, especially within the mountains themselves, is near impossible. - the hook of the area is the hidden secrets within the mountain range. Drakes, some of the most powerful creatures in the Fractured Lands, are born and raised there. Solaris and Esthane are two of the most psionically and magically advanced civilizations in the Fractured Lands, and perhaps even the world. A myriad of undiscovered and unique creatures can be found within the Northern Mountains, making the mountains a goal for exploration of any biologist. As well, tunnels connect deep into the ground, reaching even the Raging Mire. Through these mountains is potentially the only way to get outside the walls. - Ambushes are incredibly common in the Northern Mountains. Even if there aren’t any encounters with bandits or other ambushers, be sure to describe the remnants of ambushes: people that have been stripped of their possessions and dead, skeletons with only torn armor, and other set pieces help establish an air of tension and the idea that ambush could be around any corner. \columnbreak ### Settlements There are only two settlements in the Northern Mountains: Esthane and Solaris. The difficulty of the terrain makes it impossible for smaller settlements to succeed; Esthane and Solaris only survive due to their self sufficiency and their closeness to the border of the Northern mountains, which allows for them to trade with other settlements like the Black Market. Otherwise, there are few other gatherings of people, and with the exception of the Keenroost, where druids of Chauntea coexist with the Magma Drakes, there are no other places that could be considered anything more than temporary shelter. ### Ruins and Dungeons The Northern Mountains remain relatively unexplored sine the Fractures, and hosts of strange temples and other locations lie in wait for those who wish to explore. As well, the psionics of the area have envisioned numerous underground areas where creatures long forgotten dwell, but they are unsure of how to reach it. The most dangerous ruin of all, however, is Aeshemma, the ruins of the lair of Amon, which have been abandoned for over a century. Some say that relics of unimaginable power and corruption lie within Aeshemma, but it has never been explored. - The dormant Aeshemma was once the lair of Amon, and anyone who lives in the Fractured Lands is sure that the Daemon’s lair is filled with potential treasures and artifacts from the bygone era of the Timeless Plains. Some believe that Amon still lies within his old lair, licking his wounds. Killing this ancient daemon would certainly be difficult, but would grant power and prestige to its slayer. - Many twisting underground cave systems can be found in the Northern Mountains, filled with natural treasures and potentially connecting to ancient ruins. These cave systems can be full of natural predators and also other creatures such as constructs or undead that have wandered from their buried homes. These large cave systems are full of ores and minerals that are incredibly valuable, and mining expeditions from Esthane and Solaris bring in massive gold once their loot from the mines is sold. ### Northern Mountains Exploration The Northern Mountains are difficult to navigate and explore, as the jagged mountains make for a complete lack of vision and sightlines. There are several criss crossing paths and other cave systems that must be followed in order to make it anywhere, and navigating through them is a nightmare based entirely on intuition. Exploring the area is hard without a guide who knows the paths, and the large amount of natural and supernatural obstacles makes it difficult to keep that guide alive. #### Navigation If the characters are seeking a specific location, use the DCs on the table. Characters who become lost must make a check to navigate to a destination, even if they have a map or know the path from having made a prior visit.
FRACTURED LANDS | Territories
\pagebreakNum ##### Northern Mountains Navigation DC | DC | Location | |:---:|:-----------| | 15 | Flaming Dominions | | 15 | Giants' Tomb | | 20 | Esthane | | 20 | Solaris | | 25 | Aeshemma | ### Flaming Dominion The Flaming Dominion is said to be in the heart of the Northern Mountains, which makes it a long and difficult to reach destination. However, most of the paths and caverns throughout the Northern Mountains can eventually reach the Flaming Dominion, as the mountains that once were found in the Flaming Dominion have been melted by the Basalt Walker. The natural difficulty of navigation still makes it difficult to navigate, but a seasoned traveller should be able to reach it assuming that they aren’t killed along the way. ### Giants’ Tomb The Giants’ Tomb is the only territory bordering the Northern Mountains, and the descent down the mountains to the territory is almost as difficult as ascending it to get to the Northern Mountains. Leaving the Mountains into the Giants’ Tomb is hard due to the zig-zagging paths, and if you don’t stay to the outskirts, navigating back out of the Northern mountains is a difficult task. Esthane and Solaris are situated on these borders, and trade frequently with the vampire clans in the Giant’s Tomb and Akila’s black market. ### Esthane The city built on the back of a giant, Esthane is perhaps one of the most advanced civilizations in the Fractured Lands. This is due to the Giants’ Archives, which are situated within Esthane, and are researched by the elves within the city. Esthane is easy to spot a difference, but hard to navigate to. This is because it all of the paths one would expect to lead to Esthane are actually subverted away from the settlement. Citizens of Esthane wish to keep their research secluded and quiet, away from the Barrier Imperium and other anti-magic groups. ### Solaris Solaris, the city of dreamers, is also secluded from the view of outsiders. The Sik and other creatures that live there hide from the Barrier Imperium, as they know of one of the few exits from the Fractured Lands, and that knowledge means death at the hands of the Imperium. Solaris depends on trade with the Black Market, which means that desert runners can always find work travelling there and back carrying the illicit substances needed for the psionic experiments conducted within Solaris. Solaris is also purposely difficult to find, as in order to make it to the settlement, one must travel through the treacherous cave systems of the Northern Mountains and survive the dangerous beasts and ambushers within it. \columnbreak ## Encounters If the players fail their navigation check, roll a d4. On a 1-3, they are met with a worldbuilding encounter. On a 4, they find an area of importance (listed earlier) that is reasonably near their destination. Listed below are eight of these encounters, and each have one goal: to introduce something new to the players about the world. #### 1 - Northern Goblins
"The mountains loom overhead as you trek, and it feels as though they are closing in on you. Following the zig-zag of the rocky path, you are suddenly interrupted by the sound of snarling. Rounding the corner, several goblins charge at you. They appear more brutish than you have seen. Roll initiative!”
They are northern goblins, and there should be enough for a medium encounter for the party. Their loot should include shiny things: gold, metal scraps, other trinkets with little value. They are thuggish and brutish, with a deeper voice than the other goblins. Make up some fun insults.
FRACTURED LANDS | Territories
\pagebreakNum
FRACTURED LANDS | Territories
\pagebreakNum ## The Scorched Tundra The Scorched Tundra is the southernmost territory in the Fractured Lands, and a strange one at that. Within it, the settlements of Therendor, Kal Hidar, Kirkwell, Kilreth, Tarrin, Halbeck and Quirie can be found. The Scorched Tundra is relatively straightforward to navigate, as most of the land is flat and undisturbed by rocky outcroppings. Large dunes crest the Scorched Tundra, giving it a second and more colloquial name: the Dune Sea. Within the Scorched Tundra also lies the Empyrean Tower, the current lair of Sylic, the Primordial Witch. ### Ambient Mood The Scorched Tundra is a repetitive wasteland, and no one knows what the next dune holds before they crest it. Many of the most powerful inventions in the Fractured Lands can be found here, such as the strange sand skiffs. ‘Fleets’ of these levitating boats scour the sands in search of travellers to loot and sell to the Cobalt Needle as slaves. People often come to the Scorched Tundra to buy weapons from Therendor, but there are many other opportunities within the territory. - For a backing track, play Journey - Desert Ambiance, which is simply light winds. The desert can be hectic, but in the Scorched Tundra, there are long pauses of silence as they walk. In descriptions of the area, ensure that you play up the dunes and the lack of sight lines, as well as the silence that pervades the area. - The area is rather temperate for the Fractured Lands; the Scorched Tundra remains stable in temperature even on the coldest nights of Rime. In seasons of cool for example, describe a cool breeze and nothing more. The weather should not play a large part in the description of the area, unlike in other areas like the Flaming Dominion. - There are many hooks in the Scorched Tundra, including: technology like the sand skiffs that prove invaluable to adventuring parties and anyone who wishes to travel the sand; Therendor’s craftsmen, who create either mass amounts of weapons for groups like the Shattered Sword or singular weapons of incredible quality and enchantment for kings and noblemen; and work for mercenaries as proxy fighters in the war between the families of Kal Hidar. - The land of the Scorched Tundra has been blackened and corrupted by magic. Long ago, the area was the arena of two master spellcasters, and the destruction caused resulted in strange occurrences happening infrequently throughout the land, these magical accidents continue to this very day. These strange things happen far more frequently around magical casters, making magic less common than in other places, at least outside of major settlements. - Though the terrain is relatively unobtrusive, the large dunes make it difficult to survey the land when in a gulley between two of them. Navigation is not a major obstacle of the Scorched Tundra, but the many marauders and other scavengers are commonplace due to the many ruins found within that can be taken from. - The settlements within the Scorched Tundra each have a unique place within the Fractured Lands. Kal Hidar is a place divorced from the faction based politics outside of its walls as it searches for a new king. Quirie is a magical and technological marvel, though a black spot on the land. Therendor is a craftsman’s community beneath the sand that is the place where the majority of weapons and armor are originally crafted. ### Settlements There are many settlements within the Scorched Tundra: Therendor, Kal Hidar, Kirkwell, Kilreth, Tarrin, Halbeck and Quirie. These settlements are in a tight knit trading alliance, with each supporting one another. Though they are a close network, if one settlement would fall to the waste, the rest are them would still survive. These settlements are constantly attacked by fleets like the Primaris Fleet, but they have sand barge fleets of their own, and they also have siege weapons capable of destroying these sand skiffs. ### Ruins and Dungeons The Scorched Tundra is home to the scattered ruins of arcane technology generations forgotten. Most likely originating from the Timeless Plains, these relics can and have been scavenged for years, with plenty more valuable scrap still left to be found. Also within the Scorched Tundras are the lairs of these scavengers and ‘sand pirates’ which are full of valuable loot and broken technology. Listed below are the dungeons and ruins of the Scorched Tundra that players can explore: - The large ‘barges’ of pirate fleets are worthy of plundering by adventurers, but to enter and attack these ships means surviving the fleets long enough to board the barge. They are full of the belongings of countless travellers and adventurers, as well as scraps of technology found in ruins. - There are many crashed floating isles within the Scorched Tundra whose defenses have managed to keep them relatively preserved. Within many of these floating isles are pocket dimensions, meaning that whatever treasure was within them is preserved. Ancient and powerful magic from before the time that magic was persecuted still remain within them. - Ruins that barely surface the dunes can be excavated into to find treasure. Often these buildings are undisturbed since the Fractures, and within them lie the potential for spoils that would make someone rich enough for life. But even more valuable is the knowledge of the past they bring; groups like the Desert Harpies crave this information, and would likely hire an adventuring company to help escort them through the area while giving them the material treasures found within. - The Empyrean Tower can be found within the Scorched Tundra. The current lair of Syllic, it is heavily defended and guarded by monsters of her own creation or conjuration. However, if one were to be able to make it into the tower, the amount magical knowledge within is perhaps the most expansive and extensive collection within the Fractured Lands, if not the world.
FRACTURED LANDS | Territories
\pagebreakNum ### Scorched Tundra Exploration Without a sand skiff or other means of expedited travel, the Scorched Tundra definitely earns the moniker of the “dune sea” because it will feel like you are drowning in endless sand. The rollicking dunes make for difficult line of sight and navigation, as well as obscuring the dangerous things that lie in their gulleys. Without transport that can effectively ignore the terrain, journeying will take much longer. Many of the cities of the Scorched Tundra are easy to spot on the horizon, but some like Therendor are nearly impossible to see and thusly need a skilled guide or seasoned explorer to find. #### Navigation If the characters are seeking a specific location, use the DCs on the table. Characters who become lost must make a check to navigate to a destination, even if they have a map or know the path from having made a prior visit. ##### Scorched Tundra Navigation DC | DC | Location | |:---:|:-----------| | 10 | Inculta Barrens | | 10 | Kal Hidar | | 10 | Quirie | | 15 | Halbeck| | 15 | Kilreth | | 15 | Kirkwell | | 15 | Tarrin | | 20 | Cobalt Needle | | 20 | Empyrean Tower | | 25 | Therendor | ### Inculta Barrens The Inculta Barrens are the only escape from the Scorched Tundra, which is surrounded by the Barrier Imperium’s walls on all sides. The dunes make it difficult to navigate, but due to the border being rather large and also the only border, you can at least follow the walls to ensure that you make it out eventually. ### Kal Hidar The city famous for its politics bereft of the factions that influence the rest of the Fractured Lands, entering Kal Hidar is like taking a step back in time. The large city is grounded in its traditions, preserved from the Fractures in more ways than one. Most travelers who enter the Scorched Tundra do so to reach Kal Hidar. ### Quirie Quirie is a monument to the achievements of mortals; a massive factory settlement that produces Ioun stones for mass use. Those who are not in power live their lives in factories, worked to the bone and then some. \columnbreak ### Halbeck Halbeck is a backwater settlement on the border of the Scorched Tundra, run by the Scarlet Thorn. Trade between the Inculta Barrens and the Scorched Tundra is facilitated here, and it is the hub for all illicit dealings within the Scorched Tundra. Since the Scarlet Thorn run the village, ensuring that they are not caught by the Barrier Imperium by keeping out of sight. In order to easily find Halbeck, you need to know *someone.* ### Kilreth Kilreth was once run and created by what some assumed was a wizard. In actuality, a Chosen Cleric of Leira was the one who created the village out of illusion. That chosen proceeded to fake their own death, leaving around ~100 or so people with no money or anything other than worthless objects. This caused Kilreth to go into a deep depression that lasted two decades, but after finding many of the expensive spell components within the Chosen’s lair, they began to return to wealth, selling it in Halbeck to the highest bidder. Due to its inclusivity, Kilreth was built hidden from the view of most, and thusly difficult to reach without help. ### Kirkwell Kirkwell is another trade village, founded with funds from each of the three major settlements in the Scorched Tundra. Kirkwell is a legitimate place, and is more often than not a cover for the doings in Kilreth. Still, many of the legal goods can be purchased in Kirkwell, ensuring that it still finds success. Kirkwell is hard to find however, nestled within the dunes. Kirkwell, like Therendor, also extends downwards, meaning that Kirkwell is mostly underground and just as hard to find as Kilreth. ### Tarrin Another villainous locale, Tarrin was settled by the numerous exiles from the major cities in the Scorched Tundra. Now, it is full of exiles and descendants of exiles, which most of the world views as worth no more than a sword through their necks. Tarrin uses any means necessary for their survival, not afraid of exploiting resources until they have been destroyed and become barren. Tarrin is difficult to find by nature, as most of the exiles who live there would prefer not to be found. ### The Cobalt Needle More an organization than a settlement, the Cobalt Needle is run by one of the three queens of the Fractured Lands. They traffick in everything: magic, gear and even people can be bought for the right price. The Cobalt Needle has many connections to the pirates of the Scorched Tundra, and much of their stock comes from the scavenging and mugging by these pirates. To be a member of the Cobalt Needle is to cut off all ties to others, and become a mercenary part of the faction. The Cobalt Needle travel often, but for the past several years they have made a home for themselves in the dunes of the Scorched Tundra.
FRACTURED LANDS | Territories
\pagebreakNum ### The Empyrean Tower The Empyrean Tower is the lair of the primordial witch, Syllic. Once home to the Elders, the Empyrean Tower is now so heavily guarded by magical rites. The Empyrean Tower is a mystery to the people of the Fractured Lands; no mortal has ever entered it and returned to tell the tale. Rarely, Syllic will allow for spell components from Kilreth to be dropped off at the entrance of the tower. The Empyrean Tower is shrouded by magic, making its looming presence very difficult to exactly discern. ### Therendor Therendor is the place of the most amazing craftsmanship. A collective of weapon and armor smiths, Therendor is built entirely underground, where those craftsmen can hone their craft to perfection. Therendor is relatively self sufficient, as the automatons created by the smiths can usually scavenge and find the materials and resources needed to survive. Due to being underground and having a magical rite needed to unlock the surface entrance, finding Therendor is nearly impossible. ## Encounters If the players fail their navigation check, roll a d4. On a 1-3, they are met with a worldbuilding encounter. On a 4, they find an area of importance (listed earlier) that is reasonably near their destination. Listed below are eight of these encounters, and each have one goal: to introduce something new to the players about the world. #### 1 - Sand Skiff
”Trudging through the desert, the sand grabbing at your boots, you hear the sound of something moving quickly towards you. As you search through it, you see a large boat that appears to be… floating? Over the sand. A group of bandits are riding this strange boat, and they seem intent on attacking you. They level their crossbows and the large ballista at you. Roll initiative!”
Use amount and cr of appropriate bandits for the party’s current level. Use the stats in the monster manual for them, and use the stats for the Sand Skiff found later in this book for the Sand Skiff. If the players wish, they can attempt to take it, but with no formal training being able to pilot this ship will be difficult. If they are able to pilot it, the ship will designate them as pirates, and most settlements will have to be talked to to explain that they are not bandits. #### 2 - Automaton
”As you walk through the desert dunes of the Scorched Tundra, you notice a strange metallic creature at the top of the next dune. It appears vaguely humanoid, made out of what looks to be a blacksmith’s scraps. Crudely welded together, it appears that it is searching for something in the dunes, occasionally marking a discovery with a ‘aha!’ before awkwardly bending down to attempt and pick whatever it is up. What do you want to do?”
\columnbreak This Automaton is built by one of the smiths in the Summus class area. It is searching for ores and materials, and will gladly trade with the party or just babble on about his master (a goblin named Tunmas) and his duties. He can ask the party to get a rare ingredient, such as an ore only found in a nearby area, if you feel like running a quest like that. #### 3 - Floating Isle Ruins
”Cresting the latest dune, you notice the long destroyed ruins of what appears to be a Floating Isle. The outside of the temple appears to be open, but the actual entrance does not appear to have been opened. Six wheel with what appears to be elvish script written on each seem to hold the key to opening the stone door.”
This is the ancient isle of Dimidietas, well known during the time of the Timeless Plains. The dungeon inside is themed around conjuration, and is detailed somewhere else. The cypher is simple, and a DC 15 Intelligence check will allow them to solve the puzzle. #### 4 - Summoned Daemon
“Walking through the Scorched Tundra, you come upon a large creature. Its fiery countenance marks it as a lesser daemon, though who conjured it is unknown, and it appears to be walking aimlessly, screeching in pain. The daemon has three eyes and a fiery main, though it is heavily weighed down by chains that lead to heavy balls with a crying face on them. As it sees you, it wails a pained cry, and runs towards you. Roll initiative!”
The creature is a Vinculum, found in the statistics section of the book. Defeating it will yield no reward, and it is a dangerous creature. Be sure to give hints towards the true nature of the creature, being a human repentant of its sin transformed by sin into a daemon. #### 5 - Feralisk
”Walking through the gale and wind of the Scorched Tundra, you feel the sand begin to shift beneath your feet. As the rumbling of something deep underneath seems as though it could be no louder, a massive creature bursts from the ground. It appears to be some sort of serpent with a cowl around its head that is matte black. It roars angrily. Roll initiative!”
This is a Feralisk, the top of the food chain of beasts in the Fractured Lands. It has not fully charged its heat ray, and the loot from its body includes material for armor and weapons. The stats are found elsewhere in the book.
FRACTURED LANDS | Territories
\pagebreakNum
## Settlements As important as any cultural phenomena, the various safe havens scattered around the Fractured Lands are as unique as the area's inhabitants. There are many important aspects to quantifying these shelters as "safe", as the tribal raiders are an equal threat to the roaming monsters. Every shelter must have the following aspects in order to be sustainable. ### Food Perhaps the most irreplaceable, food is obviously a necessity to allow people to live. For some, the acquisition of food represents a crutch that society can be formed by and for others it is simply a means of survival but all share this common trait. Food in the Fractured Lands spills quickly due to the humidity without the use of spells. The most common methods of getting food are listed below:
**Magic.** The easiest method, magic spells that require relatively little actual magical power are used by sorcerers, wizards and warlocks who rule over towns for their own benefit in order to sustain the population. This often factors into the deal that they make with the villagers and the price those villagers pay is very steep.
**Agriculture.** There is little fertile soil that can be found on the surface of the Fractured Lands. With the proper care however, many massive fields of crops are cultivated and harvested. This reliance can prove dangerous though. If one bad season, curse or other affliction is applied to the crops, it is likely that the villages who use this method will die out shortly afterwards.
**Hunting.** While it may be unpredictable and difficult, hunting is another possibly lucrative method to sustain small groups of people. Hunting parties of expert trackers are a necessity, as well as a traditional and effective way of killing these creatures. Hunting often ends poorly for the hunter when attempting to kill the quarry of the Fractured Lands. ### Water In an equal lack of abundance, water is at the very least easier to get. Widely distributed by the Barrier Imperium, devices known simply as "converters" are able to transform sand into water. Sand, unlike water, is obviously very common. However, a malfunction in these strange magical items could spell the doom for travelers. If it breaks, they will often have to survive weeks(somehow) before reaching the next place that they can fix the item at. Other than that problem, water is surprisingly easy for people to get considering the ordeals they have to go through to survive. ### Weapons If the Fractured Lands was a peaceful place, then weapons would not be necessary. Alas, this is not the case. The ability to forge weapons and armor is intrinsic to a settlement's survival, even under the protection of a spellcaster. Their steel is unfortunately and frequently turned against other humanoids, especially towards the center of the Fractured Lands, due to the limited vision of the Barrier Imperium. \columnbreak
### Shelter Not only do the shelters have to be warm at night and cool during the day, they also must be resistant to the dangerous weather that is commonplace in the Fractured Lands. Dangerous sandstorms and even storms of fire or ice destroy unprepared settlements, though most have some degree of magical protection from these natural or unnatural events. These shelters must also be defensible against the degenerate thugs that roam the desert, searching for easy targets so that they may continue their life of raiding and savagery. The shelters may be made of simple materials but they must be durable. The erosion of sand is another important aspect to consider in a settlement. Otherwise, the walls of those buildings will end up very thin by the end of a year, if even fully intact. This is solved by some via the use of caverns as entries to their villages. Because they live under the ground, the only thing they have to worry about is the sand that builds up at these entrances, which they have to bail out by weekly in most places. ### Community Rarely ever admitted by even the softest of the Fractured Lands' inhabitants , a necessity to survival is contact. While many of the more aberrant creatures can live in isolation, the general populace need communication and the strength that increased numbers can provide. Even those that wander the deserts travel in groups and the lone traveller is a man to truly be afraid of. Innate to the nature of humanoids, the inhabitants of the Fractured Lands seek to improve their situation in society. This is done not only from person to person, but also from settlement to settlement. These alliances are often forged into symbiotic relationships, as resources are more easily attained in certain locations than others.
FRACTURED LANDS | Settlements
\pagebreakNum
## Aramore
A bright, vibrant sun rises behind the city, gently painting
the circular rooftops in illustrious yellow hues. Several thick, stout walls circle the city. Like the dwarves themselves, the majority of the buildings are low to the ground with simple and sturdy architecture. A series of rope-like canvas is tied tightly to taller, more important buildings which seem to be used by messengers, urchins and other nimble people as transportation. Though precarious, they provide a significantly faster route through the city. Even from a distance, it is easy to tell the importance of interconnected buildings based on their stature. These buildings are more complex in design, cylindrical in shape with spherical roofs that ended in rounded off points.
One building in particular dwarfs all others and is connected to every other institute. This building is much more complex in design and more ornate, with severed smaller spires that outcrop in symmetrical positions whereupon the ropes connect. Four massive pillars support as equally gargantuan roof, which provides a large shadow that covers almost one fourth of the entire city. However large this building is, it is difficult to discern its true purpose, though it is obviously a cultural hub of some sort.
### The Mantle of Faith Aramore is a unique place in the Fractured Lands, for it has one thing that the rest of the world does not have: An abundance of hope. Deep beneath their city, somewhere within the darkest depths of the Oasis Tower, the Mantle of Faith lies, untarnished and ready to channel the divine energy of the people. The ancestors of Aramore's people speak of it in ancient writings, proving the validity of this claim. Thusly, the devout and pious vie to be the first to discover it, delving ever deeper into unfathomable depths and darkness. \columnbreak
### Religious Strife This hope does not grant them one thing; peace in the streets. Before the creation of the Oasis Tower, the religious groups would fight in the streets over who would be privileged enough to tunnel further towards the Mantle of Faith. Once the Accords of the Tower were complete, the religious conflicts ceased. However, this does not mean that civil brawls were entirely ended. In fact, the civilian fights increased as more resources were allocated to the Oasis Tower, causing the citizens to be left with less available food and a general increase in poverty. The citizens who fight, as well as the poorest of the poor, are relegated to the dreaded Outer Wall. ### City Structure The city is divided by two walls: The Outer Wall and the Inner Wall. The majority of the people who live in Aramore live within the Inner Wall, as there is no social and little economic requirements to living within. However, the truly lazy, rebellious, lazy and downtrodden souls live at the Outer Walls, a constantly raided area where the dregs of society are virtually executed by those who sent them. Though a few black markets may call the Outer Ring a home, the majority of produce, trade and civilization live within the walls. Many view the system of banishment unfair, as it is nearly impossible to escape the extreme poverty there and rise back up to a status suitable to those at the Inner Wall. However, those that disagree with the way the government receive the exact same treatment they criticized as unfair.
FRACTURED LANDS | Settlements
\pagebreakNum
## The Outer Wall
"An oppressive silence pervades the atmosphere of the Outer
Ring. Extremely simple, shoddy shelters have been pieced together from the ruins of past inhabitants. Tired, mile-long stares are the only gaze you'll meet here and the ravages of raiders leave marks on those unfortunate enough to survive. However, the survivors of the raids have grown to become a strong, extremely resilient community.
In many places, there are ruins of houses, craters and shards that remain after an explosion, and even the tombs of the fallen, partially uprooted by the stomping raider's feets. Nevertheless, the people still stand; a monument to the stalwart dwarves and their companions who built this city."
An ever expanding crypt, only the best survivors can live in the Outer Wall. This often means that the politics of the area are in constant flux. Assassinations, sacrifices and power moves are all completed by the same individual, leaving many to question the sanity of the community's leaders. ### Leadership Though most don't profess it, the majority of the inhabitants of the Outer Walls wish to rule over it. The means for deciding the leaders of certain areas is as basic as it gets: the strongest rule over the weakest. Whether the rule through strength, cunning, or agility, the leaders of these territories prove to their subjects the reason they were "elected" time and time again. Or they don't. The leaders of the Outer Walls gain access to all of the resources of the area they represent and are able to allocate it as they see fit. They are also given a title to be known as, which their subordinates must address them by or be executed. The leaders must unite when the raiders strike, using a series of magical relays to communicate if their guards have seen anything. These leaders must then lead the troops as one, so it is not uncommon for close bonds and intimate relationships alike to be forged in the cooperative marshalling of their soldiers. \columnbreak
### Veterans From the oldest man to the youngest child, the people of the Outer wall have lived through several bloody raids. With no help from their fellow citizens in the Inner Wall, they must rely on themselves. They have no qualms with putting trained children into battle, it is as simple as arming them and doing their best to prepare them. Only the strong survive in the Outer Wall, whether they be old or weak. This battle hardening returns to their philosophy and mantra "the strongest survive; the weak perish". They have little concern for education beyond how to wield a weapon and survive, little future other than the next day, little perspective but paranoia. This simple lifestyle is both their greatest weakness and strength. ### Living in the Present The people in the Outer Wall do not think to the future unless it is to portion resources. Even their leaders know little of this field. This causes them to live in the present, unable to move up from the Outer Wall without jeopardizing their current survival. It is just as likely for an Orcish Warchief to decapitate you as it is for your closest ally to stab you in the back. This is the greatest truth of the Outer Walls. Only one resident has ever escaped the Outer Walls: A man named Jade Wilson, who formed the Immortal Steel cult and whose genius caused the Outer Wall to be fully safe and habitable again. Many believe that he was able to escape solely because he had made it too easy to live in the Outer Wall, causing banishment to seem a little less intimidating and cause an increase in crime rates in the city due to lack of consequence. Others speculate that his intelligence was needed to access a new part of the mine in the Oasis Tower, which is why the Immortal Steel are allowed in the tower.
FRACTURED LANDS | Settlements
\pagebreakNum
## Sections Loosely divided, the leader's areas are as varied as their personalities. They are named after their most important defensive trait, and house a few important locations each. The more important shops and establishments, the more power and resources the leaders control. The leaders recognize that their section can never be expanded (or at least most of them do), as conflict within themselves would lead to all of their deaths at the hands of savage warriors. Thusly, the territories have become traditional and are inscribed on the gravestones of their ancient dwarven ancestors. ### Scarzig's Tower Led by the infamous Scarzig the Wizardly, the massive tower is made from magic and scrap on top of a ruined cathedral. The tower is extremely defensible, and Scarzig lives at the top of the tower, using magic to reconfigure room positions on the tower every hour. This is entirely scheduled and automatic, which means it is a little inconvenient to those who know the permutations of the tower. Even the entrance to the tower rotates, meaning that the entrance can be entirely impossible to enter. This causes the citizens to be trapped in the tower for hours of the night. Thusly, the duties of the people within the tower are often relegated to the night, and their sleep cycle begins at midday and ends at midnight. Below are a few of the shops that are within the tower, as well as the items they sell and the statistics they have. ### Shattered Halls Created in the wake of the last attack, the Shattered Halls are ruled over by Duke Dunmore, who only has that title due to his absolutist rule over his territory. He uses his rule to enforce his delusions of grandeur; a faux civilized society and hierarchy has been established, and the trade of things like bugs and other disgusting things masquerade as the swapping of rare specimens. Amidst ruins, elegant tea parties can be found. However, this aspect isn't only enforced by fear of Dunmore's might, it is also in his magical ability. Though he has no idea he is doing so, he creates an illusory reality around him that is for all intents and purposes, real. His people seek to be as close to him as possible for this reason, addicted to the world of nobles and kings that he creates. Many can no longer differentiate between the real world and this illusory reality, especially after extended visits to their "Duke". ### The Barbaric Grounds Ruled by Plo, a powerful warrior of extreme strength and feeble mind, the Barbaric grounds are little more than a savage arena. It's economy is perpetuated by the need for weapons and armor, and many a profiteer has taken advantage of these dull minded brutes. These simple men don't even deign to pick up the corpses of fallen warriors, which means the Barbaric Grounds are littered with the bodies of the fallen. Eventually, the sand buries all.
FRACTURED LANDS | Settlements
\pagebreakNum ## Inner City
The Inner City of Aramore is faring little better than its
exterior: religious groups fight for the right to control the Mantle of Faith, which shields the city from outside monsters and raiders. The increasingly tight economy led to a depression and street fights break out over even the smallest of scraps. However. this fighting happens lesser the closer one gets to the Oasis Tower.
### Market District Around the outside of the Inner City, market stalls sprawl with little organization. Brawls break out over changing prices, stock or two stalls selling the same thing. Competition in the market is often deadly and many gangs use this tension to offer "protection". The law of Combat for trade is employed most frequently in Aramore, as the city sits far away from the watchful eye of the Barrier Imperium. These single combats often devolve into the street brawls that are so common their. The markets are a dangerous place, but the food, services and items they sell are "unique". You can always find something you need in the Market District, whether you know you need it or not. ### Craftsmen District The world of the Fractured Lands is not built on the unskilled; great weapons must be forged for mighty warriors, detailed tapestries must piece together the fragments of history and culture of the Fractured Lands and the finest clothes must be sewn for nobles. Aramore and the Fractured Lands by extension are built on the backs of these artisans and they are thusly treated with respect. They sell their services for a pretty penny, but any adventurer worth their salt will pay exorbitant amounts simply for the name attached to these services. ### Arcane District Magic use in the Inner City is mostly segregated; divine and arcane magics don't often mix. Therefore, the clerics and paladins of Aramore live in the Oasis Tower, and the wizards, sorcerers and warlocks live here. However, not all arcane spellcasters are equal. The ideals of the district on magic are as follows.
**Knowledge.** Any practitioner of magic is judged based on their knowledge of their magics. In this aspect, wizards reign supreme. Sorcerers are often condemned to a life of magical mediocrity and Warlocks are no better than beggars. The true basis for an arcane society in the eyes of those from Aramore is a mixture of empiricism and rationalism, which they have coined as transcendental idealism. This method combines the "a priori" method of examining concepts with no context, with the "a posteriori" method, which examines knowledge based on contextualisation in the world.
**Communication.** These ideas can not be allowed to gather dust in the mind of one spellcaster. They must be shared with others, so that a foundation of spell properties can be established in order to continue a pursuit into the arcane. Many wizards try their best to spread their findings to other settlements and they even try to disseminate it. \columnbreak
**Understanding.** The society strives not only for memorization and raw knowledge, they also require an understanding of the functions that create a spell. Being able to apply knowledge is necessary in the search for more powerful, efficient and unique spells in all of the Fractured Lands. ### Oasis Tower In the center of Aramore, the Oasis Tower is the heart of Aramore. The power of the religious groups within these walls is extraordinary and dangerous. Kept in check by the fragile balance around them, the religious institutions inside the Oasis Tower must project a feeling of peace and order. However, the Oasis Tower itself is rarely seen by visitors, which allows them to commit any dirty deed for the crown jewel of Aramore: the Mantle of Faith. Until it has been excavated, a small pin known as the Soul of Aramore designates the owner of the item. This pin is priceless, as whoever controls it controls one of the most powerful artifacts to grace the Fractured Lands. ### The Mantle of Faith This divine artifact is a powerful conduit of divine energy. When wielded, it amplifies the divine energy imbued on the individual one hundred fold. In essence, it can grant a single wish of the group that possesses it and the Soul of Aramore. These wishes are obviously used to achieve the faction's goal, which in the wrong hands could spell the doom of the Fractured Lands as it is. At the moment, it is buried deep within the earth. A great wizard named Sylic sealed her soul in the mantle and protects it into undeath as a powerful lich. She impedes the excavation with her magical might but her power wanes as she grows older. Her body has deteriorated and her flesh falls to pieces as she paces. However, her firm belief and willpower keep her spirit alive for the time being.
FRACTURED LANDS | Settlements
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## Calmarnock
"Once, the Kenku could fly, during the era of the Timeless
Plains. After the Fractures, they flaunted their ability to fly away from Fractured Land without any problem. As they prepared for migration, disaster struck. Sylic, a witch from the Empyrean Tower, who felt embittered and spiteful after the collapse of her home, cursed the Kenku to become flightless and stripped them of their feathers. They became the same as humans for all intents and purposes. Their nest became their permanent home and silence morbidly hangs in the stale and thick air.
Its beautiful spires now reach for the sky, though they consider these spires a prison more than an architectural achievement. The more noble a man is, the higher the building they live in reaches. The buildings are ornately decorated with beautiful gold, as the hordes of coin they carried as the migrated were no longer useful to them."
### Night of the Bird An important cultural celebration in Calmarnock, the Night of the Bird is the annual remembrance of when they were cursed. Every man must don a mask of bird feathers and false wings, as they long for these traits to return to them. The night begins with a mass prayer to any deity that will listen, pleading for the return of their flight. After, a ceremonial suicide takes place, where any who cannot hold out hope for the return of their original features jump off the tallest building and attempt to fly with their false wings. Every year, the number increases. \columnbreak ### Ghost Town Their language was once a proud cultural symbol, which only they could produce due to their beaks. Of course they knew and could speak Common, but they preferred to use their language to honor their heritage. After the curse, they couldn't even speak their own native language. This is one of their deepest shames and is the reason for the silence that permeates the settlement. They were an arrogant race, and they don't deign to speak Common to one another. ### Knowledge of the Fractures The Kenku are well known for their historical recollections. The people of Calmarnock may have the last written knowledge of the cause of the Fractures and how to stop the corruption that follows. However, their society is closed off; they prefer to keep their shame hidden, for fear of the opinions of the earthen races lowering on the crippled species. Their knowledge doesn't stop at history, it extends to the arcane, divine, psionic and technological as well. In the Fractured Lands, no library or archive can match the general quantity of knowledge the Kenku have kept. ### Hatred of the Eldritch While wizards and sorcerers are welcome, the sources of eldritch magic are disallowed entry to the town. This is in part due to the curse that befell them, but it is also due to the fact they have little knowledge of the extra-planar entities that give these magics. Their hatred is seen best in their expeditions, which travel the land in search of witches, warlocks and primordials that practice these dark arts in order to eliminate them. ### Magical Flight Though alternative methods of flight exist, the Kenku refuse to use them. The feeling of owning their wings as they flew isn't replicated in any flight spell they know. They search the land for those who can remove or dispel the curse, but ultimately the ancient magic would be too powerful to dispel without the help of the Barrier Imperium. The sentiment on magical flight isn't entirely unanimous, however. A small part of the Kenku species think that augmenting themselves to fly any way they can. They call themselves the next generation of Kenku and have given up on freeing themselves from the curse. ### Great Architects The Kenku of Calmarnock are incredible architects; they have to be to create the massive spires their settlement is known for. They are often contracted to design villages and other buildings, and their unique architectural style can often be seen throughout the Fractured Lands, especially amongst nobility. Their forges create some of the smoothest stone and clearest grass, surpassing even the dwarves of the Raging Mire. The Kenku's isolation is the only reason that most of the buildings of the upper echelon of the Fractured Lands are created by them; they are rarely motivated purely by money and must meet those that they would potentially work for in person.
FRACTURED LANDS | Settlements
\pagebreakNum
## Chime
"Built high into great mountains, Chime
is the city of the diligent and vigilant. No one
sleeps in this city, as the bells toll and push them
onwards. From birth to death, the life of a citizen
of Chime is decided by the great bell in the center
of the city. The very buildings slant towards it at aberrant angles, as though they wish to get closer to this great power. The town is made mostly with wooden materials, though hewed cobblestone pillars provide strong foundation. Many great towers sail high above the rest, with little predictability or obvious reason for their geographical location. The roads are paved with a black, glass-like material that seems extremely difficult to travel on at first, but eventual adaptation to the strange substance leads to significantly faster travel. They are lined with tall, thin pillars that hold are able to hold lamps that light up the world, even in the night."
### The Great Bell Tower The Bell Tower is controlled by the Clockmaster, an immortal being who continually schedules everyone in the town's schedules. He is, by all rights, the single most powerful person in Chime. Everything from the job of the person to their death has been prepared for them due to the Clockmaster's insight, so the inhabitants don't have to care about their future; after all, everything's on schedule as long as one follows the Bell. Outsiders believe that the Clockmaster's power extends further than simple foresight. Many believe that he is capable of manipulating the fundamental psychological traits that make up that person, changing them into an entirely new person ### The Bell Cycle In order to tell day from night, as well as keep the schedule accurate, the bells are chiming every hour, every day. The pitch of the Bells begin low and peaceful in the morning, high and energetic in the afternoon and once again returning to the low tones at night. These help people keep track of the time of day, as well as what their next scheduled duty is. It is the most important aspect of society and the city would be crippled without its constant chime. This is the only job not left up to the citizens, as there is no room for error in the pitch or timing of the bell's ring. The Bell rests at the top of the Clockmaster's tower, which means that in order to stop it, one would have to face the power of the Clockmaster and the entire city. ### Decided Fates Many originally fear the Bell's toll and what it symbolizes, but they eventually find comfort in the fact that everything is ready for them. Their life, interests, hobbies, loves and everything in between are cared for by the Clockmaster. He offers a life free of responsibility, freedom and liberty. All that matters is that they follow the chimes of the Bell Cycle and make sure they can complete their duties during the allotted time. Everything must be part of his plan, right? \columnbreak
### The Choosing Though it has only ever occurred once, it is possible to transfer his gift to one he deems worthy. That person must continue the legacy of the original Clockmaster: they must take care of everyone in the town so that they may live their lives free of worry. One life of misery and manipulation is worth the perfect lives of an entire population in the eyes of the Clockmaster. Every person is regularly checked on by the Choosing Bell. This bell, if it rings, indicates the successor of the current Clockmaster. It is located at the bottom of the Bell Tower and can be accessed at any time. ### Magical Interference The only thing disallowed in Chime is magic. Whether it be arcane, divine or of other, darker make, magic is said to disrupt the great plans of the Clockmaster. Many speculate this is false and simply an excuse to make sure that civilian magic cannot grow to the power of the Clockmaster's own divine might. The ability to cast magic is considered a minor price to pay in return for their impeccably timed lives. This extends to outsiders. Any spellcaster who wishes to enter is bound with a shackle enchanted with the
Silence
spell permanently based around it. Generally, foreigners are seen by the citizens of Chime as unknown variables and fear that they will disrupt the schedule set for their lives. Or they don't, depending on the whim of the Clockmaster ### Working Eternally Powerful magical fields surround the town, allowing the people who live there to work the twenty four hours a day, every day. Their primary goal as they work is to expand the city or protect it, with the majority of occupations either as city guards or simple labourers. They find pleasure in this menial work, as it is for the greater cause of the Clockmaster and Chime.
FRACTURED LANDS | Settlements
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### False Authority As with any social hierarchy, their are those that oversee or supervise the underlings. Unlike other social hierarchies, they are simply puppets with no other purpose than to be mouthpieces of the Clockmaster's word. They are figureheads, with a simple purpose: to prove individuality. Though it may be obvious to those outside of Chime, the citizens within see these people as independent. They are the supposed assistants and colleagues of the Clockmaster, though none can say they've ever met him in person. They are reassurances to the public, though even they aren't aware of this fact. They think they are these innovative leaders, regardless of their true purpose. ### Revolution and War Many times, people have tried to rebel against the Clockmaster. However, they are unfortunately immediately quashed unless the Clockmaster wishes for them not to be. In fact, many believe that the seeds of revolution are put into place by the Clockmaster, so that he may continue to exhibit his dominance or even just to play with the lives of those people. From the tender age of eight, the people of Chime must complete one hour of combat training every Bell Cycle. This is supposedly to help defend against invaders who would destroy their perfect lives. The revolutions of Chime are never large and speedily destroyed, but they do represent a ray of hope for those who don't know the power of the Clockmaster. The fact that these people "rebel" might mean that they have gained consciousness and in the right circumstances, could be integrated into the broken world of the Fractured Lands. Not all are hopeful about these rebellions, believing that the rebellions are actually created by the Clockmaster in order for people to think that there might be hope for the inhabitants of Chime, thus bringing in more people and further increasing efficiency and structure. \columnbreak
### Duty The concept of duty and responsibility is warped in Chime. To start with, everything is a duty. From working in the coal mines to drinking with friends, every activity is a necessity. This is because of the plan of the Clockmaster. These "duties" all have one goal: reach the end of their life having followed the schedule to the letter. However, these responsibilities aren't seen as restricting. Many don't even know they are doing these duties, let alone their true nefarious nature. Those that do recognize it as a duty to see it as a chore that they enjoy doing; they know it's a necessity but they simply see the boring ones as the stepping stones to the fun ones. ### Foreign Diplomacy The trade and communications between Chime and any other city are nonexistent. Chime strives to and succeeds in being self sufficient, as unknown variables from other areas could mess up the Clockmaster's schedule. This independence does come with weaknesses however. Due to their mountainous environment, Chime is unable to grow crops and must rely on magical, but tasteless food provided by the Clockmaster en masse. Their technological, psionic and magical understanding is extremely limited and incomparable to any other city, though this is to the Clockmaster's advantage. Foreigners are welcomed to stay, but they must adhere to the rules, laws and regulations that help keep society running and on their schedule. They are generally not well tolerated by the locals, as the risk of losing their perfect lives is greatly increased by the introduction of an outsider. They aren't always treated poorly, as merchants bearing strange and outlandish trinkets and items make for great entertainment for the people of Chime, especially those with minor effects, like a wand of laundry cleaning or a mop of perfect floors. They often pay much too exorbitant prices for these minor trinkets, and the Goblins of the Raging Mire below them make handsome profits selling their wares.
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## Esthane
"Between a large fissure in the mountains lies the city of Esthane.
Long ago, a great, amicable giant known as the Architect held the mountain together. One day, a great wizard who now leads the Barrier Imperium saw this great and kind creatures pain. He offered the giant freedom, but he refused; the Architect didn't want to see what the world had become after the Fractures. Instead, the wizard turned his flesh to stone, so that the giant would be free of the pain that accompanied his difficult job.
Seeing that the Architect's sacrifice would go unnoticed by the world, he created the first Desert Dervish there and gave it the ritual necessary to create a population to protect the site. And protect they did. For a century, they wandered alone, until a group of traveling elves found it during an expedition. Seeing the potential as a highly defensible area, they dispatched the now partially-defunct dervishes and began using the giant's body as a frame for their newest city: Esthane. The wizard returned and told them of the sacrifice the Architect had made and they named it after the Architect's true name: Esthane.
Esthane is a massive city inside on the back of the hollowed out Architect, which combines the elvish efficacy with strange and jutting geometry with a strange elegance.
A great palace was created for the royal family and the elves had finally found their home."
### Pursuit of Psionics The Elves of Esthane had one goal when it set up the city in the mountains: they wished to define the variables that contribute to the creation of a psion. They wanted to replicate the cavernous Raging Mire as best they can, but they knew very little about anything other than the environment. Nevertheless, the city was founded with the purpose of the creation and training of Psions. They have been mildly successful in increasing the birthing rates of Psions; it seems that isolation and mental challenges could eventually possibly induce the gift in these candidates. However, the success stopped there. Simply put, Psions had no idea how to harness their power nor focus it. They can complete minor feats, such as unstable telekinesis or gleaning surface thoughts from unsuspecting victims. This is the extent of these abilities and is extremely disappointing to the general elven population. While this may have been the initial reason for the settlement's creation, the Giant's Archives kept them from abandoning the city.
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\pagebreakNum ### The Giant's Archives After mining to expand the city past the Architect himself, the elves discovered a vast, massive library that the giants stored their knowledge in. This could lead to several other discoveries: what else is connected to the archives? What knowledge can be taken from these books? One problem persists, however. The elves of Esthane do not know giant. The race was all but wiped out during the Fractures, and the few giants that remain live hidden from the rest of the world. This hasn't stopped the scholarly elves from trying to decipher the notes. They estimate it will take another decade without an actual giant translator. ### Variety of Species Originally, the city entirely consisted of elves. This changed as the elves began to succeed in their inducing of psionics, as they needed different races to see if the psionic gift was particularly easy to acquire by one species. Though they might have began as test subjects, Humans, Halflings, Orcs and even Dragonborn integrated themselves into the elven society. They work to assist the elves with their research, in whatever ways they can. Now, the Dragonborn will try to translate the giant, as their ancient language has similarities in structure to the giants. ### Valuable Resources In order to fund the settlement as well as their research, the elves turned towards mining. However, that didn't last long. A group of plants known as Warmweeds that provide minor comfort at the cost of intellect grow plentifully in the area, which they sell at a huge profit to Calmarnockians who need to get rid of their sadness. Though frowned upon, this is not considered illegal in the Fractured Lands. Anything to get by for the people of this arid desert. ### Influential Trade Though they are isolated, Esthane is very important to the trade of the Fractured Lands. Their rare drugs are sought after by great merchants and savvy salesmen alike. The drug travels all through the land and the objects that the Esthanians get in return are from all corners of the Fractured Lands. These exotic items are commodities in Esthane's society, where the value of the item is not derived by the actual worth, but instead from where it came from. Minor trinkets from the Raging Mire are worth a hoard of treasure in the eyes of Esthan's inhabitants.
### Anything for Power Unlike the majority of the Fractured Lands and its settlements, Esthane is the welcoming home of warlocks. They see these men and women who have made pacts for forbidden knowledge as those that sacrifice themselves for humanity's benefit. Many sects of the society raise their children to become warlocks, asking the patrons questions that will further their research. However, this idea backfired when one puts into perspective of the lifetime of an elf. Centuries of servitude for the answer to one question meant that these deals were often poor trades heavily in favour of the patrons. As if that wasn't bad enough, it got worse. \columnbreak
Eventually, these elves rebelled against the rest of Esthane, and civil war continues to this day. The trainees and servants of the patron formed an organization known as the Red Hand, which had lesser numbers but greater firepower than their brethren. Their patrons were amused by the chaos that ensued and granted the Red Hand more power, though it was at the cost of their sanity(at least by a normal Esthanian's perspective). The Red Hand wishes to extend its reach past the mountains, but must avenge themselves before they can continue their crazed crusade through the Fractured Lands. ### Locked in Combat Both sides of the war are permanently locked in combat, but for different reasons:
**The Society of Esthane** must protect their lives and their lore. They have barely scratched the surface of the great giant's archives and believe that interpreting it will increase current knowledge of the world by many times. What secrets could be found in the giant's great libraries? Perhaps ancient spells, powerful technologies or even cultural traditions that could be used today. The Red Hand destroying the society could slow the progress of the Fractured Lands and its advances by generations of time.
**The Red Hand** must enact vengeance against their oppressors blossomed into a conflict that could span decades. Their patrons gave them power because of the chaos they created in the society. Now their patrons force them to fight their brothers, regardless of their wishes. Their mothers, sisters, husbands and wives must all fall to them, in accordance to their patrons. Many think that this misery is part of the reason they are forced to continue fighting.
FRACTURED LANDS | Settlements
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## Kal Hidar
"Beautiful stone walls surround the kingdom of Kal Hidar,
with sharp and angled buttresses supporting large battlements. Large towers spear into the sky, and faint smoky columns of smoke can be seen rising from them from time to time. A large set of oaken wood doors with steel hinges block the inside of the keep from the outside world. The keep is old, ancient even, but it cannot be seen anywhere on the walls.
Within the walls are dozens of buildings divided into districts, and then a second set of walls that lead into the home of the Throne of Regia Dignitas, a powerful throne that has persisted since before the Fractures. The heir to the throne has been killed, and now the noble houses vie for control over the city."
### Timeless Beauty Kal Hidar was built before the Fractures, and the magic used to bind it was somehow powerful enough to overcome the Fractures and survive. Only those of great prestige live in this city; to be in its slums is to be nobility anywhere else. This is because the throne of Regia Dignitas is in the city, and anyone can lay claim to it provided they come from one of the noble houses. This also means that nearly everyone has joined a house, but that doesn't make everyone eligible to become the king. ### To Be King In Kal Hidar, the only people eligible to become king after the royal bloodline are the heads of each house. The leader of a house is decided by an election held within the house by house members, and the political climate around these polls is very treacherous. In order to become the head of a house, you must have a full majority of votes within your house; if two people are both close to equal, then neither wins nor are they eligible to become the next king. The houses are each part of a predetermined order of succession, but if the head of a house is unable to succeed the throne then the next house in line's head will become king. \columnbreak
### Royal Houses There are five royal houses of Kal Hidar, each with a different function in society. Each of the heads of these houses make up a council that propose ideas and solutions to the king, who gets the final say on whether they pass or fail.
**House Dialecticus.** House Dialecticus is the first house in line for the throne, and are made up of the thinkers of society. Engineers, artists, and philosophers can all be found in their midst, and their cunning can be seen through the plans they propose to the council. Currently lead by Agent, a Blue Dragonborn, but chances are low he will be re-elected as head during the coming election.
**House Exemplum.** House Exemplum are the craftsmen and creators of Kal Hidar. They create powerful weapons and technology for the city, and are second in line for the throne. They are often the deciding vote in council between Dialecticus and Praelia. They are led by Val, the human forgemaster and have been for decades.
**House Praelia.** House Praelia make up the military might and strength of Kal Hidar, and are third in the succession. They are well known for their strength, but also for their recklessness. They often propose plans driven by emotion and bloodlust. They are led by Ikelia, the elf warrior known throughout the land, but that could change with her death.
**House Custos.** House Custos are the fourth in line for the throne, and are the spies and informants of Kal Hidar. They are well known as the king's silent fist, and are led by Vaxus, the orc smuggler.
**House Tersus.** House Tersus are last in line for the throne, and are the leftover population who are servants and cleaners. They have very little say in the council, and most often vote with house Dialectus. They are led by Wilfred, the lizardfolk butler, who schemes against the other houses with every breath.
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### Preserved Flora In Kal Hidar there are plants that are unknown to the rest of the Fractured Lands because they come from the Timeless Plains. Whatever magic that was used to preserve the city affected these plants as well, and they are easier to grow and provide more sustenance than the grain commonly harvested. These plants are responsible for the growing fresh produce section of the food district, which is increasingly popular amongst tourists. However, no seeds can be allowed to leave Kal Hidar. These ancient plants allow Kal Hidar to feed the entire city efficiently, but widespread use would result in a collapse of the Fractured Lands' economy. ### Healthy Living Even the home of the poorest citizens of Kal Hidar could rival the most luxurious home in most other cities. The quality of life in Kal Hidar is incredibly high, and many attempt to live there because of that fact alone. As well, the age of death is significantly higher in Kal Hidar, with some people living up to double their normal lifespan within the walls. Because of these benefits, there must be a process to find out who is allowed entry to Kal Hidar. ### Difficult Entry In order to enter or live, people must have at least one of the following prerequisites completed, if not more.
**Noble Blood.** If the person attempting to enter or live in Kal Hidar has legal documents signed by the Barrier Imperium, they are allowed to enter the city.
**Magical Talent.** If the person attempting to enter or live in Kal Hidar has magical abilities and can prove them at the gates to be legitimate, they are allowed entry to the city. They can alternatively go through a test with one of Kal Hidar's spellcasters abroad, and be proven through that trial.
**Monetary Value.** If a person attempting to enter or live in Kal Hidar has at least 1000 gp worth of possessions with them, or in coin, they may enter. The value of items is up to the interpretation of the appraiser, and must be documented by another appraiser in order to verify that value's validity. ### Wandering Spellcasters Spellcasters in Kal Hidar are given the option to not choose one of the houses and instead compete to become the king's advisor. They must travel throughout the land, looking for its greatest treasures, and return to the king with what they find. The worth and value of the treasure is decided by the king, and magic items that are stolen or illegally obtained are not permitted. Each spellcaster is granted a seal that they can show to any member of the Barrier Imperium that allows them to cast magic freely and with complete control. ### Kingly Duties The king of Kal hidar is given awesome power in the form of the throne of Regia Dignitas, but are also given a variety of responsibilities. They must ensure that the city runs correctly, and that the prestige and magic of Kal Hidar never ceases to awe outsiders. They must continue to improve the city as best they can until their dying day.
FRACTURED LANDS | Settlements
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## Mul
"The beautiful city of Mul is an oasis in the corrupted desert
of the Fractured Lands. An entirely water based city, many think it is nothing more than a myth or an old wives' tale. However, Mul is a real place. Based on a system of aqueducts, the people of Mul's lives are directly influenced by the water that continually courses through the city. The houses are not buildings, they are instead built into the aqueducts themselves. This allows the buildings to be cooled by the water, as well as a constant supply for their drinking needs. Though they live comfortable lives most of the time, their plentiful supply of water is in high demand and many are prepared to kill for it. "
### Constant Defense When the settlement was first created, Mul traded hands many times. No one tribe or organization could protect it but together they could. The tribes of Lizardfolk and Orcs that fought over Mul decided that their best interests aligned in an alliance between the two. Together, they defended against all attackers and eventually deterred them from returning permanently. However, Mul is once again besieged by beasts and monsters from the Fractures. They are always prepared and eternally diligent, a trait they share with their desert dervish predecessors. ### Hidden Above In order for an entire city to function on water, it must be placed strategically. On the peaks of Kentaro, the city of Mul rests on the top of the mountains. This also assists in keeping it defensible, as the trek to the top is extraordinarily difficult. The water that continually flows through the city is siphoned from the frosted tops of the mountains themselves. \columnbreak
### Old Grudges Die Hard However peaceful and harmonious the alliance of Lizardfolk, Orcs and other humanoids may be, they still were once enemies. Ancient hatred still lingers in their hearts and tensions are extremely high. This uneasiness leads to racism and segregation; the races are separated from one another by walls of water and the policy of institutions dictates the treatments of many races. For example, the Lizardfolk merchants are often considered scam artists because of peoples' prejudices. This divide has major implications for the people of Mul; the economic success of each person is entirely based on their standing amongst their own race and has little to do with the city in the majority. ### Everyone Has to Eat Their is little to unify these people, but the food is still able to. They all dine in a great hall, where the races may mingle and connect. Any interspecies relationship, whether it be friends or lovers, is frowned upon by all races, as the Council prefers them to be separate in every way. It is almost like they are trying to divide the city into several states... ### The Council One member of each of the eight races that inhabit Mul, who is respected by all regardless of race, leads their community as Councillor. The Counsel decides the fate of the people as a whole, relegating the duties necessary to keep the town running. They vote on matters of the greatest importance and do their best to represent the majority of their individual species. They are each elected by their own race from the upper echelons of society.
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## Quirie
"Great towers bristling with sharp edges and rigid
architecture loom above Quirie, as if they are watching the citizens. The smell of wax hangs in the air, accompanied by arcane tinged smog. Quirie was originally build by the Warforged after the genocide, so that they might live in peace, Quirie would be impossible to build in the modern day. However, Quirie was taken over by the Northern Humans, who were as haughty as they were xenophobic. Other than the Warforged, Humans are the only race allowed in Quirie. This rule is reflected in everything, from the architecture to the careers pursued.
Perhaps the worst of their racism is directed towards the Warforged; they see them as nothing more than labourers, They use these Warforged to generate kinetic energy, which in turn is channeled into devices known as Ioun Stones, that power Quirie. The atmosphere is thick with the aftereffect of this power generation, which causes the people of Quirie to have low life expectancy. This doesn't seem to bother the already short lived humans for some reason."
### Tainted Arcana The magical power that keeps the lights on, assists in the cooking and powers practical magics, is found in Ioun stones. These rocks are heat incarnate, solidified by the strong Warforged that compress them in their metal hands. These Ioun stones are of various quality, some only able to make a bonfire, while exceptionally rare ones can allow the user to comprehend all languages. These Ioun stones are sold to all, and the first stone that any inhabitant of Quirie gets commemorates their birth. \columnbreak ### Smoldering Nightmares Rarely, the arcana infused smoke generated from the compression of the Ioun Stones coalesces into a deadly creature that terrorizes the inhabitants before it can be stopped. It is hard to judge these creatures motivations and even their sentience, but their nature is malignant to all Humans. These Smogs, as they are colloquially known, dealt with by the private mercenaries of the major organizations. This means that the poor have little defense and entire neighborhoods can be destroyed before help arrives. ### Enigmatic Economy One of the stranger aspects of Quirie is its economy; the people invest their money in organizations that show promise and are able to gain parts of their income solely based on this investment. Unlike most societies, where the hard working and diligent are able to break their way into the upper echelons, it seems the rich and lazy are the leaders of Quirie. This lack of motivation borders criminal, as they are often incidentally involved in illegal practices and shady dealings without even knowing about it. Their reach extends even farther than the cities borders. ### Witch Hunts The use of more traditional methods of Weave manipulation is strictly forbidden in Quirie, as it would wreak havoc on the already tenuous economy. The practices are discouraged by the bounty placed on the heads of anyone discovered. These bounties are often exorbitant and mean windfalls for the impoverished. Many of the less fortunate become "bounty hunters" of sorts in order to feed their starving families. Ironically, the majority of traditional magic users come from these same poor peoples, which often leads to inter-family witch hunts and the murder of fathers, mothers, sisters and brothers at the hands of their relatives. ### Systemic Shelter Another difference between Quirie and the other settlements in the Fractured Lands is the organization of their homes. They are not based on wealth at all, instead they are built into squares known as neighborhoods. These groupings allow for streets to race all the way from one part of the city to another. It is obvious based on the size of houses the wealth of the person who lives there, and this leads to many raids on the rich by the poor. If you cannot protect your wealth, you may as well not have it. ### The Great Towers The ominous towers that loom above the city were originally constructed as places to learn and discuss, when the Warforged first discovered their sentience. However, after the Northerners took over, they converted these buildings into government headquarters. Quirie has a majority of people working in the government, ranging from educators to leaders. The government is strong, but its greatest strength is also its weakness. The democratic voice of the people can be muffled by the shine of coins, and dark deeds are done to win over the people.
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\pagebreakNum ### Military Might The military in Quirie is nonexistent; there is no unified army. Instead, the citizens of Quirie use private mercenary groups to defend themselves. This has backfired many times in the past and without the Ioun stones, Quirie would be in ruins. This means that Quirie is often diplomatically "bullied". After all, what is a settlement with no military going to do if overcharged? ### Burning the Midnight Oil The people of Quirie derive their own sleeping schedules, leading to the city being lit up every day, all day. Large scale business is often enacted during the midnight hours, in order to preserve the privacy of these moguls. This especially applies to Warforged, who are forced to work literally at all times and die due to rusting of parts and shutdown after no longer being able to maintain consciousness. This has caused the Warforged population to steadily decrease over the years. ### After the Warforged Something rarely brought up is what to do after the eventual destruction of the entire race. The entire economy is based around the manufacturing and application of Ioun Stones and the Warforged are currently the only ones able to compress the kinetic energy. The man or woman who finds the answer to this problem will live in luxury for the rest of their life. The topic isn't brought up in the poorer community, as they empathize with the Warforged. Their have been a few reported rescues of the Warforged, though the family that does that often doesn't last very long. A few of the Quirie Warforged are able to escape into the world and try to mingle with their brethren. However, they are found to be too simpleminded by their brothers, due to the years of oppression they suffered. They are treated as though they are impaired. This treatment often leads to severe depression and ultimately a manual shutdown of the Warforged. Eventually, those that live can make it into their society after they are assimilated. ### Excellent Transportation The method of transportation used in Quirie is one of Quirie's best qualities. Machines powered by Ioun Stones roll along faster than a walking pace. These automotives are made with the same basic principle as a chariot, but instead of real horses, machinery similar to the technology used to create the warforged is used to create them. This transportation is only for the most powerful and richest. They never tire but it is required that they consume the energy of an Ioun Stones and must be recharged at home after a day's worth of travel. This has led to the next generation of leaders and businessmen being unfit and in rare cases, even unable to walk on their own. Their money is the only thing they have in society and without it, they are nothing. Those that are unable to afford these automotives are able to travel the roads by foot. Footwear is basically required, as the desert heats the dry tar used as its base to immeasurable temperatures. This is the easiest way to find the poorest, as more often than not, their soles are eroded by travel. \columnbreak
### Embarrassing Expeditions The nobles of Quirie often try to explore the world outside of the borders. This often coincides with a severe decrease in their finances. These rich snobs don't get very far in the Fractured Lands, due to the sheer stupidity. They expect their lives to stay the same in the barbaric Fractured Lands but rarely survive more than a day. They don't have enough money to pay an escort, nor do they have the martial aptitude to defend themselves. This is considered to be a form of suicide. ### Blossoming Romanticism Due to the emphasis put on the individual in Quirie, the people of Quirie are more inclined towards romanticism. Their situation and the gap between classes also contributes to the movement. Once, Quirie was a place of great prosperity and happiness, where warforged and humans worked together to march towards the future. A craftsman could make a living on their craft, before the warforged were oppressed and forced to work as free labor. Suddenly, quantity was of greater importance than quality, as warforged workers were cheaper and factories could produce ten times the amount of goods a craftsman could make.
FRACTURED LANDS | Settlements
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## Solaris, City of Dreamers
"The wind whistles across the large stone gates of Solaris,
the fortress created by the Sik. Within, long and maze-like tunnels thousands of various creatures walk, completing their duties to the hive. Solaris was condemned long ago by the Barrier Imperium, but still stands in the mountain face to this day. Solaris was built for one purpose: to discover more about the unconscious and dreams."
### Illegal Existence The existence of the city of Solaris has been outlawed since before it came to be. It was created when a mage that was part of the Barrier Imperium attempted to create this magic himself, and was exiled from the faction because of it. He traveled until he met the Sik in the Northern Mountains, and together they created a secret laboratory to learn more about this magic. As more and more people became interested, they expanded the laboratory until it had become a self-sufficient settlement where people could live in peace from the Barrier Imperium even if they weren't interested in the research. ### Dreamwalkers Those in Solaris have found a way to travel to the astral plane and others through their dreams and thoughts. They use the spell they created, *Dreamwalk*, to travel across the Fractured Lands in seconds, and some even believe that Dreamwalking may be the only way to actually escape the Fractured Lands. The Sik have learned how to use this power as well, but they go into a collective dream when casting this kind of magic. This practice is strictly forbidden by the Barrier Imperium, but they have not amassed enough manpower to attempt to take the near impenetrable fort of arcanists. \columnbreak
### Dreams, Magic and Psionics Solaris was created to learn more about dreams, but has evolved to attempting to understand the unconscious through various magical and psychic means. The Sik believe that they have no subconscious at all, but an attempt to learn more about other races' various sub consciousnesses. How can they be manipulated? What effect does the subconscious have on people? How can we use dreams to our advantage? These are questions that are asked in Solaris. ### Concentrated Psionics Other than Esthane, Solaris is the only above ground settlement to have a population of gifted psions, though they are treated much better in Solaris. Because of their extraordinary abilities with their minds, the Sik have experimented on whether or not changes in their mind would affect the power or effect of their abilities. So far, they have learned that different psionic talents are amplified when certain emotions are found in people, and by provoking these emotions a psion could learn to harness their feelings into power. This change of mind allowed the psions to reach powers that they were nowhere near capable of without these emotions, awakening new power in the psion. ### Trained Combatants The relationship between the Barrier Imperium and Solaris being what it is means that every man, woman and child in the city must be prepared for a fight to protect their homes. There is no military body in Solaris, due to the fact that everyone would be called upon if they were attacked. The many tunnels within the settlement are all trapped with various dangerous magics, meaning that they are far more likely to survive on the defensive in Solaris.
FRACTURED LANDS | Settlements
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## Therendor, Forge City
"Just beneath the surface of the Fractured Lands lies
Therendor, the Forge City. Founded near a massive natural magma lake, Therendor is the always swelteringly hot, and the air tastes faintly of worked metals. Therendor is created like a machine; function over form, but every level intricately detailed and mechanically marvelous.
The populace of Therendor is made up of humans, centaurs, liberated warforged and free desert dervishes. There are several glass windows cut into the ground above the forge to allow for the workers to work in sunlight, but they must use magic to see anywhere else in the city. Therendor is a place to go for those who wish for their creation to be uninterrupted, and for it to be recognized and critiqued by their equals. "
### Multi-Levelled Therendor is divided into three different areas, and the lower the area, the more prestige is awarded. The first layer, closest to the surface is Summus, and it is where those who have just recently become part of Therendor or who have somehow been disgraced by their peers. The second layer is Cordus, and it is where most of the population resides. Finally, there is Astrum, the lowest layer and home to the greatest forgers in this generation and perhaps ever. ### Class Forging When contracting someone in the city of Therendor, in order to ascertain the worth of a weapon, you must first find out what class it is. If it is a Astrum class weapon, then it should be one of the finest weapons ever seen, but they come at a great price. A Summus class weapon isn't particularly beautiful or artisanal, but are cheap enough that they can be an army's primary source of weapons. The price for each weapon is listed below: | Level | Price Increase over Market Value | |:---|:-----------:| | Summus | +10gp | | Cordus | +50gp | | Astrum | +500gp | The contracts with Astrum are often for individual weapons and involve enchanting the weapon, meaning that they can be anywhere from the 500gp minimum or much higher, depending on the degree of power and ability that the weapon may have. ### Trusted Merchants Another important aspect of Therendor is there merchant class, who allow for these transactions to transpire. They are unaligned with any layer of Therendor, and travel the land in search of people who would be interested in buying weapons of high quality. They often search for adventurers or kings, who would buy from Astrum and Summus respectively.
FRACTURED LANDS | Settlements
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### Bronze Servants The masters of Therendor's forges are often kept busy by smithing through the day, and require additional assistance to make sure that they are taken care of. Every forgemaster creates a Bronze Servant, with quality and function equivalent to the forgemaster's skill, and are able to take care of their masters while they work. A Bronze Servant is a symbol of class and status in Therendor, and it is well known that forgemasters will borrow ideas from one another to improve their servants. If Therendor would ever be attacked, they would have an army of these bronze servants, all of different shape and size, to contend with. ### Arcane Arts Those in Cordus and more commonly in Astrum use divine magic to enhance their masterworks, and do not need a permit to do so legally. Because Therendor is used to manufacture the metal that mints the Barrier Imperium coin, they are able to get a city wide permit to cast magic, meaning that those who wish to use their magic to improve their creations may do so without problem. Some in the city see magic as a crutch, citing that true mastery over forging is found within a person and without any outside help, but they tend to not be able to cast magic in the first place. ### Summus Summus is home to good craftsmen and terrible craftsmen alike, who have one common flaw: none of their work is ever great. Their weapons can be good, but no amount of polish will make them more than ordinary. The architecture and homes on this level tend to be the least ornate and complex, and the forgemasters often must do most things without assistance. \columnbreak
### Cordus Cordus is the home of quality craftsmen who have spent their lives in the forge. Their work is great, and impeccable when compared to Summus. They often lack the know how to create magical weapons and armor, falling short of the skill to do so, or simply choosing not to use magic. Many of the basic processes of living are automatically completed, like grain harvesting or water pumping. They are looked after well, but all those in the Cordus layer wish to do is join the Astrum. ### Astrum Being in Astrum means that you are a legendary craftsman, with the ability to forge weapons of mythical ability and quality. These craftsmen have by far the most complicated and perfect engineering, and everything is automated for them except for the forge itself. Those in Astrum host a monthly meeting to show off their greatest weapons and trade ideas and inventions, and are one of the primary driving forces of technology in the Fractured Lands. Outsiders are not allowed inside of this level without permission, and the many bronze servants and automatons will eliminate any who would attempt to do so. ### Disinterested Council Those in Therendor believe that only the smartest and best of their craftsmen should lead them, and elect ten members of the Astrum yearly that will govern over the city. This process is mandatory, as many would rather work at their forges but are forced to lead. The council meetings are often somber affairs, as most of the members would prefer to return to their work instead of meeting. This does make for swift and decisive leadership but the lack of enthusiasm from the leaders makes negotiations with other settlements difficult.
FRACTURED LANDS | Settlements
\pagebreakNum ## The Wandering City
Though the people of the Timeless Plains died many
centuries earlier, their legacy lives on. The T'qui order of Nomads, a branch of the church of Nesmus, discovered gargantuan mechanized creatures that lived only to help the lesser creatures on the plains. They hollowed out the insides of these golems and used them as vehicles for their now growing nomadic order. It came to be known as the Wandering City and the cultures and traditions of the T'qui have influenced how this "city" has taken shape.
### Life is Cyclical The T'qui nomads believe that every aspect returns unto itself, from the air we breathe in and exhale to the repeating aspects of both individual lives and history as a whole. The Wandering City mirrors these beliefs by migrating in a massive circle with four points of interest on their route. These places offer them hospitality and resources in order for the T'qui to take a lucky few families into their Wandering City. The life of a T'qui nomad may be dangerous, but that danger happens in short spurts, compared to the constant lethality other Fractured Lands inhabitants deal with daily. - Solaris - Aramore - Wildere - Calmarnock Picking up new recruits is not the only thing that happens when these people reach one of these four locations; the bodies of the dead should lie where they came from, in the eyes of the T'qui nomads. They perform a closed ceremony, so private that often the families of the dead aren't able to see them, before departing with little to no explanation. They are enigmatic and plan to keep it that way. ### Relationships The order of T'qui does not condone intimate relationships of any kind. That love and warmth must be instead be given to Nesmus and those that need her influence. Loving another for such selfish reasons, especially with any sort of empathy, is considered a weakness to the T'qui order. This means that certain members of the T'qui order, picked up at younger ages, are often unable to form strong connections or even any connections at all to other people due to their lack of socialization on the subject. The T'qui see it as a burden that causes despair when lost. ### Incorruptible The people of the Wandering City must be virtuous and true their entire lives. Only the purest may live on the Wandering City and if even a slight slip up were to be caught, the punishment would often be inordinate compared to the crime; most likely, execution. Thus the members of the T'qui live extremely guarded lives and rarely let even emotion show. Only the most disciplined could hope to successfully live in the Wandering City. \columnbreak
### Excommunication The problem that many growing organizations, such as the nomadic T'qui, is the quality of their recruits. Vetted by the eldest of the order, these problems are often dealt with before they get out of hand. However, there are still those who manage to keep hidden darker aspects from even those elders. This means a difficult dilemma for pacifists: how do they punish those who commit these unforgivable acts? Killing simply isn't an option, obviously. However, these punishments must be severe in order to stop the crimes from happening again. They found an answer to their problem in the form of exiling the perpetrators. Most exiled during the migration of the Wandering City will ended up stranded and aimlessly walk until death greets them. This type of punishment is the only loophole that the order can exploit, so it happens frequently. ### Ever Expanding, Ever Contracting It may seem unsustainable to constantly gain new recruits from various major settlements but a balance has formed from the activities of the T'qui that leave room for many new recruits. Though this may eventually catch up to them, the current methods of scavenging for food often lead to many deaths. Unarmed and only wielding their faith, the newest recruits are sent to the desert to find food. Ignoring the marauders and savages, the beasts that would be necessary to sustain the Wandering City would easily kill any single unarmed combatant. This means that many of the recruits end up dead or severely injured, which means the next batch of recruits has to take their place. This balance will eventually be eroded if the nomads decide to try and use more reasonable methods to find food, but until that point, the population will only marginally increase after each set of new recruits, as the majority of these recruits die within the first few weeks. If they manage to survive these trials, they then increase in rank in the T'qui order and no longer must venture into the desert unarmed to find food for their superiors.
FRACTURED LANDS | Settlements
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### Trade An important aspect of the Wandering City, the nomads are the sovereigns of Exotic Trade. Their migration pattern takes them to all but the farthest regions of the world, which means that they can and are used as traders/couriers for the richest of businessmen. Their journeys often take them to places with items that are common for the area but extremely rare in another location. The nomads most likely have a monopoly on this type of item and use that to their advantage in order to charge exorbitant prices for items they acquired several times less. They are the middle men of the world, facilitating trade between the settlements with their gargantuan golem cities. This practice is frowned upon by most inhabitants of the Fractured Lands but the T'qui assure them that they donate the proceeds of the trades to those who need hope. Whether that is true or not is difficult for anyone not connected with the nomads to say. They also function as transportation for valuable cargo. Rich businessmen pay hundreds of gold to "ship" these items along, in order to get it to their buyer. These profits are seen much more favourably by the public than the manipulation of the market stated above. They will take any item with them and do not look into the cargo at all. This means that the drug trade also thrives in a place that is supposedly the most pure. ### Combat Many of the order of the T'qui are excellent in hand to hand combat, relying on their martial arts and technique to outfight an opponent. Against the beasts of the Fractured Lands, they would stand little chance. The golems nullify this problem, as their size intimidates most larger beasts and intimidate any raiders. Whether these golems actually have any combat capabilities remains to be seen. The T'qui must fight only when necessary, but when they must, they do so fiercely. There are stories of entire armies falling to one hundred of the most powerful T'qui nomads. ### Annals Perhaps the most important person in the entirety of the Wandering City is the Historian. It is their sworn duty to record every minutia of life in the order and are generally experts on the history of the order itself. One wrong word in the Annals directed at someone could ruin their life. The written word holds great power in the Wandering City, perhaps making up for its unimportance everywhere else. \columnbreak
### Rank The most important identifying factor of anyone who lives in the Wandering City, the rank in the order is what separates the powerful from the weak. Their society is separated into five different ranks, explained below.
**Depraved.** Before a few weeks of serving the order, the recruits are known as the depraved due to their lack of knowledge of the traditions and ideals of the order.
**Awakened.** After undergoing the ordeals of a depraved, recruits graduate to being awakened: someone at the lowest rung of society, but still in the society nonetheless. They no longer need to go on the suicide missions of the depraved.
**Conduit.** When their divine powers first activate, the Awakened move up to conduit. They are taken to special facilities in the Wandering City to learn how to harness the gifts they have been given.
**Enlightened.** After graduating from the facilities, conduits are given the full rights of a citizen in the Wandering City. They may input on issues that they have experience with and are able to contribute towards the goals of the T'qui
**Transcended.** These people have mastered every field, from science to literature, through Nesmus. They lead a council that may have no more than five members and are picked from many candidates by the other enlightened. ### Magic While many see the value of magic in a land where resources are scarce, the T'qui are adamantly against its use. This may be traced back to their origin in Blackmoor, where the eight princes of magic rule over arcane power derived from the sins of man. Magic is therefore a warping of reality and the nomads believe that inflicting your will on reality will lead to catastrophic consequences and karmic justice. Magic is what created the Fractures and magic should not be the tool used to remove it. Magic causes many more problems than it solves in the eyes of the nomads. ### Floating Buildings Various buildings of the Wandering city appear to float off the back of the golems. They are actually tethered by invisible arcane chains that were placed there when the golems were first created in the Timeless Plains. The T'qui monks have used these chains, which originally held down the golems, as a way to anchor buildings to the golems to account for an increase of their population. However, to the naked eye, these buildings do appear to float, causing many rumors around the magic possessed by the T'qui.
FRACTURED LANDS | Settlements
\pagebreakNum ## Wildere, Village
of the Strong
Though most villages in the Fractured Lands are
protected by magic, Wildere is held on the
shoulders of soldiers. The villagers of Wildere
have managed to create a reputation of housing the most powerful of warriors and only the most brave of monsters and raiders would dare attack the village. This aspect of survivability is only compounded by their semi-nomadic society; if they believe they must relocate, their traditions help prepare them to leave at any moment. They generally stay in the same vicinity, which is why they can be marked on the map.
### Life in Wildere Wildere houses around six hundred people, the majority of which are a unique group of Firbolg that have split off from their fully nomadic brethren. There are neither elves nor dwarves that live in the society, though the village treats any outsiders with respect and admiration. This doesn't mean that they want these outsiders to stay; Their society is very closed to outsiders who outstay their welcome. ### Secret Sorceries The traditions of Wildere are entirely based on physical and natural strength that those who practice magic must actively suppress and hide their gifts. If they were found, they would certainly be exiled, if not executed. The magic of Wildere is therefore much more subtle and is more likely used to augment their martial might instead of the traditional precise manipulation of the Weave. Unlike many villages, Wildere is unallied and self sufficient, though this may be due to their views on magic over any conscious decision. ### Booming Economy The economy of Wilderte is extremely healthy, as magic cannot be abused and used to inflate the economy. Everyone needs their swords sharpened, armor polished and shield shined, so blacksmiths can often charge a premium and is thusly a popular vocation. Gold is valued in Wildere due to its aesthetic properties as well as its use to denote and distinguish rank on the armor of authorities. However, gold cannot feed you... ### Lethal Hunt Another reason that the inhabitants often relocate is their unsteady food source: monsters. The inhabitants of Wildere believe that only the strong should survive, even foregoing what meagre crops could be grown in the Fractured Lands. This is why each family hunts for themselves, finding their own hunting grounds around the village and surviving on the strength(or weakness) of their fellow family members. This means that they often have extremely tight-knit relationships with their family and a slight paranoia towards their neighbors. \columnbreak
### Monotheistic The entirety of Wildere is devoted to one deity: Verris, god of warriors. It is difficult to tell whether they modified their society to fit his tenets or his tenets were changed to meet their hierarchy. The worship of Verris is one of the only reasons the villagers all meet together, as they unite to complete various rituals to appease the god of warriors. Below is a list of the rituals they practice:
**Honouring the Fallen.** Whenever one of their own falls, the people of Wildere gather to speak truths of or about the recently deceased. This practice helps give closure to the family or loved ones, as well as resolve issues between the fallen and the living.
**Satiating the Hunger.** Verris demands food; after all, even a god must eat(at least that is what the villagers believe). At the end of each month, the villagers must sacrifice a part of their kills in order to appease the warrior god. It is said terrible misfortune befalls those who cannot feed the god.
**Rite of Single Combat.** All villagers must gather when a conflict between two villagers has become violent. Whether it be two families quarrelling or a single man's anger over an official's ruling, these issues are resolved at a time decided between the two combatants. All must bear witness in order to stop trickery and dirty fighting, as well as declaring the victor to Verris.
**Merging of Clans.** Marriage in Wildere is very different; instead of traditional vows, they complete a ceremony known as the Rite of the Seven Steps. In this rite, with the groom leading, the two betrothed circle seven steps around a sacred flame, until they meet on the other side of the fire. during each step, they give gifts to one another that symbolize aspects of their relationship(light as a feather, solid as a rock, bright as a jewel. The villagers stand around them, clasping hands with one another to show the strength of the community is behind the marriage.
FRACTURED LANDS | Settlements
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### Strength is Power The authoritative ruler of Wildere is known as the high general, with four lieutenants below him, and one to four officers below those lieutenants. These figures of authority are often unmarried, as the duties of an official rank are too difficult for many to balance with familial commitments. They thusly rally with their fellow officials to feed themselves and are stronger due to fighting monsters with fewer people to rely on. This strength is used to maintain order for the high general and the good of the village(as dictated by the high general, of course), though they tend to be very strict and may attack even if unprovoked. ### Harsh Zealots Though not all of the villagers who live in Wildere are so righteous, the majority follow through the tenets of Verris to the letter. In secret, orders cull the weak from the tribe. If the victim successfully defend themselves, it was all a "test", of course! If they fail, then one more weakling is removed from this earth. Either way, they seem to be doing the right thing. However, these warriors of faith must hide their divine deeds from the public. This is because their work undermines the authority of the officials in the town, who often can do little to stop these attacks. ### Appearance is Everything A minority of the townspeople are born too weak to survive the harsh customs and lifestyle in Wildere. However, many find a work around for this weakness: the appearance of strength. These people are the merchant class, who have little to do with the actual fighting and instead supply the warriors with things necessary for the hunt in return for food. Many families live happily this way, as the life expectancy of the merchant class is more than double that of the more common hunting families. This life can get dull for many, and puffing themselves up as tough can often lead to delusion on the part of these merchants. Merchants will often later in life leave their homes to join a hunt, returning in mangled limbs, if their corpse can even be salvaged from their brutal deaths. These foul deaths are met by few in the merchant class however. ### Arts and Culture The culture of Wildere is neither nuanced or complex; it is simply built on a society of warriors. Many accuse Wildere of being dull and its inhabitants unimaginative, which to a certain extent is true. This isn't always true though. Bards of great renown tell great stories of the people they have witnessed from Wildere and vivid realist paintings are drawn by artists who see the conflict firsthand in the protection of the warriors. Some artists and writers dye blood and use it in their works, though this may seem impractical in the long term.
FRACTURED LANDS | Settlements
\pagebreakNum ## Minor Settlements In the Fractured Lands, there are many minor settlements that struggle to survive. Listed below are these minor settlements. ### Black Market The Black Market is run by the Shattered Sword Gang and their Leader Akila. People from Chime and Mul often come here to find illicit goods, as well as many of the nearby minor settlements such as Carran. Vendors pay a high price to sell their goods here, as even though magical items are technically permitted, they are highly scrutinized and if they can cast magic, strictly illegal. Other common drugs and consumables made or grown using magic can be found here, such as fresh produce grown through druidic magic. ### Carran Carran is a small farming village in the Giants' Tomb, inhabited mostly by elves and humans. It is only forty to sixty people strong, but the community is tight knit and work together to make the village thrive. Many travelers stop in Carran before heading to the Northern Mountains to resupply and rest before climbing the mountains. The Carran have several Longnecks that the community use to travel between the Black Market and their village, and those that bring back the illicit goods that will help the town are known as the Black Runners. ### Northpass Named because it is on the border between the Giants' Tomb and the Inculta Barrens, the Northpass is a village governed by the Barrier Imperium. It was founded with the help of Desert Dervishes from the nearby Barrier Outpost, and has very traditional looking stone architecture. The Barrier Imperium has a strong presence in this city; half the village's council is made up of their members, and the Barrier Outpost has a monthly caravan route of imports and exports to the village. This village is one of very few that actually have a prison system. ### Barrier Outpost Near the border of the Giants' Tomb, the Barrier Outpost is the Barrier Imperium's headquarters in the Fractured Lands, and is made up only of members of the faction. The Nine don't live here, but high general Duskar and all below him, meaning most of the faction, do. Permits to cast magic are issued here, meaning that most visitors to this area are magical practitioners. Meetings happen in the Barrier Outpost's equivalent of a town hall, and patrols are issued regularly to try and police the surrounding area and protect the innocents there. \columnbreak ### Silver Dragon Settlements After being trapped in the Fractured Lands, the Silver Dragons made a series of small settlements in several cave systems. These caves are close enough to one another that they are considered the same village. The only people in these settlements are those sympathetic to the cause of the Silver Dragons or the last generation of originally members of the Silver Dragons. These settlements make weapons for the people of Wildere, Aston and Calmarnock, as well as a variety of other goods. They also mine into their caves, searching for a way below the walls that the Barrier Imperium erected. ### Pendel Pendel was formed from an offshoot of Aramore, and has attempted to grow away from the massive settlement. The problem with this strategy is Pendel's dependence on the resources of Aramore, as Pendel has yet to find a way to fend for themselves. Pendel is made up mostly of reptilian people such as kobolds, lizardfolk and dragonborn. The architecture and design of the city are clearly inspired by this, as it seems every other carving is a depiction of a dragon or drake. The settlement was founded where one of the godlike dragons supposedly fell. ### Aston Aston is a basic farming community made up mostly of Wylen, Centaur and Tabaxi. The village is made to fit the needs of these creatures, and enchantments allow this village to stay cool even on the hottest day of Ember and warm even on the coldest night of Rime. It is fiercely protected by those that live there as a haven, and there is a strict vetting process to be let in or out of the settlement. Aston was founded by a powerful tabaxi Mage, and though there is no ruler of the village, those that live there follow the rules and laws of the descendants of that tabaxi. ### Horncrest Colloquially known as the Devil's roost, Horncrest is a place for those who are persecuted. While Tieflings maintain the majority of the population, almost every race of humanoid is present in this village, as it is a place that allows all people regardless of their past. This does mean that there must be strict rulings, and most of the Tieflings of Horncrest are either in the ruling class or make up the guards and policers of the village. ### Red Wyrm Vale Situated south of Calmarnock lies a small but valuable valley ruled over by a great Red Wyrm, home to an entrance to the Ancient Vault as well as several natural resources that the Wandering city use to resupply and resell to other major settlements. It is also home to one of the very few powerful wizards in the Fractured Lands: Eisengarde, the necromancer. Though not exactly a tourist destination, anyone who is willing to make the trek to the Red Wyrm Vale will find something of value.
FRACTURED LANDS | Settlements
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\columnbreak ### Kilreth Kilreth was founded by a powerful illusionist wizard who could cause his illusions to become reality. The village thrived under this wizard, but the wizard eventually died of old age and left the village to fend for itself. Kilreth has had to deal with a significant decrease in comfort and fortune, as they were not prepared for the wizard's death. They have since begun to bounce back, trading spell components from the wizard's tower for high prices due to their rarity. They have forged a strong relationship with Therendor, and additional settlers have come from there to help return Kilreth to its former glory. ### Tarrin Tarrin was created when several prisoners were exiled from Kal Hidar. In order to survive the desert, the exiles began creating a settlement. Now, Tarrin is home to exiles and those descended from exiles alike, and the community is thriving. They still have a reputation as a villainous place, which means that settlements will not trade with them and they must stay self sufficient. They do so by using magic and other illegal options, which is obviously fine considering the world already sees them as criminals worth no more than an axe to the head. ### Kirkwell Situated between Quirie, Therendor and Kal Hidar, Kirkwell is a trade village established with funds from all three cities to use as a middle point for transactions and products to be sent to. It doesn't have a large population, and those who do live in squalor. Most of the buildings and areas in the village are used for the purposes of storage, and are maintained with magical servants. These cities are far from the Imperium's influence, making it easy to ensure that magic is not caught by their watchmen. ### Halbeck A city run by the Scarlet Thorn, Halbeck is a place where you can find anything and hire anyone. This backwater community can barely be considered a village, as everyone fends for themselves and back stabs others when they can. Halbeck is well known in the Scorched Tundra, and people from all over the territory often seek it out for their most illicit dealings. Halbeck, much like the Scarlet Thorn, is made up mostly of mages, and street magic brawls are as common as they are dangerous. Often, the very streets of the battlefield become an all-terrain nightmare as various spells are cast and avoided or counterspelled. Most of the magic users of the Fractured Lands are here, but none of them are very potent, with most only being able to cast up to 3rd level spells.
FRACTURED LANDS | Settlements
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## Landmarks The people of the Fractured Lands rarely travel from their settlements if they can help it, but if they do, they use the landmarks of the Fractured Lands as a guide. The entirety of the Timeless Plains was swallowed up and destroyed, but ruined remnants still dot the landscape, like the Divine Sphere. Other landmarks are made from the magic of the Fractures, like the Sanguine Gorge, a canyon that is filled with Lampris. Most of these landmarks are used for direction only and are best stayed away from if it is possible. ### Local Most Landmarks are known only by travelers or people local to the area. This means for a fully up-to-date map can only be created by traveling throughout the Fractured Lands to learn of all. There are many who attempt to do so, but so far such mapmakers are either still completing their journey or they died along the way. ### History Some landmarks are from the distant past of the Fractured Lands and contain information and artifacts coveted by various factions, with power ranging from the Desert Harpies all the way to the Barrier Imperium. They often hire adventurers to either join them in the attempt to clear these landmarks or for the adventurer's to do it themselves. The information in these places is often kept secret by those who find it, especially the Barrier Imperium, who want to hide knowledge of before the Fractures from the general public. Magic can often be found here as well, and the Barrier Imperium do their best to ensure that only licensed magic users can enter, but they are already spread thin enough as is. \columnbreak
### Unexplained Many landmarks in the Fractured Lands come from unknown sources, and are investigated because of this. If people don't come back from these expeditions, locals will often surround that area with their myth, seeing it as a source of death, or a god that must be satiated. Until these areas are explored and survived, they will remain as mysterious and enigmatic figures of myth. Sadly, this can last for centuries as villagers repeatedly send unarmed villagers towards these landmarks, which means that it is very unlikely that they would even make it. ### Hidden Civilizations These landmarks often are inhabited by civilizations which prefer isolation. This is just as likely as them being abandoned, and often allows these societies to avoid the harsh climate of the Fractured Lands, or even be completely removed from it. For example, the people of the Fractured Lands worship a strange sphere that sits near the middle of the Fractured Lands, but that sphere is actually home to a layered demiplane of celestials who live unaffected by the outside world. ### Ever-Appearing There will never be a shortage of landmarks in the world. Civilizations and villages will eventually decay, or environmental factors will create new terrain features that can be used to navigate the Fractured Lands. This means that no map created later than 10 years in the path will be effective, and many maps will use landmarks that have changed or been destroyed. The only means of keeping an up-to-date map of the Fractured Lands is through the use of strictly prohibited and powerful magics.
FRACTURED LANDS | Landmarks
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## The Empyrean Tower The Empyrean Tower is a large, enigmatic building that has withstood the test of time for centuries. It was once the home of the Elders, a life wielding sect of the Elders that created the first mortal races. Now, Sylic lives there, studying the divine magics of the Ashtari in hopes of becoming immortal like the Elders were. The Empyrean Tower is a well known landmark, and many creatures use it as a guiding point, as it is near the center of the Fractured Lands. However, getting too close to the tower will result in the magical defenses created by Sylic triggering, as well as unleashing nearby beasts that she has charmed to do her bidding.
**Never to Return.** That doesn't mean that it is impenetrable though - many of the adventurers of the Fractured Lands attempt to talk with or defeat Sylic, and have the courage and ability to make it through these outside layers. The problem arises when they attempt to climb the tower. Any person who has been seen entering the Empyrean tower has not been seen again, with the exception of Sylic herself. This means that while many people see it as a landmark, few would get anywhere close.
**Perpetual Stormcloud.** The Empyrean tower seems to pierce the heavens themselves, and there are always clouds around the tip of the Empyrean tower, keeping the end of the tower obscured. For all anyone knows, the tower could extend into infinity. The tower's large base holds its entrance, but there are oddly large windows with no glass that seem to be made to enter and exit. Flying creatures have attempted to enter these windows, but a force seems to propel them away from the inside of the tower.
**Unknown Origin.** No one knows exactly what the Empyrean Tower is, or why it was made in the first place. Only a select few have the knowledge recorded, such as the Desert Harpies. This means that it is often traveled to for a variety of reasons: some devoted people see it as a shrine to their gods, others a strange tower that they can replicate and some even worship the tower itself. While the original purpose is long forgotten, all of these new ideas surrounding the tower grant it new life in the eyes of those in the Fractured Lands.
**Select Few.** Sylic only allows those she deems worthy to retain any memory of the Empyrean tower, as she wishes to continue her studies uninterrupted. Of course people know about the physical location, but none know about what goes on inside of the Empyrean tower, or what it was once used for. Sylic will also teach adventurers who appear interesting or useful to her where her home is, but there are few adventurers these days that she finds interesting enough.
**Forgotten Lore.** In the Empyrean tower is hoards of lore cataloguing the plane since its inception. Such knowledge would bring anyone who found it a fortune, but no one knows where they are. Many of the missing things of the Fractured Lands are actually inside the tower, but since no one can remember what is in the tower, they are lost forever. Some creatures have begun to remember where the objects they are looking for are, but they are vanquished before they can make it to the Empyrean Tower.
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## The Divine Sphere An ancient artifact that has remained untouched for centuries, the Divine Sphere is found in the center of the Fractured Lands, and supposedly survived even the Fractures untouched. It is a beacon for those who travel, as it can be seen from kilometers away. There are six stone bridges that lead to the sphere which hangs in the center, but it is impossible to go directly to the divine sphere without flight or magic. It is unknown what the purpose of the sphere is; what is inside it, if anything and how it has remained undamaged all this time. ### The Sphere's True Origins The sphere was created by the Ashtari sect of the Elders as a home while the mortals existed, so that they could watch over them. It is a multi-layered demiplane of existence that cannot be entered or exited without direct permission. No one has seen the Ashtari since long before the Fractures, and they have been relegated to myth in most people's common conscience, if they even know of them. The Ashtari wield powerful and unknown magic, and many creatures would attempt to search for it if they were aware of their existence. ### Holy Perfection The sphere is designed and created with an alien perfection, that simultaneously soothes and perplexes most mortals. This also extends to the outside of the sphere, which makes the complex etchings on the sphere that are just barely visible so complete and separate simultaneously. The architecture and design of the sphere have been extensively studied, but mortal tools are unable to replicate the perfection. \columnbreak
### Unknown Alloy The metal that the sphere and surrounding architecture is made up of is entirely unknown. Many forgemasters in Therendor have spent their entire lives attempting to replicate this alloy, as the metal is rumored to be an unparalleled material for the creation of anything. Some assume that there is an ingredient known only by those that created by the sphere, but mortal magic can replicate divine magic with enough skill, so in theory it should be possible to replicate the alloy with the right recipe. ### The Opening of the Sphere It is prophesied in the mythos of the Fractured Lands that one day the Divine Sphere is open and whatever is within it will return to the mortal plane. Some cults and organizations believe it will be the end of the world, while others believe that it will be their salvation. No one knows what will actually happen, but the Cult Mechanicus in Aramore believe that finding the shards of knowledge their god Ignir left for them will allow them to discern what is within the sphere. ### Imperative Visions Though this cannot be confirmed, there are many powerful and influential people in Aramore who have been shown visions that guided their actions and allowed them to gain the power they have today. Many go to the Divine Sphere to find the same vision, but it is unknown how these people are chosen. These visions have ranged from seeing the future, to granting power directly and to even being spoken to by a disembodied voice. All who see these visions are told to keep them secret, but as mortals often do, they disobeyed.
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## The Maw of Andromalius After Andromalius the Voracious was defeated by another major daemon, Amon, His corpse was strewn in the sands of the Fractured Lands. As time marched on, the vermin of the Raging Mire and Fractured Lands alike found a home in the massive corpse of the long-dead daemon. Now, they use his body to sustain themselves and are driven mad by the flesh of a daemon. They have grown to hunger more for the living, remaining another festering wound in the Fractured Lands. ### Cultists and Followers The mortal humanoid who eats the flesh of the Daemon Andromalius becomes infatuated with the need for living flesh or more of their new master's body. They search aboveground for others who they could share their master with, and eat those who refuse. They are clearly insane to anyone who talks to them, and are only able to convert others by force, which is often abandoned as it takes much less effort to eat them. Those rare few who come to the Maw of Andromalius because of these insane cultists' ramblings must already be mad themselves. ### Complicated Environment Within the maw of Andromalius, his body still remains, and a massive series of organs and blood vessels that have been moved or repurposed await any who would enter. There are many strange creatures and even small societies within the corpse, but all crave the flesh of the demon and any they see. All who have attempted to eradicate those within the Maw have died, as something terrible supposedly lurks in the heart of the daemon. The unique combination of decay, regeneration and external factors make the beast's body difficult to inhabit and survive in, and those that do live in the beast each have unique coping mechanisms for their environment. \columnbreak
### Barely Living In truth, Andromalius was not fully slain by Amon when he was buried in the arid desert sands; he survived, and bides his time to go after the daemon for his revenge. He cannot defend himself from the creatures within his body, but if he were given a month without the constant creatures eating his flesh then he would be able to return to his former power. This is why he makes himself taste of madness that must be shared, in order to find a group of adventurers who will clear out his insides and leave him to return to his full strength. He knows that he cannot be killed without a Relic of the Old Dawn or by the hands of a daemon, and all other daemons believe him to be dead. ### Ritual Fuel In the heart of Andromalius is a group of cultists who use the flesh of Andromalius not to consume and become mad, but instead as a constant supply of pain and power for a ritual. This ritual would summon a minor portal to the daemonic realm, allowing more daemons to enter the world. The ritual will be complete in a year, and since it is going on within the belly of a long dead daemon, no one suspects it, even the Barrier Imperium (Though the Diviner does know about it). ### Spreading Madness The madness of those who consume the flesh of Andromalius spreads slowly from his victims, corrupting those around them slowly. At first it manifests as a need for food even after having eaten, and then it begins to spread to the mind. Gibberish words will break up otherwise completely sane sentences, but the final step is infecting the entire mid, and they only speak gibberish.
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## Lesser Landmarks There are many landmarks that are only known to certain cultures or groups near them, and are not included on most maps because of that. They are listed below: ### Sanguine Gorge This ancient crevasse can reach distances of 29 kilometers wide and is in total 446 kilometers long. In the depths of this canyon are millions of Lampris that have existed there for centuries, multiplying until they filled the gorge. Though there are many crossing points, it is impassable in most areas. It is said that the first Lampris was found here, but no one is certain of this, and there is no way to verify that claim. Many millions have attempted to cross the gorge and have been killed in the process, feeding the starving Lampris. ### Dustmoor Cave Dustmoor cave is home to the Divine Theurge, a powerful seer who releases prophecies once a year, without addressing them to any one person. They can foretell events that will pass, actions people will take, or threats that loom ahead. After this ceremony, the Theurge returns to her cave, and allows for those who manage to survive her cave may ask a question specific to their own future. People from all over the Fractured Lands come to see these prophecies and to attempt to complete the Theurge's trials and learn more about their fate. ### Thundercross Long ago, in the Timeless Plains, there existed a group of powerful weather elementals known as Tempest Spirits. After the Fractures, their roost was corrupted, along with most of the population of Tempest Spirits. Their once peaceful home became a stormy plateau filled with these corrupt spirits. Now only those with a death wish go through the Thundercross, but it is the fastest route from Pendel to the Wandering City. Those who attempt to pass the Thundercross are known as Thunderbirds, and few survive more than one trip. ### Hell's Divide Home to Ohtar clan of the elves, Hell's Divide is a deep wound in the Fractured Lands. With several jutting cliffs and twisting caverns, this canyon can lead the knowledgeable directly to the Raging Mire. Many strange and unknown beasts make their home in Hell's Divide, and they all attempt to claw their way to the surface. The Ohtar, along with a few other non-elves, defend the entrance to the surface in a never ending battle against the forces of evil below. ### The Burned Bones During the war between the Giants and Dragons, the Giants were often killed by the dragon's fearsome claws or their ferocious bites. However, one giant near the center of the Giants' Tomb was killed by the powerful flame breath of an ancient dragon. The bones survived because of a reaction between the flame and the giant's specific bone structure, and they are prowled by predators and scavengers alike.
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## Seasons The seasons of the Fractured Lands are not based on the traditional seasons of winter, spring, summer and fall, but instead on the primordial elements. There are still four seasons, but the environment doesn't allow the common effects of seasons, meaning that the seasons of the Fractured Lands are entirely unique to the area. ### Ember Ember is the season of heat and flamestorms. During the season of Ember, flecks of red sand from an unknown source float on the wind, stinging those without protection. This season is also incredibly hot, even during the night. This season is a terrible time to have crops, as the crops will burn down because of the red sand in the air. During the season of ember, the beasts and monsters of the Fractured Lands become more hostile, making travel far more difficult. As well, lesser sand elementals appear more frequently than they do in any other season. ### Rime Rime, named for the thin layer of frost that covers the dunes of the Fractured Lands, is a season of cold. While the desert is still hot during the day, it is much cooler than any of the other seasons. During the night, it is deadly without ample extra layers. Many families have certain heavier clothes dedicated to this season, as most cannot afford to heat themselves by any other means. Strange creatures roam during the nights in Rime, such as water drakes or even the rare water elemental. ### Loam The season of fertility and comfort, Loam is the least extreme of the four seasons. Crops are able to easily grow, and the temperature stays relatively stable. During the season of Loam, the earth elementals are often seen throughout the Fractured Lands, and the beasts are able to be better tamed during this calm season. This season is when most travel by nobility and other non-combatants takes place, as it is less likely that a beast will attack them. ### Ether The season of Ether is a windy season, with more storms of all varieties happening more frequently. Most arcane rituals are cast during this season because it is believed that the god Ether looks at this season as a great season of change. The wild gales during this season cause the most amount of erosion and change, and often areas of maps must be redrawn after Ether is finished. All manner of air elements appear during this season, and those who ride flying mounts find that this season gives their pets more energy.
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## Lunar Calendar The world of Selecia has a calendar that is unique amongst the planes. Because the planet and the moon rotate at slower rates, the cycles of the moon are now what the locals call months instead of days. This is why there are seasons of high tide and low tide, and a full rotation of the moon is a year. Listed below is each phase and their significance. ### New Moon The new moon symbolizes beginning, hope and renewal, as it is the start of the next year. Those that are born in this phase of the moon are supposed to have a tendency towards life and all its forms, from being a farmer to a cleric of life. It is also when the tides are calmest, meaning expeditions to new continents begin in this fresh start for the new year, and starts the season of ember. ### Waxing Crescent The tides are beginning to become wilder, but are still tranquil. Those born in this year are associated with growth and renewal, and often have a better connection with plants. This is when the season of ember is at its fiercest, and is fully dangerous in areas that are incredibly dangerous, like the Fractured Lands. ### First Quarter Moon The tides have begun to shift to wilder, more dangerous, and ships at sea are often caught up in storms and tempests. The season of Ember ends, and the season of Rime begins, sending the world from extreme hot to extreme cold. People born in the First Quarter Moon are associated with dark magic and demonic deals. \columnbreak
### Waxing Gibbous Tides are near their peak lethality and storms are incredibly common. Rime continues to dangerous levels of cold, and areas like Valken are cold enough to freeze people alive. People born in the Waxing Gibbous are associated with frost magic and the various gods and goddesses of frost, such as Auril. ### Full Moon The peak of the tides and the end of Rime, the full moon is a strange month. People associated with it are supposedly more prone to anger and primal rages. It is the beginning of Loam, so even though the oceans are wild, the land is comfortable. ### Waning Gibbous The Tides have begun to retreat, and though still fierce, they are much better than the full moon. People born in this month are associated with earth magic and nature, and the season of Loam continues to be comfortable for all environments. ### Last Quarter Moon The beginning of Ether, the season of wind and gale. The tides have come down to much more reasonable levels, and magic rituals are often performed. Those born in the last quarter moon are associated with the arcane and wizardry in particular. ### Waning Crescent The winds of ether whip throughout the lands, and the tides begin to become calm. People born this year are associated with stories and music.
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## Magic: Transcendentalism
"What makes music more than a series of notes? What grants
words the power to inspire, scathe and order? This is magic and these elements, transcendentals. The wizard who doesn't understand these transcendentals will fail at every turn, while the wizard who does will prosper."
--Dulsir, lecturing to new Barrier Imperium Members
Magic in the Fractured Lands and it's principles only stranger. Magic isn't a simple manipulation of the Weave, it is the manifestation of **transcendentals**, elemental origins to the mysteries of the world. As the name suggests, transcendentals are concepts and ideas that are above the mundane, mortal world. This is the rationalization of the power of Faith; belief and faith can grant supernatural power to the determined individual. That isn't the only thing transcendentals explain. In the Fractured Lands, whether conscious or not, all people use transcendentals to their advantage. ### Transcendentals and Spells What do transcendentals have to do with magic? These elements are the foundations and building blocks of all spells, and through transmutation of these elements, new spells and effects can occur. This is why every spell is difficult to memorize; the breakdown of elements required for a specific instance of a spell is both complex and completely different from another version of the spell. While wizards and other prepared casters find formulas that allow them to account for any variable number of elements, casters with limited spells known are able to innately feel the deviation of each spell and account for it with their intimate knowledge of the spell itself. These elements are in line with the traditional elements, and are listed below. \columnbreak ### Shapes The universe is made up of Euclidean shapes, and these shapes make up the five elements: Earth, fire, water, air and cosmos. Each element coincides with one of these shapes, and using the number of triangular faces each shape has or can have, the elements combine and dissolve into one another. The spell components for each spell usually hold the elemental combinations that can be drawn upon when casting. Each element is listed below, as well as some information on it.
**Fire.** Fire is the simplest element, and is found in the layer beneath reality as a tetrahedron. Since fire is such a basic element, it is the easiest to understand and use in spellcasting, but attempting to use too much of the element can have undesired effects or cause the spell to fail entirely due to the reaction time.
**Earth.** Earth is also a simple element, but is more complex than fire and is found as a cube. Although the cube has no triangular faces, its faces can be split into twelve triangles, making it more useful than it initially appears. Like fire, it is one of the more basic blocks for creating spells, but it still has uses in important spell reactions.
**Air.** Air is a complicated element, and appears as an octahedron. It is used in most spells, and reacts better with water and air than with earth. Some of the hardest spells to master involve the forcing of a reaction between these two elements.
**Water.** Water is viewed as a dodecahedron, and has the highest amount of faces of the basic elements. It is difficult to extract innately because of this, and the element is often created using a combination of elements. To cast higher level spells using this element, however, you must be able to extract it without issue.
**Cosmos.** The final element is the cosmos, or the weave. It is the pure, unfiltered magic of the world, and it is what allows magical reactions to transpire. ### Timing An important aspect of casting magic is timing. In order to cast a spell, the element of cosmos must interact exactly at the same time reaction between the elements happen, and failure to do so will result in weakened spells rarely and a failed casting 90% of the time. When casting a spell, all elements around the caster can affect the casting. For example, casting a *fireball* in water is possible, if you are able to manipulate the elements in a way that takes into account the water around you, you would still be able to cast it. Most casters don't, and thusly are unable to cast *fireball* underwater. ### Manipulation In order to cast spells, casters must mentally create images of the elements combining and becoming the spell. During this step, if the caster cannot picture the image in the proper way, keeping in mind the elements of their surroundings, they will fail to cast their spells. Diagrams can help with this recollection, which is what casters use as a reference, but this picturing is what separates party magicians from masters of the arcane.
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## Gods and Divine Beings Though their presence is faint and weak, the gods of this universe are still present. Many people see them simply as figments of someone else's imagination, or objects of worship that are simply conduits of the worshipers own innate ability. Regardless of the beliefs of any one person, it must be acknowledged that these "gods" exist and influence the culture of the Fractured Lands. The true danger of the gods is not them, but the power their worshipers represent. Anyone who truly believes in an idea, belief, or object in worship, may very well gain the power of their "deity". This means, for example, a warlord who believes in the power of conquest enough may be granted supernatural powers that they could use to sow misery throughout the world. A group of powerful mages have been tasked with monitoring the power of anyone who gains these boons, but the wizards are often either two bored or busy to watch over
every
single mortal on the plane.
### Places of Worship Worship is often looked down upon in the smaller villages and rural areas, as they blame supposed gods for the fractures. However, certain major cities are supposedly supportive of religion and practicers of faith. Aramore in particular, with the Mantle of Faith as a conduit to increase a religion's power and the many religious orders vying for the power and right to use it, is easily extremely tolerable of any and every religion. For the more nomadic, ancient temples to old gods can be found decaying in the arid desert after the fractures. Rarely, gypsies and nomads have been known to worship the older gods, even archeologists who explore them have been converted to these. It is said that deep within these temples, one can find connections to the ancient deities that grant them powers unique to them. They are known as chosen. \columnbreak ### Chosen The chosen are the lucky few who are blessed by old gods, definably once real and truly unique amongst the magic users of the world. Many wizards have tried to analyze their magical potential, but it is in constant fluctuation and impossible to read. The chosen are extremely rare, and usually being chosen is a sign that that person will go on to become legends and world shapers. On even rarer occasions, these chosen are worshipped as the second coming or reincarnation of these gods. This can strengthen the older god connected to the chosen and is the reason, many hypothesize that they become conduits in the first place. ### Technology and Faith As certain cities respect religion and worship, most religions are fine with the possibilities of technology. Some even go so far as to worship certain entities in the Mechanus and some further still worship mathematical concepts and logic, which directly link to the sciences and therefore technology. Many of these worshipers are good friends with the wizards and scientists in the city and happily comply with the experiments these people conduct on them. ### Racial Faith Though most races don't have faiths specific to their race, orders like the Phoenix Brotherhood's elven only policy(half elves may apply). Those who don't see religion as real see this as tradition, and are much more tolerant in comparison to normal religions. Those who are religious, however, are often offended by the exclusive nature of such religions and look down upon them, regardless of the good they may be doing.
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## Basilius, Conquering Soul Once, long ago, Basilius and his peoples waged war on the elves in the War of Life. A race of sentient armor imbued with the souls of the fallen, Basilius and his nation were left to rot when the war was ended. They traveled as a nomadic group after their home was destroyed, their numbers dwindling as many of them gave up the will to live after the war had ended. Basilius fought on, for he had learned of a new ambition: conquest. Basilius commanded the remaining members of his race to raid villagers and take them over, purely for the want to prove his might. Though his people continued to die, he saw them now as necessary sacrifices for his ultimate goal to prove himself the strongest of the people in the Timeless Plains. He continued to fight while his army became a set of squadrons, a single squad, and finally until he was the only warrior left to fight. With his final breaths, as he was finally defeated by a village after a long line of conquests without anyone else, he used the magic that bound his soul to the armor into his sword, the *Vindictus*. Now he has found a new creature to wield him, to once again bring his terrible might to the Fractured Lands. ### Tenets of Basilius **Douse the Flame of Hope.** It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies' will to fight is shattered forever. A blade can end a life. Fear can end an empire.
**Rule with an Iron Fist.** Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.
**Strength Above All.** You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin. ### Additional Invocations As your hexblade patron, Basilius has a unique set of boons that can be rewarded for following his orders. These invocations can also be taken instead of a normal invocation whenever you gain a new invocation at level 5, 7, 12, 15 and 18. If rewarded by your patron, they do not count towards your invocations known and do not need to meet the prerequisites. #### Mark of the Conqueror *Prerequisite: 5th level, Basilius Patron*
When you use your Hexblade's curse, add the following benefit: - When you make a melee attack against a target of your hexblade's curse, the creature has disadvantage on melee weapon attacks against other creatures. Each time it attempts to hit you after this effect has occurred, you may add half your proficiency to your armor class. \columnbreak
#### Armor of the Conqueror *Prerequisite: 7th level, Basilius Patron*
You reach towards your connection to the soul of Basilius, letting it envelop you. As a bonus action you summon an ethereal set of armor reminiscent of the armor Basilius inhabited in life. Your armor class while wearing this armor without a shield is equal to 14 + your Charisma modifier. Additionally, you gain temporary hit points equal to your Charisma modifier. This armor lasts for 1 minute, after which it can be resummoned as a bonus action. You can summon this armor a number of times equal to half your Charisma modifier. #### Sword of the Conqueror *Prerequisite: 11th level, Basilius Patron*
The fiery soul of Basilius imbues your weapon with some of its power, allowing you to wield it with even more power and precision than before. Once you transfer Basilius's soul into a more powerful blade than it is currently in, add an additional + 1 to attack when wielding it.
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## Dialus and Genus Long ago, before the world had been fully formed and there were no orcs, there were two great creatures named Dialus and Genus. Dialus was a disciplined warrior, who fought passionless but with great precision. Genus was more primal, a rage filled warrior who used his ferocious strength and raw power to fight his foe. Both of these great warriors were evenly matched, and still fight somewhere to this day. ### Orcish Origin As the creatures fought, they both sweat in their eternal struggle. Their sweat commingled in a puddle beneath them, and from this puddle the first orcs crawled. They watched their creators fighting above, but were then guided by the goddess Chauntea. They were shown how to fight by watching Dialus and Genus, but they realized that fighting would not feed them and allow them to progress. The Orcs left their ancient place of origin and founded homes in the mountains. Each year they would return to the dueling ground, and then make their homes farther away from it. Eventually, they could no longer find their way back, and lived a life without these creatures. ### Cultural Divide As an Orc in the Fractured Lands, you often belong to one of two tribes named after the creatures that created these orcs. Though there are no direct skirmishes between these two clans, they definitely view the other as inferior, and many orcs who travel away from their clan will be able to recognize and politely avoid any orcs of the opposite tribe. \columnbreak
### Blood of the Gods Once in a generation, one of these massive creatures picks an orc to carry their blood and find glory for them. These warriors are not always from the aligned clans, meaning that they are often exiled from their society. The blood of the gods is a great gift, but it comes with many responsibilities that some Orcs choose to leave behind. ### Destined to Battle These creatures have a purpose for bestowing their godly blood to a mortal orc: continuing their battle. The two who are picked by the opposing gods are destined to meet in a glorious and long battle that will affect the whole world, and the victor supposedly will return enough power for one of these fighting gods to defeat the others. #### Blood of the Primus The blood of the Primus allows the user increased strength and ability as long as they fight passionately. This ability can be used once per short or long rest, with the following benefits affecting you for a minute: - you are under the effects of an *enlarge* spell without needing to maintain concentration - when you take damage from a melee weapon attack, you can reduce that damage by two - you make grapple checks with advantage
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## Ether, God of the Arcane
Ether is one of the few gods to not be worshipped but is still widely respected by spellcasters. He represents the goal of any spellcaster eventually, the permanent extension of their life through arcane means. Ether was born into a small family in the Timeless Plains, long before the fractures. His race and place of origin are unknown, but he became known as the first wielder of arcane magics, mastering them to such a degree that he was virtually a god already. However, that wasn't enough for Ether, who was approaching the end of his natural lifetime. He did not want to go down the path of lichdom; he cared too much about his physical body. Instead, he created a
Heartstone
to anchor himself to reality, and a set as armor that could be used to encapsulate his essence, as long as he had the magical power to sustain it. ### Followers Ether has no specific cults or organizations that follow him. Instead, he is respected as an extreme manipulator of magic, and many superstitious spellcasters pray to him as part of their incantations when casting a spell. He has sparked many a philosophical debate amongst the higher
intelligences of the Fractured Lands. When worshipers of him cast spells, are they using divine power, arcane power, or a (un)holy mixture of the two. Many experiments are conducted on the few followers of Ether, which thusly
causes many who follow to keep a low profile ### The Weave The realm that Ether supposedly inhabits, it is the Weave that arcane magical users use to create their magic. It is speculated that Ether was forced to relocate to the Weave in order to cast spells while sustaining the magical energy necessary to keep him alive. He was able to manipulate the matter that made up the Weave, transforming formless landscapes to beautiful grasslands. This strange
world has been seen by few and only those with extraordinary magical power. The Weave consumes all who enter, eventually. The pure, raw arcane energy coursing through the plane finds its conduits in the spellcasters who enter the plane and without a viable way to harness this energy, the user is consumed extremely fast. Only one has ever returned, and his genius is so unparalleled he must lock himself away from the world for fear of what his knowledge could do in the wrong hands. The Immortal Steel has taken an interest in the energy within this plane, planning on using it to power a device that may triangulate the Knowledge shards' locations, though these are only the most mad of worshipers. Many outright ban the research into such things, which is the only thing that has ever been disallowed within the Immortal Steel. If one could channel this power, perpetual energy would be theirs for the taking.
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## Ignir, God of Machines
Ignir was once a powerful mortal wizard who invented a great many technologies, the greatest being the Mechanus plane, the modrons and their geometrically unique cousins. However, these creations were eventually changed by Ignir later in his long life. Searching for an answer, he tested the idea of transferring his conscience into a machine. He failed many times, leaving his host body scarred and deformed. Eventually, with the help of a transformative ritual, he became a lich. However, he was no ordinary lich; he used machinery to restore what little parts of his flesh remained human. As the centuries went by, the machine man began to go insane. He began modifying his creations, warping them with strange and chaotic magic in order to "optimize" them, creating strange, nigh incomprehensible geometrical and mathematical proportions. Eventually, he transformed the entire plane into something new: The Chaotic Clockwork plane. This is when Ignir began to understand the depths of his insanity and searched for a cure. Eventually, he found one: he had to keep life interesting. In order to do so, he created a series of mathematical equations that could explain everything in existence and dispersed them throughout the world. They became sentient and were known as Ignir Shards: If all are collected, the collector will supposedly ascend to join Ignir as the second mortal to gain immortality. However, they have been shielded by magical wards that make them immune to all magic, which manifests as a null aura. There are 32 shards in total. ## Immortal Steel Cult The Immortal Steel was founded by wizards, clerics and other spellcasters who wished to be the ones to find all of the shards and gain immortality. While there is no strict policy for members, the less intelligent ones are often sent into the desert to find shards on estimates by the smarter ones. As anyone who has travelled the desert knows, there is little chance of them coming back. \columnbreak
They are often extremely uproarious, casting spells, enchantments and conducting experiments in their institutes. This has been the source of many complaints and there seems to be a biannual protest for their eviction, which the government must begrudgingly refuse. These are some of the most brilliant inventors and spellcasters, who offhandedly contribute scientific marvels for the rest of society. They are unfortunately too useful to get rid of. The Cult believes that the Mantle of Faith is a conduit for their knowledge and that they may be able to use it to help them get more accurate estimates on the locations of the Ignir Shards. Many see this intermingling of science and faith as taboo, but the Cult has seen that the world's next steps in this dark age will be made on the technological stairway.
### Beliefs The Cult believes that through technological advances, the world may be saved from the evil fissures. They question and doubt all things without evidence they have seen. They often stay on the sidelines in arguments in order to understand both sides of the argument and formulate their own opinions before interjecting. ### Goals The Cult's quest is to find all of the knowledge shards and complete the equation of life. It has made many technological advances during this pursuit, but it cares little for these achievements; after all, when immortality is on the line, most would do anything to attain it.
*An Ignir Shard*
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## Nesmus, Goddess of Hope Perhaps the most revered and famed of the gods, Nesmus has always been a part of her peoples' lives. Without Nesmus, the sheer depressive nature of the slow corruption of the Fractured Lands would leave its inhabitants in a self destructive spiral of despair. People have often reported seeing her angelic form before they are rescued from starvation, thirst or other near death experiences. Most contribute this to hallucinations or illusions but these stories all describe her in the same way: A haloed angel who shone bright in even the brightest of days, who sheltered them with her great wings and inspired them to survive whatever ordeal they faced, regardless of difficulty. Nesmus was once mortal, but due to her good deeds in life, ascended to becoming a god of what she instilled in her people: hope. Though there are many tales, her widely accepted background was that she was a monk who gained a wide following due to unique battle tactics: She would enter combat with neither sword nor spear, instead dodging and avoiding the blows of her enemies and giving orders to her troops. Her reasoning for this was that she could focus solely on assisting her troops and minimizing casualties. She ascended after her death, due to her unrelenting desire to help others. Many of her most loyal sergeants and generals became worshipers of what she stood for and the ideals she represented in life. Eventually, she gained a following from many of the people of the world, because she gives them one thing they never had: hope. ## The Restorers of Hope A group of traveling nomads spread the message of Nesmus, giving hope via material or verbal means to those that need them. Most adventurers can say their life has been saved once by this group. They wear silver attire and helms to match their god's armor. Otherwise, they keep no material possessions. They are often preyed upon by bandits, as they are extremely easy targets, though the Restorers say that the ones who steal need their supplies the most. This is considered the lowest of the low, even among thieves. The restorers are entirely pacifist, but that doesn't mean they are entirely helpless. In times of war they serve as combat medics and tacticians, following in the footsteps of Nesmus in life. They even have a unique monk order, which gives the innate ability to heal, protect and defend. ### Beliefs The restorers believe that everyone must band together to seal the fractures and deal with the monstrous threats. If they are able to bind the world together, they can begin to return the world to its former glory. ### Goals The restorers of hope wish to acquire the Mantle of Faith and use its power to unite the people of the Fractured Land. While they cannot acquire it, it is their goal to restore hope to as many people as possible and help those in need. They want to stop the interhumanoid wars in order to help both sides stay strong against the hordes of monsters.
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\pagebreakNum ## Verris, God of Warriors
When one wades into battle, it is best to have Verris on your side. Mainly worshipped by nomadic tribes, Verris is pictured as a dwarf wearing the skulls of his enemies and wielding an ever-bloody spear. He supposedly brings luck and fortune not to the warrior's side, but for the individual who worships him. This explains why both sides of any combat can have worshipers of Verris. His chosen are not tacticians, they are instead the warriors and generals who join their troops on the front lines. They are often aggressive and ill-tempered, blood boiling for the next fight. Unless detailed otherwise, the tribes detailed later in the book all have a decent quantity of Verris worshipers. Verris was supposedly a great warrior, one of power and strength, who fought in many wars as a trial for the elder gods. He was given an increased strength and lifespan until he became a one man embodiment of the warrior. He completed the tasks and supposedly dedicated his life to the elder gods' every whim ## Impensus Impensus are a group of travelling warriors who worship Verris, prefering to use violence to stop raiders and tribes over diplomacy. They often take little input from either side, simply murdering those that seem "bad". They have been called racist many times in each of their careers, as they often side with the more human races(elves, dwarves, etc.) solely based on their looks. Unlike every other religious group, Impensus have little want or need for the Mantle of Faith. Sure it's powerful, but the effects of it would be better used by the academics or healers: the warriors know their role in the Fractured Lands, and they intend to let the great minds of this generation do what they must so the next be freed from this cursed land. Until then, the warriors plan on dispensing their own justice to all who deserve it, in their minds. Though they don't often let it on, Impensus's members are wiser than they appear. To the public eye, they may be racists or murderers, but they kill everything for some reason. A few have guessed that some sort of diviner or even Verris himself sends them visions of future events that will conspire if certain individuals are left alive, however there is no way to know due to the close knit nature of their company. When you join, you only ever leave in a coffin. Impensus like to think they are doing their part for the Fractured Lands, but they more often end up killing people without so much as a thought of peaceful solutions. They have a remarkable sense of purpose and morality, as they are able to discern groups or individuals that must be stopped. They verge on being known as very loud assassins. It is difficult to tell the social status of Impensus, as it varies from area to area. Some laude them as heroes, others portray them as dastardly of villains. They have been known to kill squads of bandits with ease, but also killing entire villages, even the children. \columnbreak
Joining the
Impensus is easy; prove yourself in combat
and the position is yours. However, getting out is the bigger problem. No member has ever left the company, and many consider that to be because those that would leave are killed in secret by their once beloved brothers and sisters in arms. Of course, it could just as easily be that those who join don't want to leave, but there is no shortage of ruthlessness in the Fractured Lands. ### Goals Impensus have simple goals. They wish to prove themselves in combat and carry out their god's work on earth. They wish to defeat the evils of the world, for the atrocities some may commit in future from their perspective must be preemptively and swiftly executed. Whether that logic is based on powerful divine magic or their gut feeling, they will follow their duty. This often leads to a smeared public image, though it may also end up making them look more heroic than ever. The warriors find no solace in reputation, ### Beliefs The beliefs of a member of Impensus are complicated at best. All wish for a better territory for the future of the civilized races and will do what they must to ensure the brightest future. They are prepared to commit murders and genocides if necessary. But the individual's beliefs vary wildly, as Verris manifests differently for them. Sometimes they can see him in the blood of their enemies, others in their armor's scrapes. Regardless, clashing personalities are put aside for Impensus.
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## Soleil, the Desert Phoenix Long ago, before even the fractures, the Elves of the Timeless Plains were besieged by orcs, goblins and other monsters of equal or greater strength. Though the graceful elves fought long and hard, they were unable to defeat the overwhelming power of their hordes. After years of combat against them, the elves were suddenly saved from the hordes by the pure power of a flock of phoenixes. Overwhelmed with thankfulness, the elves offered them a place to rest before continuing on their journey, which the phoenixes gratefully accepted. One elf in particular, Arun Vulmun, offered the phoenixes a pact: they would always have a home with the elves in return for a small vestige of their power so that they may defend themselves from the hordes of monsters while the phoenixes were away from the material plane. This deal was profitable for both sides, and a pact was made, that has been honored to this day. However, even phoenixes cannot live forever. One by one, the majestic beasts began to pass on. One phoenix lives on: the desert phoenix. It has found a way to harness the desert sands to quench its need for heat and has continued to live on, honouring the pact of the Phoenix with the elves through the Phoenix Brotherhood. >##### Playing a Phoenix Brotherhood Member > Order members use the power of the phoenix to protect and assist the townsfolk of Aramore, but they could still travel. Mechanically, the character can be represented by many archetypes, but generally mixes spellcasting prowess with martial might. \columnbreak
## Phoenix Brotherhood The Phoenix Brotherhood is as ancient as it is exclusive. Before even the fractures, ancient elves made a pact of great power with the phoenixes: The elves would provide their most them a place to stay to rest between their migration through the astral plane and the phoenixes would grant the most prestigious elven families their power and aid. The order was subsequently formed, with the purpose of helping the phoenixes while they rest in the material plane, as well as to wield the power of the phoenix for the good of elvenkind. They are great warriors of strength and virtue, who channel the power of the phoenix into their blades and armor. They are trained in the ways of combat by their predecessors and have a base of operations in Aramore, where they and many others contest for the mantle of faith in the Oasis Tower. ### Beliefs It is the sworn duty of the Order to protect the Phoenixes, their people and the peoples of the world against the growing darkness of the Fractures. As well, they view the phoenix power as a gift as well as a responsibility. The Order is strong so that others may be weak. ### Goals It is the goal of the Phoenix Brotherhood to take the mantle of faith and use its power to protect the townsfolk of Aramore. To continue the legacy of its forefathers, protecting and serving the desert phoenix and using their powers for the good of elvenkind. It is their duty to protect the world from the evils of Fractures using the knowledge of their predecessors and the power of the Desert Phoenix.
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\pagebreakNum ## The Elder Gods
The Elder Gods were a pantheon that the peoples of the Timeless Plains worshipped. It had many gods, but since the fractures, they have faded into antiquity. After all, how could the gods allow this apocalyptic event to happen? However, remnants of their power and history still remain in the world. Most prominently, the Chosen, their children planted in the mortal world became instruments of their divine will. Several cults have worshipped these Chosen as well as the gods they represent. ### Auril, Goddess of Winter Perhaps the most outdated of all the gods, the goddess of winter has not been able to create a blizzard or even gentle blanket of snow due to the now arid environment. However, her chosen have been known to be able to conjure weapons, walls and entire buildings made of unmeltable ice. A chosen of Auril has not come along for several hundred years now. ### Cyric, God of Lies In contrast to his sister Auril, his influence has only grown due to the increasingly confused political climate and general lack of knowledge and communication between cities. This state of confusion is a liar's playground because people may be suspicious of them, they often had few ways to differentiate a lie and the truth. Many of his Chosen have reached positions of power through deceit and trickery in recent years. ### Oghma, God of Knowledge Oghma, the god of knowledge struggles through the dark ages of the Fractured Lands. The confused and isolated people causes extreme difficulty in the transfer of knowledge and advancement for the world. His Chosen were influential philosophers, scientists and engineers who contributed inventions imperative to the scientific advancement of that age. ### Torm, the God of Sacrifice Torm is not the god of savage sacrificial rituals; he is the god of courage and self-sacrifice. He is patron to those soldiers and adventurers who recognize that their lives may need to or must be sacrificed in order to uphold the greater good. The Cosen of Torm are simple men and women who realize their purpose and duty, and are prepared to lay down their lives to protect their ideals. ### Loviator, the God of Pain The god of pain thrives in the desert of pain. His cults gain many followers, his Chosen inspiring hundreds to commit flagellation. His Chosen are put on the earth for the sole purpose of causing the maximum amount of pain and suffering they can during their lifetime. \columnbreak
### Kelemvor, God of the Dead Kelemvor is the god of the sanctity of the dead. He makes sure the line of mortality is not crossed the wrong way. Chosen of Kelemvor search for and eliminate undead as part of the Order of the Raven, complete burial rituals and rites to lay the dead to rest and help console those who have lost loved ones. ### Leira, Goddess of Illusion Like her brother, Cyric, her powers work well in the desert, where hallucinations and visions plague the thirsty, heat stricken masses. Her illusions range anywhere from the worst nightmare to the happiest dream and her Chosen, though exceedingly rare in themselves, are able to create entire illusory realities if necessary. ### Chauntea, Goddess of Agriculture Chauntea has an extremely difficult time helping her worshipers due to the harsh desert now pervading the world. Her Chosen hope to help slowly return the world to its once fertile state, help the people grow enough food to feed themselves and help them discover new ways to improve crop yield.
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## Chosen Cults
Even rarer than an actual Chosen is the worship of them and their god. However, rare doesn't mean impossible and one can often find one to five of them around the world. Below are a few examples of cults based around the Chosen, vying even for validity compared to their new monotheistic god rivals. ## The Druids of Shauntea Formed after a group of gypsies witnessed the conjuration of plants by the Chosen of Shauntea, the druids wish to help the struggling Fractured Lands heal. Through their rituals, they are able to extremely slowly the arid sand and replace it with healthy earth. In order to prove the validity of their faith, they transformed the inside of the Oasis Tower. ### Beliefs The druids believe that the only way to stop their monstrous oppressors is to heal the world from a sandy death grip. They also believe that by helping their fellow citizens grow their food, they are doing god's work. ### Goals Use the Mantle of Faith to return the world to its normal state and make sure no one goes hungry. ## The Servants of Illusion The servants of illusion are a strange and mysterious group that experiment with illusions of all varieties on mostly unwilling subjects to discover unique reactions. Higher ranking officials are given the secret to causing illusion to become reality and use that ability to change their appearance. ### Beliefs Through the use of illusions, the servants believe they're following their god and discovering more about the afterlife. The Mantle of Faith could bolster the radius of their illusions, and help them create a heaven on earth. ### Goals Be allowed into the Oasis Tower and acquire the Mantle of Faith, in order to create and conjure extremely powerful illusions and better experiment on their victims. \columnbreak
## The Death Flagellant A chosen of Loviator found a unique way to increase his power: self mutilation. He also found that public displays of self inflicted pain increased the ritual's potency. They also become warlords and raiders, who attack cities and villages in order to cause extreme pain and suffering as well as finding new recruits for their cult. They are trained as clerics who wield the power of the pain. Their magic is unique in the fact that their power is a balance. The quantity of pain they can inflict is directly proportional to the quantity they inflict on themselves. This means that they must prepare for days storing up pain magic before going on raids. Eventually, though he was reviled many, he still began to gain quite a following. ### Beliefs They deserve the Mantle of Faith because they suffer for their god. They believe that their power comes from their own pain
as well as
others, and if required, they will hurt others for their god. ### Goals They must be allowed into the Oasis tower and take control of the Mantle of Faith. hopefully ignoring themselves with the mantle will satisfy their god.
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\columnbreak ## Ydar, Goddess of Art Ydar is said to be the god of all arts, from the funniest of jesters to the moodiest of artists. She embraces all arts and encourages her disciples to discover and explore the world, spreading her art and magic to people less fortunate, who need inspiration to improve themselves. Ydar can take many forms, but she prefers a half-elven female carrying several instruments. Out of all of the supposed gods, she is the most active in the Fractured Lands. There is undeniable proof of her existence; enough people have seen her that it is convincing. The question has now become: is she a god, spellcaster, or something else entirely? She is most often reported in small towns, most likely trying to avoid people who know her face. She has also been seen encouraging the world's greatest in their most vulnerable and dark moments. Even if she isn't a god, she is damn good at what she does. ## The Musician's Guild Her worshipers are rarely in their institute in Oasis tower, journeying far and wide to help people. They believe that the Mantle of Faith, the strange instrument in Aramore, will point them to the people who need them most. They reconvene twice yearly to share pieces, inspiration and strange stories around a warm fire with mead in their hands. ### Beliefs While the world is a sad place right now, music and the arts will bring happiness to this otherwise dreary world. The world is ripe for exploration and discovery and it is the will of Ydar that we travel throughout it. Friends and family are equally important; regular meetings will help give them time to recover and simultaneously strengthen their bonds. It is important that these nomadic people maintain relationships throughout towns, both to have patronage when they stop in settlements, and to have love and happiness in their lives. ### Goals The worshipers of Ydar live to bring joy, happiness and art to a world plunged into a dark age. If the group were to acquire the Mantle of Faith, they would use it to find the people who need them most. The worshipers wish to achieve a world where violence is no longer necessary and actively discouraged. Finally, they wish to have the ability to always explore new things, have new ideas and continue the creative thought process through anything the world throws its way.
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\columnbreak ## Major Factions Detailed below are the most influential factions of the Fractured Lands, well known amongst its inhabitants. For better or worse, these factions wield tremendous power, due to several factors. In order to differentiate between the numerous lower level organizations and the major factions, listed below.
### Size Each of the major factions, with the exception of the Cyan Troupe, have members rivaling the populations of minor settlements. Often, several generations will serve in these factions simultaneously, allowing for families to live and provide for themselves within the faction of their choice. This size also indicates economic wealth; the faction must have sustainable means to feed so many members. Often, a major faction's base could be mistaken for a city in itself. ### Influence These factions all have major influence throughout the entirety of the Fractured Lands. They have a headquarters somewhere in one of the settlements but also have several other command posts, bases of operation and even branches of the faction itself. Every major faction is a household name, and you can feel their presence throughout the Fractured Lands. This influence spreads not only through the members of the faction, but also the myths and stories in the Fractured Lands. Myths and stories of the Fractured Lands often involve the wars and conflicts of each faction. ### Power Every faction listed below all have power throughout the Fractured Lands. Even through name recognition alone, certain faction members are treated with respect and servitude, for fear of the wrath of one of these factions. These organizations have legitimate military might, and several are known for hunting and killing monsters in their area as training. As well, most have specific knowledge that aids in adapting and thriving in the Fractured Lands. This knowledge may appear in the form of magic, or combat techniques, but either way it allows the members of the faction to have power over others.
### Wealth Through various means, each of the major factions is incredibly wealthy. They provide the best gear and equipment for their members, even in the lowest echelons. As well, the create or commission adventuring parties to acquire artifacts of the past and other magical devices to bolster their arsenal. They have the resources to create massive structures that house hundreds, if not thousands of the faction's members easily and comfortably. Many cite this as an unfair method of control, as the only people housed are those in the Faction, meaning that many will join a faction for purposes of finding free food and board.
FRACTURED LANDS | Major Factions
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## The Barrier Imperium The Barrier Imperium, once a proud order, has fallen to its lowest. Dedicated to protecting outsiders from the corruption and horrors of the Fractured Lands, this group of powerful wizards and sorcerers used their power to seal the people of the Fractured Lands in. After people discovered this, they began to rebel, attacking their members and besmirching their reputations. The Barrier Imperium's sworn duty is to protect these people and they were unallowed to defend or retaliate against these actions. What does an organization of intelligent and powerful spellcasters do? Instead of simply rebuilding, they began transforming their image. Though they couldn't stop all injustices, they began policing the outer settlements, using the desert dervishes they create as a makeshift police force. These decisions were rewarded with loyalty from the public once more. Though dissenters and rebels still existed, their number was far fewer and they were most likely located in the center of the Fractured Lands. Their currency was more widely accepted, they were treated with respect and though they kept the people within the Fractured Lands, they were still praised for their protection of those people. They used this publicity to accept funding (though little came in) and to mask some of their other traditions. The group is run by the Nine, nine of the most powerful spellcasters in all of Voldari. They have the power to do great acts of magic and can create entire fortresses and temples from the ground, fully furnished. However, this power isn't due simply to their amazing aptitude for spellcasting; the Nine are all immortal. Their immortality comes from their magic, though each use a different method to "cheat" death. One makes a Simulacrum, one freezes themselves until their help is required and one sees into the future so far they simply have left writings on the future they will be unable to witness themselves. \columnbreak
### Goal Though they disguise it with their patrolling of the outer radius of the Fractured Lands, the true and only purpose of the Barrier Imperium is to keep the inhabitants of the Fractured Lands, as well as the corruption that destroyed the Timeless Plains, from ever escaping beyond their walls. The spread of corruption would prove devastating to an already unstable world. They rarely have to get directly involved in the business of mortals, instead creating the Desert Dervishes in order to maintain order while they pursue their own interest. ### Beliefs Unlike the religious groups in the Fractured Lands, the beliefs of the Nine and the Barrier Imperium are not united. Their methodology, ideologies and even philosophies are entirely individual amongst the Nine. The Desert Dervishes were instead born with a series of tenets they must follow, which they believe to be the only true or right thing and will fight and kill for. The Nine are different from their children in this regard; they may have different ideals but they respect one another. ### Origins No one knows who created the Barrier Imperium. Many hypothesize that they are a division of Voldari's Monarchy. Intelligent observers, however, would note that the Nine are much more powerful than any of the Monarchy's members, even the Queen herself. The Nine may be powerful but even they are no match for the eight Lords of Magic in Blackmoor, who rule over entire schools of magic and have excelled in these fields so much that they have earned immortality. Just goes to show that there is always something more powerful out there.
FRACTURED LANDS | Major Factions
\pagebreakNum ## The Crimson Insurgents
Once the militia of the proud and immortal elven empire of the timeless plains, the Crimson Insurgents were crippled during the Fractures and became a ragtag group of wandering soldiers without purpose. When all hope was lost, a Chosen elf named Naaflheim rallied the pitiful soldiers and transformed them into the group they are today; strong, fierce and lawful, the champions of the people. The Crimson Insurgents believe that the people have a right to their freedom and clash with the Barrier Imperium and their Desert Dervish lackeys often. Several ingenious inventions by a separatist branch of the Immortal Steel Cult have succeeded in getting them closer to their goal and rumors that they have already found a way underneath the barrier have spread throughout the lands. Each passing day, the Insurgent's number grows. Due to the promise of potential freedom and the supposed sense of moral right the group has, many younger people see the faction as a way to improve themselves and find their own destiny. However, this doesn't mean that the Crimson Insurgents are unanimously popular in the public opinion; many traditionalists and businesses dislike the group, seeing them as disruptive elements thrown into a blending pot of unpredictable, yet peaceful factions. This is true to an extent, as the Barrier Imperium has now increased the tightness of their grip on outer ring cities, as well as sending Dervish parties to more frequently patrol the inner areas of the Fractured Lands. ### Goals The Crimson Insurgents have one specific goal in mind: freedom from the Barrier Imperium and the suffocating sands of the Fractured Lands. Whatever the method, even if it involves several casualties, the Insurgents will follow through. Though they style themselves as "champions of the people" and "freedom fighters", those with experience with the faction will tell of surprising mercilessness and results oriented thinking that could rival the Lizardfolk of the Raging Mire. ### Beliefs The true beliefs of their leader and elite are unknown to even the other members of the Crimson Insurgents, but the beliefs they broadcast to the public is that every person has a right to personal justice and freedom. These ideals are what allow the group to gain the popularity and respect they have. ### Origins Though most of the old militia has died in conflict throughout the Fractured Lands, the roots of the group still remain with their beloved elven empire. Everything from their slipshod armor to their crest has been taken from the old militia. However, a large portion of their group from major settlements that tend to be on the richer side; Aramore in particular is where the largest portion of their group comes from, due to the separatist Immortal Steel branch routinely sending them promising recruits and inventors.
FRACTURED LANDS | Major Factions
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\columnbreak ## The Cyan Troupe Named for their interesting choice of costume, the Cyan Troupe are the most infamous group of assassins that have ever roamed the Fractured Lands. Said to have existed since the beginning of time, the Cyan Troupe is made up of three individuals identifiable by their masks. Though each has a full set of masks, each wear one of these emotions primarily: Joy, Anger, Sadness. This group is so influential, they have toppled potential dynasties and kingdoms forming in the Fractured Lands like they are pulling weeds from a garden. However, they are more akin to a weapon of the factions than a major faction themselves. The other factions, particularly the Barrier Imperium, use these assassins to kill influential leaders of their enemies. They are also popular amongst the religious cults of Aramore, who use them to get one step closer to the Mantle of Faith. Said to have come into existence with the Elders, the Cyan Troupe was first recorded long before the Fractures destroyed the timeless plains. Supposedly, they were the servants of Amon, following him through the Maw of Chaos before he enslaved the first members of the surface races. They have since killed kings and emperors and even supposedly a god, though it is not certain whether this is fear mongering from the Cyan Troupe itself, rumours by the inhabitants of Voldari, or the most unlikely possibility: the truth.
FRACTURED LANDS | Major Factions
### Goals Though the goals of the Cyan Troupe are as shrouded as their presence, one thing is certain: they are hoping to accumulate magic. Whether it be in the form of magical artifacts, spells or scrolls of power, the only way they can be paid to complete their dastardly deeds. ### Beliefs Though they have existed for centuries, their beliefs are as indiscernible as their faces. They accumulate magical artifacts and unimaginable wealth. However, they have yet to use this wealth for anything, not even basic supplies. In fact, there have not been any recorded purchases by the Cyan Troupe in all of history. ### Origins Supposedly, the Cyan Troupe was created in the beginning, during the War of Life. They were the ultimate killing machines of the Primordial Firbolg before the Firbolg realized they could win the war in attrition. After the war, they served Amon, keeping the other slaves in check as his jailers and torturers. After Amon was banished, they escaped and have appeared throughout history ever since. \pagebreakNum
## Grassroot Rangers After the Fractures, the druids of the Lonely Forest planned to stay within the bounds of their forest home, one of the last sanctums of nature. However, a fragment of the druids felt it was their obligation to purify the arid Fractured Lands. Teaming up with concerned acolytes of Chauntea, the group formed the Grassroot Rangers, with the goal of spreading the magic of the druids and purifying the land. However, this proved mostly fruitless. Due to the destruction wreaked by the Archon's magic, the Rangers were hunted and lynched for trying to teach magic to the people of the Fractured Lands. This caused reforms in the group. No longer were the Grassroot Rangers a religious organization, they became secular and more scientific in their use of the magic; they tested the staying power, range and radius of the spell, hoping to find the most efficient use of the ritual in order to spread it manually, without the help of the general populace. Rangers became more about surviving the desert in order to reach the location of the next ritual over a more group focused solution. The rangers are each unique individuals, scattered like leaves on the wind throughout the Fractured Lands. They do their best to assist the settlements littered across the Fractured Lands, though their allegiance to the Grassroot cause is often found out and the Ranger is subsequently thrown out of town. Perhaps the most misunderstood faction, the mistrust of the Rangers is a product of the lack of widespread communication of the Fractured Lands. \columnbreak
### Goals The goal of the Grassroot Rangers is constant despite the changes to their method: to cleanse the Fractured Lands and restore the Timeless Plains to their former glory. They tend not to be too intense about this goal, however; they will heed the wishes of the inhabitants near the supposed ritual location. ### Beliefs The beliefs of the Grassroot Rangers are shrouded from the public eye. They seem to want peace for the masses and a return to the paradisiacal Timeless Plains, but is that all they want? Many of the more cynical and jaded people in the Fractured Lands believe this is purely a facade, their ulterior motive ranging from wealth to genocide, depending on who you ask. This is because it is difficult to discern a constant belief in the Rangers; they tend to act more like a loose outfit of highway patrolmen than any sort of actual organization. ### Origins The backgrounds of each Ranger vary, some even come from outside the barrier. They are unified in their singular goal, however, and work to each do their personal duties so that this goal can be completed and the Timeless Plains will be restored.
FRACTURED LANDS | Major Factions
\pagebreakNum ## Silver Dragons
The Silver Dragons are amongst the fiercest combatants in the Fractured Lands, despite not being born there. They follow a unique, forgotten culture, alienated from their home and without hope of return. They live in an encampment southeast from Calmarnock, where they often trade the pelts of the beasts they hunt with the Kenku for an incredible amount of gold. Their lives are simple and without incident, with the exception of the monster hunts. The Silver Dragons plan to escape the Fractured Lands and return to the Veris Dynasty, where the emperor can reclaim his throne. However, the reality is not quite as simple. First and foremost, the emperor and his bodyguards must survive and learn to thrive in the Fractured Lands, meaning that they will be in the Fractured Lands for a while. As well, they currently have no escape route, and believe that asking the Archons is the only way to return to their homeland. Even when they finally return, there is no guarantee that the emperor's throne will be vacant for him to take; there might not even be a throne to return to. The Dragons cannot postulate on the future, they must prepare for the present. Because they are not a self sufficient settlement, they must succeed in every endeavor, meaning that they are incredibly efficient and methodical in their rituals and habits. Each member, even the emperor himself, must contribute to every aspect of the startup society in order for it to stay afloat. Though it began as just the emperor and his guardsmen, the society began to flourish and more people joined. Some saw joining as a way to get close to the future emperor, while others preferred the responsibility of the lifestyle. Regardless of cause, the Silver Dragons now have the population of a minor settlement. Every new member of the Silver Dragons is taught the cultural traditions and fighting styles of the Veris Dynasty, becoming assimilated to the ancient ways of the emperor's bodyguards. In return, they give information about the Fractured Lands, specifically any way to contact the Archons from within the walled off Fractured Lands. They have yet to find any particularly useful information from the people joining, but they are still allowed to join nonetheless. However, the increase in population is not necessarily a good thing; not every person can be a member of the Silver Dragons, as every role is integral and even minor slip ups means potential death for the entire faction. Each day, the Silver Dragons grow stronger and more independent. They have started to look for long term solutions to their basic needs, such as hunger and structure. Living with the Silver Dragons is an incredibly difficult task and those that do manage to stay with them are reformed people. It is not without its benefits however, as the Silver Dragons offer a community to those that would otherwise be unable to fit in with other societies in the Fractured Lands. As well, they hunt dangerous, predatory monsters and raiders that haunt the city of Calmarnock, providing safety in an unsafe state. \columnbreak
### Goals Above all else, the Silver Dragons wish to return to their home, where the emperor can return as the rightful heir to the Veris Dynasty. They also hope to foster and recruit a new community of warriors to make certain that the emperor can return to his kingdom without resistance. However, they don't have any goal in the Fractured Lands itself other than survival and tend not to socialize or meet up with the majority of the other factions or settlements of the Fractured Lands. ### Beliefs The Silver Dragons believe that the only way to return home is by using the corrupt magic of the Archons against the Barrier Imperium's wizards to fight for their freedom. They scour ancient ruins and civilizations to find what little information is left about the magic and use ingenuity to try to figure out the rest. So far, their efforts have been fruitless, but they have started to be able to create small, weak magical effects. The Silver Dragons hope to bolster this magic by continuing to find more relics of the past throughout the Fractured Lands. ### Origins Long ago, just days before the Fractures, the Veris Dynasty Emperor traveled to the Timeless Plains to meet with the Phoenix Brotherhood, in an attempt to trade cultural ideas and philosophies. In reality, it was an excuse that the teenage emperor used to temporarily unfetter himself from his royal duties. However, the emperor probably didn't expect how long he would be free of those duties. Shortly after their arrival, they decided to stop temporarily in the city of Calmarnock, where they stayed for several days. While resting their, the Fractures happened, forcing them to stay in the cursed town until several days after the cataclysmic events. When they decided it was safe to return home, however, they found the massive wall the Barrier Imperium had erected, leaving them no hope of return. Since then, they have lived near the city of Calmarnock, where they empathize with the Kenku's loss of freedom.
FRACTURED LANDS | Major Factions
\pagebreakNum
## The Three Queens Ruthless, cutthroat and lethal, the three queens of the desert each live in a territory of the Fractured Lands, claiming the criminal underworld of that area. Their power and influence are widespread, and most people have had dealings with one of these queens in their lives. These queens lead gangs that are violent and thuggish, but they offer food, shelter and the opportunity to make a name for themselves. These three gangs are the Shattered Sword, the Scarlet Thorn and the Cobalt Needle; their queens are Akila, the Lawmaker; Tierra, the Whisper and Quinn, the Snake. ### Origins These three powerful criminals are all part of one family, and were originally sisters in Aramore. Seeing the opportunity to usurp the current gangs and create a more powerful set, the sisters each agreed to take a territory for themselves and to work together. Each sister was scheming against the others, and this erupted in a year long gang war, before they decided to go their separate ways and never contact one another. Or at least, that's what they want the world to think. The group have secretly been working together, with only the highest members of each organization and the three queens themselves knowing about the connection. By separating these groups into splinter cells, the queens are able to fly under the radar, not enough of a threat for the Barrier Imperium. However, the roots of the three queens extend throughout the Fractured Lands, having a hand in most black markets and illicit smuggling. \columnbreak
### The Shattered Sword Run by Akila in the Black Market, the Shattered Sword is a powerful gang due to its proximity to Aramore, arguably the most developed city in the Fractured Lands. Most of the people in the area surrounding the Black Market participate in it somehow. Shop owners compete in the black market for ever diminishing spots that cost more and more money as time goes by. The Shattered Sword has begun using recent profits to fund new settlements, effectively making even more people depend on her than before. ### The Cobalt Needle The Cobalt Needle is a roaming gang that does not guarantee the same benefits as the other two factions. It is made up of mercenaries and bounty hunters that go from town to town, offering their services for whatever price they please. The Cobalt Needle gets a cut of the money and in return allows the bounty hunter to use Cobalt Needle's name and reputation. If a member doesn't make enough money, they are promptly kicked out or killed. ### The Scarlet Thorn The Scarlet Thorn has been doing poorly in the Fractured Lands for years, with their last remaining holding being Helbeck, the small settlement. They were dealt a serious blow when they attempted to expand onto the Shattered Sword's turf, and lost the majority of their faction. There are rumors that Akila is planning to finish off the rest of the gang and take Helbeck for herself. \pagebreakNum
## Economy
Though the economy of various settlements vary wildly, the interspersed alliances between these settlements use many different currencies to barter. Trade in general is often difficult to facilitate due to the nature of the people in the Fractured Lands. Bartering between villagers often ends in conflict or one side obviously benefiting. You either play or get played when you trade in the Fractured Lands. ### Coins by Metal Unlike many other areas, the mint of the Fractured Lands' value is based on their worth as a metal in a smithy. Gold, for example, is the least valuable metal due to its softness and malleability when used as a material in a forge to create weapons or armor. This is because the inhabitants of the Fractured Lands see little value in aesthetics and instead see the currency in a more resource based capacity. This also explains the use of weapons and armor as trade objects, as they are worth more than their metal counterparts due to the work of the blacksmith. Below a chart that denotes the value of each currency. ##### Coin Values | Metal | Value | |:----:|:-------------| | Gold| 1/100th of an iron | | Iron | 100 Gold | | Steel | 100 Iron| | Platinum | 100 Steel | | Adamantine | 100 Platinum | #### The Barrier Imperium Coin The Barrier Imperium mint is the most valuable, as the mages that make up the organization have spent years researching new ways to improve their formulas. They are thusly the best metals to use for the forging and are widely considered the official currency of the Fractured Lands. That doesn't mean that they are the only currency and though widely accepted, they aren't always taken. Certain places refuse to take them, regardless of quality, due to their connections to the organization that holds the Fractured Lands prisoner. Seedy bars, thug's hangouts and rebel meetings are all examples of places that would likely not use the coinage, simply out of principle. \columnbreak
#### Monster Scavenge Due to how dangerous and elusive the deadly monsters of the Fractured Lands are, their organs, hides and other parts of their body can be very valuable and change the entire economy of a small settlement because of their very presence on the market. These ingredients are the basis for the enchanting and enhancing of adventuring gear which may mean the difference between life and death for those traveling. #### Salt One of the most important parts of life in the Fractured Lands is salt. Used as an integral part of diet and also to preserve food, salt is in constant demand. Many minor settlements were built solely for the purpose of mining these important minerals, and one of the most common jobs for the people of the Fractured Lands is salt mining. This occupation is even more difficult in the Fractured Lands; instead of just dealing with cave-ins and natural gases, these miners must deal with monster attacks, corruption and the dark magics of the Fractures. #### Sugar 100g of sugar is roughly equivalent to 1 Steel piece, sugar is the currency of choice for smugglers, criminals and rebels. It may not be metallic, but its value in cooking makes it a commodity equivalent to the metallics. However, being seen trading sugar is dangerous; if reported to authorities, a bounty will be placed on your head and capital punishment will be your fate. Regardless of this oppression, the trafficking of sugar is a booming business. Even the Barrier Imperium indulges their chefs with the use of sugar from time to time #### Silk Silk is equivalent to 1 platinum. However, the Silk must be genuine; magic silk is considered a forgery. This restriction has lit a fire under charlatan wizards, who anxiously work to find a way to pass off their silk as real. Silk is rare due to the environment, as being caged off from every part of the world means that the importing of silk is impossible. In addition, the desert environment is harmful to silkworms, who create the fibres necessary to spin silk. Silk's value is therefore ever increasing and any man with silken clothes is truly rich.
FRACTURED LANDS | Economy
\pagebreakNum
### Favor for a Favor Another key aspect of the economy is the concept of favors. People trade a service or good (similar to a job) at a later date for current values. This is extremely risky and often not beneficial for either party, but when done correctly can prove effective. This is due to the untrustworthy nature of certain inhabitants of the Fractured Lands. The favor is decided by the person with the goods, to be completed when they want it to be done. The nature of these agreements make them tenuous at best, and lawmakers often have difficulty settling disputes based on the matter. For the presenter of goods, it is intrinsic that the person who's offering the favor is trustworthy. Due to the nature of most deals, the favor is called on a later date. This gives the lying offerer of favors many chances to skip town without paying back their debt. Though they may be hated by the people of that specific settlement, the next town over has no idea the reputation of the town skippers. These town skippers are known as debtors and many of the factions of the Fractured Lands are trying to deal with this problem. The Barrier Imperium in particular has created a squad of Dervishes with the specific intent of hunting these debtors down and forcing them to complete the favors. However, these efforts often have little effect on the prevalence of these debtors. There are simply too many of them in too widespread an area for them to be fully forced to pay their debts. This arrangement is not much better for the person offering the favour. Often, they must find favor brokers to do business. These sleazy businessmen ask for extremely difficult or taxing services simply because of their monopoly on the trade, as most laymen will not accept favors. Thusly, the instinct to try and run away from these debts is often very high in down-on-their-luck inhabitants of the Fractured Lands that get in too far over their heads. How do they ensure they get their favors? The answer is simple: they use branding. The marks of the various favor brokers are each unique and branded on anyone who has ever taken a favor from them. Via a network of favor brokers in each town, they assure that the person has paid their debt. Once the favor is complete, healing magic is used to remove the brand. The process is extremely painful and crossing a favor broker is assuredly worse than death. Because of the nature of the relationship, the favor bartering system is not very popular. Between slippery debtors and dangerous brokers, the business of favors is hard to manipulate for the gain of either party. This tradition has faded into obscurity, but is still used to this very day. Below are a list of dangerous debtors and favor brokers. #### Silk Known simply as silk, this lavishly dressed person takes out favours using the reputation that the silk provides as a proof of their reputation. They have been branded many times, but shortly after the brands lose the connection to their owners. The true identity of this creature is unknown, as they look entirely different each time they take a debt. Many postulate that they use some sort of magic and if that were true, Silk would have to be a powerful mage indeed. \columnbreak
#### Felix Silvertongue An incredibly dangerous and elusive criminal, Felix is a human who uses his wits and skills to become an entirely new person each town he visits. He has offered favors to twenty three different brokers and managed to dispel the magic on each branding and to hide the leftover scarring on his face. He uses a disguise kit to become new combinations of race and gender and he is virtually indistinguishable from others. His tongue isn't the only thing that is silver however. He walks with a signature sword cane that is undetectable unless he unsheathes it. #### Damian Ironfist Named for his terrible punishments, Damian Ironfist brands his debtors with a fist using a sealing iron laced with enchantments and sigils. No debtor has ever escaped him and he has a decent (if brutish) knowledge of the arcane. He specializes in transmutation magic and is able to transform his fists into iron, which he uses to increase the severity of the beatings he deals, as well as defend himself. His brand has a built in glyph that he can track at all times. Unlike most other brokers, Damian Ironfist travels instead of staying in one city and doesn't often associate himself with the brokers' alliance. He has a crew that follows him that take small portions of his pay. #### Beetle The self proclaimed "best of both worlds"Beetle began a debtor before going on to become the founder and leader of the brokers' alliance. He uses his contacts in the alliance to ensure that no one is able to escape his grasp. He is based in Aramore, where many of the city's underground criminals are all branded by him. He has an entire guild dedicated to getting him money and he has little to do with it unless his direct involvement is necessary.
FRACTURED LANDS | Economy
\pagebreakNum
# Races Covered in this section of the guide are the races of the Fractured Lands and a shallow look at their culture, beliefs and of course their mechanical statistics. Each of these races have proved their tenacity and strength amidst the harsh desert and lethal competition. They have dealt with dangerous monsters and each other and still stand tall, if crippled. Whatever the case, these races have each weathered many obstacles and have formed their tradition and culture to help them survive. ### Generalizations Since there is no way to understand every aspect of every race, especially if the players decide to assist in creating new aspects of the world, these races are generalized and can never be truly in-depth and comprehensive. However, they are still good perspectives on the cultures of these creatures and these basic notes can be extrapolated from to create new ideas and cultures. If a player has a unique idea for a settlement, area and culture, feel free to include and expand on it in the world. ### Culture The people of the Fractured Lands do not have cultural or social structures based on race. Instead, culture and tradition are created based on geographic location. Though there are traits that are common across all members of a particular race, these traits don't shape their culture. For example, the elves and dwarves of the reformed kingdom of As'bel are allies, whereas the elves of Esthane in the Fractured lands are so xenophobic, they see any other races as experimental subjects. ### Adaptation Many of the cultures of the Fractured Lands have had to adapt and change their culture to suit their new home. Those that don't adapt are extreme outliers and often have it much harder than those who do adapt. Many of the races within this section will seem quite different to how they are in the outside world, but this is due as much to the environment as it does to being isolated from the world for centuries. > ##### Mechanically Modular > If you as a player are interested in a race but don't like their Ability Score Increases, with the permission of the DM, you may modify them. However, there is a catch: you must have a reason. Maybe your dwarf was a slave in a coal mine, which dulled his mind but increased his strength. Simple explanations like this allow players to try new race/class combinations. However, this shouldn't be used for the purposes of character optimization, which is why this optional rule can be allowed at the whim of the Dungeon Master.
FRACTURED LANDS | Races
\pagebreakNum ## Azer
"Another clang rang out amongst the din of the forge.
Hrothgar wiped sweat from his heated brow, taking the unfinished blade with tongs and leaving it one his stone table to cool. Being on the plane of fire meant that he had no water to cool the blade, and it would take hours before it was ready to be shaped again. Annoyed, he resolved to return to it after Communing."
-- Hrothgar's Diary
The azer are the cousins of the fire elementals. They are characterized by their flaming hair and coal black skin. They are a disciplined, ritualistic race, and the only elemental race of the four mortal elementals to stay within their home plane. Their craftsmanship is legendary, and when they are not in the Firelands, they are most likely in Therendor, forging their for large gold profits. They are a temperamental race, and are prone to fits of anger when they do not get what they want or feel they deserve. ### Communion Because the Basalt Walker still roams the Flaming Dominion, the azer are able to live in the Firelands. In order to pay their respect and thankfulness to the Basalt Walker for this gift, the azer all conference together in a room and each donate something of great importance. The ceremony happens each week, but the sacrifice is only necessary monthly. Once all items have been sacrificed, the Basalt Walker chooses an item as the most worthy sacrifice, and the azer who created it is awarded a boon. The Azer are driven to be more competitive for this very reason. ### Competitive Spirit Since the Basalt Walker awards the azer each month with a boon, the azer have a serious competitive attitude towards one another. Once a champion has been picked, he is no longer eligible for a year, meaning there is a chance for anyone to win. An azer will do anything to win, as long as it doesn't violate honor, as the Basalt Walker can see through that and announces it after the ceremony. Whatever the reason, azers are competitive in every aspect of their life, and they attempt to prove their mettle in every field and place that they can. ### Fire Dependency Azer naturally have burning hot temperatures, and are sustained only in extremely hot conditions. This is why you will rarely see an azer outside the Firelands. If they live anywhere, it'd either be in the Flaming Dominion with the Children of Ash or in the Fractured Lands. No other environment can sustain them for long periods of time without the azer giving part of their fire up. Because of their forced living in very few places, entire settlements are created and maintained by azers. To give up your fire is a serious choice, and those who do will face the consequences for the rest of your life. \columnbreak
### Internal Fire The passion and fire of the azer is physically manifested by the actual fiery manes. In order for them to live in colder environments, they must give part of themselves up. This is rarely a problem, as most azer have over the top spirit and passion, they are still giving up part of their essence, and this is a difficult trade for them to make. An azer who makes this sacrifice is shamed by the rest of their clan, and cannot rescind the choice they made. ### Azer Traits All Azer share the following traits.
**Ability Score Increase.** Ability Score Increase. Your Strength score increases by 2 and your Dexterity score increases by 1.
**Age.** Azers reach adulthood at age 16 and live up to 80 years.
**Alignment.** Azers endure a harsh existence that demands each of them to remain self-sufficient, even at the expense of their fellows. They tend to be neutral
**Size.** Azers are between 6 and 8 feet tall and weigh between 250 and 350 pounds. Your size is Medium.
**Speed.** Your base walking speed is 30 feet.
**Darkvision.** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
**Long Limbed.** When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
**Powerful Build.** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
**Sneaky.** You are proficient in the Athletics skill.
**Craftsmen.** As a Azer, you are a perfect craftsmen. Whenever you roll a crafting check to using smithing tools, you have expertise on those checks.
**Languages.** You can speak, read, and write Common and Ignan. \pagebreakNum
## Chosen
"I felt a strange sensation wash over me - like when a
previously unsolvable puzzle falls into place. Something within me clicked, and I discovered some unknown feeling that is indescribable. As I fell from the cliff, my body seemed to take over. My wings stretched as wide as they could, enjoying finally being free from within my body, as I unlocked my potential. As I hurdled towards the ground, I realized that I had been placed on this plane for a reason. I had been chosen."
-- Alanys Valmys discovering her flight
Chosen by the gods at birth, these creatures can find celestial blessings in their blood. But with this power, duty also calls: Chosen are guided by their divine patorn toward important destinies and purposes. Chosen are still free to live how they wish, but those who are Chosen are picked because of their compatibility with their patron deity, meaning that they rarely leave the call of their god unanswered. Chosen can take on aspects of their gods as their powers grow, and can be construed as the gods themselves walking the earth. Chosen can be of any race or culture, but often find themselves alienated from the group that raised them when their powers manifest. ### Champions of the Gods While the Chosen do not follow every whim and exact task given to them by their deity, they are often used as conduits to complete the deity's ambitions. When Chosen use their power, that power may not work if the deity considers what the Chosen are doing inconsistent with their goals. This power dynamic is confusing, as it is hard for a Chosen to maintain their sense of self while constantly being guided by a god. Chosen may not want their destiny, or even actively fight against it, but they always seem to end up completing it. \columnbreak
### Self-Discovery No two Chosen realize their celestial gifts the same way; while one might be an archeologist who discovered their god in a dusty tome, another might have been given a vision of a location where they could forge this new connection. Others find their power in life and death situations, where the use of their power is necessary to survive. Whatever the reason for these differing experiences, they all share certain things in common. Chosen who discover their power all have the same feeling: an overwhelming emotion of something that was missing from them being found. The gods connect with their Chosen as a way to connect with the rest of the Fractured Lands and spread the word of that god. Chosen can come from any pantheon or god, even those that are no longer worshiped, as long as they have enough divine power to bestow to their Chosen. According to some Chosen, the gods are able to directly talk with the Chosen, though most prefer to guide them through feeling and the communication of abstract ideas. ### Unique Power A Chosen is given a different gift from their patron deity based on the domain that the god controls. As an example, a Chosen of Auril might gain magic that allows them to manipulate luck, or conjure water. Some of these powers are more dangerous than others, but the gifts are not primarily meant for use in combat. Most are given as a way to prove the power of the patron deity of the Chosen when they need to show their followers that they are legitimate Chosen. Of course, this does not stop magical charlatans from using suitably flashy magic in order to convince others that they are a Chosen, and gaining a following.
FRACTURED LANDS | Races
\pagebreakNum ### Unwanted Destiny Despite being born and blessed by their god with the purpose of serving them, Chosen still possess free will. Most see their unique gifts and abilities as a blessing or birthright, so that they may better serve their god. But some do not wish to be chosen, and see these gifts as a curse; a constant reminder that they are destined for a purpose they may not even want, and have no interest in fulfilling. Some evil aligned deities enjoy blessing Chosen with strong good values, forcing them to become corrupt as they are forced to use their power to protect themselves. Although difficult, it is possible for chosen to sever their connection with their deity. The ritual is an ancient one, using arcane magic as a way to counteract their innate divine magic. This process can cause extreme mental or physical harm to the Chosen, and may even result in death. Severing the connection does not have to be mutual, but the Chosen's god can influence how easy or difficult the severance is. ### Chosen Names Chosen begin life without knowing of their identity and gain their names from their culture. However, when the Chosen learns of their gift, they often choose to add an additional title surname after their name to represent the domain that they represent.
**Arcana:** The Arcane, The Eldritch, The Mystical, The Sorcerous, The Theurge
**Death:** The Finality, The Last Breath, The Lethal, The Raven, The Reaper
**Forge:** The Armorer, The Artificer, The Crafstman, The Mastersmith, The Hardhammer
**Grave:** The Balancer, The Grey, The Justice, The Keeper, The Line
**Knowledge:** The Historian, The Loremaster, The Prodigious, The Savant, The Wise
**Life:** The Guide, The Healer, The Lifebringer, The Protector, The Defender
**Light:** The Firestarter, the Flame Ward, The Lantern, The Lightforged, The Sunkeeper
**Nature:** The Animal, the Guardian, the Primal, The Savage, The Wanderer
**Tempest:** The Electric, the Lightning, The Stormborn, The Storm Herald, The Thundercrasher
**Trickery:** The Chaotic, the Charlatan, The Con, The Mischievous, The Trickster
**War:** The Battlefiend, the Berserker, The Bloody, The Kingslayer, The Warrior \columnbreak ### Chosen Traits Your Chosen character has the following traits.
***Ability Score Increase.*** Your Wisdom score increases by 2.
***Age.*** Chosen mature at the same rate as anyone in their race, but tend to live around twenty years longer than the expected age.
***Alignment.*** Chosen are imbued with the power of the gods, and tend to mirror the alignment of their patron deity.
***Size.*** Chosen have the same height and weight as the race they come from, though they tend to be taller than the races' average.
***Speed.*** Your base walking speed is whatever the speed your base race is.
***Envoy.*** You were chosen to convince others and spread your deity's religion. You are proficient in the Persuasion skill.
***Celestial Resistance.*** You have resistance to radiant damage and necrotic damage.
***Healing Hands.*** As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
***Languages.*** You can speak, read and write Celestial, Common and one other language from your race.
***Chosen Domains.*** Chosen each represent an aspect of their gods. Choose one of the domains listed below. #### Arcana You are the chosen of a god of magic, or represent the magical aspect of a deity. You have the following traits. ***Ability Score Increase.*** Your Intelligence score increases by 1.
***Arcane Knowledge.*** You know the *Prestidigitation* cantrip. When you reach 3rd Level, you can cast the *Misty Step* spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a Long Rest. When you reach 5th Level, you can cast the *Blur* spell once with this trait and regain the ability to do so when you finish a Long Rest. Intelligence is your Spellcasting Ability for these Spells. #### Death Though death gods rarely pick a mortal Chosen, btheir gift is still powerful. You have the following traits.
***Ability Score Increase.*** Your Dexterity score increases by 1.
***Death Knell.** You know the *Toll the Dead** cantrip. Wisdom is your Spellcasting Ability for this spell.
***Deadly Enchantment.*** You may use your reaction once after you hit with a weapon attack to deal an additional 1d8 necrotic damage. You regain the use of this ability when you finish a short or long rest. #### Forge Gods of the forge often choose mortals with great skills in craftsmanship. You have the following traits.
***Ability Score Increase.*** Your Strength score increases by 1.
***Expert Smith.*** You gain proficiency with smith's tools. If you already have proficiency with smith's tools, you add double your proficiency bonus.
***Fiery Enchantment.*** You can use your reaction once after you hit with a weapon attack to deal an additional 1d8 fire damage. You regain the use of this ability when you finish a short or long rest.
FRACTURED LANDS | Races
\pagebreakNum
#### Grave You are the Chosen of a death god, but are chosen to keep the balance between life and death. You have the following traits.
***Ability Score Increase.*** Your Constitution score increases by 1.
***Knowledge of Mortality.*** You know the *Spare the Dying* cantrip. When you reach 3rd Level, you can cast the *Gentle Repose* spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a Long Rest. When you reach 5th Level, you can cast the *Darkness* spell once with this trait and regain the ability to do so when you finish a Long Rest. Intelligence is your Spellcasting Ability for these Spells. #### Knowledge You were chosen to represent a god of knowledge, or to represent that aspect of a god. You have the following traits.
***Ability Score Increase.*** Your Intelligence score increases by 1.
***Knowledge of Mortality.*** You know the *Message* cantrip. When you reach 3rd Level, you can cast the *Detect Thoughts* spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a Long Rest. When you reach 5th Level, you can cast the *Locate Object* spell once with this trait and regain the ability to do so when you finish a Long Rest. Intelligence is your Spellcasting Ability for these Spells. #### Life You are a Chosen of the life domain, and must strive to protect and defend the lives of those you love. You have the following traits.
***Ability Score Increase.*** Your Strength score increases by 1.
***Healer.*** You have proficiency with healer kits. If you are already proficient, you add double your proficiency bonus.
***Holy Enchantment.*** You can use your reaction once after you hit with a weapon attack to deal an additional 1d8 radiant damage. You regain the use of this ability when you finish a short or long rest. #### Light You are chosen to represent a god of light and justice, using your gifts to blast your enemies. You have the following traits.
***Ability Score Increase.*** Your Charisma score increases by 1.
***Knowledge of Mortality.*** You know the *Light* cantrip. When you reach 3rd Level, you can cast the *Burning Hands* spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a Long Rest. When you reach 5th Level, you can cast the *Scorching Ray* spell once with this trait and regain the ability to do so when you finish a Long Rest. Charisma is your Spellcasting Ability for these Spells. \columnbreak
#### Nature You have been chosen by a god of nature to represent nature in the affairs of mortals. You have the following traits.
***Ability Score Increase.*** Your Intelligence score increases by 1.
***Knowledge of Mortality.*** You know the *Druidcraft* cantrip. When you reach 3rd Level, you can cast the *Goodberry* spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a Long Rest. When you reach 5th Level, you can cast the *Moonbeam* spell once with this trait and regain the ability to do so when you finish a Long Rest. Intelligence is your Spellcasting Ability for these Spells. #### Tempest You are a Chosen of the life domain, and must strive to protect and defend the lives of those you love. You have the following traits.
***Ability Score Increase.*** Your Strength score increases by 1.
***Navigator.*** You have proficiency with Navigation kits. If you are already proficient, you add double your proficiency bonus.
***Tempest Enchantment.*** You can use your reaction once after you hit with a weapon attack to deal an additional 1d8 lightning damage. You regain the use of this ability when you finish a short or long rest. #### Trickery You were chosen by a god of trickery to sow chaos and have others join you in that pursuit. You have the following traits.
***Ability Score Increase.*** Your Charisma score increases by 1.
***Charlatan.*** You have advantage on checks when trying to impersonate someone else, provided you have observed them for at least a minute.
***Sneaky Enchantment.*** You can use your reaction once after you hit with a weapon attack to deal an additional 1d8 piercing damage. You regain the use of this ability when you finish a short or long rest. #### War You are a Chosen of the god of war, using your gift to become a fierce warrior. You have the following traits. You are a Chosen of the life domain, and must strive to protect and defend the lives of those you love. You have the following traits.
***Ability Score Increase.*** Your Strength score increases by 1.
***Siege Driver.*** You have proficiency with land vehicles kits. If you are already proficient, you add double your proficiency bonus.
***Warrior's Enchantment.*** You can use your reaction once after you hit with a weapon attack to deal an additional 1d8 thunder damage. You regain the use of this ability when you finish a short or long rest.
FRACTURED LANDS | Races
\pagebreakNum ## Desert Dervish
The Desert Dervish patrolled the wall, as it
had for centuries, sandy hand on its scimitar.
A sudden rumbling began as something rushed
underneath the surface, causing the ground to
split in its wake. Suddenly the creature erupted; it was a desert sand wurm, one of the most dangerous predators of the Fractured Lands. Prepared for its centuries of patrol to end, the Dervish leapt down from the wall, planning to end the creature before it attempted to break the wall.
--Report from civilian Barrier Imperium member
The Desert Dervishes are elementals summoned into the Fractured Lands and modified by the most powerful of races. They guard the gates that allow passage to and from the Fractured Lands, providing the only point of access for the denizens of Voldari to enter. They are extremely enigmatic, but an outsider may be able to discern minor cultural details that the dervishes who have left the service exhibit. ### Tossed Aside The Desert Dervishes can serve for hundreds of years guarding the walls and barring the exit for many of the inhabitants of the Fractured Lands. However, this service is only ever forcefully ended. If the Barrier Imperium (Page XX) deems them unworthy of guarding the wall, for any reason, they are immediately cast aside and are banished. These exiles often form nomadic squads, patrolling the Fractured Lands for evil to quash. ### Rigorous Training The Dervishes are trained from their youth to become both unemotional and extremely strong. The Dervishes are often emotionally abused during their training and the combined physical exertion leads to many deserting before their training is complete. However, those that do end up with steadfast determination and the emotional capacity (or lack thereof) to refuse those who wish to leave the Fractured Lands passage. Desert Dervishes grow in intellect and consciousness as they physically age, meaning that they can be molded immediately into unthinking warriors. Some members of the Nine, however, prefer that these creatures have sentience. ### Silent as the Sands The Dervishes are a mute race, who speak with the strange Primordial signs at an extremely rapid pace. However, this is not necessarily a bad thing; many who work as part of a militia know this language, and use it to silently communicate on infiltration missions. Even children may know a few rudimentary signs from childhood games, though this is very rare. Some Desert Dervishes of high standing or with magical training are granted the ability to speak, but other than these select few, the rest of the race is unable to speak. Most deserting and exiled desert dervishes learn how to speak in the outside world. \columnbreak
### Desert Dervish Traits Your Desert Dervish character has the following characteristics.
**Ability Score Increase.** Your Constitution score increases by 2 and your Dexterity score increases by 1.
**Age.** Dervishes mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.
**Alignment.** Independent and self-reliant, desert dervishes tend toward a neutral alignment.
**Size.** Dervishes tend to be taller and slightly more intimidating than most other races. Their size ranges from 6-6.8 ft. Your size is Medium.
**Speed.** Your base walking speed is 30 feet.
**Languages.** You can read and write Common and sign Primordial. Primordial is a unique language, relying on signs instead of the spoken word.
**Fire Resistance.** You have resistance to fire damage.
**Imparted Arcana.** You know the
produce flame
cantrip. Once you reach 3rd level, you can cast the
aganazzar's scorcher
spell once with this trait as a 2nd-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells. > ##### Roleplaying a Desert Dervish > The Desert Dervishes may not know any spoken languages, but this doesn't mean that you will be unable to communicate. Talk to your DM before playing a Desert Dervish, and suggest to other players that they take Primordial if they have the option to learn an additional language. This mechanic should not be seen as a downside but instead a unique role playing opportunity. >
FRACTURED LANDS | Races
\pagebreakNum
## Dragonborn
"I've heard tell of these creatures, these...
dragonborn. They seem just as likely to be friend then foe, what with that dragon blood. And sometimes you notice a strange glance, like they're sizing you up and wondering if they can kill you. Be wary when you have a dragonborn companion, for they are as untrustworthy as they are lethal."
-- Chosen Alanys on the Dragonborn
Dragonborn are defined by their heritage; born of the blood of dragons, they are seen as more dragon than man. This is "proved" by their outward appearance as well as their method of conception. However, they are more noble than they appear. They must resist draconic temptations, the desire to tear any humanoid limb from limb, to satiate draconic dreams. ### Suicidal Birth Though a bit of an oxymoron, the birth of a dragonborn involves the suicide of another. When one wishes to become a dragonborn, they must meet with a great dragonlord and offer their lives. If the dragon deems them worthy, he will give them a vial of his blood; when drunk, the blood transforms the user into a dragonborn. Becoming a dragonborn overwrites the previous identity entirely, often leading to the dragonborn investigating his original identity. Some powerful diviners are able to detect hints of the previous soul and can help dragonborn on that quest. ### Draconic Truth Along with this terrible temptation comes an important truth of dragons, which grants a draconic ability. Once per session, you may call upon your dragon overlord's memories to learn about the past. As long as the overlord would have memory of this event, you automatically succeed on a history check involving an event the overlord was present for. This ability is subject to the DM's discretion. ### Draconic Traits Your draconic heritage manifests in a variety of traits you share with other dragonborn.
**Ability Score Increase.** Your Strength score increases by 2, and your Wisdom score increases by 1.
**Age.** Dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.
**Alignment.** Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil
**Size.** Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet.
\columnbreak
**Breath Weapon.** You
can use your bonus action to
exhale destructive energy.
Your draconic ancestry
determines the size, shape,
and damage type of exhalation. When you use
your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of
which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can't use it again until you complete a short or long rest
**Damage Resistance.** You have resistance to the damage type associated with your draconic ancestry.
**Heritage Personality.** Some traits of the personality of your ancestry still run through the Dragonborn veins. Depending on your Draconic Ancestry, you gain proficiency in a skill.
**Languages.** You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. ##### Draconic Type | Dragon | Type |Breath Range | Proficiency | |:------:|:------------:|:------------:|:------------:| |Black |Acid |15 ft. cone (Dex. save) |Stealth| |Blue |Lightning |15 ft. cone (Dex. save) |Persuasion | |Green |Poison |15 ft. cone (Dex. save) |Deception| |Red |Fire |15 ft. cone (Dex. save) |Intimidation | |White |Cold |15 ft. cone (Dex. save) |Survival| |Copper |Acid |30. ft. Line (Con Save.) |Deception| |Bronze |Lightning |30. ft. Line (Con Save.) |History| |Steel |Poison |30. ft. Line (Con Save.) |Survival| |Gold |Fire |30. ft. Line (Con Save.) |Insight| |Silver |Cold |30. ft. Line (Con Save.) |Arcana| \pagebreakNum ## Dwarf
"I held the lantern up to my brother Bruenor's
pocked, sand scarred face at the entrance of the
cave. 'Are we sure we want to go in there? It looks
rather dangerous.' This question was met by a heavy
pat to the shoulder. 'We are
dwarves
brother, we were
made by Oghma to discover, not sit around scribbling
notes like those fancy smancy elves. Now come, let us uncover what we can.' As he said this, he took
several steps ahead and motioned for me to continue
as well. Behind us as we walked, the sounds of rocks crumbling behind us indicated the cave's collapse. 'Looks like we have no choice now, brother.' Bruenor grinned."
--Bruenor's Diary, before his brother's death
Dwarves are motivated by an unquenchable curiosity into the world below. They believe they were created by Oghma, the Elder God of Knowledge, as tools instrumental in aiding the discovery of the rest of the unknown world. Dwarves are often rather intelligent, though they hide it behind a gruff facade. They believe themselves to be the people of the future and between their discovery of the world and their contributions to science, they may very well be right. ### Explorers and Intellects The Dwarves were created by a knowledge God and reflect that based on their societal rules and policies. Dwarves are all given a full education and title is determined by success in the dwarf's specialist field. For example, an architect that has traveled the world studying different styles and types of architecture who returns home would be a master architect. This makes the dwarvish culture more about the ideal and best parts of their craft, and their culture is almost an assimilation of the perfect aspects of other cultures. ### Foundation First Dwarves believe in simple efficacy in their designs, actions and works. A dwarven building may not be ornate, but it will stand against the most powerful of savage tribes. Often, this is seen as a shortcoming but in the corrupted desert of the Fractured Lands, using as few resources and time as possible is imperative to survival. That doesn't mean that these buildings aren't ornate however; after a sturdy base of functional buildings is created, the dwarves will then focus on creating decoration and architecture that reflects their arts. ### Close Guarded Secrets While any dwarf would be happy to show their discoveries to their fellow man, many dwarves keep their lives and dwarven traditions secrets that lie close to their heart. The reasoning behind this is that a man of academia should not be known for his life but for his discoveries in his field. They believe that an inventor who tells any more of their lives are selfish braggarts. This reasoning doesn't extend to every field of study, but most dwarves share this belief and don't wish to confuse the art with the person. \columnbreak
### Dwarf Traits Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.
**Ability Score Increase.** Your Intelligence score increases by 2.
**Age.** Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.
**Alignment.** Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.
**Size.** Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium. Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
**Darkvision.** Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
**Dwarven Resilience.** You have advantage on saving throws against poison, and you have resistance against poison damage.
**Dwarven Combat Training.** You have proficiency with the battleaxe, handaxe. throwing hammer, and warhammer.
**Tool Proficiency.** You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.
**Stonecunning.** Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
**Languages.** You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
THE FRACTURED LANDS | Races
\pagebreakNum
### Subraces Since very near the inception of the Dwarves, an age old question hasn't been answered: Should we study the mathematics and sciences in our own homes or should we explore the world and discover? This divide, while never causing blood to be shed, has always been a source of strife amongst the dwarves. Those that prefer to experiment with thoughts and ideas in the safety of their own home are known as the Forskare, meaning 'thinkers' in their language. In contrast, the Sök are the explorers and experimenters, and Sök means 'explorers'. ## The Forskare Forskare are always ready for anything due to their excellent foresight. This group of dwarves believe that the way to achieving true knowledge is through constant and incessant study. They think that 'pure' mathematics and sciences, unsullied by field work, is the true way to complete their purpose in life. These are the philosophers, thinkers and arcane spellcasters of the dwarves, and they prefer to keep within their own homes and focus on improving what they have already learned as well as their own thinking and morality.
**Ability Score Increase.** Your Constitution score increases
by 1.
**Knowledgeable Historians.** You have proficiency in the History skill.
**Well Prepared.** Once per long rest, you may pull an object from your pack not previously written on your character sheet. This object must be equal to or less than 30 gold and may not be a weapon. ## The Sök These dwarves believe that the true knowledge of the world is discovery. They have spent decades exploring every nook and cranny, returning with treasures and vast quantities of wealth. They often send expeditions into the fractures but they rarely return, and only driven completely insane when they do. They are extremely curious about the fractures and their origins, often working with the Ohtar elves to learn more about them. They are well known throughout the Fractured Lands, and at least one of these dwarves can be found just about everywhere.
**Ability Score Increase.** Your Dexterity score increases by 1.
**Nimble Explorers.** You have proficiency in the Acrobatics skill.
**It's a Trap!** The Sök are fast on their feet due to their various expeditions into tombs, crypts and other dangerous places. Whenever you make a saving throw against the effects of a trap, you may do so with advantage.
THE FRACTURED LANDS | Races
\pagebreakNum
## Elf
"Hansel stepped into the grassy clearing, intent
on eradicating the elves who lived there.
He hefted his battleaxe, rhythmically tapping its blade against his palm almost absentmindedly. As he stopped, he began to notice the beautiful scenery around him; he smelled the scents of the plants around him, felt the cool wind against his palm, whisking him away to his childhood. 'Stopped to smell the roses?'' A cool, if mischievous voice intoned. Hansel was taken aback, unbalanced by the overwhelming splendor of his environment. He dropped his axe. He wanted to apologize, to explain it was just his job, but he didn't have time. Before he could respond, an arrow was sunk between his eyes."
--The Tale of Hansel the Stupid
The elves are one of the few groups on the plane to still live in lush forested areas scattered around the map. Their knowledge and memory aid them in creating rituals to cleanse the corrupt sands and mend fractures, albeit at an extremely slow rate. Many wonder why they don't make this knowledge available to all in order to clear the fractures in their entirety. Elves are as mysterious as they are ambivalent and little is known of their people. ### Steeped in Tradition The elves live long lives and thusly have a unique lease on history. Their elders even remember the time before the fractures. This perspective has allowed them to adapt to and predict events to come, but this doesn't mean they don't still have long-held tradition and rites. In fact, their extended age has given them the concept of "Mutae", which is the idea that while the world changes over the centuries, it will always come back to an order. Why change their traditions when eventually order will be restored and those traditions will once again be relevant? \columnbreak
### Liberal Arts Through magic and time, the elves have begun to understand the importance of contributing to history. They believe that the arts, music and architecture will last for centuries longer than any written record. As such, it is not uncommon for them to worship Ydar. An important aspect of this art is the stressing of longevity of the piece. Their architecture is meant to last, paintings are constantly recoated for the maximum time the painting's colours will last and music is preserved using magical devices. ### Close to Nature The elves naturally reflect their environment, moods changing with the seasons. This means they are extremely protective of their forested homes and will kill any they even
suspect
have bad intentions. This becomes an even more common during this time, as many creatures try to hide in these patches of forest are seen as oases of the desert. It doesn't matter whether the person knew they were intruding; the elves will shoot on sight. ### Friends in Strange Places They are also close to nature in other ways: fey, unseelie, dryads and nymphs cannot live without these patches of true nature. They shower the elves with gifts in return for being allowed to live within their biomes. Often, Fey will even teach the elves strange and mysterious sells. These spells range from minor cantrips to world altering miracles. ### Altruistic Scholars Though elves have a natural predisposition to outsiders, they understand that they are an important part of scientific advancement in the Fractured Lands. They attempt to help any who need it in their research, and mostly attempt to support other intelligent minds.
THE FRACTURED LANDS | Races
\pagebreakNum ### Elf Traits Elves have a variety of unique traits due to their ancestry and heritage.
**Ability Score Increase.** Your Wisdom score increases by 2.
**Age.** Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
**Alignment.** Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not.
**Size.** Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. Speed. Your base walking speed is 30 feet.
**Darkvision.** Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
**Keen Senses.** You have proficiency in the Perception skill.
**Fey Ancestry.** You have advantage on saving throws against being charmed, and magic can't put you to sleep.
**Languages.** You can speak, read, and write Common and Elvish. Elvish is often not well known, with only professors and spellcasters taking the time to learn it.
**Subrace.** During the fractures, the elves were split on how to react to the calamitous event. Some elves wished to fight the monsters and gained newfound strength from living within the fractures. They became known as the Ohtar and have become accustomed to surviving in the maddening fractures. The second group wished to preserve the forests and grasslands, as well as returning the land to its former state. They are known as the Enga. Finally, there were some that wished to have nothing to do with this mortal conflict, preferring to stay secluded in elvish ruins from before the fractures. They are called Arquen. ## Ohtar Elves of the Ohtar tribe live within the fractures and have adapted weapon training and minor magics that prove effective in the hunt. They tend to be the least 'traditionalist' elves and will abandon rites and rituals in favor of survival. They believe in an animistic religion which honors the worthiness of their prey. The Ohtar have some rules however, certain areas are off limits. Though the elves wish to do something about the menace, they realize they will need help to cleanse that area. They are the smallest of the elven clans.
**Ability Score Increase.** Your Strength score increases by 1.
**Superior Darkvision.** Your darkvision has a radius of 120 feet.
**Sunlight Sensitivity.** You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
**Ohtar Magic.** You know the chill touch cantrip. When you reach 3rd level, you can cast the hunter's mark spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.
**Elf Weapon Training.** You have proficiency with the longsword, shortsword, shortbow, and longbow. \columnbreak
## Enga The Enga clan of elves are perhaps the most hostile of all elves. They are fierce and stealthy defenders of their restored biomes and believe that the humanoid races are at fault for the fractures, though these claims have never been investigated. These elves are also the least likely to be hostile, killing intruders on sight without a second thought.
**Ability Score Increase.** Your Dexterity score increases by 1.
**Elf Weapon Training.** You have proficiency with the longsword, shortsword, shortbow, and longbow.
**Fleet of Foot.** Your base walking speed increases to 35 feet.
**Mask of the Wild.** You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling sand, mist, and other natural phenomena. ## Arquen The Arquen are unlike the other factions in most ways and contains the most members, nearly above the
combined
population of the other two. Unlike the other elves, they have remained passive, studying and practicing the same traditions generations have performed. Thusly, they are each more specialized and educated then their adventurous brethren.
**Ability Score Increase.** Your Intelligence score increases by 1.
**Skill Versatility.** You gain proficiency in any combination of two skills or tools of your choice
**Fey Step.** You can cast the misty step spell once using this trait. You regain the ability to do so when you finish a short or long rest.
> ##### Phoenix Brotherhood > Members of the Phoenix Brotherhood are detailed on a later page (p. XX), which are significantly different from their normal elven brethren. In order to use a Phoenix Brotherhood character, I would strongly recommend using this race as it compliments the paladin, sorcerer and warlock classes with its ability scores. >
THE FRACTURED LANDS | Races
\pagebreakNum
## Brotherhood Elf
"As Asten watched from behind the walls, he noticed a lone
elf walk toward the hordes. She wore ornate armor with the insignia of a phoenix and wielded a greatsword. As she stood, her eyes began to glow. First the eyes, then the armor and finally the sword all covered in a fiery light. She charged the horde, running into the orcs cutting through their ranks. The orcs turned to run from this glowing warrior. from this earth like the sand you are.' That orc ran away faster than any orc Asten had ever seen."
--Asten, Aurelia's brother
Elves of powerful clan and bloodline are blessed with great power due to their pact with the phoenix. They are destined for greatness and have great burdens placed on the shoulders at very young ages. They have an entirely different culture and system of beliefs than their nature loving cousins. ### Gift of Power It is a joyous day when the elves discover their gift. It manifests in some at different ages than others but it generally happens between the ages of seven to eighteen. After the gift manifests, the elf completes a private ritual where they communicate to the desert phoenix and glimpse something truly divine. ### Rigors of Discipline However, this gift comes with extreme responsibility. At the age of seven, the elves begin their training. Their training involves extreme physical pain in order to build up a tolerance and advanced elvish conditioning passed from their ancestors down. This devotion often leads to extreme isolation as children in return for heroic acts as an adult. \columnbreak ### Dispel Emotion No extreme emotion should be felt by tradition, only serene confidence in battle. This often means that an elf of the order will leave, as they are unable to separate emotions from themselves. Those that are able to become great heroes and warriors, upholding their duty to the world and becoming legendary among their peers. But is that price worth the glory? ### Rebirth The concept of rebirth already exists in elven culture, but the Brotherhood of the Phoenix takes this concept further. They believe that since there is rebirth in the Fractured Lands, there is no purpose to trying to protect one's own life and instead focus all their energy on protecting others. This leads those within the order to often feel like 'tools' for the Desert Phoenix. Many feel that the choice to completely give up your own safety is too difficult to make, and this belief is a frequent reason for Brotherhood elves to desert. ### Brotherhood Elf Traits These elves share certain racial traits as a result of their traditional descent.
**Ability Score Increase.** Your Strength score increases by 1, and your Charisma score increases by 2.
**Age.** See Elves.
**Alignment.** These elves might seem to have an innate tendency towards Good, but many of them end up as Lawful Neutral, holding up the law of the land as a substitute to the protection of the people
**Size.** Elves of the Order are about the same size and build as the other elves. Your size is Medium.
**Speed.** Your base walking speed is 30 feet.
**Darkvision.** Thanks to your phoenix talents, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
**Phoenix Protection** You have resistance to fire damage.
**Phoenix Legacy.** You know the *control flames* cantrip. Once you reach 3rd level, you can cast the *flame blade* spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the *scorching ray* spell once per day. Charisma is your spellcasting ability for these spells.
**Languages.** You can speak, read, and write Common and Elvish. >##### Fallen Elves of the Brotherhood > Elves of the brotherhood often collapse under the pressure but many still convince the phoenix to allow them to keep their power, much to the dismay of the order. If your character would be able to convince the phoenix to allow them to keep the power, it would make sense to use this race. If not, use the Elf stats and just roleplay the background. The most important thing is staying true to your backstory, so talk to the DM about it and explain why you think one or the other.
THE FRACTURED LANDS | Races
\pagebreakNum ## Firbolg
"Sobek and his tribe had been planning their attack on the
Firbolg clan for weeks;their orcish noses had smelled them and tracked them to the canyon and they had charged after them. However, the tactical genius of the Firbolg was proved to Sobek and his cronies that day. Firbolg archers lined the side of the canyon, blanketing the orcs in arrows and decimating them. Be wary when hunting Firbolgs."
--Sobek's Guide to Hunting Humanoids
The Firbolg are a nomadic people, following migration patterns based on the phases of the moon. They are often preyed upon by savage tribes and veteran bandits alike for their surplus of supplies, which they stockpile for their year long migrations. In addition, Firbolg meat is supposedly a delicacy to many savage tribes. ### Shaped by Struggles The wisdom and technical intelligence of the Firbolgs comes from years of hardship. They were once a kind and peaceful people, naive to the core of their beliefs. They were seen as easy quarry and were constantly attacked and even when they weren't, they were plagued by monsters from the fractures. They had to do something, and they began to formulate cunning plans based on their migration route. Because their route was their home, they were able to plan tactics that took advantage of their surroundings. ### Firbolg Traits Your firbolg character has the following racial traits.
**Ability Score Increase.** Your Intelligence score increases by 2, and your Strength score increases by 1.
**Age.** As humanoids related to the fey, firbolg have long lifespans. A firbolg reaches adulthood around 30, and the oldest of them can live for 500 years.
**Alignment.** As people who follow the rhythm of nature and see themselves as its caretakers, firbolg are typically neutral good. Evil firbolg are rare and are usually the sworn enemies of the rest of their kind.
**Size.** Firbolg are between 7 and 8 Feet tall and weigh between 240 and 300 pounds. Your size is Medium.
**Speed.** Your base walking speed is 30 feet.
**Firbolg Magic.** You can cast *detect magic* and *disguise self* with this trait, using Wisdom as your spell casting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves
**Hidden Step.** As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.
**Languages.** You can speak, read, and write Common, Elvish, and Giant.
THE FRACTURED LANDS | Races
\pagebreakNum ## Halfling
"Did you hear that?' Fulric whimpered. 'It sounded like some
sort of m-m-monster.' 'Grow a pair, Fulric' Kodo replied. 'We didn't sneak out of the colony just to be scared on back!' The trio were silent for a moment, before Mary spoke up. 'I agree with Fulric, this place gives me the creeps.' She leaned in closer to Kodo, shivering slightly. 'Everything will be-' As Kodo spoke, a creature camouflaged above them grabbed him, pulling him up to an unreachable point. Without even looking back, the other two halflings ran away."
-- Excerpt from a halfling story
Halflings have a very rigid social structure. They are assigned roles in society based on both social hierarchy and individual skill; the halfling has little say in the matter. They believe in the power of the group, not the individual. The halflings live in hexcomb caves dug out during the chaotic time of the fractures. ### Sense of Self A halfling often has trouble with understanding their own identity and struggle to keep their individuality. The constant telekinetic contact with the rest of their tribe often gives them a "hive mind". Though it may be helpful in the colony, it is an extreme hindrance when one leaves the colony. They gain a crippling sense of self doubt, which often leads to them becoming extremely cowardly. This is why they have installed a curfew. ### Leaving the Colony Leaving the colony permanently is not permitted and there is even a curfew in place so they may not leave at night. This is rarely a concern for the members of the colony, as the colony's importance is so ingrained in Halfling youth. Even if a halfling were to leave the colony, they often will not survive cut off from their colony. Many cannot even speak, relying solely on their telekinetic abilities to communicate. They may be able to fight but are often psychologically dysfunctional. Thusly, most halflings never truly see and understand the outside world. ### Fear Even those that stay in the colony are extremely cowardly, regardless of their strength. They often feel isolated past 30 ft. from their colony, as that is the range of their telekinetic communication when a part of the colony. Rarely, certain halflings are able to buck this trend of cowardice, but this is looked down on by the colony halflings for the tendency of those halflings towards escaping the colony ### Self Sufficient The colony actively discourages any and all contact with other civilizations, for fear of inspiring ideas through differing cultural views of the individual. Many escapees are motivated to leave based on the ideals and concepts in other cultures \columnbreak ### Traits Your halfling character has a number of traits in common with all other halflings.
**Ability Score Increase.** Your Dexterity score increases by 2.
**Age.** A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.
**Alignment.** Halflings when part of the colony are unbiased and are therefore true neutral.
**Size.** Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small. Speed. Your base walking speed is 25 feet.
**Lucky.** When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
**Brave.** You have advantage on saving throws against being frightened.
**Milling Nimbleness.** You can move through the space of any creature that is of a size larger than yours.
**Languages.** You can speak, read, and write Common and Halfling. The Halfling language is secret. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong.
**Subrace.** Halflings are separated by their ability to telekinetically communicate. Those who can are the majority of any colony, but on extremely rare occasions there are those who don't. ### Telepathic These are your average labourers, most likely brainwashed by the colony. But there are those that manage to escape the wash behind the ears. They may meet an outside contact, love for the sake of love or just experience wanderlust but these halflings are few and far between.
**Ability Score Increase.** Your Wisdom score increases by l .
**Silent Speech.** You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time. This telepathy is one way. ### Non-Telepathic There are those who are not born with the gift of telekinesis in the halfling colonies. They are often looked upon as disabled or weak by their fellow colony members. This feeling of loneliness even amongst colony members. Many members of society never talk, only using their telekinesis as communication. This leads to incredible loneliness and depression in those who don't have that ability. Once they've left the colony, they tend to be extremely grateful and kind, which means non telepathic halflings often have many friends.
**Ability Score Increase.** Your Charisma score increases by 1.
**Naturally Stealthy.** You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
THE FRACTURED LANDS | Races
\pagebreakNum ## Human
"There are many tales that tell of humans on the planes: great
heroes, wise wizards and dashing damsels. But none speak to the human's innate versatility, their adaptability, the thing that made up for their shortcomings. Humans were unique and proud, arrogant and weak. They cannot be classified by their nature as a whole, they must be classified on an individual level."
--Cassandra, first queen of the Fey
Humans have been an important part of the advancement of the humanoid races into the future. The human ability to adapt to any situation means that they are the quickest to bounce back from calamity and in turn provide examples for the other species. Their initial strategy of hunkering down after the fractured land in small, easy to abandon villages was adapted by every other civilization during that time. ### Live Fast, Die Young One of the most important aspects of humans is their drive. They must learn and understand a world they only live a fraction of their lives in. Their eldest would not even be considered adult elves! This means that without the extreme ambition many possess, they would never be able to compare to dwarven historians, elvish rangers and Firbolg tacticians. This ambition is what sets apart humanity from its fellow races. ### Socialization An important aspect of both human culture and human growth is their concept of "socialization": The idea that one's personality is created via a mixture of hereditary traits and the nurture and teachings of others. At smaller ages, humans are extremely teachable, often having a propensity for learning languages at age 5 and below. A human mind is open to all possibilities, sane or not. ### Extremely Violent Humans are curiously extremely violent, though perhaps this has something to do with their shorter life spans. Even watching violence, from gladiatorial fights to tavern brawls, is something that humans enjoy greatly. This love of combat garners respect from the firbolg and Phoenix Brotherhood elves, who see certain humans as warriors who strive towards combat perfection that are ready to lay down their lives(however short) for a cause they believe in. ### Short Tempered and Emotional Humans are seen as extremely short tempered and emotive. Perhaps it is how fast humans live their lives but they are often too impatient to make decisions and opine, in the other race's perspective. This makes humans seem rash and reckless compared to their wiser, more experienced betters. \columnbreak ### Human Traits Humans are divided based on their geographical location as opposed to some sort of ancient grudge. This doesn't mean they aren't extremely different. It's hard to make generalizations about humans, but your human character has these traits.
**Ability Score Increase.** Your Dexterity score increases by 1.
**Age.** Humans reach adulthood in their late teens and live less than a century.
**Alignment.** Humans tend toward no particular alignment. The best and the worst are found among them.
**Size.** Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
**Speed.** Your base walking speed is 30 feet.
**Languages.** You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other people they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. #### Northern For a Northern Human, life is kill or be killed. The increased volume of monsters north means that these humans must be excellent hunters, rangers and fighters just to survive. Many humans of the north train their children at an extremely young age to fight and survive for fear of dying and leaving their young defenseless.
**Ability Score Increase.** Your Constitution score increases by 1.
**Fleet of Foot.** Your base walking speed is 40 feet. Sure-Footed. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
**Spring Attack.** When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of your turn, whether you hit or not. #### Southern Safe with the dwarves and elves, these humans cultivate their knowledge and specialize in an important field within their fellow civilizations' societies. Most often they become wizards of varying power. Their ambition unrivaled, they often outpace even the elves in their wide breadth of knowledge and even the dwarves in their extreme curiosity.
**Ability Score Increase.** Your Intelligence score increases by 1.
**Breadth of Knowledge.** You gain proficiency in any combination of four skills or with four tools of your choice.
THE FRACTURED LANDS | Races
\pagebreakNum \columnbreak
#### Eastern The Humans of the jungle must always have keen senses, as the untamed jungles are both uniquely unexplored and intrinsically dangerous. A strict human culture that is based around respect lives in the eastern jungles, where respect is the key trait necessary and clans vie for control of supplies and resources that cannot be found in the jungle, at least not without a fight.
**Ability Score Increase.** Your Constitution score increases by 1.
**Nimble and Defensive.** When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you. #### Nomadic The Nomadic humans are a well rounded people, meeting and learning from many different people with many different skill sets. They are therefore the best example of human adaptation, though less than the paragons of ambition their other subraces are.
**Ability Score Increase.** All your ability scores except for your Dexterity score increase by 1.
**Last Ditch Effort.** Once per long rest, you may reroll any saving throw, including death saving throws. This must be declared before the Dungeon Master declares whether the roll succeeds or fails. You must use the new roll if you use this ability.
THE FRACTURED LANDS | Races
\pagebreakNum
## Kenku
"Whistler walked through Calmarnock, soaking in the silence
of the spiritless people. Even those who were born after Sylic's curse was in effect still miss the feeling of flight, something that they hadn't ever felt. The people were crushed. The massive spires that the city was built on no longer brought the joy of reaching into the sky that they once did; instead, they remind the Kenku people of the gift that they lost. It had been a week since the curse had been cast upon the Kenku, and silence and emptiness had invaded the streets like the Kenku had attempted to invade Sylic's lair.
--Excerpt from an ancient Kenku's journal
The Kenku are a race of flightless avian people who were once able to fly, but lost the power due to a curse by a witch named Sylic. In the Fractured Lands, they are well known as architects and purveyors of exotic goods that the rest of the Fractured Lands often doesn't have access to. However, the race is still struggling with their lack of ability to fly; their streets are empty, and they speak in hushed, depressed tones whenever they must talk. They hope beyond hope that they will somehow find a way to remove or negate their curse, but until that time, they people's spirits are crushed. ### Genius Architects The Kenku are a race of genius architects who have work that can be found all throughout the Fractured Lands. Many of the more recent settlements and most of the noble class houses are designed by the Kenku, as their aesthetic and style are inspired. This style is based on reaching towards the sky, and buildings and areas constructed by the Kenku always give a sense of grandiose and a feeling of sheer epicness unmatched by any other architects. Their settlement of Calmarnock is often visited by those who wish to study architecture, and if they didn't design it themselves, all architecture in the Fractured Lands is at least partially inspired by the Kenku's architecture. ### Hatred of the Arcane Because Sylic took their flight, the Kenku have a hatred of all arcane arts. They disallow most magical practitioners from entering their city, even with a permit from the Barrier Imperiu, and those that are allowed find themselves alienated by all around them. Their trade is most often found with non-arcane cities, or at least cities with strict policing of magic, and it is difficult for a Kenku to make a deal with a spellcaster at all. Their are some Kenku who learn the arcane arts, but only how to nullify and counter the magical abilities of spellcasters, as the Kenku have found that the only way to defeat magic is often through the use of magic. ### Longing for Flight Though there are many alternative methods of flying that can be found in magic and enchanting, or even science, the Kenku refuse this, as the feeling of the wind beneath their feathers is incomparable to any other form of flight. If offered to fly, Kenku will often attempt another method of transportation, even if it is less efficient, or refuse outright. \columnbreak
### Kenku Traits All Kenku have the following traits:
**Ability Score Increase.** Your Dexterity score increases by 2, and your Wisdom score increases by 1.
**Age.** Kenku have shorter lifespans than humans. They reach maturity at about 12 years old and can live to 60
**Alignment.** Kenku are chaotic creatures, rarely making enduring commitments, and they care mostly for preserving their own hides. They are generally chaotic neutral in outlook.
**Size.** Kenku are around 5 feet tall and weigh between 90 and 120 pounds. Your size is Medium.
**Speed.** Your base walking speed is 30 feet.
**Languages.** You can read, write and speak Common and Auran
**Expert Forgery.** You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.
**Kenku Training.** You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.
**Mimicry.** You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
**Light Frame.** You can take the dash action as a bonus action a number of times equal to your wisdom modifier. You regain uses of this ability on a short or long rest.
THE FRACTURED LANDS | Races
\pagebreakNum
## Lizardfolk
Torn and Bjorn held their torches in the air, looking
up at the unstable cavern ceiling, which occasionally
shook and fractured, which loosened the sand and caused it to fall in clumps. After a particularly bad fracture, which resulted in Bjorn's head being covered in sand, Bjorn promptly asked "Where in sam hell are these damn lizards? The townsfolk said they were mauradin' barbarians not slitherin' snakes." His brother, always the technical one said "They
are
both reptiles.-" They were interrupted by another shake, this one ending with a plop of moisture on Torn's shoulder. He looked up just in time to see the maw of a salivating lizardfolk.
--Bjorn's account of his brother's death.
Lizardfolk are dangerous marauders who hide an alien intelligence with savage and ritualistic culture. They are easily able to blend in and communicate with other races, but it is like a wolf amongst sheep. They often see people as little more than resources; if keeping a farmer alive will yield them more food than eating him, they will not eat for the sake of bloodthirst. This is an important point when investigating this race: They are not bloodthirsty, only pragmatic in their approach to their resources. ### Rites and Rituals Though the lizardfolk have many rites and rituals, there is one that stands out more than the rest: the rite of adulthood or Derudan in their native tongue. Unlike many other tribes, this rite is not complete upon reaching a certain age. Instead, it is complete when the tribe deems them intelligent and responsible enough. Indeed, there are many lizardfolk members who do not complete Derudan before their death. ### Silver Tongued Lizardfolk must use their natural charisma and charm when dealing with "warmbloods". This trait is cultivated in the lizardfolk's youth, wherein the tribe meets with other cultures to practice this ability. By the time they are considered adults, they have mastered this lizardfolk art. ### Merchants Many lizardfolk masquerade as merchants, hiding their scaly appearance with masks and fine silk. They are more often black merchants, dealing in leftover body parts to necromancers and other scientists illegally. Often, the corpses of adventurers have unique and powerful items on their person. \columnbreak
### Traits Your lizardfolk character has the following racial traits. **Ability Score Increase.** Your Wisdom score increases by 2, and your Dexterity score increases by 1.
**Age.** Lizardfolk reach maturity around age 14 and rarely live longer than 60 years.
**Alignment.** Most lizardfolk are neutral evil. They see the world as a place for them to thrive via taking advantage of and exploiting others. People are resources to be used. larger. Your size is Medium.
**Speed.** Your base walking speed is 30 feet.
**Bite.** Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
**Cunning Artisan.** As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or ld4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.
**Hunter's Lore.** You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.
**Hungry Jaws.** In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.
**Languages.** You can speak, read, and write Common and Draconic. You have excellent use of it, and could very likely be hired as a diplomat or salesman. >##### Lizardfolk Druids >Typically druids, these spellcasting lizards go against the main tribe's belief that everyone is to be exploited, instead tapping into their bestial nature to transform into strange creatures.
THE FRACTURED LANDS | Races
\pagebreakNum
## Orc
"They have taken the bridge, and the second
hall. We have barred the gates, but cannot hold
them for long. The ground shakes. Drums. Drums in
the deep. We cannot get out. A shadow moves in the dark.
We cannot get out. They are coming!"
--Gandalf, reading a dwarf's last words
The orcs are a race of powerfully built, combat ready warriors who practice rituals and rites that are seen as primitive by outside races. They may act stupid, but these warriors are both physically built and comprehending of tactics, if not excelling at them. ### Tribe of War Though many see their tribal rituals as basic and their behavioral patterns as warmongering. Their rituals are actually extremely complex, involving a shaman divining their future and guiding the orcs to the best possible course of action, which may be very well be a combative path ### Unique Society The orcish hierarchy is unique in that the roles of intelligent thinkers - shamans, wizards and generals - are all considered a higher position than chief. In fact, the chief only mostly has a say on day to day affairs, though he may influence or advise the intelligent thinkers on the best course of action. ### Godless It is against the rules of the tribe to become religious, as they see the current world as the only world they should think about. A few orcs leave specifically because of this restriction and are seen as traitors who will taste their steel if they return to the tribe. \columnbreak
### Orc Traits Your orc character has the following racial traits.
**Ability Score Increase.** Your Strength score increases by 2, your Constitution score increases by 1
**Age.** Ores reach adulthood at age 12 and live up to 50 years.
**Alignment.** Ores are vicious raiders, who believe that the world should be theirs. They also respect strength above all else and believe the strong must bully the weak to ensure that weakness does not spread like a disease. They are usually chaotic evil.
**Size.** Orcs are usually over 6 feet tall and weigh between 230 and 280 pounds. Your size is Medium.
**Speed.** Your base walking speed is 30 feet.
**Darkvision.** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
**Aggressive.** As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
**Menacing.** You are trained in the Intimidation skill.
**Powerful Build.** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
**Languages.** You can speak, read, and write Common and Orc.
THE FRACTURED LANDS | Races
\pagebreakNum
## Warforged
"The Warforged marched on our capital, killing machines with
the sole intention of destroying the dwarves' very existence. Though we had our creativity, individuality and tactical minds, the warforged had managed to scorch the earth with their campaign, destroying all in their path for domination. However, they weren't prepared for what happened next."
--Faelgor, on the Warforged Genocide
In the time before the fractures, warforged were simply tools used to bolster ancient armies. However, after a massive defeat at the hands of dwarves and elves, the Warforged became sentient, shocked by the death of their brethren into becoming emotive and intelligent creatures. ### Soulless Machinations The view of the general populace in the Fractured Lands is that these remnants of time before are no more than war automatons, intent on wreaking havoc and destruction in their wake. In fact, most warforged have begun to understand and struggle with complicated philosophical concepts, such as grievance, empathy and even love. This doesn't mean that they don't need a large improvement in those areas. \columnbreak
### Loners Warforged are not defined solely by discrimination. Though they most often become nomads and travel the desert, a few settlements comprised solely of warforged have cropped up recently. These warforged often modify themselves to serve the colony's needs. The warforged take their duties very seriously, many morphing even their personalities to match their work. ### Ancient Allies The Halflings of the fractures have used and nurtured the warforged since the fractures. Repairing and acclimating them, the halflings were able to instill similar, if more liberal, ideas and concepts on modern society. Often, the warforged will work in a colony, one of the few outsiders that the halflings will truly accept into their society. In return, the warforged work as a member of the colony permanently, unless they are stopping solely for a resupply, which the halflings both frown upon and have little patience for. ### We Don't Serve Their Kind Here Often, this dread reputation leads to extreme prejudice. This racism is rarely a cause for persecution, as the races of the Fractured Lands believe that they are to blame for the fractures. Though many warforged strive against it, these ideas are still prevalent in society today. The warforged often have to prove their worth, working twice as hard for half the pay in order to regain respect and dispute their reputation. ### Warforged Traits As a warforged, you have the following racial traits.
**Ability Score Increase.** Your Constitution score increases by 2 and your Dexterity score increases by 1.
**Size.** Warforged are generally broader and heavier than humans. Your size is Medium.
**Speed.** Your base walking speed is 30 feet. Composite Plating. Your construction incorporates wood and metal, granting you a +1 bonus to Armor Class.
**Living Construct.** Even though you were constructed, you are a living creature. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.
**Languages.** You can speak, read, and write Common and one other language of your choice.
THE FRACTURED LANDS | Races
\pagebreakNum
## Uncommon Races The majority of the population of the Fractured Lands and Selecia as a whole are made up of the previous races listed. However, there are many other races that exist around the world and have either been caught in the walls three hundred years ago or found some other way to get in. These races may be in the minority, but they still exist and are mentioned in the following section. Their cultures and ideas are written with their original setting in mind, but their culture in the Fractured Lands might vary wildly depending on how recently they have entered the walls. ### Environment Many of the races listed here have difficulty with the environment of the Fractured lands, as they have evolved to be more acclimatised to an environment that changes more or is vastly more temperate. This means that they will often attempt to seek out areas with similar environmental conditions, similar to how Water Drakes are forced to live in Oasis. This might mean that they have to live in Mul as a new race or they might have to create a settlement specifically for their environment like the village of Aston is for those with fur coats and other reasons for more temperate needs. Whatever the case, these races can still be found in most cities and areas, just to a much smaller degree than the common races. \columnbreak
### Variants Some of the races in this section are variants of the race that are so different that they are their own species, like the Warforged in the rest of the world versus the first warforged ever created that live in the Fractured Lands. To use these variants, you must explain to your Dungeon Master why that version of the race better suits the character based on their origins or the character concept they are interested in playing. Generally the Dungeon Master will most likely allow most if not all of these races in their campaign, but if it doesn't fit with them, that's okay too. ### Power Level While some races in this section are slightly more powerful than the more common races, they should be balanced enough to both be in the same game easily. All of the races in this chapter of the Fractured Lands Player's Guide are balanced using the *Detect Balance: Improved Scale for Creating Races*, and should be completely compatible with all official Dungeons and Dragons Content. This is a continual process, and with feedback and playtesting I can find out exactly how to tweak these races until they become as balanced as they can be.
THE FRACTURED LANDS | Races
\pagebreakNum ## Aarakocra
"The wings of the Aarakocra ruffled, buffeted by the ever
present gale of Skywall. It dove towards one of the many spires that make up the Zephyrus Hold, the air rushing past it as it plummeted. At the last second, it outstretched its wings, landing gracefully. It walked into the open entrance, coming upon a throne room with a golden feathered Aaracokra sitting on a luxurious throne. 'What news do you have of Breezeport?"
-- Messenger returning to king Orion
The Aaracokra are an ancient race of elemental avians and distant relatives to the Kenku. They live in Skywall, the elemental plane of air, and protect its entrance from any who would attempt to gain access. They are a wise and powerful race, and their knowledge of the Planes is unrivaled by all but the greatest mages. Though they are born in the plane of Skywall, they are often dispatched by their sovereign to explore the material plane and return with new knowledge and understanding. ### Epic Pilgrimage The Aarakocra prince, and more recently all of those with noble blood who reach the age of 32, go on long journeys to witness the different elemental planes and the material plane. When they return, they are given a trial to prove that they have learned and matured for their travels. If the trial is completed successfully, then they are rewarded with their inheritance and the right to cast royal magic. If they fail, they are forced to return to the world and learn more until they are mature enough to repeat the trial. ### Cultural Magic Though traditional utility magic like *prestidigitation* or *comprehend languages* is common in the Aarakocran civilizations, air magic and elemental magic are considered under the control of the royalty. This is achieved through the building of the king's seal onto the elemental leyline in Zephyrus Hold, as well as some complex magic. Outsiders who already know this magic would find it simply does not work when in the plane of Skywall, and those non-royals who exist in the Skywall are simply never taught. One of the primary reasons for the ferocious defense of the Aarakocran cities is the arcane knowledge within them. Only once has an outsider managed to infiltrate the libraries of the Aarakocra, but even that single transgression granted the outsider significant power. Their newest magical defense of their libraries resulted in the creation of the Subdimensional Study, a powerful magic item that acts as a pocket dimension. No matter what defenses are in place, the Aarakocra are always on their guard, and outsiders are viewed as threats first and guests second.
THE FRACTURED LANDS | Races
\pagebreakNum ### After the Fractures After the Fractures, the Aarakocra saw that the world had changed, and wished to help. However, upon contact with the Fractures they found that they were easily corrupted by the dark magic because of their elemental bodies. Now, the Aarakocra rarely step foot in the Fractured Lands, and those that do must have lived on the material planes for at least six months in order to build a resistance to the magic. They have also attempted to stop anyone who lived in the Fractured Lands from entering their domain, but their magics aren't powerful enough to simply disallow them entirely. This means that they have heavy defense near the entrance to the plane, but isn't impossible to sneak past them. ### Elemental Cousins Since the Aarakocra are technically elementals themselves, they have a strong connection with other elementals of wind or tempest. When they mate with other humanoids, their offspring are the air genasai, and this happens often enough that the race has been able to create its own city in Skywall. Because of the Aarakocra's close bond to the elementals of their plane, they can often be found in the Aarakocra cities, and assist with the creation and defense of new arcane libraries. These elemental bonds are often called upon in battle, and their power has helped the Aarakocra win many losing wars. ### Feather Ceremony When Aarakocra are born, they are born with snow white feathers. It isn't until they reach adolescence that their feathers begin to grow in. Near when this time hits for each generation, a ceremony is held to celebrate the future new plumage of the Aarakocra, and watching them as their first feather grows in. There are rarely surprises at these ceremonies; if two parents are Caeruleum then their child has a very high chance of having that trait. ### Aarakocra Traits As an aarakocra, you have certain traits in common with your people. Being able to fly at high speed starting at 1st level is exceptionally effective in certain circumstances and exceedingly dangerous in others. As a result, playing an aarakocra requires special consideration by your DM.
***Ability Score Increase.*** Your Dexterity score increases by 2
***Age.*** Aarakocra reach maturity by age 32. Aarakocra live until they are around 96 years old.
***Alignment.*** Most aarakocra are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic.
***Size.*** Aarakocra are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.
***Speed.*** Your base walking speed is 25 feet.
***Flight.*** You have a flying speed of 50 feet. To use this speed, you can't be wearing medium or heavy armor.
***Languages.*** You can speak, read, and write Common, Aarakocra, and Auran.
***Subrace.*** Aarakocra have different abilities based on the colors of their feathers, dividing them into the subraces listed here. \columnbreak
### Caeruleum The Caeruleum Aarakocra are noble, and their royal blue feathers prove it. Before they begin their journey, they learn elemental magic to help them survive.
**Ability Score Increase.** Your Intelligence score increases by 1
**Magical Initiate.** You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. ### Fulvus These bronze and brown feathered Aarakocra represent the explorers and the wisdom of the Aarakocra. They are easily in tune with nature, and they gain innate magical abilities because of it.
**Ability Score Increase.** Your Wisdom score increases by 1
**Magical Initiate.** You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it. ### Tenebrous The Tenebrous are rare in Aarakocra cities, as they are often found undesirable by other Aarakocra. Their feathers are jet black, and they have a connection to Kerak, the elemental of evil air. When born, Kerak grants them a vestige of their power that has been passed down the line of Tenebrous for centuries.
**Ability Score Increase.** Your Charisma score increases by 1
**Magical Initiate.** You know one cantrip of your choice from the warlock spell list. Charisma is your spellcasting ability for it.
THE FRACTURED LANDS | Races
\pagebreakNum
## Centaur
"Duval rode across the plain, urgency clawing at his hooves. As
he galloped, he only had one thought: he must make it to Aspen in time to warn them of the bandit camp he had seen nearby. As he ran through a windswept canyon, he only just had time to raise his shield as arrows rained down above him. 'Fair enough!' He shouted at the archers above him. 'But if you want me, you'll have to catch me!"
-- Scout Duval, telling tall tales after a mug of mead
The centaur are a boisterous and strong race of skilled warriors, with long and complicated traditions. They can be found in every area of the world, though most of the centaurs in the Fractured Lands have died off due to lack of suitable reproductive mates. Centaur are a proud race, and stick to their tradition, refusing to adapt anything for their environment. Though they may sound stuck up or stiff, if you walk into any tavern, you're almost guaranteed to see a centaur. ### Fierce Warriors The Centaur culture promotes the ideal warrior and leader as one who is fearless, and goes into battle with no guarantee of survival. Most centaurs try to emulate this idea, becoming better fighters because of it, but this belief in never even looking at the odds has its downside. Many battles are lost for the centaurs because they refuse to think tactically, so it is best for the centaurs to be led by someone who values their lives and can tactically plan for the centaurs. Often, prisoners of war that are strategists or generals are asked to order the centaurs in battle. That tradition has lost perhaps even more battles. \columnbreak
### Centaur Traits Centaurs have the same beliefs and ideals throughout the planes, so they all have the following characteristics:
**Ability Score Increase.** Your Strength score increases by 2 and your Charisma score increases by 1
**Size.** Your size is Medium, yet you tower over other humanoids
**Speed.** Your base walking speed is 40 ft.
**Age.** Centaurs mature and age at about the same rate as humans.
**Alignment.** Centaurs are inclined toward neutrality.
**Fey.** Your creature type is fey, rather than humanoid.
**Charge.** If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.
**Hooves.** Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier instead of the bludgeoning damage normal for an unarmed strike.
**Equine Build.** You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.
**Survivor.** You have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival.
**Languages.** You can speak, read, and write Common and Sylvan.
THE FRACTURED LANDS | Races
\pagebreakNum
## Changeling
"Amy knew that she wouldn't have much time to pull it off.
She slipped between the crowd of the bazaar to an alley, taking the time to slink into the shadows. As the guards pushed their way towards where they last saw her, she transformed into an elderly dwarf male. She quickly changed her clothes, and brought out a pipe to smoke. Suddenly, the guards arrived. 'Did you see a teenage girl near here? She's on the run.' Amy, now Shaun, shook his head with a slight smirk."
-- Excerpt from Chance the changeling's diary
The changelings are a rare and elusive race of feytouched creatures, who can use magic to change their appearance. They are reviled by all other races for this ability, but are often hired as spies and infiltrators because they are the best that money can buy. They have no civilization or home, instead always blending in to somewhere else. Changelings have an innate tendency to lie and trick for their money, as attempting to be honest and show their true form rarely works out for them. Even their dearest friends and partners may never know their true form until they die. \columnbreak ### Origins Long ago, there was a fair woman who consorted with the fey. She had many fey suitors, and birthed one hundred children because of them. Titania, queen of the Seelie, saw this and in anger ordered for all of these children to be killed on the spot. The suitors begged Oberon to intervene, and he would not directly. Instead, he gave them a gift. 'Touch them with this essence of my fey magic, and they will be able to change appearance at will, but they will never have their own identity.' Fearing they had no choice and running out of options, the suitors agreed. ### Changeling Traits Your changeling character has the following traits.
**Ability Score Increase.** Your Charisma score increases by 2, and your Dexterity score increases by 1
**Age.** Changelings mature slightly faster than humans but share a similar lifespan — typically a century or less. While a changeling can shapeshift to conceal their age, the effects of aging still catch up to them.
**Alignment.** Changelings hate to be bound in any way, and those who follow the path of the Traveler believe that chaos and change are important aspects of life. Most tend toward pragmatic neutrality as opposed to being concerned with lofty ideals. Despite common fears, few changelings embrace evil.
**Size.** In their natural forms, changelings average between 5 to 6 feet in height, with a slender build. Your size is Medium.
**Speed.** Your base walking speed is 30 feet.
**Change Appearance.** As an action, you can transform your appearance or revert to your natural form. You can't duplicate the appearance of a creature you've never seen, and you revert to your natural form if you die. You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this trait to become quadrupedal, for instance. Your clothing and other equipment don't change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible. Even to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
**Changeling Instincts.** You gain proficiency with two of the following skills of your choice: Deception, Intimidation, Insight, and Persuasion.
**Unsettling Visage.** When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses. Using this trait reveals your shape shifting nature to any creature within 30 feet that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.
**Languages.** You can speak, read, and write Common and two other languages of your choice.
THE FRACTURED LANDS | Races
\pagebreakNum
## Deep Dwarf
"Aye, the deep dwarves were abandoned long ago. They served
our creator and god Ohgma for centuries, but when the Fractures came they were cut off from Oghma's light because they were in the Underdark. Once the best craftsmen this side of Selecia, they returned to their savage roots, acting like we once did before we saw Oghma's light. All we can do for them now is pray."
-- A Forskare Dwarf on their deep dwarf brethren
The Dwarves of deep were once well known for their ability to create and cast spells. However, after the creation of the Raging Mire, the Deep Dwarves were abandoned by their creator, Oghma and lost their arcane gifts. The Deep Dwarves, who were once so sophisticated, fell back to primal understandings of the world and an almost savage lifestyle. It is kill or be killed in the Raging Mire and there is no time for fine craftsmanship in a world where people are constantly hunted. ### Dwellers of the Dark After the destruction of their village, the deep dwarves did what was instinctive to them: they dug deeper. They burrowed like worms deep under the soil, hoping that they could escape the world's problems. The goal of any Deep Dwarf is a life of luxury and the best way to achieve that in their eyes is isolation. Their homes underground are separated harshly, with many being hidden behind fake walls and beneath trapdoors. However, by Deep Dwarf law, these homes
must
be linked in order to keep their homes defensible. This makes the deep dwarves' homes into more of a hive of interconnected and protected places, and in order to heat their furnaces, they often make their homes near lava. ### Stirring Depths When they made their home in the underground beneath the Raging Mire, they did not prepare for the burrowing beasts that it became home to. Bulettes, Behir and even Wyrms torment the dwarves, hunting them in the prison of their own making. Dwarves must be strong to survive, even in the Deep Dwarven paradise they have made for themselves. They band together during these attacks, fighting the creatures together to protect their individual luxuries. They do not have any strategy or tactic to destroy these beasts, instead relying on their brute strength and tough nature to remove these threats. ### Spurned by their God Like the Dwarves of the Fractured Lands, the Deep Dwarves were originally created by Oghma. However, they left the surface due to their fear of the adventure and exploration. This fear goes against the ideals of Oghma and he was angered. He cursed the Deep Dwarves, turning their skin grey and weak and dulling their minds. His gift of knowledge would not be squandered by these Deep Dwarf gluttons. This aspect of the myth was never explained to the dwarves of the surface, so they believe a different story. \pagebreakNum
### Flashes of Inspiration Though their minds were dulled by Ohgma, they still retain some of their memories, and they are able to recreate the designs they made when their minds were whole. This means that their cities are often a strange menagerie of complex and advanced technology alongside incredibly basic and rudimentary designs that were created more recently. They still use the dwarven weapons and armor that they made on the surface, but it is now several generations old, and they have no way of replicating it. ### Fragmented Magic While they have no memory of magic and the arcane, they cast some spells so frequently that they are still ingrained even in their now dulled brains. These spells are cast reflexively, as a response to a trigger situation, more than any sort of voluntary reflex. For example, the deep dwarves cannot choose when to cast enlarge or what to cast it on, they can only cast it on themselves in response to feeling danger or a threat. ### Mighty Warriors When the deep dwarves must fight, they always have a surefire way to find a deep rage before combat. They think about the curse that has been cast on them before combat and an ancient, powerful anger courses through them, bringing them alive with a fury that you would never see on their dull faces otherwise. This rage allows them to stave off magical effects that would make them weak and attack the spellcasters who would attempt to cast magic on them. \columnbreak
### Traits The Deep Dwarves share their curse and strength together and have become an entirely different species due to continual separation from their surface brethren. You have the following traits.
**Ability Score Increase.** Your Strength Score increases by 2 and your Constitution Score increases by 1.
**Age.** Though cursed, the Deep Dwarves still share their longevity with their surface kin. They reach adulthood at the age of 50. On average, they live about 350 years.
**Alignment.** They tend to be gruff and spiteful, but they don't tend to be evil. They care only for themselves and the rest of their race, leaving the affairs of the Raging Mire to those who live there. They tend towards neutral alignments.
**Size.** Deep Dwarves must be smaller in order to more efficiently mine. On average, they are anywhere from 4 to 5 ft. tall. Your size is Small.
**Speed.** Deep Dwarves are in no hurry. Your speed is 25 ft.
**Dwarven Training.** The Deep Dwarves are trained in the use of light and medium armor as well as battle axes and warhammers.
**Forgotten Magic.** The Deep Dwarves struggle to remember their magic, but can still cast some of it. You know the
mold earth
cantrip. When you reach 3rd level, you can cast the *enlarge/reduce* spell on yourself once with this trait, using only the spell's enlarge option.
THE FRACTURED LANDS | Races
\pagebreakNum ## Genasai
A lone figure stood, surrounded by bandits on dunes above him.
As he realized he was surrounded, he stopped running from the bandits that had led him here. He stood calm, and collected. A large, gruffer bandit, most likely the leader walked over and asked him, 'Why are you so calm? Ye're about to die!' The humanoid laughed before answering. 'I have no need to fear.' As he spoke, the wind whipped through the sands, becoming a powerful gale. He began to float away from the ground, his eyes glowing as the wind picked up to a breakneck pace. 'The elements are always beside me"
-- A Bandit captain's account of why his men had died
The Genasai are a powerful race of creatures that were born when an elemental being and a humanoid intermingle. They are rare, but very powerful and more attuned to their element than many spellcasters who specialize in that element will be in their entire lives. They are often compared to the chosen, but instead of being divine conduits, they are the living embodiment of their respective elements. ### Powerful Halfborn Unlike their full elemental and non-elemental parents, the genasai are able to use their abilities in the material plane. The creation of a genasai is rare, as it is unlikely for elementals and humanoids to be able to conceive children with one another, but somehow some genasai have been created. Some believe that the birth of a genasai is an omen that the primordial elementals need something done on the material plane they cannot do themselves. ### Drawn to the Portals When Genasai are birthed on the material plane, from a young age they feel drawn to a particular direction. This is why many genasai are explorers by nature, as the thing they are drawn towards is the portal to the realm that they are attuned to. The parents of genasai often get into serious conflict over the child, as the elementals wish to raise them in their own plane while the mortal would prefer for them to stay with them. Usually in these cases, the mother wins these arguments. Often, the elemental side of parenthood will only contact the mortal side upon learning about the child, even if it has been years since that child's conception. ### Protected by the Elements The genasai are protected by the elements they are a part of as these elements are living things. Water will not enter the lungs of a water genasai, and the air will cushion the fall of an air genasai. These gifts make them stand out from others even when they hope to stay hidden, and if they don't know themselves to be genasai, this can be extremely alienating. If there is a genasai in a superstitious village, and they don't realize they are a genasai, that village might mistake them for an arcane ill omen and attempt to exile it from their home. \columnbreak
### Willful People The genasai see themselves as powerful beings, and this definitely affects their ego. Genasai are impossibly self-assured and believe that they are put here to complete the challenges in front of them. In some, this appears to be arrogance, but in other, more humble genasai, it manifests as a complete sense of self. They believe that they can complete any challenge, and this belief causes mortal people working alongside them to be worried. ### Planar Beings Many genasai live in their respective planes, without a consideration for the mortal realm. While this may make the elemental side of parenthood happy, the mortal realm needs heroes and explorers, and genasai often fill those roles. Many parents create a compromise, allowing the child genasai to be raised on the plane they are linked to until the age of nineteen, where they are returned to the mortal world prepared for anything. ### Difficult Transition Those that are raised in the elemental planes often find the transition to the mortal realm strange and difficult. They must leave their parents and friends behind, forced to meet with their biological parent from the material plane that they never knew or sometimes simply tossed out. Most genasai understand the importance of the journey, but some believe that it is pointless and find themselves angry at their elemental parents. Parenting for a genasai child is very difficult and without the proper guidance, they can become a powerful tool for evil.
THE FRACTURED LANDS | Races
\pagebreakNum ### Genasai Traits Though each genasai subrace is very different, they all share the following characteristics.
**Ability Score Increase.** Your Constitution score increases by 2.
**Age.** genasai mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.
**Alignment.** Independent and self-reliant, genasai tend toward a neutral alignment.
**Size.** genasai are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.
**Speed.** Your base walking speed is 30 feet.
**Languages.** You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants. ### Air Genasai As an air genasai, you are descended from an air elemental, such as a djinn or an aarakocra. Air genasai typically have light blue skin, hair, and eyes. A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some air genasai speak with breathy voices, marked by a faint echo. A few display odd patterns in their flesh or grow crystals from their scalps.
**Ability Score Increase.** Your Dexterity score increases by 1.
**Unending Breath.** You can hold your breath indefinitely while you're not incapacitated.
**Mingle with the Wind.** You know the *gust* cantrip. You can cast the *levitate* spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for both spells. ### Earth Genasai As an earth genasai, you are a descendant of an earth elemental, such as a goliath or a dao. Elemental earth manifests differently from one individual to the next. Some earth genasai always have bits of dust falling from their bodies and mud clinging to their clothes, never getting clean no matter how often they bathe. Others are as shiny and polished as gemstones, with skin tones of deep brown or black, eyes sparkling like agates. Earth genasai can also have smooth metallic flesh, dull iron skin spotted with
rust, a pebbled and rough hide, or even a coating of
tiny embedded crystals.
**Ability Score Increase.** Your Strength score increases
by 1.
**Earth Walk.** You can move across difficult terrain made of earth or stone without expending extra movement.
**Mingle with the Wind.** You know the *mold earth* cantrip.
You can cast the *earth tremor* spell once with this trait, requiring no material components, and you regain the
ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for both spells. \columnbreak ### Fire Genasai As a fire genasai, you are descended from a fire elemental, such as an efreet or azer. Nearly all fire genasai are feverishly hot as if burning inside, an impression reinforced by flaming red, coal- black, or ash-gray skin tones. The more human-looking have fiery red hair that writhes under extreme emotion, while more exotic specimens sport actual flames dancing on their heads. Fire genasai voices might sound like crackling flames, and their eyes flare when angered. Some are accompanied by the faint scent of brimstone.
**Ability Score Increase.** Your Intelligence score increases by 1.
**Fire Resistance.** You have resistance to fire damage.
**Mingle with the Wind.** You know the *produce flame* cantrip. You can cast the *burning hands* spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for both spells. ### Water Genasai As a water genasai, you are descended from a water elemental, such as a triton or water weird. Most water genasai look as if they just finished bathing, with beads of moisture collecting on their skin and hair. They smell of fresh rain and clean water. Blue or green skin is common, and most have somewhat overly large eyes, blue-black in color. A water genasai's hair might float freely, swaying and waving as if underwater. Some have voices with undertones reminiscent of whale song or trickling streams.
**Ability Score Increase.** Your Wisdom score increases by 1.
**Acid Resistance.** You have resistance to acid damage.
**Amphibious.** You can breathe air and water.
**Swim.** You have a swimming speed of 30 feet.
**Mingle with the Wind.** You know the *shape water* cantrip. You can cast the *create or destroy water* spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for both spells.
THE FRACTURED LANDS | Races
\pagebreakNum ## Gith
"As I watched, the gaunt, otherworldly creature appear from
the portal in front of me, I couldn't help but smile. The experiment to connect to the astral plane was a success! The gith entering my laboratory was not a part of the experiment, and it spoke to me in a harsh, guttural tone. 'You best not be openin' a portal here.' The gith drew its weapon and started charging towards me."
-- Wizard of Cult Mechanicus
If the genasai are the children of the elemental planes, the Gith are the children of the Astral Plane. The Astral Plane isn't an actual plane, but a space between planes, and the gith guard and monitor the transportation in and out of the astral space. They are the gruff yet duty-bound, protecting the multiverse from the threats that lie between the planes. Rarely will you see a gith outside of the astral space, sailing the ethereal sea, but there are infrequent sets of gith who are allowed to explore the world to attempt to help it. ### Psionic Power Originating in the ethereal sea, the psionic mists are incredibly powerful and cause the gith to develop innate psionic talents. They can use these abilities to detect the surface thoughts of a creature, and determine whether they are worthy to cross between the planes. This process is important to the gith culture, as allowing someone to teleport between the planes is like allowing them to cross through their home. The gith's psionic power rivals the psions of the Fractured Lands, and many gith have dealt with the dreamwalkers of Solaris. ### Enslaved by an Angel The gith were once a warlike people, but after attempting to attack an angel's ship on the ethereal sea, they were forced to atone for their actions by serving the angel and maintaining the planes. They have served for over a century in the ethereal sea, and since their children are not responsible for the sins of their parents, they are finally able to return to the material world. Their parents must work throughout their long lifespans for the angel, constantly monitoring and entering the portals of the astral plane. Their sons and daughters are now much more peaceful and disciplined, as their parents taught them these virtues to steer them away from their mistakes. ### Strange Culture The gith are now in a strange position. Once, they were a warrior race that traveled the astral sea and plundered any who traveled it. Then they became the guardians of the astral plane, forced by an angel to do the right thing to atone for their actions. Now their sons and daughters will enter the material plane, unsure of the ideals that should guide them. More than ever before, the race of the gith are malleable, and receptive to new cultural ideas and societal norms. Some have returned to the old warlike ways of their fathers, while others have continued to follow the path of discipline like they were taught. \columnbreak ### Gith Traits All gith, because of their upbringing and biology, have the following traits.
**Ability Score Increase.** Your Intelligence score increases by 1.
**Age.** Gith reach adulthood in their late teens and live for about a century.
**Size.** Gith are taller and leaner than humans, with most a slender 6 feet in height. Your size is Medium.
**Speed.** Your base walking speed is 30 feet.
**Languages.** You can speak, read, and write Common and Gith. ### Githyanki The githyanki are the gith who follow the old ways, using combat as their culture's metric.
**Ability Score Increase.** Your Strength score increases by 2.
**Alignment.** Githyanki tend toward lawful evil.
**Decadent Mastery.** You learn one language of your choice, and you are proficient with one skill or tool of your choice. In the astral sea, githyanki have bountiful time to master odd bits of knowledge.
**Martial Prodigy.** You are proficient with light and medium armor and with shortswords, longswords, and greatswords.
**Githyanki Psionics.** You know the Mage Hand cantrip, and the hand is invisible when you cast the cantrip with this trait. When you reach 3rd level, you can cast the Jump spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Misty Step spell once with this trait, and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells. When you cast them with this trait, they don't require components. ### Githzerai The Githzerai are the gith who follow a path of discipline and patience.
**Ability Score Increase.** Your Wisdom score increases by 2.
**Alignment.** Githzerai tend toward lawful neutral. Their rigorous training in psychic abilities requires an implacable mental discipline.
**Mental Discipline.** You have advantage on saving throws against the charmed and frightened conditions. Under the tutelage of monastic masters, githzerai learn to govern their own minds.
**Martial Prodigy.** You are proficient with light and medium armor and with shortswords, longswords, and greatswords.
**Githzerai Psionics.** You know the *Mage Hand* cantrip, and the hand is invisible when you cast the cantrip with this trait. When you reach 3rd level, you can cast the *Shield* spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the *Detect Thoughts* spell once with this trait, and you regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.
THE FRACTURED LANDS | Races
\pagebreakNum
## Gnome
"I 'erd 'im o'er 'ere" Gelsh muttered. "Come out and plaaaay.'
He half sung, half snarled. From in the closet burst a Gnome wearing plate armor and wielding a greatsword. "Looking for me?" He paused, for what he felt was suspense. "You big baby!" He resolved to never use that insult again seconds after he uttered it. He charged the orc and for once, the orc felt outmatched physically."
--Gelsh, on the day he lost his right arm and dignity
Gnomes are brave and powerful warriors with a flair for the dramatic, reforged in steel since the creation of the Raging Mire. As much performers as they are fighters, the Gnomes of the Raging Mire are the gladiators of the swampy darkness. ### Death or Glory Gnomish society is built around two tenets: the attention of adoring fans who see their daring exploits and beating insurmountable odds. Often, people see them as an annoying necessity, because the Gnomes are stalwart defenders of the inhabitants of the Raging Mire. They often operate alone(as they don't want to share the glory) and hunt dangerous and exotic beasts, as well as tribespeople. This concept means that few Gnomes are ever in their homes for long. Gnomes often have a rough upbringing as few Gnomes are lucky to know one of their parents, let alone both. This mantra not only factors into their fighting. It extends to every aspect of their life, from scavenging, to scouting, to even cooking. Their core philosophy, in so many words, is more like: Complete every objective to the fullest. \columnbreak ### Size Matters Not Gnomes take pride in their ability to punch above their weight class. The larger the beast, the greater the glory. Many see this as a natural reaction to the obstacle their size poses. If the strong are those who survive regardless of their size, they will improve their ability to fight those larger than them. Their fighting style is unique and fast. Their ferocity is whipped into a frenzied fever pitch, letting loose their emotions in wild slashes. ### Bards Turned Warriors The Gnomes of old were great minstrels who traveled the Underdark and surface, spinning tales of misery and joy to any who would hear it. Their traditional occupations were swept away in the deadly fight for survival. Remnants of their old ways lie in the ruins scattered around the Raging Mire, but even the oldest of Gnomes would have trouble recognizing their cultural significance. The gnomes still try and embody this spirit of performance in their combat, which leads to very gladiatorial and flourishing combat styles. ### Dirty Fighting Gnomes are not afraid to use a dirty trick or flashy maneuver to defeat their foes; as much as they are showman, they also recognize that they need to survive. The moment that a gnome resorts to dirty tricks is the moment that they are actually afraid for their lives, and a good opponent will realize this and press their advantage. To lose your smile and flashiness in combat is a true show of embarrassment in gnomish culture. ### Traits All Gnomes tend to have the same characteristics and are united in their goal of glory at all costs.
**Ability Score Increase.** Your Strength score increases by 2 and your Charisma score increases by 1.
**Age.** Gnomes often die young, but those that don't can live up to 131 years of age.
**Alignment.** Gnomes have unique methods and often use the ends to justify their means. They tend toward Chaotic alignments but are neither particularly good, evil or neutral.
**Size.** Gnomes have height that ranges from 2 to 4 feet tall. Regardless of your position in that range, your size is Small.
**Speed.** Your base walking speed is 25 feet.
**Languages.** You can speak, read, and write Common and Gnomish. Though the Gnomes of the Underdark no longer exist in their truest form, they still use their traditional tongue when addressing one another.
**Gnomish Fighting Style.** Once per short or long rest, a Gnome may add half of their Charisma modifier (minimum +1) to the damage roll of their weapon. This is psychic damage, and is often accompanied by a gnomish insult or a particularly flashy sequence of combat.
**Gnomish Performance.** You gain proficiency in Performance and Athletics.
THE FRACTURED LANDS | Races
\pagebreakNum
## Goblin
"Goblins are all about the money; whether it be Gold, Silver or
even Copper pieces, Goblins will pinch every penny. Their greed and avarice is what makes them so dangerous. Never get between a Goblin and his Gold."
-excerpt from Theodore Fletcher's Guide to the World
Goblins are literally greed and desire incarnate. Created by Gunther, God of ambition, Goblins exemplify his tenants and their culture reflects his ideals. They gain power from instilling greed in others and taking what they desire most from them: money. The Goblins own the economy in the Raging Mire, using these precious coins as a method to cause such evil desires. They are sleazy and slippery, though if you have the coin, they can get the job done, find the object or cast the magic. ### Goblin Enchanting Most Goblin shops sell anything anyone could imagine and much more. Or at least, that's what they promise. This oath means that most Goblins, in order to stay competitive, must practice magic. The magic of Goblins is filled with guttural chants and emphasizes the manipulation of a victim's will. This magic is what is used to enchant magical weapons and armor, which often means that these weapons carry malignant properties and cost a bit more than the gold and silver paid for them. ### Slippery Goblins often find themselves on the wrong end of the sword. Whether it be by holding a monopoly on an essential or being caught doing dirty dealings, they always seem to get themselves in trouble for that extra Gold. When these things go south, Goblins are the first to flee with their earnings. A good sense for danger and their size combined make them easily able to hide away in the swamps. They know the Raging Mire well and if they escape, odds are you'll never see them again. ### Cities of Gold Every Goblin's dream is to create a city made entirely of Gold; not just any Gold however, Gold from others who cannot resist spending on their trinkets. Goblins often team up in groups of four or five, pooling their loot at the designated location to be melted down and reforged into walls, doors and foundations for the buildings. However, these lavish towns are often their downfall. Adventurers and treasure hunters hear of these strange places guarded by Goblins. ### Making Money to Make Money After the creation of the Raging Mire, Goblins were the ones to reintroduce an economy to the recovering people of the Underdark. Using magic, they mined and minted the first Gold, Silver and Copper coins for the purpose of fueling the greed and desire of the masses. After the initial creation of the economy, they began to employ poor debtors to mine the Goblin's Gold. The Goblins often watch, pleased by the suffering of these greedy fools. \columnbreak
### Goblin Traits Goblins all have these basic traits in common, as they are artificially made.
**Ability Score Increase.** Your Charisma Score increases by 2 and your Dexterity Score increases by 1.
**Age.** Goblins live longer the more desire they sow but generally live until the age of 65 and reach adulthood at the age of 9.
**Alignment.** Being created by a malicious being leaves little room to good and Goblins are no exception. They also tend towards the lawful alignment, manipulating the laws in the economy they created to take as much from the masses as possible.
**Size.** Goblin use their small stature of 4 to 5 feet. to escape dangerous situations they put themselves in. Your Size is small.
**Speed.** Despite their height, Goblins are still able to speedily avoid danger. Your speed is 30 ft.
**Sorcerous Tradition.** The culture of Goblins is steeped in sorcery. You know one cantrip of your choice from the Sorcerer's spell list. Charisma is your spellcasting ability for the spell.
**Nimble Escape.** Further drawing on their magical roots, Goblins are able to easily flee from combat. Once per short or long rest, you may cast
expeditious retreat
with this trait.
**Innate Seller.** Goblins are excellent salesmen and can easily change a person's mind on a product. You gain proficiency in the Persuasion skill.
> ##### Innate Spellcasters > Many Goblins are sorcerers, connecting with their god through their bloodline to cast their magics. They make up the majority of arcane practitioners (~80%). The Divine Soul option from Xanthar's Guide will work fine but reflavouring certain aspects of other bloodlines to work with the theme works. For example, a Storm bloodline sorcerer may be channeling Gunthor's Wrath. >
THE FRACTURED LANDS | Races
\pagebreakNum
## Goliath
"Bator heard the drums as he brought himself back to his feet.
The ringing in his ears hadn't ceased, but that wouldn't change the situation. It was life or death. He stared at the portal in front of him, and the elemental in front of it. With a heaved sigh, and several muttered curses, he threw down his axe. Screaming a warcry, he charged towards the elemental, using all his might to tackle him back through the portal. "
-- The last sighting of chief Bator
Goliaths are the cousins of earth elementals, who protect the portal to the Toiling Loam, or elemental plane of earth. They are a race of hard-working laborers and miners, who create their homes deep within the earth so that they can be near the portal and protect it. Goliaths appear as humanoid, though their skin is often colored based on their environment; they turn sandy colored in the desert, and deep brown when underneath. Rocky outcroppings grow from their faces, shaping into precious gemstones or ores. This makes being a goliath dangerous outside of their home, as the people of the Fractured Lands wouldn't be afraid to kill for that. ### Defense Against the Elementals Because of the corruption of the primordial elemental of earth, the lesser elementals have also been corrupted, and they have become a threat to the outside world. The portals much be watched day and night, and dozens of goliaths must do so in order to protect their society and the Fractured Lands as a whole. The lives of all goliaths revolve around this watch, and it is known as the 'eternal vigilance' in their culture. this duty is a certainty in their lives from the moment they are born to the moment that they die, and their lives will contribute to countless others who have given themselves and their freedom to the eternal vigilance. ### Sacrifice for the Greater Good Another important aspect of goliath culture is their belief in sacrifice. While many goliaths worship Torm, god of sacrifice, every single goliath in their home beneath the earth believe in the importance of sacrifice. A goliath must be willing to lose their life for the defense of their portals, as every goliath brother and sister in arms has given up their freedom to take shifts of the eternal vigilance. Without the goliaths to hold the line, the world would be in grave danger, and the goliaths know that. \columnbreak
### Yearning for the Surface Most goliaths ponder on what the aboveground looks like; they most likely have never been to the surface in their entire lives. They dream of one day finally being able to leave their home and the eternal vigilance to experience the elements other than earth, and even to experience different types of earth. This is why any information from above is highly sought after, as every goliath wants a taste of the surface above. They must hide this emotion well, and never let it overtake them, as each goliath knows that they are imperative to holding the line. ### Goliath Traits Goliaths share a number of traits in common with each other.
**Ability Score Increase.** Your Strength score increases by 2, and your Constitution score increases by 1.
**Age.** Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.
**Alignment.** Goliath society, with its clear roles and tasks, has a strong lawful bent. The goliath sense of fairness, balanced with an emphasis on self- sufficiency and personal accountability, pushes them toward neutrality.
**Size.** Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.
**Speed.** Your base walking speed is 30 feet.
**Natural Athlete.** You have proficiency in the Athletics skill.
**Stone's Endurance.** You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.
**Powerful Build.** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
**Mountain Born.** You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.
**Languages.** You can speak, read, and write Common and Giant.
THE FRACTURED LANDS | Races
\pagebreakNum ## Kalashtar
"Athena watched as her world came crumbling down around her.
Buildings fell from their chains and slowly crashed into the ground below. The island itself lurched to one side, toppling under the weight of the arcane laboratories slamming into it. The scent of smoke mingled with the sounds of screaming as the world fell around Athena. There was nothing she could do but watch."
-- Account of a surviving Kalashtar
The Kalashtar are the people before. They lived on the floating arcane utopias of magic, which invented new and wondrous creations for the population to enjoy. However, with the fractures, the anchors that kept these islands afloat collapsed. Now, the dreamlike and ethereal Kalashtar are a rare sight, and are comparable to myth or legend. ### Forged From Dreams The Kalashtar were forged from the dreams of the Ashtari as the Ashtari created the other races. They originally were half dream and half humanoid, but as time went on, they became humanoids with a strong connection to dreams. They innately have strong psychic gifts because of their dream connection, and are able to exercise minor mystical talents without any training. Dreams have an important role in the Kalashtar culture as well, and many Kalashtar are named describing words for dreams, like pleasant, sweet and other adjectives. ### Well-Respected The Kalashtar are the closest race to the Elders, and they were treated with respect while they existed widespread. They created and lived on their islands since near the beginning of Selecia, and their magic was used to aid all. In the War of Life, they remained neutral, preferring to devote themselves to the magical and mystical, rather than fighting those they loved. Because of their unique connection to the elders, they were immune to Abraxus and his corruptive magic, and managed to remain hidden behind an illusory barrier. During the Fractures, their home was destroyed, and few managed to survive. Their population seems to be returning to the world, but no one knows where they live. ### Mystical Omens Seeing a Kalashtar or meeting with one of them is a prophetic encounter itself, but the Kalashtars' dream connection also allowed them to see parts of the future. Beings such as the Divine Theurge are actually Kalashtar, who have honed their gifts to allow them to more clearly glimpse the fates. This ability does not allow them to foresee their own fates, which is why they were caught unawares by the Fractures and the other terrible things to befall their race. the advice of a Kalashtar is almost always heeded, as they are never wrong about the important things. one way or another, all their visions come true. \columnbreak ### Unfinished Pursuits Many of the floating islands have crashed to the surface of the Fractured Lands, beneath just a layer or two of sand. They hold the secrets that the Kalashtar were working on, and could bring the Fractured Lands light years from where they are technologically. The Vedalken, Desert Harpies and other organizations all search for these ruins, but there has been no success yet. There is a possibility that the illusory magic that protected them from Abraxus has activated once more, but nothing is certain. ### Elder Spirits After the elders were killed closing the Maw of Chaos, their spirits returned to the only thing connecting them to the mortal plane: the Kalashtar. The Kalashtar exist with the spirits of the elders still within their body, which protects them from the corruptive magic of the Fractured Lands, but also drives them towards committing good acts and deeds. This discipline makes them a better people, though it is not always listened to. ### Kalashtar Traits Your kalashtar character has the following traits.
**Ability Score Increase.** Your Wisdom and Charisma scores both increase by 1. In addition, one ability score of your choice increases by 1.
**Age.** Kalashtar develop physically at the same rate as humans do and have similar lifespans.
**Alignment.** The noble spirit tied to a kalashtar drives it toward lawful and good behavior. Most kalashtar combine strong self discipline with compassion for all sentient beings, but some kalashtar resist the virtuous influence of their spirit.
**Size.** Kalashtar are similar in build to humans, though they are typically a few inches taller. Your size is Medium.
**Speed.** Your base walking speed is 30 feet.
**Dual Mind.** When you make a Wisdom saving throw, you can use your reaction to gain advantage on the roll. You can use this trait immediately before or after you roll, but before any of the roll's effects occur.
**Mental Discipline.** You have resistance to psychic damage.
**Mind Link.** You can speak telepathically to any creature you can see within 60 feet of you. You don't need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself. As a bonus action when you're speaking telepathically to a creature, you can give that creature the ability to speak telepathically to you until the start of your next turn. To use this ability, the creature must be within 60 feet of you and be able to see you.
**Psychic Glamour.** Choose one of the following skills: Insight, Intimidation, Performance, or Persuasion. You have advantage on all ability checks you make with that skill.
**Severed from Dreams.** Kalashtar sleep, but they don't connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to magical spells and effects that require you to dream, like the dream spell, but not to spells and effects that put you to sleep, like the sleep spell.
**Languages.** You can speak, read, and write Common, Celestial, and one other language of your choice.
THE FRACTURED LANDS | Races
\pagebreakNum
## Kobold
"The Dragonborn Lord surveyed his mountaintop
keep, watching as the slaves below him worked. He let out a terrifying roar, and was satisfied by watching the slaves cower before him. He believed that he would have the keep completed by the end of the month, after which he planned on loaning his slaves to his cousin. However, this was not how it would turn out. The Kobolds, well known for their tinkering and tricks, had begun to organize rebellion."
— The beginning of a story told to Kobold youth
Kobolds are a small, smart race of tinkers who have been enslaved in the mountains to the northwest of Valken. Since they are the lesser cousins of dragons, the Dragonborn see it as their right as the direct descendants of dragons to control the Kobolds. However, where the Dragonborn are wise and strong, the Kobolds are nimble and creative. For years, the Kobolds have escaped and been recaptured by the Dragonborn, with their only wish to be free. ### Guerilla Tinkerers Using whatever scraps and materials that the Kobolds find scavenging from the frozen wastes, Kobolds fight their own kind of war with their more draconian masters. By watching, listening and observing, Kobold slaves are often able to use their devices to exploit the weakness of their enemies. Kobolds are always the underdogs, and use this to their advantage against the arrogant Dragonborn. ### Secluded Creatures All that the majority of Kobolds want is freedom to live in their own independent society, without the influence of their Dragonborn cousins or any other humanoid for that matter. When a small group of Kobolds breaks free, they often tunnel into the mountains, creating a complex network of dead ends, traps, and correct corridors to confuse anyone who would search for them. Kobolds have found many ways to live underground, several of which came from a notable dwarf merchant named Balfor and has spread throughout the slave colonies of Kobolds. It is their most well guarded secret. \columnbreak
### Kobold Traits Your Kobold character has a variety of unique and creative traits necessary to the survival of the race.
***Ability Score Increase.*** Your Dexterity score increases by 2, and your Intelligence score increases by 1.
***Age.*** Kobolds can live up to 95 years of age when allowed to live on their own, but only usually live until 35-45 under the command of Dragonborn
***Alignment.*** Kobolds tend only to look out for themselves and their kind, and tend towards neutral alignments.
***Size.*** Kobolds are meek and cower before other humanoids. Your size is small.
***Speed.*** Your walking speed is 25 feet.
***Tinkering Hands.*** Your hands are nimble and quick, allowing for quick movements both in creation and destruction. Your bare hands are considered to be tinker's tools and thieve's tools, and you have proficiency in both.
***Ploy of the Meek.*** As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.
***Languages.*** You can speak, read, and write Common and Draconic.
THE FRACTURED LANDS | Races
\pagebreakNum
## Merfolk
"Ashra rose from the briny depths of the cove, her smooth,
membrane-like scales covered in water. Her eyes were bloodshot with rage as she walked up the spiraling cave tunnels leading to the surface world. She wields a dagger made of jagged bone in one hand, and the other, a ball of lightning. Ashra would avenge her city, and destroy these surface dwellers."
--
The Merfolk's Revenge
, by Ashra Seabreeze
The merfolk are a race born from the oceans of the world, living in underwater cities and protecting the Endless Sea with the water genasai. They are powerful manipulators of the wind, the water and the tempest, and use their magical abilities to combat the myriad of underwater threats that attempt to enter the Endless Sea. They often have quarrels with surface dwellers, as ships sunk in their waters can do damage to the merfolks' cities. ### Cut Through Water The merfolk have a series of almost imperceptibly small interwoven scales that are incredibly smooth, offering them the ability to easily swim through the water. They must often escape ocean predators, and without these scales, they would easily be caught and killed. Their scales are also useful in combat, as natural weapons such as teeth and claws will find it difficult to break the interlocked scales. Their swimming abilities also allow them to create interconnected cities by allowing them to import and export goods in person, which would otherwise be much more isolated and no longer the underwater powerhouse they are. \columnbreak
### Freedom of Movement Merfolk value the liberty that traveling in the water affords them, and that freedom is the focus of many aspects of their culture. Their armor is sparse, often made of light bone and leather. Weapons are often razor thin or made of bone, as those are both lighter than iron and wood. Cities are connected by a series of cave systems, allowing anyone to easily travel back and forth between each city. Even their government is made so that it is easy to move up and down the chain of command, as long as you have the votes. Merfolk are most often content with living in their underwater cities. After all, the cities can rely on one another, and if in desperate need for supplies, can ask surface settlements nearby to drop goods for them to use. Some merfolk crave feeling the sun, or seeing the wind blow through the grass. These merfolk become surface dwellers, and attempt to integrate themselves into society, with mixed results. ### Creeds Merfolk are not born belonging to a particular creed, or clan, in their culture. Instead, they must swear an oath presided over by another member of their prospective creed to that creed, and become a member through a secret ritual. These merfolk don't just make a promise; their bodies and physiologies change according to this oath, and even their personality might differ from before they took the ritual. Though it is not enforced, the general age of receiving this ritual is 20, and no merfolk is allowed to make no oath.
THE FRACTURED LANDS | Races
\pagebreakNum
\columnbreak ### Cloistered Intelligence The Merfolk are isolated from the outside world, but their technology rivals the rest of Selecia. This is because their society focuses on discovering the way the world works through the various creeds. Merfolk have even found a way for other humanoids to enter their cities without drowning, provided that they reach the city without doing so already. ### Merfolk Traits Your merfolk character has a number of traits in common with other members of this race.
**Ability Score Increase.** Your Dexterity score increases by 1.
**Age.** Merfolk mature at the same rate humans do and reach adulthood around the age of 20. They live considerably longer than humans, though, often reaching well over 100 years.
**Alignment.** Most merfolk are neutral, though merfolk of the Emeria creed have chaotic leanings.
**Size.** Merfolk are about the same size and build as humans. Your size is Medium.
**Speed.** Your base walking speed is 30 feet. You also have a swimming speed of 30 feet.
**Amphibious.** You can breathe air and water.
**Languages.** You can speak, read, and write Common, Merfolk, and one extra language of your choice.
**Creeds.** The merfolk race is divided into three creeds, founded on the principles of Emeria (wind), Ula (water) and Cosi (trickery). ### Emeria Merfolk who followed Emeria's creed seek wisdom and truth, exploring the mystical forces —rather than natural causes— behind historical events. They are evasive and intentionally enigmatic in their interactions with others, and are often described as manipulative and deceptive.
**Ability Score Increase.** Your Wisdom score increases by 2.
**Wind Creed Manipulation.** You have proficiency in the Deception and Persuasion skills.
**Cantrip.** You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it. ### Ula Ula-creed merfolk emphasize intellectual pursuits, stressing hard evidence and reason over passion. They are analytical scholars, chroniclers, explorers, and navigators who pride themselves on being blunt and straightforward.
**Ability Score Increase.** Your Intelligence score increases by 2.
**Water Creed Navigation.** You have proficiency with navigator's tools and in the Survival skill.
**Cantrip.** You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. ### Cosi No merfolk will openly admit to following the creed of the trickster, but those who do view the Cosi creed as an ally who can grant them control over the chaotic forces of the world.
**Ability Score Increase.** Your Charisma score increases by 2.
**Creed of the Trickster.** You have proficiency in the Sleight of Hand and Stealth skills.
**Cantrip.** You know one cantrip of your choice from the bard spell list. Charisma is your spellcasting ability for it.
THE FRACTURED LANDS | Races
\pagebreakNum
## Myconid
"I heard this place was infested, but I didn't think to this
extent.' Barrin told his Gnomish sister, Serena. The light from his staff illuminated strange roots dangling above them. Suddenly, they began releasing a sort of spore. Serena had barely enough time to mutter a prayer before her and her brother were unconscious. "Be wary when searching for our people. If we do not want to be found, we
will
not be found."
-- Myconid Um'Thraxx, report to a myconid sovereign
The Myconid are a powerful, pragmatic race with a long tradition that has been kept by their sovereigns. They are practically immortal, for though they decay, they continue their fungal cycle and are reborn anew whenever necessary. This is why many see them as a threat to their environment. Their population only ever grows and without artificial intervention, they never die. ### Death Is Just One Aspect of Life For a Myconid, life and death are more intertwined than any other race. Once every month, the Myconid begin their regenerative cycle, wherein they are reborn as well as many other new Myconid spores are spread throughout the Raging Mire. They need no mate to do this, only several days uninterrupted while they meditate and prepare for the cycle to begin again. ### Experts On All Things Astral Due to their constant brushes with death, the Myconid have seen the astral plane and returned to tell about it. However, this is one of their most guarded secrets, one they might never share with any outsider regardless of their relationship. Other than those who have traveled to it via other means, like the Dreamwalkers of Solaris, know about the astral plane. \columnbreak
### Organic Machines The closest analog to the Myconid are the Warforged, as the Myconid see all objects, people and technology as a stepping stone towards their goal of immortality for themselves. They are capable of feeling emotion, though they never show it. Certain Myconid groups even wish to further improve themselves by using the Mists to get rid of their emotions entirely so that they may serve their purpose better. This process is frowned upon by some colonies, who see immortality as the ability to experience life for eternity, while other more devoted colonies see it as a necessary sacrifice for those ahead of them. ### Millenium Old Collections Myconid dabble in the arcane, psionics and technology to various degrees during their limitless lifetimes. They are known for their collections of lore on subjects they've invested interest into, which means that they are often consulted for knowledge of the ancestors and their discoveries by shamans, druids and other spellcasters. This wealth of knowledge is also a downside, however; they often innovate little and instead modify the already built, leading to many outdated technologies present within their colonies. ### Colonies of Knowledge Colonies of Myconids are chosen by young Myconid so that they may pursue their best subjects and further their objective. Each colony raises them in a different way, grooming them to become a specialist in the area the colony is known for. The choice of colony is made without any aid, and often myconid will feel no remorse leaving the colony they have known all their lives for the hope of finding something new in their quest for immortality. Each colony has a strength of knowledge in certain areas, like the Ingeni and technology.
THE FRACTURED LANDS | Races
\pagebreakNum ### Traits Though the colonies vary wildly, all Myconid share these traits.
**Ability Score Increase.** Your Intelligence score increases by 2.
**Age.** Myconid are immortal and therefore age is not a concept to them.
**Alignment.** Myconids see everything simply as stepping stones to their goal, and are mostly neutral and pragmatic. They tend toward the lawful alignment.
**Size.** Myconids vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
**Speed.** Your base walking speed is 25 feet.
**Languages.** You can speak, read, and write Common and one extra language of your choice. Myconids try to learn the language most pertinent when dealing with humanoids near their colony.
**Paralysis Spores.** You can use your action to eject spores at one creature you can see within 15 foot of you. The target must succeed on a Constitution saving throw equal to (8 + your proficiency modifier + Constitution bonus) or be stunned for 1 minute or until it takes damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You may use this ability once per long rest.
**Subrace.** The Myconid are differentiated by their pursuits of immortality. You are one of the subraces below. ### Estoryk The Estoryk live quiet, peaceful lives away from the conflict of the Raging Mire in the canopy. They devote their lives to the arcane, using magic to find more elegant solutions to their objective. They are often consulted by the leaders in the Raging Mire, as their knowledge of the arcane is matched only by their knowledge of history.
**Ability Score Increase.** Your Wisdom score increases by 1.
**Arcane Aptitude.** The Estoryk Myconid start with a cantrip selected from the Wizard spell list. Intelligence is used as the spellcasting ability.
**Rapport Spores.** A 20-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour and cannot be used again until the Myconid takes a short or long rest. > ##### Xistieren Colony > Though widely considered inferior to the other colonies, The Xistieren Colony (known colloquially as the Ashen Cadaver, p. X) coexist with other humanoids. They see the ambition and perspective of mortals as useful assets toward their goal and search for a way to help them become immortal as well. \columnbreak
### Astikar The astikar are nomadic and warrior-like, devoting themselves to perfecting body and mind through the use of psionics. They are the ones who subject themselves to the Mists to remove their emotions and are subsequently more likely to be Psionic. Every astikar has a minor psionic quirk, even if they don't use it to its full potential. They are leaders of their people and help plan new colonies as well as be the initial settlers.
**Ability Score Increase.** Your Charisma score increases by 1.
**Psionic Spark.** The astikar Myconid start with a talent selected from the Mystic talent list. Intelligence is used as the spellcasting ability.
**Hone the Mind.** Once per long rest, the astikar Myconid may reroll a Strength, Dexterity or Constitution check. They must use the new roll, even if it is worse. ### Ingeni The Ingeni are a relatively new colony, but they focus on the use of technology to restore their bodies to non-decaying forms, in order to remove the necessity of the cycle entirely. They have yet to be successful, but are consulted by settlers and colonists to help with architecture, defense and mechanical assistance to make life easier. They are extremely passionate and often make many mistakes.
**Ability Score Increase.** Your Dexterity score increases by 1.
**Tool Proficiencies.** The Ingeni Myconid are proficient with all tool kits.
**Tinker.** When using craftsmen tools such as smith's tools or glassblower's tools, you have advantage. In addition, you are able to jury rig your way out of any situation. Once per short or long rest, you can attempt to craft something with the materials around you without the required tool kit.
THE FRACTURED LANDS | Races
\pagebreakNum
## Praedaren
"Heed my warning sailor; if you ever find yourself pursued by
*a ship flying the colors of a praedaren pirate fleet, don't think for a moment that you can out sail them, nor that you can win in a fray. The best course of action is to accept your fate, show no hostility, and to give them what they desire. Doing
so by no means promises your life, but it gives you a better chance than any you ever had."* --Ever Brooks, *Tales of Old Salt*
Within rocky coves and coastal inlets, praedaren build their dens. Atop the blood-soaked docks these creatures call home, carcasses of great sea monsters are hoisted by net and harpoon, and the stench of iron and salt permeates the air. Longshoremen work tirelessly to load and unload their vessels, harvest the remains of slain beasts, and repair or dismantle ships that have been salvaged or captured by competing fleets. These lands are barren and bleak, and largely inhospitable. As a result, the praedaren repurpose much of that they scavenge into their infrastructure. In this wooden, rusting bricolage, one might find any number of foreign ships repurposed for a home, archways carved from monstrous jawbones, or tattered sails strung up for some protection against the elements. ### A Meaner Demeanor Though their anatomy differs greatly amongst their differing blood-lines, all praedaren share a few characteristics. They wholeheartedly believe themselves superior to all other races. Moreover, they are inherently aggressive, and regularly flaunt this quality to a world which demands, and in their mind respects, complete dominance. \columnbreak
Muscled and cartilaginous terrors, the praedaren possess a shark-like humanoid figure, complete with dorsal fin, gils, and a large pair of beady, 'soulless' eyes. Their tails, which extend from their lower back, are powerful and used for propelling them quickly through the water, and their jaws are lined with rows of teeth that rapidly grow back when lost. Their placoid scales are thick and textured like sandstone, but it is easily and often scarred. The praedaren's scars are worn with pride, and never hidden, for each tells a story of a battle that its bearer survived. ### Forsworn Father Praedaren are mutinous spawn of the shark devil-deity Sekolah, sculpted in his own image. Under his servitude, they acquired their taste for conflict and plunder, as they were tasked with ravaging Sekolah's prey. Despite the pleasure that praedaren experienced in his service, they were discontent. They sought freedom; freedom to form bonds of kinship and friendship, freedom to build their own society, and freedom to do as oneself desired. And so, once the opportunity arose, the praedaren escaped the clutches of Sekolah's influence, and fled his domain beneath the depths. To this day, the praedaren hold dear their hard-won freedom, and are regularly at odds with those who continued to serve their former master: the sahuagin. ### Maritime Supremacy Since their conception, praedaren have enjoyed their status as apex predators of the sea. They assert themselves in all aspects of nautical life, and unsurprisingly, their most common interests relate to pirating, racketeering, hunting, and salvaging. Their absolute dominance in these fields—often underscored by the competition between praedaren fleets—has earned them a fearsome reputation amongst other seafaring cultures. When a praedaren reaches maturity, they make the important decision as to which fleet they will join. Joining a fleet isn't always a lifelong commitment, though there can be serious repercussions for some who attempt to desert their crews.
THE FRACTURED LANDS | Races
\pagebreakNum Within praedaren society, station, power, and wealth determine everything. When multiple praedaren have disagreements, they settle matters with brutal, yet ritualistic fights, letting the outcome determine who is right or wrong. There are no real laws or law enforcers, and only after entering a fleet must a praedaren uphold any given code. For these reasons, as well as their own superiority complexes, the praedaren typically refuse to abide by any foreign laws. ### Stalwart Professionals If there is one thing that can humble a praedaren, it's a failure to do their duty. Praedaren acknowledge that their society rides on the back of each individual's ability to be productive. A failed job is like a swift kick to ones ego. If the salvage crews do not produce, the villages do not prosper. If the hunters do not find prey, the village goes hungry. And if the merchants do not find business, the markets become stagnant. This way of thinking is what motivates the praedaren to be unrelenting until the very last days of their long lives, and it serves as a unifying value shared by most of their race. ##### Praedaren Quirks | d8 | Quirk | |:---:|:-----------:| | 1 | You can't pass up a good challenge | | 2 | You'll stand in harms way to protect a comrade | | 3 | Rumors of treasure attract you like a fly to feces | | 4 | You have countless tales to tell of the sea's dangers | | 5 | You're impatient and have trouble remaining still | | 6 | You're obsessed with keeping your teeth immaculate | | 7 | Once you've taken a job, you'll always see it done | | 8 | You remain confident no matter how dire the situation | ##### Praedaren Adventurers | d8 | Reason for Adventuring | |:---:|:-----------:| | 1 | You were left stranded for mutiny | | 2 | Your crew was lost to the sea | | 3 | Your ship was attacked and sank by a kraken | | 4 | You're fresh out of prison | | 5 | You have orders from higher up | | 6 | You're out to start your own crew | | 7 | You're looking for new adventures and experiences | | 8 | Your crews treasure was stolen by a dragon | \columnbreak ### Praedaren Names A praedaren has a given name, often a fleet name, and sometimes a rank or title. Usually, praedaren find themselves making their living among a fleet of ships, and more often than not, they take their fleets name as their own in respect of it. Thus, Minos, who captains a ship within The Great Gam, might call himself Captain Minos the Great, or Gilly, who makes her living as a pearl merchant in The Rising Tide, may call herself Gilly of the Rising Tide. Doing so binds them to others in ways that family or clan names do for other races. **Male Names:** Arsenio, Brutus, Don, Emrik, Kawan, Kano, Mako, Minos, Nado, Rex, Ryker, Squall, Thresh, Wade, Zale **Female Names:** Adira, Brighid, Ebba, Gesa, Gilly, Lana, Maajida, Mako, Mazu, Nahla, Nakhti, Sedna, Velda, Zarya **Fleet Names:** The Apex Armada, The Feeding Frenzy,
The Great Gam, The Hunting Party, The Jaws of Sekolah, The Locker Jocks, The Red Wake, The Rising Tide ### Praedaren Traits Your praedaren character has a number of traits
in common with all other praedaren.
**Ability Score Increase.** Your Strength score
increases by 2.
**Age.** A praedaren is fully grown and considered an "adult" at the age of 50, though most do not mature until their early hundreds. They generally live 300 or so years, withering with age, but only slightly, remaining strong and sharp until their very last days.
**Alignment.** Most praedaren are chaotic neutral, due to their insatiable thirst for wealth and power.
**Speed.** Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
**Amphibious.** You can breathe air and water.
**Darkvision.** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
**Abyssal Mariner.** You ignore any of the drawbacks caused by a deep, underwater environment. Additionally, you gain proficiency with the Intimidation skill, and vehicles (water).
**Bite.** You have a mouth rowed with jagged, razor like teeth, and it is a natural weapon which you can make attacks with. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier.
**Blood in the Water.** You can sense the general direction of a creature below half of its maximum hit points that is within 100 feet of you. Furthermore, when a creature you damaged on your last turn ends its turn further away from you than it started, you can use your reaction to move up to 30 feet closer to it.
**Languages.** You can speak, read, and write Common and Infernal.
**Subrace.** There are a vast variety of praedaren bloodlines, including; Carvers, Haulers, Looters, Seekers, and Sinkers. Each of these subraces play a vital role within a crew and its fleet. Choose one of these subraces.
THE FRACTURED LANDS | Races
\pagebreakNum #### Looter Looters are much smaller than the other praedaren bloodlines. They utilize their size to maneuver through the tight confines present in shipwrecks and undersea caverns, where they're often tasked with retrieving treasure from. Besides their small size, looters also have protruding nostrils, sunken eyes, and a menacing grin, all of which contribute to them occasionally being mistaken as a goblinoid.
**Size.** Looter praedaren stand roughly 4 feet tall and weighs about 140 pounds. Your size is Small.
**Blood and Plunder.** When you successfully hit a creature with a melee attack, you can use your bonus action to make a Dexterity (Sleight of Hand) check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket.
**Trap Finder.** You have advantage on Perception and Investigation checks made to detect the presence of traps.
***Tool Proficiency.*** You gain proficiency with thieves' tools. #### Seeker This subset of praedaren have a distinguishing head shaped like that of a hammer. Seekers have retained much of their ancestor's sensory capabilities, and because of their usefulness in finding hidden treasures, they are treated like kings by their crew mates.
**Size.** Seeker praedaren average about 6 feet tall and weighs about 400 pounds. Your size is Medium.
**Eyes of the Deep.** Your eyes are well attuned to the dark, watery, depths. Whenever you make a Wisdom (Perception) or Intelligence (Investigation) check to see or find something while fully submerged under water, you have advantage on the roll.
**Electroreception.** You are aware of the presence of living creatures and metal objects within 30 feet of yourself but not their exact location. You can use your bonus action to identify their current location and track their movement until the start of your next turn. #### Carver Carvers are most notably defined by their blade-tipped tail, which is twice the length of their entire body. As a carver, you will use your tail masterfully both in combat as a weapon to flay scale from flesh, and out of combat to cut through water at remarkable speeds.
**Size.** Carver praedaren average about 5 feet tall and weighs about 300 pounds. Your size is Medium.
**Tail Whip.** Much like the blade of an urumi, your lengthy tail fin is hard, pliant, and razor sharp, allowing you to use it as a natural weapon which you can make attacks out to 10 feet with. You use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. If you hit with it, you deal slashing damage equal to 1d6 + your chosen modifier.
**Cutthroat.** When you roll an 18 or 19 with an attack using your tail whip, you can choose to score a critical hit. Once you use this trait, you can't use it again until you finish a short or long rest.
**Improved Swim Speed.** You have a swimming speed of 40 feet instead. \columnbreak #### Sinker Known for their superior jaw strength, muscular build, and all around combat prowess, praedaren of the sinker type are considered the most fearsome foe to have on the sea. Sinkers get their name from their ability to rip holes in the haul of a ship using nothing but their own teeth.
**Size.** Sinker praedaren average about 7 feet tall and weighs about 440 pounds. Your size is Medium.
**Powerful Build.** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
**Improved Bite.** You posses a maw capable of tearing through metal as if it's meat. Your bite attack deals 2d4 + your Strength modifier instead. Furthermore, the damage from your bite attack is doubled and maximized when attacking objects and structures.
**Sink or Swim.** You have an indomitable attitude, which drives you to succeed in dire straits. Whenever you have below half of your maximum hit points remaining, and roll damage for your bite attack, make a Strength check, or a Strength saving throw, you may roll 1d4 and add it to the result. > ##### Altruistic Aggressors > Although they hide it well below a surface of aggression toward friend and foe alike, praedaren care deeply about their companions. Praedaren consider their friends' safety to be their own responsibility, and in times of emergency, they will either save their companions or die trying.
THE FRACTURED LANDS | Races
\pagebreakNum #### Hauler As a hauler, your responsibilities often involve the protection and transportation of important objects. Haulers are the largest of all the praedaren subraces. They have huge bellies that are surrounded by thick layers of fat. They use their large stomach and wide gaping mouths to swallow precious loot and store it for safekeeping. They've also been known to repair metal objects using a salivary gland unique to their kind.
**Size.** Hauler praedaren average about 8 feet tall and weigh about 560 pounds. Your size is Medium.
**Powerful Build.** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
**Devour.** As an action, you can make a bite attack against a creature of a smaller size than yourself that you are grappling in an attempt to swallow it whole. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside of you, and it takes 2d4 acid damage at the start of each of your turns. You can have only one target swallowed at a time. Your armor class when targeted by an attack made by a creature that is swallowed is 10. If you become incapacitated the swallowed creature is no longer restrained and can escape using 5 feet of movement, exiting prone. Otherwise the creature can attempt to escape by using its action as if attempting to escape a grapple. As an action, you can regurgitate a swallowed creature into an adjacent unoccupied space. Once used, you must complete a long rest before you can use this feature again.
**Store the Hoard.** As an action, you can store metallic items in your gut for safe keeping. The space in your gut is equivalent to that of a large burlap sack. To retrieve an item from your stomach also requires an action.
**Amending Acids.** The acids in your belly have restorative properties for metallic materials. A metallic item stored in your gut for 1 hour is repaired as if affected by the *mending* cantrip. \columnbreak ## Racial Feats If your DM allows the use of feats from chapter 6 of the *Player's Handbook*, your praedaren character has access to the following special feats. ### Avaricious Mind *Prerequisites: Praedaren*
Your senses are finely tuned for the purpose of making you wealthy. - Whenever you make an Intelligence check to estimate the value of a precious item, you are considered proficient in the relevant skills and add double your proficiency bonus to the check, instead of your normal proficiency bonus. - You can cast the spell *identify* once before requiring a short or long rest to do so again. - You have advantage on Wisdom (Insight) checks made involving trade or treasures. ### Tooth and Tail *Prerequisites: Praedaren*
A life filled with deadly combat has taught you to put your all into every fight, for each one could be your last. - If you hit with your natural bite attack, you deal an additional 1d4 piercing damage. - When you hit a creature with your bite attack on your turn, you can use a bonus action to attempt to grapple the target. A grapple check is a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check. - Your tail provides you with advantage when making a Dexterity (Acrobatics) check to maintain balance or when making a Strength (Athletics) check to swim in difficult conditions.
THE FRACTURED LANDS | Races
\pagebreakNum ## Sanctus Warforged
"Andromedus knocked frantically at each door in the village,
warning them of the holy wrath would come in the form of the Sanctus. He said that if they believed in the elder gods, they should run before the order Sanctus came. As always, they refused. He watched the next day as the Sanctus came, and killed them all."
-- Andromedus, Sanctus of Nessus
The Sanctus warforged are more ornate and high quality warforged created just before the Fractures. They were created to defend the people who worshiped the elder gods, and smite the unbelievers. However, after the Fractures, very few people believed in the Elder gods. Though they are sentient, they still must follow their prime directive: smite the non-believers. ### Runaway Sanctus Many Sanctus, especially those created to serve good gods, hate to see mortals who did nothing wrong killed in cold blood. They left the Sanctus, and are forced to survive alone without the help of anyone or anything. These Sanctus make up the majority of the Sanctus not traveling in the warband, and most likely the majority of player character Sanctus warforged. ### Warforged Traits Your warforged character has the following traits.
**Ability Score Increase.** Your Constitution score increases by 1.
**Age.** A typical warforged is between two and thirty years old. The maximum lifespan of the warforged remains a mystery; so far, warforged have shown no signs of deterioration due to age.
**Alignment.** Most warforged take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality — or lack thereof — of the beings with which they served.
**Size.** Your size is Medium. Most warforged stand between 5 and 6 1/2 feet tall. Weight and build are affected by subrace.
**Speed.** Your base walking speed is 30 feet.
**Warforged Resilience.** You were created to have remarkable fortitude, represented by the following benefits. You have advantage on saving throws against being poisoned, and you have resistance to poison damage. You are immune to disease. You don't need to eat, drink, or breathe. You don't need to sleep and don't suffer the effects of exhaustion due to lack of rest, and magic can't put you to sleep.
**Sentry's Rest.** When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.
**Integrated Protection.** Your body has built in defensive layers, which determine your armor class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal. You can alter your body to enter different defensive modes; each time you finish a long rest, choose one mode to adopt from the Integrated Protection table, provided you meet the mode's prerequisite. \columnbreak | Mode | Prerequisite | Effect | |:------|:-----------|:-----------| | Darkwood Core (unarmored) | None | 11 + your Dexterity modifier | | Composite Plating (armor) | Medium armor proficiency | 13 + your Dexterity modifier (maximum of 2) + your proficiency bonus. | | Heavy Plating (armor) | Heavy armor proficiency | 16 + your proficiency bonus; disadvantage on Stealth checks. | **Languages.** You can speak, read, and write Common.
**Subrace.** As a warforged, your body was designed for a specific purpose. Choose one of these subraces: envoy, juggernaut, or skirmisher. ### Envoy As an envoy, you were designed with a certain specialized function in mind. You might be an assassin, a healer, or an entertainer, to name a few possibilities. Envoys are the rarest of the warforged subraces, and yours could be a unique design.
**Ability Score Increase.** Two different ability scores of your choice increase by 1.
**Specialized Design.** You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
**Integrated Tool.** Choose one tool you're proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool. ### Juggernaut You're an imposing war machine built for close combat and raw might. You tower over your comrades; juggernaut warforged stand between 6 and 7 feet in height and can weigh up to 450 pounds.
**Ability Score Increase.** Your Strength score increases by 2.
**Iron Fists.** When you make an unarmed strike, you can deal 1d4 + your Strength modifier bludgeoning damage instead of the normal damage.
**Powerful Build.** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. ### Skirmisher You were built to scout the edges of battle and outmaneuver your enemies. You are lean and designed for speed.
**Ability Score Increase.** Your Dexterity score increases by 2.
**Swift.** Your walking speed is increased by 5 feet.
**Light Step.** When you are traveling alone for an extended period of time (one hour or more), you can move stealthily at a normal pace. (See chapter 8 of the Player's Handbook for more information about travel pace.)
THE FRACTURED LANDS | Races
\pagebreakNum
## Scriptorii
“Slave!” snapped Benzoar, “What is the
Ninth Theorem of Binding? Quickly, before
I lose my train of thought!” The wizard was in a foul
mood, as usual. “The Ninth,” said the scriptorii from the doorway, “is that the strength of binding magic is
inversely proportionate to the strength of what is bound.”
The creature's voice rustled like pages being turned. He was
a strange sight, and often attracted comment by the wizard's visitors—a humanoid form, a little over five feet tall, made not of flesh or stone, but of yellowing pages covered in spidery script. The invisible arcane force that bound his existence into being held the pages together, but where there were gaps, one could see that between the pages, there was only emptiness. The scriptorii often wondered if that empty space, the hollowness within, was where his soul dwelt—or if it was all in the ink that covered every inch of his form."
—David Somerville,
Song of the Scriptorii
Born of the pages of books and the meddling of wizards, the scriptorii are a people created by love of lore and magical arrogance. Scriptorii are living tomes, held together by arcane forces. Originally invented by wizards to serve them in their magical practice, scriptorii have spread beyond the towers of mages into the world below. Their fierce intellect often carries with it an intense curiosity, and wherever there is a whisper of lost lore or a secret to be uncovered, one might find a scriptorii in search of it. ### Paper People Scriptorii are the spirits of books, with no internal mass. Rather, they appear to be a hollow space surrounded by pages pressed against invisible body. They range from under five feet to over six feet tall, but only weigh about 20-50 pounds. Scriptorii can have any build, but most incline towards a slender form. Being made of paper, they are usually the colors of parchment, though some, drawn from unusual texts, might be the color of dark brown leather or even the green of leaves. Some Scriptorii dress themselves in heavy robes, wrappings, and hoods, to avoid unwanted attention when moving through the world, but others are proud of their arcane nature and adorn themselves with only a small belt or satchel for practical needs. \columnbreak
### Bound Spirits, Unbound Minds When a wizard creates a scriptorii, he binds the spirit of a book into humanoid shape. There is much debate as to whether this is a kind of artificial, arcane soul, or whether books have something like a soul themselves that is called forth by the wizard. But regardless of their origin, the scriptorii are a brilliant people. Knowing every word of their core volume by heart, scriptorii are almost never content to let that be the limit of their knowledge. Instead, the scriptorii seek out learning wherever it may be found. Some seek to deepen their understanding of their original subject matter, while others pursue broader understanding of the world, traveling far and wide to learn as much as they can. ### Arcane Servant The scriptorii were originally designed by wizards to prove the idea that souls were not divine in origin, but arcane. Whether the existence of the Paper People truly proves this is still a matter of debate, but nevertheless, the scriptorii walk the earth and seem to think and feel and dream. Most scriptorii are spirit-bound from existing books by wizards for a purpose, often acting as assistants in difficult spellwork, taking the place of laborious memorization. But accidents happen to ambitious wizards all the time, and some scriptorii walk free.
THE FRACTURED LANDS | Races
\pagebreakNum > ##### Living Tomes & Artificial Souls > Originally created as living reference manuals and assistants to wizards, many scriptorii will never be seen by others as anything more than summoned slaves. There are some who insist that scriptorii are not actually self-aware at all, merely an arcane performance. But others treat the scriptorii with compassion and respect, recognizing in them the spark of life and the desire to understand the world into which they never asked to be called. ### Beyond the Page Scriptorii who find themselves free from servitude to their arcane creators often travel in search of further knowledge. Many scriptorii hunger to add to their understanding of the world, being both young in consciousness and old in knowledge. Some scriptorii lock themselves in the libraries of great cities and universities, while others crack open long-forgotten tombs in their pursuit of knowledge. ### Personal History Although all scriptorii are called into being by magical means, they come from a variety of backgrounds. Choose from among these options, or write your own story. ##### Origin | d6 | Your original book was... | |:---|:-----------| | 1 | A waterlogged tome from a bygone era | | 2 | A crisp new text fresh from the bookstore | | 3 | A ragged sheepskin scroll, crudely inked.| | 4 | A private, handwritten volume by an obscure author | | 5 | A glossy publication full of news and opinions | | 6 | A half-burned book of nearly-forgotten secrets. | ##### Binder | d6 | You were spirit bound by... | |:------|:-----------| | 1 | A low-level wizard seeking fame and glory | | 2 | A powerful spellcaster requiring an assistant for difficult spellwork | | 3 | A teacher at a magic academy, as a lesson demonstration. | | 4 | A magic shop that specializes in binding scriptorii for the wealthy and powerful, to whom you were sold. | | 5 | Another scriptorii. | | 6 | You don't know—you simply came into consciousness with no explanation. | \columnbreak ##### Cause | d6 | You are free to adventure because... | |:---|:-----------| | 1 | You escaped your original spirit-binder, and they are still seeking you. | | 2 | You were spirit-bound for a specific purpose, and when that purpose was completed, you were discarded like rubbish. | | 3 | You worked hard and paid for your own freedom with your own gold. | | 4 | Your previous master died, and nobody came along to claim you. | | 5 | You displeased your previous masters, and they cast you out. | | 6 | Your previous master encouraged you to seek your own fortune. | ### Scriptorii Names Most scriptorii keep the titles of their original books, with more familiar nicknames for everyday use.
**Titles:**
Framington's Guide to Agriculture, Myths & Legends of the Far Realms, The Art and Science of Siege Warfare, Halflings: A History, Anatomy for Beginners, Viktor's Arsenal of Barbed Witticisms.
**Familiar Names:** Frame, Myth, Siege, Half, Nat, Viktor ### Scriptorii Traits Your scriptorii character has a number of qualities in common with other scriptorii.
**Ability Score Increase.** Your Intelligence score increases by 2.
**Age.** Scriptorii count their ages both by their original publication date and by when they were spirit-bound. So a Scriptorii might say that they are “sixty and four,” meaning their original book was published 60 years ago, and they were bound 4 years ago.
**Alignment.** Scriptorii can be any alignment, depending on their core volume.
**Size.** Scriptorii average about 5 feet tall, but only weigh between 25–50 pounds, since they are made of paper held together by arcane force. Your size is Medium.
**Speed.** Your base walking speed is 30 feet.
**Languages.** You can speak, read, and write Common and two other languages of your choice.
**Paper Person.** As a spirit-bound book, you don't eat, drink, or breathe. You also have resistance to poison damage and have advantage on saves against the poisoned condition. You do not sleep, but must periodically spend 4 hours checking over your pages, copying and repairing damaged passages. While doing so, you are conscious and alert, but focused, and have disadvantage to Perception checks to notice approaching danger. After repairing yourself, you gain the same benefit that a human does from 8 hours of sleep. Magic that would put a humanoid to sleep instead renders you paralyzed instead of unconscious for the effect's normal duration.
THE FRACTURED LANDS | Races
\pagebreak **Made of Words.** Scriptorii don't search out hidden knowledge from idle curiosity. Since you are formed of paper and magic, you can attune to a spell scroll as a magic item. When you attune to the scroll, it becomes part of your form and is consumed, and cannot be reused if you unattune to it. You may then cast the spell from that scroll once, regaining the ability to do so after you finish a long rest. Intelligence is your spellcasting ability for this spell, and the DC of saving throws is 8 + your Intelligence modifier + your proficiency modifier. At 1st level you may attune to a spell scroll containing a cantrip. This benefit increases to a 1st level spell at 6th level, 2nd at 11th level, and 3rd at 16th level.
**Subrace.** You are the bound spirit of a book or library devoted to a certain topic. Choose one of these subraces as the heart of your scriptorii. #### Volume of Discipline Your core text is a book of mastering the body through the mind, endowing you with great control over your physical form.
**Ability Score Increase.** Your Dexterity score increases by 1.
**Proficiencies.** You have proficiency in your choice of the Sleight of Hand or Stealth skill. You are also proficient with two martial weapons of your choice.
**Martial Insight.** Your understanding of the body makes you
a deadly foe. When you make a weapon attack, you can give yourself a bonus to the attack and damage rolls equal to your Intelligence modifier. After you do so you can't use this trait again until you finish a short or long rest. #### Volume of Erudition Your core text is a book of great scholarly prowess and deep research, giving you comprehensive mastery over your chosen subject matter.
**Ability Score Increase.** Your Constitution score increases by 1. Proficiencies. You gain proficiency with two of the following skills of your choice: Arcana, History, Investigation, Nature, and Religion.
**Subject Expertise.** Choose one creature type or environment. You have advantage on all Intelligence checks pertaining to your chosen creature or environment.
**Arcane Lore.** You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. #### Volume of Philosophy Your core text is a book of profound thoughts and introspection, giving you great insight into the reality of situations
**Ability Score Increase.** Your Wisdom score increases by 1.
**Proficiencies.** Choose one skill proficiency from Animal Handling, Insight, Medicine, Perception, or Survival
**Stoic.** When you are reduced to 0 hit points but not killed outright, you stay conscious and keep a number of hit points equal to your Wisdom modifier. You may not use this feature again until after a long rest.
**Arcane Lore.** You are capable of making profound observations about the nature of the universe, flummoxing friends and enemies alike. As an action, you may state a paradox, and any creature who hears and understands you must make a Wisdom saving throw. The DC for this saving throw equals 8 + your Intelligence modifier + your proficiency bonus. On a failed save, a creature is stunned until the end of its next turn. You may not use this ability again until after a long rest. \columnbreak
#### Volume of Literature Your core text is a work of masterful fiction, full of high drama, human truths, pathos, sudden reversals, empathy, pain and loss, giving you uncommon insight into other people.
**Ability Score Increase.** Your Charisma score increases by 1.
**Proficiencies.** Choose one skill proficiency from Deception, Intimidation, Performance, or Persuasion.
**Spoil the Ending.** You use your knowledge of stories to encourage your allies and deflate your enemies, telling of how similar attempts have succeeded or failed in the past. As an action, you can impose advantage or disadvantage on a creature's next ability check or attack roll, provided it can hear and understand you. You may use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
THE FRACTURED LANDS | Races
\pagebreakNum ## Shifter
"Darius felt the rage surge through him once again. His skin
began to harden, and he felt as though the very core of his being was aflame. He had been wronged, and he would not stand for it. As his attacker attempted to administer the final blow, his blade bounced off the hardened skin of the Shifter. Slowly, Darius rose to his feet, teeth bared and snarling. 'Go away!' He half shouted, half roared."
-- Darius' first transformation
The shifters, or weretouched, are a race of outcasts hiding their true identities. They are descended from werecreatures, and are able to tap into that primal part of themselves to protect themselves in dire situations. For all intents and purposes, they look like their non-werecreature parent, with minor traits that would distinguish them from normal members of that race. This allows shifters to blend in with the population, and hopefully live a life without having to use their powers. Unfortunately, in the Fractured Lands, that rarely ever happens. ### Unknown Ancestry Whether to protect their children, or through lack of knowledge themselves, many parents of shifters never tell their children that they are shifters. this allows them to better blend in without having to lie all their lives, but if they ever transform, they will have no idea what is happening. If you let the change control you, then you are forced to have the mind of a beast for the rest of your life. But if you control it, you will be stronger than you have ever been. ### Shifter Traits Your shifter character has the following traits.
**Ability Score Increase.** Your Dexterity score increases by 1.
**Age.** Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old.
**Alignment.** Shifters tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive shifters toward chaotic alignments.
**Size.** Shifters range from 5 to almost 7 feet tall, depending on their subrace. Your size is Medium.
**Speed.** Your base walking speed is 30 feet.
**Darkvision.** You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
**Keen Senses.** You have proficiency with the Perception skill.
**Shifting.** As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below. Once you shift, you can't do so again until you finish a short or long rest. \columnbreak **Languages.** You can speak, read, and write Common.
**Subrace.** The beast within shapes each shifter physically and mentally. Four major subraces of shifter are found among the worlds of D&D: Beasthide, Longtooth, Swiftstride, and Wild Hunt. Choose one of these subraces. ### Beasthide Stoic and solid, a beasthide shifter draws strength and stability from the beast within. Beasthide shifters are typically tied to the bear or the boar, but any creature known for its toughness could apply.
**Ability Score Increase.** Your Constitution score increases by 2.
**Tough.** You have proficiency with the Athletics skill.
**Shifting Feature.** Whenever you shift, you gain 1d6 additional temporary hit points, and while shifted, you have a +1 bonus to your AC. ### Longtooth Longtooth shifters are fierce and aggressive, but they form deep bonds with their friends. Many longtooth shifters have canine traits that become more pronounced as they shift, but they might instead draw on tigers, hyenas, or other predators.
**Ability Score Increase.** Your Strength score increases by 2.
**Fierce.** You have proficiency with the Intimidation skill.
**Shifting Feature.** While shifted, you can use your elongated fangs to make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. ### Swiftstride Swiftstride shifters are graceful and quick. Typically feline in nature, swiftstride shifters are often aloof and difficult to pin down physically or socially.
**Ability Score Increase.** Your Dexterity and Charisma scores increase by 1.
**Graceful.** You have proficiency with the Acrobatics skill.
**Swift Stride.** Your walking speed increases by 5 feet.
**Shifting Feature.** While shifted, your walking speed increases by an additional 5 feet Additionally, you can move up to 10 feet as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks. ### Wildhunt Wildhunt shifters are sharp and insightful. Some are constantly alert, ever wary for possible threats. Others focus on their intuition, searching within. Wildhunt shifters are excellent hunters, and they also tend to become the spiritual leaders of shifter communities.
**Ability Score Increase.** Your Wisdom score increases by 2.
**Natural Tracker.** You have proficiency with the Survival skill.
**Mark the Scent.** As a bonus action, you can mark one creature you can see within 10 feet of you. Until the end of your next long rest, your proficiency bonus is doubled for any ability check you make to find the marked creature, and you always know the location of that creature if it is within 60 feet of you. You can't use this trait again until you finish a short or long rest.
**Shifting Feature.** While shifted, you have advantage on Wisdom checks.
THE FRACTURED LANDS | Races
\pagebreakNum
## Sik
"An ancient race, the Sik intend to survive the Raging Mire, as
they have survived catastrophes before. I have great respect for these creatures, as their traditions have survived much more than any other race. This ancient age has not tempered their strength or dulled their blades. Perhaps we could all learn a thing or two from these damn bugs."
-- General Elwin on the Sik
A race as old as the gods, the Sik are deeply ingrained in their ways however strange or outdated. Many question this devotion, but the answer they receive is always the same: these traditions have guided them this far, why stop now? They are fierce, xenophobic to a fault, and each subrace has a unique trait that has brought them this far in the realm. ### Psionic Adepts The Sik are born and subsequently subjected to a ritual as shrouded as the infants are in the Mists. This ritual takes two days to complete and every child after escaping the egg must complete it. Whatever this ritual is, it is extremely successful, as the majority of the population is psionic. However, this ritual is their closest guarded secret and considering that they've kept it for literal millennium, they probably won't be sharing it anytime soon. The colony in Solaris of Sik known as the Dreamwalkers have shared this secret, but only to those within Solaris. \columnbreak ### The Value of an Individual Simply put, the individual is superfluous to survival. This fact may be entirely alien to the warm blooded, but this philosophy has helped each Sik understand what they mean to their race. An individual must continue the race's survival and is useful for nothing else. This philosophy extends from their reproductive habits to their moral values. ### Survival for Survival's Sake The Sik have so warped their own values, they simply continue their race, without any other purpose. Many other humanoids have an instinctual drive to survive, whether it be to continue living their lives, being with loved ones or even proving themselves on the field of battle. The Sik see this as foolish; one individual cannot derive the purpose of their continued existence. Instead, that individual must look towards their traditions and culture. ### Restoring the Past The Sik continue to live in the exact locations of their last homes in the underdark. They dig downwards with their powerful psionics, intent on finding and returning their homes to their former glory. However, this pursuit has little to do with their survival. It is justified as such by the Sik: Their destroyed homes had been their for centuries and if they stood the test of time, they would certainly be able to protect the Sik from the horrors of the Raging Mire. ### Unaligned A simple way to avoid the conflicts that have been part of Voldari for centuries is to not make any allies. Without allies, the Sik aren't forced to join conflicts and stay as a neutral state. They have thusly not joined any of the Schools as they vie for control over the Raging Mire. This doesn't mean they are vulnerable, however. The Sik draw upon their traditions to protect themseColeopteraves and are able to survive in their homes during the entirety of any conflict, regardless of its length. ### Traits Though the tradition each Sik follows varies even their physical characteristics, they are all part of the same species and have these characteristics in common
**Ability Score Increase.** Your Wisdom Score increases by 2
**Age.** Sik tend not to have long lifespans; they reach adulthood after 6 years and live to around 28 years old.
**Alignment.** The alignment of a Sik is based entirely on their tradition, though they all tend towards neutral alignments.
**Size.** Sik are 6 to 8 ft. tall. Your size is medium.
**Speed.** The Sik are particularly flighty and nimble. Your speed is 35 ft.
**Excellent Instincts.** All Sik are taught the basics of surviving in whatever environment necessary at a young age. You are proficient in the Survival skill.
**Playing Dead.** The Sik are extremely adept at playing possum. Once per short or long rest, you may make a Performance check with advantage in order to play dead. If you succeed, any opponent must make a contesting Perception check in order to discern whether you are alive or dead.
THE FRACTURED LANDS | Races
\pagebreakNum
## Pilosus The Pilosus tradition is the least followed and is the most likely to fade. However, the followers of the Pilosus maintain this method of survival is equally valid. They are able to change their shape in order to confuse enemies and distract. **Ability Score Increase.** Your Constitution Score increases by 1.
**Alignment.** The Pilosus use their shapechanging to their advantage, transforming into loved ones and friends in order to escape any enemy. They also use this ability to torture their attackers, killing them with those same loved ones' faces. Their manipulative nature, combined with the versatility of their shapechange, causes most to become lawful evil.
**Shapechange.** Once per short or long rest, as an action, you can polymorph into any humanoid of your size that you have seen, or back into your true form. However, your equipment does not change with you. If you die, you revert to your natural appearance. ## Culicidae The Sik of the Culicidae tradition are able to use their venom to drain magic and vitality from a foe. They tend to be assassins and other infiltrators of the night, using blades coated with venom to do deadly deeds.
**Ability Score Increase.** Your Dexterity Score increases by 1.
**Alignment.** The Culicidae tend towards neutral evil as an alignment, seeing other organsims' existence as a resource for the Sik's survival. They aren't afraid to do anything in order to survive, even the most terrible of acts.
**Venom.** The venom of the Culicidae, when coated on their claws or on a weapon, is an extremely potent. Once per short or long rest, as a bonus action, you may coat your weapon with venom. If your next melee weapon attack hits, the victim of your attack takes an additional amount of damage equal to your level. You gain your level in temporary hit points. ## Diptera The Diptera Sik are truly the most pitiful of the Sik. They use persuasion and begging to ask for mercy from their hunters. This pleading is aided by pheromones that the Diptera release, which help them befriend their foes. The Diptera are generally looked down upon by their brethren.
**Ability Score Increase.** Your Charisma Score increases by 1.
**Alignment.** The Diptera are true neutral, as they see will modify their philosophy to whatever their next ruler follows. This is a protective measure, for if they were to adopt a philosophy, they would seem less moldable by their future leaders.
**Pheromones.** Once per short or long rest, you may roll any skill check derived from Charisma with advantage. If you succeed, the subject becomes charmed for one minute. \columnbreak
## Coleoptera The Coleoptera Sik use heavy shells and exoskeletons to defend themselves against enemies. When attacked, the Coleoptera will retreat into their large shells in order to hide and protect themselves.
**Ability Score Increase.** Your Strength Score increases by 1
**Alignment.** The Coleoptera are most likely to be true neutral, as they see any perception of good or evil as a weakness in the survival of their race. Leave the thinking to the younger races.
**Tough Shell.** The Coleoptera passively have extremely thick shells and often wade into battle unarmoured, if they have to go into battle at all. You have an armor class of 13 + Constitution when not wearing armor. ## Anthophila The Anthophila use their knowledge of their attackers to their advantage when dealing with them. They are known to live in strangely proportioned homes that confuse their foes, as well as having many riddles and puzzles they must complete before reaching them.
**Ability Score Increase.** Your Intelligence Score increases by 1.
**Alignment.** The Anthophila see the world's inhabitants as threats to be analyzed in order to find a weakness to exploit. They tend to observe these creatures from far distances and are closed off from the rest of the Sik's society. They are lawful neutral, as their schedule and society are maintained down to the minutiae.
**Battlefield Recollection.** Once per short or long rest, you may analyze an opponent. You must make a DC 15 Nature or Perception check. If you succeed, you may know the creature's resistances and one ability score of your choice. ## Apocrita The Apocrita use wings grown at a young age to soar above their enemies, in order to avoid conflict altogether. They are very trusting, almost to a faulty, and are able to peacefully avoid conflict.
**Alignment.** Their trusting and naive nature is often looked upon kindly by other races. They tend towards neutral good and the majority are good in some sense.
**Wings.** You have thin wings that are able to support your light frame. You have a flying speed of 30 ft. You may only carry half you normal carrying capacity when in flight. These wings are unable to be used in medium or heavy armor.
THE FRACTURED LANDS | Races
\pagebreakNum ## Tabaxi
"The Tabaxi took stock of her surroundings, watching the body
language of the two men she was making a deal with. They were in a deserted corner of the Black Market, and though she hated dealing with the Shattered Swords, she knew that if she brought their goods back to Aston, negotiating with these buffoons would be worth it. A small signal tapped from one of the goons to the other signaled that the two thugs were planning to attacker, and in a flash, she slit their throats. She picked up the goods from their still warm hands, and slowly walked away. There is no time for remorse in business."
-- Last interaction between Kali and the Shattered Sword
The tabaxi are nimble and light footed race that are well known for their speed crossing the desert. Originally created in the war of life by the primordial firbolg as scouts, the tabaxi are unrivaled scouts and rogues. Long after the war, their population has dwindled, forced to live in Aston due to their inability to survive the season of Rime in the Fractured Lands. ### Desert Runners Many tabaxi become desert runners, criminals who trade between the various gangs and settlements to get the most out of their money. Other races have neither the stamina nor the raw speed of the tabaxi, and they are the only race where this kind of travel is worthwhile. This work is hard on the tabaxi, as they must move at their full speeds in order to make sure that they make enough money to make it to the next transaction. Working to the bone like this severely shortens the tabaxi's lifespan, but many have no other options. ### Susceptible to Cold The tabaxi are very susceptible to the cold, and in particular, the season of Rime is impossible for them to survive without the temperature modulation of Aston. The import and export of most cities slow down during Rime as a result, as the majority of couriers and transporters are tabaxi. This is because their fur is not particularly insulated, and Rime, especially in the middle of the Waxing Gibbous, is incredibly cold at night. ### Dangerous Work Tabaxi desert runners often have shorter lifespans, but that isn't solely due to the strain on their bodies; the many beasts and predators of the Fractured Lands are often strong enough to kill a single tabaxi, which means that tabaxi must train intensely in order to survive being a desert runner. It isn't uncommon for tabaxi bones to be blown up during the season of Ether, or found on the route between two cities, signaling the ill fate that fell upon them. Often, when the tabaxi leave on one of their runs, they never return, and it is left to their loved ones to speculate whether they found a new life or a swift death in the arid wastes. \columnbreak
### Tabaxi Traits All Tabaxi, being created for one purpose, share the following traits
**Ability Score Increase.** Your Dexterity increases by 2, and your Charisma increases by 1.
**Age.** Tabaxi mature at age 16, and live to around 80 to 90 years
**Alignment.** Tend toward chaotic alignments.
**Size.** taller than humans, slender. Your size is Medium
**Speed.** Your base walking speed is 30 feet.
**Languages.** You can speak, read, and write Common and one other language of your choice.
**Darkvision.** You have a cat's keen senses especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness only shades of gray.
**Feline Agility.** Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
**Cat's Claws.** Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier instead of the bludgeoning damage normal for an unarmed strike.
**Cat's Talent.** You have proficiency in the Perception and Stealth skills.
THE FRACTURED LANDS | Races
\pagebreakNum
## Tiefling
"Ember ran her forked tongue over sharpened teeth, a smile
cracking her face like the Fractures she lived in. 'You wish to make a deal, mortal? Remember, every boon has its price.' She licked her lips in anticipation. The diminutive humanoid seemed cowed by Ember's very presence, and Ember
liked
that. As she sized up her new quarry, she wondered how much the small creature would be worth."
-- Ember, first of the Daemonborn
Tieflings are the result of unholy rituals made by worshippers of the daemons that came through the maw of chaos. These rituals have become less and less common, but any relationship between a tiefling and another humanoid produces a tiefling, so their population still slowly rises. Tieflings can be found all throughout the Fractured Lands, but they prefer to live in places like Kal Hidar or Halbeck, where crime is high. The Daemonborn are created for a purpose, and they will do so without hesitation, or often, without their own knowledge. ### Soul Thieves Whenever a tiefling kills or corrupts an individual, they send that soul to the Daemon that is there patron. Some know this from birth, and work to create situations where they can. Others never learn this, and give souls incidentally through a life of combat or adventure. Either way, the tieflings are the pawns of their demonic side from birth. There are rumors about this mechanism, but many tieflings assume this gossip circulates because of the reputation tieflings have garnered. ### Voice of Malicious Intent Tieflings often hear a little voice in their heads urging them to do something, like a consciousness in any other humanoid. However, for the tieflings, it is an evil voice. Their nature pushes them to do evil deeds, and that voice is hard to resist. Some embrace this evil, following their every whim until they no longer need that voice to commit evil acts. Other tieflings attempt to resist it, but they must remain ever vigilant not to succumb to the voice. This voice never goes away, and gets stronger the higher chance there is for mayhem, chaos and wanton destruction. ### Red-Skinned Devils There are very few defining traits of a tiefling, as each daemon is so different. However, they all have crimson skin and some semblance of horns growing from their foreheads. Some tieflings run in gangs, which is where the term red-skinned marauders came from. Tieflings that attempt to blend into society try to hide their skin from others, but this rarely succeeds in the long term. Now, the only acceptable place to live, and where the majority of the tiefling population exists, is Horncrest. The tieflings there are the only ones who escape the scrutiny of all of the inhabitants of the Fractured Lands.
THE FRACTURED LANDS | Races
\pagebreakNum ### Tiefling Traits Tieflings share certain racial traits as a result of their infernal descent.
**Age.** Tieflings mature at the same rate as humans but live a few years longer.
**Alignment.** Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.
**Size.** Tieflings are about the same size and build as humans. Your size is Medium.
**Speed.** Your base walking speed is 30 feet.
**Darkvision.** Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
**Hellish Resistance.** You have resistance to fire damage.
**Languages.** You can speak, read, and write Common and Infernal. ### Child of the Archon You are a descendant of the Archons, the beings who first brought magic to the mortal realms, and who know preside in Senwick Moor, waiting to be called upon once again. You wish to use magic and power to corrupt mortals' hearts.
**Ability Score Increase.** Your Charisma score increases by 2, and your Dexterity score increases by 1.
**Legacy of the Archons.** You know the *thaumaturgy* cantrip. When you reach 3rd level, you can cast the disguise self spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the *invisibility* spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. ### Child of Amon You are the child of Amon, the daemonic lawbringer. You seek to corrupt the souls of the innocent through the law, twisting justice until it is no longer recognizable.
**Ability Score Increase.** Your Charisma score increases by 2, and your Wisdom score increases by 1.
**Legacy of Amon.** You know the *friends* cantrip. When you reach 3rd level, you can cast the *charm person* spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the *suggestion* spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. \columnbreak
### Child of Andromalius You are the child of the great destroyer, and seek to cause wanton destruction throughout the world. You use any means necessary to go for the kill.
**Ability Score Increase.** Your Charisma score increases by 2, and your Strength score increases by 1.
**Legacy of Andromalius.** You know the *thaumaturgy* cantrip. When you reach 3rd level, you can cast the *searing smite* spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the *branding smite* spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. ### Child of Abraxus You are the child of the first free demon, and your magical powers are linked with the necrotic energy. You use the power of necromancy to curse and corrupt your foes.
**Ability Score Increase.** Your Charisma score increases by 2, and your Intelligence score increases by 1.
**Legacy of Andromalius.** You know the *toll the dead* cantrip. When you reach 3rd level, you can cast the *armor of agathys* spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the *darkness* spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
THE FRACTURED LANDS | Races
\pagebreakNum
## Tortle
"The tortle emerged from its shell, as if born anew. After the
terrible earthquake, the tortle saw that his home had been drained of its very essence. No longer did the birds chirp, nor did the grass squish beneath his claws. For once in his life, the tortle felt truly alone and homeless. "
-- A Tortle's memories of the Fractures
Tortles are a race of ancient nomads that thrived on the Timeless Plains. They worship the goddess Chauntea, and are some of the very few remaining in the Fractured Lands to do so. They were created by Chauntea, and they explore the nature and beauty of the world. In the Fractures cost them everything; their communities, their friends and their homes lost all at once. Now the tortles wander the lands, searching for places within the Fractured Lands that have not been tainted by corrupt magics. The tortles helped to found the Grassroot Rangers, and are most often found in groups with them, as they see the rangers as their family now. ### Generous Nomads It is part of the beliefs of tortles that they should give back what nature has given them, and so they do their best to help anyone they meet along their travels. Whether that be defending a village from a bandit attack or sitting with a lonely old soul having a cup of tea, the tortles feel that it is their duty to do so, and they always enjoy it. Tortles often remind those that they see of their grandparents; they have old souls, appreciate nature, and you can see just a bit of sadness tinging their smiling eyes. ### Oral Tradition The Tortles are an old race, and their memories of the days of old are only taught through speech. The Tortles have a powerful mythology and have their own origins and beliefs for nearly every aspect of life, and most tortles can recall them without hesitation. \columnbreak
### Tortle Traits All tortles share these traits, having been created by a goddess
**Ability Score Increase.** Your Strength score increases by 2, and your Wisdom score increases by 1.
**Age.** Young tortles crawl for a few weeks after birth before learning to walk on two legs. They reach adulthood by the age of 15 and live an average of 300 years.
**Alignment.** Tortles tend to lead orderly, ritualistic lives. They develop customs and routines, becoming more set in their ways as they age. Most are lawful good. A few can be selfish and greedy, tending more toward evil, but it's unusual for a tortle to shuck off order in favor of chaos.
**Size.** Tortle adults stand 5 to 6 feet tall and average 450 pounds. Their shells account for roughly one-third of their weight. Your size is Medium.
**Speed.** Your base walking speed is 30 feet.
**Claws.** Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
**Hold Breath.** You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.
**Natural Armor.** Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.
**Shell Defense.** You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
**Survival Instinct.** You gain proficiency in the Survival skill. Tortles have finely honed survival instincts.
**Languages.** You can speak, read, and write Common and Aquan.
THE FRACTURED LANDS | Races
\pagebreakNum ## Triton
"Caine grabbed his glaive from the table as the gate stretched
at its hinges. Someone called out "another kraken!" As the gate finally gave way, and a torrent of tentacles burst from the ruptured portal. Caine knew that it was his duty to tend to the portal, just as it was every triton's. Unlike most sane creatures in his situation, he swam towards the Kraken with glaive in hand, prepared to lose his life in the line of duty."
-- Story from the Runaway Prince
The tritons are the representatives of the Endless Sea, and their cities can be found off the Crooked Coast, where they protect a portal to the Endless Sea. They are a hardy, militant people, and their ethics and honor are created by a sense of duty. Life as a triton is a difficult responsibility, and many escape their cities to find lives that are less intense. Those that do stay, however, become the champions of the Endless Sea. ### Defense Against Evil After the Fractures began, the Primordial of Water fled into the portal to the Endless Sea. In order to protect the elemental plane, which was now undefended, the triton moved to the surface and built settlements around the portal. Since that time, they have remained in the material plane, content to hone their skills and knowledge of the material plane while combating the monsters that attempt to push through the portal. ### Alienated People Because of their isolation, the triton have developed a strange morality and idealism that seems slanted and off to outsiders. Their morality system is based off of duty; if you are given orders by someone above you in the hierarchy, then they must be morally ethical, or else your superior would not order you to complete the task. This has often led to tritons committing terrible acts with a strange nonchalance and aloofness that baffles even the tieflings. ### Triton Traits **Ability Score Increase.** Your Strength, Constitution, and Charisma scores each increase by 1.
**Age.** Tritons reach maturity around age 15 and can live up to 200 years.
**Alignment.** Tritons tend toward lawful good.
**Size.** Your size is Medium.
**Speed.** Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
**Languages.** You can speak, read, and write Common and Primordial.
**Control Air and Water.** You can cast *fog cloud* with this trait. Starting at 3rd level, you can cast *gust of wind* with it, and starting at 5th level, you can also cast *wall of water* with it. Once you cast a spell with this trait, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
**Guardian of the Depths.** You have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment. \columnbreak
THE FRACTURED LANDS | Races
\pagebreakNum
## Vedalken
"Vedalken can be great allies, debaters and scientists. They are
methodical and efficient, and search for the best way to use the time together. They will push you to new heights of creativity and intellect, making you become a better person just by being around them. But be wary of allowing one of these blue-skinned bastards; their pursuit for perfection will always drive them away eventually, and you will be picked apart and left behind."
-- Bruenor on the Vedalken
The Vedalken are a race in search of perfection, and they will stop at nothing to reach it. Every design this engineering race creates must be perfect in every aspect, and until that goal is reached, the Vedalken will stop at nothing. Vedalken are known to go days or even weeks straight not eating when their most recent project nears completion. They care only for their technology, and will stop at nothing to discover perfection. ### Politically Nul The Vedalken have no interest in what their inventions will do, or how they will affect the world. The most purehearted Vedalken could create a necromantic machine with the purposes of harvesting souls and still have a clear conscience. This ambivalent attitude is the partial reason for many powerful and dangerous weapons that have been used by many thieves, bandits and villains. However, due to the emphasis on perfection, the Vedalken see no reason to blame themselves; they seek to find the limit of arcane potential. \columnbreak
### Arcane Tinkerers Vedalken are fascinated by magic and transcendentalism, and seek to find a way for magic to be mathematically equated and used as a limitless source of energy. Their devices use a bronze alloy to contain arcane charge and create their own magical technology that is entirely unique to their race. The design of these devices is efficient and sleek, and the bronze servants in Therendor were modelled after Vedalken technology. ### Vedalken Traits The Vedalken are a race created for one purpose, and all of them function for on
**Ability Score Increase.** Your Intelligence score increases by 2 and your Wisdom score increases by 1.
**Age.** Vedalken mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.
**Alignment.** Vedalken are most often lawful and rarely evil.
**Size.** Vedalken are taller than humans but more slender. They average 6 to 6½ feet tall, but usually weigh less than 200 pounds. Your size is Medium.
**Speed.** Your base walking speed is 30 feet.
**Vedalken Cunning.** You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
**Aether Lore.** Whenever you make an Intelligence (History) check related to magic items or aether-powered technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
**Languages.** You can speak, read, and write Common and Vedalken. The Vedalken language is renowned for its technical treatises and its catalogs of knowledge about the natural world and the aether that pervades it.
THE FRACTURED LANDS | Races
\pagebreakNum ## Wylen
"My brothers had lost their lives in these ruins. I was
the last one left. I heard the skittering of their claws against the cold stone, growing louder as they got closer to my location. When they find me, they won't simply kill me. It will be much worse. They will use my magic as fuel for strange and aberrant rituals, conduct strange experiments on my body and torment my mind. I prepared a fireball in my hand, delaying it's explosion until they arrived. I would leave this realm like a true Evoker."
— Charred Remnants of paper in the Vental Ruins
Wylen are a strange race of feral rat-like humanoids. They are often seen as practitioners of eldritch and voodoo magic, but they don't actually have their own magic. They instead channel the magic of others through various painful rites and rituals. This use of others' magic give Wylen a pragmatic perspective on other species, seeing them as resources to be used to the benefit of themselves. ### Neglected by the Arcane The Wylen are unable to innately channel magic, as their race had too often dabbled in eldritch magics that the other races could not tolerate, even before the Fractures. Instead, the Wylen use the magic of others to power strange arcane rituals and enchant their weapons. Because of their need for powerful magical beings, they often interfere with the business of the Schools. ### Devious by Default What they lack in pure intellect the Wylen make up for in cunning. The Wylen have always been an underhanded underdog of a race, and are looked upon with disdain and disgust. They use this to their advantage, however; Wylen use dirty tactics and cunning methods because they are already seen as lesser by the other races. They are able to do anything to win, because nothing they can do would make them be viewed as any lower. ### Created and Cursed The Wylen were created when a powerful mage named Wylen made a pact with Haldor, exchanging his body for the power to absorb the arcane. This curse was two-fold, as not only did Haldor decide to make Wylen into a cursed rat-like creature, he also took away Wylen's magic. He cursed several other people near Wylen's lair, creating the race. As insult to injury, Haldor decided that the name of this race would be Wylen. ### Select Practitioners Though most of the Wylen are unable to cast magic, there are a handful of Wylen who can each generation. These Wylen are often executed in their youth, as arcane magic is considered an affront to the eldritch magic that they use. If they manage to survive this tradition, they are most likely already leaving or on the run. This means that most \columnbreak
### Wylen Traits Your wylen character has a variety of devious and cunning traits, all an important part of wylen nature.
**Ability Score Increase.** Your Charisma score increases by 2, and your Dexterity score increases by 1.
**Age.** Wylen live short but eventful lives, due to being isolated from most magic. A Wylen matures at age 15, and lives until around 65.
**Alignment.** The majority of the Wylens in clans are chaotic evil, but those who leave can be of any alignment or nature.
**Size.** Despite the fact that they always seem to be able to squirm into any space, the Wylen are Medium.
**Speed.** Your walking speed is 30 feet.
**Skills.** You gain proficiency in History and Perception.
**Chaotic Magic.** When you are targeted with a spell cast at a level equal to half your level, you may choose to use a reaction and make an Arcana check with a DC equal to 10 + the level of the spell. If you succeed, you can resist the spell by either gaining advantage on the saving throw against the spell attack, or by reducing the damage by your charisma modifier. On the next turn, regardless of whether you failed or succeeded on the check, roll on the Wild Magic table to create a random effect. You may do this once per short or long rest.
**Acquired Poison Resistance.** Living in a Wylen community means that it is very likely that you will be poisoned or eat poisoned food, whether incidentally poisoned or otherwise. You have advantage on saving throws against poison, and you have resistance against poison damage.
**Languages.** You can speak, read, and write Common and Wylen. Wylen is a guttural, quick language and natives speak it quieter than most other languages. It is often used as code speak by those who attempt to hunt magic, due to the superstition that magic cannot understand that language.
THE FRACTURED LANDS | Races
\pagebreakNum
# Backgrounds What completes a character more than a background? It grounds that character in the world, allows for the dungeon master to have ideas and hooks, and it is what makes your character themselves. Though there is a built-in option for custom backgrounds in the player's handbook, this section has a new list of example backgrounds more tied to the Fractured Lands setting itself, as well as new ideas for backgrounds in other games not related to the setting. These options are in no way a restriction or forced upon players in this setting, but should instead be seen as a supplement to the current official backgrounds. ### Varied and Specific Some of the backstories, like the Barrier Imperium member, are very much specific to the Fractured Lands, while others, like the Bounty Hunter, could apply to anywhere. This is an intentional choice, as I wanted to add more ties to the Fractured Lands through backstory. Other backgrounds are more general, but I feel that they supplement the official backgrounds well and supply new options for player. This isn't to say that the parts of the more specific backstories cannot be simply shifted; if your world has a magical government, you could easily reflavor the Barrier Imperium member background as a member of that organization. ### Relative to the Fractured Lands You most likely noticed that the backgrounds all have meager starting gold amounts, with most being around 5 to 10 gold pieces. As well, there is less money to go around in the Fractured Lands, which means most of these backgrounds don't include too many personal belongings. This is because of the way that the Fractured Lands economy is structured, but obviously these values can be changed if you are in a different setting. If it has yet to be emphasized enough, though these backgrounds are based in the Fractured Lands, they can easily be changed to suit the needs of any setting. ### Supplementary These backgrounds are meant to be supplementary, and I doubt there is enough of a variety between these backgrounds to create an entire party this way. These backgrounds are meant to be used and combined with other official backgrounds, and traits can be mixed around just like the custom backgrounds rule in the Player's Handbook states. These are only meant to be new building blocks and ideas for players playing in the Fractured Lands or any other setting. Some backgrounds are also listed later in the book, when talking about neighboring countries and areas, which can also be used in the Fractured Lands or any other setting for that matter.
FRACTURED LANDS | Backgrounds
\pagebreakNum ### Alchemist You have spent your life discovering the sciences and how to use them, brewing potions and tonics to heal and harm those around you. You sell these items at high prices, but you always wonder what they'll be used for, or who they'll be used on. Your life as an alchemist was simple, and you enjoy providing a necessary service for a settlement or village. Your world view has been shaped by your work in alchemy, and the effects your tinkering has wrought.
**Skill Proficiencies:** Medicine, Survival
**Tool Proficiencies:** Alchemist's Kit
**Equipment:** Common clothes, empty vials and graduated cylinders, papers with notes scrawled on them, alchemist's kit and 8 gold. #### Alchemical Purpose While all alchemists use alchemy to achieve their own ends, what is the reason that you used alchemy? What drove you to take this profession over any other? Your life has been changed by the sciences, but for what purpose? | d8 | Alchemical Purpose| |:---:|:-----------| | 1 | I seek to cure the ailing and sick with new medicines and herbs. | | 2 | I wish only to discover new mixtures, and sell them for whatever price I find it worth. | | 3 | I search for ways to augment humanoids using my potions and tonics. | | 4 | I hope to change people's minds and emotions with the power of my mixtures. | | 5 | I want to harm and kill those with my effects, or at least sell potions that can do so. | | 6 | I need to make enough money to survive, and I will make whatever someone will pay for. | | 7 | I struggle to discover the link between magic and its components. | | 8 | I dream of finding a cure for a common disease like eyebite.| #### Feature: Potion Recipe You have discovered one potion effect that is powerful and stable enough to be replicated, and written down that recipe. You may choose a potion of rare or lower rarity. You have the recipe for that chosen potion, but must pay the full price in materials and make a difficult alchemy check to create it. #### Suggested Characteristics Dedicating your life to the study of alchemy has made you the person you are today, and your research influences your personality and ideals. Roll or decide on a trait on the following tables. | d8 | Personality Traits | |:---:|:-----------| | 1 | I could talk about potion brewing for hours, and I do! | | 2 | I get lost in thought when I see a new herb. | | 3 | I split my nights between sleep and research. | | 4 | I often have the result of an experiment on my face.| \columnbreak | d8 | Personality Traits | |:---:|:-----------| | 5 | My ideas always involve some strange brew I made. | | 6 | I often supply potions with dubious effects to my companions. | | 7 | I drink one potion of my own creation every morning. | | 8 | I write my notes encoded so that I know no one can read them. | | d6 | Ideal | |:---:|:-----------| | 1 | **Benevolent Experimentation.** I hope for my potions to heal and cure. (Good) | | 2 | **Apothecary Life.** I hope to make a living pursuing knowledge of medicine. (Lawful) | | 3 | **Curiosity.** I wish only to know the results of my experiments, and to keep experimenting. (Chaotic) | | 4 | **Pain Bringer.** I wish to learn how to cause suffering and death through my potions and poultices. (Evil) | | 5 | **Money.** I wish to enjoy my craft and continue to experiment, getting paid to do so. (Neutral) | | 6 | **Exploration.** Alchemy is my art and my craft, and I wish to travel and learn more about it. (Any) |
FRACTURED LANDS | Backgrounds
\pagebreakNum ### Barrier Imperium Member During your life you became a member of the barrier imperium, a governing body dedicated to trying to restrain and control the magic that spellcasters can cast. You have trained as a youth to become a member, needing sound body and mind to continue into the imperium. You might have been part of a group sent to arrest an illegal spellcaster, or an expeditionary force sent to retrieve a magical item to protect it from the clutches of irresponsible hands.
**Skill Proficiencies:** Arcana, Perception
**Tool Proficiencies:** Alchemist's Supplies
**Equipment:** a Barrier Imperium uniform, a trinket from the trinkets table that seems faintly magical, alchemist's supplies, a set of common clothes, 10 gp #### Life of Hardship Working for the Barrier Imperium is signing up for your life to become more difficult. The apprehension and detainment of magical things (whether that be a person, object or even spell) is life threatening. Why did you become a member of the Barrier Imperium? Decide or roll on the following table to determine the reason. | d8 | Reason for Joining | |:---:|:-----------| | 1 | I am curious about magic and magical items. | | 2 | I wish to protect the world from the evils of magic. | | 3 | I want revenge against magic for something in my past.| | 4 | I need the money to survive. |
\columnbreak | d8 | Reason for Joining | |:---:|:-----------| | 5 | I want to see more of the world.| | 6 | I need to get licensed to cast my own magic.| | 7 | I think that magic is cheap and unfair. | | 8 | I want to try and take the magic for myself. | #### Feature: Member of the Imperium Being a part of the Barrier Imperium allows one to have many advantages when dealing with people in the Fractured Lands. Consider the following: As a member of the imperium, you are eventually allowed to cast spells legally, and you can intimidate people into giving up arcane secrets. Some might see you as a potential threat, and certain places will just happen to close up right when you get there, but being an agent of the governing body of the Fractured Lands has many perks. #### Suggested Characteristics Some members of the imperium enjoy their work, while others do it for some other purpose. Whatever the case, their time in the imperium shapes them in their thinking and attitudes towards people and things. Many find that what was told to them by the barrier imperium is actually completely untrue. | d8 | Personality Trait | |:---:|:-----------| | 1 | I have an irrational fear of all magic, and even cantrips make me wince. | | 2 | I always obey those above me in the Barrier Imperium, to a fault.| | 3 | I believe that magic is everywhere, so I constantly am prepared for it to be cast. | | 4 | Whenever someone says the word magic, I immediately perk up and attempt to listen in.| | 5 | I like to talk about all of the magic I have hunted, and embellish a few details. | | 6 | I am guarded against everybody; who knows who can cast magic? | | 7 | Whenever I am around a spellcaster, I repeatedly ask them questions about magic. It can get annoying. | | 8 | Anything I cannot explain must be magic and evil.| | d6 | Ideal | |:---:|:-----------| | 1 | **When Wielded Responsibly.** Magic must be taken from the wicked and regulated in the good. (Good) | | 2 | **Follow All Orders.** The Barrier Imperium is the government, and we must do what they say. (Lawful) | | 3 | **Situational Awareness.** We can't follow every order, we must think for ourselves. (Chaotic) | | 4 | **Magic Must Be Stopped.** All magic is inexcusable and it must be destroyed. (Evil) | | 5 | **Magic is Variable.** Magic may be good or bad, I only care about my payment. (Neutral)| | 6 | **Magic Must Be Controlled.** The Barrier Imperium are the option for controlling magic. (Any)
FRACTURED LANDS | Backgrounds
\pagebreakNum ### Beast Tamer During your life, you were very close to nature. You did not explore nature like the outlander or isolate yourself like the hermit; instead, you focused on the bestial side of nature. You learned to make allies of the animals in nature wherever you were, and have been shaped by this more primal connection to nature. You learned to run like the horses, track like the panther and live in packs like wolves.
**Skill Proficiencies:** Animal Handling, Survival
**Tool Proficiencies:** Woodcarver's Tools
**Equipment:** a memento of your first companion (a feather, tuft of fur, etc.), a quarterstaff, woodcarver's tools, 5 gold, simple clothes, journeyman robes #### Animal Connection Any great beast tamer begins with a connection to an animal that creates the bond between fauna and humanoid. Beast tamers all find that they felt a link between themselves and animals, and can trace back to when they first forged the connection. What caused you to bond with animals? | d8 | Animal Connection | |:---:|:-----------| | 1 | I was in danger and an animal saved my life. | | 2 | I tended to animals and they felt like my herd. | | 3 | I was abandoned and became a part of the food chain. | | 4 | When meditating, an animal fell asleep in my lap.| | 5 | I saved a stray animal and felt connected instantly.| | 6 | I hunted animals, but saw an animal too beautiful to kill. | | 7 | I was lost, and animal guided me to safety. | | 8 | An animal was being attacked and we fought together. | #### Feature: Animal Handler When attempting to handle a beast that is CR 0, you automatically succeed on your check. Against any beast, you have advantage on your animal handling checks. If you have a bestial familiar, you can sense its emotions within 500 feet of you. Finally, when attempting to command a beast, you are more likely to succeed compared to other characters. #### Suggested Characteristics Your innate bond with animals has shaped your perception of the world around you, shifting to a perspective that reminds many of the beasts you tame. Some beast tamers treat animals with respect and kindness, while others treat animals as though they are slaves. | d8 | Personality Trait | |:---:|:-----------| | 1 | When I am angry, I often roar, snarl and even drool like an animal. | | 2 | I always seem to be covered in some animal's shedding. | | 3 | I constantly talk about the animal friends I encountered most recently. | | 4 | When people talk about something related to animals, I always have to insert my opinion.| \columnbreak
| d8 | Personality Trait | |:---:|:-----------| | 5 | I eat messily and often spill on myself, and share the scraps with rats and mice. | | 6 | I carry a book full of animals I have seen, and I constantly add to it. | | 7 | I abhor the use of furs and leathers, preferring to wear metal or plant based clothing. | | 8 | I attempt to eat only vegetable options, and discourage any who eat animal meat.| | d6 | Ideal | |:---:|:-----------| | 1 | **Animals are Companions.** Animals must be treated with respect and dignity. (Good) | | 2 | **Nature's Law.** We must respect the cycle of nature and the food chain. (Lawful)| | 3 | **Wild Nature.** We must channel the primal, gut instinct that animals use to survive. (Chaotic)| | 4 | **Apex Predator.** I am the apex predator, and the animal kingdom must kneel to me. (Evil)| | 5 | **Balance in Nature.** Animals live and die all around the world, and we will do the same. (Neutral) | | 6 | **Connections.** The world is connected in strange ways, and my connection to animals is just one of them. (Any) |
FRACTURED LANDS | Backgrounds
\pagebreakNum ### Bounty Hunter As a bounty hunter, you've lived a rugged and dangerous life. With nothing else to resort to, you turned to turning in bounties to get by. Your life has been changed by this choice, and your ideals and beliefs have forever been altered. You have become a dangerous criminal in your own right, following the law and skirting around justice just to make ends meet. Whether you live in a big city and have many marks near you, or in a small village where you have to really track them down, you are a bounty hunter.
**Skill Proficiencies:** Perception, Survival
**Tool Proficiencies:** Disguise Kit
**Equipment:** Common clothes, a dagger, one martial or simple weapon, 5 gold, disguise kit, bounty hunting license and a spyglass #### Reason for Hunting As a bounty hunter, you are one of very few people allowed to legally kill, no that that has stopped anyone in the Fractured Lands before. There are many less dangerous lives to lead in the Fractured Lands; it takes a special kind of crazy to want to live this one. What makes you kill? Why did you choose to become a bounty hunter? | d8 | Reason for Hunting | |:---:|:-----------| | 1 | I wanted to bring justice to criminals. | | 2 | I needed the extra money to get by. | | 3 | I seek to prove myself a capable hunter. | | 4 | I am an exile, and life on the road suits me. |
\columnbreak | d8 | Reason for Hunting | |:---:|:-----------| | 5 | I feel my purpose is to hunt. | | 6 | It's all I have ever known. | | 7 | I'm the best at what I do. | | 8 | I seek information from other criminals on a person who has wronged me.| #### Feature: Criminal Information When you enter a town or settlement, you are able to find information on all the local criminals and their descriptions, as well as how much they are worth when they are caught. Additionally, you gain advantage on checks to hunt down any criminal that you know the description of and a copy of their bounty. #### Suggested Characteristics Bounty hunters lead a hard, dangerous life. They are often separate from civilization for extended periods of time, and have difficulty fitting into a population for long. Most bounty hunters don't live in one place for long, and rarely have any strong bonds or relationships. Their personality and ideals reflect this, and bounty hunters can roll or decide on a trait on the following tables. | d8 | Personality Trait | |:---:|:-----------| | 1 | I am gruff and snarky, and I rarely talk to people not in a tavern. | | 2 | I am a little too interested in the ritual of the hunt and it is all I talk about. | | 3 | I never sleep without a weapon in hand. | | 4 | I cannot trust anyone; they could all be criminals in disguise. | | 5 | I rarely bother to learn anyone's name unless they are important to my hunt. | | 6 | I have a very big problem with authority. | | 7 | I never mince words, and rarely speak them at all | | 8 | I care far too much about my gold. | | d6 | Ideals | |:---:|:-----------| | 1 | **Justice.** Criminals need to be brought to justice, and this is the only way I know how. (Good) | | 2 | **Persecution.** We must not tolerate any who disobey the law, and they must be punished for their transgressions. (Lawful) | 3 | **Thrill.** I hunt to bring only the most dangerous and elusive criminals to justice, and do what I please. (Chaotic) | | 4 | **Bloodlust.** People with bounties on them must be killed, and I must be the one to murder them. (Evil) | | 5 | **Money.** Bounty hunting keeps me moving and stimulated, all while giving me enough gold to live comfortably on. (Neutral) | 6 | **Hunt.** I enjoy the investigation and hunt for each one of my bounties, and I will find those fugitives who attempt to elude justice. (Any) |
FRACTURED LANDS | Backgrounds
\pagebreakNum ### Courier In the Fractured Lands, information and goods must be brought across the desert large distances. Those that are able to travel these distances go by many names, such as Desert Runner or simply messenger, but all of them have one trait in common: their entire lives have depended on and been dedicated to being a courier. You might run drugs and illegal goods between the Three Queens, or a messenger for the noble class of Aramore, but your life has been molded by their occupation as courier.
**Skill Proficiencies:** Athletics, Acrobatics
**Tool Proficiencies:** A Gaming Set of your choice
**Equipment:** Common clothes, a dagger, 5 gold, disguise kit, a spyglass and 50 feet of hempen rope. #### Incentive for Risk The life of a courier in the Fractured Lands is almost certainly deadly, as with any travel in the Fractured Lands. With there being low chances of survival, even the high cost couriers are given is rarely enough to motivate someone to become a courier. What makes you want to be a courier? To risk everything and travel back and forth between settlements? | d8 | Incentive for Risk| |:---:|:-----------| | 1 | I enjoy the thrill of combat, and will gladly take the risk for the extra money. | | 2 | I have no other choice, I need the money. | | 3 | I was forced into it to pay off my debt to a gang. | | 4 | I travel between settlements anyway, and simply take the goods or letters with me. | | 5 | I enjoy seeing the goods and letters of others, and the payment is only secondary. | | 6 | I wish to see the world and becoming a courier let me free of my responsibilities. | | 7 | The thrill of travel and adventure has me hooked, and being a courier is just a means to that end. | | 8 | I desire respect and being a courier means people will know how strong I am. | #### Feature: Delivered Knowledge As a courier, you are able to see the contents of the letter and you know whether the goods you are made to send are illegal or legal. You are able to go to any organization or noble family for work and learn from their mail. #### Suggested Characteristics Being a courier is the reason why you are the way you are. Your ideals and personality are both derived from this part of your identity. | d8 | Personality Traits | |:---:|:-----------| | 1 | I talk about my many travels any chance I get. | | 2 | I am a bit paranoid; anything could be out to get me. | | 3 | I like to live luxuriously and show it. | | 4 | I often trade gossip and rumors at taverns. | \columnbreak | d8 | Personality Traits | |:---:|:-----------| | 5 | I am not afraid of the law or the consequences of my actions. | | 6 | I speak quickly and concisely to end conversations as fast as I can. | | 7 | I love meeting new people and am far too enthusiastic about it. | | 8 | I I live my life quietly to avoid more debt from the gangs. | | d6 | Ideals | |:---:|:-----------| | 1 | **Purpose.** I know that people's mail must be delivered, and I am up to the challenge. (Good) | | 2 | **Communication.** Society functions on communication, and I must ensure that it is efficient and quick. (Lawful) | 3 | **Floater.** I like to flit from place to place, and I deliver the mail as is necessary. (Chaotic) | | 4 | **Rumors.** I learn the secrets of the powerful and exploit them. (Evil) | | 5 | **Money.** I need money and being a courier pays *very* well. (Neutral) | 6 | **Forced.** I was made to be a courier by one of the gangs to pay off my debts. (Any) |
FRACTURED LANDS | Backgrounds
\pagebreakNum ### Crimson Insurgent Though the Crimson Insurgents were originally formed by elves, their ranks now include every race and creed. You are one of these new recruits, dedicating yourself to the faction and their ultimate goal of breaking free from the Fractured Lands. Whether you are a combatant who fights in skirmishes against the Barrier Imperium, or assist them through other means such as with resources or skills, you are a Crimson Insurgent, and the choice to become one changed your life.
**Skill Proficiencies:** Persuasion, Investigation
**Tool Proficiencies:** Disguise Kit
**Equipment:** Common clothes, forged papers, a fully created disguise to match these papers, 10 gold, disguise kit and a mark that designates you a Crimson Insurgent. #### Reason to Rebel Though fighting for freedom is a valuable and worthwhile cause, the risks of infiltration into the Barrier Imperium are only outweighed by outright combat with their soldiers. What compels you to fight for freedom and escape from the Fractured Lands? Why risk your life for a cause unlikely to succeed? Why did you join the Crimson Insurgents? | d8 | Reason to Rebel | |:---:|:-----------| | 1 | I want to be free from the walls created by the Nine. | | 2 | I want to stand for something bigger than myself. | | 3 | My ancestors were in the crimson insurgents, so I will be too. | | 4 | I want to take the fight to the Barrier Imperium, and this is the best way to do it. |
\columnbreak | d8 | Reason to Rebel | |:---:|:-----------| | 5 | I believe the god I worship would want me to free the Fractured Lands. | | 6 | People should have the choice to come and go as they please. | | 7 | I want to learn the techniques and diplomacy of the Crimson Insurgent. | | 8 | I am a paid spy mercenary only in it for the money. |
FRACTURED LANDS | Backgrounds
#### Feature: Forged Identity As a spy, you have an identity registered with the Barrier Imperium that is different from your own identity. This identity is viewed as completely legitimate by any authorities upon close inspection, and only someone who creates these documents would be able to point out any inconsistencies. These documents allow you to attend any Barrier Imperium event or be allowed to do the same things that a Barrier Imperium member of mid to low standing would be able to do. #### Suggested Characteristics Being a Crimson Insurgent is a difficult life; you must lie and deceive every step of the long and winding path you follow. The decisions you make and the subterfuge you've perpetrated has helped to define who you are, shaping your personality and ideals. Pick from or roll on the following tables to determine your personality traits and ideals. | d8 | Personality Trait | |:---:|:-----------| | 1 | I have so many personalities to remember I sometimes mix them up. | | 2 | I can so easily switch between disguises that I am almost a different person. | | 3 | I speak few words, and focus on analysis and body language when in conversation.| | 4 | I forget my original identity. | | 5 | I am impeccably polite and well-mannered in every conversation. | | 6 | I never tell anyone my true intentions and identity. | | 7 | I have a strong sense of duty and responsibility. | | 8 | Even in the heat of battle, I am evenly-tempered. | | d6 | Ideals | |:---:|:-----------| | 1 | **Freedom.** The Barrier Imperium must allow us free from the walls eventually. (Good) | | 2 | **Honor.** I adhere to a strict code when infiltrating, and I will never betray it. (Lawful) | 3 | **Spice.** I am not tied to one side or the other, I just want to see change in the world. (Chaotic) | | 4 | **Rumors.** I can gain something from this infiltration and destroy the Barrier Imperium at the same time (Evil) | | 5 | **Heritage.** I was raised to do this duty, and I will fulfill it. (Neutral) | 6 | **Talent.** I was made for the art of espionage, and enjoy using my talents. (Any) | \pagebreakNum ### Defender You were told to defend something for a certain period of time. Whether that was for a year or a century, you were forced or paid to defend or protect someone, somewhere or something. Your life has changed because of this noble (or not) act, and you have become the person you are today for defending whatever it is you were told to protect. You might have completed this duty, or you might still be completing it.
**Skill Proficiencies:** Athletics, Perception
**Tool Proficiencies:** A proficiency that makes sense for your task.
**Equipment:** One simple or martial weapon of your choice, 10 gold, simple clothes, contract or other memorabilia of your protection. #### Defender's Calling When you were told that you had to defend something for an extended period of time, what appealed to you? Though no one consciously realizes that they are someone who must defend, there is something that drives them to protect and guard something, even if they don't know it. What drives you to protect? | d8 | Defender's Calling | |:---:|:-----------| | 1 | I was protected by someone else, and my life has been spent trying to do the same for others. | | 2 | I was paid to protect something valuable, and discovered instincts I never knew I had.| | 3 | I've always felt that the weak needed protection, and I must grow strong enough to protect. | | 4 | I was a guard in my hometown and I enjoyed the authority and respect of the title. | | 5 | I think that anything I believe in must be protected. | | 6 | Things of value will be stolen, and someone must stop them. | | 7 | My life was saved by something or someone, and I must now protect them. | | 8 | Pay is always high in the Fractured Lands for protection. | #### Feature: Something Precious An item or person at your dungeon master's discretion must be protected, and you are the one who must protect it. You may keep it a secret if it is an object, or allow the rest of your party to know about it. the item can be important to the world in some way, but cannot be used by your character in combat or otherwise. #### Suggested Characteristics Being a defender is something that you innately are, and your personality and ideals reflect that. | d8 | Personality Trait | |:---:|:-----------| | 1 | I speak a lot about justice and sacrifice. | | 2 | I have an innate "motherly" instinct. | | 3 | I can stand patiently for hours at a time. | | 4 | I always volunteer for nightly watch. | \columnbreak | d8 | Personality Trait | |:---:|:-----------| | 5 | I always stand near those I find weakest to fend off their enemies. | | 6 | I am overzealous in my sacrifice for others, and make a very big deal out of it when I do. | | 7 | I always carry the healing items for my party| | 8 | I use all of my abilities to heal and support my allies. | | d6 | Ideals | |:---:|:-----------| | 1 | **Sacrifice.** I will always protect those who cannot protect themselves. (Good) | | 2 | **Honor.** I must protect my honour and the laws of the land. (Lawful) | 3 | **Roaming.** I roam the world and protect what I see fit to save. (Chaotic) | | 4 | **Selfish.** I must protect and fend off all others from the power I hold(Evil) | | 5 | **Money.** I protect for money and fortune. (Neutral) | 6 | **Innate.** I have always felt drawn to protecting and defending. (Any) |
\pagebreakNum
### Enlightened Philosopher During your many years, you have contemplated the intricacies of life. You have allowed your mind to wander as you grew, traveled to seek truth, and created or modified your worldview into something wholly unique. You might. be found with the Cult Mechanicus, or Solaris, pondering existence and questioning abstract concepts like morality, love, truth or consciousness.
**Skill Proficiencies:** Insight, Religion
**Tool Proficiencies:** Calligrapher Supplies
**Equipment:** simple clothing, loose paper and inks, a leatherbound book filled with blank pages, 5 gold, a compass, reading glasses and an hourglass. #### Truth Seeker Every philosopher searches for an individual truth, and this journey helped meld you into who you are today. How did you go about your journey? Was it a physical travel, crossing hundreds of miles for inspiration? Or was it a mental journey, a series of thought experiments within yourself through meditation that helped you find what you were looking for? | d8 | Journey to Philosophy | |:---:|:-----------| | 1 | I meditated each night and every day my ideals cleared. | | 2 | I met a master of philosophy who put me on the path. | | 3 | I journeyed to a far away land in search of perspective. | | 4 | I saw a vision sent to me by an unknown entity. | | 5 | I nearly died and my worldview crumbled. | | 6 | I have constant dialogues on philosophy with anyone. | | 7 | I had an accident which made me forget everything | | 8 | I have always questioned every ideal I have heard | #### Feature: Unique Outlook As an enlightened philosopher, you have noticed through logic and reasoning that one thing in particular is wrong in the world. Maybe it is the way magic is cast, or the environment, or some piece of history that doesn't fit; this is for you to talk with your DM about. This flaw in the world is something you desperately seek to answer, and until you make someone really think about it, they would never notice. #### Suggested Characteristics All the time you spend thinking through ideas and beliefs has made your personality a tad more erratic or eccentric than others. You find that your ideals often spill into your conversations, and that philosophy makes up every part of your life. | d8 | Personality Trait | |:---:|:-----------| | 1 | When someone doesn't understand my perspective, I explain it over and over until they get it. | | 2 | My approach to conversation always starts with a question.| | 3 | I sometimes "zone out" when lost in thought throughout the day.| | 4 | I forget basic things like sleep or food, lost in thought. | \columnbreak | d8 | Personality Trait | |:---:|:-----------| | 5 | I scribble notes so illegibly that only I can read them.| | 6 | I wander from my companions for hours at a time to think. | | 7 | I meditate on various topics throughout the night and share my findings with my party in the morning| | 8 | Once per day, I try to say something profound or thought provoking. | | d6 | Ideal | |:---:|:-----------| | 1 | **Philosophy Aids Self-Discovery.** By having a dialogue about worldviews and ideals, we can all learn more about ourselves. (Good) | | 2 | **Rules of the Universe.** We must discover the rules and truths of morality and ethics . (Lawful)| | 3 | **Mysterious Ways.** We must all learn to float through the flow of the cosmos. (Chaotic)| | 4 | **One Truth.** My philosophy is true, and I must force others to adopt my ideals. (Evil)| | 5 | **Find Purpose.** We must find our own purpose within our lives. (Neutral) | | 6 | **Connections.** I must tell the world my truth and point out the flaw I have discovered. (Any) |
FRACTURED LANDS | Backgrounds
\pagebreakNum ### Grassroot Ranger Founded by an ancient group of druids, both you and the Grassroot Rangers are dedicated to restoring nature in the Fractured Lands. Your life has been assisting these druids in spreading nature through their powerful ritual, and might have even helped on occasion. You are on the side of nature, and your life has been changed due to this relentless vigilance. You have seen large swathes of the world, and communed with beasts feared by many.
**Skill Proficiencies:** Nature, Religion
**Tool Proficiencies:** Woodcarver's Tools
**Equipment:** A wooden quarterstaff, 5 gold, fine clothes dirtied by nature, map with ritual sites you are supposed to cleanse. #### Restoring Order As a Grassroot ranger, you have been given the task of finding areas of the Fractured Lands and purifying them. Though the rangers are spread thin and have little to do with each other, they still are motivated by the same things. As a grassroot ranger, you are driven by something to complete the monumental task of returning order to the world. | d8 | Origin | |:---:|:-----------| | 1 | I descend from the druids of old, and I must continue their legacy. | | 2 | I have always felt that nature must be restored. | | 3 | I met some of the grassroot rangers and they showed me the importance of nature. | | 4 | As a worshiper of a nature god, I work to restore power to my deity. |
\columnbreak | d8 | Origin | |:---:|:-----------| | 5 | Watching people suffer due to the fractures, I knew I had to stop it. | | 6 | I wanted to learn the magics to purify the lands, and joining was the best way to do it. | | 7 | I strive to maintain balance in the world and nature. | | 8 | I am a restless follower of nature and I needed a way to travel. | #### Feature: Purifying Ritual As a member of the Grassroot Rangers, you have a map of locations that have been assigned for you to attempt to purify. This assignment requires that you must travel to several locations. You have also been taught the secret ritual to purify areas of the Fractured Lands, and you have the knowledge attempt to increase the potency or area of effect. You may need to find new ingredients or knowledge to augment the ritual, which are at the discretion of the Dungeon Master. #### Suggested Characteristics Being a wandering follower of nature is a complicated life, and it has shaped your personality and ideals. Your beliefs may have already aligned with the Grassroot Rangers when you joined, but your travels with the group have made you have a new perspective. | d8 | Personality Trait | |:---:|:-----------| | 1 | I am abrasive when dealing with people in cities. | | 2 | I hate hunters with a passion, and am a friend to animals. | | 3 | I idolize nature anywhere I see it, complimenting flora and fauna constantly. | | 4 | I am slow to trust humans, especially those who live in cities. | | 5 | I judge people by actions and not words. | | 6 | I am quick to help, not thinking about the consequences. | | 7 | I watch my words around others, keeping everything I know a secret. | | 8 | I often work myself up into incredible rage about small things | | d6 | Ideal | |:---:|:-----------| | 1 | **Restoration.** I must return the Fractured Lands to its former glory. (Good) | | 2 | **Balance.** There is a balance to the world, and I must find it. (Lawful)| | 3 | **Travel.** I want to restore the land wherever I feel like it. (Chaotic)| | 4 | **Selfish.** I want to use the ritual for my own selfish goals. (Evil)| | 5 | **Nature.** I am connected to nature and this seems like a way to find out more about it. (Neutral) | | 6 | **Heritage.** I was born into this worship of nature, so I believe it. (Any) | \pagebreakNum ### Nomad You've never felt at peace in one place, and the only destination you seek is the open road. Whether it is because you never fit in, never found a home, or are in search of something more, the open road has always called you and you've spent most of your formative years following it. You pack light for these trips, and are unfettered by belongings and the stuff that civilized folk take pride in.
**Skill Proficiencies:** Survival, Athletics
**Tool Proficiencies:** Thieves' Tools
**Equipment:** Traveling clothes, a quarterstaff, 6 gold, a tent kit and a backpack with all of your belongings. #### Foot on the Road A nomad never stays in one place for long; they are defined by their travels and their separation from society. But what makes the nomad travel? What makes you feel as though there is no one place for you, that you cannot fit into society? Why do you always have one foot on the road? | d8 | Foot on the Road | |:---:|:-----------| | 1 | I haven't found the place for me, and still search for it. | | 2 | I am an exile and outcast, and society holds only ire for me. | | 3 | I have committed a crime, and I cannot risk being caught. | | 4 | I search for traveling companions. | \columnbreak | d8 | Foot on the Road | |:---:|:-----------| | 5 | I grew bored in my life, and took to the roads for adventure. | | 6 | My responsibilities were too much, and I needed the carefree lifestyle of the nomads. | | 7 | I wish to see the great sights of the world. | | 8 | I hope to meet and understand new people and civilizations. | #### Feature: Odd Jobs As a nomad, you are used to needing to make extra gold while in a settlement to buy supplies and other necessities of travel. When you stop in a settlement for several days, you are able to make enough money to live a comfortable lifestyle as described in the dungeon master's guide (2 gp a day) and are able to find free room and board. #### Suggested Characteristics Though no two nomads are the same, going on the road molds a person. A nomad will have different personalities and ideals compared to cityfolk. What makes your nomad unique or interesting? How has the road shaped them? For your character, decide on or roll one of the following traits and ideals found on the table below. | d8 | Personality Trait | |:---:|:-----------| | 1 | I use outlandish expressions and language I have learned all around the world. | | 2 | I don't really know how to act in civilization and it shows. | | 3 | I always explain the benefits of a nomadic lifestyle to anyone who will listen. | | 4 | I get overwhelmed in large crowds of people. | | 5 | I feel claustrophobic in houses and cities, and I usually have to leave. | | 6 | My caravan and companions are more important to me than any building. | | 7 | I carry all my possessions on me and am not attached to mundane items. | | 8 | I don't sully my body with food and drink that I didn't scavenge myself.| | d6 | Ideal | |:---:|:-----------| | 1 | **Experience.** I travel to experience new people and things. (Good) | | 2 | **Tradition.** I have been, am and will always be a nomad, as my father was before me. (Lawful) | | 3 | **Sporadic.** I like to live happy and free from the shackles of civilization. (Chaotic) | | 4 | **Conquer.** I travel to take what is valuable for myself and to not have to deal with the consequences of my actions. (Evil) | 5 | **Life.** I have always lived as a nomad, it just feels right. (Neutral) | | 6 | **Outcast.** I was exiled and marked for bounties, the nomadic lifestyle is no longer a choice. (Any) |
FRACTURED LANDS | Backgrounds
\pagebreakNum ### Silver Dragon You’ve always yearned for your freedom to leave the Fractured Lands. Whether you had an ancestor in the Silver Dragons, or you simply joined it yourself, being a member of the faction has changed your life forever. You may wish to stop the tyrannical rule of the Barrier Imperium, allow those who wish to practice magic do so without the need for explicit permission, or simply to join something bigger than yourself. You have learned to be a good warrior in the Silver Dragons, but there are other parts of your training that must be learnt to keep the Silver Dragon Headquarters self-sufficient: gathering, scouting, and other important duties.
**Skill Proficiencies:** Survival, one of your choice(according to your role)
**Tool Proficiencies:** One of Cook’s Utensils, Alchemist’s Supplies, or Carpenter’s Tools
**Equipment:** Tool chosen above, 5 gp, simple clothes, hunting garb, one simple or martial weapon you are proficient with, An emblem of the Silver Dragon. #### Societal Role The Silver Dragons need people with a role in order to survive and grow. Your character has a role as well. Consider what the implications of that role have on the person? How is your character changed and how has it affected their personality and ideals? These roles are listed below, pick one or roll on the table below to decide: | d8 | Role | |:---:|:-----------| | 1 | Gatherer | | 2 | Scribe | | 3 | Guard | | 4 | Farmer | | 5 | Builder | | 6 | Craftsmen | | 7 | Teacher | | 8 | Spellcaster | #### Feature: Friends in Low Places The Silver Dragons have no issue operating outside the law, and have many criminal contacts in most major cities and black markets. By showing your Silver Dragon emblem to the right people, you may gain access to certain areas that you wouldn’t otherwise, get discounts on goods, or find people willing to harbor fugitives. ### Suggested Characteristics The Silver Dragons are known for their diversity and acceptance; no two members of the faction are alike. However, being a Silver Dragon means subscribing to a certain set of beliefs, which at the very least are held by some other faction members. What makes your Silver Dragon the way they are? What makes them unique? For your character, decide on or roll one of the following traits and ideals found on the table below. \columnbreak | d8 | Personality Trait | |:---:|:-----------| | 1 | I am stoic and quiet; hunting is silent and I rarely talk to others. | | 2 | I prefer to plan and think instead of act, sometimes to my downfall. | | 3 | I am hungry for magical knowledge, and I will find it at any cost. | | 4 | I have perfected my craft of hunting, I am known for my marksmanship. | | 5 | The rigorous society roles have allowed me discipline and patience in life. | | 6 | I fight for a just cause, and I do so for those around me. | | 7 | I never let my guard down, not even with my companions. | | 8 | I always take the lead within my community. | | d6 | Ideal | |:---:|:-----------| | 1 | **Freedom.** I fight to bring freedom to those who wish for it. (Good) | | 2 | **Tradition.** My father protected the emperor, and I will uphold the tradition (Lawful) | | 3 | **Escape.** I seek to throw off the oppression of the Imperium and change things. (Chaotic) | | 4 | **Rewards.** My allegiance to the emperor now will grant me boons later. (Evil) | 5 | **Nature.** I was born into the faction; it’s my way of life. (Neutral) | | 6 | **Refuge.** I am hunted and the only safe haven was with the Silver Dragons. (Any) |
FRACTURED LANDS | Backgrounds
\pagebreakNum # Classes The twelve classes presented in the *Player's Handbook* are all found in the Fractured Lands. The material in this section describe the places of these classes in Voldari, particularly in the Fractured Lands. This section also includes new class-feature options for most of the classes, as well as new spells. ## Barbarians
Itha took the lower canyons towards Aramore, hoping that
his caravan would be able to make it to the city in time for the next trial. He knew that these canyons were dangerous, but he had no other choice; he had to deliver his goods to the Phoenix Brotherhood before they have to participate in the next trial. Then he heard a dreaded sound: drumbeats clashing through the canyon. They started quiet and distant from the caravan, but as Itha turned to run, they became louder and louder. Suddenly, a hulking man with a greatsword cut one bodyguard in half and ripped the other one's head from its body. The marauders had come.
-- Itha, marauder encounter
The barbarians of the Fractured Lands are numerous and dangerous. The Fractured Lands suits this class perfectly; the conditions require willpower and anger, as well as the strength that barbarians are best known for. The barbarians of the Fractured Lands are most often humans and half orcs, as both have a natural tendency towards the warrior aptitude and can be found in settlements where barbarism is tradition, like Wildere. The Barbarians of the Fractured Lands are of all archetypes, but the most feared are the marauders; powerful barbarians that have found a way to introduce psionic powers to enhance their rage and strength. There is no collection or group of these people, but those who are marauders often find their way all over the Fractured Lands in search of something to test their might against. Formal training for these barbarians does not exist, as they are a result of a psionically gifted individual forced into a rage so powerful it has granted them power over time. After each time they are forced to use this rage, they grow stronger, until they are powerful enough that they can destroy the fiercest of monsters in one stab. ## Primal Paths Barbarians in the Fractured Lands have this option for a subclass, in addition to the ones found in official Dungeons and Dragons material. Totem barbarians are rare, as there is little spiritual harmony in the Fractured Lands. The most common barbarians are berserkers, with marauders being the second most likely. \columnbreak
### Path of the Marauder You are a warrior whose untamed psionic gift has become an innate part of your rage induced strength. You do not focus or discipline yourself like the traditional psion; instead, you rigorously train your body so that you may imbue your strikes with raw psionic power, packing an unpredictably powerful punch, even compared to other barbarians. #### Psionic Warrior At 3rd level when you choose this path, your psionic talents manifest whenever your fury emerges, empowering yourself. While raging, you gain the following benefits: - When you enter a rage, you gain a number of temporary hit points equal to your Barbarian level. - Your unarmed strikes deal additional psychic damage equal to your your Rage Damage bonus, as shown in the Rage Damage column of the Barbarian table. #### Physical Adept At 3rd level, your unarmed strikes deal 1d4 bludgeoning damage and when you use the attack action to make an unarmed strike, you can use your bonus action to make an additional unarmed strike. #### Psionic Fists Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non magical attacks and damage. #### Immortal Durability At 10th level, as a reaction when you take damage, you can immediately enter a rage, gaining resistance to the damage until the start of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest. #### Immortal Will Starting at 14th level, you can draw on your reserves of psionic power to survive beyond death. At the end of your turn while at 0 hit points, you can immediately enter a rage to regain a number of hit points equal to your barbarian level + your Constitution modifier.
FRACTURED LANDS | Classes
\pagebreakNum
## Bards
Vers had traveled the latter half of a century for her, and
through his art, he was somehow able to capture her. Ydar, goddess of the arts had casually walked from his painting, engaged him in a brilliant creative discussion, and then walked away before he could pick his jaw off the floor. He could only continue to search for her beauty throughout his pieces, and pray that one day, he could show even a spark of the divine inspiration she had given him.
-- Tale of Vers, the Great Painter
Bards of the Fractured Lands are a rare and tough breed, as they must be motivated enough to continue their creative endeavors despite the harsh landscape. Bards are never taught traditionally, and must learn their craft through cultural traditions or pure inspiration. Most worship Ydar, the Goddess of Art, as she visits artists all throughout the land to inspire them to their true potential. Bards are but a drop of inspiration in a sea of bleakness, but their power is enough that they can take away that terrible tide, even if just for a few moments. ### Bardic Colleges Though there are no bardic colleges, there are various people who teach the bardic arts through cultural traditions. This means that most bards are great orators, people with the capacity to weave magnificent tales from seemingly thin air. These bards are lore bards. Rarely, there are the college of depiction bards; these bards find inspiration in the soul crushing Fractured Lands, painting the desolate into the magnificent. \columnbreak ### College of Depiction Bards of the College of Depiction know more than anyone that a picture is worth a thousand words. Whether it be via painting, sketching, or even something as unique as a fresco, the Bards of the College of Depiction inspire and enrapture their friends and foes. These bards tend to wander, looking for beautiful people or locations to spark their creativity. They are also kept by many monarchs via heavy patronage as artists who capture whatever they like, as these Bards are incredible artists. The loyalty of these bards lie in the search for beauty. If they find enough beauty in one location, they will stay as long as necessary. #### Bonus Proficiencies When you join the College of Depiction at 3rd level, you gain proficiency in an Artist's Kit and the Sleight of Hand Skill. In addition, you may use a paintbrush, pencil, or other artistic tool as an arcane focus and you can learn illusion school spells like a wizard. #### Awe-Inspiring Piece Starting at 3rd level, you can show quickly create a beautiful piece of art of a landscape, person or thing. When you start creating art in an area with people in it, you may expend a Bardic Inspiration die, causing each person in a 50 ft. radius to make a Wisdom Saving Throw. If they fail, they are enthralled by your piece, and are absorbed by the process in which you create the art. When in this state of enthrallment, they have disadvantage on all checks to react to something or notice something, and their passive perception is lowered by 5 points. This can last any duration up to 1 minutes, at the discretion of the character. This ability can only be used a number of times equal to your Charisma modifier (minimum of one) per short or long rest. #### The Power of Paint At 6th level, you have learned how to use the power of your art to protect, and eventually, attack. You may use your arcane focus to draw powerful magical protections around yourself. Using magical paint, you can draw a picture of something dangerous on yourself or someone else. That picture lasts until you take a short or long rest. You may do so an amount of times equal to your charisma modifier. When a creature attacks someone that you have painted on, you may use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 force damage on a failed saving throw, and half as much damage on a successful one. #### All the World's a Canvas Starting at 14th level, you gain the extraordinary ability to paint your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, non magical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross. The object can't deal damage or otherwise directly harm anyone.
FRACTURED LANDS | Classes
\pagebreakNum ## Clerics
Alanys had always believed in Ignir, but had never thought she
would be bestowed power. She was the Chosen of Ignir, and she must accept all of the responsibilities and rewards that position entailed. Her faith had rewarded her, and she was granted power through her belief. She took a deep breath, and left Northpass to begin the several day journey to Aramore, where she would join the Cult Mechanicus. Alanys just hoped that she would be able to take on this new mantle.
--
Leading Religion
, Alanys Veris
Religion and magic are difficult subjects to broach in the Fractured Lands. Because faith and ideals can create actual magic, these faiths must be kept in check. The Barrier Imperium restricts the practice of religion to major settlements as best as it can, as they are much easier to police. Clerics must learn to control their power with the faction within Aramore, or be certified by the Barrier Imperium in order to be able to legally cast magic. Of course, this rarely stops the clerics of the Fractured Lands, as they believe it is their right to practice their faith. ### Cleric Domains Almost all cleric domains are present in the Fractured Lands, though some are much more common than others. Because of their usefulness and ease of access, the Fractured Lands has a majority of war, protection and tempest clerics, as they are the most capable of combatants. There are examples of all cleric domains represented in the Fractured Lands, as many still worship even the elder gods. ### Protection Domain The protection domain is the purview of deities who charge their followers to shield the weak from the strong. The gods' faithful dwell in villages and towns on the borderlands, where they help bolster defenses and seek out evils to defeat. These gods believe that a strong shield and a suit of armor is the best defense against evil, second only to a stout mace on hand to respond to any attacks in kind.
##### Protection Domain Spells | Cleric Level | Spells | |:-------------:|:-------------------------------------------------------| | 1st |
compelled duel, protection from evil and good
| | 3rd |
aid, protection from poison
| | 5th |
protection from energy, slow
| | 7th |
guardian of faith, Otiluke's resilient sphere
| | 9th |
antilife shell, wall of force
|
#### Bonus Proficiency When you choose this domain at 1st level, you gain proficiency with heavy armor. \columnbreak
#### Shield of the Faithful Starting at 1st level, you gain the ability to hinder attacks intended for others. When a creature attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. To do so, you must be able to see both the attacker and the target. You interpose an arm, a shield, or some other part of yourself to try to throw the attack off target. #### Channel Divinity: Radiant Defense Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor. As an action, you channel blessed energy into an ally that you can see within 30 feet of you. The first time that ally is hit by an attack within the next minute, the attacker takes radiant damage equal to 2d10 + your cleric level. #### Blessed Healer Beginning at 6th level, the healing spells you cast on others can heal you as well, allowing you to better protect the injured. When you cast a spell with a spell slot and it restores hit points to any creature other than you this turn, you regain hit points equal to 2 + the spell's level. #### Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra ld8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8. #### Indomitable Defense At 17th level, you gain resistance to two damage types of your choice, choosing from bludgeoning, necrotic, piercing, radiant, and slashing. Whenever you finish a short or long rest, you can change the damage types you chose. As an action, you can temporarily give up this resistance and transfer it to one creature you touch. The creature keeps the resistance until the end of your next short or long rest or until you transfer it back to yourself as a bonus action.
FRACTURED LANDS | Classes
\pagebreakNum
### Travel Domain From tribal migrations to the march of the armies of empire, sentient creatures have always needed to travel, and they have called on the gods of road and river, of ship and path, to aid them getting from one place to another. Servants of these gods are often explorers, leaving behind shrines and maps for those who follow, but are just often guides and guards on well-traveled paths.
##### Travel Domain Spells
| Cleric Level | Spells | |:------------:|:---------------------------------------------------| | 1st |
comprehend languages, expeditious retreat
| | 3rd |
find steed, spider climb
| | 5th |
haste, water walk
| | 7th |
dimension door, freedom of movement
| | 9th |
passwall, tree stride
| #### Well Traveled At 1st level, you are blessed with quickened travel. You base movement speed is increased by 5 feet. At 8th level this bonus increases to 10 feet, and 15 feet by 17th level. While mounted, your mount is also granted this bonus. #### Bonus Proficiencies Also at 1st level, you gain proficiency in either vehicles (land) and cartography tools, or vehicles (water) and navigator's tools or animal handling. Your proficiency bonus is doubled when using any of these skills. \columnbreak
#### Channel Divinity: Fork the Road You can summon a tremendous force to protect you in times of need. As a reaction when you take damage from a melee attack, you are pushed back 5 feet from the creature that damaged you and the creature must make a Dexterity saving throw. Creatures one or more sizes larger than you have advantage on this save. On a failed save, the creature is pushed back 10 feet and is knocked prone. On a successful save, the creature is pushed back only 5 feet. If this movement would cause the creature to hit a wall or another creature, it takes 1d8 bludgeoning damage. #### Expedite Starting at 6th level, when cast a spell on an ally, you can use a bonus action to grant them an additional 15 feet to their movement speed for up to one minute. #### Potent Spellcasting Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. #### Divine Traveler At 17th level, you add *teleport* to your list of cleric spells you can prepare. When you use *teleport* you treat the familiarity of the target as Very Familiar. As well movement becomes second nature to you, you may concentrate on one spell which affects movement in addition to concentrating on other spells normally.
FRACTURED LANDS | Classes
\pagebreakNum
## Druids
The lone druid was surrounded by enemies. She knew that she
needed to complete the purification ritual here, and that the only way for her to do so would be to kill the bandits within the fort. With a heavy sigh, she raised her hands, and thorny vines outstretched from a circle she had drawn around her, twisting and grasping at the bandits. She would make short work of them, and use them in the ritual. Corpses always make good fertilizer, even in the Fractured Lands.
The Fractured Lands are home to many druids, with most joining the grassroot rangers. Some embrace the desert, harnessing its fiery power while others deny it, attempting to revive the old druidic ways and return the Timeless Plains. Either way, the connection to nature is fickle and difficult to grasp for most, meaning that there are many more nature clerics than actual druids. This doesn't discount the power of nature however, as true druids are able to harness devastating power and miraculous restoration as easily as nature itself. ### Druidic Circles Because of the strange lunar cycle of Voldari, circle of the moon druids are far less common. Land druids of their respective domains are much more frequent, circle of dreams druids are found all over Voldari in the Monarchy, and wildfire druids are found most commonly in the Fractured Lands. ### Circle of Wildfire Druids who are members of the Circle of Wildfire understand the necessity of destruction, such as how a forest fire promotes growth. These druids bond with a primal spirit that harbors destructive tendencies. #### Circle Spells You have formed a mystical bond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit grants you access to certain spells. At 2nd level, you learn the *fire bolt* cantrip. \columnbreak When you reach certain levels in this class, you gain access to the spells listed for that level in the Circle of Wildfire Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is a druid spell for you. ##### Circle of Wildfire Spells | Druid Level | Spells | |:---:|:-----------:| | 3rd | *locate animals or plants, scorching ray* | | 5th | *fireball, plant growth* | | 7th | *aura of life, fire shield* | | 9th | *flame strike, raise dead* | #### Summon Wildfire You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d10 fire damage. The wildfire spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the wildfire spirit stat block. You determine the spirit's appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire. In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, Help, or Hide action. The wildfire spirit manifests for 1 hour, until it is reduced to 0 hit points, or until you use your Wild Shape again. #### Enhanced Bond At 6th level, the bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell is equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit. #### Flames of Life At 10th level, you gain the ability to turn death into flames of vitality. When a Small or larger creature that you can see dies within 30 feet of you or your spirit, you can use your reaction to cause primal flames on your body. When a creature you can see touches you, the creature regains hit points or takes fire damage (your choice) equal to 2d10 + your Wisdom modifier. The flames vanish after a creature has touched them. You can use this feature a number of times equal to your Wisdom modifier. You regain all uses when you finish a long rest.
FRACTURED LANDS | Classes
\pagebreakNum
___ > ## Wildfire Spirit >*Small elemental, any chaotic alignment* > ___ > - **Armor Class** 13 (natural armor) > - **Hit Points** equal to the wildfire spirit's Constitution modifier + your Wisdom modifier + five times your level in this class > - **Speed** 20 ft., fly 30 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|14 (+2)|14 (+2)|13 (+1)|15 (+2)|11 (+0)| >___ > - **Saving Throws** Dex +4, Con +4, Wis +4 > - **Skills** Nature +4 > - **Damage Immunities** fire > - **Condition Immunities** charmed, frightened, grappled, prone, restrained > - **Senses** darkvision 60 ft., passive Perception 12 > - **Languages** understands the language you speak > - **Challenge** n/a > ___ > > ***Soul Bond.*** The following numbers increase by 1 when your proficiency bonus increases by 1: the spirit's skill and saving throw bonuses above, the bonuses to hit and damage of its Flame Seed, and the bonus to damage of its Fiery Teleportation. > > ### Actions (Your Bonus Action) > > ***Flame Seed.*** *Attack Style:* +4 to hit, Range 30 ft., one target. *Hit:* 1d6 + 2 fire damage. > > ***Fiery Teleportation (Recharges on Short or Long Rest).*** The spirit and each willing creature of your choice within 5 feet of it teleport up to 30 feet to spaces you can see. Each creature within 10 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + 2 fire damage. #### Blazing Endurance At 14th level, the bond with your wildfire spirit is exceptionally strong, even fatal blows only fuel your defiance. If you drop to 0 hit points and don't die outright, you drop to 1 hit point instead and gain temporary hit points equal to five times your druid level, and each creature of your choice within 30 feet of you that you can see takes fire damage equal to 2d10 + your druid level. Once you use this feature, you can't use it again until you finish a long rest. > ##### Wildfire Bond > There are many ways to attempt to connect to the wildfire spirit. The most frequent ways to connect is through a journey to the Flaming dominion, or the Desert Phoenix.
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\pagebreakNum ## Fighters
Omar had never seen a warrior move with such grace and
precision. In a flash, she moved from one man to the next, striking perfectly at the weak points in each man's guard. Omar couldn't recognize the exact style, but he knew that the fighter had mastered whatever it was. As she turned and looked at him, he quickly surrendered, dropping his weapons to the floor to the smiling face of the black haired woman.
-- Omar Bramble, Tierra's right hand man
No matter where you are in Selecia, a fighter can always be found. That is especially true in the Fractured Lands; people are born fighting, and train to become fighters just to survive. Fighters are necessary on both sides of the law. There are fighters who protect caravans and places, hunt bandits and criminals and help the Barrier Imperium police the outer areas of the Fractured Lands. Others are the bandits, or join one of the rebellious other factions, or raid and prey on innocent caravans. Whatever the case or side, fighters are always necessary because words rarely do the trick in the Fractured Lands. ### Martial Archetypes The most common fighters are those that do not focus on the tactics of combat, but on strength. Champions, brutes and other archetypes that don't rely on finesse or advanced training are by far the most common fighters. In many of the more underhanded areas of the Fractured Lands, Battlemasters and Sharpshooters are the most common. Those born to the T'qui monks can become Desert Dancers, a lethal and nimble archetype of fighter. ### Desert Dancer It is important to stay quick and nimble on your feet in the Fractured Lands, and Desert Dancers have taken that concept to the next level. In battle, they whirl through their foes, a tornado of swinging blades and masterful steps they have perfected their whole lives. They are trained all over the Fractured Lands, but are most often found in Wildere. #### Trained Performer At 3rd level when you choose this archetype, you gain proficiency in the performance. If you already have proficiency in performance, you may add double your proficiency bonus to performance checks. #### Battle Trance Also at 3rd level, you learn how to transform your dance into a fighting style, becoming a whirlwind of speed and precision. You may activate this trance as a bonus action, and you may do so an amount of times equal to your charisma modifier (minimum 1). You cannot activate battle trance if you are wearing heavy or medium armor or wielding a shield or two-handed weapon. When activated, you gain the following effects. - You may use your performance skill modifier in place of your attack modifier - You may add your charisma modifier to your armor class \columnbreak
- If you hit with a melee attack, you do not take opportunity attacks from the creature you hit #### Rain of Blows Starting at 7th level, you attack so fast that you do additional damage based on the velocity of the blows. If you use every attack during your attack action on the same creature, you can force it to make a Constitution saving throw against the following DC: Strength or Dexterity (you choose) + 8 + your proficiency modifier If the creature fails the saving throw, they take additional damage equal to half your performance skill modifier. If you are in a Battle Trance, you may add your whole performance skill modifier. #### Razor's Kiss At 10th level, your blade become like extensions of your body. When you score a critical hit with a weapon while in your Battle Trance, you treat all dice as if they resulted in the maximum result on the die. #### Leaf on the Wind Starting at 14th level, you move quickly through the battlefield, a blur of motion. As a reaction, when you are hit with an attack, you are able to add half your performance modifier to your armor class, potentially changing that hit into a miss. You are able to do so an amount of times equal to your charisma modifier per short rest. In addition, your movement speed increases by 15 feet. #### Battle Fury At 18th level, your Battle Trance becomes legendary in its power and renown. When you go into your battle trance, you gain the following additional traits: - You may add your charisma modifier to your attack damage - You gain advantage on Initiative rolls - Enemies have disadvantage when trying to hit you - You critically hit on a 19 or 20
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\pagebreakNum ### Brute Brutes are simple warriors who rely on mighty attacks and their own durability to overcome their enemies. Some brutes combine this physical might with tactical cunning. Others just hit things until those things stop hitting back. #### Brutish Force Starting at 3rd level, you're able to strike with your weapons with especially brutal force. Whenever you hit with a weapon that you're proficient with and deal damage, the weapon's damage increases by an amount based on your level in this class, as shown on the Brute Bonus Damage table. ##### Brute Bonus Damage | Fighter Level | Damage Increase | |:---:|:-----------:| | 3rd | 1d4 | | 10th | 1d6 | | 16th | 1d8 | | 20th | 1d10 | #### Extraordinary Toughness Beginning at 7th level, your toughness allows you to shrug off assaults that would devastate others. Whenever you make a saving throw, roll ld6 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20. #### Additional Fighting Style At 10th level, you can choose a second option from the Fighting Style feature. #### Devastating Critical Starting at 15th level, when you score a critical hit with a weapon attack, you gain a bonus to that weapon's damage roll equal to your level in this class. #### Survivor At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns in combat, you regain hit points equal to 5 + your Constitution modifier (minimum of 1 hit point). You don't gain this benefit if you have 0 hit points or if you have more than half of your hit points left. ### Sharpshooter The Sharpshooter is a master of ranged combat. An excellent sniper and eagle-eyed scout, this fighter is a perilous foe who can defeat an entire war band so long as they are
kept at range. #### Steady Aim Beginning when you choose this archetype at 3rd level, your aim becomes deadly. As a bonus action on your turn, you
can take careful aim at a creature you can see that is
within range of a ranged weapon you're wielding. Until
the end of this turn, your ranged attacks with that weapon gain two benefits against the target: - The attacks ignore half and three-quarters cover. - On each hit, the weapon deals additional damage to the target equal to 2 + half your fighter level. You can use this feature three times. You regain all expended uses of it when you finish a short or long rest. #### Careful Eyes Starting at 7th level, you excel at picking out hidden enemies and other threats. You can take the Search action as a bonus action. You also gain proficiency in the Perception, Investigation, or Survival skill (choose one). #### Close Quarters Shooting At 10th level, you learn to handle yourself in close combat. Making a ranged attack roll while within 5 feet of an enemy doesn't impose disadvantage on your roll. In addition, if you hit a creature within 5 feet of you with a ranged attack on your turn, that creature can't take reactions until the end of this turn. #### Rapid Strike Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action. #### Snapshot Starting at 18th level, you are ever ready to spring into action. If you take the Attack action on your first turn of combat, you can make one additional ranged weapon attack as part of that action.
FRACTURED LANDS | Classes
\pagebreakNum ## Monk
The man in foreign robes pushed through the door of the
tavern, intent on drinking enough to ignore his problems. He had already drank his way through several establishments, which his sway denoted, but he figured that this tavern was seedy enough he could still get a few. As he went to order, two large men wielding clubs made of bone walked up to him, clearly hostile. " We'll be taking our seat back now," one intoned, "or we can take this outside."
The man sighed, slammed down his drink, and responded "We can do this in here." He readied himself in a fighting stance. As the two thugs attacked with roughshod clubs, the man seemed liquid, swaying unpredictably away from each attack. With two quick uppercuts, he finished the fight, happy to go back to his drinks.
Monks in the Fractured Lands are strange folks; most in the Fractured Lands abandoned their tradition in favor of adapting to their new surroundings, but there are some who continue to use these strange, old ways. Monks can be found amongst the Wandering City golems, or in small nomadic tribes of their own. Monks usually live outside the Fractured Lands, but because they are forced to stay within the walls, many decide to leave their monk tradition and become an outcast monk. Monks are often ridiculed for carrying few weapons and wearing no armor, and they are often not trusted by merchants to protect them for the same reason. ### Monastic Tradition Because of the complicated rules and regulations around magic, most magical monks are rare. The majority of monks follow the way of the outcast, the way of the open hand or way of the drunken master. Way of the open hand monks are still trained in the Wandering City, and are by far the most common monk archetype. In general, compared to the other classes, the monk appears far less in the Fractured Lands, as the world has forgotten this mystic art after the Fractures. ### Way of the Drunken Master The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master's erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats. A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe. #### Bonus Proficiencies When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don't already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer's supplies if you don't already have it. \columnbreak
#### Drunken Technique At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn. #### Tipsy Sway Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.
**Leap to Your Feet.** When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.
**Redirect Attack.** When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you. #### Drunkard's Luck Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage, you can spend 2 ki points to cancel the disadvantage for that roll. #### Intoxicated Frenzy At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.
FRACTURED LANDS | Classes
\pagebreakNum ### Way of the Outcast An Outcast is a monk that has lost their Way. Trained in the basics of the style, they have abandoned the rigorous discipline and philosophy of their tradition, and is usually now enrolled only in the school of hard knocks. Having been trained in the fundamentals of the art of ki, these monks choose as often as not to apply that art to tavern brawls. Much to the horror many more formal monks, their rough and tumble lifestyle tends to be solid source of further training. With great power comes great responsibility? These monks are going to stick with just the great power, thank you very much. Almost always Chaotic, they can range the spectrum from Good to Evil and everything in between just as easily. A distaste for the rigorous philosophy of an order does not mean a penchant for Evil, but Evil and vice can sometimes lead a monk down this road. #### How Outcasts Come to Be How a monk becomes an Outcast can vary - maybe they only ever received incomplete training from a passing mentor that died or left, or maybe they were outright expelled from their Order. Alternatively, at your DMs discretion this could be a later in life development if a player becomes disenchanted with their Monastic Tradition. At 3rd level, you embrace a more pragmatic view, gaining the following benefits: * You have proficiency in improvised weapons. Improvised melee weapons now count as Monk weapons for you. * Once per turn, when you deal damage to a prone creature, you can add 1d6 + half your Monk level (rounded down) to the damage. * You gain proficiency in Light armor. If your Strength is equal to or higher than your Dexterity, you can gain the benefits of Martial Arts, Unarmored Movement and Unarmored Defense (AC = Armor's AC + Dexterity modifier + Wisdom modifier) while wearing light armor. #### Soak it Up At 6th level, your extensive training in the art of getting hit with bar stools and broken bottles grants you increased endurance. When you dodge with Patient Defense, you gain temporary hit points equal to your Proficiency modifier. #### Where it Hurts At 11th level, when you use Stunning Strike on a critical hit or on an attack made against an enemy that was unaware of you, the target has disadvantage on their saving throw against being stunned. #### Lean Into It At 17th level, you have thrown your fair share of walloping hits, and now how to make them reliably. You can forgo adding your Proficiency modifier to an attack to add twice your Proficiency modifier to the damage it deals.
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\pagebreakNum ## Paladin
Holy men were never welcome in any place other than Aramore -
especially not holy warriors - and Draenor knew he was no exception. His god, Torm, had told him to investigate Horncrest, but he doubted that he would have to do much investigating for hostile people here. His armor gleaming in the sunlight, he realized he would do much better with a disguise or some other means of concealment, so he turned to walk away. As he did one of the townspeople struck, only to be turned away by a holy force. "The path I walk is not about vengeance, or what's right; it's about moderation in the face of power, restraint and compassion for scum like you." He turned, anger in his eyes, and then without hesitation turned back around and left Horncrest.
Paladins are in a strange place in the Fractured Lands; they are hated by the Barrier Imperium for using magic and hated by the people for worshiping gods to do battle. A Paladin must be able to show restraint and peace of mind, and if they lose their discipline for even a second, they are branded as warlord zealots who are so arrogant and entitled that their belief that they deserve power is what has given them power. There are many paladins who misuse their gifts, and most paladins are illegal spellcasters, as they usually don't align themselves with the Barrier Imperium. This gives paladins a terrible reputation, but still paladins loudly show their allegiance to their gods. ### Paladin Oaths Paladins are rare almost anywhere, but in Aramore they are very diverse. The most common oath is vengeance, as anyone can make that oath and there is often a cause for vengeance in the Fractured Lands. In Aramore, all oaths can be found, as paladins are often the ones who fight in the trials for the Mantle of Faith. In any other place than Aramore, paladins are hunted and followed like common criminals. Paladin oaths are hard to maintain in the Fractured lands, so many fall and become oathbreaker paladins. ### Oath of The Sand Those who swear the Oath of the Sand are inured to a life of surviving the ever shifting dunes. Paladins who swear this oath are often called Dune Knights or Sand Shifters. Due to their evasive nature, little is known about how their order functions, though some prominent members have become esteemed Pharaohs. Many of the gods associated with this Oath are a part of the Egyptian pantheon, such as Anubis, Osiris, Horus, or Seth, although these are certainly not the only deities recognized. Paladins who take up this oath can be quick and agile, striking with the ferocity of a sandstorm, or they can be like the pyramids; a strong bastion that withstands the test of time. \columnbreak #### Tenets of the Sand The survival of these Paladins depends on some of the core principles they adhere to.
**Evershifting.** The desert does not get its deadly reputation by being predictable, and neither will you. Variety is the spice of life.
**Unrelenting.** A storm continues its assault until it has run its course. Do not let outside circumstances distract you from your goal. Failure is a chance to try again.
**Adaptable** There is a time to talk, and there is a time to fight. You must know which is which. #### Oath Spells You gain oath spells at the paladin levels listed. | Paladin Level | Spell | |:----:|:-------------| | 3rd | *Silent Image, Hex* | | 5th | *Blur, Phantasmal Force* | | 9th | *Blinding Smite, Wall of Sand* | | 13th | *Hallucinatory Terrain, Sickening Radiance* | | 17th | *Insect Plague, Wall of Stone* | #### Channel Divinity When you take this oath at 3rd level you gain the following two Channel Divinity options. **Sandstorm.** As an action, you exude up a whirling sandstorm around you. Creatures of your choice within 30 feet of you must make a Constitution saving throw against your spell save DC or take half your paladin level + charisma modifier in magical piercing damage and become blinded for the next minute. On a success, the target takes half damage and is not blinded. Creatures can repeat this saving throw at the end of their turn. **Scarab Armaments.** As an action, you invoke the power of the dunes to aid you in combat. For the next hour, you may use a bonus action on your turn to conjure up to two weapons that take the form of your choice. You can replace one of these weapons with a shield. Additionally, once per turn, you may add your charisma modifier to the damage roll of an attack you make with these weapons. The weapons are also considered magical for the purpose of overcoming non magical damage resistance. If these weapons leave your grip, they disintegrate into sand particles (though not before completing the attack, if they were thrown). #### Pillars of the Sphinx Starting at 7th level, you can shape the sands to your will. As a bonus action, at a point within 15 feet, you can raise a pillar of sandstone. This pillar is 5 ft wide and 10 ft high, has hitpoints equal to twice your paladin level, an AC equal to 10 + your proficiency bonus, and lasts up to 10 minutes, or until you dismiss it as a bonus action. If a creature would be lifted up by this pillar, they may choose to make a Dexterity saving throw to avoid it and move to a space 5 feet in any direction. If a creature would be crushed between a pillar and a surface, they take 2d6 bludgeoning damage and fall to the ground in a space next to the pillar. You may use this feature a number of times equal to your charisma modifier per short rest. At 18th level, the range at which you can summon pillars increases to 30 feet
FRACTURED LANDS | Classes
\pagebreakNum #### One With the Dunes At 15th level, you have acclimated to the barren wastes you call home. You become resistant to fire damage, you are immune to the effects of extreme heat, and you have advantage on skill checks and saving throws against illusions. #### Desert Storm By 20th level, you have fully embraced the desert and can call upon its fearsome power. As an action, you undergo a transformation that lasts for 1 minute. While in this form, you gain the following benefits: - You gain immunity to bludgeoning, piercing, **or** slashing damage - You gain a flying (hover) speed equal to twice your walking
speed - You may use your Pillars of the Sphinx an unlimited amount of times - Your weapon attacks deal 2d8 additional necrotic damage Once you use this feature, you can't use it again until you complete a long rest. ### Oath of Winter The Oath of Winter is a powerful and ancient oath that originated in Valken when mortals swore oaths to the Frost Giants. Though neither a good or evil oath, those who swear fealty to it always represent polarizing alignments. They can represent the wonder and tranquility of the first snowfall and the harshness and coldness of a deadly blizzard, or both at the same time. The oath changes depending on who it is sworn to: Auril exemplifies both of these approaches, while the gods of Valken represent the light and their enemies, the Frost Giants, the darkness. Others swear this oath to themselves, and the aspect they represent is how they view winter. #### The Tenants of Winter The tenants of the Oath of Winter vary between each deity they are sworn to, or the ideals they wish to embody. Regardless of these choices, this oath has the following tenants:
**Embody Winter.** When you swear this oath, you swear to become an aspect of winter and frost, upholding your belief as to what that is.
**Protect the Cycle of Seasons.** You must do your best to ensure that the season of winter comes and goes with the rest of the season. How will the coldness of Winter be felt without also feeling the heat of summer?
**Combat the Unnatural.** As an aspect of winter and thusly the natural order of things, you must destroy all things unnatural without mercy or hesitation.
**Embrace the Natural.** Wherever possible, allow the nature of winter and other seasons to fill you; experience the might and tranquility of each season. ##### Oath of Winter Spells | Paladin Level | Spells | |:---:|:-----------| | 3rd | *Ice knifeᴱᴱ, fog cloud* | | 5th |*Hold person, gentle repose*| | 9th | *Sleet storm, slow* | \columnbreak | Paladin Level | Spells | |:---:|:-----------| | 13th | *Ice storm, blight* | | 17th | *Cone of cold, hold monster* | #### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options.
**Turn the Unnatural.** You can use your Channel Divinity to call upon winter to send planar beings fleeing from your power. As an action, you present your holy symbol, and each elemental, celestial or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving.
**Entomb in Ice.** You can use your Channel Divinity to encase an enemy in ice. As an action you attempt to freeze an enemy you can see within 30 feet of you. The creature must succeed on a Constitution saving throw or be paralyzed for a minute. During this minute the creature is immune to all damage and cannot be moved. #### Aura of Cold Beginning at 7th level, magics of ice and winter surround you, warding you from the harsh cold. You and friendly creatures within 10 feet of you have resistance to cold, fire and necrotic damage and are not affected by changes of temperature. In addition, they cannot be forced to move in any direction they do not wish to go. This aura also extends to your enemies, showing them the harshness of winter. The air around you coldly slows your foes. The area within your aura is difficult terrain for your enemies. At 18th level, the range of this aura increases to 30 feet. #### Fortitude of Winter Starting at 15th level, the cold of winter permeates your very being. You have advantage on death saving throws, and if killed, are immediately put under the effects of a *Gentle Repose* spell. As well, when a creature hits you with a melee attack they take cold damage equal to your Charisma modifier (minimum of 1). #### Aspect of Winter At 20th level, you emanate the winds of winter, dropping the temperature around you, your skin turns blue and hair turns white. As an action, you evoke the power of winter and gain the following benefits for 1 minute: - Your weapon attacks deal an additional 1d6 cold damage - When you cast a spell that deals cold damage, maximize the damage of those dice. - Hostile creatures within your aura are vulnerable to cold damage. Creatures who are immune to cold damage now take cold damage as normal. Once you use this feature, you can't use it again until you finish a long rest.
FRACTURED LANDS | Classes
\pagebreakNum ## Ranger
Lisandra had passed across the border into the Scorched
Tundra three days ago, on her way to Therendor to request masterwork armor for herself. She had lost her rations in a battle with bandits, but was able to scavenge for food through her hunting skills. As she crested the dune in front of her, she quickly dismounted, drawing her longbow. She scoured the Reifan with her eyes, looking for weaknesses she knew all too well. She knew the beasts of the Fractured Lands better than anyone else, and as she loosed her arrow, she knew that combat had ended as soon as it had begun.
-- Lisandra's Journal
Rangers are a powerful force in the Fractured Lands, and their ability to learn the weaknesses of certain types of creatures, like the undead spawned from the fractures or the beasts that roam the land, make them invaluable. Rangers are the travelers of the Fractured Lands; while other classes and occupations make people travel between cities, rangers are able to live in the harsh desert. they are invaluable traveling companions, and though a ranger rarely would be satisfied escorting people back and forth regularly, they will do it when they see fit or need the extra coin. Rangers are the most adaptable people, and those who wish to see their work will have their hands full finding one, let alone keeping up. ### Ranger Conclaves All of the mundane ranger conclaves are incredibly common, and even the more overtly magical ones are still very common in the Fractured Lands. Beastmasters will have plenty of powerful creatures to bond with, and hunter rangers will find big game to stalk. The most mysterious and enigmatic conclave of rangers, the nomadic conclave, have psionic powers acquired at birth and either trained by the Dreamwalkers of Solaris or by themselves. All rangers survive incredibly well in the Fractured Lands, and will continue to do so as long as they adapt. ### Nomad Conclave Rangers of the Nomad Conclave keep their minds in a strange, rarified state. They seek to accumulate knowledge, both of nature and deeper, wider knowledge, the underlying structure of all things. Nomads pair psionics and their attunement to nature in order to further their goals. Nomads, as their name indicates, delight in travel, exploration, and discovery. They desire to garner as much experience and knowledge as they can, and the pursuit of secrets can become an obsession for them. #### Breadth of Knowledge Starting at 3rd level, you have proficiency or fluency in one additional skill, tool, or language of your choice. In addition, you have advantage on saving throws to avoid becoming magically lost. \columnbreak #### Psionic Influence When you choose this archetype at 3rd level, you learn psionic acts. Choose three from the list below. When you reach 7th, 11th, and 15th levels, you learn one additional act of your choice.
**Nomadic Arrow.** You imbue a weapon with a strange semblance of sentience, allowing it to unerringly find its mark. You ignore disadvantage with any ranged weapon attack roll you make. If disadvantage would normally apply, you can't benefit from advantage on the same roll.
**Chameleon Ego.** You have advantage on Dexterity (Stealth) checks when your are not charmed or frightened, and have control of your mind.
**Filter Perception.** As an action, you can remove your image from another creature's mind. That creature must make a Wisdom saving throw. On a failure, you are invisible to them until the start of their next turn, with no effect on a success.
**Intelligent Movement.** Your base walking speed increases by 10 feet.
**Savage Mind.** You've learned to cut flesh with additional vigor, from either enjoyment, experience, force of will, or a combination thereof. Once per turn when you roll damage for a weapon attack, you can reroll the weapon's damage dice and use either total.
**Unlocked Knowledge.** Choose two skills, two languages, two tools, or a mix totalling 2. You have proficiency or fluency in your choices.
**Step of Mind.** You know the *misty step* spell and can cast it. Once you cast the spell in this way, you can't cast it again until you finish a short or long rest.
**Perception Integrity.** You have advantage on Intelligence saving throws, and Intelligence (Investigation) checks to discern illusions for their true nature. #### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. #### Memory of a Thousand Steps At 7th level, you gain the ability to use psionics to recall your steps. As a reaction when you are hit by an attack, you can teleport to an unoccupied space that you occupied since the start of your last turn, and the attack misses you. Once you use this feature, you can't use it again until you finish a short or long rest. #### Thrice Minded Beginning at 11th level, you can learn greater psionic acts. When you hit a target with a ranged or thrown weapon, you can create a spectral version of it alongside as a bonus action, dealing the weapon's damage die again as psychic damage without adding your damage modifier. At 15th level, you can add your ability modifier to the damage dealt this way #### Effortless Journey Starting at 15th level, you can mystically move your body. You can forfeit any amount of your speed in order to teleport that same distance to an unoccupied location you can see.
FRACTURED LANDS | Classes
\pagebreakNum ## Rogue
Alex snuck through the shadows, avoiding the torchlight of the
guards. His objective was in sight: the jewels of House Exemplum, hidden deep in their vault of masterwork items. Even one of these gems would make a man rich enough to live his entire life in peace, but Alex wanted them all. He quickly searched for traps, and not noticing anything, began to creep towards the jewels amongst the pile of masterwork items. As Alex reached for the gems, he slipped, and his knee struck a stone time that slightly shifted downwards. Alex realized it was a pressure plate, and with supernatural reflexes, avoided the pendulum blade that swung at him, cutting off the very tip of his nose.
With villages like Horncrest and the Black Market, as well as a rather lax view of the law the deeper into the Fractured Lands you are, rogues thrive all over the arid desert. Rogues are warded against more than other places though, however; traps and guards are a necessity for nearly any amount of wealth, meaning that rogues must be skilled enough to avoid these extra layers of security that the Fractured Lands necessitates. This has given rise to groups of extraordinary rogues each generation, and a tome on the myth of these thieves can supposedly be found somewhere in the Fractured Lands. It is said that if you can find this tome, you are able to add your own deeds to the story. ### Roguish Archetype Most mundane archetypes of rogues exist in the Fractured Lands, as they are easily able to escape with their crimes without magic. Arcane tricksters are far less common, but they usually are highly requested and their magical ability allows them to bypass certain obstacles that non spellcasters could not pass. The strangest rogue archetype in the Fractured Lands is the Phantom; a rogue with the ability to possess people and interact with the spirits of the dead. ### Phantom Rogues who look into the necromantic and spiritual arts can draw more pragmatic and exploitative uses from it than traditional spellcasters. Phantoms are rogues who, with the training of the dreamwalkers of Solaris or otherwise, have learned to interact with the Space Between. They are a dangerous force, and anyone can be compromised by a Phantom. #### Spirit Speaker At 3rd level, you gain the ability to speak with the dead. You gain proficiency with persuasion and deception, and gain advantage when using these skills against undead. As well, you are able to cast the *speak with dead* spell without material components a number of times equal to half your charisma modifier (minimum 1). \columnbreak
#### Body Possessor Also at 3rd level, you learn how to temporarily use your spirit to possess an enemy. You may attempt to grasp at a foe's spirit within 30 ft. of you, forcing them to make a charisma saving throw against a DC equal to 8 + your Charisma Modifier + your proficiency modifier. If the creature succeeds, nothing happens. If the creature fails, you deal your sneak attack damage against the target. If the target is killed by this damage or is already dead, you may take possession of the body for five minutes, with complete control. After the duration has expired, you return to your own body, taking one possession of your choosing with you. After you use this ability, you cannot use it again until after your next short or long rest. #### Walk Amongst the Dead At 9th level, you are able to manipulate your spirit to use as a scout and spy. After spending 10 minutes meditating, you may allow your astral body to leave your physical body. You cannot move more than 80 ft. from your physical body, but you are able to pass through solid objects. You see exactly what your spirit sees, and you are able to control it for a duration of 1 minute. Your spirit is unseeable without truesight or the ability to see into the astral plane. You may use this ability once per long rest. #### Spectral Blades Starting at 13th level, your blades strike with ethereal sharpness and precision. Whenever you make a melee attack, your weapons are considered magical, and the damage dealt by your weapons may be either the original damage or force damage. The first creature you hit this way per encounter is haunted by the spirits of those you killed, and has disadvantage on attacks until the start of their next turn. #### Ethereal Jaunt Like a ghost, you have the ability to slip in and out of the Ethereal Plane. You can now use your Cunning Action to teleport to an unoccupied space within 30 feet of you. You don't need to see that space to teleport to it, but your teleportation fails, wasting your bonus action, if you attempt to teleport through magical force that is Medium or larger, such as a wall of force. If you appear in a space occupied by another creature or filled by an object, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are shunted.
FRACTURED LANDS | Classes
\pagebreakNum ## Sorcerer
Renee had no idea what was happening. She had woken up to
work at the tavern, as per usual, but as she walked, objects began to float around her only to drop when she moved a certain distance away. As she sat scared in her room, she could see from her window that the villagers were planning something against her, most likely to capture her to report her to the Barrier Imperium to be executed for using magic. She didn't understand what was happening, and the thought of being killed for something she couldn't control angered her. With a shout of untamed rage, she began to control her power; she uprooted her entire house and began moving away from the village, to the awe of the villagers below.
In the Fractured Lands, sorcerers are few and far between. Because magic is banned, there is no magic allowed, even that which cannot be controlled. This means that sorcerers, once their gift begins to exhibit itself, are unable to find someone to control their power fast enough for people to not call in the Barrier Imperium for their execution. This means that sorcerers must find a way to escape their homes and then through sheer force of will must learn to control their power, just as a prerequisite to continued existence. Sorcerers can find some shelter in certain places that welcome magic, but since most settlements don't, they are forced to travel to these magic friendly settlements in order to live in civilized places. ### Sorcerous Bloodlines Most sorcerous bloodlines can be found in the Fractured Lands. Draconic bloodlines are common in the Northern Mountains, while wild magic sorcerer can be found anywhere but most often migrate to Solaris or other magic-positive settlements. Those descended from the Phoenix Brotherhood can learn to become sorcerers who channel their ancestor's connection to the Desert Phoenix. ### Phoenix Sorcery Your power draws from the immortal flame that fuels the legendary phoenix. You or your ancestors perhaps rendered to phoenix a great service, or you were born in its presence. Whatever the cause, a shard of the phoenix's power dwells within you. That power is a mixed blessing. Like the mythical creature, you can invoke fiery energy and gain the ability to cheat death itself. East power comes at a cost The fire within you seethes, demanding to be unleashed. You sometimes find yourself absentmindedly feeding fires. You can not bear to allow a fire to sputter out. You feel most comfortable while holding a lit torch or sitting in front of a campfire. Such sorcerers are wanderers by necessity. The volatile nature of their magic makes other folk nervous. If a fire breaks out in town, a phoenix sorcerer had best flee, whether guilty or not. Fire is a dangerous force, and phoenix sorcerers have a reputation (deserved or not) for reckless behavior, confident that the essence of the phoenix can save them. \columnbreak ##### Phoenix Soul Quirks | d6 | Quirk | |:---:|:-----------| | 1 | You are covered in burns that mark the first time your power manifested. | | 2 | You absentmindedly ignite small fires that quickly sputter out. | | 3 | You cackle like a fiend when you unleash your fire spells. | | 4 | You admire fire, even if it burns your friends. | | 5 |You are brave to the point of recklessness. | | 6 | Your eyes flare when angered. | #### Fireborn At 1st level, you gain the ability to produce and control small fires. You learn the cantrips Produce Flames and Control Flames. These spells do not count toward your spell limit. #### Mantle of Flame Starting at 1st level, you can unleash the phoenix fire that blazes within you. As a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals For 1 minute, you gain the following benefits: - You shed bright light in a 30-foot radius and dim light for an additional 30 feet. - Any creature takes fire damage equal to your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you. - Whenever you cast a fire damage spell fiery magic erupts from you, creatures of your choice within 10 feet takes fire damage equal to half your sorcerer level (minimum of 1). You can use this feature a number of times equal to your Constitution modifier(minimum 1) per long rest. #### Nourishing Fire Starting at 6th level, you gain resistance to fire damage and when you expend a spell slot to cast a spell that includes a fire damage roll, you regain hit points equal to the slot's level + your Charisma modifier. #### Phoenix Spark Starting at 14th level, the fiery energy within you grows restless and vengeful. In the face of defeat, it surges outward to preserve you in a fiery roar. If you are reduced to 0 hit points, you can use your reaction to draw on the spark of the phoenix You are instead reduced to 1 hit point, and each creature within 10 feet of you takes fire damage equal to half your sorcerer level + your Charisma modifier. If you use this feature while under the effects of your Mantle of Flame, this feature instead deals fire damage equal to your sorcerer level + double your Charisma modifier, and your Mantle of Flame immediately ends. Once you use this feature, you can not use it again until you finish a long rest.
FRACTURED LANDS | Classes
\pagebreakNum #### Form of the Phoenix At 18th level, you finally master the spark of fire that dances within you. While under the effect of your Mantle of Flame feature, you can spend 6 sorcery points to restore the full duration and gain additional benefits: - You have a flying speed of 60 feet and can hover. - You have immunity to fire damage and resistance to cold, radiant, bludgeoning, piercing and slashing damage - If you use your Phoenix Spark, that feature deals an extra 20 fire damage to each creature ### Fey Bloodline You draw your power from the Fae of the Deepvale forests, either born or blessed by the Fae. Whether you are a changeling, cast into the material plane carrying the gifts of your parent, or have been blessed by a mischievous pixie, you have garnered magical abilities akin to those possessed by beings of the Fey Wild. Though most often found in the Deepvale forests trying to find their ancestors and potentially serving them, they can be found anywhere else attempting to sow the bidding of the Fae. Whether that bidding comes from their innate nature or a command, all Fey Sorcerers end up serving the Fey Wild. #### Fey Ancestry Due to your Fey heritage, at first level, you learn Sylvan, gain advantage on saves against being charmed, and magic cannot put you to sleep. You additionally learn the following spells as Sorcerer spells, none of which count against your total spells known. ##### Additional Spells | Sorcerer Level | Spell | |:---:|:-----------| | 1st |
Faerie Fire
| | 3rd |
Spike Growth
| | 5th |
Blink
| | 7th |
Conjure Woodland Beings
| | 9th |
Wrath of Nature
| #### Glamour Additionally, at first level, as a bonus action, you can cause your form to quiver and distort with the myriad chaotic magic of the feywild. For one minute, you can force all attackers to make a Wisdom saving throw against your spell DC each time they attack you. On a failed save they have disadvantage on their attacks against you for that turn. They must repeat their save each turn. Once you use this feature, you can't use it again until you finish a long rest. #### Court Affair At sixth level, you've unearthed the court of your heritage. Choose your court, **Seelie** or **Unseelie**; From now on, the ability bestowed upon you will be determined by said court. \columnbreak
#### Walk with Nature At sixth level, your connection with nature itself allows you to pass through difficult terrain unhindered, granted the difficult terrain is comprised of natural material. In addition, you can sense Fey in a five mile radius.
**Seelie.** If you possess Seelie heritage you additionally gain the innate ability to communicate with beasts and plant life, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to them as an action, and can read their basic mood and intent.
**Unseelie.** If you possess Unseelie heritage you additionally gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. #### Enhanced Glamour At 14th level, since the discovery of your lineage, you have grown in power and your glamour has grown with you. When you enable this ability, you take on a supernatural visage of a fey-like entity, forcing any opponent within a 30 ft. radius to make a Wisdom saving throw at the beginning of Glamour's duration. On a failed save they are inflicted by the following effect dictated by your heritage as well as the previous effects granted at 1st level:
**Seelie.** Your opponents are Charmed by you for the duration of your Glamour.
**Unseelie.** Your opponents are Frightened by you for the duration of your Glamour.
In addition, you can now use Glamour twice between rests. #### Mayhem and Revelry At 18th level, you may use 4 sorcery points to create a 15 ft. cone of powerful Fey energy emanating from your hands. Any opponent within range must make a Charisma saving throw. On a failure, they take 4d8 psychic damage + 1d10 damage, dictated by your heritage. On a pass, they take half damage.
**Seelie.** If you possess Seelie heritage, your chosen damage can be either Radiant or Fire Damage.
**Unseelie.** If you possess Unseelie heritage, your chosen damage can be either Necrotic or Cold Damage.
In addition, for each additional sorcery point used for this attack, you gain an additional d10 of damage.
FRACTURED LANDS | Classes
\pagebreakNum ## Warlock
A man hunched over a book in his study, his brow furrowed. The
rain pitter-pattered against the windows of his study, a dull rhythm that the man ignored. He was intent on the dark leather-bound book, with cracked and aged pages and a loose binding. It called to him; a quiet whisper that he couldn't quite place. It offered power, presence and wealth beyond imagination. With a grimace of a man entering a deal he knows he will lose, he spoke back to the book, agreeing to the terms.
Warlocks make deals with powerful creatures for some power of their own, and in the Fractured Lands, you either have the power to survive, or you die. Warlocks are probably the most common casters in the Fractured Lands, but they are also the most looked down upon. A warlock may never cast magic legally, as their powers are not under their control and they are seen as a liability. As well, in societies that do tolerate illegal casting, they are looked down upon for their source of magic. This means that warlocks are perpetual outcasts, but they are common enough that small societies have been created for them to live in. Even with these communities, most warlocks prefer to go their own way, completing the objectives their patrons bring them. ### Warlock Patrons Warlocks have many patrons in the Fractured Lands, but the most common are those with direct combating power. Hexblades and Celestials are the most common, as they can easily be disguised as warriors and clerics respectively. In the Fractured Lands, Sphinxes guard several important locations, and a Warlock that impresses these creatures is able to make a pact with them. This is also quite common, as it does not require the bartering of the warlock's soul. ### The Sphinx Gods place sphinxes in the Material Plane to guard treasure and information. Many quest seekers come to them for that reason, but must pass tests to leave safely. Very rarely, a mortal impresses a sphinx so much that they reward the person with powers similar to their own. This can even be considered a gift from the deity that created the sphinx. #### Expanded Spell List The Sphinx lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. | Spell Level | Spells | |:---:|:-----------| | 1st | *Command, identify*| | 2nd | *Lesser restoration, see invisibility* | | 3rd | *Haste, nondetection* | | 4th | *Freedom of movement, divination* | | 5th | *Flame strike, greater restoration* | \columnbreak
> ##### Intelligent Warlocks > As an optional rule, Warlocks may use intelligence instead of charisma as their primary attribute. #### Inscrutable Facade Starting at 1st level, you know how to hide your true feelings. Wisdom (Insight) checks made to ascertain your intentions or sincerity are made with disadvantage. #### Preservation of Self After choosing to follow this patron at level 1, you gain proficiency with medium armor and shields. #### Rending Roar Once you reach 6th level, you can use your action to let loose an intense roar that threatens to stop everyone in their tracks. Each creature within 30 feet of you that can hear your roar must succeed on a Wisdom saving throw or be stunned until the beginning of your next turn. Your allies have advantage on this saving throw. Once you use this feature, you can't use it again until you finish a short or long rest. #### Dauntless At 10th level, you can ignore effects that would alter your perception of time, forcefully move you through it, or cause you to be aged magically (i.e., spells such as slow and time stop). Additionally, you are immune to being frightened. #### Riddle Me This Beginning at 14th level, your riddles can hold enemies for great lengths of time. As an action, you can tell a riddle to a creature that can hear and understand you. It becomes paralyzed. At the end of each of its turns, it can attempt an Intelligence saving throw that has a DC equal to your spellcasting DC + your Intelligence modifier. On a success, the effect ends immediately. Otherwise, the effect ends after 1 minute, causing the target to take 4d6 psychic damage unless you immediately tell the target the answer. Once you use this feature, you can't use it again until you finish a long rest.
FRACTURED LANDS | Classes
\pagebreakNum ## Wizard
An elderly elf traveling the Fractured Lands hears shifting in
the sand dunes around him. He senses several small time thugs hiding in the sand, and pulls an ornate, heavily carved oaken wand. He moves his hand over the wand, enjoying the familiarity of each bump and curve. As he reminisces, he notes that the bandits have revealed themselves. He warns them that they would do best to leave him alone. In a fit of rage, perhaps spurred on by the burning heat, a bandit from the group charges the old man. With a smooth spin of his wand between his fingers, he points it at the bandits and shouts a word of power. A gout of hot flame bursts from the wand, juxtaposing the cool and collected look on the old elf's face. Blowing smoke from his wand before spinning it and returning it to his pocket, the elf tuts at the bandits and continues on his way.
Magic, especially arcane magic, is heavily contentious in the world of Voldari. Regardless of where you go (with very few exceptions), most of the creation myths, or facts, portray magic as a tempter. Magic is often created by demonic entities in these stories, like the Archons of the Fractured Lands, as an evil or dangerous element that almost always backfires on the user and those around them. This means that magic is often outlawed, and those that would choose to study it would be the worst of the spellcasters. There are certain locations that actually allow wizards to practice magic with a license, like the Fractured Lands. This is very rare, and casting magic is generally one of the worst crimes that one can commit. ### Wizard Traditions All wizards traditions can be found in various places, but necromancy in particular has made a resurgence. The use of bodies as servants and laborers makes for great productivity, and necromancy allows for people to focus on things that are more specialized and skillful. Though divination is powerful, the school of the Bloodsight is far more popular, as their readings can allow them to change the fates of others. ### School of Bloodsight The School of Bloodsight, or as it is known in Valken, the school of blóðsyn, is a dangerous school of magic that trades health for visions of the future. By practicing ancient rituals created by Skadi, the Frost Giant Fateweaver, these spellcasters can assist themselves and eventually their allies. As Skadi is partially responsible for all divine magic, those in the school of blóðsyn are also able to trade their life energy for spell slots. Though many places in Valken allow magic to be practiced commonly, all but the most liberal of arcanist based societies won't welcome those who are part of the blóðsyn school. This doesn't necessarily mean that they are evil, but the casters are drawing on teachings by a Frost Giant, making them at the very least a little suspicious. \columnbreak #### Skadi's Knowledge As you read of the magic of the Skadi, you begin to understand how to use your life force to gain a fraction of their magic. Whenever you make a spell attack roll or saving throw, you may expend a reaction and roll an Omen die, a d4. If you do, add the number rolled to the saving throw or attack roll, and also take damage equal to your proficiency bonus. This damage cannot be reduced in any way. Your maximum hit points are reduced by the damage taken, and cannot be returned without a short or long rest. These Omen dice increase in effectiveness as you learn more about your school of magic, as detailed in the table below: | Bloodsight School Level | Omen Die | |:---:|:---------:| | 2nd | d4 | | 6th | d6 | | 10th | d8 | | 14th | d10 | You may use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a Long Rest. #### Uncanny Reactions When you begin to study the literature created by Skadi at 2nd level, you start to adopt some of their traits. You react slightly faster than usual, as your knowledge of the future allows you to predict parts of the present. You cannot be surprised while you are conscious, and you gain proficiency in the Perception skill. As well, you learn when death calls for someone, and how to take advantage of that. You learn the *Toll the Dead* cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known. If you kill an enemy with a necromancy school spell, you can heal half your proficiency in hit points, which still heals you to your normal hit point maximum, even if your hit point maximum has been lowered by your School of Bloodsight features. #### Powerful Omens Starting at 6th level, your understanding of the magic that allows you to see into the future grows. Your Omen dice can now be applied to any ability check or attack roll. As well, you can also use your reaction to grant one of your allies an Omen die. As well, you can better react to your visions. When you roll initiative, before the roll you may take damage equal to your proficiency bonus, reducing your hit point maximum by that amount. In return, you may add half your proficiency bonus to the roll.
FRACTURED LANDS | Classes
\pagebreakNum #### Soul Offering Beginning at 10th level, You have learned to use part of your soul to substitute for magical energy used to cast the spells you specialize in: divination and necromancy spells. When you cast a spell from one of these schools, you can keep part of the magic energy in return for some of your life. When you cast a divination or necromancy spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level. In return, you take necrotic damage equal to your proficiency bonus. This damage cannot be reduced in any way. Your maximum hit points are reduced by the damage taken, and cannot be returned without a short or long rest. #### Disciple of Skadi At 14th level, you continue to expand your knowledge of using your life force to fuel magic. You have learned how to invoke Skadi's magical foresight in a ritual once per day. Firstly, you take damage equal to your proficiency bonus, which cannot be reduced, and lowers your maximum hit points. In return, you are able to cast one divination or necromancy spell of 5th level or lower as a ritual, even if they do not have the ritual tag. This ritual takes 10 minutes to complete, and does not work if interrupted, resulting in the loss of health without the spell in return. ### School of Invention In a world like Voldari, going through the dark ages, there is a strong need for wizards like those in the school of invention. They are able to invent and progress any society they are in, but #### Infuse Potions Starting at 2nd level, you can produce magic potions. You spend 10 minutes focusing your magic on a vial of mundane water and expend a spell slot to transform it into a potion. Once you have expended a spell slot to create a potion, you cannot regain that slot until the potion is consumed or after 1 week, at which time the potion loses its effectiveness. You can create up to three potions at a time; creating a fourth potion causes the oldest currently active one to immediately lose its potency. If that potion has been consumed, its effects immediately end. The spell slot you expend determines the type of potion you can create. See chapter 7 of the Dungeon Master's Guide for complete rules on potions. If you spend an hour and 50 gp, you can make these potions last a week and also return your spell slot you expended in creating it on your next long rest. | Spell Slot | Potion Created | |:---:|:-| | 1st |
Climbing, growth,
or
healing
| | 2nd |
Mind reading
or
greater healing
| | 3rd |
Invisibility, superior healing
or
water breathing
| | 4th |
Resistance
| \columnbreak #### Infuse Scrolls At 2nd level, you can also tap into your reserves of magical energy to create spell scrolls. You can use your Arcane Recovery ability to create a scroll instead of regaining expended spell slots. You must finish a short rest, then spend 10 minutes with parchment, quill, and ink to create a spell scroll containing one spell chosen from those you know. Subtract the spell's level from the total levels worth of slots you regain using Arcane Recovery. This reduction to your Arcane Recovery applies until you use the scroll and then finish a long rest. #### Infuse Weapons or Armor Beginning at 6th level, you can produce magic weapons and armor. You spend 10 minutes focusing your magic on a mundane weapon, suit of armor, shield, or bundle of twenty pieces of ammunition, and expend a spell slot to infuse it with magical energy. The magic item retains its enhancement for 8 hours or until used (in the case of magic ammunition). You can infuse only one item at a time; if you infuse a second one, the first immediately loses its potency. Once you have expended a spell slot to create such an item, you cannot regain that slot until the item becomes non magical. The spell slot you expend determines the type of weapon, armor, or shield you can create. If you spend one week worth of downtime and the equivalent gold value of the item, you can make this effect permanent. However, this can only be used on items with a +1 modifier until 14th level. | Spell Slot | Item Created | |:--------------|:---------------------------------------------| | 2nd |
+1 ammunition
(full set) | | 3rd |
+1 weapon
or
+1 shield
| | 4th |
+1 armor
| | 5th |
+2 weapon
or
+2 ammunition
| | 6th |
+2 armor
| #### Superior Artificer Starting at 10th level, you can create a second magic weapon, suit of armor, shield, or bundle of ammunition using your Infuse Weapons and Armor ability. Attempting to infuse a third item causes the oldest one to immediately lose its potency. You can also create one additional potion or scroll using Infuse Potions or Infuse Scrolls. #### Master Artificer Upon reaching 14th level, your mastery of arcane magic allows you to produce a variety of magic items. You can create a single item chosen from Magic Item Tables A and B in chapter 7 of the
Dungeon Master's Guide
. It takes you 1 week to produce such an item, and you must rest for 1 month before using this ability to craft another item.
FRACTURED LANDS | Classes
\pagebreakNum
# Appendix A: Locations Welcome to the world of Voldari! A great realm of marvelous treasures and terrible monsters, Voldari has been awash in conflict and strife since the world was created. Its timeline dotted with supernatural and natural wars spanning decades, the inhabitants of Voldari are some of the most fierce and untrusting. Whether they live in the swampy underground Raging Mire, the arid and lethal Fractured Lands or anywhere in between, the life of a Voldarin is marred with strife and misery. Cultures and traditions vary wildly from place to place; a Dragonborn who lives in Voldari is entirely different from a Blackmoor Dragonborn. this is due to the fact that the races have evolved uniquely from their brethren due to the wildly different locations. This is in part due to adaptation but is equally based in socialization as ancient traditions have been passed on from centuries. Currently, Voldari is in a truly dark age. Little communication between the areas of Voldari has led to advancements in the fields of magic and technology that are completely isolated. For example, the inhabitants of the Raging Mire have the most plentiful quantity of psions. This is most likely due to the latent psionic energy laced into the fog that is a hallmark of the swamp. Because harnessing this gift comes more naturally to them, the psions of the Raging Mire are leaps and bounds ahead of all other parts of the realm when it comes to the manipulation of psychic energy. More than ever, the world of Voldari needs leaders. In each area of the realm, powerful figures vie for control. While all of them fight, the organizations of the world know that order is required, which is why these fights are secretive and subtle as to maintain a facade of order and peace. Assassination and murder are commonplace amongst leaders in these groups, though similarly to the wars amongst one another, these battles are hidden from the public eye. The world has shattered beyond repair since the Fractures. The Fractured Lands formed over the once beautiful Timeless Plains, but that wasn't all that was changed. The monarchy that controlled the Timeless Plains was dissolved and an outbreak of monsters, raiders and savages destroyed the order of the world and plunged it into its second dark age. Every major organization dissolved into various factions that compete for power over the realms. Be warned, for Voldari is a place of despair and misery. Every fight is one of life or death. Evil monsters, savage raiders and deadly sorcerers will destroy any who oppose them with no mercy nor hesitation. Survival is dependent on cunning, viciousness and strength, and only those with ample amounts of each can brave the Fractured Lands. Nothing is a guarantee in the Fractured Lands, with many major settlements thought safe being attacked by ever increasing monsters and undead. Life is a cycle of pain and fear, but doesn't the struggle just make the reward sweeter? Listed in this Appendix are locations throughout the rest of Voldari, that players might want to visit later in the campaign, or to start from and enter the Fractured Lands. Regardless of reason, here are some additional settlements and areas to explore!
APPENDIX A | Locations
\pagebreakNum # Blackmoor A place of wonder and mystery, Blackmoor is not a place for the faint of heart. Its inhabitants don't take kindly to strangers from the next village over, let alone people from another country or even world. While you may call it xenophobic, they call it caution. Be it the hive-minded elves that inhabit the ruins of Oar, the Faithless that live beneath the Plain of Fear or the sea-faring Dwarves who patrol the Sea of Torment, they all have one thing in common: A survival instinct and an untrusting nature. These traits are not only useful but integral to survival in this conflict-ridden country. Since the Great Upheaval, the continent has been recovering. Four hundred twelve years later, the people have begun forming communities, becoming more civilized and have even created a currency system. Now that this is the case, many Southern people have left their homes to meet with friends and family, especially those races who are old enough to have survived the Great Upheaval. Most are disappointed. While most history in Blackmoor was destroyed, the fragments that survived give great insight on the peoples and places within the continent. As any historian knows, to predict the future one must only look into the past. As they have become more civilized, tenuous relationships have been formed between major settlements. Trade has begun to blossom and grow throughout the country, and there have even been attempts to establish trade beyond the country. The only issue is the self-established isolation: while the rest of the world won the war between the gods and men, the people of Blackmoor suffer to this very day. This is due to the Faithless, creatures created after the war. Their world is wracked with pain and suffering because of that war, and this means that the people of Blackmoor want little to do with global alliances or politics. The curse that the gods wrought upon Blackmoor caused many of the once good races to become evil and warped. The elves became cannibalistic, the valorous warriors of humanity became Faithless, the list goes on. This curse does not affect those that enter the country, as it was a one-time effect; they will however be judged based on what the races have become in Blackmoor, as the paranoid people of Blackmoor assume any outsider is a spy or worse. For all they know, the foreign elf shares the cannibalistic traits of the elves of their home country. To live in Blackmoor, you must be ready for anything. Every corner has a hidden danger, and many friends will turn on the dime. However, if you manage to stick it out there, you'll find loyal, hardy and steadfast people who will stay with you until the end. \columnbreak ## Natural Hazards Though the climate of Blackmoor itself is a lot less dangerous than other areas in Voldari, there are still many things that must be prepared for. The weather and physical terrain has caught many unawares, and being prepared for what comes in Blackmoor is the only way to survive them. ### Deep Chasms Due to the Great Upheaval, the very earth still has scars. Deep and dangerous chasms scatter the landscape, often providing a difficult obstacle for adventuring parties and expeditions that plan on traveling long distances. However, they have been a boon for small villages nearby, as provide a good starting point for a quarry. Deep chasms are also often home to things like earth elementals, and several communities of those aligned with the earth are found in chasms, as they are said to have a closer connection with the earth itself. ### Harsh Storms Blackmoor is known for its harsh and dangerous storms, which often build up in stormy clouds for several months above. Though there are many clear signs of a storm brewing, there is no way to know exactly when they strike, and if you are caught in the tempest, chances of survival are slim. Lightning has claimed an almost ludicrous amount of lives in Blackmoor, and the thunder causes impermanent blindness. When a storm strikes, visibility is limited to only 100 ft. ahead of you, with the rest of your vision filled by the rain. Anywhere not sheltered is considered difficult terrain, as the rain mixes with the dirt and creates large amounts of mud, which often stick to the boots of travelers. ### Trenches of War After their battle with the gods, the landscape is filled with monuments to the war. One of these remnants, the Trenches, can be found frequently throughout Blackmoor. These areas are often difficult to traverse, as not only must they be climbed through, the Faithless are often found in these trenches, driven insane by being stuck in these pits for decades. They will attack unprovoked, and prove to be worthy adversaries, if malnourished. ### Wild Fires In the plains and densely wooded areas of Blackmoor, warm weather can only mean one thing: wildfires. The wild fires of Blackmoor are known to be especially dangerous, as the people are isolated and often don't care enough to leave their homes and put out the fire. This means that these wild fires could potentially last for days at a time, raging until they have devoured entire areas of plant life. This can wreak havoc on the ecosystems of Blackmoor's plains and forests, which depend on the plant life as a source of energy in the food chain.
APPENDIX A | Locations
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## Supernatural Hazards Due to the battle with their gods, the very earth revolts against the people of Blackmoor. The warp, a substance unearthed after the Cataclysm, twists the very earth to its eldritch image. Without knowledge of these perils, any adventurer will surely perish. ### Aberrations Though the people of Blackmoor will attempt to kill any eldritch abomination they believe they are capable of killing, that isn't nearly as much as it seems. Larger, more dangerous creatures are able to freely roam the land, and are the most likely danger that expeditions to Blackmoor will face. These aberrations are drawn to Warpstones, and will protect areas where they grow fiercely. ### Ertu, the Swallower Ertu is a massive aberration, the first of its size to enter Blackmoor. Ertu wildly gorged itself on the earth and its peoples. Now, it is a writhing mass of eldritch appendages that slowly crawls its way across the land devouring all in its path, kept from devouring major cities by the Binders of Ertu, who must do their best to cause the creature enough pain to move it away from its path. This is only possible because Ertu has seemingly become a mindless creature, though some speculate that it is distracting from some other threat. \columnbreak
### Warp Realms Where great amounts of Warpstone ore are found, Warp Realms can be created. When walking into one of these warped areas, a traveler will be automatically transported to a Warp Realm. When one enters a Warp Realm, the power that brought them there must be returned. In order to transport back, one must trade a life back to the warp. This can be done by killing one of the many Warp creatures, but they will no doubt already be attempting to take yours in order to escape to the mortal realm and cause horror. ### Warp Stones Warp stones are strange stones somehow linked to the eldritch Far Realm, unearthed during the cataclysm. In small amounts, they are harmless and even valuable to wizards and other spellcasters; in large amounts, they are powerful enough to open portals to the Far Realm that slowly unleash aberrations into Blackmoor. These stones are often protected by aberrations, as they are able to fester and infect stone to increase the power of the Warpstones, eventually replicating enough to create the portals. These Warpstones are powerful and dangerous for even the most experienced spellcaster. While that is the case, spellcasters can gain additional spell slots from these powerful stones.
APPENDIX A | Locations
\pagebreakNum ## Gods and Divine Beings The gods of Blackmoor have a strange history with the mortals who worship them. Since the beginning of the settlement of the continent, the pantheon of Blackmoor gods have manipulated mortals. This was not out of malice but simply out of a belief that they are superior. However, Adger, the god of humankind attempted to liberate the people from the gods, secretly allowing the humanoids to advance by giving them the technology of the gods. The humans took this technology and created even more ingenious and creative weaponry. Eventually, they were led by Adger into defeating and imprisoning their gods, and the humans thought themselves victorious. This would not always be the case, as there were still those who still worshiped the gods. A priestess named Thylia was contacted by the gods using their magic, and was shown a way to break the gods free. In return, Thylia was granted godhood and was allowed to watch the destruction of reality itself, in an event known as the Cataclysm. However, Thylia did not realize that all of humankind would die, and used her godly powers to sacrifice herself and lessen the power of the gods. Now, the gods are still worshiped and feared, and are much more able to manipulate humanity. ### Familiar Deities The people of Blackmoor worship the Elder gods of Voldari, similarly to how the people of the Fractured Lands do. However, the actual worship is much different. Instead of forsaking these gods after they were defeated by them, the people of Blackmoor instead fear the gods they once fought. Most people in Blackmoor tend to simply ignore the gods and hope that nothing bad happens to them, but there are some who believe that it is necessary to appease the gods, not just ignore them. These people are often outcast from major villages and towns, going on to create their own minor settlements. These groups are often referred to as cults, and those who ignore the gods tend to have a blatant mistrust and disrespect for those that worship. ### Places of Worship There is a mandatory shrine or temple to the entire pantheon of gods in each settlement, but there are also shrines specific to each god that can be found. In particular, Verris, god of warriors has a large following. His black company travels throughout the land, attempting to defeat the warp spawn and close the portals the warp stones create. Though it is a losing battle, it is one that they still fight. Worship requires much more sacrifice; of crops, of meat and of precious things, as the worship is focussed on the appeasement of the gods rather than any sort of prayer. In the Fractured Lands, worship is a fearful thing, as the gods now walk amongst men and change their fates at a whim. Battles can be decided by the gods before they even start, and that means that there must be satisfaction of the gods for victory. Many adventuring expeditions offer a portion of their loot before departing from a town, and all travelers attempt to stop at as many shrines as possible between their destinations. It is an important practice, as it is distinctly possible that you might even meet the gods on your travels. It's always better to err on the side of caution in Blackmoor, so this type of worship is incredibly common. \columnbreak
APPENDIX A | Locations
\pagebreakNum ### The Villages While most of the villages were destroyed, nineteen of them were remaining. They are a tight-knit community and often trade excess supplies with one another depending on their needs. They also have a Council of the Villages, who meet and deal with pressing issues, specifically the Warp-Touched. They also employ guards to patrol and protect the people of the villages. Because of the damage dealt to the settlements, there are no major cities left. #### Meadenvil A small village, Meadenvil is almost completely empty apart from a few people who refuse to leave their home. They constantly must fight for their lives against the Warp Touched and are quickly running out of supplies and stamina. The Council of the Villages is still deciding on the best course of action to assist them. #### Shaker Named after the man who rebuilt it, Shaker is perhaps the most fortified village as some of the Sea Dwarves were stranded their after the Great Upheaval. A haven in every sense of the word, it is almost as nice as it was before the Great Upheaval. I believe that there is something going on there- just a feeling. #### Needle The village was once a massive hospital building which fell over. Now families inhabit the wreckage and use its healing supplies and basic magics to ward them from the Dluur beneath the river's surface. The wizard of the village was recently killed, and it's only a matter of time before the rest are overwhelmed by the Dluur. #### Tagline An old barracks, the village of tagline exports its weapons to the Village Council(which they don't affiliate with) at exorbitantly high prices. They are well defended, as the barracks are built on a strategically sound hill that they have carved a moat around. They take no prisoners, are even more xenophobic than usual, and will shoot anyone approaching on sight. Many of them were part of King Cedric's royal guard, and are quite bitter towards priests. They often torture riests for days on end. #### Chimney Placed on an isolated coast, anyone who lived there is almost certainly dead. The Dluur are a constant nuisance but the real problem was an Uhogguath that was rumored to have been roaming the region. Stories like these keep the children disciplined and the parents are afraid. I would wholeheartedly warn no one to ever go there ever again. \columnbreak #### Beryl Once a jewel of a village full of lush flora and fauna, Beryl is now the most dangerous. Two gangs of summoners are fighting a turf war, trying to gain control of the village and its valuable supply of natural resources. Whenever a summoned monster has escaped from the battle, many guards and perhaps even villages fall to the creatures strength. They are rumoured to have even lost one of their summoned Rakshasa! #### Rebosa Named after the dragon that was slain so that the people could survive, Rebosa is a massive dragon buried beneath the earth. This provides them a strong position of defense, and minor Warp-Touched don't even go near the skull in fear that it will return to life. This village is mainly inhabited by the elves, with their hive mind acting similar to that of a bee colony. The elves export the ores and minerals they mine to the Council of the Villages. #### Meystrikt The headquarters of the Council of the Villagers, this village rested near the peaks of the mountains. While usually it would be secured because of its altitude, but it has been plagued by Balewings and Pale Riders. The Pale Riders are especially dangerous, as they can cast spells that remove the wards and let loose the Warp-Touched from the villager's laboratories. The results could be catastrophic for not only Meystrikt, but the whole world. #### Opal The village of Opal was taken over by the Warp-Touched because of the value of Grex's tower to their cause. The spells and automatons within could lead to a more efficient Warp-Touched force. Adventurers from far and wide have tried to prise the tower from the Warp-Toucheds' mutated hands. Unfortunately, all have failed. Perhaps one day the tower will be retaken. #### Elm A single tree lies in the middle of this small village, north-east of the Salient mountain range. The people of Elm are long gone, but the tree remains standing, proud and tall, braced against the heavy winds. Its rose coloured leaves, though they fall, always grow back again. A curious thing, that: Somehow the area remains untouched by the Warp, regardless of the Warp Stones in a very close vicinity. Perhaps this is something to do with the tree, though I can't figure out what the tree could have to do with this extremely interesting phenomenon. #### Charm Named after the enchantress who created the village, Charm has few residents. Those residents are non-magical, weak and often have nowhere else to go. It is a mystery as to how the village hasn't been overtaken by Warp-Touched, especially due to its proximity to Opal. The place itself is at least well-kept, mostly due to the lack of pressure and stress. The Council of Villages uses the place as a dumping grounds for prisoners.
APPENDIX A | Locations
\pagebreakNum #### Garnet Garnet is one of the only ports that the Dwarves will dock at, thusly much of the foreign currency circulating the North is their doing. The port people live a peaceful existence, protected by automatons fabricated by the dwarves, specifically from their Oath of Iron. Half dwarves are common in this area, and though many never leave the port, a few decide to travel. #### Lords Lords was once a wealthy city bustling with life. After the Great Upheaval, the city was decimated as it was near the center of the continent. Since there was such extreme exposure to the Warpstones, the city is now infested with Warp-Touched and have destroyed enough of it for Garnet to now be classified as a village. Most notable of the Warped inhabitants are the Pale-Riders which most people believe originated in Garnet. #### Horse Once the best place to watch horse-races, Horse is no longer anything other than a home for the downtrodden. A small sect of the church who worship Gyfraith are sheltered there, offering aid to any desperate enough to accept help from the church many blame for the current situation. Needless to say, few people ever enter(I haven't been there myself) but it is said that raiders often attack the place for the sole reason of getting revenge. They are seemingly protected by something, as they do not raise arms against their fellow men but are somehow perfectly fine after numerous raids by the raiders. #### Spit The village of Spit is truly a dangerous place, as the dregs of society from before the Great Upheaval live here. While it is unofficial, there is a guild known as the "Xanthar" who control the village from the shadows. (Trying to get into this village reminded me of when we tried to travel to Oar during the war against the Ashen Alliance.) What the village lacks in quality, it almost makes up for in quantity; the only reason it isn't considered a city by the Council of Villages is due to the extreme poverty and destitute conditions. #### Rust An ancient Halfling's fortress, Rust is built within the earth. Originally built to fend off against any "end of days" scenario, the original owner died hundreds of years prior to the Great Upheaval. Instead, some of the people who escaped Lords live in the iron fortress. The main problem with living in Rust is that the basement has a Warp-Stone within, which people are too weak to be able to destroy, only barely able to defend against. The people of Rust fight an uphill battle but for them, there is no where else that they want to go. \columnbreak
#### Were The Brotherhood of Wolves have laid claim on the village of were, which was once a place of oracles and diviners alike. They believe that they can salvage the Great Oracle's magic to learn of the future, which they believe will further their goals. They have had little problem dealing with the Warp-Touched in their lupine forms (which grants them immunity to the Warp). #### Tome The village of mages, Tome is perhaps the most prosperous of the villages because of the mages' ability to protect the village when the Great Upheaval took place. They protected themselves in a 5 mile radius, meaning that the village is completely safe and the nearest Warpstone will not bother them. If what you are looking for is a place unchanged by the Great Upheaval, look no further. #### Heart Heart is where it all began. The first and perhaps largest of Warpstones was found here, shortly spawning enough Warp-Touched to massacre the inhabitants of Heart save a lucky(or unlucky) few. There is said to be someone who lives their, who is helping to engineer and perfect new Warp-Touched to attack the villages and cities. those who wished to find out whether or not this rumour is true have yet to return(I know my limits). Heart has been the target of wizards and warriors alike for the past 400 years, to no avail. It is too well defended, which further seems to prove that there is some mastermind behind the whole thing. Be warned: To enter this area is more often enough a death sentence, which is why many prisoners and criminals are dropped off while still bound so that they are devoured by the Warp-Touched, a painful death to be sure.
APPENDIX A | Locations
\pagebreakNum ## The Raging Mire Deep beneath the earth, many races once lived,
separated from the world below, which they named the "Underdark". However, after the fractures unsealed this unknown world to the surface, the tranquil underworld began to deteriorate. Once peaceful nations were plunged into calamity, forcing these people to become deadly warriors or leave their homes in cowardice to wander blind through the surface. The Underdark began accumulating more and more swamp-like traits, until it eventually transformed to accept its new mantle: the Raging Mire. A place of despair and danger, this underground bog houses some of the most deadly creatures in all the realms. Great trees spread their roots, snaking through the ground. The volume of trees make for difficulty founding larger settlements and escaping the monsters who have adapted to the terrain. Constant fog pervades the caverns, tinged with the signature pink of psionic power. Very little light from the surface is able to pierce the fog, so the inhabitants of the Raging Mire still live under a darkened sky. What's worse, monsters have learned to use the fog as a tool in catching their quarry. A strange mixture of necrotic and psionic powers resurrects and possesses skeletons, corpses and even the spiritual essence of the dead. They are collectively known as "dwellers", a constant and pressing threat that hunt the civilized survivors in the Raging Mire. The villagers have a few ways to counteract this fel transformation with varying results: cremating the dead and grinding their charred remains to a fine powder are seen as the most effective methods. Less reputable rituals can be found with the shamans who travel alone through the Raging Mire; at best they are seen as suspicious and at worst their practitioners are chased out of town for fear that they are an agent of the enemy, trying to lull them into a false sense of security. ### A World in Turmoil While dwellers may be a constant thorn in the survivor's sides, earning the ire of some of the more dangerous races and leading to wives' tales and horror stories that shake even the most hardy and stoic of expeditionists. A Bullywug Tribe known for their impatient and temperamental attitude, whose scouts watch over the rest of the Raging Mire, cruelly rules the swamps with an iron fist. Hags kidnap children during the night and torture them, and while only rarely returning them, they come back changed and devoid of life; becoming shadows of their former selves, dying in the next few days. Kuo-Toa wield otherworldly might, channeling a facade of divine magic and christening themselves as the holy crusaders that will cleanse the Raging Mire of the many infidels within. Drow hunting parties and Driders scout out ever increasing territory to expand the area they control in the Mire. Spirit Nagas and Yuan-Ti mentally dominate travelers who have left the group to lead the rest of the traveler's companions to their doom. Dangerous beasts roam the area, hunting and killing their humanoid prey for sport or out of necessity, using cunning tactics or brutish savagery. Bulettes kill anyone who stay off the treetop paths for too long. Swarms of insects impede travelers, wearing them down and eating their corpses once bigger beasts kill them. ### The Source The source of evil within the swamp has rarely ever been seen and the few that have cannot discern what it is. There are, however, several theories by the men and women who saw them. Some believe that it was a great black dragon, a specter, shadow or demon. The most popular theory is that it is a powerful dark wizard or lich who is using the swamp as a lair. Certain groups don't even believe that there is a dark force influencing the mists over the Mire but the ancient elves can recall a time where the dark swamp was once their cavernous homes, proving that something under the ground must be affecting their environment. Whatever the source is, it must have an extreme affinity for psionic energy. Many believe that the fog is used to observe the peoples and monsters of the Raging Mire, as the mists are laden with psionic energy. Whatever the case, the people of the Raging Mire are much more likely to be born with psionic powers. ## Natural Hazards Though not quite as hot as the world above, the Raging Mire is equally difficult to live in. Many basic needs must be met in different ways, either with magic or other jury rigged solutions discovered after centuries in the darkness. ### Fog The fog is extremely difficult to see through; for all intents and purposes it is considered magical darkness. However, spells with light effects (
light, daylight
, etc.) can be used to light the way. Torches are half as effective as they usually are, and darkvision of all kinds cannot pierce through thick fog. Fog density also provides other disadvantages, based on the table below: ##### Cloud Density Effects | Density | Effect | |:----:|:-------------| | Lower| Disadvantage on perception and all other sight based non-combat checks| | Higher| Disadvantage of attack rolls and ability checks that involve precision in physical position.| As is shown, adventurers will be at an extreme disadvantage when fighting the monsters of the Raging Mire, as the monster's visions have adapted to the Fog. ### Humidity The entire bog is extremely wet, and often wood has to be dried with magic before use for a campfire. Thusly, short term shelters and camps that adventurers would normally use are much more difficult to create. They also often need magic to dry it, but any fire based cantrip will do. However dank the swamp may be, finding a source of pure water is extremely difficult. especially without the use of magic. The people of the Raging Mire struggled the most with this during the first years, before finally finding unique solutions to the problem, or simply perishing.
APPENDIX A | Locations
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### Darkness and Quiet Due to the nature of the environment, the Raging Mire is often completely silent. This lends to the atmosphere of paranoia and every snap of a twig could be a dangerous predator pouncing. This silence is rarely broken and many adventurers are unable to recover from the silence, especially if they travel alone. This silence, matched with an eerie darkness, is the bane of any who plan on exploring the area, though certain races (detailed later) have become acclimated to the dark. The darkness of the Raging Mire surrounds and cloaks everyone within. This darkness leads many men astray, as landmarks wouldn't be discernible without light and chances are if they have a light, they are most likely dead. Navigation systems are unique to the civilizations of the Raging Mire, ranging from notches on trees to holes in paths. ### Disease Ridden Because of the corrupt nature of the Raging Mire, a host of diseases can be found in the water, wafting from the dirt or even floating on the rare breezes. Adventurers who venture into the Raging Mire without taking precautions often perish within a few hours. Villages often have cures to the various illnesses, but due to their untrusting nature, they often refuse to help. That is, if they can even bear the pain enough to make it to a settlement. Only those of strong willpower and tough nature are able to even survive the first day of the Raging Mire. ### Traps In order to eat, many settlements employ traps to ensnare prey. However, the darkness obscures all and friend and foe are often confused. False floors, tripwires and even pressure plates obscured by the dirt are all extremely common and lead to the deaths of many unwary explorers. Though what they trap might be a humanoid, villagers often don't take the time to look for fear of the prey escaping and killing them. This spawned a cautionary tale about a messenger who was sent to help a village. She was caught by the village she was trying to help and subsequently was eaten, which meant that she was unable to deliver her message. The village was then destroyed because the messenger was unable to deliver the message. Unfortunately, the story hasn't really caught on yet. ## Supernatural Hazards Though the natural state of the Raging Mire is extremely dangerous already, the host of supernatural hazards that must be dealt with are often lethal not only to individuals but entire villages. From the mists to the flora and fauna, the Raging Mire is the home of only the most stoic and tough humanoids. \columnbreak
### The Mists The fog of that pervades every nook and cranny of the Raging Mire is terribly powerful and equally enigmatic. This is due to the fact that the fog is laden with raw psionic energy, which manipulates the minds of men. It especially powerful at night, wherein it crawls into the recesses of the victim's brain and manipulates memories, emotions and even core philosophies. It warps them into twisted and malignant shades of their former selves, and erases the inhibitions that society dictates men should have. Whether they realize it or not, every inhabitant of the Raging Mire has been affected by the Mists. This may be virtually unnoticeable but people tend towards paranoia and fear much more than if they were not subjected to the dreaded Mists. The Mists' effect has no visible symptoms, further increasing and validating the xenophobic nature of the Raging Mire's inhabitants. Certain druids and shamans claim to have found a cure for this strange possession, but no one will hear them out for fear that it is another trick of the Mists to take more of their loved ones. Because of this, the only real cure in the eyes of the citizens is death. There are no external symptoms of this possession but that doesn't mean that the victim doesn't have any. Some see passed away lovers, friends or even enemies alive and in a context that makes sense to them. Others report that their emotions and inhibitions are entirely gone, allowing them to do whatever strange or evil thing they would do without a conscience. Others still hear strange whispers and mutterings in the air, which are in fact the ideas and emotions robbed by those previously possessed. Some feel as though mental barriers are lifted, and subsequently show signs of the psionic gift and are cured effectively, which led scholars to make the connection. Psions will find a friend in the Mists, as the Mists help to increase the power of the wielder and teach them the secrets of their newfound abilities. Though many postulate on it, few truly know why the Mists help cultivate a psion and make them powerful and those few are druids and shaman, who already are never believed by anyone in the Raging Mire. This connection causes many to initially reject their gift but they all eventually come around to it. Not all people fear the Mists. A group known as the Disciples of the Mist purposely allow themselves to be possessed, as they believe that the Mists knows their greater purpose in life. Others use it as an intoxicant, allowing some of it into their minds to remove thoughts, inhibitions or even entire emotions. However, these people are reviled by the majority of people and are killed on sight. The Mists don't just possess people, they also puppeteer corpses. Friends, loved ones and even ancient ancestors are turned against the present inhabitants. This possession is easy to spot and obvious, though the emotional shock of seeing these walking corpses is often worth the lack of surprise. This is why the people of the Raging Mire always cremate their dead.
APPENDIX A | Locations
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### Sentient Flora Though the Mists probe and the beasts murder without thought, the plant life in the Raging Mire are equally dangerous. They, unlike the others, are patient and cunning, using illusions, hallucinations and tricks to bring prey into their awaiting maws. Even the trees are out to get the people of the Raging Mire, so be careful and wary at all times. Listed below are a few of the most dangerous species. #### Blight Made with the combination of the psionic energy laden in the fog and mortal blood, Blights are beings of pure malice and ruthlessness. They hunt in packs, attacking villages and leaving ghost towns in their wake. They attack out of necessity, for they must consume drained blood regularly to maintain their sentience. This causes them to be particularly ferocious in battle due to the fact that if they lose, the rest of their clan will return to their shrub forms. #### Myconid The myconid are not inherently good or evil, they simply see the world pragmatically and with a determination to survive. They see the corpses of humanoids as more efficient for their needs in specific nutrients. They are just as happy rooted in soil as they are rooted in organs. Some even have formed colonies with humanoids. However, their paralytic spores often lead to a slow death and trusting a Myconid is often a terrible proposition. #### Treant Even the trees are out to get you! The treants are sentient trees that appear entirely innocuous. That is, until a traveller crosses over its roots or under its branches. It snatches them up and uses their corpses to fertilize its growth. They rarely are found in pacts, but if one were to stumble upon one, they would surely be tortured for up to a year. The Treants are rooted for extended periods of time; many root for the better half of a century. Their patience knows no bounds, but they are not truly evil. They simply wish to survive #### Vegepygmy Homunculi created by foul shamanic curses or druidic spells, these squat creatures follow one command given to them at birth. This command varies from caster to caster, but generally is based on vengeance, chaos or servitude. These creatures are then sent to roam the jungle, completing their objective as fast and as many times as possible. They tend to work in packs and are known to ransack entire villages without losing one of their group. \columnbreak
#### Wood Woad The Wood Woad is often mistaken for a small tree, as its wooden exoskeleton can be used for camouflage. These creatures work alone and prefer to kill by allowing the victim to kill themselves for an illusory friend, lover or enemy. They feed on depression and loneliness and that method has proven most effective. If they were to cooperate, they could cause entire villages to commit suicide. ### Untamed Beasts Wild and primal, the beasts of the Raging Mire are the epitome of the savage nature of the swamp. They may not be intelligent, but they make up for it with their extreme lethality. Perhaps their worst trait is their unpredictability; they attack at random and without warning and leave ruins in their wake. These creatures are rarely ever killed, they are simply survived. #### Bulette Known colloquially as a "landshark", the Bulette is a force to be reckoned with due to the nature of its attacks. They happen entirely randomly, and the creature travels below ground in order to avoid the possibility of its quarry escaping. It burrows beneath them and tunnels upwards until the unfortunate soul is within the Bulette's mouth. They also have extremely powerful natural armor, leaving them nearly immune to the blade, unless aimed at one of its weak spots. #### Hydra Due to its many heads and ridiculous regenerative abilities, the Hydra is the bane of any who settle in the Raging Mire. Unlike the other beasts, they have no tactics or stealth to their rampages, they simply sprint at the nearest creature they can see with surprising velocity, clearing a path behind them. Often entire trees and any buildings fall in their wake, making the trail of a rampaging Hydra very obvious. What is most worrying about the Hydra is the population of them. Bulettes and Trolls are seen with different colours of hide or skin, but the Hydra is always sighted with the exact same traits. If the power of one Hydra is this terrifying, then two could destroy an entire country! #### Trolls Possessing similar regenerative abilities, the Trolls of the Raging Mire go from village to village, destroying everyone in their path. Unlike the other beasts, they work in groups of three to four, and are the only beasts that have been reported to be killed by settlers. They use the fog to their advantage, masking their approach on the village and allowing for swift and decisive victory.
APPENDIX A | Locations
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## The Hallowed Mother There is no religion in the Raging Mother, or at least, that religion is monotheistic instead of polytheistic. All of the peoples of the Raging Mire worship the two sides of Torag, the Hallowed Mother. Some worship what she was before; Torag, mother of the Underdark, created most of the races of the Raging Mire. Others worship Torag, mother of the Raging Mire, who now resides over everything in the Raging Mire. These sides of Torag are two sides of the same coin, with the Underdark representing the ancient and dark while the Raging Mire represents the light and the progressive. ### Torag, Mother of the Underdark Those who worship Torag of the Underdark are not necessarily evil or dark, but may instead worship the aspects of tradition and repetition. They prefer to stick to the 'old ways', and almost certainly not adapted to the Raging Mire. Their devotion makes them strong, and even though they choose not to adapt to the Raging Mire, they survive due to their discipline and their faith in the mother of the Underdark. Worship of the mother of the Underdark is more ritualistic and organized than worship of the other side, but these rituals are almost always convoluted and complex. ### Torag, Mother of the Raging Mire Those who follow the mother of the Raging Mire are progressive, adaptable and respect nature and what the transformation of the Underdark has brought them. They learn the ways of the land and what they must do to survive through their devotion and worship. Their worship is not organized, and instead focuses on the everyday; certain aspects of their lives are devoted to the teachings of the important lessons of the Fractured Lands. Many who follow Torag, mother of the Raging Mire, do so so that they can become her shepherds: the shamanistic individuals who learn magical secrets to defend their settlement. ### Coexistence Unlike almost all religious divides, the people of the Raging Mire are able to coexist with one another. Both sides recognize that the other is worshiping the same person, but a different aspect. As well, religion plays less of a role compared to cultural differences in the Raging Mire, as Torag does not demand good or evil. ### Places of Worship There are shrines to both aspects in most settlements, but the worship of Torag does not require going there. For those who follow the Underdark, they are required to complete rituals, but those can be located anywhere, and for those of the Raging Mire, they are steps throughout the day that take little time to complete. Still, the peoples of the Raging Mire often visit these shrines in search of guidance, answers or affirmations of faith. Torag never directly answers these prayers, so it is important to bring a Shepherd of Torag there to learn, as these Shepherds are often given visions that they must interpret as the answers to these questions.
APPENDIX A | Locations
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## Raging Mire Settlements Though most of the Raging Mire is made up of small villages, there exists a few bastions of civilization that have remained since the Fractures. These cities are now well defended and safe, and only those who are fortunate enough to live in one of these cities can learn to become a shepherd. Food and water can easily be found in the swamp, but hunters and gatherers must be wary of the dangers of the Raging Mire. ## Ashen Cadaver
"Long ago, before even the Fractures, there was a war between
the Giants. Their blows echoed through the land, as steel clashed against steel and rended their flesh. Only one giant survived the conflict; Olindraal the Mighty, the strongest amongst the Fire Giants. The flame of his anger coursed through his veins but even that ancient grudge was doused by the creation of the Raging Mire. Unlike his fellow brethren, Olindraal's bones were not consumed by the mire, due to the fact that he was alive during the conversion. Eventually, they began accumulating a grey moss; the first signs of his fungi inhabitants. Using his ribcage and bones as a framework, the Myconid hollowed out the bones of the Giant and used these tunnels as the base of their village. The majority of the body was covered by a fresh layer of dank swamp, allowing the Myconid to further expand their home."
### Oxygen Deficient Though the colony is mostly Myconid of the Xistiern colony, there are several handfuls of other species that live in the Ashen Cadaver. Now that the colony has expanded further downwards, the question of non-myconid survival necessities is raised. A short term solution has been found; the Myconids nutrient based digestive system is grafted on the mouth of the humanoids. This has significantly increased the speakers of Abyssal Sign in the Ashen Cadaver. Not only that but dissent amongst the Myconid is brewing, as these grafts tend to only last two weeks at most. This means that the Myconid corpses must be scavenged frequently, to the dismay of many traditionalist Myconids. \columnbreak
### Perfect Leader The Myconid have a specific method of choosing their sovereign known as Wybor. Wybor is the concept of using psionic power to read the physical and mental attributes of all within the Ashen Cadaver in order to find the perfect candidate and leader for the settlement. The ritual is completed immediately after the death or incapacitation of the current leader, and the candidate is selected from the age range of 18-65. This means that any inhabitants, whether they want to or not, are candidates to be the next leader of the Ashen Cadaver. The candidate selected by the Wybor must not resign and have no choice once they are selected. Though more often than not the selected leaders are Estoryk Myconids who defected to the Xistieren Colony (the Ashen Cadaver), sometimes there are candidates that are non-myconids. The myconids often internally oppose these candidates, but they respect the ritual and its decisions. The ritual's steps and components are shrouded in mystery, known only to a select few in the community. This guarantees the integrity of the ritual and keeps this powerful secret from outsiders. ### One With the Cadaver Once a leader of the colony has been found, they must undergo a process of merging with the corpse of Olindraal that has become this settlement. They take root in the skull of the Cadaver, and must merge with the stem of the brain. This allows them to see and feel everything throughout the corpse, overseeing and caring for the people of the Cadaver. They can interact with the nerves of the cadaver, which are melded with plants that the leader can manipulate. This means that the leader can see and interact with every citizen. ### Shared Research Most of the inhabitants of the Ashen Cadaver fall into two categories: providers and researchers. The former are the minority, and they protect the secrets and knowledge in the Ashen Cadaver. The latter are far and away the majority, and they all focus on finding immortality for themselves. The cadaver works like a well-oiled machine, with the providers making sure that the researchers have food and anything they need while the researchers spend their entire day working. The leader of the colony watches over everyone, giving the providers additional tasks that aren't assigned to them by the group of researchers they provide for. The leader also makes sure that the researchers are continuing to research.
APPENDIX A | Locations
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### Slavish Dedication As long as the basic needs of the colony are met by the providers and the leader of the colony, the people of the Ashen Cadaver dedicate their lives to the search for immortality. This means that there is very little time for other activities in the Ashen Cadaver, and that the hierarchy of the colony is very strict. The researchers scour every avenue towards immortality, and often care little for who or what is destroyed in their wake. This attitude is only encouraged by the society of the Ashen Cadaver, as the providers must be willing to do anything for the researchers, even including the sacrifice of their own lives. ### Neither Seen nor Heard Both to appear more fair and just as a society, and keep the researchers mostly undisturbed, the providers must be completely silent and unseen by most people who enter the Ashen Cadaver. This is achieved through various means, using as few resources as possible.
**Magic Mouth.** This underused arcane enchantment has been interwoven into a network of permanent copies of the spell, which trigger to certain sounds like outsiders walking in certain areas, and relaying this information throughout the magic mouths in the city. This effectively means that the presence of anyone at a specific location from out of the cadaver is known to every provider in the city.
**Continual Flame.** In general, the Ashen Cadaver is a dark place, which the providers take advantage of. Not only can they stealth through the dark silently through their training, a *continual flame* is placed at the sides of the paths, which can be covered and uncovered by the providers who are following the outsiders. This allows for both exact whereabouts of the outsiders, and the outsiders are often delightedly distracted by the fact the light follows them.
**Shadow Blend.** The providers of the Ashen Cadaver have been taught the art of shadow blend, which greatly increases their ability to be unseen in the darkness. They are virtually invisible in dim light and darkness, meaning that they can follow outsiders around the colony as they please.
**Abyssal Signing.** In order to maintain their silence, the providers are forced to communicate in abyssal sign, which is completely silent. If they do not follow this command, they have their tongues cut off, so that they must always speak in Abyssal sign. ### Wealth of Knowledge The people of the Ashen Cadaver rarely concern themselves with wealth; they only really care about having the means to continue their research. In order to maintain the funds to do so, they trade their knowledge. Spells, recipes and other knowledge is traded to the other two major settlements. In particular, the smaller settlement of the goblins trade frequently for the blueprints to new magical trinkets. This means that they are losing a lot of potential money in the trade, but they don't care to produce the items they have made blueprints for unless it furthers their research, and the goblins pay large sums of money at the beginning of the year to have the sole monopoly on these items. It keeps both groups happy, making it a bargain for each side from their perspective.
APPENDIX A | Locations
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## Basin
"Rickety, unstable structures seem to scrape at the dark,
murky sky. The broken, run down walls seem to be bristling with hidden enemies, who size up anyone who would enter the town, like a predator watches their prey. Unlike almost every other settlement of the Raging Mire, Basin isn't a tightly knit community. It is a den of thieves and vagabonds, the kind of people who would do anything for a quick buck. Though the structures are unsound, the core of Basin is even more corrupt."
### Nooks and Crannies Instead of working together to fight the monsters of the Raging Mire, the people of Basin instead hide, trap and otherwise take care of themselves. Every person who lives in Basin must have several safeguards prepared to survive large scale attacks by the creatures outside of the settlement. In general, only the most resourceful inhabitants of the Raging Mire can do more than pass through Basin. However, those that do can find a way to get anything they could ever need to survive the Raging Mire. ### Something for Everyone Though there is a lot of danger and risk to living in or even visiting Basin, there is a definite reason to do so. Almost any item, legal or not, can be acquired here, that cannot be found anywhere else in the Raging Mire. Magic trinkets, weapons and armor, and items made from the highest quality material can be found here, and it is reasonable to assume that a stop here would yield the most likely chance of survival. \columnbreak
### Varied Economy The frequency of death in Basin means that there is a wildly changing economy. As vendors live and die, the items they own increase or decrease in value, based on their ability to be acquired. Though there is a base price charged by a vendor, if for example a vendor dies leaving his items in a safe only he can pass through, the items go up in value significantly for anyone who can acquire them. ### Hucksters and Cons There are many different forms of conning people, and most involve some sort of magic. In Basin, a no-rules place, there is no punishment for stealing or counterfeiting unless the victim themselves carry it out. This has spawned a large assassination industry in Basin, but even adventurers can be contracted to help slay someone if the price is right, which means new members of the town are often approached with lucrative deals. ### Powerful Individuals Many of the Raging Mire's most dangerous wizards, warriors and rogues live in Basin. This affords decent protection for the people of the town, but this protection is only general, as most of the times these people care only for themselves. These people also tend to attract more monsters, who hunger for challenge and power, meaning that if anything, these powerful people most likely make things worse.
APPENDIX A | Locations
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\columnbreak ### Thoroughly Unclean In Basin, there is almost never a clean object. Everything from weapons to food seems to be coated in a slight layer of grime or dirt. The inhabitants joke that this is some sort of spell or curse, but it can always be reasonably explained. Many who travel through it find this phenomenon extremely suspicious, though the exact cause, if it even is caused by something, has never been found. This quirk is explained away as one of many, and it is rarely thought of when topics like 'survival' and 'food' are far more important. ### Disheveled and Uncivilized Basin has long been in existence, but that would be unknowable on first glance. Throughout its history it has been rebuilt and destroyed countless times, making for a strange mixture of buildings with different architecture, made of different materials and with varied purposes. Almost any map of Basin is out of date, as the people of Basin fight monsters on a daily basis and collateral damage is a guarantee. ### Warp Stone Monument Though it is unclear where the monument came from, a great shard of dormant Warp Stone was discovered by the founders of Basin, which is the reason that they settled there in the first place. The monument has been researched for decades, but nothing has come to light as to where it came from, or why it has not activated, or even if it will ever activate. Though the research has not resulted in much, those who research it believe that it holds the key to nullifying the warpstones in Blackmoor. ### Hidden Passages Throughout Basin, there are many secret tunnels and passages that can be found. Because the city is destroyed and rebuilt so frequently, these passages have now been covered by layers and layers of other passages, and many of them have become infested by the creatures that live in the Raging Mire. Many deceased people have stashed their wealth and material goods there, and it has now become a pastime for some to attempt to explore these crisscrossing tunnels in search of the treasure that may be lying in wait for a new owner or at least a new seller. ### Monstrous Inhabitants Though most of the people in Basin are more traditional races, there are some that are closer to monsters than humans. As long as they prove useful to the community and the economy of Basin, they are allowed; after all, everyone fends for themselves in Basin. This doesn't mean that they are entirely free from discrimination, as a person who wants them to leave can simply hire one of the many assassins in Basin to murder them. However, living in Basin is probably the safest thing for monstrous people, as everywhere else they would be killed on sight and without a second thought.
APPENDIX A | Locations
\pagebreakNum ## Pulp
"Natural vines and branches grasp at the tree-homes of Pulp,
as if they want to get closer to the city's inhabitants. The trees stretch high into the sky, and the canopy is so distant, like the rest of the Raging Mire, that there is no ceiling in sight. The city glows in the dark caverns of the Raging Mire, luminescent greens and yellows covering the trees in a dusting of light. The people of Pulp are excellent gardeners, and they have found a way to turn that gardening into a way of life. Pulp is protected by the hand of Torag, mother of the Raging Mire."
The loudest supporter of the mother of the Raging Mire, Pulp is the closest equivalent to a holy city you can find in the Raging Mire. Those who wish to become Shepherds must go there, and all who live there have embraced this side of the Hallowed Mother. That doesn't mean that those who believe in the Mother of the Underdark are not allowed to enter Pulp, but those who enter that way either exit quickly or are converted passively. ### Shepherd's Trials Pulp is home to an overgrown temple known as the Temple of Onyx, and within this temple a prospective shepherd must succeed in trials unknown to any who have not undergone the trials themselves. These trials are harrowing tests of faith, whatever they are, as there are many who have entered the temple and not returned. These trials are what Pulp is most well known for, and they are an important part of the cultural traditions of Pulp. These trials are prepared for by those who wish to become shepherds who were born in Pulp since they reached the age of five. The general age that these trials are taken is around twenty to twenty-five, but anyone older than twenty may take the trials. ### Natural Protection An important aspect of the Hallowed Mother in Pulp is her protection. By completing rituals and worshiping, the people of Pulp have created massive gardens that protect them, with vines whipping and defending against the monsters that lurk in the Raging Mire. They have become well known as the most protected settlement in the Raging Mire, and they are the first city to begin to grow and evolve past basic survival needs. They have become a bastion of of growth, and have the largest population as well as being the biggest (and really only) trading settlement between multiple other settlements. ### Produce Focus The main export of Pulp is its produce; fine fruits and vegetables grown through the worship of the mother of the Raging Mire, that are both filling, and in rare cases, can cause strange effects. Food from Pulp is sold to every other settlement, and without it, the entire network of settlements would most likely collapse. This makes Pulp an important city not just for its faith and worship of Torag, mother of the Raging Mire, but also as an agricultural center that holds together the loosely bound settlements. \columnbreak
### Tree Homes Because of the constant flooding and the dangers that lurk on the ground, the people of Pulp have created a vertical city. In layers made through nature magic, a complex layer of branches, bridges and ropes connects several 'neighborhoods' of people, high above the ground. Though they might initially seem precarious to outsiders, the people of Pulp are quite used to these layers, and have no problem or fear traversing them. To enter the city, you must enter at the base of the tree and climb up several sets of steps before reaching the top, and then you must pass through the rigorously disciplined guards, most likely being forced to leave your weapons behind. ### Friends of the Fey Though their visits are infrequent, the seelie and unseelie fey visit Pulp around once a year. This is usually during Loam, ember, as the fruits and vegetables are harvested at this time. The fey enjoy discovering the effects of the fruits, as well as talking to the locals and learning about the goings on each year. In return, they magically enchant items such as fertilizer or a plow so that they are more effective, as well as give some of the gold they have found in their travels to the people. This gold is highly valued, and in the Raging Mire, is worth nearly double standard currency.
APPENDIX A | Locations
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## Fester
After two great spellcasters fought each other following the
Raging Mire's creation, their dueling ground was decimated. A small area of the Raging Mire was destroyed, and revealed the cavernous underdark beneath it. Those who worshiped Torag of the Underdark rushed to this place, claiming it to be their new home. Now, it has become a deep burrow with enough traps and pitfalls to misguide even a hydra. In these caverns below, a village has emerged, reminiscent of the times before the Raging Mire.
Fester is a wound in the nature of the Raging Mire, but is also hope for those who wish not to give up the old ways. It is a tough and cruel society, and is the only settlement overtly and directly attempting to raid other settlements. The population is mostly made up of those that follow Torag as the mother of the Underdark, but they often twist the tenets of the Hallowed Mother to suit their desires. ### Kill or Be Killed In Fester, survival is not a right, it is a privilege. Each year, its inhabitants must present themselves to the council and prove why they should continue to live. If they are not able to prove that to the satisfaction of the judges, they are exiled from Fester, most likely a punishment of death. This helps control the population and cull the weak, but outsiders often view this practice as barbaric and outdated. All races and creeds are permitted to stay in the city, but if they wish to stay there for more than a year, they must also prove their worth to the council. \columnbreak
### Ruling Council A council of eight of the most ruthless, dangerous and powerful people in Fester, chosen each year, become the ruling council of Fester. This council controls every facet of life; the everyday minutia to the expansion of Fester. This council is imperative to the hierarchy of Fester, as each member is the head of an area within the city; things like research, production and economics are headed up by these council members. ### Expansive Settlement The large amount of clustered communities in Fester make it feel as though it is a series of interconnected villages rather than a large settlement. There is trade between these communities and travel amongst them, but though it is not overt, these communities are racially segregated. This is not a certain rule, but most of these communities have very few members of other races other than the majority in them. ### Dangerous Wildlife Because of the more traditional lifestyle in Fester, people tend to end up having to hunt and gather their own food for their villages. Though the beasts of the Raging Mire cannot reach them, there are other beasts that lurk this new Underdark. Many of the traditional foes of the Underdark remain here: mind flayers, hook horrors and even beholders can be found in these depths. If these creatures find you, it is your duty to die there, so that the creatures cannot be lead back to the settlement of Fester.
APPENDIX A | Locations
\pagebreakNum ### Minor Settlements Though the Raging Mire is almost impossible to survive in, staying within the territories of the major settlements has allowed for a small number of settlements to still thrive. Only two villages have managed to exist outside of these territories, but those are exceptions. When traveling in the Raging Mire, it is best to skirt from territory to territory, as the areas around these major settlements are less likely to hold the fierce predators of the Raging Mire. #### Stonebank Built into the cavernous walls of the Raging Mire, Stonebank is one of two cities able to survive in no man's land. Stonebank is carved into the wall, and uses a complex rock avalanche trap to dissuade anyone into attempting to climb up to the town. There used to be a deep dwarf settlement where Stonebank now is, and the dwarven defenses also prove useful in protecting the people of Stonebank. The ruins of dwarven houses that can be salvaged has been built upon, giving Stonebank a unique and ancient style of architecture. #### Fool's March Fool's March is a strange settlement, and the people who live there are just as strange. One of the two villages outside of the territories, Fool's March survive based on location. Though it is not in the territories, Fool's March is found in their middle, and is the attempt to create a large settlement that connected all the major settlements as a network of trade and production. However, the problem and the reason that the village is called Fool's March is the same: the city is constantly attacked and raided by the monsters of the Raging Mire, and then the other settlements attempt to rebuild it. The monsters always attack before the construction is complete, making Fool's March more of a tax than an actual settlement. #### Whitewell Within the Barren Quagmire, near the settlement of Fester, lies the village of Whitewell. Whitewell is built in the Raging Mire, but the settlement's main purpose is to quarry and mine through the caverns beneath for Fester, providing resources like white stone and other ores to Fester. In return, Fester is given resources to continue building up the settlement and defending it. Whitewell is a deep quarry, and they often unearth strange creatures and artifacts they must fight or destroy. #### Edgehelm Found in the the Slough, Edgehelm is a burgeoning new village that attempts to profit off of the procurement of goods from Basin, as well as the research on the dormant warpstone there. Edgehelm is a middle man; it takes the strange and unique products of Basin, and trades them to Fester and Blackpoint. Edgehelm only survives through this trade, and they see Fool's March as their bane, for if it comes to be the economy of Edgehelm will collapse. \columnbreak #### Blackpoint Blackpoint is a settlement within the Barren Quagmire known for it's piracy and smuggling. The settlement attempts to intercept the goods provided by Edgehelm to Fester, but Edgehelm often protects the caravans well enough that they are able to survive an attack by Blackpoint. The only way for Blackpoint to get away with these attacks is to kill all witnesses, because Edgehelm cannot go to war with Blackpoint without proof. This forces the two villages to be at a kind of standoff until Blackpoint makes a mistake. #### Windcliff Named for the mountainous hills that it resides upon, Windcliff was founded near Basin in the Slough. Windcliff is an oddity amongst villages, as it is entirely self sufficient, only relying on Basin for the fact that the territory is protected. In Windcliff, the people are relatively happy, protected by their mountainous home and able to find all they need to live there. This village is devoted to Torag, mother of the Raging Mire, and continually expands with each passing day. #### Bellwatch Bellwatch was founded after discovering a strange, broken artifact. A bell found in the ruins of the Underdark, which wards off evil with its ring, is the basis of Bellwatch. Bellwatch hopes to fix the bell and perhaps find ways to replicate it. This research is supported by a wizard in Basin, who hopes to monopolize the creation of these bells, and gives Bellwatch many of the resources they need to survive. #### Rosegrasp More an extension of Pulp than a new settlement, Rosegrasp is directly connected by tunnel to Pulp. Rosegrasp is seen almost like a 'backup'; a village that is there if Pulp is taken. It is not a perfect solution, but it is better than having nothing. Rosegrasp is highly religious, as the settlers that created it were guided by Shepherds of Torag, meaning that everything from the people to the architecture is influenced by the Hallowed Mother. #### Mosshold Mosshold is the first settlement created in the Arching Glades, and is the precursor to Pulp. While the majority of the settlers moved to Pulp and still do, a stalwart group still live in their first home. They follow the first ways of worship towards the Hallowed mother, which is much different than the newer style. This makes them actually worship both aspects of Torag, and because of that, they are neutral and protected. #### Greenvale Built in the territory of the Dread Morass, near the Ashen Cadaver, Greenvale survives as a scavenger settlement. The creatures of the Raging Mire that live near the Ashen Cadaver tend to be weaker, as they are attracted to the Boneyard within the territory. Greenvale survives by exploiting the boneyard's proclivity to attract dying animals, and by trading the bones of exotic beasts to the Ashen Cadaver for study.
APPENDIX A | Locations
\pagebreakNum # Voldari Unlike the other areas of Selecia, Voldari is extremely prosperous and has had little major events in the past few centuries. There are still events however: the choosing of the Guildpact, the assignment of powers and the establishment of the most powerful faction, the Monarchy. Voldari is ruled over by factions that each control different territories, and most importantly, seasons. The seasons of Voldari reflect the power of the factions that are tied to them. The Monarchy is linked to summer; the Untamed, Autumn, the Silver Dragons, winter and the Tribes, spring. The length of each season is dependent on the victories and increasing following of each faction and also reflect on certain ideals each guild holds dear. ### The Monarchy The Monarchy currently hold the most power and subsequently Autumn is the longest current season on Voldari's calendar. They are a group of Noble Fey who can vest small quantities of their power into their most loyal servants. The fact that they were the first guild created, along with their advent of the Royal Expeditionary Forces, secure their place as the most powerful faction. Unlike virtually every other faction, the Monarchy invest themselves into the issues of other areas, such as Blackmoor, the Fractured Lands and even the Raging Mire. The Royal Expeditionary Forces are some of the toughest and most powerful warriors, sent to aid those in need as best they can. However, there is often conflict amongst the higher ranking officials of the Monarchy. This is because the higher rank one is, the more power they earn from their Queen. ### The Silver Dragons The Silver Dragon Clan are tough and stout peoples who hail from the North, where the sunniest day is the coldest winter for many Voldarens. They are the second most powerful faction and derive their power from the council of seven; ancient silver dragons who take human form in order to speak with the people of Voldari and advise the Silver Dragon Clan. They have strong military force and are stalwart defenders of the liberty and freedom most Voldarens take for granted. They also do their best to learn more about the history and past of the Realm of Voldari through excavating and exploring ancient ruins. ### The Untamed The Untamed are Fey who left the clutches of the Monarchy to form their own faction. Though wild and unpredictable, they often do their best to assist the community in any way possible. Many call them the "misfits" because their callous nature leads many to believe they were cast aside by the Monarchy instead of simply leaving it. They are much more in tune with nature, and the majority of their territory hosts Fey societies that live for and by the land. They often believe in Animism, which is the concept that everything is alive and a part of one another. \columnbreak
### The Tribes The Tribes are the least powerful, though they have the raw power to match even the Monarchy if they were to combine their efforts. They are disorganized and widely dispersed, meaning that little semblance of organization is found in this guild. They often raid and attack settlements for their valuables, but they are frequently rebuffed. ### The Guildpact The Guildpact is a creature with immense power. They are born with a duty to the guilds to protect the peace and settle disputes between each factions, as well as assigning the power to each faction. The Guildpact is found at a young age and is rigorously disciplined and trained to become the ultimate mediator. They are imperative to Voldari, as conflicts between the Silver Dragon Clan and the Monarchy happen often and leave little time to rest for the Guildpact. Voldari may be free and peaceful, but fighting between one another leaves them vulnerable. Voldarans must stay vigilant and simultaneously do their best to save the rest of the world. For the calm before the storm is the most peaceful time of all and the world would never recover from another calamitous event.
APPENDIX A | Locations
\pagebreakNum
## Natural Hazards Though Voldari is safe from immediate danger, unlike Blackmoor, it is still riddled with the natural hazards that plague any functioning country. Voldari's strong civilization may help to deal with the problem of bandits and thugs, but there are other things that can plague a powerful area. ### Disease Because Voldari civilization is so populous and thriving, disease is easily able to travel throughout a settlement. This makes diseases lethal to those who are unable to afford a visit from medical practitioners. Most diseases are beaten by the use of enchantments to make a person completely immune to that disease, but doesn't stop them from carrying it, so that means that travelers without being prepared will most likely contract a deadly disease whenever they enter a new settlement. ### Civilized Skirmishes Though the guilds of Voldari are forced to keep the peace between each other, individual members of these guilds are not held to the same standards. Clashes between lower ranking members of each guild is common, as the winner will most likely be promoted as an incentive for these skirmishes to continue. These skirmishes are always violent and disruptive to everyone around them, as collateral damage when a spellcaster fights is generally quite high. These fights can decimate minor settlements, and in some cases, transform them into battlegrounds that are still fought in to this day. \columnbreak
## Supernatural Hazards The supernatural hazards of Voldari are diverse and strange, as the land has an innate connection to the Feywild. These are the true dangers of Voldari; the fae and their tricks. Though the monarchy would have you believe that they are the only real connection to the Feywild, many of the other fey from both the seelie and unseelie courts have escaped the plane to cause havoc and chaos. ### Seelie Fey Seelie fey are enamored with beauty and appearance, and are incredibly vain. Those that enter the mortal realm in Voldari often attempt to flaunt their beauty and trick travelers into staring at them, but the true danger of these fey becomes apparent when there is someone else beautiful traveling with a group of people. Seelie fey will generally cause mischief and misfortune to befall the beautiful transgressor, in the hopes that they will no longer get attention. If this plan doesn't work, these pranks will continually escalate until they become potentially lethal. ### Unseelie Fey Unseelie fey are fickle and angry creatures, and inscrutably judge every action a creature performs. If it finds that while watching an adventuring party, that one of them has done something offensive or bad, an Unseelie fey will attempt to make the traveler realize their mistake by haunting them with their choice. Terrible dreams, repeated visions and similar circumstances are all created by the unseelie fey in order to try and change the mind of the traveler, and if the traveler wishes to repent, the fey will appear and forgive them. These offenses are not dictated by morality, but simply by what the unseelie believes, so something as simple as picking a flower could anger it.
APPENDIX A | Locations
\pagebreakNum ## Religion in Voldari Though the people in Voldari follow the elder gods pantheon, they are very unlikely to actually be religious or practice religion publically. This is because of the belief in secularism amongst those in power in the Voldari: the guilds. Each guild is divorced from religion, and they hold significant sway over nearly every settlement that exists in the Fractured Lands. Those who follow religion most likely do in little ways, and behind closed doors; a shrine in their basement, an ornamental necklace tucked beneath the shirt, a whispered prayer. Those who are religious are not directly prosecuted, but are most often ridiculed by the society of Voldari for holding beliefs that are not wholly proveable. Once, long ago, religion was an integral part of Voldari, but tyrant priests and worshippers used religion to manipulate and control the masses. Religion dictated everything from the wealthy to the poor, and became more like an oligarchical government than an institution. Those who recognized this were the intellectuals of Voldari: the scholars, arcane spellcasters and the guilds. They worked together to defeat their religious overlords and instituted the ruling of the guilds, so that no one group could control the entire country. They created the first guildpact and magically bound the guilds to answer to that guildpact, causing them to be beholden to him. This meant that if any one group was becoming too powerful, they could be reigned in. ### Places of Worship Most places of worship are now in ruins or destroyed entirely, so those who follow faith must follow it in secret. Organized religion is often found within the secret and less visited places of Voldari: the crypts, the tombs and the ruins on the outskirts of settlements. There is no permanency to the shrines and offerings of religion in Voldari out of the necessity to stay hidden. Places of worship can be anywhere according to religious groups, and secret symbols and art allow for the religious to know where the meeting spots are. Though people in Voldari actively discourage the practice of religion, there is no direct hunting or attempts to eradicate religion, so those who worship in secret are able to do so without being afraid of being prosecuted for their beliefs. This unspoken peace between the religious and non-religious is an important and often understated aspect of society in Voldari, and allows for more peaceful ways of life than in other continents like Valken. ### Long-Held Pantheon The people of Voldari are claimed by many scholars to be the first group to worship the elder gods pantheon, before Blackmoor or the Timeless Plains did. This is cited as a key catalyst in the initial increased organization and productivity of Voldari, and what allowed it to continue to succeed in the face of the monsters and fey influence of the lands they chose to settle. Voldarens would never admit it, but much of their success is directly resulted from religion. This is also why religion had enough power to corrupt the priests of the elder gods; religion pervaded every aspect of society before the revolution and the creation of the guilds. \columnbreak
APPENDIX A | Locations
\pagebreakNum
\columnbreak ## Briarlight
"Briarlight, the City that Reaches the Sky, definitely deserves
its name. This massive settlement can be seen from all over Voldari, as the arcane lights that Briarlight uses glow higher and higher into the sky. Briarlight was first created by a powerful cleric of Chauntea, and through her attunement with the earth, she was able to mold the earth high into the air, and even to create floating earth that could be inhabited as well. Briarlight was the first bastion of civilization in Voldari, and most other minor settlements are created by settlers from Briarlight. Briarlight is a monolith, an aesthetic shrine to civilization itself."
Briarlight is well known as one of the first civilizations, and its roots run deep throughout all of Voldari. It has survived every terrible siege, monster attack, and natural disaster that Voldari has thrown at it throughout the centuries, and it stands as a hopeful omen to this day. Not only is the militia created strong and the sheer size of Briarlight a great defense, Briarlight is built into the earth and created like a fortress. Briarlight is also an important trader, and the people there prosper because of the unique relationship Briarlight has to other settlements. ### Trade Since Briarlight is the founder of most of the settlements surrounding it, like Silverstream, Seabrace and Fletcher, they have direct trade routes to each of them. This means that they can supply exactly what each town needs from them, and in return receive a large portion of the main exports of these villages for a fraction of what they cost. Briarlight is then able to trade these resources to the other settlements, creating a huge profit. This makes the massive city and each of the minor settlements intrinsically connected; if one were to be destroyed, the economy of the survivors would be severely damaged. ### Earthen Servants Because the people of Briarlight continue to openly worship Chauntea, they have been rewarded by the goddess of the earth. The most powerful clerics of Chauntea in Briarlight are able to create mud golems; non-sentient creatures who assist with manual labour and other more menial tasks. This allows Briarlight to focus more on productivity and worship, as the more minor jobs are taken care of. There are many areas of Briarlight that also use these servants to help with study and research, and they are potentially more helpful than familiars in the right contexts. ### Expansion Above and Below Not only does Briarlight continue to expand upwards into the sky, it also expands beneath itself as well. Earthen servants excavate new layers further and further underground to make room for an ever expanding population. Along the way, they have discovered many ruins from the time of the Elders, and have attempted to learn more about what they have unearthed. Their strange celestial technology could hold the key to powerful life magics or dangerous weapons.
APPENDIX A | Locations
\pagebreakNum
### Arcane Divides Not every person within Briarlight worships Chauntea; some prefer to devote themselves to the arcane or their craft. These people are found in the separate chunks of earth that levitate around Briarlight. They still get full access to the rest of the city, but in order to promote order and discourage a war between the secular and the religious, they are separated. These groups are able to quickly teleport back and forth from their earthen area back to Briarlight, and are still able to use widely accessible things created by Chauntae like the earthen servants. These areas are listed below:
**Arcanum.** The arcane area of Briarlight, and the largest floating isle. Well known for their ability to create powerful magic enchantments, they are often commissioned by high ranking members of the factions to enchant the weapons that those people wield.
**Craftsmen Respite.** This area is not only home to blacksmiths, but all people who wish to devote themselves to their craft. They are often responsible for the higher quality goods that those in the upper class often tote. They do the same jobs as many of the earthen students do, but they focus on craftsmanship and quality, making them a much different product than that created by the earthen servants. **Exotic Market.** This area is not based on markets in general, but instead on the traveling merchants from all over Selecia who bring exotic wares and items for purchase. It hosts a surprising amount of inns and taverns, and it is well known amongst the people of Voldari that this area is on par with the Black Market in the Fractured Lands or the Crooked Coast for finding items that cannot be found anywhere. \columnbreak
### Layers Because of Briarlight's massive size and height, there are many layers that each house a different community. These communities are not differentiated by class or any other distinction, though there are more higher class homes in the upper layers of Briarlight. Instead these layers are all part of a whole, and function similarly to a society that sprawls across the ground. These layers do make the travel of goods and and the economy difficult, but the magic of the Arcanus makes it possible for these communities to be seen as one large society instead of a mass of different societies put together. ### Artificial Sun Every mortal creature relies on the sun for warmth and light, but in Briarlight, there is no window to the outside world other than the various entrances and exits. In order to maintain this, the craftsmen and engineers of Briarlight, along with the arcane knowledge of the Arcanus, created the **Solaces**, mechanical devices that act as artificial suns within Briarlight. These Solaces are the most well kept secret within Briarlight, and the creation of a new Solace requires a magical oath to be sworn in order to work on it. It is every craftsmen's dream to work on a Solace, as they are seen as the epitome of modern engineering within Voldari and perhaps throughout the entire world.
APPENDIX A | Locations
\pagebreakNum ## Deepvale
“Situated within the Deepvale Forest, Deepvale is a city of
trees. Ropes and branches intertwine to allow the movement from one tree to another, and great owls fly through the forest of massive trees, ridden by elven warriors. Deepvale is home to those more in tune with nature, specifically the avian creatures. In Deepvale, all manners of birds can be seen flying overhead, as they are equal members of society. In the center of this sprawling mixture of civilization and nature coexisting is the Great Tree, believed by those within to have been planted by Nesmus, goddess of hope.”
Deepvale is a unique settlement where both nature and civilization coexist. This was thought impossible to many, as the primary reason civilization was thought to exist was to separate humans from wildlife. In Deepvale however, both man and nature work side by side, harmoniously and peacefully. This is all due to one powerful entity, a great wonder of the world: the Great Tree. ### The Great Tree The myth dictates that long ago when the Elders were creating the first life on earth, they asked a favour of one of the gods: they asked Nesmus, goddess of Hope, to create something to guide the elves away from their arrogant and haughty ways. Seeing the need for this guiding force, Nesmus created the Great Tree; an entity that would seek to unite the elves with nature and to humble them before its majesty. And the Great Tree did just that. It taught the elves how to comprehend the languages of beasts, and that they were but small things that will eventually die, no matter how long their lifespan. Not all elves agreed with this dictation, but the Enga clan of elves did and made their homes around the Great Tree. These were the first buildings of Deepvale, and through continued reverence to the avian fauna and the Great Tree, Deepvale has become a powerful nation. ### Warriors of the Air The elves and other inhabitants of Deepvale have been trained to fly with the birds of their lands since their youth, but some take that training to the next level. The elves of the Enga tribe who wish to become warriors go through rigorous training, with many not able to make it through the arduous exercise and discipline. Those that do become warriors of the air; the Enga tribe have fought and defeated drakes, tempest spirits and a myriad of other foes that would decimate other civilizations easily. It is because of this defence that Deepvale has not been affected by any of the guild's skirmishes, as they are able to be their own people and not have to listen to the power of any of the guilds. ### Guildless The people of Deepvale are not beholden to any of the guilds, not even the Monarchy. Deepvale is the only settlement that is not affected by the guilds andis instead ruled by its own form of government. This is because they fought against the oppression of the religious groups, and as allies to the newly created guilds, asked that they remain neutral. \columnbreak
### Divided Factions Within Deepvale, there are three different communities that you are able to enter: the hawks, the owls or the swans. These three groups all coexist, and the leader of each group becomes a member of the council that decides on the actions taken by the settlement of Deepvale. They are examined further below:
**The Hawks.** This group is made up of those who are brave, strong and resilient. They make up most of the ranks of the armies of Deepvale and fly powerful hawks into battle. The Hawks are great tacticians, generals and labourers, and their deeply ambitious personalities help to drive change in Deepvale. They are the changers within Deepvale and are ready to adapt and change however necessary to protect their city.
**The Owls.** Made up of spellcasters, clerics and scholars, the Owls are made up of the intellectuals that have guided Deepvale throughout its long history. They are well known for their logic and rationality but can be stubborn and easily get caught up trying to follow their traditions when new methods would make things simpler. The spellcasters within the Owls often join the ranks of the militia as artillery, as flying on the back of an owl allows them to cast powerful magic from a distance.
**The Swans.** Once known as the Order of the Swan, these pacifists are made up of philosophers and thinkers, who focus on the power of thought and perception and how to influence reality. They are purely pacifist, and they fly on swans. They have a great hold over illusory magic and can create a reality out of their illusions.
APPENDIX A | Locations
\pagebreakNum
### The Council In order to maintain a fair system of government and leadership, the council was created in Deepvale. One important figure from each faction is elected every five years to make up this council, as the traits of each faction contrast each other well. These leaders are the only people able to commune with the Great Tree and the ancestors of the elves within it and after their deaths will join the collection of ancient spirits that helps to inform the decisions of the next generation on the council. The council members are also the representatives of their respective factions. They are responsible for bringing the ideas of their faction to the other leaders and the ancestor spirits to ensure that they are contemplated by every faction before being enacted. ### Ancient Guides The council is not the only one that makes the decisions for the people of Deepvale; three people with that much power would be counter to the idea behind the creation of the council in the first place. They are also the messengers of the ancestor spirits and the Great Tree itself. For centuries, Deepvale has grown and had many leaders who have become spirits, and through the magic of the Great Tree, these spirits are able to look out for future generations. To be placed amongst these spirits is the highest honour in Deepvale, as it solidifies an eternal legacy for all who join their ranks. \columnbreak
### Strengthened Symbiosis The people of Deepvale not only care deeply for nature, but they are also its guardian. The soldiers of Deepvale protect the Great Tree from invading forces and the civilians ensure that the forest is taken care of. Everything from the smallest rabbit to the Great Tree itself is to be protected, and it is this fierce devotion that is rewarded by the Great Tree. In return for the protection and care provided by the people of Deepvale, the Great Tree gives boons. He gives boons of power, magic and even wisdom to the people of Deepvale, allowing them to further help the cause of the Great Tree. ### Perfect Harmony The goal of the Great Tree is to teach humility and harmony, as well as the idea of insignificance amongst nature. The Great Tree was created by the Elders to remind the elves of old that they are impermanent and that they must strive to use what little time they have by giving back to the community and nature itself. Back when it was first created, the elves of the Enga clan were the only ones to attempt to follow this doctrine. However, in more recent years there has been an increase in other races; though Deepvale is still predominantly made up of Enga clan elves, there are now humans, dwarves, elves and a smattering of other nature lovers. Some worship Chauntea and agriculture, some worship nature itself and some simply prefer the natural lifestyle, but all of the people of Deepvale are able to easily coexist and there has never been a civil dispute.
APPENDIX A | Locations
\pagebreakNum
### Treetop Homes Deepvale settled in the massive forest surrounding the Great Tree, and their homes are protected from most of the wildlife below due to their height above the ground. These treetop homes also blend in with nature; they are found amongst the leafy layer of the tree branches and are easily camouflaged by said leaves from the eyes of flying monsters and predators. This leaves the community relatively free to develop without concern for the beasts of Voldari, and since they use flight to reach their homes, there are very few ways an invading force could reach the settlement. Deepvale is a peaceful settlement, but if something were to reach the branches of Deepvale, they would have their hands full attempting to take even a single life. Since the mounts of Deepvale soldiers are bonded to them at all times, they are able to be called to them at an instant, and the terror of a fleet of giant avian creatures bearing down on them is enough to make most creatures hesitate to attack. ### Branching Network The community of Deepvale is able to stay close-knit and easily reachable despite its size because of two things: their mounts and the branches. The mounts of Deepvale are bonded to their people at birth and are able to communicate with one another telepathically, and can magically be summoned in an instant. This means that transportation is quick and efficient. The homes of the people in Deepvale are set in the branches of trees, and because of the proximity of these trees, walkways and bridges have turned these separate branches into a connected group of roads that can be travelled quickly and efficiently. ### Bonding Ritual An important and well-hidden aspect of the society of Deepvale is its ability to bond with a giant bird. This bond allows them the ability to speak with them and to immediately call these familiars to them from anywhere, and to communicate from far distances. Many have attempted to infiltrate these rituals to learn the secret, but none have succeeded. This bond is part of what allows the warriors of Deepvale even greater strength; the beast and man work together in perfect harmony, as though they are one being built to defend instead of two different creatures. ### Self-Sufficiency The people of Deepvale are able to live off of nature and have no need for external trade. They often produce far more food than they need and will donate it to the less fortunate settlements around them. These settlements often return the favour by giving them unique gifts: masterwork weapons, exotic magics and other interesting things. These items enter the market of Deepvale at a high price, but if they are addressed to a specific recipient, like one of the members of the council, they are never put up for sale and instead given directly to the intended recipient. The introduction of these exotic goods help to keep the economy stable and are also of great interest to adventurers, which often means an influx of gold for Deepvale.
APPENDIX A | Locations
\pagebreakNum
## Monarch's Kingdom
"The most traditional major settlement in Voldari, Monarch's
Kingdom is a small village surrounded by keep walls. The large stone walls protect Monarch's Kingdom from the beasts that dwell in Voldari, but they also force stagnation, as the expansion of the keep is a labour of months or years. Monarch's Kingdom is the only major settlement controlled by one faction, and the king of the keep is a high ranking member of the faction. Monarch's kingdom provides significant economic and social power to the Monarchy."
Monarch's Kingdom is owned by the Monarchy but is surprisingly divorced from the themes of fey and nature. In fact, the fey are checked for at the gates of the keep using cold iron, an unusually cruel but effective method of ensuring they do not attempt to enter the city without express permission from someone with authority within the walls. As well, there is only a guildhall in Monarch's Kingdom; the actual headquarters of the Monarchy lies hidden from prying eyes. ### Puppetted King The Larue family currently is the royal family in Monarch's Kingdom, but that is only due to a well-placed bribe. Originally, Monarch's Kingdom was a town divorced from the guilds, and explicitly created a magical policy that disallowed outsiders affiliated with guilds from entering. \columnbreak
However, the Monarchy contacted the Larues one hundred years ago with an offer that changed history: allow us into the settlement and you will become the royal family of Monarch's Kingdom. After the deal was struck the population of the newly named Monarch's Kingdom had doubled. Of course, the Larues must obey the Monarchy and enact policies of their choosing, but they are still able to live a life of luxury. ### Stagnation and Stability Because of the keep walls, there is little growth of territory for Monarch's Kingdom. Though most would view that as an extreme downside, the people of Monarch's Kingdom see it as an assurance that there won't be too much change in their lives. For the Monarchy, having such a stable and defensible resource is invaluable, as there is no need for an increase in the size of the territory when Monarch's Kingdom already serves the faction's purpose. This settlement is in many ways the opposite of what people have come to expect from the Monarchy, and some speculate that it is a purposeful choice so they can recruit more members without ties to the fey. ### Hospitality The purpose of Monarchy's Kingdom is to cater to those who are visiting and providing goods and services for travellers. Thusly, the entire city is structured to support that notion. One long path leads through the city up to the palace, and along that path is the market as well as access to almost every building within the settlement. There are far more inns and taverns in Monarchy's Kingdom so that they can hold many travellers so that they may conduct their business in Monarchy's Kingdom for a few days and then leave. All the inhabitants of the settlement know each other very well and do their best to showcase an excellent trading community that have competitive enough prices that travellers will want to return to several times over.
APPENDIX A | Locations
\pagebreakNum
\columnbreak ### Minor Settlements There are very few minor settlements in Voldari, as the land is untamed and wild due to the influence of the Feywild on the area. The few settlements that do exist however are well fortified and strong enough to survive most attacks from the wildlife. They rely on the trade from the major settlements to survive. #### Aer Aer is the city of the Untamed, a place where those outcasted by society and the other factions can find a home and the community. Though there are many strange and exotic creatures in Aer, they are always accepting of new people, but only if those people attempt to add something to the community. There is a heavy emphasis in Aer on doing good, even if it is through strange and unorthodox methods. #### Aspen Aspen has carved a niche out for itself that is much different than the other settlements: it is known for its allowance of illegal things. Aspen is home to fighting pits, slaves, black market items and many more dangerous things. It is also home to the majority of criminals in Voldari, as it is a safe haven from the laws of any of the guilds or even the guildpact itself. This is because Aspen has not been verified as a legitimate city under the accords of the guildpact, and is not recognized on official maps or in any legal capacity. #### Fletcher One of the three cities that is connected to Briarlight, Fletcher exports the necessary components for spellcasting that the arcanus need in Birarlight. Fletcher is a settlement of older wizards, who continually create resources without expending any energy and are in essence retired. Fletcher is also contacted from time to time by Greenhallow when that settlement needs spell components for the druidic spells cast there. #### Greenhallow The Greenhallow was created when a massive tree fell and was hollowed out. Long before druids settled in Greenhallow, an ancient druid decided to use the tree that fell to create a haven for nature lovers and used his magic to bless the people within the hallow. Led by their enigmatic and strange leader, Grackle Greenthumb, the druids of Greenhallow attempt to become one with nature in a similar manner to Deepvale. #### Seabrace The only port settlement in all of Voldari, Seabrace supplies the majority of goods from the sea to all of Voldari. Unlike the Crooked Coast, Seabrace is a legitimate port town and is able to charge much higher prices because of their authenticity. Seabrace is supplied by Briarlight, which means that a profit of every good from the sea goes towards Briarlight, but Seabrace is attempting to become a self-sufficient town. #### Silverstream Silverstream is a settlement in a mountainous area of Voldari and is home to the purest water that can be found. The water runs from the peaks of the mountain through a rocky river and then through the town, and the silver ore that was found when the settlement was first created explains its name.
APPENDIX A | Locations
\pagebreakNum # Appendix B: Fractured Lands Monsters Far and away the most dangerous aspect of the Fractured Lands, the beasts and supernatural entities that roam the arid desert can bring terror and chaos to ill-equipped settlements. They also make travel extremely dangerous, as any caravan or carriage must have some guards or protection. This means that the monsters cause the settlements to be very isolated, with most of the major settlements relying on the Wandering City to trade, causing prices to be massively inflated. The Fractures have corrupted many monsters, but even those uncorrupted have the same goal: They must continue to suppress civilization so that the Fractured Lands cannot return to its former glory. ### Patient Hunters Though they don't often have to wait , the monsters of the Fractured Lands are patient. They patrol the borders of cities and lesser settlements to find those stupid enough to wander out of safety without suitable protection. This constant surveillance represses most trade between cities, making merchants spend most of the money they make on guards . Even hiring guards is not a guarantee of safety, as danger lurks everywhere in the Fractured Lands. ### Corrupt Origins Though some monsters originate from the Timeless Plains, the majority are spawned by the Fractures or have been trapped inside the Fractured Land's walls. This is why the creatures are so diverse and unique, as many come from the Underdark below the Fractures and have yet to adapt to the desert climate. The Fractures have corrupted many once-peaceful creatures of the Timeless Plains into twisted versions of themselves. However, other foul beasts have remained the way they are for centuries. ### Threats to Civilization Though not all monsters have enough power or intelligence to threaten major settlements, every one of these creatures are able to plague and ruin smaller societies. If a creature decides that it is easier and safer for them to repeatedly raid a village instead of wander the desert, they will attack that area until they are prepared to deal with the creature or their is nothing left to hunt. This means that settlers and travelers must be strong enough to defend against these creatures, or they will be forced to return to civilization much sooner than expected. ### Scavengers Since it is unlikely that monster's prey will leave their homes, many of the lesser creatures must scavenge or find other means of survival. Some are able to eat plants and other creatures lower on the foodchain, while others don't even need sustenance to survive and kill simply for pleasure. This means that most creatures in the Fractured Lands can continue to barely survive, their hunger for flesh only grows. \columnbreak ### Valuable Organs Many monsters with unique traits are hunted down by humans to harvest their organs. Because these organs are so valuable, it is possible that they could go extinct due to the greed of the civilized creatures of the plain. However, hunting these creatures is only for the strongest, or at least the craziest.
APPENDIX B | Monster Statistics
\pagebreakNum
## Basalt Walker The molten heart of the mountains, the Basalt Walker is a primordial elemental of fire that guards the portal to the Firelands. Long ago, the Basalt Walker had three other brothers that matched to the elements of earth, water and air. However, when the Fractures came, they fled back to their planes, some even closing the portal to their plane in fear of the corruption of Abraxus. The Basalt Walker stands proud on the mortal plane, defending itself from swathes of corrupted undead that seek to spread the Fractures even further. Though it can speak, it chooses not to talk to mortals, believing that they may be agents of Abraxus.
**Terrain Shaper.** The Basalt Walker is so heated that the terrain it walks becomes dangerous to all others who are not resistant to fire. Pools of magma are his footsteps, and even the hardest stone is softened and heated by his touch. When someone wishes to approach the Basalt Walker, they can do so only by walking amongst the flames and heat he creates, which means that few ever come close to his Flaming Dominion.
**Flaming Dominion** The area around the Firelands portal is known as the Flaming Dominion. This is because the Basalt Walker patrols the area around the portal, purposely creating a hostile environment for most creatures. Magma Drakes and lesser fire elementals inhabit the Flaming Dominion, meaning that even if an outsider could survive the environmental factors, they would also have to deal with the creatures who inhabit it. As well, there is a group of Fire Genasai who live near the Fireland Portal who are allied to the Basalt Walker, and will immediately follow any outsiders and attack those that the Basalt Walker deems unworthy.
**Relic Protector.** Deep in the Flaming Dominion, there is a great fiery artifact that the Basalt Walker has kept hidden for centuries, since even before the Fractures. Another Relic of the Old Dawn, this is what protects the fire genasai from the full effects of the Basalt Walker's trail. The ancient shield the *Heart of Flame* is destined to be wielded by a champion to destroy the corruption of the Fractures. This is why the corrupt magic of the Fractured Lands seeks to destroy the Basalt Walker and his portal, as doing so would remove the power of the *Heart of Flame* and stop the prophecy from being completed. Few know this prophecy, as it was foretold by the Fire Genasai tribe and spread by pilgrims of the Fire Genasai.
**Draconic Kin** Because both the Primordial Elementals and the Dragons were created roughly the same time, the Basalt Walker has ties with a few of the powerful Primordial Dragons. In particular, he has two powerful and dangerous allies that he will call upon in a time of need: Kalamet the Shadowflame and Argent the Platinum. Though he is a force to be reckoned with, with the combined might of these allies, the Basalt Walker is unstoppable. The Basalt Walker does not call on these allies because of the danger such summoning would cause, as evil would find a way to counter the power of this alliance on the plane and destroy the mortals inhabiting it as collateral.
APPENDIX B | Monster Statistics
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___ ___ > ## Basalt Walker >*Gargantuan elemental, chaotic good* > ___ > - **Armor Class** 19 > - **Hit Points** 385 (22d20 + 154) > - **Speed** 50 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|17 (+3)|24 (+7)|16 (+3)|23 (+6)|15 (+2)| >___ > - **Saving Throws** Dexterity +13, Constitution +17, Wisdom +13 > - **Damage Resistances** bludgeoning, piercing, and slashing damage from nonmagical weapons > - **Damage Immunities** Fire > - **Condition Immunities** Charmed, frightened, paralyzed, petrified, poisoned, prone, restrained > - **Senses** Blindsight 120 ft., passive Perception 13 > - **Languages** Common, Primordial, Ignan > - **Challenge** 20 (25,000 XP) > ___ > > ***Magma Aura.*** At the start of each of the Basalt Walker's turns, each creature within 10 feet of him takes 17 (5d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature also takes 17 (5d6) fire damage if it touches or hits him with a melee attack while within 10 feet of him, and a creature takes that damage the first time on a turn that the Basalt Walker moves into its space. In a 30 foot radius around the Basalt Walker, the ground heats and becomes difficult terrain. > >***Legendary Resistance (3/day).*** If the Basalt Walker fails a saving throw, it can instead choose to succeed. > >***Innate Spellcaster.*** The Basalt Walker is a 10th level spellcaster whose spellcasting ability is Wisdom (Spell Save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components: > >At-Will: *Fireball, Wall of Fire*
>4 Slots/Day: *Earth Tremor, Burning Hands*
>3 Slots/Day: *Aganazzar's Scorcher, Flaming Sphere, Maximillion's Earthen Grasp, Erupting Earth*
>2 Slots/Day: *Flame Strike, Immolate* > >***Magic Resistance.*** The Basalt Walker has advantage on saving throws against spells and other magical effects. > >***Firestrider.*** On the Basalt Walker's turn, he can choose to forfeit his movement and instead teleport to a fire that he can see. > > ### Actions > ***Multiattack.*** The Basalt Walker makes two slam attacks or two flame blast attacks. > > ***Slam.*** *Melee Weapon Attack:* +12 to hit, Reach 10 ft., one target. *Hit* 18 (2d10 + 7) bludgeoning damage plus 18 (5d6) fire damage. > > ***Flame Blast.*** *Ranged Spell Attack:* +12 to hit, Range 250 ft, one target. *Hit* 35 (10d6) fire damage. > > ### Legendary Actions >The Basalt Walker can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Basalt Walker regains spent legendary actions at the start of his turn. > >***Firestride.*** The Basalt Walker uses his firestrider ability > >***Quickened Spell.*** The Basalt Walker casts one of his 4 or 3 slots/day spells. > >***Heat Wave.*** The Basalt Walker creates a blast of heat within 300 feet of himself. Each creature in the area in physical contact with metal objects (for example, carrying metal weapons or wearing metal armor) takes 9 (2d8) fire damage. Each creature in the area that isn't resistant or immune to fire damage must make a DC 21 Constitution saving throw or gain one level of exhaustion > >***Combustion (3 Actions).*** The Basalt Walker causes one creature he can see within 30 feet of him to burst into flames. The target must make a DC 21 Constitution saving throw. On a failed save, the target takes 70 (20d6) fire damage and catches fire. A target on fire takes 10 (3d6) fire damage when it starts its turn, and remains on fire until it or another creature takes an action to douse the flames. On a successful save, the target takes half as much damage and doesn't catch fire. >
APPENDIX B | Monster Statistics
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## Belual The Belual are a race of creatures similar to camels and other beasts of burden but evolved from the corruptive magic of the Fractures to be stronger and larger. They have since been domesticated by the people of the Fractures, and are the most popular (and cheap) method of transport within the Fractured Lands. They are temperamental creatures, and though they are tamed, they often must be ordered to do something more than once. The Belual are often guessed to be ancient ancestors to camels, as they appear to be a reptilian relative to them, but this is just postulation.
**Moving Homes.** Though it is never recommended to travel in the Fractured Lands, or to stay outside of a major settlement for long, Beluals are the perfect creatures to do so. Their large backs are big enough that they can hold a small room, meaning that they can be a constant means of shelter and food. Their slow pace lends itself to more nomadic lifestyles, as if one wishes to be on time, they should attempt to use a Longneck or Thymal. Belual are often seen as the traveller's home, and their cheapness allows them to be pervasive despite their temperament.
**Tamed Madness.** The Belual is a creature of the Fractures and with that part of them, they are angry and rabid. No one knows what magic is used on the Belual by the wizards who tame them, but whatever it is doesn't attempt to hide the anger of these creatures. Belual almost always looks angry and their eyes only show pure whites. They can often be seen drooling when they look at something or someone that they deem as tasty, or that the Fractures would wish that they would kill. The madness of the Belual bubbles just below the surface and can be seen by anyone. Any attempt to read the mind of a Belual is met only with an endless cacophony of screaming. \columnbreak
___ > ## Belual >*Large beast, chaotic evil* > ___ > - **Armor Class** 13 > - **Hit Points** 26 (3d10 + 9) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|11 (+0)|16 (+3)|10 (+0)|9 (-1)|8 (-1)| >___ > - **Skills** Perception +2 > - **Senses** passive Perception 12 > - **Challenge** 1 (200 XP) > ___ > > ***Blood Frenzy.*** The Belual has advantage on melee Attack rolls against any creature that doesn't have all its Hit Points. > > ### Actions > ***Multiattack.*** The Belual makes two hoof attacks. > > ***Hoof.*** *Melee Weapon Attack:* +3 to hit, Reach 5 ft., one target. *Hit:* 4 (1d4) bludgeoning damage > > ***Bite.*** *Melee Weapon Attack:* +3 to hit, Reach 5 ft., one target. *Hit:* 8 (1d12 + 1) piercing damage
APPENDIX B | Monster Statistics
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## Calidus The Calidus are ancient crustaceans who were trapped after the Nine created the walls around the Fractured Lands. They adapted and evolved, using massive boulders that they hollowed to protect themselves from the heat and their new predators. These creatures terrorized villages and cities until the first settlers drove them underground. Now they live in caves, waiting for adventurers to come to them.
**Nocturnal Watchers.** The Calidus is a nocturnal beast, and leave their caves at night. They are surprisingly quiet during the night, and their chitinous exoskeleton blends into the sand surprisingly well at night. Their bodies are also more suited to the harsh cold of the Fractured Lands at night, as the creatures must often absorb the cold during the night so they can remain cool.
**Energy Storers.** These creatures have the ability to absorb the elements of cold and heat, expelling the heat from their bodies and storing the cold for later. This can also be used in the heat of battle, as the creature will absorb fire and ice damage and use it to power its attacks. This can mean that they have an advantage versus evocation school wizards, and their have been numerous studies into the Calidus's anatomy to discover why they have this ability.
**Herbivores.** Though the Calidus prefers live prey, they can also continue to sustain themselves using plants that naturally grow in the desert wastes of the Fractured Lands. This means that if they approach a fight that seems like too much work for them to catch their quarry, they will run away and only attack to defend itself. They do have a maternal instinct however, and if any of their young are attacked, they will attack unprovoked and without warning. \columnbreak
___ > ## Calidus >*Large beast, unaligned* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 75 (10d10 +20) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|11 (+0)|14 (+2)|6 (-2)|7 (-2)|6 (-2)| >___ > - **Skills** Stealth +2 > - **Senses** 120 ft. darkvision, passive Perception 10 > - **Languages** Languages > - **Challenge** 3 (700 XP) > ___ > > ***Heat and Cold Absorption.*** The Calidus can cast *Absorb Elements* at lowest level at will, but can only choose cold or fire damage. > > ### Actions > ***Multiattack.*** The Calidus makes two pincer attacks. > > ***Pincer.*** *Melee Weapon Attack:* +4 to hit, Reach 5 ft., one target. *Hit:* 13 (2d10 +2) piercing damage > > ***Pounce.*** The Calidus leaps in the air, landing up to 30 ft. away on creatures below it. Each creature within its space must make a DC 13 Dexterity saving throw or be landed on, causing 21 (6d6) bludgeoning damage on a failed save or half on a successful save.
APPENDIX B | Monster Statistics
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## Ceratotheum The Ceratotheum is a powerful beast that are incredibly rare. After the Fractures, the beasts have neared extinction. They are dull and incredibly strong who are content to simply walk the earth as long as they are fed and unprovoked. The Ceratotheum are dulled to their senses, and will potentially not even know that they are dragging around a certain amount of weight. The Ceratotheum is a rare sight throughout the Fractured Lands but are most often seen pulling along a miniature civilization.
**Civilization Carriers.** Ceratotheum are often used to pull large settlements for nomads who wish to have shelter along with their travel. Whether it be because they would hate to have to travel on foot with multiple caravans, or they need large quantities of storage for research or combat, the civilizations that are pulled along by the Ceratotheum need only provide the creature with large amounts of food in order to keep it docile and tame.
**Siege Weapon.** Ceratotheum were used in many of the wars of man. Originally created during the war of life, the Ceratotheum were used to break down the walls of settlements and then drop massive amounts of soldiers within the walls. These Ceratotheum rarely lasted long after these combats, but until they were taken down, they would continue to destroy and stampede until they found food.
**Deadly Stampede.** There are few things that can stop a charging Ceratotheum when it has found its target. Everything in the way is destroyed, killed or pushed to the side. These creatures are no longer used for war, but the legends of their stampedes have travelled throughout the Fractured Lands. \columnbreak
___ > ## Ceratotheum >*Gargantuan beast, unaligned* > ___ > - **Armor Class** 18 > - **Hit Points** 116 (8d20 + 32) > - **Speed** 45 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|12 (+1)|18 (+4)|8 (-1)|13 (+1)|14 (+2)| >___ > - **Saving Throws** Str +7, Con +7, Wis +4 > - **Damage Resistances** Bludgeoning, Piercing, and Slashing From Nonmagical Attacks > - **Condition Immunities** Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious > - **Senses** 60 ft. > - **Challenge** 8 (3,900 XP) > ___ > > ***Charge.*** If the Ceratotheum moves at least 15 feet straight toward a target and then hits it with a gore attack on the same turn, it deals an additional 36 (8d8) bludgeoning damage. > > ***Stampede.*** During a charge, the Ceratotheum tramples over creatures to reach its target. The Ceratotheum can move through enemy spaces during a charge, and each creature that has been moved over must make a DC 16 Dexterity saving throw. On a fail, they take 28 (8d6) bludgeoning and half as much on a success. > > ***Siege Monster.*** The Ceratotheum deals double damage to objects and structures. > > ### Actions > ***Multiattack.*** The Ceratotheum makes two stomp attacks > > ***Stomp.*** *Melee Weapon Attack:* +7 to hit, Reach 15 ft., one target. *Hit:* 30 (4d12 + 4) bludgeoning damage. On hit, the target must make a DC 16 Strength Saving Throw. On a fail, they are knocked prone. > > ***Gore.*** *Melee Weapon Attack:* +7 to hit, Reach 5 ft., one target. *Hit:* 43 (6d12 + 4) bludgeoning damage
APPENDIX B | Monster Statistics
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## Desert Harpy The desert harpies of the Fractured Lands
are very different from traditional harpies in the
rest of Voldari. Once, these harpies were humans
of a tribe dedicated to protecting the magic
of the world and letting nature survive. After a
powerful witch took away the flight that the Kenku so desperately loved, the witch decided to give this blessing to the tribe, their name now forgotten. Desert harpies are nomadic by nature, searching for new magic to discover or attempting to find magic that needs to be protected. The desert harpies believe that magic is living and sentient, with sources of magic being lives in a collective weave.
**Expert Trackers.** The Desert Harpies are unrivaled in their ability to track spellcasters anywhere in the Fractured Lands. This means they often are used by those who hunt magic, forced into tracking the thing that they worship for those who seek to snuff it out. As well, there are Desert Harpies who leave the safety of their clan or tribe to become bounty hunters of sorts, paid for their ability to track mages. However, those that follow this path often lose the powers granted to them by Ether, and are forced to use conventional methods to defend themselves.
**Arcana Worshipers.** The Desert Harpies follow Ether, god of the arcane. Though his personal view of magic is quite different from theirs, Ether appreciates the Desert Harpies' devotion to the arcane and their choice to protect and explore it. He grants them a small portion of his power with no cost, as long as they continue to devote themselves to the arcane. The Desert Harpies do not actually worship Ether, but instead the Weave, of which Ether is the god. This mutual thirst for the arcane is what has brought the Desert Harpies closer to Ether, though it is impossible to tell whether Ether agrees with the rituals of the tribes or not.
**Clans.** The Desert Harpies exist in clans scattered throughout the Fractured Lands. Each of these clans follow a shaman, who dictates the actions that the clan must take as well as the appropriate rituals to perform. Any who disagree with the shaman must leave the clan or challenge the shaman to a magical duel to take their place. These duels are not fights to the death, but instead grand showings of the person's ability to manipulate the weave.
**Indebted.** The Desert Harpies did not get their flight entirely free, and since it has become such an important part of their lives, they would do anything to keep it. Sylic, the witch who gave them this flight, often uses a Desert Harpy to do her bidding, keeping them until they die and then retrieving a new one. > In order to get the stats of a harpy Shaman, increase their CR to 3 and add the following: > - increase their health to 110 (20d8 + 15) > - increase the spell slots of first level to 4 and add 2nd level (3 slots): *Hold person, Spiritual weapon* to spellcasting > - change multiattack to two claw attacks or one claw attack and one spell \columnbreak
___ > ## Desert Harpy >*Medium humanoid, lawful neutral* > ___ > - **Armor Class** 13 > - **Hit Points** 88 (16d8 + 16) > - **Speed** 20 ft., fly 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|13 (+1)|12 (+1)|12 (+1)|10 (+0)|13 (+1)| >___ > - **Skills** Arcana +3 > - **Senses** passive Perception 10 > - **Languages** Common, Elvish > - **Challenge** 2 (450 XP) > ___ > > ***Spellcasting.*** The desert harpy is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 11, +3 to hit with spell attacks). The desert harpy has the following spells prepared:
>Cantrips: *Light, Sacred Flame, Thaumaturgy*
>1st level (2 slots): *Command, Inflict Wounds, Shield of Faith*
> ***Arcane Trackers.*** Once a Desert Harpy has seen a source of the arcane or a spellcaster, they can track it as long as their target stays on the same plane. > > ### Actions > ***Multiattack.*** The Desert Harpy makes two claw attacks or casts one spell. > > ***Claw.*** *Melee Weapon Attack:* +4 to hit, Reach 5 ft., one target. *Hit:* 6 (2d4 + 1) Slashing damage >
APPENDIX B | Monster Statistics
\pagebreakNum ## Drakes These great creatures have caused much of the history of the Fractured Lands, influencing many major events and important people. At one time, they were ridden by the humanoids of the Timeless Plains. Today, they are confused and hurt, not comprehending that the humanoids did not cause the Fractures, and ferociously fight at any who attack them. They lack a basic understanding of the modern world, instead preferring isolation from the outside world. The Drakes are the direct descendants of the dragons, becoming even more impure versions of the Great Wyrms than the dragons already were. They have two hind legs and wings in the place of arms, though they travel using the wings in a quadrupedal way. Though remarkably intelligent, their knowledge pales in comparison to their draconic cousins. As well, they also lack the near indefinite lifespan of the dragons, only living for around seven centuries. They also reproduce independently, which has lent itself well to the survival of the species. ### Powerful Companions Though the use of Drakes as mounts is a an archaic tradition somewhat eroded by the Fractures, the creatures in the northern mountain range have the opportunity for a similar companionship, if they can convince the Drake of their worthiness. The Drakes are not often sought after, however, as many people do not know of their locations, even in the mountain range. The cities that are close enough, like Esthane or Solaris, tend to be too tied up in their own business to actually search for these creatures. ### Weapons of War In almost every major war in the Fractured Lands, and several minor ones, the Drakes and their riders have turned the tides of battle. Whenever a war is near, the leaders of the two sides often compete for the Drakes, seeing them as a resource key to winning the conflict. As well, several powerful mages have used these creatures to wreak havoc and chaos. ### Creatures of Solitude If the Drakes are left to their own devices, they tend to prefer being alone and relatively peaceful, only hunting out of necessity. It is only loyalty to their companions that can make a Drake want to actually fight or even leave the tranquility of their own home. This means the Drake rarely uses its powerful abilities towards offense, often using magic as a means of utility and pragmatic practicality, helping them make their lives easier and perhaps even more interesting. ### Guardians of Treasures Even after death, the Drakes still remain loyal to their old companions. Often, the companion will be buried in or near the Drake's lair, which the Drake will protect. As well, the companion often leaves their worldly possessions to the Drake, which tend to include a trove of powerful and valuable items. Trying to steal these items would incur the wrath of even the most relaxed Drake. \columnbreak ### Different Types of Drake Like their draconic cousins, the Drakes can also be defined and categorized. This isn't based on the color of their scales, however. Instead, they are differentiated by the element they are closely tied to. These types are listed below by power and then in more depth explained on the next few pages.
**Grass Drakes.** Though more powerful in other areas in the world, these Drakes are incredibly weak and have few numbers in the Fractured Lands. They still cling on, and the few that survive tend to create lairs in the purified areas created by the Grassroot Rangers. The Grass Drakes are usually quite weak and have trouble using their abilities and powers outside of these areas, meaning that they are easy pickings for vagabonds looking to steal their valuable treasure. No matter how weak Grass Drakes are, they are quite dangerous, and will viciously fight for their possessions.
**Water Drakes.** In the desert temperatures of the Fractured Lands, water is more important than ever. This lends some power to the Water Drakes, who often make their lairs in water springs and underground lakes, though these natural sources of water are few and far between. Water Drakes are often hunted and used as sources of water, using their aquatic magic and breath to quench their thirst. This often involves torturing and capturing the otherwise benevolent Water Drakes in order to satisfy their need to survive.
**Magma Drakes.** Heat and magma are both very prevalent in the Fractured Lands, at least in the mountains to the north. Magma Drakes are a rare sight, but the mountains contain many of their kind, imbued with power by the heat of magma streams that they create lairs around. Magma Drakes tend to be incredibly isolated and simply observe the rest of the Fractured Lands from afar. These Drakes tend to be wiser than the other ones, though this wisdom does not translate into power. Their magma breath has been used by Quirie to create the rock paths that have been chiseled into what is now their roads and pathways.
**Bone Drakes.** When you take a creature that is already wise and observant, and let it live for an eternity, it will become infinitely more dangerous. These creatures are excellent spellcasters, melee combatants and social diplomats, due simply to having more time. However, time can make them reckless and bored, causing them to take incredibly unnecessary risks just to feel "alive" again, despite their obviously dead bodies. They use powerful necrotic breath, which can return those killed by it into undead servants. ### Dangerous Alone, Deadly Together When there are two or more of the same type of Drakes living together, they are infinitely more lethal then they are on their own. This is because reproduction amongst drakes is incredibly rare, which means that it cannot be jeopardized. Father Drakes will often sacrifice their lives to viciously defend the mother, who will give birth to several more Drakes and thus continue the species. Even rarer than reproduction itself, some colonies actually have other races helping to defend the Drakes. These often include druids, kobolds and other friends of nature and dragons.
APPENDIX B | Monster Statistics
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## Bone Drake Incredibly rare and dangerous, the Bone Drake is a breed unto itself. A Bone Drake is born when the flame of a Magma drake is extinguished, and the corpse is reanimated. Though this is a one in a thousand chance, there are more Bone Drakes than most people realize. They live in the northern mountains, though some make their lairs in the ruins of long forgotten settlements, crushed by the chaotic magic of the Fractures. Unlike the rest of the creatures reanimated by the Fractures, the Bone Drakes retain their free will and sentience, which they use to further the Fracture's goals.
**Eternal Ennui.** All Bone Drakes are immortal unless killed in combat or from disease. This causes the Bone Drakes to become bored with their lives in the lairs, and they will hunt for hobbies or other things that pique their interest. Some decide to rule over small colonies of lesser creatures, others delve deep into the arcane and eldritch, others still attack settlements, just for the fun of it.
**Reckless Gamblers.** Most Bone Drakes fall into reckless or addictive behaviors. Some are incredibly carefree and reckless in combat, thinking themselves invulnerable. Others seek gambling, games of chance and addictive substances to quell the boredom in their lives. These clear weaknesses must be exploited in order to win against a Bone Drake, as their cunning and magic ability are incredibly formidable.
**Necrotic Breath.** Using their powerful breath, the Bone Drake can return the dead to fight with him. Many Bone Drakes simply reanimate a servant in their lair when they die, only going to find new ones out of boredom. To be killed as an adventurer by the Necrotic Breath means eternal servitude, a fate worse than death. The Bone Drake can decide whether the creature has its sentience or not, meaning that they can have sentient companions or subservient slaves. Sometimes, that means that the Bone Drake purposely will make them sentient so that he can break his undead's spirits. \columnbreak
___ > ## Bone Drake >*Large dragon, chaotic evil* > ___ > - **Armor Class** 17 > - **Hit Points** 154 (14d10+70) > - **Speed** 40 ft., fly 80 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|21 (+5)|10 (+0)|20 (+5)|14 (+2)|11 (+0)|15 (+2)| >___ > - **Saving Throws** Dex +4, Con +9, Wis +5 > - **Skills** History +6, Perception +4, Religion +6 > - **Damage Immunities** Necrotic > - **Senses** Blindsight 60ft. > - **Languages** Common, Draconic > - **Challenge** 12 (8,400 XP) > ___ > > ***Magic Resistance.*** The Bone Drake has advantage on saving throws against spells and other magical effects. > > ### Actions > ***Multiattack.*** The Bone Drake makes two claw attacks and one bite attack > > ***Bite.*** *Melee Weapon Attack:* +11 to hit, Reach/Range 5 ft., one target. *Hit:* 26 (2d12 + 9) Slashing damage plus (1d6) necrotic damage > > ***Claw.*** *Melee Weapon Attack:* +11 to hit, Reach/Range 5 ft., one target. *Hit:* 25 (2d12 + 9) Slashing damage > >***Necrotic Breath (Recharge 5-6).*** The dragon exhales necrotic mists in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) necrotic damage on a failed save, or half as much damage on a successful one. If a creature is killed by this breath weapon, they must make a DC 14 Wisdom saving throw or become a zombie controlled by the Bone Drake with no hope of resurrection.
APPENDIX B | Monster Statistics
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## Grass Drake Though weakest in the Fractured Lands, Grass Drakes inhabit the small pockets of oasis and defend these areas of their life. Made of interwoven grass and other plant life, the Grass Drakes are living ecosystems themselves. These Drakes live with druids and other remnants of the Timeless Planes, becoming high ranking members of the Grassroot Rangers. They are most associated with the Timeless Plains, but they can also be found in the Raging Mire and Voldari, where they are far more powerful due to the living nature.
**Collectors of Ancient Knowledge.** The Grass Drakes seek relics, artifacts and historical recountings of the Timeless Plains, to remind themselves of the land they once knew. This means they are invaluable to those who seek answers to the many questions that the Fractures have brought. Though if they are asked to part with the source of their knowledge, they will demand a high price. They make lairs near the Raging Mire, and filled with a collection of relics both powerful and rare. ___ > ## Grass Drake >*Large dragon, chaotic good* > ___ > - **Armor Class** 15 > - **Hit Points** 170 (20d10 + 60) > - **Speed** 30 ft., fly 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|15 (+2)|17 (+3)|16 (+3)|16 (+3)|15 (+2)| >___ > - **Saving Throws** Dex +5, Con +6, Wis +6 Cha +5 > - **Skills** Arcana +6, History +6, Perception +6 > - **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 16 > - **Languages** Common, Draconic > - **Challenge** 7 (2,900 XP) > ___ > > ***Magic Resistance.*** The Bone Drake has advantage on saving throws against spells and other magical effects. > > ### Actions > ***Multiattack.*** The Grass Drake makes two claw attacks and one bite attack. > > ***Claw*** *Attack Style:* +7 to hit, Reach 10 ft., one target. *Hit:* 13 (2d8 + 4) slashing damage > > ***Bite*** *Attack Style:* +7 to hit, Reach 10 ft., one target. *Hit:* 19 (3d10 + 4) piercing damage > > ***Summon Roots.*** The Grass Drake creates a massive root that snakes into the ground in a 30 ft. line. Vines extend 10 ft. from this root, causing anyone within 10 feet of the root to make a DC 15 Athletics check or be grappled.
APPENDIX B | Monster Statistics
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## Magma Drake Great beings that have existed since before even the Timeless Plains, Magma Drakes are the direct descendants of the Dragons, primordial beings created near the beginning of time itself. While other Drakes lay claim to the title of descendant to the dragons, the Magma Drakes actually are, and have the power to prove it. They are found in the mountains of the Fractured Lands, as well as in the Flaming Dominion. In the Flaming Dominion, they accept certain members of the genasai tribe guarding the Fireland Portal as riders, and together in the heat of the Flaming Dominion, the rider and Magma Drake are unstoppable. Outside the Flaming Dominion, Magma Drakes rarely take a rider, instead preferring the company of other Magma Drakes and their own solitude.
**Magma Breath.** Magma Drakes store heat and energy, thriving in extreme heat. They can release this heat and energy through their magma breath, which burns and then solidifies around foes, trapping them for the Magma Drake to easily finish off. This is their main method of hunting in the mountains, as most of their potential quarry are fast and can easily escape them.
**Ancient Wisdom.** Magma Drakes were given special knowledge of the material plane by the dragons that has been passed down for centuries. Adventurers and other seekers of knowledge often search for Magam Drakes, hoping that these ancient beasts can give them the answers they seek. Often, this is a fool's errand, as Magma Drakes rarely give away this precious knowledge. However, if the world were in danger, they could be persuaded to trade for something of equal value. \columnbreak ___ > ## Magma Drake >*Large dragon, neutral good* > ___ > - **Armor Class** 18 > - **Hit Points** 270 (36d10 + 72) > - **Speed** 40 ft., fly 80 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|13 (+1)|15 (+2)|14 (+2)|17 (+3)|15 (+2)| >___ > - **Saving Throws** Dexterity +6, Con +7, Cha +7 > - **Skills** Arcana +7, History +7, Persuasion +7 > - **Condition Immunities** fire damage > - **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception > - **Languages** Common, Draconic > - **Challenge** 14 (11,500 XP) > ___ > >***Magic Resistance.*** The Magma Drake has advantage on saving throws against spells and other magical effects. > >***Legendary Resistance (3/Day).*** If the Magma Drake fails a saving throw, it can choose to succeed instead. > > ### Actions > ***Multiattack.*** The Magma Drake makes two claw attacks and one bite attack. > > ***Claw.*** *Melee Weapon Attack:* +8 to hit, Reach 5 ft., one target. *Hit:* Damage Damage Type damage > > ***Bite.*** *Melee Weapon Attack:* +8 to hit, Reach 5 ft., one target. *Hit:* Damage Damage Type damage > > ***Magma Breath.*** The Magma Drake exhales magma in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 49 (14d6) fire damage on a failed save, or half as much damage on a successful one. On a failed save, the failing creature is restrained and can make a DC 15 Athletics saving throw on the start of their turn to break free. > > ### Legendary Actions >The Magma Drake can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Magma Drake regains spent legendary actions at the start of its turn. > >***Wing Attack (2 Actions).*** The Magma Drake beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. > >***Claw.*** The Magma Drake makes a claw attack.
APPENDIX B | Monster Statistics
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## Water Drake The weakest drakes of the Fractured Lands, these drakes find their homes in oases or in Mul. These homes are important to Water Drakes due to their need bodies of Water to survive in the Fractured Lands. In the Timeless Plains the Water Drakes were amongst the most powerful, but after the Fractures many water bodies dried up, forcing the Water Drakes to greatly weakening them. Water Drakes can still call upon the sea to aid them, using the remnants of the sea's energy to breathe a powerful tide of water wash over their enemies.
**Moisture Absorption.** The Water Drakes need water to survive, forcing them to be submerged in it most of the day. In the Fractured Lands, this means that they must live in whatever small pocket of water they find, as they cannot travel far enough to get to bigger bodies of water. This often forces these beautiful creatures into isolation, rarely talking to creatures unless they live near the water they inhabit. Oftentimes, humanoids are showered with gifts and advice when they enter a water dragon's lair, with the hopes that the people will stay or at least visit often. These Water Drakes have become isolated and dehumanized by the Fractured Lands, and all they want is to help others.
**Grassroots Ally.** Frequently, Water Drakes will devote their minds and magic to the cause of the Grassroot Rangers, hoping that their efforts will create a new home for them. The Water Drakes offer them magic items from a forgotten age or their own magical abilities, and all they ask is to be brought to Mul, the city of Aqueducts. Grassroot Rangers rarely have the time or power to bring them to Mul, leaving the Water Drakes alone and without hope. Still, if there is even a small chance they will be moved for their services, the Water Drakes will gladly offer up nearly anything for the cause. \columnbreak
___ > ## Water Drake >*Large dragon, chaotic neutral* > ___ > - **Armor Class** 16 > - **Hit Points** 110 (13d10 + 39) > - **Speed** 30 ft., swim 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|13 (+1)|17 (+3)|12 (+1)|14 (+2)|13 (+1)| >___ > - **Saving Throws** Dex +4, Con +6, Wis +5 > - **Skills** Athletics, Insight +5, Perception +5 > - **Senses** darkvision 60 ft. > - **Languages** Common, Aquan, Primordial > - **Challenge** 4 (1,100 XP) > ___ >***Magic Resistance.*** The Bone Drake has advantage on saving throws against spells and other magical effects. > > ***Amphibious.*** The Water Drake can breathe air and water. > > ### Actions > ***Multiattack.*** The Water Drake makes two claw attacks > > ***Claw.*** *Melee Weapon Attack:* +5 to hit, Reach 5 ft., one target. *Hit:* 16 (4d6 + 2) Type damage > > ***Tidal Breath.*** The dragon exhales a crushing wave of frigid seawater in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw. On a failure, the target takes 17 (3d10) bludgeoning damage and 17 (3d10) cold damage, and is pushed 30 feet away from the dragon and knocked Prone. On a successful save the creature takes half as much damage and isn't pushed or knocked prone.
APPENDIX B | Monster Statistics
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\columnbreak ## Feralisk These large, drifting creatures are powerful and stealthy predators. Using their absorptive hide, they can channel the desert heat into a white hot beam that can melt steel. The Feralisk is on top of the natural food chain, and defeating one takes several lesser creatures. They hunt alone and focus on prey outside of civilized areas, fearing the power of civilization.
**Lurking Beneath The Sand.** The Feralisk hunts by burying themselves in the desert sands, absorbing heat and waiting for their prey to come to them. Though it is very difficult to spot, observers can just barely see an imprint in the sand that shows where they are, but if it can be seen, it's too late.
**Heat Ray.** These rays are a unique trait, with no creature, even a Magma Drake, able to produce something so hot. This makes them desirable as pets and mounts, though they are difficult to tame or domesticate. In fact, the factories and furnaces of Quirie use an ancient, tortured Feralisk as a source of heat and fuel. ___ > ## Feralisk >*Large beast, lawful neutral* > ___ > - **Armor Class** 17 > - **Hit Points** 143 (15d10 + 60) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|16 (+3)|18 (+4)|10 (+0)|12 (+1)|9 (-1)| >___ > - **Skills** Athletics +7,Perception +3, Stealth +5 > - **Senses** Darkvision 60 ft. > - **Challenge** 6 (2,300 XP) > ___ > > ***Sand Ambush.*** If a Feralisk hidden in the sand surprises its enemies, it may do a bite and a beam attack on its surprise round turn. > >***Hot to the Touch.*** Whenever a creature attempts to climb or touch the Feralisk, it takes 1d4 fire damage due to the absorptive hide of the beast. > > ### Actions > ***Multiattack.*** The Feralisk makes two attacks: one slam and one bite. > > ***Bite.*** *Melee Weapon Attack:* +6 to hit, Reach 5 ft., one target. *Hit:* 26 (4d10 + 4) Damage Type damage > >***Slam.*** *Melee Weapon Attack:* +6 to hit, Reach/Range, one target. *Hit:* 15 (2d10 + 4) Damage Type damage > > ***Heat Beam (Recharge 5-6).*** The Feralisk exhales a beam of heat that is 10 ft. wide and 15 ft. long. Creatures within must make a DC 14 Dexterity save. On a failed save, they take 30 (9d6) damage. On a successful save, they take half that damage.
APPENDIX B | Monster Statistics
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## Firewing Firewings are adorable and only slightly deadly dragons that are often used as pets and familiars for the peoples of the Fractured Lands. They are still slightly dangerous on their own, but have been hunted down to so that there are now very few in the wild. Mos of these familiars must now be found within the plane of fire. They are useful as familiars because of their ability to repeat phrases or words that are said to them easily, with perfect accuracy, regardless of how strange the words are.
___ > ## Firewing >*Small dragon, unaligned* > ___ > - **Armor Class** 13 > - **Hit Points** 27 (6d6 + 6) > - **Speed** fly 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11 (+0)|12 (+1)|13 (+1)|12 (+1)|11 (+0)|13 (+1)| >___ > - **Senses** Darkvision 60 ft. > - **Languages** Common, Draconic > - **Challenge** 1/8 (25 XP) > ___ > > ### Actions > ***Firebolt.*** *Ranged Spell Attack:* +3 to hit, Range 60 ft., one target. *Hit:* 3 (1d4) fire damage \columnbreak
## Hymalis These small, vulture-like creatures are well known scavengers who do little other than survive on others. They can still be a danger though, and are known to harass travelers if they are in large enough numbers. ___ > ## Hymalis >*Small beast, unaligned* > ___ > - **Armor Class** 13 > - **Hit Points** 18 (5d6) > - **Speed** fly 25 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|12 (+1)|10 (+0)|8 (-1)|9 (-1)|8 (-1)| >___ > - **Challenge** 1/8 (25 XP) > ___ > > ### Actions > ***Talon.*** *Melee Weapon Attack:* +3 to hit, Reach 5 ft., one target. *Hit:* 3 (1d4) slashing damage
## Sacrie The Sacrie are small, crab-like creatures that have rocky outcroppings on their back, making them difficult to spot. ___ > ## Sacrie >*Small beast, unaligned* > ___ > - **Armor Class** AC > - **Hit Points** Hitpoints > - **Speed** Speed >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|10 (+0)|12 (+1)|8 (-1)|8 (-1)|9 (-1)| >___ > > - **Challenge** 1/8 (25 XP) > ___ > > ### Actions > ***Pincer.*** *Melee Weapon Attack:* +3 to hit, Reach 5 ft., one target. *Hit:* 3 (1d4) piercing damage
APPENDIX B | Monster Statistics
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## Fume Elemental A Fume elemental is created by the noxious smoke of Quirie's may factories, and can cause severe damage to any who would attempt to reign in their chaos. Spawned from the ire of nature at the factories of Quirie, Fume Elementals can only be controlled or defeated by a powerful druid, and there are very few interested in protecting Quirie. In order to deal with these rampant problems, the owners of the factories attacked must cordon off these areas until help can arrive and be paid handsomely.
**Malicious and Aimless.** Fume elementals have no purpose other than being a conduit of natures wrath; they create destruction and leave a wake of chaos, but they have virtually no sentience and have little logic behind their actions. This unpredictability lends itself well to the cause of the Fume elementals, as the factory owners must close off wide areas because they cannot account for where exactly they are going to cause damage.
**Sign of the Times.** Because factory owners in Quirie account for these creatures, they do not worry about them unless they exist. This means that fume elementals will continue to be created, terrorizing the streets of Quirie whenever they can. They are a fact of life in Quirie, though outsiders may be surprised by the casual mentioning of them when talking with others. Fume elementals will not disappear as long as the factory owners continue their work. \columnbreak
___ > ## Fume Elemental >*Large elemental, chaotic evil* > ___ > - **Armor Class** 15 > - **Hit Points** 77 (9d10 + 27) > - **Speed** 35 ft., fly 30 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|13 (+1)|17 (+3)|14 (+2)|15 (+2)|12 (+1)| >___ > - **Saving Throws** saving_throws > - **Damage Resistances** Piercing, slashing and bludgeoning damage > - **Condition Immunities** grappled, restrained > - **Senses** Darkvision 90 ft., > - **Challenge** 8 (3,900 XP) > ___ > >***Magic Resistance.*** The Fume Elemental has advantage on saving throws against spells and magical abilities. > > ### Actions > ***Multiattack.*** The Fume Elemental makes two smog bolt attacks > > ***Smog Bolt.*** *Ranged Spell Attack:* +7 to hit, Range 80 ft., one target. *Hit:* 20 (3d10 + 3) necrotic damage > > ***Frightful Presence.*** Each creature of the fume elemental's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the fume elemental's Frightful Presence for the next 24 hours.
APPENDIX B | Monster Statistics
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## Harvestmen Indigenous to the Timeless Plains, these creatures have become hungry for flesh. They are adapted to the climate and magics of the Fractured Lands, and their predatory instincts are sharpened to a needle point. Though they were once intelligent and kind creatures, their intelligence was warped into malicious cunning and dangerous. Now they prey on the weak and unfortunate, creating situations that allow them to repeatedly be fed without any work whatsoever. Harvestmen are dangerous because they are always able to plan and scheme four steps ahead of the common man, or village.
**Intelligent Adapters.** The Harvestmen of the Fractured Lands are stealthy and nimble, but that is not their main method of hunting. They prefer for their victims to be brought to them, manipulating a settlement into constantly supplying new food for it. It feeds on the despair of others, finding that forcing them to sacrifice themselves makes them taste even better, like a marinated meat. These creatures are what wander in the dark, what you just barely see out of the corner of your eye. Cultivating an atmosphere of fear and depression comes to Harvestmen innately, and they enjoy every second spinning webs of sorrow around their quarry.
**God Complex.** The Harvestmen believe themselves gods amongst mortals, part of the reason they feel they deserve sacrifice. If villagers don't bend to their will, Harvestmen bring wrath down upon settlements, savaging entire populations under their might. In minor settlements, the people fight back, they can do nothing to the Harvestmen, their self proclaimed god. They often create long and complicated rituals that the villagers must follow to the letter, ensuring that the sacrifice feels methodical and cold, further permeating the air of despair.
**Converted Followers.** The Harvestmen can convert those that they deem have worshiped them enough into another Harvestmen. They start by cocooning the follower in layers and layers of their silk to isolate them. Then, they abandoned until they are to completely drive them insane. Then, once their follower has broken down, the Harvestman begins to rebuild them in their images. It molds the follower's reality, until every word shapes the follower's perception. Then, the Harvestman implants one of its eyes into the follower. > ##### Harvestman Spawn Statistics > For the statistics of the spawn before it has completed its transition, use the Quaggoth Spore Servant statblock. This is when the creature is at its weakest, and it will attempt to run or hide whenever possible. As well, add this trait to the Quaggoth:
>***Web Slinger (1/day).*** The Harvestman casts the *Web* spell.
>The Quaggoth can be found on page 256 of the Dungeon Master's Guide \columnbreak
___ > ## Harvestmen >*Large beast, neutral evil* > ___ > - **Armor Class** 14 > - **Hit Points** 117 (18d8 + 36) > - **Speed** Speed >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|17 (+3)|15 (+2)|16 (+3)|14 (+2)|15 (+2)| >___ > - **Skills** Stealth +5, Persuasion +4, Deception +4 > - **Senses** Blindsight 60 ft. > - **Languages** Common, Elvish, Orcish > - **Challenge** 4 (1,100 XP) >___ > > ***Spider Climb.*** The Harvestman can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. > > ***Web Sense.*** While in contact with a web, the Harvestman knows the exact location of any other creature in contact with the same web. > >***Web Walker.*** The Harvestman ignores Movement restrictions caused by webbing. > > ### Actions > ***Multiattack.*** The Harvestmen makes two and slam attacks or one bite attack > > ***Slam.*** *Melee Weapon Attack:* +5 to hit, Reach 10 ft., one target. *Hit:* 14 (2d10 + 3) piercing damage > > ***Bite.*** *Attack Style:* +5 to hit, Reach 5ft., one target. *Hit:* 21 (4d8 + 3) piercing damage and the target must make a DC 14 Wisdom saving throw or be overwhelemd by sadness and be incapacitated. They may make another saving throw at the start of each of their turns to remove this affect. > >***Web Slinger(3/day).*** The Harvestman casts the *Web* spell.
APPENDIX B | Monster Statistics
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## Hollux The Hollux is a large, six legged, lumbering creature, and is the prize of every hunter. Nicknamed the "Noble" due to its naturally golden plated exterior, these creatures are docile but deadly if provoked. If enraged, its attacks can cause minor shock waves due to the pure power and strength of the Hollux. When captured by humanoids, they are stripped of their natural golden armor and then forced into physical labour for their new and permanent masters.
**Hunted Near Extinction.** Because the Hollux is a peaceful, slow, meandering creature is that they are an easy target to ambush and overwhelm. Their golden hide is enough to . Many raiding parties and hunters have attacked these beasts. Though most have failed, enough have succeeded to cause the Hollux to reach the edge of extinction.
**Dignity Lost.** Before the Fractures, the Hollux were viewed as noble and sacred creatures, treated with respect and reverence. However, the life they've found in the Fractured Lands is nothing like what they had before. They have become mentally weaker, evolving dulled minds to deal with the pain of their near extinction.
**Underground Colony.** It is believed a secret underground colony of Hollux lies just beneath the surface. This colony has been searched for centuries, though the hunters have come no closer to it. In the colony, apparently the Hollux eggs reside, which are made of pure gold until birth. To find this colony would be enough to unbalance the entire economy of the Fractured Lands. \columnbreak
___ > ## Hollux >*Huge beast, chaotic neutral* > ___ > - **Armor Class** 15(natural armor) > - **Hit Points** 90 (12d12 + 12) > - **Speed** 20 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|10 (+0)|14 (+2)|10 (+0)|11 (+0)|9 (-1)| >___ > - **Senses** Tremorsense 30 ft. > - **Challenge** 3 (700 XP) > ___ > >***Dull Mind.*** The Hollux is dulled to pain due to the Fractured Lands, and is immune to mind altering spells (DM's Discretion). > > ### Actions > ***Multiattack.*** The Hollux makes three attacks: two stomp attacks and one bite attack. > > ***Bite.*** *Melee Weapon Attack:* +4 to hit, Reach 5 ft., one target. *Hit:* 9(2d6 + 3) piercing damage > > ***Stomp.*** *Melee Weapon Attack:* +4 to hit, Reach 5 ft., one target. *Hit:* 7(1d8+3) bludgeoning damage > >***Tremor.*** The Hollux stomps its feet, hoping to knock his foes down and escape. Any creature within a 15 ft. radius must make a DC 13 or be knocked prone.
APPENDIX B | Monster Statistics
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## Ignis Ignis is one of the strangest creatures to walk the Fractured Lands. Created when a warrior with an intense fighting spirit made a deal with a powerful fire spirit in the Firelands, Ignis is a one man army. This immortal man has spent every waking day of his life practicing the art of the blade, and when he isn't practicing, he is fighting. He often challenges champions of arenas or wars to duel, claiming their lives to quench his blade. He seeks a challenge now that he has defeated many of the last generation's heroes, and has begun dueling monsters to feel the thrill of battle once more.
**Honor to a Point.** Ignis is an honorable duelist, but if he is injured severely enough and considers it his only way to survive, he will use his fire spirit to aid him in battle, creating six additional arms from his back that can deflect projectiles and blades alike. As well, his incredibly honed reflexes are supernaturally enhanced, making Ignis an incredibly powerful opponent both in one on one combat and when severely outnumbered. When Ignis and the fire spirit meld, they are capable of fighting entire armies on their own, a blur of intensity and heat racing across the battlefield. However, the trade-off to him using this ability is that he must surrender partial control of his body. **Tireless Wanderer.** In order to improve his stamina, Ignis uses only one method of travel: by foot. He wanders the desert semi-aimlessly, hoping to stumble onto a challenge for his skills. Many small villages speak of when he entered their town last, even if it was a decade ago, in hushed whispers. His footsteps leave a wake of terror and admiration behind him, but Ignis seeks only to find a true challenge to his abilities, to push him beyond where he is as a swordsman. **Hated and Revered.** Ignis is loved and hated in various parts of the world, based on his past there. For example, the Children of the Ash see him as a god-like entity, and part of their tradition of warriors is based around Ignis being challenged by the strongest people in the tribe. However, other parts of the world see him as a terror, a dangerous foe who wanders into town, easily slaughters their strongest warriors and then leaves the settlement without a defender. Whether he is loved or hated, every being that has heard his legend share one common emotion: they fear him. **Legendary Sword.** Matching the legendary swordsman is his weapon of choice: A legendary longsword known as *Embershard* that burns with a heat nearing the Ignis's own fiery spirit. *Embershard* is sentient, and advises Ignis on were he should go next. Between the fiery spirit within him and his sword, Ignis has a surprising amount of company for a lone wanderer. *Embershard* has a variety of special attributes, but none have lived to tell exactly what the sword does.
**Not Quite Human.** Though Ignis was once a human, his form has changed due to the fire spirit within him. If it weren't Ignis's powerful strength of personality, the fire spirit would have already completely taken over his body. As it is, both the fire spirit and Ignis himself have a begrudging respect and admiration for one another, and while they argue often, their ideals are in line and at the end of the day they are content with one another. \columnbreak
___ > ## Ignis >*Medium humanoid, lawful neutral* > ___ > - **Armor Class** 16 > - **Hit Points** 179 (21d8 + 84) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|15 (+2)|18 (+4)|12 (+1)|13 (+1)|14 (+2)| >___ > - **Saving Throws** Str +7, Dex +5, Con +7, Wis +4 > - **Skills** Athletics +7 > - **Damage Immunities** fire damage > - **Senses** darkvision 30 ft. > - **Languages** Common, Ignan > - **Challenge** 8 (3,900 XP) > ___ > >***Bloodied Fire.*** When Ignis reaches half of his total hitpoints, he becomes even more dangerous. He sprouts six spiritual arms, which give a +2 to AC, advantage on attack rolls and can make one additional attack per turn. > > > ### Actions > ***Multiattack.*** Ignis makes three longsword attacks. > > ***Longsword.*** *Melee Weapon Attack:* +7 to hit, Reach 5 ft,, one target. *Hit:* 21 (3d10 + 4) slashing damage > >### Legendary Actions >Ignis can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Ignis regains spent legendary actions at the start of its turn. > >***Longsword Attack.*** Ignis makes an additional longsword attack. > >***Fire Spirit Spellcasting.*** When Ignis reaches half his total hitpoints, he can cast the *fireball* as a legendary action. > >***Wall of Fire (3 actions).*** Ignis casts *wall of fire*.
APPENDIX B | Monster Statistics
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## Lachnu Colloquially known as "Devil Dogs", the Lachnu are
powerful predators known to hunt down caravans and travelers. Using their powerful legs and overbearing size, these creatures can easily catch up to all non magical transport without breaking a sweat. These mindless beasts are killing machines, bred to fight in wars and conflicts. Though not incredibly common, these creatures are known and feared by every inhabitant of the Fractured Lands.
**Ancient Origins.** The Lachnu are one of very few races to survive the Daemon and elven war, though they are few in number. Made with the explicit purpose to kill and left to their own devices, the Lachnu do what they know: they keep killing. Sometimes they do it for sustenance, but more often than not, they do it out of their desire to murder.
**Limitless Threats.** The Lachnu are a dangerous threat, and many have tried to hunt down these daemons before. However, the problem with this tactic is that they are infinitely regenerating creatures, and every one killed will come back in around a year. If someone wanted to permanently remove them as threats, they would have to capture and imprison them.
**Daemonic Affinity.** When a creature uses daemonic magic or artifacts, the Lachnu are naturally attracted to them. If the magic is powerful enough, the Lachnu will serve the creature, though this is usually only for a short term. Certain societies use an imprisoned Lachnu to determine whether a supposed witch is guilty or not. When dealing with daemon magic, more often than not it backfires; the Lachnu are certainly no exception.
**Daemonic Infection.** If someone were able to survive an encounter with a Lachnu but were still injured, they are at risk. When a Lachnu bites, it infects its victim with necrotic energy, beginning their transformation into a daemon entity, most often a Lachnu. This is the only method of reproduction for a Lachnu, which is why there are so few of them. Very few people survive an encounter with them, much less with an injury. \columnbreak
___ > ## Lachnu >*Large demon, chaotic evil* > ___ > - **Armor Class** 15 > - **Hit Points** 92 (13d10 + 20) > - **Speed** 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|15 (+2)|19 (+4)|12 (+1)|14 (+2)|8 (-1)| >___ > - **Saving Throws** Dex + 5 > - **Skills** Stealth +5, Survival +5 > - **Senses** darkvision 60 ft., passive Perception 18 > - **Challenge** 5 (1800 XP) > ___ > > ***Daemonic Attraction.*** When the Lachnu sense daemonic magic being used in a 5 mile radius, they stop what they are doing and investigate the source. They can track the source across any distance in the Fractured Lands. > > ***Magic Resistance.*** The Lachnu has advantage on saving throws against spells and other magic affects. > > ### Actions > ***Multiattack.*** The Lachnu makes two attacks: one with its pounce and one with its bite. > > ***Bite.*** *Melee Weapon Attack:* +7 to hit, Reach/Range 5 ft., one target. *Hit:* 23 (2d10 + 4) Piercing damage and 7 (2d6) Necrotic damage. If the target is hit by the bite attack, they must succeed on a DC 15 Constitution saving throw or be infected by the Lachnu. > > ***Pounce.*** *Melee Weapon Attack:* +7 to hit, Reach/Range 15 ft., one target. *Hit:* 12 (2d6 + 4) Bludgeoning damage and 7 (2d6) Necrotic damage. Regardless of whether the Lachnu hits its target, it jumps within 5 ft. of its target, without taking opportunity attacks.
APPENDIX B | Monster Statistics
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## Lampris Created when vampire's blood was injected into a leech, the Lampris is a massive blood sucking creature that multiplies slowly until it and all it's duplicates are cleansed. They tend to fester in the dark crevices of the Fractured Lands, becoming massive hazards that violently drain any creature unfortunate enough to explore the wrong place. The Lampris are covered in a slick layer of magical mucus, which protects its vulnerable skin from mundane attacks.
**Strange Hibernation.** The Lampris can survive for weeks without finding another victim, but to do so they must go into hibernation. This hibernation broken when they sense humanoids in the vicinity, but magical spells that mask one's presence can still make it past them undisturbed.
**Mucus Covered.** Covered in a thick layer of mucus, these creatures waste no part of their prey. When Lampris capture their quarry, they constrict them, slowly absorbing their bodies as the Lampris drains their blood. This means that their is no evidence of any previous adventurers' remains, making it easier for more travelers to wander into the home of a Lampris. ___ > ## Lampris >*Huge beast, unaligned* > ___ > - **Armor Class** 15 > - **Hit Points** 168 (16d12 + 64) > - **Speed** 20 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|11 (+0)|19 (+4)|8 (-1)|13 (+1)|8 (-1)| >___ > - **Damage Resistances** fire damage > - **Senses** Blindsight 60 ft. > - **Challenge** 7 (2,900 XP) > ___ > > ***Mucus.*** When an attack hits a Lampris, a thick layer of mucus covers the weapon, giving the attacker disadvantage on it's next attack while it readjusts. > > ***Leech.*** When the Lampris constricts a target and then hits it with a bite attack on the next turn, it can drain its target. When it deals damage, heal half that damage. > > ### Actions > ***Multiattack.*** The Lampris makes two bite attacks or one constrict attack > > ***Bite.*** *Melee Weapon Attack:* +9 to hit, Reach/Range 5 ft., one target. *Hit:* 19 (3d8 + 5) piercing damage > > ***Constrict.*** *Melee Weapon Attack:* +9 to hit, Reach/Range 5 ft., one target. *Hit:* 38 (6d10 + 5) bludgeoning damage. The target is grappled (escape DC 16) Until this grapple ends, the creature is restrained, and the Lampris can't constrict another target
APPENDIX B | Monster Statistics
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## Lightbringer The Lightbringers are a strange organization found within the Giants’ Tomb. A radical sect of the Restorers of Hope, the Lightbringers that everyone must be helped, whether they are good or evil. The Lightbringers have aided some of the greatest heroes and villains of the Fractured Lands, and they are hated for this by very nearly everyone. But they continue to help those who would accept it, and their headquarters is a place of peace and neutrality. The Lightbringers can be found patrolling the Fractured Lands, searching for the desperate and hopeless so that they may bring the light of Nesmus to them. Unlike the normal Restorers of Hope, however, they do not require worship of Nesmus for their help.
**Lack of Possessions.** Lightbringers also have another large difference between them and the Restorers of Hope; they refuse to carry material possessions, even most clothes. They only wear enough to cover the essentials, and they carry no more than a weapon to defend themselves. They can be seen from far away due to their white horses, which they see not as possessions, but as companions. Lightbringers are often questioned about this practice and the reason behind it, and the prevalent answer seems to be that they believe they should give everything they have to others and keep nothing for themselves.
**Combat Prowess.** Another difference between the Lightbringers and the Restorers of Hope is their combat capabilities. The Restorers of Hope are generally pacifists or those who prefer not to fight, but the Lightbringers are prepared for combat. After joining the sect, rigorous discipline and training in combat is taught for at least a year, until they are able to defend themselves adequately. Lightbringers are just as willing to help anyone as they are to defend anyone, and many times they must defend themselves from the people of the Fractured Lands due to harboring a fugitive or criminal. \columnbreak
___ > ## Lightbringer Healer >*Medium humanoid (any race), chaotic good* > ___ > - **Armor Class** 13 > - **Hit Points** 19 (4d8 + 1) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|10 (+0)|12 (+1)|9 (-1)|12 (+1)|11 (+0)| >___ > - **Skills** Religion +1, Perception + 3 > - **Senses** passive Perception 13, darkvision 60 ft. > - **Languages** Common and any one language > - **Challenge** ½ (100 XP) > ___ > > ***Spellcasting.*** The Lightbringer Healer knows the following spells, and can cast each once per day:
> *Healing Word, Cure Wounds, Spare the Dying* > > ***Lightbringer’s Flare (1/Day).*** When the Lightbringer Healer is attacked by a creature within 30 feet, it can use its reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature. > > ### Actions > > ***Quarterstaff.*** *Melee Weapon Attack:* +3 to hit, Reach 5 ft., one target. *Hit:* 6 (1d8 + 2) bludgeoning damage >
APPENDIX B | Monster Statistics
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___ > ## Lightbringer Footman >*Medium humanoid (any race), chaotic good* > ___ > - **Armor Class** 13 > - **Hit Points** 28 (5d8 + 5) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|11 (+0)|13 (+1)|10 (+0)|12 (+1)|11 (+0)| >___ > - **Skills** Athletics +3, Perception +2, Persuasion + 2 > - **Senses** passive Perception 12, darkvision 60 ft. > - **Languages** Common and any one language > - **Challenge** 1 (200 XP) > ___ > > ***Lightbringer’s Flare (1/Day).*** When the Lightbringer Footman is attacked by a creature within 30 feet, it can use its reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature. > > ### Actions > ***Multiattack.*** The Lightbringer Soldier makes two shortsword attacks. > > ***Shortsword.*** *Melee Weapon Attack:* +3 to hit, Reach 5 ft., one target. *Hit:* 5 (1d6 + 1) slashing damage > \columnbreak
___ > ## Lightbringer Exalt >*Medium humanoid (any race), chaotic good* > ___ > - **Armor Class** 15 > - **Hit Points** 39 (6d8 + 12) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|11 (+0)|14 (+2)|10 (+0)|15 (+2)|12 (+1)| >___ > - **Skills** Athletics +4, Nature +2, Perception +4, Persuasion +3, Religion +2 > - **Damage Resistances** Fire; piercing, slashing and bludgeoning from nonmagical weapons > - **Senses** passive Perception 14, darkvision 60 ft. > - **Languages** Common and two of any languages > - **Challenge** 3 (700 XP) > ___ > > ***Lightbringer’s Flare.*** When the Lightbringer Exalt is attacked by a creature within 30 feet, it can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature. > > ***Spellcasting.*** The Lightbringer Exalt knows the following spells, using wisdom as its spellcasting stat, and can cast each once per day:
> *Burning Hands, Cure Wounds, Healing Word, Searing Smite* > > ### Actions > ***Multiattack.*** The Lightbringer Exalt makes three longsword attacks. > > ***Longsword.*** *Melee Weapon Attack:* +4 to hit, Reach 5 ft., one target. *Hit:* 7 (1d8 + 2) slashing damage >
APPENDIX B | Monster Statistics
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## Longneck Though Longnecks were once free in the Timeless Plains, they have now become a common method of transportation. They have been hunted down, brought to settlements and domesticated since near when the Fractures had begun. These creatures are both used as transportation and in battle, though the ones ridden into battle are intensively trained. Despite their size, they can reach high speeds and are ridden hunt down fugitives or criminals who cannot outpace the Longneck on foot. Longnecks are domesticated to be blindly obedient, and are rarely more sentient than the commands their master gives.
**Something to Bet On.** In many illicit circles and smaller villages, their are small tracks for these creatures to follow, and bets are made on which one will reach the finish the fastest. This gambling is potentially a great way to earn income, but brokers and other, similar people always end up winning. After all, the house always wins.
**Expensive Upkeep.** Because of the food and maintenance required to maintain a Longneck, they are generally reserved for the middle and upper class of the Fractured Lands. A good way to find out how wealthy someone is would be to find out how many Longnecks they own. Since the Longnecks are seen as signs of status, many nobles and other wealthy folk dress and groom these creatures, draping them in finery that would feed a poorer person for a year. \columnbreak
___ > ## Longneck >*Large beast, unaligned* > ___ > - **Armor Class** AC > - **Hit Points** 75 (10d10 + 20) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|11 (+0)|15 (+2)|5 (-3)|6 (-2)|5 (-3)| >___ > - **Senses** Darkvision 60 ft. > - **Challenge** 1 (200 XP) > ___ > > ### Actions > > ***Slam.*** *Melee Weapon Attack:* +3 to hit, Reach 5 ft., one target. *Hit:* 10 (2d8 + 1) bludgeoning damage > > ***Burst of Speed.*** The Longneck can use an action to move triple its movement speed in one turn, but cannot take the Dash action on their next turn.
APPENDIX B | Monster Statistics
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## Mendicus These diminutive creatures appear as beggars found in the darkest alleys and behind the strangest corners of major settlements such as Aramore or Kal Hidar. Most city children know to avoid these creatures, but some who have yet to run into them discover just how dangerous they can be. They have been a festering problem in most cities, but their unique abilities make them difficult to eradicate. In fact, there are at least five of these creatures in every major settlement, preying on the weak and foolish. The Mendicus are elusive creatures, but not incredibly deadly, instead relying on their wits and the element of surprise to defeat their foes.
**Camouflaged amongst Urbanites.** The Mendicus is able to continue its existence through the use of its glimmer; the ability to disguise itself as what someone wants to see. When multiple people view the creature, it naturally maintains a similar shape for each person that can see it, but with subtle inconsistencies based on what each creature wants to see. This means that even if two creatures were to look at a Mendicus at the same time, they would see a similar enough image that comparing what they saw to one another would not reveal different images. Only with truesight can the creature be unveiled.
**Invisible Spies.** Wizards and other creatures with the ability to see through the creature's Glimmer and who know Abyssal Sign sometimes will contract them to spy on particular areas, on the lookout for people who fit a certain description or who have unique characteristics. This contributes to many of the mages of the Fractured Lands seeming to know everything that goes on in their city without the help of others. All a creature has to do to maintain the contract is to routinely feed them flesh, which is easily possible without even killing individuals.
**Hunger for Flesh.** The Mendicus is only motivated by one thing, and one thing alone: its hunger for flesh. It most often "hunts" by begging in a dark alleyway or other isolated parts of the city, drawing people in by psychically manipulating them with its glimmer. If it can be satiated on a regular basis without hunting, it will prefer that option, as they have no desire for the hunt. These creatures see hunting as a means to an end. They are simple, and if given food, they will always eat it regardless of quantity or recency of its last meal.
**Alien Intelligence.** In many ways, the Mendicus can seem to be no more than a simple wild animal. However, if discovered and communicated with, they are remarkably intelligent, able to follow complex orders and speak with sentience and personality. This sentience is foreign and impossible to understand for most creatures, as these creatures are said to originate in the Far Realms. Their intelligence is not malicious or cruel, simply self centered and unempathetic. They do not care if it is wrong to eat children, and see no problem killing innocent creatures to satiate their hunger.
**Lanky yet Spry.** Despite the Mendicus's slender, disproportionate body, these creatures move with surprising speed and grace. They must move quickly, both in hunting and in eating, for if they are caught in these acts, their glimmer no longer affects those around it. Many move to the rooftops or other hidden nooks they know to finish their meal, though they do have one advantage if hunted: their terrifying visage. Some are paralyzed by the fear of the creatures true form, while others run away. Either way, the Mendicus can escape. \columnbreak
___ > ## Mendicus >*Medium aberration, chaotic neutral* > ___ > - **Armor Class** 13 > - **Hit Points** 52 (8d8 + 16) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|13 (+1)|14 (+2)|11 (+0)|9 (-1)|8 (-2)| >___ > - **Skills** Stealth + 3 > - **Senses** Darkvision 60 ft. > - **Languages** Abyssal sign > - **Challenge** 1/2 (100 XP) > ___ > >***Glimmer.*** The Mendicus has a powerful illusion that it naturally creates, hiding its true form. If a creature sees a Mendicus with its glimmer active, it must make a DC 13 Wisdom saving throw or be drawn to complete an action appropriate for what it sees. For example, if the creature sees a beggar, it must give it a coin. > >***Terrifying Form.*** Any non-aberration that sees the Mendicus's true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 round. A creature affected this way cannot be affected by this trait for the next 24 hours. > > ### Actions > > ***Claw.*** *Melee Weapon Attack:* +3 to hit, Reach 5 ft., one target. *Hit:* 4 (1d4 + 1) slashing damage
APPENDIX B | Monster Statistics
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## Napas Napas are crab-like creatures similar to the Calidus, but smaller and less dangerous. Another difference is their method of gaining energy; similar to the Calidus, they don’t eat food, they use another source of fuel. Unlike the Calidus, which relies on the absorption of heat, the Napas relies on the consumption of magic. The Napas will find magic in any form an effective energy source: magic artifacts, objects or creatures created by magic, and even magic users themselves if they are desperate enough. This makes them easy familiars or mounts for wizards, as they are happy to do something for a human if they are given magical food.
**Roughly Domesticated.** Though wizards and other spellcasters have an easy time controlling these creatures, the same cannot be said for mundane owners of these creatures. They are forced to use magic as a bait to get the Napas to continue moving, but this method usually proves adequate at best. This means that Napas are often sold for cheap, as the purchaser must find themselves a way to tame the beast, which is often expensive or difficult.
**Magic Hounds.** Napas are often used by guards and mercenaries as a way to sniff out magical items on a person. Their hunger for these items means that Napas can sense magic in items that might appear mundane to the naked eye. They are used particularly often by the Barrier Imperium; so often that the Barrier Imperium have begun to breed a stock of Napas just for themselves.
**Bright Colors.** One of the most distinguishing traits of the Napas are their bright chitinous armor. In fact, the Barrier Imperium actually have managed to breed out other colors in their own stock, meaning that if you see a Napas with armor that looks like the standard colors of the Imperium, it is probably under their control. It is uncertain why the Napas have such exotic shells, but it is likely that it is due to evolving to appear poisonous to other creatures of the Fractured Lands. \columnbreak
___ > ## Napas >*Large beast, unaligned* > ___ > - **Armor Class** 16 > - **Hit Points** 45 (6d10 + 12) > - **Speed** 25 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|12 (+1)|15 (+2)|8 (-2)|11 (+0)|9 (-1)| >___ > - **Senses** passive Perception 10, Darkvision 60 ft. > - **Challenge** 2 (450 XP) > ___ > > ***Magical Sustenance.*** Whenever the Napas consumes a magical artifact, person or spell, it gains 10 hit points. > >***Spell Gluttony.*** Whenever a spell is targeted at the Napas, roll a d8. On an 8, the Napas is able to absorb the magic by eating it, taking no damage or any adverse effects from the spell. > > ### Actions > ***Multiattack.*** The Napas makes two pincer attacks and one bite attack. > > ***Pincer.*** *Melee Weapon Attack:* +4 to hit, Reach 5 ft., one target. *Hit:* 7 (1d8 + 2) piercing damage > > ***Bite.*** *Melee Weapon Attack:* +4 to hit, Reach 5 ft., one target. *Hit:* 4 (1d6) piercing damage. If the bite hits a spellcaster, the Napas makes a charisma saving throw against the spellcaster’s save DC. On a success, they gain back half the damage they dealt with the attack.
APPENDIX B | Monster Statistics
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## Newlisk These tiny, weak looking creatures are the lowest rung of the food chain in the Fractured Lands, little more than snacks to the other beasts that roam the arid desert. However, they do present a threat in larger numbers, able to overwhelm larger creatures with a determination unwarranted by their size. Those who underestimate these creatures will find themselves in just as much danger as if they were fighting any other creature in the Fractured Lands.
**Basic Strategy.** Though they are not particularly intelligent, the Newlisk has one basic strategy to lure in prey. Using one of them as bait, they ambush any adventurer who thinks that they can take on the single creature. Though rudimentary, this strategy is surprisingly effective. Be wary of one of these creatures in the wild, for where there is one, there will be many more.
**Expert Hiders.** Because of their weakness as individuals, these creatures must compensate by using their small size to hide themselves away. If one were to look in every hidden corner of the Fractured Lands, more often than not, they would find that a Newlisk is there. This also comes in handy when ambushing unwary travelers, as most of these traps are almost unnoticeable due to the stealth of the Newlisks hiding.
**New Clans.** When Newlisk reach physical maturity, they are forced out of their clan in order to form or join a separate clan. Like vermin, they then multiply, ensuring that they always fester in the harsh desert of the Fractured Lands. These clans tend to have ten to twelve Newlisks in their ranks, enough that they can kill one or two humanoid creatures, if these humanoids are surprised. \columnbreak
___ > ## Newlisk >*Tiny beast, choatic neutral* > ___ > - **Armor Class** 14 > - **Hit Points** 14 (4d4 + 4) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|14 (+2)|13 (+1)|11 (+0)|10 (+0)|10 (+0)| >___ > - **Skills** Stealth +5 > - **Challenge** 1/4 (50 XP) > ___ > > ***Pack Tactics.*** The Newlisk has advantage on attack rolls against a creature if at least one of the Newlisk's allies is within 5 feet of the creature and the ally isn't incapacitated. > > ### Actions > ***Claw.*** *Melee Weapon Attack:* +4 to hit, Reach/Range 5 ft., one target. *Hit:* 6 (1d6 + 2) Slashing damage > >***Grapple.*** *Melee Weapon Attack:* +4 to hit, Reach/Range 5 ft., one target. *Hit:* the target is grappled if two or more Newlisks succeed this action.
APPENDIX B | Monster Statistics
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## Northern Goblins The lowest of the low, the mangiest of curs, the dirtiest of fighters; all these words are used to accurately describe the Northern Goblins. Unlike their cousins below the surface, these Goblins don't even attempt to raise a veneer of civility, instead acting almost as savage and primal as the roaming beasts of the Fractured Lands. If you need the job done, any means necessary, look no further than these wild mercenaries. Get on the wrong side of their blades, and find out exactly how dangerous they can be.
**Hidden From the World.** Long ago, a wise wizard led the goblins to the Northern Mountain, with the intent of isolating them. This worked perfectly; for many generations in the Timeless Plains, the Goblins were nothing more than a myth. Some Goblins went deep below ground, becoming inhabitants of the Underdark, which eventually became the Raging Mire. During the Fractures, the Goblins that had stayed near the surface returned, though they had become more beastly due to their isolation.
**Working for Shinies.** The Northern Goblins have no interest in money or economy in their society, meaning that currency is meaningless. However, that doesn't mean that the Goblins don't want it, as they love hoarding and collecting these gleaming things for the pure want to look at them. In fact, some Goblins are driven to worship the gold, becoming a Gold Crazed Goblin, the only semblance of priesthood that the Goblins have. Many have attempted to steal from the goblins, but these attempts often \columnbreak
___ > ## Northern Goblin >*Medium humanoid, chaotic evil* > ___ > - **Armor Class** 15 (Half plate) > - **Hit Points** 26 (4d8 + 8) > - **Speed** 25 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|13 (+1)|16 (+3)|8 (-1)|9 (-1)|6 (-2)| >___ > - **Skills** Athletics > - **Senses** Darkvision 30 ft. > - **Languages** Goblin, Common > - **Challenge** 1 (200 XP) > ___ > >***Bloodied Rage.*** When a Northern Goblin reaches half its hit point maximum, it goes into a frenzied state. It rolls at advantage against enemies and enemies roll with advantage against them. They also make a weapon attack against the nearest creature immediately. > > ### Actions > ***Longsword.*** *Melee Weapon Attack:* +4 to hit, Reach/Range 5 ft., one target. *Hit:* 9 (1d10 + 3) slashing damage > > ***Heavy Crossbow.*** *Ranged Weapon Attack:* +3 to hit, Range 100 ft., one target. *Hit:* 7 (1d10 + 1) slashing damage >
APPENDIX B | Monster Statistics
\pagebreakNum ## Praestus The Praestus are old colossuses created by the wizards of the Timeless Plains. Originally built as guardians of cities, the Praestus are now buried deep within the sand, their magic and minds laying dormant. Without a spellcaster to control them, they wander the Fractured Lands, mindlessly patrolling and destroying monsters. The Praestus are several stories high, and their combat prowess is near limitless. Praestus are built to fight the same way that the warforged were, but were not given the sentience that defines the warforged in present day. After not being called or heeded for centuries, the Praestus have mostly all gone dormant, awaiting their master’s return.
**The Wandering City.** There are some exceptions, however. The T’qui monks found the arcane words that are used to reawaken the Praestus within forgotten ruins. They set to work building up their settlements on the backs of these creatures, and then reawakened them, allowing for the T’qui monks to travel in relative safety. The Praestus serve the T’qui now, or at least those that aren’t dormant do, and if the T’qui wished it, the Praestus would be able to destroy entire cities. **Sleeping Giants.** Many of the Praestus still buried in the ground have been awakened before. All it takes to awaken one is to go within the radius of their animus, and the creatures will instantly unearth themselves from the ground. After a short time of not being called upon by using the command word, the Praestus simply return to the ground. If they are provoked, they will kill the attacker, and then return to their dormant state.
**Animus Core.** At the center of these giants is an *animus core*, a magical sphere made of intricate vedalken design that contains and absorbs magic in order to fuel the massive Praestus. This is their weak point, as the *animus core* must be exposed to the environment in order to absorb resources. These generators are often taken from the dormant bodies (with incredible precision so as to not wake them) or ripped from the Praestus during combat. They can then be used to power devices from the Timeless Plains or magic artifacts and engineering created after the Fractures. These fuel sources are incredibly sought after, and the magical energy they provide over time is nearly limitless.
**Unique Command Word.** The command words that can awaken and control the Praestus are spoken in an ancient dialect of arcana, and most spellcasters would be able to recognize it, albeit with some difficulty. These command words are often something important to the caster that created the Praestus, meaning that it is incredibly difficult to guess a command word. Only the T’Qui monks, who have the master list of command words and a pronunciation cypher, are able to awaken them. It would take an incredibly powerful caster to overwrite the command word of a Praestus, and they would also have to know the ancient dialect of arcana to reset the command word to a new one.
**Peacekeepers.** The Praestus were never used during wars or any other combat between civilizations, as it was seen as a neutral necessity to keeping the monsters of the Timeless Plains at bay. In the Fractured Lands, however, the Praestus are free to use for war. Magnus the Red has managed to hack into one of these warriors and uses it as his own personal war machine to threaten settlements with until they give him what he wants. \columnbreak
___ > ## Praestus >*Gargantuan construct, unaligned* > ___ > - **Armor Class** 22 > - **Hit Points** 145 (10d20 + 40) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|14 (+2)|18 (+4)17 (+3)|15 (+2)|13 (+1)| >___ > - **Damage Resistances** Bludgeoning, Piercing, and Slashing From Nonmagical Attacks > - **Condition Immunities** Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious > - **Senses** Senses > - **Languages** Common, all languages known by master > - **Challenge** 12 (8,400 XP) > ___ > > ***Magic Resistance.*** The Praestus has advantage on saving throws against spells and other magical effects. > > ***Immutable Form.*** The Praestus is immune to any spell or effect that would alter its form. > > ***Animus Core.*** Praestus have a magical weak spot, their animus core. If a character deals damage to that core, the damage is doubled. > > ### Actions > ***Multiattack.*** The Praestus makes three slam attacks. > > ***Slam.*** *Melee Weapon Attack:* +8 to hit, Reach 10 ft., one target. *Hit:* 26 (4d10 + 4) bludgeoning damage > > ***Arcana Beam.*** *Ranged Spell Attack:* +7 to hit, Range 90 ft., one target. *Hit:* 47 (8d10 + 3) force damage. When it hits, each creature within 30 ft. of the target must make a DC 18 Dexterity saving throw. On a success, they take no damage. On a fail, they take the same damage as the target.
APPENDIX B | Monster Statistics
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## Reifan The Reifan, colloquially known as 'Sand Vipers' are a powerful and dangerous beast only found in the Fractured Lands. Known for their piercing and poisonous sting, these creatures are deadly hunters who rely on speed and surprise to immobilize their prey before finishing them off. These creatures have evolved to be more nimble and agile, as well as having chitinous armour that blends into the sand.
**Blindsight.** These dangerous creatures have one weakness: they have no eyes. Instead, they must rely on their blindsight to locate creatures, though the radius is quite small. This means that they must pounce quickly on their prey, or risk losing them. As well, this weakness is exploited ranged hunters who can attack the creature from where it cannot see them.
**Paralyzing Poison.** The most powerful weapon at the Reifan's disposal is their stinger, which is coated with a paralyzing agent that instantly immobilizes their target. If the Reifan manages to immobilize an opponent, it will focus all of it's attacks on that creature until they are unconcious, and then attempt to escape. > If the venom is properly extracted and preserved, it can be applied to the blade. When the blade hits, give it the same effect as the stinger's hit. \columnbreak
___ > ## Reifan >*Medium beast, unaligned* > ___ > - **Armor Class** 13 > - **Hit Points** 90 (12d8+36) > - **Speed** Speed >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|11 (+0)|16 (+3)|11 (+0)|12 (+1)|10 (+0)| >___ > - **Skills** Stealth +2, Perception +3 > - **Senses** Blindsight 60 ft. > - **Challenge** 2 (450) > ___ > > **Camouflage.** When the Reifan makes a stealth check, it has advantage as long as it is in a desert environment. > > ### Actions > ***Multiattack.*** The Reifan makes 2 claw attacks or one stinger attack > > ***Claw.*** *Melee weapon attack:* +3 to hit, Reach 5 ft., one target. *Hit:* 9 (1d8+5) slashing damage > > ***Stinger.*** *Melee weapon attack:* +3 to hit, Reach 5 ft., one target. *Hit:* 11 (1d10+5) piercing damage. Also must succeed a DC 12 Constitution save or be Paralyzed for 2 (1d4) rounds
APPENDIX B | Monster Statistics
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## Sand Elementals The Sand Elementals are failed attempts by magic users who are not part of the Nine to create Desert Dervishes. These semi-sentient elementals serve no one, and are corrupted by the magic of the Fractured Lands. They seek to create chaos and destruction through the use of their power over the earth, and often attack the city or village that the mage who created them hails from. Though they are destructive and brutish, they still have an unstable mind, leading to strange leaps of logic and creativity that make no sense or are ingenious simply because no one has thought of them. They can be bartered with using simple logic and persuasion, though their end goal is destruction and chaos, so the only way to reason with them is to point them to a bigger target.
**Rivals of the Earth Spirits.** Sand elementals believe themselves to be the true earth elemental, and that all other elementals of the earth are imposters that have taken their place. This leads to the them targeting earth elementals and genasai above all else, and often the information on where one of those creatures are can change the fate of an entire city. The Sand elementals are so unstable that they believe they can assume the place of earth spirits in communities, but their all-too-frequent desire for sacrifices from these communities causes them to be driven out of villages. Sand elementals have no home or hope in the world, and their only goal is destruction and danger for all with no ambition behind it. They are simpleminded beasts with no choice or sentience who do what they must to survive.
**Lesser Sand Elementals.** These dangerous elementals are created when a mage attempts the ritual to create a Desert Dervish, but doesn't have the power to create it. They are left with lesser sand elementals, malformed desert dervishes who crave only bloodshed. They often immediately turn on their creator, but if the mage is cautious and smart, they will have created a magic circle that cannot be broken without the caster's permission. Less intelligent or absentminded spellcasters result in the raging Lesser Sand Elementals that attack the settlements of the Fractured Lands.
**Greater Sand Elementals.** These massive elementals are created when a spellcaster has the required power and skill to complete the ritual, and attempt it without the Nine's permission. Massive creatures of sand and earth, these elementals are even more bestial than their lesser elemental cousins. They often have the intelligence and cunning of a desert dervish however, and use their newfound raw strength combined with their mind to inflict maximum chaos and destruction. These creatures take the hatred of earth elementals further, cursing the earth and attacking and destroying the very ground that settlements are founded on. > ##### Armorbound > Some Sand Elementals are bound to a set of armor that is part of their form. If *Dispel Magic* is cast on this armor, and the caster succeeds a DC 16 check using their spellcasting modifier, they can dispel the sand elemental, destroying it entirely in the progress. \columnbreak
___ > ## Lesser Sand Elemental >*Large elemental, chaotic evil* > ___ > - **Armor Class** 15 > - **Hit Points** 135 (18d10 + 36) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|16 (+3)|15 (+2)|9 (-1)|8 (-1)|10 (+0)| >___ > - **Saving Throws** Dex +6 > - **Condition Immunities** grappled, restrained > - **Senses** Blindsight 30 ft. > - **Languages** Common > - **Challenge** 5 (1,800 XP) > ___ > >***Shifting Sands.*** As a reaction, when the Lesser Sand Elemental is attacked, it can move 5 ft. in any direction. > >***Sand Form.*** The Lesser Sand Elemental is not affected by difficult terrain in sand. It cannot be affected by spells or effects that change it's shape. > > ### Actions > ***Multiattack.*** The Lesser Sand Elemental makes two slam attacks. > > ***Slam.*** *Melee Weapon Attack:* +6 to hit, Reach 5 ft., one target. *Hit:* 12 (2d8 + 3) bludgeoning damage + (1d8 +3 ) fire damage > > ***Sand Blast.*** The Lesser Sand Elemental extends its sandy form in a 30 ft. cone in front of it. Any creature caught in the cone must make a DC 15 Dexterity check or be caught in the fiery sand, taking 17 (4d6 + 3) bludgeoning damage and 7 (1d6 + 3) fire damage and have disadvantage on their next attack. On a successful save, they take the fire damage only.
APPENDIX B | Monster Statistics
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___ ___ > ## Greater Sand Elemental >*Huge elemental, chaotic evil* > ___ > - **Armor Class** 17 > - **Hit Points** 209 (22d10+88) > - **Speed** 50 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|14 (+1)|19 (+4)|8 (-1)|13 (+1)|8 (-1)| >___ > - **Saving Throws** Dex +5, Con +8, Wis +5 > - **Skills** Athletics +7, Perception +5 > - **Condition Immunities** grappled, restrained > - **Senses** Blindsight 120 ft. > - **Languages** Common > - **Challenge** 10 (5,900 XP) > ___ > >***Shifting Sands.*** As a reaction, when the Lesser Sand Elemental is attacked, it can move 5 ft. in any direction without provoking opportunity attacks. > >***Sand Form.*** The Lesser Sand Elemental is not affected by difficult terrain in sand. It cannot be affected by spells or effects that change it's shape. > > ***Legendary Resistance (3/day).*** If the Greater Sand Elemental fails a saving throw, it can choose to succeed instead. > >**Siege Monster.** The Greater Sand Elemental deals double damage to objects and structures. > > ### Actions > ***Multiattack.*** The Greater Sand Elemental makes three slam attacks or two slam attacks and one Sand Blast > > ***Slam.*** *Melee Weapon Attack:* +7 to hit, Reach 10 ft., one target. *Hit* 15 (2d10+4) bludgeoning damage + 7 (2d6) fire damage. > > ***Sand Blast.*** The Greater Sand Elemental extends its sandy form in a 30 ft. cone in front of it. Any creature caught in the cone must make a DC 16 Dexterity check or be caught in the fiery sand, taking 47 (8d10 + 3) bludgeoning damage and 10 (2d6 + 3) fire damage and have disadvantage on their next attack. On a successful save, they take the fire damage only. > > ### Legendary Actions > >***Slam.*** The Greater Sand Elemental makes a Slam attack > >***Bones of the Sand (3 Actions).*** The Greater Sand Elemental casts the *Bones of the Earth* spell at its lowest level. > >***Envelop (2 Actions).*** The Greater Sand Elemental attempts to envelop a large or smaller creature. The creature must make a DC 16 Athletics check or be consumed by the Greater Sand Elemental. On a failed save, the creature takes 20 (3d10 + 4) + 7 (2d6) fire damage. The creature may attempt the saving throw again to escape at the start of each of their turns.
APPENDIX B | Monster Statistics
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## Sandtide Wurm Sometimes when a city or area is particularly unlucky, they will be beset by a Sandtide Wurm. Named for the sheer size of the creature, as well as massive sandstorm that is whipped up by their long bodies, the Sandtide Wurm is a creature of incredible power and danger. The Sandtide Wurms strike seemingly at random, and they rarely care for any creature or person that gets in their way. Their targets are unknown to the inhabitants of the Fractured Lands, and the sheer destructive power that these creatures wield is nearly unimaginable. Whenever a Sandtide Wurm is seen on the horizon, it is often too late, as the sandstorm and the Wurm travel at incredible breakneck speed.
**Heatseekers.** In order to maintain the incredible amount of kinetic energy needed for these creatures to survive, the Sandtide Wurms must constantly search for sources of heat and power. If they run out of heat, they become dormant, which has been the fate of all of the Sandtide wurms until the present. Only massive amounts of heat can sustain them for long, so the creatures are attracted to whatever the nearest and largest heat source is. Unfortunately for the Sandtide Wurms, there are very few heat sources like this, and the Wurms rarely survive to feed on more than two or three heat sources. These attacks go down in history as cataclysmic events, but in actuality Sandtide Wurms don’t live for long. \columnbreak
___ > ## Sandtide Wurm >*Gargantuan beast, unaligned* > ___ > - **Armor Class** 21 > - **Hit Points** 116 (7d20 + 42) > - **Speed** 50 ft., burrow 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|16 (+3)|22 (+6)|7 (-2)|9 (-1)|8 (-1)| >___ > - **Damage Resistances** Piercing, slashing and bludgeoning damage from nonmagical damage. > - **Senses** Blindsight 30 Ft., Tremorsense 60 Ft. > - **Challenge** 12 (8,400 XP) > ___ > > ***Tunneler.*** The Sandtide Wurm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake. > > ***Sandtide.*** The area around a Sandtide Wurm is swept up into a sandstorm. Within 100 ft. of the Sandtide Wurm is considered difficult terrain and those without darkvision have disadvantage on attack rolls and are considered blinded. > > ***Legendary Resistance (3/day).*** When the Sandtide Wurm fails a saving throw against a spell or magical effect, it can choose to succeed instead. > > ### Actions > ***Multiattack.*** The Sandtide Wurm makes three slam attacks. > > ***Slam.*** *Melee Weapon Attack:* +8 to hit, Reach 10 ft., one target. *Hit:* 25 (3d12 + 5) bludgeoning damage >
APPENDIX B | Monster Statistics
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## Sentinel of Stone The Sentinels of Stone are as old as the treasure they protect. Originating from the ancient city of As'bel, these creatures were created by the elves and dwarves to guard ancient treasures. They are most often seen at the entrances of ruins, dungeons and tombs, where they protect artifacts that would otherwise be easy to pilfer. They are incredibly intelligent and wise, meaning that most attempts to trick or hide from them fail and the perpetrators end up dead. The only way to get past them is via either combat, or the use of a command word only known by the dwarves and elves that created the Sentinels of Stone.
**Images of a Goddess.** The Sentinels of Stone were created to mirror the wild and predatory aspect of Shauntea, elder goddess of the wilds. This would deter those who would rob the dwarves and elves because they are symbols of a god, and the deceptive and hidden scorpion perfectly met the needs of the Sentinels of Stones' creators. They often appear to be statues to Shauntae until it is too late for the unfortunate souls who wandered into their ruins. They appear to be half human female and half scorpion, sporting a deadly poisonous tail and pincers perfect for killing any who would set foot in their territory
**Animated with Souls.** The Sentinels of Stone were created using the souls of sacrifices during the Era of Amon, which means that they have a unique sentience. Unlike most creatures, they have the ability to have multiple perspectives debate over the best action to take. They can also use these souls to cast magic, though they weaken themselves in doing so. However, this magic does give them the range necessary to deal with threats that were too fast or far away. \columnbreak
___ > ## Sentinel of Stone >*Large construct, lawful neutral* > ___ > - **Armor Class** 16 (stone skin) > - **Hit Points** 105 (10d10 + 50) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|18 (+4)|20 (+5)|16(+3)|16 (+3)|10 (+0)| >___ > - **Skills** Stealth +7, Perception +6 > - **Damage Resistances** Piercing, Slashing and Bludgeoning damage from nonmagical weapons > - **Senses** Truesight 30 ft. > - **Languages** Common, Dwarvish, Elvish > - **Challenge** 5 (1800 XP) > ___ > >***Spellcaster.*** The Sentinel of Stone is a 6th level Druid (DC 15 and + 6 spell attack bonus). It knows the following spells and does not need material components to cast them:
>1/Day: *entangle, hold person, meld into stone, call lightning, locate object* > > ### Actions > ***Multiattack.*** The Sentinel of Stone makes three attacks: two with its pincers and one with its tail or eldritch blast > > ***Tail.*** *Melee Weapon Attack:* +8 to hit, Reach 10 ft., one target. *Hit:* 18 (2d12 + 5) Poison damage. > > ***Pincer.*** *Melee Weapon Attack:* +8 to hit, Reach 5 ft., one target. *Hit:* 12 (1d12 + 5) Slashing damage. > > ***Eldritch Blast.*** *Ranged Spell Attack:* +6 to hit, Range 60 ft., one target. *Hit:* 16 (2d12 + 3) Force damage. The Sentinel takes 1/4 of the damage inflicted by this attack.
APPENDIX B | Monster Statistics
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## Silurian Scorpion Once the apex predator of the Timeless Plains, the Silurian scorpion was warped by the ancient witch Sylic as an experiment with the corrupting magic of the Timeless Plains. This scorpion grew even larger and more dangerous than its predecessors, with natural enchantments on their armor that reflect magical attacks. Despite being made by a spellcaster, these beasts are often able to reflect most projectiles with their heavy, armor-like shell. Often, these beasts are used in a similar manner that a hunter would use a hound by those who hunt magic.
**Domesticatable Mount.** Though it can take up to a year, the Silurian Scorpion can be tamed and used as a mount by those with enough patience for the process. Silurian Scorpions respond well to druids or other rangers, who can understand them, meaning that those with a connection to nature find it easier than others to master this beast. A Silurian Scorpion ridden by a powerful spellcaster is extremely dangerous, as the intellect and control of a mage mixed with the raw strength of the Silurian Scorpion is a potent combination.
**Wild Burrowers.** In the wild, these massive scorpions burrow beneath the sand on the outskirts of small towns, waiting until their prey is literally on top of them before striking. When they erupt from the sands, their pincer claws already have a chance to snap their target in half, before even mentioning their tail.
**Fearsome Sting.** The sting of a Silurian Scorpion is one that few people have survived. When stung by a Silurian Scorpian, the target is thrown into a catatonic state, plagued by nightmares and completely incapacitated before they are eaten by the scorpion. Their stinger is one of the reasons why they are much more suited to single combat, and if faced with foes it cannot handle or are too outnumbered, the Silurian Scorpion will simply run away. \columnbreak
___ > ## Silurian Scorpiom >*Large beast, unaligned* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 119 (14d10 + 42) > - **Speed** 30 ft., burrow 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|15 (+2)|16 (+3)|6 (-2)|12 (+1)|8 (-1)| >___ > - **Skills** Stealth +5 > - **Senses** Blindsight 60 Ft., passive Perception > - **Challenge** 4 (1,100 XP) > ___ > > ***Enchanted Shell.*** Any time the Silurian Scorpion is targeted by a *Magic Missile* spell, a line spell, or a spell that requires a ranged Attack roll, roll a d6. On a 1 or 2, the Silurian Scorpion is unaffected. > > ***Surprise Attack.*** Any time the Silurian Scorpion has advantage on attack rolls and it hits, it adds 5 (2d4) piercing damage to the attack > > ### Actions > ***Multiattack.*** The Silurian Scorpion makes two pincer attacks and one with its stinger > > ***Pincer.*** *Melee Weapon Attack:* +5 to hit, Reach 10 ft., one target. *Hit:* 14 (2d10 +3) piercing damage > > ***Stinger.*** *Melee Weapon Attack:* +5 to hit, Reach 15 ft., one target. *Hit:* The target goes into a catatonic state filled with terrifying nightmares. They are incapacitated for the turn. On subsequent turns, the target can make a DC 14 Wisdom saving throw to shake off this effect.
APPENDIX B | Monster Statistics
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## Skinstealers Created by a mad mage who want to create an advanced spy network throughout the Fractured Lands, the Skinstealers are a group of modified undead who are not affiliated to the Fractures whatsoever. More akin to a Flesh Golem than an Edno, these creatures infiltrate societies and settlements, looking for mages and meddlers who use the arcane to mess with things they should not, and ending them. As revenge for their creation, these monstrosities search for anyone with arcane power, kill them and then steal their skins, smearing their name after their death before going to another settlement to do the same.
**Mundane Killers.** Other than their ability to steal the skin of others through a magic ritual they innately know, the Skinstealers almost never use magic to hunt their target. They despise magic for being wielded to create them, and will attempt to kill anyone they see practicing magic. Despite this hate of magic, the Skinstealers have an excellent understanding of magic itself; how to disrupt magic, how to dispel magic, and other elements of magic that can be exploited.
**Flavorful Kills.** Skinstealers love more than anything to kill mages with the thing they hold most dear. This can be direct, like a wand they have had since they were an apprentice. However, it is most often indirect. Skinstealers love to steal the skin of loved ones, friends and family to revel in the expression of horror on the face of their victim as the person they care about the most slowly kills them. Some say that they gain sustenance or power from killing this way, but Skinstealers actually just do so for the pleasure of it.
**Blemished Perfection.** Though Skinstealers are near perfect copies of the people who they kill, there is always a minor imperfection that can be found. Something only those close to the victim would notice, like a covered birthmark or nearly unnoticeable scar. These imperfections were enforced when the mad mage first created his Skinstealers and are magically binding, meaning that the creatures must always do this. Between this and the fact that they do not assimilate the memories of the victim, there is a good chance that they will do something noticeably off that a cunning person could spot before it is too late.
**Long Preparation.** Skinstealers are dangerous and cunning, but their abilities need time to prepare. The perfect time to catch them is when they are least prepared. That means that they must find lairs or hiding places near their victims, often by assuming an identity of someone unimportant before going to their real target. > ##### Caught in a False Life > Some Skinstealkers find themselves enjoying the life they've stolen from their victims. They begin to assume their identities, even eventually stealing their memories and identity. They naturally are able to relearn the memories of their victims, however in doing so they lose their own identity. This means that if willing, they can literally become something else. But they will always have that blemish, meaning they can never truly be anything but themselves. \columnbreak
___ > ## Skinstealer >*Medium humanoid, chaotic neutral* > ___ > - **Armor Class** 15 > - **Hit Points** 135 (18d8 + 54) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|17 (+3)|16 (+3)|14 (+2)|15 (+2)|17 (+3)| >___ > - **Saving Throws** saving_throws > - **Skills** Deception +6, Perception +5, Persuasion +6 > - **Senses** darkvision 60 ft., passive Perception 15 > - **Languages** All languages > - **Challenge** 5 (1,800 XP) > ___ > > ***Skinsteal.*** If given three days to prepare, the Skinstealer can perfectly copy a target before killing them, with only one small imperfection > > ***Arcane Disruption.*** Skinstealers can innately cast the following spells, using Charisma as their spellcasting modifier:
> >**Once/Day:** *Counterspell, Dispel Magic* > > ### Actions > ***Multiattack.*** The Skinstealer makes two and claw attacks > > ***Claw.*** *Melee Weapon Attack:* +6 to hit, Reach 5 ft., one target. *Hit:* 16 (2d12 + 3) Slashing damage + 3 (1d6) Necrotic damage >
APPENDIX B | Monster Statistics
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## Swan Sage No one can say
exactly what a Swan
Sage is. More myth than fact,
these strange beings' motives and
origins are a mystery to all but the
most studious of Sages. In the Timeless Plains,
there was once a branch of the order of the Phoenix
known as the Order of the Swan. They worshipped the more delicate aspects of avian nature, and were bestowed almost deific power because of it. During the Fractures, many who sought to protect the land were destroyed by the advancing Fractures, leaving a fraction of the Order's might. What they are doing now, or where they are, is entirely unknown. Many speculate that they are at the highest peaks of the mountains of the north, or they moved to the Mire.
**Cooler Heads Prevail.** The Swan Sages are known for their ability to logically solve problems, with several myths surrounding them solving puzzles or making riddles. They were the primary thinkers of the Timeless Plains, publishing several (now destroyed) tomes worth of complicated thought experiments and cataloging every aspect of the old world.
**Divine Magic.** One of the few sources of divine magic in the unholy Fractured Lands. Sometimes, travelers will wander into evidence of their magic, like carved ivory huts that the Swan Sages lived in for a short time, or a simple holy simple buried in the sand. This has caused several inhabitants of the Fractured Lands to actually worship the Swan Sages themselves, though this is rare and viewed as strange.
**Secretive and Selective.** Supposedly, the Swan Sages pick a new member to join their ranks at the turn of the decade, though this is purely speculation. The people that are believed to be chosen tend to be incredibly smart, quiet independent thinkers, who have no voice amidst the rabble of the Fractured Lands. > For the Swan Sage's Mount, use the Giant Eagle statblock in the monster manual. \columnbreak
___ > ## Swan Sage >*Medium humanoid, chaotic good* > ___ > - **Armor Class** 13 > - **Hit Points** 247 (38d8 + 76) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|17 (+3)|15 (+2)|20 (+5)|20 (+5)|12 (+1)| >___ > - **Skills** Arcana +9, History +9, Perception +9 > - **Senses** Truesight 30 ft., racial vision > - **Languages** Common, racial languages > - **Challenge** 10(5,900) > ___ > >**Illusory Reality.** When a Swan Sage cast an illusion spell of 1st level or higher, it can choose one inanimate, nonmagical object that is part of the illusion and make that object real. The object remains real for 1 minute. The object can't deal damage or otherwise directly harm anyone. > > ### Actions > ***Divine Spellcasting.*** A Swan Sage's spellcasting comes from faith and discipline, meaning that it is based on Wisdom. (Spell Save DC 16). They can cast the following spells: > >At will:
Spare the Dying, Produce Flame, Guidance, Light, Minor Illusion
> >1/day:
Healing Word, Cure Wounds, Color Spray, Phantasmal Force, Silence, Fear, Find Steed(Giant Swan), Mirage Arcane, Weird, Silent Image, Major Image, Hallucinatory Terrain, Programmed Illusion, Illusory Dragon
>
APPENDIX B | Monster Statistics
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## Sylic, Primordial Witch Sylic is an ancient, powerful spellcaster that rivals even the Nine combined. Well known for her curses and wrath, she is as fickle as she is old. Sylic is incredibly enigmatic, remaining in the Fractured Lands within the Empyrean Tower. No one knows exactly what she is doing there, but she rarely leaves the tower. In reality, Sylic is researching the divine magic of the celestials that once created this tower, in order to use their celestial magic to ascend to immortality. As well, she is searching to enhance her arcane power with divine power. Her ultimate goal is to usurp Ether, god of the Arcane and become the new god of the arcane.
**Unrivaled Arcana.** Sylic has knowledge of every school of magic that most spellcasters will never know in the entirety of their lives. Sylic rapidly consumes arcane knowledge, and knows all knowledge in the Fractured Lands other than the Empyrean Tower's celestial tomes. She uses her spellcasting capabilities to continue to gain power, as well as stopping any who would impede her progress. She sees magic not as a form of art, but as a tool to be pragmatically used for one's own goals.
**Secret Keeper.** Because Sylic has been in the Fractured Lands for so long, she has learned many of its secrets, and is the creator of a fair share of them. Some seek Sylic out for her knowledge of the future and untold secrets kept for centuries. Rarely does she give these secrets out, as she would only be willing to do so if a trade of equal value was found. Sylic looks for secrets of her origin in particular, as she no longer remembers where she came from.
**Archon Origin.** Sylic was once an archon, but moved away from the Chained Isles to search for more power. She has no recollection of being an Archon, but if she were discover that she is one, she would realize that she can learn the secret to immortality a lot faster than she currently is. Her power would also increase tenfold, making her a threat to even the gods. However, since the Archons have faded into myths, there is no evidence of who she is. Not knowing where she comes from drives Sylic mad, and though she wouldn't show it, she would do nearly anything for that knowledge.
**Rare Appearances.** Sylic sometimes leaves her home to test out new magic she has discovered or she feels she needs to deal with some issue she has scried earlier. People remember every time she has left her tower, because destruction is often left in her wake by her sheer arcane force of will. Even if she simply goes somewhere without doing anything, she will often destroy the landscape around her. If she feels the need to leave her tower, it is seen as an ill sign, as whatever she left her tower for must be incredibly important reason.
**Force of Nature.** When Sylic is wrathful against those that have wronged her, her power and anger are akin to a force of nature. She can call upon all elements and schools of magic to enact her vengeance against any perceived wrongdoing, and uses these god-like powers with impunity. Only the might the Nine would have even a chance of stopping her power, and there would be no certain winning side in that fight.
APPENDIX B | Monster Statistics
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___ ___ > ## Sylic, Primordial Witch >*Large humanoid, chaotic evil* > ___ > - **Armor Class** AC > - **Hit Points** 135 (18d8 + 54) > - **Speed** 30 ft., fly 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11 (+0)|16 (+3)|17 (+3)|Int (Mod)|Wis (Mod)|Cha (Mod)| >___ > - **Saving Throws** Con +10, Int +12, Wis +9 > - **Skills** Arcana +18, History +12, Insight +9, Perception +9 > - **Damage Resistances** Cold, Lightning, Necrotic > - **Damage Immunities** Poison; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks > - **Condition Immunities** Charmed, Exhaustion, Frightened, Paralyzed, Poisoned > - **Senses** Truesight 120 Ft., passive Perception 19 > - **Languages** Common, Draconic, Celestial, Abyssal, Sylvan > - **Challenge** 21 (33,000 XP) > ___ > > ***Legendary Resistance (3/Day).*** If the lich fails a saving throw, it can choose to succeed instead. > > ***Rejuvenation.*** Sylic must be subjected to a special ritual to permanently kill it. If not, it will return to life in 1d4 hours. > > ***Spellcasting.*** Sylic is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:
> **Cantrips (at will):** *mage hand, prestidigitation, ray of frost*
> **1st level (4 slots):** *detect magic, magic missile, shield, thunderwave*
> **2nd level (3 slots):** *detect thoughts, invisibility, acid arrow, mirror image*
> **3rd level (3 slots):** *animate dead, counterspell, dispel magic, fireball*
> **4th level (3 slots):** *blight, dimension door*
> **5th level (3 slots):** *cloudkill, scrying*
> **6th level (1 slot):** *disintegrate, globe of invulnerability*
> **7th level (1 slot):** *finger of death, plane shift*
> **8th level (1 slot):** *dominate monster, power word stun*
> **9th level (1 slot):** *power word kill* > > ***Magic Resistance.*** Sylic has advantage on saving throws against spells and other magical effects. > > ***Limited Magic Immunity.*** Sylic can't be affected or detected by spells of 3rd level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. > > ### Actions > > ***Paralyzing Touch.*** *Melee Spell Attack:* +12 to hit, Reach 5 ft., one target. *Hit* (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success > > **Dread Presence (3/day).** Sylic emits an aura of fear. Each time Sylic uses her Dread Presence before finishing a long rest, the the effect is different, as detailed below. Each creature within 500 feet of Sylic must make a saving throw.
> **Lesser Fear.** Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
> **Fear.** Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
> **Greater Fear.** Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone. > > ### Legendary Actions >Sylic can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Sylic regains spent legendary actions at the start of their turn.
> **Cantrip.** Sylic casts a cantrip
> **Teleport.** Sylic magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
> **Paralyzing Touch (Costs 2 Actions).** Sylic uses its Paralyzing Touch.
> **Frightening Gaze (Costs 2 Actions).** The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours.
> **Disrupt Life (Costs 3 Actions).** Each non-undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. >
APPENDIX B | Monster Statistics
\pagebreakNum
\columnbreak ## Tauros The Tauros are a race as ancient as they are powerful. These centaur-like creatures are a great warrior race, and they tend to be headstrong, reckless and overzealous in their beliefs. The Tauros are one of the few surviving races of the Fractures, though they long for the fields they roamed before the Timeless Plains were consumed.
**Tenets of Discipline.** In the Tauros culture, each Tauros must formulate a code of honor and discipline that they follow throughout their life. Some consider this extremely honourable, while others think it a hindrance to survival. Regardless of opinion, the Tauros will always uphold its beliefs, even if they are clearly a detriment to themselves.
**Unfettered Rages.** When a Tauros comes close to defeat or feels that it has been cheated in combat, it will enter a blind rage. Ancient magic boils in their blood, and the Tauros becomes more powerful for a time. This is not without its cost though, as the Tauros has no memory of the battle and suffers extreme fatigue. To be provoked into this rage is considered shameful. ___ > ## Tauros >*Large monstrosity, chaotic neutral* > ___ > - **Armor Class** 13 > - **Hit Points** 128 (15d10 + 45) > - **Speed** 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|14 (+2)|16 (+3)|9 (-1)|11 (+0)|13 (+1)| >___ > - **Skills** Athletics +6 > - **Languages** Common, Dwarven > - **Challenge** 3 (700 XP) > ___ > >***Reckless.*** At the start of its turn, the Tauros can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. > >***Painful Rage.*** When the Tauros takes enough damage to be at 1/4 its health, it immediately makes a charging attack against the nearest enemy. As well, it gains +1 to hit and +3 damage until the end of the encounter. > > ### Actions > > ***Multiattack.*** The Tauros makes two glaive attacks. > > ***Glaive.*** *Melee Weapon Attack:* +6 to hit, Reach 10 ft., one target. *Hit:* 9 (1d10+4) Slashing Damage > > ***Charge.*** If the Tauros moves at least 10 feet straight toward a target and then hits it with a glaive attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.
APPENDIX B | Monster Statistics
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## Tempest Spirit Whenever a storm rages in the Fractured
Lands, a Tempest Spirit is usually to blame.
When sharp lightning heats the sands, you are
seeing a war that has spanned the last century.
Tempest Spirits are the last surviving nature spirits
in the Fractured Lands, fighting a losing battle to retain their purity amidst the corruption of the Fractures and what lies below. In the form of massive owls, these creatures are one of the very few good creatures of the Fractured Lands. They are a dying race, and few have ever been seen, though myths are spun about glimpsing or meeting them at every inn and tavern. Be warned though, as few creatures are more violent than a fallen Tempest Spirit.
**Fallen Souls.** When a Tempest Spirit cannot continue its fight against the daemonic magic of the Fractures, they succumb and become corrupt husks of their former shells. Their power and appearance are unchanged, and these aberrant spirits are used to fight their former brothers and sisters, in a cruel act by the Fractured Lands.
**Supernatural Assistants.** Though very rare, a Tempest Spirit can be summoned by a powerful spellcaster. The Tempest Spirit then judges their caller, deciding whether or not they deserve their help. If they are deemed worthy, the caster can ask any one thing of the Tempest Spirit, though whether the command is granted is up to the Tempest Spirit. The Tempest Spirit will do anything in its power to complete the task, though even forces of nature have limits.
**Wandering Vagrants.** With the destruction of the Timeless Plains, the Tempest spirit is bound to forever wander without a home. They must fly without rest or respite until they are consumed by the chaos, a tormented existence with no good end in sight. Many who know of their existence wonder why they continue to fight, as well as what will happen when the last spirit is consumed. Soon enough, they may find out.
**Lonely and Dejected.** Once, the Tempest Spirits were worshipped by the elves of the Timeless Plains. When the elves asked for rain, the spirits provided. Now, barely anyone knows of them outside of rumours and tall tales, let alone someone actually worshipping them. Though they gained nothing from the exchange, the Tempest Spirits miss their companions, if only for companionship.
**Fast Fliers.** Tempest Spirits fly around the Fractured Lands at incredible speeds. They are so fast, in fact, that they are unnoticed even in a clear sky. Once, they flew the great archwizards of the Timeless Plains alongside the Phoenixes, sharing a bond between rider and mount that rivaled that of the Dragon Riders of the past. > ##### Running a Fallen Tempest Spirit > Since there are no differences to the appearance or powers of the Tempest Spirit, they use the same statistics as the normal monster. However, they gain the chaotic evil modifier, and they become a shadowy version of themselves, with strands of shadow drifting off them in chaotic patterns. When running them, they will use more lethal attacks, while a normal Tempest Spirit would use nonlethal damage as much as possible. \columnbreak
___ > ## Tempest Spirit >*Large beast, neutral good* > ___ > - **Armor Class** 17 > - **Hit Points** 143 (19d10 + 38) > - **Speed** 30 ft., fly 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|17 (+3)|15 (+2)|14 (+2)|16 (+3)|15 (+2)| >___ > - **Saving Throws** Dex +6, Wisdom +6 > - **Skills** History +5, Perception +6, Persuasion +6, Intimidation +6 > - **Damage Immunities** Lightning > - **Senses** passive Perception 16, darkvision 60 ft. > - **Languages** Common, Sylvan, Primordial > - **Challenge** 6 (2,300 XP) > ___ >***Elemental Claws.*** For the purpose of overcoming magical resistances, the Tempest Spirit's attacks are considered magical > > ***Spellcaster.*** The Tempest Spirit is a 10th level spellcaster whose spellcasting ability is Wisdom (Spell Save DC 15, +6 to hit with spell attacks). They can cast the following spells, requiring no material components:
>Cantrips: *shocking grasp, lightning lure*
>1st Level Spells (3 slots): *chromatic orb*
>2nd Level Spells (2 slots): *shatter*
>3rd Level Spells (1 slots): *lightning bolt* > > ### Actions > ***Multiattack.*** The Tempest Spirit makes two talon attacks > > ***Talon.*** *Melee Weapon Attack:* +6 to hit, Reach 5 ft., one target. *Hit:* 21 (4d8 + 3) slashing damage >
APPENDIX B | Monster Statistics
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## Thymal The Thymal is a common beast of burden and is well known as a carrier for large amounts of people. Their backs are a 15 by 15 ft. area, meaning that they can fit several rooms on them. Nomads and other lifetime travellers use these creatures as a means of transport, as they are slower and can hold mobile homes for them. Thymal are low maintenance creatures and are able to understand simple communication. With the Thymal, as long as they are fed and treated with respect, they will be happy to take passengers on their backs.
**Sentient Creatures.** Unlike many other labouring beasts, the Thymal are sentient; they have little intelligence, but their simple minds are gentle and kind. The Thymal are well known to be kind and simple, and the fact that they are sentient means that they can also help provide during travel and ensure the survival of their inhabitants. Thymal who are loyal to someone will continue to fight with them until the end and will attempt to avenge their masters after their death. Their loyalty is hard to earn, but through respect and time, trust can eventually be found.
**Once-Respected.** Before the cataclysmic Fractures, the Thymal were once a race of well-respected creatures, with their own personalities and beliefs. They lived in burrows within the northern mountains and were seen as sages that could be found to give advice and knowledge if they were shown respect. However, after the Fractures, their minds were affected similarly to the Holluxes and they were rendered simple. They still maintain the ideal of kindness and respect but are now closer to gentle giants than great sages.
**Armored Bodies.** Though they don’t have chitinous armour like the Calidus or Napas, the scales of the Thymal are quite reflective and hardened. Since their armour is so effective, poachers and monster hunters hunt these creatures to create armor out of their scales. \columnbreak
___ > ## Thymal >*Large beast, unaligned* > ___ > - **Armor Class** 16 > - **Hit Points** 45 (6d10 + 12) > - **Speed** 20 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|11 (+0)|15 (+2)|11 (+0)|9 (-1)|10 (+0)| >___ > - **Senses** passive Perception 12, Darkvision 120 ft. > - **Challenge** 1 (200 XP) > ___ > > ***Magical Bond.*** When fighting with a companion that the Thymal trusts, that companion has advantage on melee attacks. > > ***Innate Spellcasting.*** After a Thymal dies, the ancient magic that their race was renowned for is released. Roll on the wild surge table. > > ### Actions > ***Multiattack.*** The Thymal makes two claw attacks. > > ***Claw.*** *Melee Weapon Attack:* +3 to hit, Reach 5 ft., one target. *Hit:* 6 (1d8 + 1) slashing damage >
APPENDIX B | Monster Statistics
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## Tomb Scarab Deep beneath the sands of the Fractured Lands, in the tombs, the crypts, the ruins, lies the dangerous and powerful Tomb Scarab. This species of monster originate from before the Fractures, where they were imbued with the ancestors of the elves from the Timeless Plains. They began as a strange mixture of construct and living creature, but now only the souls of the ancestors animate this hulking mass of gold and sandstone. Whether purely circumstantial or by choice, these ancient creatures now guard the bodies of their former owners, killing any who would attempt to pilfer the long neglected corpses of the elves. It is unclear whether the Tomb Scarabs even recognize that their fallen masters are dead.
**Simple Minds.** Though the creatures are sentient, they take on traits that are more along the lines of a dog or other loyal animal companion. They regard newcomers with curiosity and excitement at first, before realizing that these explorers are almost always planning on killing them. In fact, most Tomb Scarabs will simply observe until their masters' bodies are disturbed, with an undying loyalty.
**Surprisingly Nimble.** The Tomb Scarab is an incredible climber and jumper, with the ability to blend into the sands of the roof or walls, watching patiently for any signs of disturbance in their lonely abodes. They are known to hang from the ceiling, as this is the least likely place they would be found. They often forget how large they are.
**Warriors in Soul.** However friendly they are at first, when afraid or angered, these constructs fight with a deadly zeal. The ancestor spirits imbued in the Tomb Scarab grow restless in the darkness, and delight in the chance to fight once more when combat begins. Even with this restlessness, they will not attack unless they are provoked or their masters are attacked or disturbed. \columnbreak
___ > ## Tomb Scarab >*Large construct, lawful neutral* > ___ > - **Armor Class** 17 (golden armor) > - **Hit Points** 142 (15d10+60) > - **Speed** 30 ft., 30 ft. climb >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|16 (+3)|18 (+4)|8 (-1)|14 (+2)|10 (+0)| >___ > - **Senses** Darkvision 120 ft. > - **Languages** Can understand but not speak Common > - **Challenge** 7(2,900 XP) > ___ > >***Surprise Attacker.*** When a Tomb Scarab surprises enemies, it adds an extra d6 damage to all of its attacks. > >***Earth Furrow.*** As part of a move action, a Tomb Scarab can burst forth from the ground and knock nearby enemies prone. When emerging from the ground after burrowing, any enemies within 10 feet of it must succeed on a DC 16 Dex. save or be knocked prone. > > ### Actions > ***Multiattack.*** The Tomb Scarab makes three attacks, two with its claws and one with its bite > > ***Claw.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. > > ***Bite.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.
APPENDIX B | Monster Statistics
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## Undead The undead of the Fractured Lands are a swarming plague created by the Fractures to spread its corrupting magic to as many people as it can. The undead are as numerous as they are varied, and if even a single one escaped outside of the Fractured Lands, the world could potentially end. Since the magic of the Fractured Lands cannot escape the quarantine of the Barrier Imperium, the Fractures focus their darkness on the inhabitants of the Fractured Lands, twisting them into corrupted versions of themselves. The undead rise from this dark magic to attack brothers, sisters, fathers, daughters, converting more and more of them until an army has been amassed. However, the Fractures and the undead are simlpy biding their time, waiting until their master has regenerated. The Fractures have created many types of undead, each with a specific purpose.
**Edno.** These twisted souls that are consumed by their emotions of hatred and anger, following these desires instead of following the exact commands of the Fractures. However, they have a very important purpose: they are the only undead that can convert the living. This means that they can run rampant in settlements protected by the Relics of the Old Dawn, converting people despite the fact that the Fractures' magic is defended against. Usually, the hatred that fills an Edno involves these settlements, meaning that their motives do align with the Fractures enough that they can be useful.
**Faceless.** The Faceless are the most common type of undead, and for obvious reason; the Faceless require little of the Fractures' power and are a threat when enough are put together. These are the front lines, the most expendable, the meat shields of the armies of the Fractured Lands. They do little more than kill people for the purpose of having them reanimated. Faceless are often brought to Mauros after he is destroyed in order to reform him, as they are the most expendable undead and take the least amount of time to meld into Mauros's collective.
**Mauros.** Mauros is an entity unto itself that was created for the singular purpose of disrupting civilization. This creature is a siege monster, made to have the power to walk into a settlement and terrorize it. Because Mauros was created using piles of Faceless, it is easy to reform as long as one corpse that was part of Mauros escapes. Mauros, in preparation to attack a settlement, will often leave a corpse nearby and simply regenerate around that one after sending his massive giant form to its death.
**Sondou.** When the Fractures need something intelligent, powerful and intimidating to complete a task, they use a Sondou. These riders have a full facsimile of human intelligence based on their personality when they were alive. These creatures often raid ruins and arcane libraries in search of knowledge and relics that can be corrupted and used by the Fractures. As well, because they can disguise themselves using the arcane, they are often sent to infiltrate the upper echelons of factions and settlements to report on them for the Fractured Lands. The Sondou are the invisible hand of the Fractures, used to manipulate and learn about the societies, bringing them to ruin. \columnbreak
### Eternal Threats The undead of the Fractured Lands will never stop being a threat to the people who live there. People always die, and the source of the Fractures has near limitless necrotic magic to animate them. As more and more people die confined in the walls surrounding the Fractured Lands, the Fractures grow stronger, slowly decreasing the population over time. Many speculate that the people of the Fractured Lands have less than a century to destroy the source of the Fractures before they are all overwhelmed and become part of the horde. As well, many of the undead of the Raging Mire come to the surface of the Fractured Lands, bolstering the numbers of the undead. ### Organized Chaos Though the Fractures have purposes for each of the different undead, there is no real and exact order to the undead of the Fractured Lands. They most often have no complex goals, instead just going about the abstract goals given by the Fractures in whatever method is most efficient for them. This does belie some sentience, but it is not individualistic in most cases, instead dictated by a mob sentience, emotions, or other aspects of their false personalities. This strange sentience has been studied by many mages, including the cult of Ignir, though there have only been few breakthroughs in this research.
APPENDIX B | Monster Statistics
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## Edno The Edno are perhaps the most mysterious
type of undead, and maybe even the most human.
Formed by the twisted souls of those who were
consumed by their hatred and desire, an Edno is
the embodiment of human sin and the eldritch magic of the Fractured Lands. Unlike the other undead, Edno prefer to move separate from a pack or horde, and are instead in service of their last remnants of humanity. They are motivated by whatever caused them to be formed in them in the first place, and will stop at nothing to achieve this goal, through whatever means necessary.
**Pitiful Existence.** Though it has been rarely documented, basic binary communication can be achieved with an Edno, provided that the person communicating with it knows Abyssal signs. The most famous case was a scientist who recreated the circumstances for creating an Edno with someone who only wanted to communicate with him. After several failed attempts tried to murder him, the scientist was successfully able to talk with an Edno. When not consumed by its vengeful goal, an Edno realizes what it has become and wishes to be killed, attempting to fight anyone in the vicinity. The scientist learned that the creatures still had the soul of the previous creature -another difference from the majority of the undead- which was incredibly simplified and filtered into the creature it had become. The magic that reanimated Edno took the negative emotions and sharpened them into a weapon of the Fractures.
**Dark Conversion.** This trait is unique among undead, as other undead like the Faceless, the Fulvous horde and the Sondou cannot convert the living. This means that the supply of Edno is potentially limitless without any interaction from outside sources. They have no hunger for flesh, nore any earthy needs, except for the need to complete their goal, whatever means necessary. This makes them entirely independent from the rest of the undead. Edno who cannot complete their goals are driven mad, as they now have no reason to be reanimated into their wretched forms.
**Malicious Cunning.** Edno also keep a shred of their cunning from when they lived, without the remorse or morality that may have kept them in check. They strike by night, and are often blamed for murders or kidnappings committed at night. They may use their horns in combat, ripping them from their skull to serve as a weapon that can break steel. It is clear when a creature has been murdered or injured severely by an Edno, as dark splotches of wrinkled skin appear on their body, and mysterious barbs begin growing rapidly from their head. If not burned within 48 hours, the corpse will return to life as another Edno, which has the simple goal of murdering everything it comes across. > ##### Succumbing to an Edno based injury > If knocked unconscious during a fight with an Edno, a character must make a DC 13 Constitution check or begin to succumb to the disease. If holy healing magic or abilities are used on the character, they are cured fully. \columnbreak
___ > ## Edno >*Medium undead, chaotic evil* > ___ > - **Armor Class** 13 (tough skin) > - **Hit Points** 91 (14d8 + 28) > - **Speed** Speed 20 ft. (30 ft. charge) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|16 (+3)|14(+2) (|12 (+11)|6 (-2)|5 (-3)| >___ > - **Skills** Stealth +5, Perception +4 > - **Damage Vulnerabilities** piercing > - **Condition Immunities** blinded > - **Senses** blindsight 30 ft. > - **Languages** Abyssal Sign > - **Challenge** 2 (450 XP) > ___ > > ***Charge.*** If the Edno charges, it may run 30 ft. in a straight line towards a target. As well, it adds an extra 7(2d6) damage. If the target is a creature, it must succeed a DC 14 Strength saving throw or be knocked prone. > > ***Eldritch Tracking.*** As long as an Edno has not completed its goal, it can track its target across any distance within the Fractured Lands. Necromancers often use them as trackers. > ### Actions > > ***Horn.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 17 (3d8 + 4) slashing damage.
APPENDIX B | Monster Statistics
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## Faceless The Faceless are the most common undead in the Fractured Lands, grouping together near Fractures to attack villagers or small settlements in waves. They are created by the corrupting magic of the Fractures, which inhabits the husk of a body near a Fracture after the soul has left in order to sow chaos and stunt civilization in the Fractured Lands. The faceless are emotionless killers, relying on sudden bursts of speed to surprise their victims in order to overwhelm them. They use whatever weapon they have at hand, or their claw like fingers if there is no weapon handy.
**Mob Mentality.** Faceless are not independent thinkers, and tend to act like puppets. They amass in hordes created by the Fractured Lands to fight potential threats to the Fractures, especially the Grassroot Rangers, who attempt to purify the lands. Really, they attack virtually anyone who they come across, seeing existence in the Fractured Lands as a problem. They are not difficult to deal with in a one on one situation, but as their numbers grow, they become more effective.
**Ceaseless Corpses.** Though many have attempted to quell the Faceless threat, it continues to rise up, as eventually everything dies. Faceless are an ever present issue in the Fractured Lands, though they mostly pose threats to travelers, nomads, and small settlements. Many religious organizations, like the Order of the Phoenix, hunt down the undead, but they are too numerous to effectively hunt to lessen the threat of the creatures.
**Stay Dead.** Once a Faceless has suffered enough physical damage, the magic that puppets them is too weak to be able to bind their form. They collapse into dust, or more likely a pile of limbs, when defeated. Though it is unnecessary, many people burn the corpses of the Faceless, so that the bodies of the people transformed into Faceless are not thought of as a shambling undead but as they once were. \columnbreak
___ > ## Faceless >*Medium undead, chaotic evil* > ___ > - **Armor Class** 13 > - **Hit Points** 36 (5d8+16) > - **Speed** 35 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|12 (+1)|12 (+1)|8 (-1)|6 (-2)|4 (-3)| >___ > - **Senses** darkvision 60 ft. > - **Challenge** 1/4 (50 XP) > ___ > > ***Spring Attack.*** When a Faceless makes a melee attack against a creature, it doesn't provoke opportunity attacks from that creature for the rest of its turn, whether it hit or not. > > ***Keen Nose.*** When searching for hidden creatures, Faceless have advantage on perception and investigation checks to find them. > > ### Actions > > ***Slam.*** *Melee Unarmed Attack:* +3, Reach 5 ft., one target. *Hit:* 5 (1d6 + 1) bludgeoning damage.
APPENDIX B | Monster Statistics
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## Mauros, Synthesis of Flesh Whenever the creatures of the Fractured Lands attempt to create a large settlement, the Fractures send their most dangerous agent of chaos: Mauros, Synthesis of Flesh. This gargantuan creature of flesh is virtually unstoppable, as any injury it sustains causes faceless to fall from it, creating more soldiers of the Fractures to wreak havoc. If you hear the march of Mauros nearby, your fate is sealed. This creature roams the Fractured Lands, crushing underfoot any who would oppose it. This creature is almost a force of nature in itself, a hurricane of death and destruction.
**Merciless Killer.** Mauros takes pleasure in the destruction of civilization, and his actions reflect that. He often drags out conflicts when he can, so he may revel in the destruction for longer. Even the undead who make up Mauros laugh with glee whenever blood is in the air.
___ ___ > ## Mauros, Synthesis of Flesh >*Gargantuan undead, chaotic evil* > ___ > - **Armor Class** 17 > - **Hit Points** 208(13d20 + 78) > - **Speed** Speed 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|24 (+7)|13 (+3)|22 (+6)|10 (+0)|10 (+0)|6 (-2)| >___ > - **Saving Throws** Con +11, Strength +12, Wis +5, Cha +5 > - **Skills** Perception +5, Athletics +12, Intimidate +15 > - **Damage Vulnerabilities** Fire > - **Damage Immunities** Necrotic > - **Condition Immunities** Poisoned > - **Senses** Blindsight 80 ft. > - **Languages** Common, cannot speak > - **Challenge** 13 (10,000 XP) > ___ > >**Legendary Resistance (3/day).** If Mauros fails a saving throw, it can choose to succeed instead > >**Corpse Shedding.** Whenever Mauros takes 20 or more damage, roll a D10. On a result of 1-9. a Faceless falls from his body and attacks whatever it finds weakest. On a roll of 10, an Edno falls from Mauros with the same goal. > >**Magic Resistance.** When making a Wisdom, Charisma, or Intelligence saving throw against a magical effect, Mauros gains advantage. This effect does not affect legendary resistance or its use, making Mauros powerful against spellcasters. > >**Siege Weapon.** When making an attack against a structure, object, or terrain, Mauros deals double damage. He also treats walls of Huge or lower size as difficult terrain. > >**Regeneration.** Mauros regains 20 hit points at the start of its turn. As long as one corpse of Mauros remains, Mauros can reform around that corpse. > > ### Actions > ***Multiattack.*** Mauros can use his Frightful Presence. It then makes 3 attacks: one with its fist and two with its stomps > > ***Fist.*** *Melee Weapon Attack:* +11 to hit, Reach 10 ft., one target. *Hit:* 17 (2d10+6) bludgeoning damage. > > ***Stomp.*** *Melee Weapon Attack:* Attack Bonus to hit, Reach 10 ft., one target. *Hit:* 13 (2d6+6) bludgeoning damage. > > ***Frightful Presence.*** Each creature of Mauros's choice that is within 120 feet of him and aware of him must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Mauros's Frightful Presence for the next 24 hours. > >### Legendary Actions >Mauros can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Mauros regains spent legendary actions at the start of its turn. > > ***Shock Wave (Costs 2 Actions).*** Mauros stomps his feet incredibly hard into the ground, creating a shock wave. Each creature within 15 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. > >***Fist.*** Mauros makes a fist attack. > >***Roar.*** Mauros Each creature that fails a DC 18 Wisdom saving throw is Deafened and Frightened for 1 minute. A Frightened creature is Paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. After suffering this effect once, creatures are immune for the rest of the encounter \columnbreak
APPENDIX B | Monster Statistics
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## Sondou If you see a group of
black riders on the horizon,
head the other way. Odds are that
these are the Sondou, and they won't
let anything, living or dead, get in their way. The
were once mortal, cultists that worshipped the chaos
the Fractures wrought. They converted themselves
into undead creatures, agents of the Fractures that would do their every bidding. When the mysterious magic of the Fractures need something done by creatures more intelligent than the Faceless or Edno and quieter than Mauros, the Sondou are called upon. These creatures, though subservient, have one thing the other undead don't: full, human like consciousness.
**Ancient Historians.** The intelligence of the Sondou is not to be underestimated; they have memorized thousands of books for the centuries they have been alive, mastering the tactics and mannerisms of every creature in the Fractured Lands. They know every shortcut, every dead end and every trick of the desert.
**Servants of Chaos.** Though they are encouraged to sow havoc and chaos throughout the land during their downtime, the Sondou are almost always on a mission for the Fractures. They are the people that the Fractures send to retrieve magical items for whatever nefarious purpose necessary, scare and weaken the villages and smaller settlements that dot the landscape, and kill any who could help civilize and bring peace to the Fractured Lands.
**Omen Speakers.** These undead also have a secondary unique trait from the other undead: they can speak. They are the mouthpieces of the Fractured Lands, and intimidate and bully the lesser settlements in order to make sure that they do not continue to grow. They are master manipulators, and have been known to politically disrupt several would be kingdoms and villages alike. > ##### Sondou Horses > For the statistics of the horses the black riders ride, use the warhorse stats from the monster manual and add the 'undead' tag \columnbreak
___ > ## Sondou >*Medium undead, chaotic evil* > ___ > - **Armor Class** 17 > - **Hit Points** 98 (15d8 + 30) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|18 (+4)|14 (+2)|18 (+4)|16 (+3)|14 (+2)| >___ > - **Saving Throws** Int +6, Wis +5 > - **Skills** History +6. Arcana +6, Persuasion +4 > - **Senses** Truesight 60 ft. > - **Languages** All > - **Challenge** 4 (1,100 XP) > ___ > >**Arcane Spellcasting.** The Sondou's spellcasting comes from decades of studying and practice, meaning that it is based on Intelligence. (Spell Save DC 13, +4 to hit with spell attacks). They can cast the following spells: > >At will:
Eldritch Blast, Mage Hand
> >1/day:
Disguise Self, Expeditious Retreat, Find Steed(Warhorse), Magic Missile
> > ### Actions > ***Multiattack.*** The Sondou makes 2 attacks: One with its broadsword and one eldritch blast. > > ***Broadsword.*** *Melee Weapon Attack:* +5 to hit, Reach 5 ft., one target. *Hit:* 10 (1d12+3) slashing damage > > ***Eldritch Blast.*** *Ranged Spell Attack:* +6 to hit, Range 120 ft., one target. *Hit* 17 (2d12+4) force damage
APPENDIX B | Monster Statistics
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## Utorog Distant cousins to the goblins, the Utorog are a race brought to the surface by the Fractures. Once, they lived in the underdark, a slave race to the Mind Flayers who did their bidding. When Abraxus was struck down, creating the Fractures, the Mind Flayers fled the place that would become Abraxus's lair, leaving the Utorog behind. When Abraxus discovered them,. he made them do his bidding, helping to heal him by sacrificing themselves or finding ingredients for healing spells. Finding them useful, he kept the majority of the race in the Raging Mire, sending some up to witness what Amon did to the desert. They have stayed aboveground ever since, raiding villages by their master's bidding.
**Torturous Tradition.** The Utorog need to be mobile and strong to complete the bidding of Abraxus. Thusly, they have tamed and domesticated the Grilheirf, a powerful creature that they use as a mount. In order to break their spirits, the Utorog cut the Grilheif's tusk, splits it in two, and then straps it to the edge of a helmet they are forced to wear. The Shamans then brand them with a Glyph that uses the creatures pain to activate its magic, which increases the size and power of the Grilheif at the cost of its sanity.
**Soldiers and Shamans.** The majority of the Utorog aboveground are soldiers, creatures made to win fights purely through numbers and attrition. A select few are Shamans, which use powerful magic to lead the soldiers to do Abraxus's bidding. > ##### Shaman Mounts > Seeing the Grilheif as inferior creatures, the Shamans often tame Wolpercca, or even more rarely, drakes of either type. Adjust their Cr accordingly, as spellcasters with flight are nasty business. \columnbreak
___ > ## Utorog Soldier >*Medium humanoid, chaotic evil* > ___ > - **Armor Class** 13 > - **Hit Points** 22 (4d8 + 4) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|11 (+0)|13 (+1)|9 (-1)|11 (+0)|8 (-1)| >___ > - **Skills** Athletics +3 > - **Senses** 60 ft. darkvision > - **Languages** Undercommon, Abyssal > - **Challenge** 1/4 (50 XP) > ___ > > ***Rage Against Death.*** If one or more members of a group of Utorog have died, each other Utorog gains an additional 3 (1d4) to their attacks. > > ***Resistant Mind.*** The Utorog Soldier has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. > > ### Actions > > ***Spear.*** *Melee Weapon Attack:* +3 to hit, Reach 5 ft./Range 20/60 ft., one target. *Hit:* 8 (2d6 + 1) piercing damage > > ***Stuck In.*** As a bonus action, the Utorog Soldier can spend half its movement to increase its melee range by 10 ft.
APPENDIX B | Monster Statistics
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___ > ## Grilheif >*Large beast, unaligned* > ___ > - **Armor Class** 13 > - **Hit Points** 75 (10d10 +20) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|11 (+0)|15 (+2)|7 (-2)|9 (-1)|7 (-2)| >___ > - **Senses** 60 ft. darkvision > - **Challenge** 1(200 XP) > ___ > > ***Pain Glyph.*** Whenever the Grilheif takes 10 or more damage, an Utorog Shaman within 30 ft. gains 1 1st level spell slot. > > ***Tortured Mind.*** The Grilheif will never run away or separate from their rider, no matter how much pain they may suffer. > > ### Actions > ***Slam.*** *Melee Weapon Attack:* +3 to hit, Reach 5 ft., one target. *Hit:* 10 (2d8 +1) bludgeoning damage > > ***Gore.*** *Melee Weapon Attack:* +3 to hit, must run in a 15 ft. line towards target, one target. *Hit:* 12 (2d10 +1) bludgeoning damage \columnbreak ### Utorog Shaman The Utorog often find that physical strength is not always enough to take over or overwhelm the forces of civilization. Their answer to that is the Utorog Shaman, a powerful spellcaster that is born once a year to the Utorogs. These Shaman are groomed to be leaders of the Utorog armies, and their powers bolster these armies and overcome many of the obstacles that any other fighter could not solve. They are also trained to recognize the arcane and understand it, as they are the only line of defense against spellcasters and magic. They are the Utorog's secret weapon, and the only hope for the Utorog that they can do Abraxus's bidding. ___ > ## Utorog Shaman >*Medium humanoid, chaotic evil* > ___ > - **Armor Class** 13 > - **Hit Points** 111 (17d8 + 34) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|14 (+2)|15 (+2)|15 (+2)|13 (+1)|10 (+0)| >___ > - **Skills** Arcana +4, Perception +3, Stealth +4 > - **Senses** darkvision 60 ft., passive Perception 14 > - **Languages** Undercommon, Abyssal > - **Challenge** 3 (700 XP) > ___ > > ***Spellcaster.*** The Utorog Shaman is a 5th Level Wizard, (spell attack bonus +4, Spell Save DC 13) with the following spells prepared:
>Cantrips: *firebolt, mage hand, frostbite*
>1st level (4 slots): *witch bolt, thunderwave, detect magic*
>2nd level (3 slots): *gust of wind, shatter, enlarge/reduce*
>3rd level (2 slots): *lightning bolt, haste* > > ### Actions > > ***Quarterstaff.*** *Melee Weapon Attack:* +4 to hit, Reach 5 ft., one target. *Hit:* 7 (1d8 +2) bludgeoning damage >
APPENDIX B | Monster Statistics
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## Venarius The Venarius are a race of spellcasters who have the sole goal of hunting down Sylic, the Witch. They were created when ancient spellcasters crossed Sylic, and she experimented on them until their minds were nearly destroyed and they were forced to lose access to all but the tiniest fraction of their spellcasting. Though several new generations of these creatures have been created, they are still feel this hatred towards the one who cursed them. Now, these nomadic creatures hunt for Sylic, moving from place to place, and working with whoever they have to in order to find information on the current whereabouts of Sylic. These creatures are not necessarily dangerous, but when provoked can prove to be more than most expect.
**Eyebeam.** Sylic saw fit to remove nearly all of the arcane power that the creatures had, but still left a taste of arcane might so that the Venarius could yearn for what they lost. Weaker than their weakest cantrip used to be, the Eyebeam is the Venarius's primary mode of attack. Each time these creatures use it, their curse is briefly lifted, so that the full mind of the spellcaster trapped in the body of the Venarius can witness what it has become. Using the eyebeam for more than a second hurts the Venarius, meaning that most of the race are unable to do more than think properly for a second. Some of these creatures have attempted to break their curse this way, but so far none have succeeded.
**Primal Intelligence.** The Venarius resemble early humanoids in behaviour and level of technology. They create armor from bone and scraps they take from their victims. They work together to create this technology, but they have difficulty when not working in groups, as more than one aspect of creating something like a weapon is too hard for them to grasp. This means that their society is based highly on roles. Titles such as Staff-Maker, Blade-Sharpener and Tool Assembler denote the one task that the creature is able to do. All of the Venarius are able to fight and do other motor tasks, but most tasks that involve logic and thinking are far to difficult to the average Venarius.
**Barely Conscious.** The Venarius barely cross over the line between beast and humanoid, another purposeful part of the curse Sylic wrought upon them. This means they are easily deceived and incredibly gullible, making them possible to encounter without coming into physical danger. Most of the information that the Venarius come across is false, as the people they interrogate lie to survive. That said, it is a sad existence that the Venarius, as they have been brought so low after years and even centuries of wizardry and studying.
**Uniqueness by their Past.** The only differing qualities that the Venarius have from one another come from their past lives. For example, a Venarius created by a tiefling wizard being cursed might have reddish skin or horns from its past life. This does not affect the Venarius in any way other than their appearance, but can be used by a group of Venarius to differentiate between themselves. \columnbreak
___ > ## Venarius >*Medium humanoid, chaotic neutral* > ___ > - **Armor Class** 13 > - **Hit Points** 39 (7d8 + 7) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|12 (+1)|13 (+1)|7 (-2)|8 (-1)|7 (-2)| >___ > - **Senses** Darkvision 60 ft. > - **Languages** Common, other languages known before their curse > - **Challenge** 1/2 (100 XP) > ___ > >***Magic Resistance.*** The wards these cursed spellcasters used in life still affect them now, and they have advantage on saving throws against spells and magical effects. > > ### Actions > > ***Eyebeam.*** *Ranged Spell Attack:* +3 to hit, Range 30 ft., one target. *Hit:* 12 (2d10 + 1) fire damage > > ***Greatclub.*** *Melee Weapon Attack:* +3 to hit, Reach 5 ft., one target. *Hit:* 6 (1d8 + 1) bludgeoning damage
APPENDIX B | Monster Statistics
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## Wolpercca Great and powerful creatures known as
Wolpercca roam the Fractured Lands. Though not
incredibly intelligent, the Wolpercca are cunning and often target humans as well as animals for their next meal. Due to their smaller size and relative ease to tame(at least compared to a drake), the Wolpercca is used as a flying mount. Attempting to train or ride them without the preparation or knowledge to do so more often than not ends in death for the person trying to tame. They are particularly susceptible to magic however, so spellcasters are more likely to succeed.
**Druidic Companions.** Many druids and a few Grassroot Rangers are known to fly on these mounts, as they are necessary to help spread their purifying magic. This is in part due to their ancestors on the Timeless Plains, as those druids helped save the Wolpercca from extinction. Although the Wolpercca are entirely unconscious of it, they follow through with the pact to this day.
**Savage Hunters.** Though the Wolpercca are most likely to hunt during the day, they will hunt at night if it is necessary to their survival. They have no remorse nor guilt, and will resort to eating babies, human or otherwise, if necessary. These creatures, though brightly colored, are in fact wild beasts.
**Pack Tactics.** When Wolpercca must attack villages and towns, they group up in sets of threes. When attacking, two of them will attempt to distract the settlement's main defenses while the third swoops lower and attempts to find their children. Sometines, they are distracted by shiny objects, which is why most children in the Fractured Lands carry with them some sort of trinket or piece of metal.
**Colourful Yet Stealthy.** Despite the bright blue color of their scales, the Wolpercca are actually excellent hiders, able to burrow into the sand with only a few scales visible. They do this in order to surprise travelers and so that they can eat. \columnbreak
___ > ## Wolpercca >*Large beast, unaligned* > ___ > - **Armor Class** 15 > - **Hit Points** 83 (11d10 + 22) > - **Speed** 30 ft., fly 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|13 (+1)|15 (+2)|8 (-1)|9 (-1)|9 (-1)| >___ > - **Skills** Perception +1, Stealth +3 > - **Senses** Passive perception 11 > - **Challenge** 2 (450 XP) > ___ > >***Flyby.*** The Wolpercca does not provoke opportunity attacks when it flies out of an enemies reach. > > ***Keen Sight.*** The Wolpercca has advantage on Wisdom (Perception) checks that rely on sight. > > ### Actions > ***Multiattack.*** The Wolpercca makes two talon attacks > > ***Talon.*** *Melee Weapon Attack:* +3 to hit, Reach 5 ft., one target. *Hit:* 8 (2d6 +1) slashing damage >
APPENDIX B | Monster Statistics
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## Wylen The Wylen are a race found most commonly in the Raging Mire, but from time to time they expedition to the aboveground world and are met with the harsh reality of the Fractured lands. These creatures are cunning, devious and unpredictable. They are well known for their ability to negate some arcane magic, making them ideal companions for those who hunt mages and other magical creatures. Most Wylen are unable to cast magic, though there are a few that are an exception to this rule. The Wylen use the magic of others to fuel arcane devices with unknown and chaotic results, meaning that they are often fairly different each time they are encountered.
**Controlling Chaos.** Though they most often cannot cast magic, the Wylen are able to negate it innately with some strange side effects. Their abilities are somewhat random, but they have the potential to negate even the most powerful spells, making them a valuable asset to the right person. To most however, these creatures are nothing more than a semi-dangerous nuisance.
**Cursed Creation.** The Wylen were created when a powerful spellcaster attempted to make a deal with a trickster god in Valken for more power. Seeing that this wizard was far too arrogant, Haldor instead turned him into the first Wylen, and removed all ability of him and most of his lineage to cast and control magic. To make it worse, the race was named after the spellcaster, so that his story and shame could be remembered for generations to come. \columnbreak
___ > ## Wylen >*Medium humanoid, chaotic evil* > ___ > - **Armor Class** 13 > - **Hit Points** 39 (7d8 + 14) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|9 (-1)|13 (+1)|14 (+2)|11 (+0)|9 (-1)|13 (+1)| >___ > - **Skills** Arcana + 2 > - **Senses** Senses > - **Languages** Common, Wylen > - **Challenge** 1/2 (100 XP) > ___ > >***Chaotic Magic (3/day).*** When the Wylen is targeted by a spell of first level or lower, it may make a DC 13 Arcana check. If they succeed, they can gain advantage on the saving throw against the spell or reduce its damage by 3. After a successful check, they must roll on the wild magic table > > ### Actions > > ***Claw.*** *Melee Weapon Attack:* +3 to hit, Reach 5 ft., one target. *Hit:* 7 (1d10 + 1) slashing damage
APPENDIX B | Monster Statistics
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# Appendix C: The Planes Though the material plane is a vast expanse of new cultures, places and things, there is one question that many ask. What makes up these things? What are the ingredients that make up reality? These questions have been answered by scholars in the Cult Mechanicus; the building blocks of the material plane, and the magic in it, is drawn from the outer planes. In this section, these outer planes will be explained, including their general topography, any settlements that exist within them, and additional monster options that exist alongside the regular *Player's Handbook* offerings. There are eight total planes, which each govern an important aspect of life. Elysium and Veles, the two opposites of good and evil respectively, are the planes of the afterlife and are also drawn upon in everyday life. Positive and negative change, whether it be through attitude or deed, are all infused with this energy, and they are the most primal forces of the universe: the heart of primordial Good and Evil. Then, there are the elemental planes: the Firelands, the Skywall, the Endless Sea and the Toiling Loam. They are the elemental makeup of all the 'stuff' of the universe, but they also dictate certain emotions. For example, the element of fire is responsible for fiery passion or anger. There are many gateways to these portals throughout the lands, and four primordial elementals (one for each elemental plane) who rule over them and who created the elementals who inhabit those planes. These elements also contribute to the casting of magical spells and all of magic itself, and are innately linked to the cosmos. \columnbreak The plane connecting these places together is the Space Between, the source of the cosmos and where those who are dead but undeserving of Elysium or Veles end up. The Gith were forced to protect this ethereal realm for centuries, and it is home to some of the strangest things ever imagined in any plane. The spirits of the dead patrol the Space Between, looking for new things to entertain them and push away their inevitable ennui. Finally, there is the realm of Abaddon, the home of the demons. Though it was closed off long ago by the Elders in a bid to save the world from the Daemons, once every century, a Daemon is able to force their way through. The realm itself is where all Daemons exist, and fight for supremacy and the right to go through the portal once the Maw of Chaos opens once again. > ##### Planar Entities > You might notice that these planes are close to the planes listed in the *Player's Handbook*, but with different importance and overall theme. This means that should you want to, you can easily take the monsters listed in these pages for use in any game. In addition, in the Fractured Lands, most of the monsters listed here are able to escape from their home planes, so as long as there is reason for them being in the material plane, they can easily be encountered there.
APPENDIX C | The Planes
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## Abaddon The realm of the Daemons, Abaddon is a hellscape of war and bloodshed. Daemons vie for power and strength by killing other daemons, as they wait for the Maw of Chaos to once again open. Daemons are constantly spawned in Abaddon, and from their birth and many subsequent rebirths, they learn how the plane works and how to become stronger. There is no way to permanently destroy a demon, barring the *wish* spell, so they always reform there. Some daemons attempt to raise armies or create hierarchys in Abaddon, but their efforts are almost always wasted after Amon escaped that way. By their very nature, most daemons are chaotic, vicious creatures, and this battleground is kill or be killed. After killing another daemon, daemons are able to absorb a portion of their essence, gaining the traits and abilities that made the killed daemon powerful. A few attempt to be selective, but most just need to survive and will kill anyone near them for more of their essence. ### Soul Hunger One thing that every daemon hungers for is the corruption of souls. The realm of Abaddon gains power that is dispersed among the daemons whenever a soul is corrupted by others or through its own actions, but if a daemon is directly responsible for the corruption of that soul, they absorb that essence, which is a power boost that would make them immensely more powerful than when they are in Abaddon. This requires them to reach the material plane however, which is impossible for them to do without entering through the Maw of Chaos. ### Settlements in Abaddon Surprisingly and despite the fact that the realm of Abaddon is a frenzied hellscape of violence, there are many mortal settlements in the area. This is because once a soul is corrupt, the daemons have no interest in the mortal who owns that soul, and therefore these settlements are left alone. This means that if humanoids find there way to Abaddon, they are able to live in hidding from whatever deeds they committed that corrupt their souls in the first place. This isn't perfect, however, as the settlements are still surrounded by battle and collateral damage is frequent and often lethal. #### Umbara Umbara is the most prominent settlement in Abaddon, and while it is still only the size of a village in the material plane, it is protected by wards given to them by the Archons before they went to the mortal plane. It is the only truly safe place in Abaddon, and there is a limit to how many people who can stay in it. Umbara is created using the leftover scrap of weapons, armor and items used by the daemons in the fight against one another, and in order to expand the settlement, people must scout for more and bring it back alive. This errand is a suicide mission, and results almost certainly in death, but at least it controls the population. \columnbreak
#### Ustrina Ustrina is home to a Succubus who has long ago given up on winning the war to enter the mortal realms. She protects those in the settlement and in return only asks for people to be her 'playthings'. This most often means torture, as she enjoys mortal cries of pain the most. After a certain amount of torture, she gets bored of them and allows them to live in her village without problem. Many who attempt to enter Umbara are denied, and prefer the guarantee of safety under a succubus over another settlement. The torture is just an unfortunate cost of living. #### Letum Letum is a smaller village with no defenses against the scars of war, and must continually rebuild to survive. The community lives underneath the surface, but some attacks by daemos unearth them, forcing them to dig deeper and abandon everything to start life anew on a new layer. This constant change impacts their society, forcing it into a strange and warped version of a socialist settlement. #### Ventus Ventus takes the opposite approach to Letum; instead of burrowing underground, they enchanted a chunk of earth that was hurled during the fighting to float, and created a city on it. It is unknown how long the magic of the area will actually last, so every day is lived like it's the last day for the people of Ventus. Their society is limited to finding material through magic only, as other sources are obviously not available due to the height.
APPENDIX C | The Planes
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## Vinculum Vinculum, or leashed devils, are mortals who were corrupted and then realized their mistakes after becoming a daemonborn. Their sadness and guilt weigh them down literally, in the form of chains that drag them down. They prefer to find peace in settlements like Umbara, but are equally able to hold their own against the many daemons in Abaddon. Though they have realized their mistakes and attempt to repent, they are still trapped within Abaddon, as the only way a daemon can enter or exit the plane is through the Maw of Chaos. Trapped and miserable, these creatures wander the plane for all existence.
**Furious Strength.** When a Vinculum is enraged, the creature is able to lift the weights of its emotions through sheer anger and attack with their full force. This attack is more than symbolic; each time that they are pushed to this rage, a bit more of their humanity and power is lost. After enough times attacked, Vinculum will most likely no longer have any sentience left.
**Powerful Minds.** Vinculum are created after a spellcaster chooses to become a daemonbron, and completes a ritual to transfom into one. This ritual has ingredients only found in Abaddon, meaning that they would have to go to the plane to become one. To realize that this was a mistake is very uncommon amongst those who turn, but when they do, they put their mind and focus on becoming mortal once again. The process to reverse the transformation has yet to be discovered or widely distributed, as those who find it would most likely leave Abaddon before telling anyone else about it. \columnbreak ___ > ## Vinculum >*Large fiend, chaotic evil* > ___ > - **Armor Class** 17 > - **Hit Points** 76 (8d10 + 32) > - **Speed** 15 ft., **(bloodied)** 45 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|16 (+3)|19 (+4)|13 (+1)|15 (+2)|12 (+1)| >___ > - **Saving Throws** Dexterity +6, Wisdom +5, Charisma +4 > - **Damage Resistances** Bludgeoning, Piercing, and Slashing From Nonmagical Attacks > - **Damage Immunities** Fire > - **Senses** Darkvision 120 ft. > - **Languages** Common, Infernal > - **Challenge** 8 (3,900 XP) > ___ > > ***Grieving Anger.*** When the Vinculum is bloodied, it uses its chains to attack and gains the following traits: > - It's slam attack increases its reach to 15 feet, and deals an additional 2d4 fire damage. > - It's movement feet increases to 45 feet.
> > ***Fiendish Vigor.*** The Vinculum regenerates 5 hit points at the end of each round. This can be stopped by dealing cold or radiant damage to the creature. > > ***Magic Resistance.*** The Vinculum has advantage on saving throws against spells or other magical effects. > > ***Immutable Form.*** The Vinculum is immune to any spell or effect that would alter its form. > > ### Actions > ***Multiattack.*** The Vinculum makes two slam attacks. > > ***Slam.*** *Melee Weapon Attack:* +7 to hit, Reach 5 ft., one target. *Hit:* 22 (4d8+4) bludgeoning damage. > > ***Flame Wave (3/day).*** The Vinculum casts a *fireball* centered on itself.
**Hidden Underground.** A small community of Vinculum exist beneath Abaddon, attempting to free themselves from their curse. They have not yet found success, as the ingredients of the spell they have created require an uncorrupted mortal to cast for them. The Vinculum have no way to contact the outside world, so they must live and hope for a powerful enough mortal to cast the spell, though it could be centuries of wait time.
APPENDIX C | The Planes
\pagebreakNum ## Eclipse Herald This ancient evil has been slated as ruler of Abbadon since its inception. It is said that if the Eclipse Herald was ever freed from Abbadon, the world would end in an instant as it devoured the very essence of existence. The Eclipse Herald maintains Abbadon using its pure and raw strength, ensuring that the rules on those within the realm are ensured. Though it is a creature of unimaginable darkness, the Eclipse Herald was actually created by the Elders in a successful bid to ensure that only one creature could leave through the Maw of Chaos through the centuries. The Eclipse Herald is the purest form of evil other than the primordial being of evil, which is surprising considering it was created by the Elders. The Eclipse Herald is known to very few people, and its creation known to even fewer. The reason that the Eclipse Herald is so evil is because it was created by light. Since beings of light are able to understand themselves perfectly, the Elders were able to understand their exact opposite; a creature that would innately do and seek out evil every chance it gets. The Eclipse Herald is corruptive, maligned and cruel because it was created by something so opposite. Even its name stands for this symbology. An eclipse cannot exist without the light, and true darkness cannot be created without good. The Eclipse Herald is the perfect example of lawful evil alignment, as it strives to take power by enforcing a tyrannical rule. This tyrannical rule just so happens to be instituted by the light, but it still profits the Eclipse Herald.
**Limitless Power.** The Eclipse Herald is a creature with nearly limitless power. In fact, when within the realm of Abbadon, the Eclipse Herald gains power from its surroundings, making its power nearly infinite. The only time that the creature would have a weakness would be if it was removed from Abbadon, but doing so would mean the end of the universe as existence is extinguished. This makes the Eclipse Herald an inevitability; without the capacity to create a plane without any escape or the *wish* spell, it cannot be contained anywhere other than Abaddon.
**Forceful Ruler.** To outsiders or mortals who enter Abaddon, there is no clear order to the conflict. To the daemons that fight there, nothing could be further from the truth. The Eclipse Herald has seven lieutenants who each control a different area within the expanse of Abaddon. These lieutenants are each mortals who are so corrupted by sin and malice that they are able to take in a vestige of the Eclipse Herald's power, forcing them to become eternal liches and the rulers of areas of Abaddon. They see to it that the daemons of these areas do not become too powerful, and if they do, they use the power given to them by the Eclipse Herald to destroy them and take that power for themselves. If they are unable to defeat the daemon, the Eclipse Herald itself will step in, and a single blow from the powerful creature is enough to cause ripples that kill hundreds of lesser daemons who are thousands of miles from the impact.
**All-Knowing.** Though the Eclipse Herald is not omniscient, it has spent the many centuries within Abaddon since its creation accumulating knowledge. It already has limitless power within the realm of Daemons, but it searches for ways to store this power or to siphon it for when it is finally freed from the realm. This initial line of thought is actually what led to the creation of its lieutenants, but no other ways to store his power have been found. \columnbreak
APPENDIX C | The Planes
\pagebreakNum
___ ___ > ## The Eclipse Herald >*Gargantuan aberration, lawful evil* > ___ > - **Armor Class** 26 > - **Hit Points** 492 (24d20 + 240) > - **Speed** 80 ft., fly 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|22 (+6)|26 (+8)|30 (+10)|30 (+10)|24 (+7)|21 (+5)| >___ > - **Saving Throws** Dex + 17, Con + 19, Int + 19 > - **Skills** Arcana + 19, History +19, Intimidation + 14, Nature + 19, Perception + 16, Persuasion + 14, Religion + 19 > - **Damage Immunities** Fire, Poison; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks > - **Condition Immunities** Charmed, Frightened, Paralyzed, Poisoned > - **Senses** Truesight 60 ft., darkvision 120 ft. > - **Languages** Knows and can speak all languages > - **Challenge** 30 (150,000 XP) > ___ > >***Universal Constant.*** Elders are a universal constant of the universe, and cannot be affected by spells that would remove them from existence. They may only be killed in combat, so spells like wish would not work. > >***Magic Resistance.*** The Eclipse Herald has advantage on saving throws against spells and other magical effects. > >***Fueled by Abbadon.*** The Eclipse Herald cannot die while within the realm of Abaddon. If the Eclipse Herald would take damage while within the realm of Abaddon, it instead takes no damage and is immune to spell effects. Only the blessing of an Elder would allow for the creature to take damage while in Abaddon. > >***Legendary Resistance (3/Day).*** If the Eclipse Herald fails a saving throw, it can choose to succeed instead. > >***Erase.*** When a creature drops to 0 hit points after being damaged by the Eclipse Herald, they are devoured from existence. > >***Immutable Form.*** The Eclipse Herald is immune to any spell or effect that would change its form. > >***Aura of Evil.*** Creatures within 30 feet of the Eclipse Herald that aren't daemonic can't regain hit points, and any creature that starts its turn within 30 feet of the Eclipse Herald takes 20 (6d6) necrotic damage if it's not a daemon. > >***Spellcasting.*** The Eclipse Herald is a 20th level wizard. Its Spellcasting Ability is Intelligence (spell save DC 23, +19 to hit with spell attacks). The Eclipse Herald has the following Wizard Spells prepared: > - **1st Level (4 Slots):** Detect Magic, Feather Fall, Identify, Mage Armor, Shield > - **2nd Level (3 Slots):** Blur, Cloud of Daggers, Hold Person, Misty Step, Scorching Ray > - **3rd Level (3 Slots):** Counterspell, Fireball, Gaseous Form, Slow, Vampiric Touch > - **4th Level (3 Slots):** Banishment, Dimension Door, Evard's Black Tentacles, Wall of Fire > - **5th Level (3 Slots):** Conjure Elemental, Dominate Person, Wall of Force > - **6th Level (2 Slots):** Disintegrate, Eyebite, Flesh to Stone > - **7th Level (2 Slots):** Delayed Blast Fireball, Reverse Gravity > - **8th Level (1 Slot):** Feeblemind, Power Word Stun > - **9th Level (1 Slot):** Meteor Swarm > > ### Actions > ***Multiattack.*** The Eclipse Herald makes two shadow beam attacks, one daemonic gaze attack, and two fists of darkness attacks. > > ***Shadow Beam.*** *Ranged Spell Attack:* +19 to hit, Range 120 ft., one target. *Hit* 32 (4d10 + 10) Force damage > > ***Fists of Darkness.*** *Melee Weapon Attack:* +19 to hit, Reach 30 ft., 10 ft. radius. *Hit* 28 (4d8+10) Bludgeoning damage > > ***Daemonic Gaze.*** *Ranged Spell Attack:* +19 to hit, Range 300 ft., one target. *Hit* 36 (4d12 + 10) Force damage. When hit by this attack, they are restrained. At the start of each of their turns, the creature may make a DC 23 Constitution check to break free from the stunning gaze. > > ***Quickened Spell(3/Day).*** As a bonus action, the Eclipse Herald can cast a spell of 3rd level or lower. > > ### Legendary Actions > The Eclipse Herald can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary Actions are regained at the start of each turn. > > ***Attack.*** The Eclipse Herald makes a Shadow Beam or Fist of Darkness attack > > ***Daemonic Gaze (Costs 2 Actions).*** The Eclipse Herald makes a Daemonic Gaze attack > > ***Spellcasting (Costs 2 Actions).*** The Eclipse Herald casts a spell from its spell list.
APPENDIX C | The Planes
\pagebreakNum ## The Eclipse Lieutenants Created when mortals of great evil were given power by the Eclipse Herald, the Eclipse Lieutentants help create a semblance of order in Abaddon along with the Herald. The process of being given these vestiges instantly destroyed the mortal bodies of the Lieutenants, so the Eclipse Herald fashioned new bodies for them using their skeletons and the flesh of powerful daemons. Each of them were reborn anew, and were molded by the teachings of the Eclipse Herald so each one of them learned a different faucet of magic.
**Aspects of Abbadon.** Each lieutenant represents a different area of Abaddon and the areas they control are each unique. They are all united under the rule of the Eclipse Herald, but the Eclipse Lieutenants often have disputes within their ranks, as each Lieutenant believes themselves to be the strongest aspect of Abaddon. Each Eclipse Lieutenant is listed below, including their powers and the aspect they represent:
**Limbo.** A powerful divination wizard, Limbo rules over the domain of nothingness; very little happens in Limbo. There are no battles, only lurking creatures. After fighting and sustaining an injury, many daemons go to Limbo for a chance to survive, but it still isn't completely safe here. Some daemons hunt down those injured in Limbo, so the Eclipse Lieutenant must divine their location and kill them before they kill the daemons who rest there. Often, the damage has already done by the time Limbo destroys the offending daemon.
**Lvixria.** Lvixria controls the Lust of Abaddon, including the mortals who stay here. Lvixria uses their powerful illusion magic to create a paradise of debauchery and debasement. This area also has a non-combative rule, so like Limbo, Lust is not very well populated by daemons. Lvixria does not kill daemons unless they attempt to disrupt the paradise they control.
**Gola.** Gola controls the realm of Gluttony. Gluttony is another battleground and is very poorly ruled, as Gola is obsessed with increasing his own power so that he can enchant more. Gola attempts to take from the daemons and kills indiscriminately for more power. Gola has a near-infinite arsenal of enchanted magical items, though they are all cursed in some way.
**Avaritia.** Avaritia controls Abaddon's Anger. Within Avarita's realm, daemons are able to pursue personal grudges: revenge on daemons who killed them, or a duel between someone they want to destroy. Anger is structured as a series of giant coliseums, and Avaritia gains half of the essence of the loser in any of the duels. Avaritia focuses on defensive magic, as abjuration is the only way they can protect themselves from the collateral damage the daemons cause.
**Iraccidia.** Iraccidia controls Heresy; the other, forbidden ways for daemons to gain more power. Iraccidia's domain is a place to cast dark rituals, make sacrifices, and to deal with greater beings for power. Iraccidia uses necromancy magic to help serve the daemons in their rituals, and through their presence, Iraccidia gains small portions of power unbound from the rituals.
**Pozzo.** Pozzo rules the realm of summoning, the place where powerful daemons who are being attempted to brought to the material plane by cults reside. They are a powerful conjuration mage, and they are able to summon anything they can think of nearly at-will. \columnbreak
**Violeti.** Violeti controls the largest swathe of Abaddon: the Violence. A massive battleground thrown into constant chaos, not even a creature as powerful as Violeti can control Violence. Instead, Violeti is just another combatant in this massive war, fighting daemons directly and gaining power just like any other daemon would. Violeti is a master of evocation magic, and his power is so great he can kill swathes of lesser daemons at a time.
**Evrrato.** Evrrato controls a strange place within Abbadon: the market, Fraud. True to its name, many of the goods and services found here are fraudulent, but not all are completely hopeless; there are also cursed items that are legitimate, and once in a blue moon, there will be actual legitimate traders. Many traders come from other planes with their wares, fueling the daemonic war even further to turn a profit and distract them from the other planes.
> ##### Modular Monster > Because the Eclipse Lieutenants are equivalent in power, with the only difference being their spellcasting, there is only one stat block on the following page. Instead of creating seven different stat blocks, these creatures are each use the same statistics but different spell lists, all listed on the same page.
APPENDIX C | The Planes
\pagebreakNum ___ > ## Eclipse Lieutenant >*Medium fiend, lawful evil* > ___ > - **Armor Class** 23 (Daemon Hide) > - **Hit Points** 272 > - **Speed** 30 ft., fly (hover) 120 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|18 (+4)|19 (+4)|20 (+5)|16 (+3)|14 (+2)| >___ > - **Saving Throws** Con +12, Wis +11, Int +13 > - **Skills** Arcana +12, History +12, Nature +12, Perception, Religion +12 > - **Damage Resistances** Cold, Lightning, Necrotic > - **Damage Immunities** Poison; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks > - **Condition Immunities** Charmed, Exhaustion, Frightened, Paralyzed, Poisoned > - **Senses** Truesight 120 ft., > - **Languages** All languages > - **Challenge** 25 (75, 000 XP) > ___ > > ***Legendary Resistance (3/Day).*** When the Eclipse Lieutenant fails a saving throw, it may have succeed instead. > > ***Magic Resistance.*** The Eclipse Lieutenant has advantage on saving throws against spells and other magical effects. > > ***Rejuvenation.*** As long as the Eclipse Lieutenant is within the realm of Abaddon, they will regenerate 1d4 days later. > > ***Spellcasting.*** The Eclipse Lieutenant is an 18th level spellcaster, with a +13 to hit and a spell save DC of 23. They are a wizard and know spells according to the notes on the other side of the page, depending on which Lieutenant they are. > > ### Actions > > ***Quarterstaff of Power.*** *Melee Weapon Attack:* +12 to hit, Reach 5 ft., one target. *Hit:* 9 (1d8 + 4) Force damage. On a hit, the Eclipse Lieutenant may expend charges from the Staff of Power, dealing an extra d8 for each charge expended. > ### Iraccidia or Limbo **Cantrips (at will):** *Chill Touch, Spare the Dying, Toll the Dead*
**1st level (4 slots):** *Detect Magic, Hunter's Mark, Inflict Wounds, Ray of Sickness*
**2nd level (3 slots):** *Augury, Blindness/Deafness, Mind Spike, Ray of Enfeeblement*
**3rd level (3 slots):** *Clairvoyance, Feign Dead, Revivify, Vampiric Touch*
**4th level (3 slots):** *Blight, Shadow of Moil*
**5th level (3 slots):** *Contagion, Danse Macabre*
**6th level (1 slot):** *Circle of Death, Eyebite*
\columnbreak **7th level (1 slot):** *Finger of Death, Ressurection*
**8th level (1 slot):** *Clone, Dominate Monster*
**9th level (1 slot):** *Foresight* (Limbo) or *True Resurrection* (Iraccidia) ### Violeti or Avaritia **Cantrips (at will):** *Eldritch Blast, Blade Ward, Green Flame Blade*
**1st level (4 slots):** *Absorb Elements, Chromatic Orb, Magic Missile, Shield*
**2nd level (3 slots):** *Darkness, Moonbeam, Pass Without Trace, Scorching Ray*
**3rd level (3 slots):** *Counterspell, Dispel Magic, Fireball, Wind Wall*
**4th level (3 slots):** *Banishment, Wall of Fire*
**5th level (3 slots):** *Antilife Shell, Bigby's Hand*
**6th level (1 slot):** *Chain Lightning, Contingency*
**7th level (1 slot):** *Delayed Blast Fireball, Symbol*
**8th level (1 slot):** *Antimagic Field, Sunburst*
**9th level (1 slot):** *Mass Meteor Storm* (Violeti) or *Invulnerability* (Avaritia) ### Pozzo or Evrrato **Cantrips (at will):** *Acid Splash, Shillelagh, Thorn Whip*
**1st level (4 slots):** *Arms of Hadar, Entangle, Grease, Ice Knife *
**2nd level (3 slots):** *Dragon's Breath, Flaming Sphere, Maximilian's Earthen Grasp, Misty Step*
**3rd level (3 slots):** *Call Lightning, Conjure Barrage, Slow, Thunder Step*
**4th level (3 slots):** *Evard's Black Tentacles, Find Greater Steed*
**5th level (3 slots):** *Animate Objects, Cloudkill*
**6th level (1 slot):** *Disintigrate, Planar Ally*
**7th level (1 slot):** *Plane Shift, Reverse Gravity*
**8th level (1 slot):** *Incendiary Cloud, Tsunami*
**9th level (1 slot):** *Time Stop* (Pozzo) or *Storm of Vengeance* (Evrrato) ### Lvixria or Gola **Cantrips (at will):** *Minor Illusion, Vicious Mockery*
**1st level (4 slots):** *Command, Dissonant Whispers, Hex, Silent Image*
**2nd level (3 slots):** *Hold Person, Mirror Image, Silence, Suggestion*
**3rd level (3 slots):** *Fear, Fireball, Major Image, Phantom Steed*
**4th level (3 slots):** *Greater Invisibility, Hallucinatory Terrain*
**5th level (3 slots):** *Dominate Person, Hold Monster*
**6th level (1 slot):** *Mental Prison, Otto's Irresistable Dance*
**7th level (1 slot):** *Mirage Arcane, Power Word: Pain*
**8th level (1 slot):** *Dominate Monster, Feeblemind*
**9th level (1 slot):** *Power Word: Kill* (Lvixria) or *Psychic Scream* (Gola)
APPENDIX C | The Planes
\pagebreakNum
## The Elemental Planes The elemental planes are not simply areas that are filled elements and their aligned elementals; the elemental planes are the ingredients for all of life itself. They are the homes to the Primordial elementals, and also contain the essence of elements, which is what was used in the crafting of the universe. Within the Fractured Lands are four portals to this realm, and each are guarded by the elemental cousins of those within the elemental planes: the aarakocra, the goliaths, the azer and the triton. These guards have built their civilizations and traditions around the defense of the elemental planes and the respect of the Primordial Elementals. ### Building Blocks The elemental essences are the literal building blocks of Selecia, but they are also responsible for other aspects of life. For example, a fiery passion, or a down to earth attitude both originate from the elemental planes they are associated with. This has caused scholars to examine the power of words, as these simple phrases can be seen as literal. Many sorcerers with elemental bloodlines realize their power through finding this emotional core. The fiery temper of a phoenix sorcerer is a sight to behold, and the grounding in reality that an earthen sorcerer has is so strong that it is said to give them truesight against illusory realities. The elements can be found in every aspect of life, and in the world of Selecia, they are made up of literal elements that can be found within the elemental planes. \columnbreak
### Divided The elemental planes are all situated within the same ring of land, but are divided into equal sectors. This means that once you enter the elemental planes from the Space Between, you may travel to any of the four elemental planes just via walking. Some sorcerous traditions require a pilgrimage through all four of these elemental planes, as each is laden with mystery and danger. Half elementals like the genasai also travel throughout the planes after their eighteenth birthday in a year long exploration of where their ancestors lie. ### Blurred Lines Though there are divisions of the four elemental planes along the ring, these divisions aren't exactly… clear. The elements intermingle on these borders, and result in new combinations of elements: steam, magma, and other mixes. These mixed elements make it difficult to pass from one plane to the next, as these blurred areas tend to be far more dangerous than the larger, single-element planes.
APPENDIX C | The Planes
\pagebreakNum ## Deepgarden
A beautiful and untamed paradise of primal growth, Deepgarden
is the plane of earth. No person can see the sky in Deepgarden; even at the highest layer, a lush canopy hides it. Deepgarden is the object of many creatures' obsessions, containing innumerable minerals and ores, multi-story trees and fruits as far as the eye can see. Those who would attempt to plunder Deepgarden should beware - the normally peaceful yet incredibly strong earth elementals within Deepgarden anger at the sight of greed.
Deepgarden is a massive, multi-layered plane of elemental earth, and is well known for causing people who enter without a clear sense of direction to get terribly lost. In the highest layer, a dense jungle is nearly impassable, with many layers of branches used by those within to navigate. It is also home to the treants and earth elementals, as they prefer peace and solitude, and their natural forms can allow them to camouflage themselves within this layer. Beneath the soil, and the area that most people travel through, are the many layers beneath the earth. Millions of natural winding cave systems fill this layer, filled with brilliant ores and minerals that cannot be found in that quantity anywhere else. ### Corrupted Paradise After the Fractures, the portal to Deepgarden was infested by the corruptive magic; since the portal was so close to the origin of the Fractures, it was a matter of days before the corruption spread throughout the plane of earth. Now the untamed yet still balanced primal nature of Deepgarden has become unstable, and the elementals within have all been affected by these strange magics. They now attempt to break free at the bidding of Monolith, the Primordial of earth who is now corrupted fully by the magic of the Fractures. What was once a safe haven for nature has been twisted and changed, and the warped flora and fauna are now prone to fits of fury. ### Unsettled Even before the Fractures, there was no order or civilization within Deepgarden, only traveling colonies of creatures. Now, even those colonies are threatened by the expanse and corruption of Deepgarden, and many who considered the plane a home are now planning on leaving it for good, if the twisted elementals don't kill them first. There are those who have remained within Deepgarden since the Fractures, but the population of humanoids within Deepgarden is only one fourth of what it once was. ### Godhome According to many myths, at the very bottom of Deepgarden is Godhome, the realm of the elder gods who were exiled from the celestial heavens by those who worshiped them. Many of the people who come to Deepgarden do so to try and meet with these gods, but there has yet to be any proof that Godhome actually exists. In actuality, it does exist, but it is so deep within Deepgarden that nothing has tunneled towards it for hundreds of kilometers. \columnbreak
APPENDIX C | The Planes
\pagebreakNum
## Bjoda The Earthbeast is a strange creature that truly embodies the power of the Deepgarden. Created when the primal energy of a powerful beast seeps into the ground after their death, the Earthbeast is a melding of stone and nature. The Earthbeast is a colossal creature, but if it remains dormant, it is indistinguishable from a large hill or mountain. These creatures are at the top of the food chain within the upper levels of Deepgarden. The Earthbeast is little more than a primal beast however; unlike the other elementals, the Earthbeast doesn’t have an ounce of intelligence behind its nonexistent eyes.
**Tremorsense.** Unlike traditional tremorsense, where the creature ‘sees’ through the vibration of the earth, the Earthbeast’s tremorsense is more akin to seeing life force. Every living thing, large and small, all have a sort of trail of energy that originates from Deepgarden, regardless of which plane they originate from. The Earthbeast can sense these trails and follow them, even through incredible distance. Multiversally powerful mages actually use these creatures as extraplanar hounds, searching all through the planes and even realities to find their target. This is because even when in a different multiverse, the ‘signature’ that a creature emits is the same, meaning that an Earthbeast can track their prey across planes. \columnbreak
___ > ## Earth Beast >*Huge elemental, alignment of Monolith* > ___ > - **Armor Class** 21 > - **Hit Points** 147 (14d12 + 56) > - **Speed** 60 ft., 60 ft burrowing speed. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|13 (+1)|19 (+4)|12 (+1)|14 (+2)|10 (+0)| >___ > - **Damage Resistances** piercing, slashing and bludgeoning from nonmagical damage > - **Senses** tremorsense 120 ft. > - **Challenge** 12 (8,400 XP) > ___ > > ***Life Tracker.*** Earth Beasts can sense the life force of creatures anywhere in the multiverse. As long as they have ‘seen’ a creature, they can track it anywhere. > > ### Actions > ***Multiattack.*** The Earth Beast makes four slam attacks. > > ***Slam.*** *Melee Weapon Attack:* +8 to hit, Reach 5 ft., one target. *Hit:* 21 (3d10 + 4) Bludgeoning damage >
APPENDIX C | The Planes
\pagebreakNum
\columnbreak ## Tunneler Some small settlements live within the earth, and in order to create and expand these settlements, they employ tunnelers. These massive earth elementals are able to bore through the earth at frightening speed, and their large bodies digging means that the tunnels are often more than big enough to allow for settlements to be created within. They are sentient, but not particularly intelligent; the phrase “dumb as rocks” has never been more applicable. Tunnelers follow directions quite well, but become angry incredibly quickly if they think they are being talked down to or slighted.
**Drilling Blows.** Since the tunnelers are created with the purpose of burrowing through the earth, their successive blows each deal more damage than the last. This is what makes them such efficient burrowers, but is also why they are so fearsome; most creatures from the mortal realm wouldn't stand a chance against a tunneler one on one. **Timid Wanderers.** When a tunneler is not digging through the earth at breakneck speeds, they can be found wandering the upper layers of Deepgarden, enjoying the natural. Other than condescending towards a tunneler, the only way to anger one is to disrupt the community of creatures they live with. ___ > ## Tunneler >*Huge elemental, chaotic neutral* > ___ > - **Armor Class** 21 > - **Hit Points** 168 (16d12 + 64) > - **Speed** 25 ft., Burrow 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|12 (+1)|18 (+4)|8 (-1)|9 (-1)|8 (-1)| >___ > - **Damage Resistances** Bludgeoning, Piercing, and Slashing From Nonmagical Attacks > - **Damage Immunities** Poison > - **Condition Immunities** Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious > - **Senses** Darkvision 60 Ft., Tremorsense 60 Ft., passive Perception > - **Languages** Common, Terran > - **Challenge** 11 (7,200) > ___ > > ***Earth Glide.*** The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through. > > ***Siege Monster.*** The elemental deals double damage to objects and structures. > > ### Actions > ***Multiattack.*** The Tunneler makes three drill attacks > > ***Drill.*** *Melee Weapon Attack:* +7 to hit, Reach 10 ft., one target. *Hit:* 22 (4d8 + 4) Piercing damage. After each hit of the drill, the target takes an extra d4 damage. >
APPENDIX C | The Planes
\pagebreakNum
## Monolith Before the Fractures, Monolith was a bastion of love and care towards the creatures within Deepgarden, and that hospitality even extended to planar travellers. Monolith would give sage advice to these travellers, and a small collection of animals found a home on Monoliths back. Monolith rarely moved, instead preferring to be directly connected to the earth of Deepgarden. Now, after the cataclysmic Fractures, the elemental has completely changed. Gone are the days of a peaceful Monolith, now only a corrupted monster remains. He rages and attacks the very nature that he once watched flourish; his legendary fits of fury are so dangerous they shake Deepgarden to its very core. **Concentrated Rage.** Where before Monolith showed compassion and hospitality to outsiders, they are now the target of his anger. Anyone who attempts to travel to the Deepgarden will find themselves plagued by the elementals under Monolith's command, or if they pose a great enough threat, facing Monolith himself. Monolith's wish to keep Deepgarden protected and safe has been twisted by the Fractures, and instead of protecting it so that it can be experienced by those Monolith deems worthy, Monolith now wishes to keep Deepgarden to itself. There are even rumors that Monolith has begun destroying the flora and fauna of Deepgarden not allied with his corrupted cause. \columnbreak
**Lost Relic.** The *Earthen Core* is a magical spellcasting focus connected to Deepgarden, and is a source of growth and power within Deepgarden. Monolith was tasked with protecting this earthen core, and sensing the corruption of the Fractures coming soon, Monolith hid it from everyone, even itself. Monolith told two tunnelers to travel deep into Deepgarden and hide the core, so that the forces of the Fractures could not reach it. After his corruption, Monolith began to search for the *Earthen Core*, but has yet to find it.
**Earthen Resistance.** Monolith, as the primordial elemental of earth, is an incredibly resilient creature. Monolith is all but impervious to mundane weapons, and most earthen spells end up healing him rather than damaging him. His biggest weakness is the cold and frost; because Monolith is already a slower creature, with enough frost magic cast on him he will slow even further and freeze altogether. This frost weakness is often counteracted by Monolith and his minions immediately targeting spellcasters.
**Tremor Steps.** The sheer size and weight of Monolith causes damage whenever the massive elemental steps. Each stomp of his foot causes a large quake, and disrupts the world of Deepgarden around it. This isn't always a problem, as Monolith spends a large portion of time standing completely still, but after the corruption, these disruptive steps now echo through Deepgarden often.
APPENDIX C | The Planes
\pagebreakNum
___ ___ > ## Monolith >*Gargantuan elemental, chaotic evil* > ___ > - **Armor Class** 22 > - **Hit Points** 370 (20d20 + 160) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|13 (+1)|26 (+8)|12 (+1)|16 (+4)|13 (+1)| >___ > - **Saving Throws** Str. + 10, Con. +14, Wis. +10 > - **Skills** skills > - **Damage Vulnerabilities** Cold > - **Damage Immunities** Piercing, Slashing and Bludgeoning from nonmagical damage > - **Condition Immunities** Grappled, Restrained, Paralyzed, Poisoned, Exhausted > - **Senses** Darkvision 120 ft., passive Perception 20 > - **Languages** Common, Ignan > - **Challenge** 20 (25,000 XP) > ___ > > ***Legendary Resistance (3/Day).*** When Monolith fails a saving throw, they may choose to succeed instead. > > ***Magic Resistance.*** The Monolith has advantage on saving throws against spells or magical effects. > > ***Rampage.*** When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack. > > ***Tremorstep.*** Whenever the Monolith moves 30 ft. on their turn, each creature within 10 feet of him at any point during his movement takes 17 (5d6) bludgeoning damage. In a 30 foot radius around the Monolith, the ground fractures and becomes difficult terrain. > > ***Bloodied Rage.*** When the Monolith reaches half of his health, he may make an additional fist attack on each of his turns. As well, he regains any uses of legendary resistances he has spent. His rage blinds him, and he now attacks whoever is closest. > > ### Actions > ***Multiattack.*** The Monolith makes two fist attacks and three boulder attacks > > ***Fist.*** *Melee Weapon Attack:* +10 to hit, Reach 10 ft., one target. *Hit* 31 (6d8 +4) Type damage > > ***Boulder.*** *Ranged Spell Attack:* +10 to hit, Range 150 ft., one target. *Hit* 15 (2d10 + 4) bludgeoning damage > > ### Legendary Actions > Monolith can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Monolith regains spent legendary actions at the start of their turn. > > ***Move.*** Monolith moves half of his movement. > > ***Fist.*** Monolith makes a fist attack. > > ***Boulder (Costs 2 Actions).*** Monolith makes a Boulder Attack
APPENDIX C | The Planes
\pagebreakNum
## Endless Sea
"Pristine waters stretch as far as the eye can see. Small
pockets of islands and flotsam speckle the clear water, but they are like drops in an ocean. The Endless Sea is a plane of depth, and none of the other elemental planes can rival the sheer three-dimensionality of the Endless Sea. The Endless Sea is home to many unique creatures and environments, but almost all of them require gills to access. The Endless Sea can be an incredible and fantastical journey for someone who can breathe underwater, but for many planar travelers see it simply as a divide between other, more interesting planes."
The Endless Sea is the plane of water, and home to Surge, the Primordial Elemental of water. This plane still remains free from the corruption of the Fractures due to the hefty efforts of the Tritons, who guard the portal to the Endless Sea with their lives. Though the Fractured Lands are not affected by the creatures of the Endless Sea, the other areas on the continent of Selecia are changed by these creatures. During the high tide months, these creatures are the bane of trade and exportation, so much so that trade often goes significantly down during this time to cut their losses. \columnbreak ### Threats of the Deep Sea All of the terrible beasts within the seas of Selecia have their homes in the Endless Sea but choose to go there so that they can cause misery and terror within the mortal realms. Often, lesser beasts go to the material plane to become the top of the food chain and are the cause of great trouble during the months of high tide. These creatures are stronger against the weapons of mortals and have a clear advantage against a cargo ship in the sea. While the Triton do keep the larger beasts at bay, not every creature can be caught, and the Triton have found themselves marked with a bad reputation because of these beasts roaming free. In response to the accusation that the Triton are not able to sufficiently protect the mortal world from the sea, the triton empire has contacted the Praedarens of the Crooked Coast to hunt and kill each of these beasts. ### Changing Tides Unlike the other elemental planes, which only have one entrance, the Endless Sea can almost be seen as an extension of the sea itself. During full moons and high tides, the monsters of the Endless Sea can walk between the blurred lines of the mortal and elemental planes. High tides also cause more water elementals to appear off the coast, as the power of the moon itself brings them to life.
APPENDIX C | The Planes
\pagebreakNum
## Moontide Spirit The Moontide spirit is a strange yet powerful elemental spirit that can only be found on the nights of the months of the full moon, or rarely when the tide is ridiculously high on a mostly full moon. They are seen by sailors as they head away from their ports, and whether the captain has prayed to the right deity or not dictates whether the Moontide Spirit leads them to their destination, a wondrous location, or to their deaths. These creatures cannot speak, and only communicate through gestures and the traditional follow me. It is wise to follow a Moontide Spirit when it appears, but they are responsible for many foolish sailors' deaths. ___ > ## Moontide Spirit >*Medium elemental, lawful neutral* > ___ > - **Armor Class** 16 > - **Hit Points** 114 (12d10 + 48) > - **Speed** 30 ft., swim 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >13 (+1)|15 (+2)|19 (+4)|14 (+2)|15 (+2)|20 (+5)| >___ > - **Damage Resistances** Nonmagical Piercing, Slashing and Bludgeoning > - **Senses** 120 ft. darkvision, passive Perception 12 > - **Languages** Common, Aquan > - **Challenge** 10 (5,900 XP) > ___ > > ***Formless Shape.*** Moontide Spirits have a passive polymorphic form, and often change into a form that is most appealing to the sailors they guide. While their statistics do not change, they can make themselves appear as a watery version of anything they have seen. > > ***Innate Spellcasting.*** Moontide Spirits have innate spellcasting and are an 8th level sorcerer(Their Spell Save DC is 17 and their spell attack modifier is +9). They know the following spells:
> **Cantrip (At-Will).** *Frostbite, Message, Minor Illusion, Ray of Frost*
> **1st Level (4 Slots).** *Fog Cloud, Ice Knife*
> **2nd Level (3 Slots).** *Dust Devil, Snilloc's Snowball Storm, Gust*
> **3rd Level (3 Slots).** *Wall of Water, Tidal Wave, Sleet Storm*
> **4th Level (2 Slots).** *Ice Storm* > > ### Actions > ***Multiattack.*** The Moontide Spirit makes four Aqua Spear attacks. > > ***Aqua Spear.*** *Ranged Spell Attack:* +9 to hit, Range 60 ft., one target. *Hit:* Damage (3d8 + 5) Frost damage \columnbreak
**Servant of Auril.** Though there is no god of the waters that is widely worshipped, Auril, goddess of winters has another aspect: the goddess of the moon and tide. The Moontide Spirits are the servants of this aspect, and they complete her biddings and instructions. This aspect of Auril can be found slumbering in the depths of the Endless Sea, and the Moontide servants are subconscious fragments of Auril as she dreams of the waking world. These servants enact her will on the sailors of the world, and their reverence of her and her slumber is what dictates whether they are guided or misguided.
**Beguiling Form.** The Moontide Spirits are made entirely of water, so their form can change at will. Their physical makeup does not change, though during combat they frequently revert to their original form. These forms are used to guide sailors, and the choice of form does not change depending on where the Moontide Spirit is guiding people. The change in form is only used with the purpose of making sailors notice them. Some believe that Sirens are Moontide Spirits by mistake, and are led to terrible deaths on the rocks by the sirens.
**Speaker of a God.** On even rarer occasions, the Moontide Spirits are used as communicators within the mortal realm for the slumbering Auril. Found in caves that can only be swam to, these oracles can be found all throughout Selecia, even in the Fractured Lands. They are visited by pilgrims and those faithful to Auril, as they can answer questions regarding the past, present and future.
APPENDIX C | The Planes
\pagebreakNum ## Monsoon Monsoon is the only Primordial Elemental that is not a gargantuan hulk, but instead a creature that can take on many forms. Though it has many forms to choose from, from the tidal wave to the kraken, Monsoon is most often seen within their normal form: a wandering swordsman. Another key difference between Monsoon and the other elementals is that it *is* the elemental plane. All the water that is connected to the Endless Sea is the true body of Monsoon, and the various forms that it takes are just part of the whole. This means that Monsoon cannot leave the Endless Sea.
**Vigilant Protector.** Monsoon being rooted in the Endless Sea has actually helped the plane grow more than it would otherwise. The primordial elemental patrols the depths, dealing with dangerous foes and those who try to escape to other planes. While Monsoon cannot catch every escapee, they are responsible for the protection of the mortal realms from a myriad of creatures that are far too dangerous for mortals to survive. If even one of these beasts were to break into the mortal realm, it would be a cataclysmic event for any civilization connected to water.
**Ebb and Flow.** Monsoon has been fighting since nearly the beginning of time, and their knowledge and experience in combat is nearly limitless. They understand every precise moment of battle, and see every fight as a conflict of attrition and patience. The Primordial Elemental has nearly limitless offence and defense, and knows the exact times to switch between the two. Their combat capabilities are nearly perfect, and it doesn't matter the strength or number of their foes, Monsoon is always able to defeat them. This strength is a necessity for Monsoon, as without it the mortal realms would surely perish.
**Patience and Erosion.** Because Monsoon views every battle as one of attrition, if they feel as they cannot take down their enemies with a head on fight, they will find a way to wipe away that resilience. Whether it be by allowing the creatures of the plane to attack these powerful enemies, or making the journey to face Monsoon a long and perilous one, Monsoon will find a way to weaken enemies that it deems too powerful. Monsoon is also a patient creature, and will wait until exactly the moment that its enemies' guards are down before it strikes.
**Eye For Prowess.** Monsoon has a remarkable eye for combat strength, and can pinpoint the capabilities and powers of most combatants in a heartbeat. This gift is what has allowed Monsoon to survive as long as it has, as without it, Monsoon would not be able to gauge exactly what fight they are getting into. For Monsoon, with the amount of threats to the mortal realm each day that attempt to escape, has to pick and choose which battles and how much time they can allot to each of these creatures.
**Continued Existence.** In order for the mortal realms to be safe, Monsoon must ensure that it stays alive and part of the Endless Sea. The corruption of the Fractures is something that Monsoon could deal a considerable blow too, but if they reallocated their focus to saving the material plane, the creatures that attempt to escape could destroy what Monsoon wants to protect most. It is also the reason why Monsoon immediately withdrew any presence they had within the Fractured Lands as soon as the corruption began; if one infected aspect returned to the whole, it would corrupt the entire plane and all within it. \columnbreak
APPENDIX C | The Planes
\pagebreakNum
___ ___ > ## Monsoon >*Medium elemental, lawful good* > ___ > - **Armor Class** 21 > - **Hit Points** 207 (18d8 + 126) > - **Speed** 90 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|22 (+6)|24 (+7)|21 (+5)|20 (+5)|19 (+4)| >___ > - **Saving Throws** Dex. +12, Wis. +11, Cha. +10 > - **Skills** Arcana +11, Athletics +9, Acrobatics +12, Perception +11 > - **Condition Immunities** Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone, Grappled > - **Senses** truesight 60 ft., passive Perception 21 > - **Languages** Common, Aquan > - **Challenge** 20 (25,000 XP) > ___ > > ***Legendary Resistance (3/Day).*** When Monsoon fails a saving throw, it may choose to succeed instead. > > ***Magic Resistance.*** Monsoon has advantage on saving throws against spells or magical effects. > > ***Water Step.*** Monsoon can teleport into any water that they can see within 30 ft. of him. > > ***Aura of Blades.*** Monsoon has several blades that float around them, slicing at enemies within. Each time an opponent enters the melee range of Monsoon, they are dealt 9 (2d8) cold damage. > > ***Know Thy Enemy.*** As an action, Monsoon can size up their opponent. It can learn two of the following traits: > - Strength score > - Dexterity score > - Constitution score > - Armor Class > - Current hit points > - Total class levels, if any > - Fighter class levels, if any > > ***Fighter’s Edge.*** Monsoon is a fighter. He has five superiority dice, which are d10s. Monsoon knows each of the following maneuvers.
> - **Parry.** When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier. > - **Riposte.** When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll. > - **Disarming Attack.** When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. > > ### Actions > ***Multiattack.*** Monsoon makes four Water’s Edge attacks. > > ***Water’s Edge.*** *Melee Weapon Attack:* +12 to hit, Reach 15 ft., one target. *Hit* 33 (6d8 + 6) cold damage > > ### Legendary Actions > Monsoon can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary Actions are regained at the start of each turn.
> ***Attack.*** Monsoon makes an attack with Water’s Edge.
> ***Maneuver (Costs two actions).*** Monsoon makes an attack with Water’s Edge using a maneuver.
APPENDIX C | The Planes
\pagebreakNum
## Firelands
"Great plumes of fire and sulfur fill the air, bringing an acrid
and ashy taste to the smoke infused winds. Clouds of ash dance in the air before finding a resting place upon layers and layers of soot-caked dirt. Flowing rivers of lava glow, cutting deep grooves in the land. On a mountain, the howl of a firewolf can be heard rising through the air. Amidst these fiery surroundings, the appearance of Flamewrathes doesn’t seem so peculiar."
A dangerous and barren world of fire and brimstone, the Firelands is a fiery wasteland filled with wild and untamed beasts. It was once ruled by the Basalt Walker, but since the Fractures, he has not returned to the Firelands, instead focussed on defending the *Heart of Flame* from the corruptive magic. This absence has allowed for the elementals and other creatures within the elemental plane of fire to grow in power, but those that are maligned are not able to do anything with this newfound power, as the only entrance to the Firelands is through the portal guarded by the Basalt Walker. ### Dangerous Temperatures The Flaming Dominion is hot enough to cause exhaustion in travelers, but the Firelands are far more dangerous. Without the proper resistances and preparation, someone entering the Firelands would only last a few hours before being evaporated by the heat. This means that the majority of the people who are sent to the Firelands are actually killed, and is the reason why powerful wizards banish their foes to the Firelands. Even surviving the natural heat of the Firelands isn’t enough; walk to close to an elemental, and you will catch fire. \columnbreak
### Fiery Tempers The element of fire has always been associated with passion, emotion and anger. What most people don’t know is that this association is literal; the phrase “fiery passion” came into existence when a sorcerer first gained their power through anger, and that anger produced a powerful fire. This affects all within the Firelands, and even the most timid and meek can summon a rage within the plane, as the essence of fire permeates them. This is why there are so many evil aligned fire elementals within the Firelands, as their very essence is the same essence that creates fiery passion. ### Embers of the Past All that is burned within the mortal planes can be found within the Firelands, burning for all eternity. This makes the landscape of the Firelands unique, and filled with oddities that were burned for a myriad of reasons. Half-burnt buildings are often used as shelters and homes for the inhabitants of the Firelands, and the secrets of the powerful lie beneath the piles of burned items that will burn on until the last spark of life has fizzled. ### Life and Fire The spark of life, and the beginning of every fire are also within the domain of the flames. Much of the life magic that is used, especially in combat, is actually owed to the Firelands. Many novice spellcasters assume that the magic comes from Elysium, as it is the positive plane of energy, but this lack of understanding leads to spellcasters having difficulty casting these restorative spells. Without acknowledging that fire is more than a destructive force, mages cannot go far in the world of magic.
APPENDIX C | The Planes
\pagebreakNum
## Hearthfire Originally founded on the ruins of the village that once surrounded the Trial of Fire, Hearthfire is the home of the Children of Ash. The Children of Ash are a group of fire genasai who were called from their homes throughout the Fractured Lands to protect both the *Heart of Fire* and the portal to the Firelands. Hearthfire is hospitable to guests, though having guests in the Flaming Dominion is quite rare. Though the majority of the population are fire genasai due to the difficult climate, there are some other races that can be found within Hearthfire that have found a way to cope with the strenuous heat. ### Led by Shamans One of the most important aspects of the culture of Hearthfire is the shamans; powerful magic users and prophets who see visions in the hottest of flames. A mixture of priest and druid, these shamans gain their power through their worship of the Basalt Walker combined with their ability to feel the natural flow of their surrounding environment. The shamans are trained from their youth, and can be found in any of the following ranks:
**Ember.** When they are first given their Staff of Harq, Emmbers have little understanding of how to use it. With time and patience, they are taught the traditions that help them harness their magic, but at this rank, they are no better at magic than a sorcerer after just discovering latent powers. In each generation, a third of the new generation has the potential to become shamans.
**Spark.** After they are trained and reach around their adolescence, the Embers become Sparks. They have reached a point in their training where they can cast lower level spells, though they have yet to garner any respect from their peers. The bulk of their training lies in preparation for their pilgrimage throughout the lands so that they may increase the power of their staves.
**Wildfire.** Named for their wild and untamed nature, Wildfires are those on their journey or having just completed it, returning to Hearthfire to continue their training. Their journies are often around five years in length, meaning that they return as full adults and must go through the traditional rites to become an adult member of society. \columnbreak
**Flameseer.** The Flameseers are the highest order of person within Hearthfire, and their powers are far above anyone else within Hearthfire. They journeyed to through the Firelands Portal and lived in the Firelands for over a year. Some return from this journey happy and strong, potentially even with a Ferus or similar companion. Others never return from this journey. Once they do return, they are granted the power to interpret visions in the Burning Ruby. ### The Burning Ruby A spellcasting focus that the Children of Ash found upon their arrival to the ruins surrounding the Trial of Fire, many believe this to be a relic of the Elders or at least one of the first races the Ashtari Sect created. Though it has no innate ability itself, it is an immense amplifier of the powers of one who would wield it. Without the permission of the Children of Ash and the Basalt Walker, the ruby is unusable, but those who are allowed to use it can see visions of the future and correct them. ### Society Based on Prophecy Because of the amount of power over and the understanding of the future, Hearthfire is one of the more advanced civilizations. The shamans who see the future are able to see how to change it as well, making Hearthfire free from the confines of fate. They have averted many disasters this way; moving before the eruption of a volcano, ambushing an army that came for them, and many other feats impossible without the knowledge of the future. ### Dual-Plane Settlement Though Hearthfire isn’t a particularly large civilization, their borders span further than any other; their settlement extends from the Flaming Dominion into the Firelands. This allows for Hearthfire to better defend the Material Plane, as they must simultaneously defend the world from the elementals within the Firelands and also ensure that the corruption of the Fractures does not enter the Firelands.
APPENDIX C | The Planes
\pagebreakNum
## Flamewrathe Creatures of anger and power, the Flamewrathes are dangerous elementals born from the hatred and anger that humans have experienced. Sometimes grief, pain or suffering can cause an anger so consuming that it overwhelms a person. If that person is eventually able to let go of that anger, it is pulled into the Firelands and becomes a living entity of wrathful destruction; a Famewrathe. Flamewrathes wish more than anything to return to the one that created them and be reabsorbed into them. If they cannot do that, they simply unleash this complete anger on those within the Firelands.
**Ethereal Pull.** The connection between a Flamewrathe and the anger that created it is so powerful, it still tethers the Flamewrathe and its creator across planes. A Flamewrathe can always track their connected individual, and are immediately notified by this connection when that individual has entered the Firelands. If a Flamewrathe wherever loosed in the material plane, which happens all too often, their first instinct is to find and confront their creators.
**Rejected Emotions.** Part of the reason for the continued anger of a Flamewrathe is the rejection they face upon creation; to know that the only reason you exist is because someone discarded you is knowledge that breeds hate, envy and wrath. When a Flamewrath finally meets up with their old creator, if the anger is not reaccepted, they are spurned into an angry and powerful phase, where they will stop at nothing to destroy their creator, overcome by raw emotion. \columnbreak **Sporadic Existence.** Regardless of their own mortality, Flamewrathes’ lives are tied to one other thing: the life of their creator. If their creator is killed or simply dies of old age, the flame of a Flamewrath flickers out, and they die shortly thereafter. They are fueled by the anger of a person's past, and if that person dies, they eventually run out of energy. This makes confrontation with their creator even more dangerous for them, but these elementals are simply compelled to return, whether they want to or not.
**Gaseous Escape.** Though a Flamwrathe will almost never back down from a fight and a way for them to unleash their anger against another, but there are times where the odds are far too unfair for even a Flamwrathe to fight. They will do their best to fight these enemies, but if they are brought low enough, they will turn their form gaseous and attempt to escape. This can lead to even more anger for the Flamewrathe, but their self preservational instinct to find their creator overrules even their overwhelming anger. ___ > ## Flamewrathe >*Large elemental, chaotic evil* > ___ > - **Armor Class** 16 > - **Hit Points** 171 (18d10 + 72) > - **Speed** 30 ft., 60 ft. flying (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|15 (+2)|18 (+4)|12 (+1)|10 (+0)|19 (+4)| >___ > - **Saving Throws** Dex +6, Con +8, Char + 8 > - **Damage Resistances** Piercing, Slashing and Bludgeoning from nonmagical weapons. > - **Condition Immunities** grappled, restrained, paralyazed, exhaustion > - **Senses** Darkvision 90 ft., passive Perception 10 > - **Languages** Common, Ignan, One language known by its creator. > - **Challenge** 12 (8,400 XP) > ___ > > ***Innate Spellcasting.*** The Flamewrathe is an innate spellcaster, and uses charisma for its spellcasting ability. It has a spell save DC of 16 and a spell attack modifier of +8. It can cast the following spells without material components:
> **1/Day Each.** *Fireball, Wall of Fire, Gaseaous Form* > > ### Actions > ***Multiattack.*** The Flamewrathe makes three Flame Whip attacks. > > ***Flame Whip.*** *Ranged Spell Attack:* +8 to hit, Range 60 ft., one target. *Hit:* 26 (4d10 + 4) fire damage >
APPENDIX C | The Planes
\pagebreakNum
## Ferus The Ferus are wild and primal fire elementals, who take the shape of a tiger made of rock and fire. Named for the element that they were born from, the Ferus represent the fierce and fiery thrill of the hunt, and the Ferus is one of the first creatures which many predators were created to model or directly descended from. They are found near the edges of the Firelands, hunting prey outside of it in the other elemental planes and then returning to the Firelands so that they can feel the heat they need to survive. Ferus are sought after as domesticated pets and guards, but in order for them to be these things, they must be domesticated and prepared for their departure from the Firelands.
**Taming and Companionship.** Strange as it is, the Ferus are actually created for the purpose of being properly trained and used as companions. In order to begin the process of training these beasts, a Ferus must first be defeated in battle, to the point where they cannot fight back. After this initial confrontation, the prospective tamer must earn the Ferus’s trust. The Ferus and companion go on several hunts throughout the Firelands, hunting dangerous prey and relying on one another to survive. If these hunts successfully prove the trustworthiness of the companion, changes will begin to occur within the Ferus.
**Physiological Domestication.** When the Ferus becomes fully loyal to its owner, it exhibits new physical traits: it produces a ruby white pearl from within its chest (which many scholars suggest is its literal heart), and its torso becomes ringed in a spiked circle of flame. The pearl allows for the user to call the Ferus into it and to release it, allowing for travel across the planes despite the lack of heat needed to survive as a Ferus. The spiked circle of flame augments the creature in combat, as the wreath is physical and can affect those who attempt to attack it. This circle lends to the idea that the creatures were made to be tamed, as they are far more powerful tamed than untamed. \columnbreak
___ > ## Ferus >*Large elemental, lawful neutral* > ___ > - **Armor Class** 19 > - **Hit Points** 95 (9d10 + 36) > - **Speed** 45 ft., climb 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|17 (+3)|19 (+4)|13 (+1)|15 (+2)|12 (+1)| >___ > - **Saving Throws** Strength, Dex, Con +8 > - **Skills** Athletics, Perception +6 > - **Damage Resistances** Piercing, Slashing and Bludgeoning damage from nonmagical attacks. > - **Damage Immunities** Fire > - **Senses** Darkvision 90 ft., passive Perception 16 > - **Languages** Understands Owner’s Language > - **Challenge** 11 (7,200 XP) > ___ > > ***Pack Tactics.*** The Ferus has advantage on an attack roll against a creature if at least one of the Ferus's allies is within 5 feet of the creature and the ally isn't incapacitated. > > ### Actions > ***Multiattack.*** The Ferus makes two claw attacks and one bite attack > > ***Claw.*** *Melee Weapon Attack:* +8 to hit, Reach 5 ft., one target. *Hit:* 22 (4d8 + 4) Slashing damage > >***Bite*** *Melee Weapon Attack:* +8 to hit, Reach 5 ft., one target. *Hit:* 27 (5d8 + 4) Piercing damage
APPENDIX C | The Planes
\pagebreakNum
## Mortus Ira Some anger transcends
even the anger that can
create Flamewrathes,
and continues into death.
This anger creates the
Mortus Ira, flame
elementals fused with
necrotic magic to allow them even more
power as their creator holds onto their
anger past death. These creatures hold
large sway within the Firelands, as
their territories are even repulsive to
the Flamewrathes. Only the dead and dying dare enter a Mortus Ira’s territory, as the dying embers of these elemental creatures search for a resting place amongst the ash and slow burn of decay. The Mortus Ira are the embodiment of fire and decay, anger and grudges. They are a curse uttered from a dying dwarf’s mouth, a pained cry of a father seeing their son die, or the sobbing wail of an elder watching their village burn. They are truly wicked, loathsome creatures, but the creatures who hate the Mortus Ira the most are themselves.
**Curse of Immortality.** The Mortus Ira are intelligent elementals and realize the terrible wracking of emotions that caused them to be created. Though it might not happen immediately, all Mortus Ira eventually grow to hate themselves and their eternal life. They spread corruption, and they only have the company of the dead and dying amongst their ashen homes. They are bound to the planes just as the Flamewrathes are, and have no choice but to continue existing. There is no cure, no way to become whole; the only way for them to be truly happy is to no longer exist.
**Aura of Ash.** Fire’s flame burns slow to remind you of what you have lost. The Mortus Ira embody this idea and their abilities reflect it. The Mortus Ira have an aura of this decay, that is so expansive that it becomes a minor territory all of its own. Mortus Ira rarely move, instead fermenting in their own anger and languish. They are sustained by the energy and the heat of the Firelands, which they passively absorb. Mortus Ira don’t wish to destroy the energy of the Firelands, but they do it without their control, which is just another reason for their intense self-hatred.
**Life Past Death.** Whether because of their creator holding the anger that created them past death, or simply a wish to continue living and growing in power, Flamewrathes often become Mortus Ira. This transformation is as violent and destructive as the Flamewrathes themselves and can cause significant damage to their surroundings. These surroundings eventually become the territory of the newly formed Mortus Ira.
**True Regret.** Flamewrathes who transform into Mortus Ira may enjoy the change for a time, but eventually, like all Morus Ira, they learn to loathe themselves. Those created from Flamewrathes perhaps hate themselves the most, as many went through the change willingly and the only way to revert the transformation is to die. The Mortus Ira created this way are perhaps the most dangerous in battle, as they have literally no reason to live and recklessly attack. \columnbreak ___ > ## Mortus Ira >*Large elemental, neutral evil* > ___ > - **Armor Class** 18 > - **Hit Points** 147 (14d8 + 84) > - **Speed** 30 ft., 60 ft. flying (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|17 (+3)|22 (+6)|18 (+4)|16 (+3)|23 (+6)| >___ > - **Saving Throws** Dexterity +7, Con +10, Cha +10 > - **Damage Resistances** Piercing, Slashing and Bludgeoning from nonmagical weapons > - **Condition Immunities** grappled, restrained, poisoned, paralyzed, exhausted > - **Senses** Darkvision 90 ft., passive Perception 13 > - **Languages** Common, Ignan, One language known by its creator > - **Challenge** 14 (11,500 XP) > ___ > > **Legendary Resistance (2/day).** When the Mortus Ira fails a saving throw, it may choose to succeed instead > > ***Circle of Ash.*** The Mortus Ira is surrounded by a circle of decaying anger. A creature that touches the elemental or hits it with a melee Attack while within 5 ft. of it takes 5 (1d10) fire damage. In addition, the elemental can enter a Hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. > > ***Innate Spellcasting.*** The Flamewrathe is an innate spellcaster, and uses charisma for its spellcasting ability. It has a spell save DC of 18 and a spell attack modifier of +10. It can cast the following spells without material components: > > 1/Day Each: *Fireball, Wall of Fire, Gaseous Form, Cloudkill* > > ### Actions > ***Multiattack.*** The Mortus Ira makes three Blight Bolt attacks or two blight bolt attacks and one Cursed Whip attack. > > ***Blight Bolt.*** *Ranged Spell Attack:* +10 to hit, Range 120 ft., one target. *Hit:* 29 (5d8 + 6) Necrotic damage > > ***Cursed Whip.*** *Ranged Spell Attack:* +10 to hit, Range 90 ft., one target. *Hit:* 33 (5d10 + 6) Necrotic damage. After the target is hit with this attack, they are grappled. On each of their subsequent turns, they may make a Strength saving throw to escape against the Mortus Ira’s spell save DC. On the elemental’s turn, it may deal the damage of the Cursed Whip without the attack roll if the target is still in their grasp from the previous turn.
APPENDIX C | The Planes
\pagebreakNum
## Skywall
"Wind bellows through the open skies of the elemental plane
of air, carrying with them the aarakocra and other creatures native to the plane. Though these winds were once soft and gentle, they are now turbulent, tugging at the creatures to return to the earth below. Clouds drift endlessly below them, and beneath those clouds are magnificent cities that are filled with genasai and aarakocra alike. Floating rocky ground levitates above an infinite chasm, and if one were to fall down that chasm, who knows how long they would fall."
Skywall is the elemental plane of air, and possibly the most civilized of the elemental planes. Floating cities hold the Aarakocra who guard the portal, and these civilizations are incredibly advanced. The element of air, and thusly Skywall, are directly connected with magic; this is also the reason why the season of windiness is known as Ether. Skywall is home to Kerak, the prince of the skies, primordial elemental of air. However, the elemental of air decided to flee from the Fractured Lands too late, and has been corrupted by the dark magic of the Fractures. ### Floating Isles The magic that animated the original floating isles of the Timeless Plains was first created within Skywall, as the plane naturally created floating islands. These floating islands were then studied and learned from, and through this study the arcane floating isles were created. This connection is the most that the people of Skywall have had in the Fractured Lands for centuries. \columnbreak
### Hostile Terrain Kerak has control over the winds of Skywall, and the winds affect every aspect of life. Now that Kerak has become corrupted by the Fractures, the world itself is out to get those not loyal to the corrupted elemental’s cause. The wind, which is the only method of travel in Skywall, is now far more turbulent and dangerous to fly in. If they see someone flying, the air elementals under the control of Kerak will attack them, and use their superior air maneuverability to defeat their foes. The floating isles of the Aarakocra have experienced several “earthquakes” as the destabilizing winds of Kerak attempt to disrupt the magic that allows the cities to levitate, which would cause them to plummet into the depths below. ### Magic in the Air Within Skywall, the very air itself has pockets of the arcane. These wells are often sought out by planar travellers, as these pockets can be used to fuel spells and enchantments. Arcane pockets also create many anomalies within Skywall, as when they are not directly dealt with, creatures of magic can be born within them. This is the only method for a scriptorii to be born without a magical caster, which means that these wells can create entire books, or at least borrow them from somewhere else.
APPENDIX C | The Planes
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\columnbreak ## Crown of Air The Crown of Air is a semicircle formation of cities founded by the Aarakocra with the purpose of protecting the material plane from the countless threats spawned by the corrupted prince Zerak. The Crown of Air is both their greatest strength and weakness; each city is strengthened by the trade and connection of the cities, but the loss of one city would cripple and most likely destroy the rest of the crown. Without this formation of settlements, the material plane would be overwhelmed by the elementals of Skywall. The Crown of Air is the last defense in an endless war of attrition against the corrupted nature of Skywall. ### Zephyrus Hold Founded by the Aarakocra, Zephyrus Hold is the jewel of the Crown of Air. The most powerful of the three settlements that make up the crown. Zephyrus Hold is led by a monarchy, with their leader being King Orion. Zephyrus is the tactical and technological powerhouse of the elemental planes, and the collection of magic and power that they hold are the only reason that the Crown of Air can fight against the Zerak. However, the elementals after their destruction return to life, while the Aarakocra die for good. ### Condico The production head of the Crown of Air, Condico is responsible for all manufacturing and producing necessary to keep the Crown of Air supplied and ready to fend off Prince Kerak and its foes. Condico is almost like a miniature settlement, and is more aptly called known as the factory of Zephyrus Hold. Condico is heavily fortified and reinforced, as the loss of Condico would mean the eventual death of the rest of the Crown of Air. Condico is also the weakest point of the Crown, as they have little military might themselves and instead rely on the other two settlement. ### Opsequium Opsequium is the center of learning and training within the Crown of Air, and it is where all citizens of the Crown of Air go to receive training. They are given a role within society based on their attributes and background which is the most optimal way for them to help defend against Prince Kerak and the elementals. Once you receive your lot in life, you have no choice but to follow through, cogs in a mechanical and ageless machine to defend against the darkness. > ##### No Choice > Those born within the Crown of Air have no choice in what they will end up doing in their lives, as they must simply do what they are determined to be best at for the defense. This means that culturally, the Crown of Air is significantly lacking; artists have no direct use in the defense of the mortal plane. Many who are born there seek escape from the Crown of Air, but this is nearly impossible, as the only portal to the mortal plane is heavily guarded against elementals and deserters alike.
APPENDIX C | The Planes
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## Fulmen The Fulmen, or colloquially Tempest Elementals, are destructive collections of elemental magic that are corrupted by the magic of Kerak and the Fractures. When unleashed on the world from within Skywall, whether it be through the summons of a mage or an escape through the portal in the mortal realm, these creatures continually cause havoc and destruction at the bidding of whatever creature created the magic of the Fractures.
**Storm of Elements.** Since the tempest elementals are an amalgamation of almost all the elements (though they originate in Skywall), elemental magic is ineffective. ___ > ## Fulmen >*Large elemental, chaotic evil* > ___ > - **Armor Class** 19 > - **Hit Points** 86 (9d10 + 36) > - **Speed** 30 ft, 60 ft. fly (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|19 (+4)|18 (+4)|15 (+2)|16 (+3)|17 (+3)| >___ > - **Damage Resistances** Piercing, slashing and bludgeoning damage > - **Condition Immunities** grappled, restrained, poisoned, paralyzed, exhausted > - **Senses** Darkvision 60 ft. > - **Languages** Common, Auran > - **Challenge** 11 (7,200 XP) > ___ > > ***Evocation Absorption.*** Since the Fulmen is made up of an elemental storm, evocation magic has less of an effect on the elemental. Whenever the Fulmen is damaged by an evocation spell, roll a d10. If the result is 1-3, the effect heals them 10 Hitpoints. Otherwise, the damage is just halved. > > ***Magic Resistance.*** The Fulmen has advantage on saving throws against spells and magical effects. > > ***Legendary Resistance (1/Day).*** When the Fulmen fails a saving throw against a spell or magical effect, it may choose to succeed instead. > > ### Actions > ***Multiattack.*** The Fulmen makes four tempest bolt attacks. > > ***Tempest Bolt.*** *Ranged Spell Attack:* +8 to hit, Range 90 ft., one target. *Hit:* 15 (2d10 + 4) lightning damage and 5 (1d10) cold damage. > > ***Lightning Blast.*** *Ranged Spell Attack:* +8 to hit, Range 90 ft., one target. *Hit:* 15 (8d8 + 4) lightning damage. All creatures within 15 ft. of the target must make a DC 17 Dex. Saving Throw. On a failure, they take the same damage as the initial target. On a success, they take half damage.
APPENDIX C | The Planes
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## Prince Kerak Initially named Storm, similar to the other primordial elementals, Prince Zerak took on his new name after he was corrupted by the Fractures. He was imbued with vanity and corruption, and his once simple mid was elevated to greed and avarice. Being tied to the weave, the elemental knows many of the most powerful spells and created a few of them. He seeks wealth and glory to show his status and power as a primordial elemental. This reason is why he wishes to enter the mortal plane; he wants the mortals to know him and fear him.
**Lesser Corruption.** It is impossible to corrupt a primordial elemental, as it is part of the basic essence of the universe. Instead, the corruptive magic of the Fractures added a new quality: vanity. As with all elementals, Prince Kerak was a neutral creature, so the addition of emotions is incredibly powerful. The protective nature of Monolith became more about complete control, and the confidence of Prince Kerak became a complete, overwhelming vanity.
**Elemental Storm.** Prince Kerak is the embodiment of the tempest of the world, the swirling magic in the element of air. He absorbs almost all elemental magic and is able to heal himself with this magic, making it a part of him. He uses this to allow him to fight great wizards and steal their magic, as he wants to collect even more magic so that he can use himself as a magical power source.
\columnbreak **Bound to Earth.** Prince Kerak has one weakness; his own tempestuous. Because he is a being made of storm, he must be bound, or the destructive energies of the creature would be unleashed. If he were to be unbound, the damage would be enough to affect all of the planes. This weakness is also a strength, however; If his essence is not unbound from the stone after he is defeated, he will simply reform around it once more. This binding was not done upon his creation, but by the Aarakocra of the Gulden Hold, who were destroyed. The binding ritual was the last that they could complete before the entire area was decimated. Some survivors now live within the Zephyrus Hold, and witnessed this ritual firsthand.
**Isle of Wealth.** Prince Kerak has hoarded wealth ever since he was corrupted by the Fractured Lands. However, there is one question asked by many adventurers that has yet to be answered: where does he store his treasure? Some posit that it is stored within his own stormcloud, but that would ruin the value of his valuables. The most prevalent theory is that an isle, similar to the other isles in Skywall, but literally filled to the brim with gold. This city of gold has eluded adventurers since its supposed inception, making the idea of a ‘treasure island’ just as unlikely.
APPENDIX C | The Planes
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___ ___ > ## Prince Kerak >*Gargantuan elemental, chaotic evil* > ___ > - **Armor Class** 19 > - **Hit Points** 186 (12d20 + 100) > - **Speed** Flying 120 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|19 (+4)|20 (+5)|16 (+3)|17 (+3)|21 (+5)| >___ > - **Saving Throws** Con. +11, Dex. +10, Cha + 11 > - **Damage Immunities** Piercing, Slashing and Bludgeoning from nonmagical weapons > - **Condition Immunities** Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious > - **Senses** Darkvision 120 ft., passive Perception 13 > - **Languages** Common, Auran > - **Challenge** 20 (25,000) > ___ > > ***Evocation Absorption.*** Since Prince Kerak is made up of an elemental storm, evocation magic has less of an effect on the elemental. Whenever Prince Kerak is damaged by an evocation spell, roll a d10. If the result is 1-5, the effect heals them 10 Hitpoints and the spell fails to damage it. Otherwise, the damage is just halved. > > ***Magic Resistance.*** Prince Kerak has advantage on saving throws against spells and magical effects. > > ***Legendary Resistance (3/Day).*** When Prince Kerak fails a saving throw against a spell or magical effect, it may choose to succeed instead. > > ***Being of Storms.*** Even being near the Prince of Air is a danger. Whenever a creature ends their turn within 15 ft., they are dealt 9 (2d8) lightning damage as his storm body strikes out at them. > > ### Actions > ***Multiattack.*** Prince Kerak makes three and Maelstrom Blast attacks > > ***Maelstrom Blast.*** *Ranged Spell Attack:* +11 to hit, Range 90 ft., one target. *Hit:* 48 (8d10 + 4) lightning damage. All creatures within 15 ft. of the target must make a DC 17 Dex. Saving Throw. On a failure, they take the same damage as the initial target. On a success, they take half damage. > > ### Legendary Actions >Prince Kerak can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Prince Kerak regains spent legendary actions at the start of their turn.
**Move.** Prince Kerak moves half his movement speed.
**Attack.** Prince Kerak makes one Maelstrom Blast Attack.
**Evoke. (Costs 2 Actions)** Prince Kerak casts any evocation spell 7th level or lower. He uses his charisma as his spellcasting ability, meaning he has a spellcasting DC of 19 and +11 to hit.
APPENDIX C | The Planes
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## Elysium
"The Gates of Elysium shone down upon Dextra after her long
trek through the mountain's trials, but it wasn’t what she expected. Rigid and perfect engineering greeted her, from the perfectly symmetrical gate to the concave walls bordering Elysium. Within lie the remnants of the Elders, as well as those deemed worthy by them to enter. Elysium is a paradise of order, rationality and perfection; every aspect of the realm is so perfect that to mortal eyes it almost feels unnatural and aberrant. Dextra continued to the gates, intent on finding what she had journeyed so far to see: the Trueshard."
-- Excerpt from Paladin Dextra's notebook
Little is known of Elysium: what lives within it, how to reach it, and what lies beyond the gates. In actuality, Elysium is the plane of Positive Energy, and within it is the last semi-sentient shard of the original essence of good, preserved by the constant order and positive energy that naturally radiates from Elysium. Many people believe that Elysium is heaven, but this is only partially correct. In actuality, there is no afterlife for people in Selecia. Only the chosen few by the Elders of Elysium have their souls preserved there: the great thinkers, inventors, and leaders of the world. ### The Trueshard The Trueshard is the last remnant of the whole Good, which holds a small glimpse of the original consciousness of Good. It is nurtured and maintained by the Elders, who were reborn from the shard after their deaths closing the Maw of Chaos due to the strong positive energy. While there is enough energy to maintain the existence of the Trueshard, there is nowhere near enough to help it begin to regenerate, and it isn’t certain whether there ever will be such a strong force of positive energy in the entire future of the universe. \columnbreak
### Order and Zeal For many mortals, the goings-on of Elysium are far too removed from their concept of morality and good; even the souls that the Elders choose to preserve must often take an extended period to adjust. This is because for the Trueshard to be preserved, a perfect balance must be maintained. Every action and thought of the Elders is based on the wellbeing of the Trueshard, and their dogmatic subservience means that every part of their lives is dedicated making everything truly perfect. Those worthy enough to stay in Elysium are not exempt from these rules and must live their lives in a way that follows every rule and instruction. ### Godless Despite the relation that mortals find with the gods and heaven, Elysium is home to no gods. The gods of Selecia roam throughout the lands, and can be found wherever they think suits them best. While the gods themselves must still obey the rules set by the Good, they are still able to meddle in mortal affairs, even if only very minor ways. This is another misconception that those who are brought to Elysium soon lear is false. ### Exact Aesthetic The architecture and aesthetic of Elysium is so perfect that it borders on the unnatural. Every edge is perfect, every minuscule cut or sculpt is exactly in the right spot and the layout of the buildings within Elysium is symmetrical. The amount of order and symmetry within Elysium is mind-boggling, and many of the mathematicians that are brought to Elysium spend centuries trying to comprehend the complex and intricate nature of the perfection they are now found within.
APPENDIX C | The Planes
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## Elders Long ago, the Elders ruled over Selecia. The creation of the world also created the Elders, and their magic is what led to the creation of every race on the planet. After they died closing the Maw of Chaos, they were reborn in Elysium to protect and maintain the Trueshard, the last bastion of the Good’s consciousness remaining in the universe. Not all live there though; the Ashtari sect lives in the Fractured Lands within the Divine Sphere. The Elders can still be found, and their influence felt all throughout the universe, even if they are removed from the world.
**Flawless Justice.** The Elders are beings of flawless perfection, and mortals have difficulty comprehending this perfection. They are beings of order and good, and every action they take serves their creator: Good itself. These orders are often unintelligible to mortals, and they often involve a bigger picture view spanning eras. While they might destroy hundreds of people, they would do so to prevent countless deaths in the future. They are led to this view by the Omnes Videntes and the plans of the universe that the collective dispenses.
**Motivated by Good.** Some question the motives of the Elders; if you are born with a predisposition to do good, are you actually good or do you just do what you are preprogrammed to do. The answer to this question in relation to the Elders is difficult; they were created by the Good to create and protect life on Selecia and other planes and planets, but they also truly believe in the good, and there are even rare cases of an Elder going against the Good in order to enact its own personal idea of good. But that also begs another question: if the Good is pure and true good, why would it ever not be doing what is best for the universe? Why would the Elders have to disobey it in the first place?
**Aesthetic Perfection.** Though to mortals they might appear strange or abstract, the bodies of the Elders are perfect in every way. Their bodies exist in a strange state unlike any other being in the Universe: a sort of ever-changing state that best suits their personal needs at the time. Many question why this perfection isn’t beauty, but in their world, beauty is nothing but a temptation towards evil and sin. The Elders have a perfect body in a way that doesn’t fully make sense to the mortal mind, and their forms suit their purposes flawlessly.
**Merciless and Empathetic.** Because the Elders must often do things that they wish not to for the greater good, many believe them to be nothing more than lawbringers and balancers in the universe. On the contrary, Elders can feel and understand every sad emotion and every negative thought that their victim they might feel through a perfect empathy, but continue to complete their duty for the sake of the universe. This is what makes the Elders so interesting when studied from the perspective of mortals; how can one simultaneously think of something as a cog in a greater plan for the universe and completely understand their emotions and feelings?
**Fallen Elders.** The Elders are not all perfect, and their view of the good might be different from the view of the majority and the Omnes Videntes. These Elders are then forced to leave the plane of Elysium and enter the mortal plane, where they most often end up in the Divine Sphere. Elders who are exiled this way no longer reform in Elysium, and instead are erased permanently from existence when they die.
APPENDIX C | The Planes
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___ ___ > ## Sha’Qui (Elder) >*Huge celestial, lawful good* > ___ > - **Armor Class** 23 > - **Hit Points** 225 (18d12 + 108) > - **Speed** Fly 100 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|18 (+4)|22 (+6)|20 (+5)|18 (+4)|18 (+4)| >___ > - **Saving Throws** Dex. +12, Con. +12, Int. +13 > - **Skills** Arcana +13, History +13, Investigation +13, Nature +13, Religion +13 > - **Damage Immunities** Piercing, slashing and bludgeoning damage from nonmagical weapons > - **Condition Immunities** Charmed, Frightened, Paralyzed, Poisoned > - **Senses** 100 ft. darkvision, passive Perception > - **Languages** All neutral or good aligned languages > - **Challenge** 25 (75,000 XP) > ___ > > ***Universal Constant.*** Elders are a universal constant of the universe, and cannot be affected by spells that would remove them from existence. They may only be killed in combat, so spells like *wish* would not work. > > ***Immutable Form.*** Elders are immune to any spell or effect that would alter its form. > > ***Magic Resistance.*** Elders have advantage on saving throws against spells and magical effects. > > ***Legendary Resistance (3/day).*** If an Elder fails a saving throw, it can choose to succeed instead. > > ***Regeneration.*** The Elder regains 20 Hit Points at the start of its turn. If it takes necrotic damage, this trait doesn't function at the start of the Elder’s next turn. The Elder dies only if it starts its turn with 0 Hit Points and doesn't Regenerate. > > ***Psionic Master.*** Elders are masters of psionic combat. Elders are 18th level soul knife mystics, with a +13 spell attack modifier and a 21 spell save DC. They have a pool of 71 psi points they can use in the following ways.
> - ***Hone the Blade (2/5/7 psi).*** As a bonus action, you may expend 2, 5 or 7 psi points to increase attack or damage of Soul blade attacks by +1, +2, and +4 respectively.
> - ***Baleful Transposition (5 psi).*** As an action, choose one creature you can see within 120 feet of you. That creature must make a Wisdom saving throw. On a failed save, you and that creature teleport, swapping places. This ability fails and is wasted if either of you can’t fit in the destination space.
> - ***Step of a Dozen Paces (1-7 psi).*** If you haven't moved yet on your turn, you take a bonus action to teleport up to 20 feet per psi point spent to an unoccupied space you can see, and your speed is reduced to 0 until the end of the turn.
> - ***Defensive Step (2 psi).*** When you are hit by an attack, you can use your reaction to gain a +4 bonus to AC against that attack, possibly turning it into a miss. You then teleport up to 10 feet to an unoccupied space you can see. > > ### Actions > ***Multiattack.*** Elders make two soulblade attacks and one mind thrust. > > ***Soul Blade.*** *Melee Spell Attack:* +13 to hit, Reach 10 ft., one target. *Hit* 41 (8d8 + 5) psychic damage > > ***Mind Thrust.*** *Ranged Spell Attack:* +13 to hit, 120 ft.Range, one target. *Hit* 49 (8d10 + 5) psychic damage > > ### Legendary Actions > An Elder can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Elders regain spent legendary actions at the start of their turn.
>***Soul Blade.*** The Elder makes a Soul Blade Attack.
>***Mind Thrust.*** The Elder makes a Mind Thrust.
>***Psychic Wave (2 actions).*** The Elder unleashes a wave of psychic energy. It can spend 1 - 10 psi points on this wave, and each creature within 30 ft. of the Elder must make a dexterity saving throw. On a failure, the creature takes Xd10 damage, where x equals the amount of psi points spent. On a successful save, the creature takes half the damage.
>***Psychic Domination (2 actions).*** concentration, up to one minute, costs 7 psi points. As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or you choose the creature’s actions and movement on its turns until your concentration ends. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed.
APPENDIX C | The Planes
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## The Omnes Videntes The Omnes Videntes, or the all seeing eye, isn’t a singular being; it is a collective of creatures. It is uncertain whether it is a group of two, or hundreds, as all the voices of the Omnes Videntes are in perfect harmony. The Omnes Videntes is a creature more powerful than even the gods, as it is the first creature created after the clash of good and evil. It represents time; the future of the universe and its end, the past since the beginning of time, and the countless presents of every perspective are all seen at all times by the Omnes Videntes. The Omnes Videntes is neither good nor evil, and many scholars have named it as the only truly neutral creature in the universe.
**Keeper of Balance.** Though the Omnes Videntes are not good, they know how every single thing should play out in order for the universe to reach its natural conclusion. The Omnes Videntes work with the Elders and the fragment of Good to maintain the balance and law of the universe, ensuring that everything goes to plan. The Omnes Videntes has no regard for individuality and free will; it sees every aspect of the universe as a moving piece that must follow its exact path before it is put into the final resting place in the universe. This worldview is impossible for mortals to comprehend due to their lack of understanding of the entire universe and all of its secrets. \columnbreak
**Collective.** It is said that the Omnes Videntes is a collective because it needs multiple aspects to understand every part of the universe. This is only a partial truth; the collective of the Omnes Videntes can comprehend the entire universe because it is the entire universe. Encapsulated within the Omnes Videntes is the plan for the universe that the Good created in the nanoseconds before its death. It contains every single piece of animation in a strange, quantum existence within the Omnes Videntes. Every single thing - past, present or future - simultaneously exists within the Omnes Videntes. Alive, dead, destroyed, forgotten, remembered. Every single state of being that any part of the universe has all exist within the Omnes Videntes.
**Mysterious Goals.** As a creature that is truly neutral, the question of the Omnes Videntes and their goal is always raised. Can a completely neutral creature have a goal? If not, then what is the purpose of completing the plan of the universe? It is not swayed by a higher power, as none exist, and if it is neutral then it must not enjoy enacting the plan of the universe. So what is the Omnes Videntes goal? Some argue that they wish to set out what they were created to do and nothing more, while others believe that it has some sort of ulterior motive. No one can be sure whether the Omnes Videntes is actually following the plan, they can only know that it is completing the plans towards a future.
APPENDIX C | The Planes
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\columnbreak ## Feywild
The Feywild is a place of emotion and nature, and it shows in
the world. Vibrant colors and hues unknown to the human eye paint the trees, and the brush is so green that it seems unnatural, but it isn’t; the Feywild is a place that is full, and teeming, like an overflow of emotion. It seems all at once in wild, perfect harmony and at any moment a bubbling over cauldron. The fae can be found within the strange bounds of the boundless Feywild, and their strange fascination with mortal lives can be seen as an examination of something because it is less interesting than the Feywilds, not more.
Entering the Feywild is like releasing the most pent up emotion inside you, one that you have been holding onto your whole life, in one cathartic step. The creatures within the Feywild delight in the fluidity of the humanoid emotional range, being that they so strongly are dedicated to one emotion, and enjoy changing the emotional state of humans frequently and to frustrating effect. The Feywild itself is a place so beautiful not only because of the scenic landscape, but also the emotional fulfillment that the place provides; entering the Feywild is like finding perfect emotional and mental wellbeing. ### Emotional Transformation After an outsider has stayed too long within the Feywild, or by choosing to accept the influence on the feywild, that outsider becomes a fae. Many are tempted to stay because of the fulfilled emotions that they experience, but this is because the Feywild is made to lure in those who are pained and hurt to experience a stability they may never have felt before. In order to stay in the wild indefinitely and keep their emotional variability, an outsider must accept that their flaws and emotional issues are what make them who they are. ### Entering the Feywild The way to the feywild was first found incidentally, and only through luck and inspiration is it possible to be repeated. Great artists and poets who pour their very selves on their canvases, and this outpouring of true and astounding emotion connects them to the feywild, where these emotions manifest both in beauty and horror. Since then, many have attempted to enter the feywild, and though it is easier than when it first happened, it is very difficult and requires major emotional sacrifice. ### Fae Politics The politics of life in the Feywild are difficult and intrusive. There are two traditional groups within the Feywild: the Seelie and Unseelie. The Seelie represent those fixated upon the fleetingness of emotions, and embrace the chaos in the world, with their only goal being to sow more of it. The Unseelie are the opposite; they fixate on the fickleness of emotions, and see it as a weakness to be manipulated and exploited. Both of these factions are so self absorbed that even though they hate each other, neither side has done anything to impede or stop the other. If a war were to happen between the two courts, it would bleed into the mortal plane.
APPENDIX C | The Planes
\pagebreakNum ## The Old King The Leader of the Unseelie court of the Feywild, the Old King actually has his origins in the material plane. Once a king of a great kingdom in the Timeless Plains, the Old King saw the kingdom of himself and his ancestors coming to ruin during his rule. The monster attacks continued to harass his kingdom, and without a power like the phoenix to help defend, the Old King’s borders were slowly eroded and overridden by the denizens of the deep. To survive this onslaught and bring prosperity back to his lands, he established a portal to the Feywild, seeking to gain resources from Queen Titania, who offered them willingly. What the Old King never realized was the consequences of this portal: each time they brought over magics, weapons and resources, the magic of the Feywild would overtake them a bit more. Eventually, the kingdom began to be destroyed from the outside in, the people being transformed into fae themselves, and the king himself becoming a being similar to Queen Titania. Seeing no alternative, and compelled by the lustful fae magic, the Old King brought his fae-warped people into the feywild, where they became the court of the unseelie. Though they attempted to maintain their beliefs and traditions, the centuries within the feywild has changed them to be unrecognizable as who they once were. The Unseelie court may appear malicious to the uneducated, but those who know the story of the Old King look upon them with pity.
**A Man Reborn.** The Old King was once a fair and just ruler, if a bit conceited and naive. However, after his transformation into a Fae Lord, every aspect of his personality was amplified. The Old King’s arrogance rivals Queen Titania’s vanity, and he deludes himself into believing that the warping of his people was something necessary, and that they are now superior to mortals. Some postulate that the Old King still has some part of him that is right and just, and knows that what has happened is terrible, but there is no way of knowing whether this is true.
**Ruler of the Unseelie.** The Unseelie are a malicious group of creatures, and being the king of the unseelie, he is the most vicious of them all. The Old King primarily creates deals like the pact that sealed the fate of his kingdom, and through his powerful magic, the victims of these deals are erased from the minds of those they love. In order to find new victims and maintain his hold on the material plane, the Old King has several warlocks throughout the land. They apprise him of the quarrels and business of men, as well as finding and siphoning power in every form back to the Feywild. The Old King often sends Unseelie fae to greet those who visit the feywild, hoping to steal them from Titania’s Grasp. The battles for these mortals are a ‘score’ for the Old King and Queen Titania, and the battles between the Unseelie and Seelie for new mortal converts is basically a proximity war. **Appearance.** The Old King is much larger than a mortal man, and though he is often hunched over, he still easily reaches 9 ft. in height. He has four large arms, pale grey unlike the skin of any mortal, and he still wears his robes from his old kingdom. These robes have gone brown and moldy due to age, but he still wears it as a memento to his past. He has no face, with his whole body covered by a pale grey skin, which is loose fitting and appears similar to wrappings. Sprouting from his head are two great, twisting horns, which while once even and symmetrical, are now twisted and knotted like the branches of a tree. \columnbreak
**Dominion in All Things.** The ultimate goal of the Old King is twisted from what his original dream was: to restore his kingdom. Now, however, he believes that all of the Feywild is his kingdom, and that those of the Seelie court are exactly the same as the monsters that once overran his home. The Old King is not fully sane, and doesn’t understand the necessity for balance in the Feywild. What he lacks in sanity, he makes up for in intelligence. The Old King was a shrewd and intelligent man before his conversion, and this tactical genius was amplified during the transformation. Now, he continues to steal resources and power from underneath Queen Titania, and with enough time, he may be able to defeat the Seelie court and conquer all of the Feywild.
**Nature and Technology.** When the Veles came into being, they were met by opposition from the Old King. Led by Darius Stormstrider, these fey merged themselves with strange arcane and nature based technology, which the Old King saw as an affront to his rule. Though Darius wished only to help his ruler, and his strange brand of technomancy would prove powerful enough to defend against both the Seelie and the Unseelie, the Old King saw this augmentation as a way to rebel against him. On this both courts were united; both the Seelie and Unseelie banished these technomancers, and hunted them until they were forced to flee to Valken and other areas of Selecia.
APPENDIX C | The Planes
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## Queen Titania When the universe was created by the mortal blow dealt to good and evil alike, two of the pieces of these respective primordials were merged, and the resulting fusion created both the feywild and Queen Titania. This world was originally inaccessible to the mortals of the material plane, unlike the other planes, but eventually, a method was created to access it. When they did, they were met by Queen Titania, and these first travellers became the Seelie court when they were willingly converted. The Seelie court all share the traits of their queen: beauty, grace and a vanity that overcomes all else. These creatures consider themselves the ‘pure’ fey, and both her Seelie subjects and Titania herself see the creation of the Unseelie and the Veles as the biggest mistake made in the Feywild. This is because the Fae are meant to represent both good and evil, having been created by both, and the mere existence of the Unseelie means that their natures are divided.
**Appearance.** Queen Titania appears as a graceful girl with white hair, high cheekbones and an unnatural grace lent to her by the Feywild. She wears a large crown of branches and thorns, neatly arranged to accentuate her face and ensure a deadly prick if someone gets too close. Her beating heart glows green in her chest, which can be seen within her open chest cavity. Despite this strange appearance, her presence is enchanting, both due too stunning natural beauty and magical power. Everything the queen wears is perfect, as her vanity would not allow anything else.
**Balance.** Titania’s ultimate goal is balance in the feywild through the extremes of emotions; she realizes that this extreme is what keeps the feywild enchanted and powerful as a plane. Titania once had the power to quash the Unseelie fey, but chose to keep them alive in order to preserve this balance. Now, Titania must continue to increase her power as the Old King attempts to amass enough strength to topple the Seelie court and destroy the equilibrium that distinguishes the Feywild. Titania wishes only for peace, but the Old King’s insanity has been amplified by his transition into becoming a Fae, leading him to be completely unreasonable.
**Indecipherable Ethics.** Titania and many of the other Seelie fey are often seen as a part of nature. Often cultures, especially from before the Fractures, believe that the Seelie fae are benign, and that the Seelie and Unseelie represent good and evil respectively. This couldn’t be further from the truth. The Seelie fae operate on their own ethical and philosophical tenets, which humans can rarely understand without a background in the arcane. These tenets are neither good or evil, at least by the standards of mortals, but instead precise and unpredictable. For example, though fae attempt to deceive and manipulate, their code of ethics requires them to speak the truth. That doesn’t ensure honesty however; half truths and omissions are accepted and encouraged in the Seelie court.
**Cloak of Nature.** The Seelie court and Titania herself all take on the appearance of a natural, organic grace; some have the wings of insects, while others have the manes of lions or the hooves of goats. These appearances are natural extensions of their bodies, as opposed to the warped combination of nature and humanity found in the Unseelie or the meshing of technology and nature found in the Veles.
APPENDIX C | The Planes
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## Space Between
"The Space Between is a strange place, and full of wondrous
new things. The Space Between is where the excess
cosmos
or essence of the universe, was left after the creation of everything. Strange, unorthodox things spawn from nothing, and are too numerous to count. The Space Between is difficult to describe; there is no ground or sky, but you can move through it; there is nothing certain or real, yet all that you can touch is reality. Ancient monoliths and shards of relics can be found floating through this strange place, their sculpted faces telling stories long past or yet to come."
The Space Between is the area that must be travelled in order to reach the elemental planes, Veles and Elysium. It is guarded by the Gith, who were contracted by an angel to guard it for an entire generation. It is a dangerous place, for ideas are dangerous; the Space Between is the birthplace of all ideas and also the source for a key component of every spell: cosmos. There are many reasons why someone would want to stay in the Space Between, however: spellcasters are bolstered by the magical energy, scavengers can find inventions and loot beyond their wildest dreams and anyone who wants to be lost will be near impossible to find here. \columnbreak
### Lost in Thought Without proper navigation from your goal to the material plane, you will certainly be lost forever in the Space Between, but navigation isn’t as simple as a map. Instead, to travel the planes, one must learn to be or hire an Astropath: someone who is able to comprehend the unstable magic that the Space Between is made of. An Astropath requires a room to fill completely and enough time and space to meditate freely; if they are interrupted during a voyage, there is potential for being lost forever, or worse. Astropaths’ methods can often be quite strange, ranging from doodling to painting with organs, but there is always a method to the madness, and to question it is the quickest way to be steered the wrong way. Astropaths don’t simply steer the ship, they guide it using the force of the cosmos energy surrounding it. ### Dangerous Secrets In the Space Between lie the things of the past, present and future all floating throughout a strange space. Surviving and navigating this area is hard enough, but there are some things that should never be seen by mortals who travel it. The secrets of the multiverse, the unexplained phenomena of the planes can be found within the Space Between and these things can cause insanity on sight.
APPENDIX C | The Planes
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### Paradoxical Knowledge One of the strangest parts of the Space Between is the fact that within it, inventions and ideas not yet formed in their creator’s minds can be found within the strange plane. This means that tinkerers and inventors often choose to blindfold or confine themselves within their vessels, as seeing one of these inventions would create a paradox. Would they be inspired to create it by seeing it in the Space Between, or did they invent it later without that knowledge and it simply appear in the Space Between early? These questions aren’t only confusing, they are also life threatening. An individual who is caught in one of these paradoxes is removed from the timeline, and their existence scattered amongst the cosmos, in order to maintain and rectify the timeline. ### Unique Vessel In order to travel through the Space Between, it isn’t enough to simply teleport there. Due to the unique gravity within the Space Between, this would just cause you to drift endlessly, until something or someone crosses your path. Instead, planar travelers must use a Dream Vessel. Created primarily in Solaris, but also in Voldari by the fey, these rare things look similar to a boat, but with several key features. Firstly, the Dream Vessel must be made of stone and earth, to ground it to the material plane. It must also be subjected to gravity changing spells, which allow for the ship to be unaffected by the gravity of the Space Between. Finally, the Dream Vessel must be enchanted to keep the air from the material plane within a bubble around the ship, to ensure that the people aboard the vessel are able to breathe. Once this bubble has been formed, it can usually store around a week’s worth of oxygen, but this depends on the craftsmen who created it. ### Raiders and Monsters Some creatures are forced to live in the Space Between, or choose to do so. In order to survive in the Space Between, these creatures must raid the planar travellers and steal their supplies. This often makes travel between planes much more dangerous, and some of these creatures are intelligent enough to do more than simply head-on attack. While some of the creatures within the Space Between are no more than simple brutes and monsters, others are more cunning. They are able to destroy air supplies or disrupt Dream Vessels, sabotaging their prey until the prey can no longer survive and then picking up the things most valuable to them from the Dream Vessel and leaving. Raiders are not the most dangerous parts of the Space Between, but they are still enough to leave unprepared travelers stranded and dying. ### Madness Incarnate Since the Space Between is the place where all thoughts and ideas eventually exist, it also takes into account the thoughts or raving lunacy. The Space Between is a breeding ground for false gods, idols and strange creatures only imaginable by those who have lost all sense and reason. The Space Between is filled with these strange creatures, and is also where many of the creatures that cults worship actually come from. Originally, the strange beasts cults worship are not actually real, but through their ideas of what the creature is, they actually create the eldritch abomination before they summon it.
APPENDIX C | The Planes
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\columnbreak ## Somnus The Somnus are strange creatures created by the nightmares of children and madmen. These unimaginable creatures have no form, instead a semi-liquid being that constantly reforms and forms out of shadows. The Somnus are some of the most powerful creatures in the Space Between, but they are unable to survive outside of the plane as they have extreme reactions to oxygen after a long period of time.
**Born from Dreams.** The Somnus are originally created during the nightmares of children and madmen. In those dreams, they take the form of whatever scares them the most. If the child is scared enough to scream out, the moment the scream is released into the air, a Somnus is born.
**Infectious Creatures.** If a Somnus is able to board a dream vessel undetected, it will attempt first to disable the maintaining of air. If that succeeds and they remain undetected, a Somnus will attempt to take over and consume the Dream Vessel, it can be used by the other denizens of the Space Between as a shelter and vessel for them to raid other vessels. ___ > ## Somnus >*Large aberration, chaotic neutral* > ___ > - **Armor Class** 18 > - **Hit Points** 111 (13d10 + 39) > - **Speed** fly 60 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|12 (+1)|17 (+3)|15 (+2)|14 (+2)|19 (+4)| >___ > - **Damage Resistances** piercing, slashing and bludgeoning damage from nonmagical weapons > - **Senses** Darkvision 120 ft. > - **Languages** Abyssal > - **Challenge** 9 (5,000 XP) > ___ > > ***Nightmare Form.*** At the beginning of combat, each other creature in combat with the Somnus must make a DC 16 Wisdom saving throw. On a success, nothing happens. On a failure, the Somnus appears as that creature’s worst nightmare, and they are under the effects of a *fear* spell. They may repeat this saving throw at the beginning of each turn, using their action to do so. > > ### Actions > ***Multiattack.*** The Somnus makes three claw attacks. > > ***Claw.*** *Melee Weapon Attack:* +8 to hit, Reach 5 ft., one target. *Hit:* 21 (3d8 + 4) force damage. > > ***Nightmare Blast.*** The Somnus fires a blast of nightmare energy at a target. Each creature in a 10 ft. radius the target must make a DC 16 Charisma Saving throw. On a failure, they take 36 (8d8) psychic damage and are frightened. On a success, they take half damage and suffer no ill effects.
APPENDIX C | The Planes
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## Veles
"The air of Veles is thick with the strange dust of things long
forgotten: a child’s doll, a strange mirror, and a broken monocle all float amongst the rubbish in the air. The ground is a thick, pliable shadowy substance that sticks to one’s feet and drags them down. Every aspect of Veles seems draining and sapping, and the pit seems infinitely deep and wide. Strange creatures live amongst the ruined remnants of the past, and they hunger for positive energy, latching onto even a smidgeon of it found on the endless supply of refuse. This was not a place that Sir Daniel wished to stay; he knew he had to find the artifact, and get out while he still had the strength to do so."
Veles is the realm of the lost; the realm of those things that were scoured from existence or forgotten. Veles hosts the tormented souls of those who were wiped from existence, and they are forced to entertain themselves amongst their detritus home. Home to a variety of strange and bizarre things, Veles is almost never visited by mortals, unlike elysium. This plane is the home of negative energy, which comes from the concept of lacking. It is the opposite of Elysium; Veles is the shadow cast by the light. The only time that someone would wish to enter Veles is to find something long forgotten in their time of need, or perhaps to make a dark deal with something strange and evil that has been banished there. The process to enter Veles is similar to Elysium as well, but instead of climbing up, one must scale down sheer cliffs of shadowy matter. ### Forgotten Horrors The strange things that go bump in the night or the snap of a bushes you swore you heard might not have just been your imagination. In Veles, creatures can feel the presence of the mortal plane near them, and for the briefest of moments they can step into them, only to be whisked away after a single step. As well, the monsters found in Veles are those that were forgotten, which includes a wide range of creatures: imagined terrors that were forgotten, things so traumatic that they were forgotten after sight, and things so powerful and terrifying that they shall never be remembered. Travelling Veles is like walking through a nightmarish hellscape with no way to return to reality due to the terrifying creatures that lurk within it. ### Endless Path Veles is a place with an endless horizon; though an eclipse sun dimly lights the pit, no amount of travel can ever reach it. Some mortals who travel to Veles are entranced by this sun, and continue to follow the winding path into infinity, trapped and destined to walk the same path for all eternity. Some posit that the path isn’t infinite, but simply distance can no longer be made after a certain threshold, but no one can be sure. Maybe there is something on the path... \columnbreak
### Young Souls Some unfortunate creatures are so unlucky that when they die, they are immediately forgotten. These creatures are brought to Veles and are forced to live their eternity there. This isn’t just souls that are forgotten eventually, or everyone could be found there; it is specifically those who are immediately forgotten. Those who made no difference or imprint in their lives, and left behind no legacy. This often means an influx of young children and teenagers, who had yet to make their mark on the world. The fact that they are so young mixed with the transformation that they undergo makes for terrifying creatures. After a short period of time, the skin becomes pale and drained, and their eyes turn pure black. Their skin becomes unnaturally wrinkled, and instead of wrinkles, their skin is cracked like porcelain. They become creatures that have no other purpose than to try and make themselves whole again using positive energy from the material plane. ### Draining Will Entering Veles is a dangerous enough act; staying within it is deadly. Since the plane of Veles is the negative energy plane, and the shadow is only noticeable by the light, the energy of the living is absorbed by the endless hunger of Veles. Depending on the person, this process can take anywhere from several days to an entire week. After the energy is drained, nothing remains; even the corpse of the living being is absorbed in a grisly fashion.
APPENDIX C | The Planes
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